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Post by Deleted on Jan 18, 2010 15:24:44 GMT -5
Soo.. odd question that I can't seem to find the answer to. What is Cromyr's policy on Necromancy? Cormyr, in regards to FRC Cormyr, has the following laws in regards to undead animation. The animating of corpses legally purchased or obtained is legal in Cormyr under the following conditions:Killing a monster or finding the corpse of a monster or outlaw in the wilderness is considered legal acquisition of said corpse.
No undead in populated areas the animator doesn't specifically own.
No undead in city limits, or in sight of rural farms.
The crown is not responsible for damages to your undead, and will not lend aid to you in collection of damages. It is not a crime to damage the undead regardless of 'ownership'. The kingdom of Cormyr does not wish to become involved in personal grudges over philosophically motivated destruction or creation of undead.
It is not a crime to destroy undead.
The undead have no legal rights in Cormyr.
Harming a citizen of Cormyr, or a legal resident of Cormyr in order to protect, avenge, or aid undead is assault and/or murder.
You are responsible for any damages that undead you summon cause. If the undead you summon or dominate commit a crime, you will be charged with that crime.
Dominating existing undead is legal, so long as they are not brought within sight of a populated area, city, or rural farm. These existing undead have no rights. In dominating these undead you become responsible for their actions so long as they are under your control, and after they are released if they are released near enough to a populated area to be considered a threat.
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If you are wanting to know what the laws are in source material on necromancy and undead animation, I can dig deeper, but if you asking in regards to FRC, these are the Official Laws the DM Team agreed upon.
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Post by longearmage on Jan 18, 2010 16:10:32 GMT -5
Does this apply to the standard scary kind of undead (i.e. Angels of Decay, skeletons, zombies, mummies and other little ghoulies) or ALL undead (to include Baelnorn and archliches)?
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Post by Deleted on Jan 18, 2010 17:13:58 GMT -5
Does this apply to the standard scary kind of undead (i.e. Angels of Decay, skeletons, zombies, mummies and other little ghoulies) or ALL undead (to include Baelnorn and archliches)? Undead are undead in the eyes of the Government. Most NPCs, or PCs for that matter have never heard of an Archlich or Baelnorn, a guard in a position to attack an undead creature most certainly probably hasn't. Take note that the law doesn't state that all undead will be attacked on sight, it just states that you won't be penalized under the law for doing so. It also means that if someone destroys an archlich or a baelnorn, they won't be persued for punishment under the law. This doesn't mean that allies of said creature will not subsequently hunt down the killer and take vengeance (however, taking vengeance in this instance would be a crime). Both of these types of undead are free willed self-created undead in most instances, so, creating them under the law is a non issue. I have to say that your own body for this purpouse would be considered a legally obtained corpse. However, the moment the transformation is complete the transformed body loses all rights.
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Post by Micteu on Mar 10, 2010 9:52:03 GMT -5
What sort of information is available on the Sun Soul monastic order?
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Post by Munroe on Mar 10, 2010 11:34:12 GMT -5
What sort of information is available on the Sun Soul monastic order? From City of Splendors: Waterdeep (page 41): Order of the Sun Soul
During the Age of Netheril, the Netherese venerated Amaunator, Keeper of the Eternal Sun, as the lord of bureaucracy, contracts, law, order, sun, and rulership. An order of itinerant monks known as the Brotherhood of the Sun served the faithful in the field, bringing the comforting words of Amaunator to the peasants and common folk. Although the Brotherhood of the Sun survived the fall of Netheril and the death of the Yellow God, it never coalesced around a successor to Amaunator. Instead, each monastery chose its own god to serve, with most eventually gravitating to Lathander (god of dawn), or Selune (goddess of the moon and stars), but a few choosing Sune Firehair.
Today, the Brotherhood of the Sun is known as the Order of the Sun Soul, and the group's original association with the Church of Amaunator has largely been forgotten. The order now admits both men and women, but retains its itinerant nature and ancestral focus on serving the common folk of the Realms.
The Order of the Sun Soul maintains a large monastary in the city of Waterdeep, due in large part to the presence of prominent churches of Lathander, Selune, and Sune. The order's current leader, Monastic Abbot Hanor Kichavo, is attempting to unify the three sects of the order into a cohesive whole for the first time in centuries. Drawing selectively on historical text that survived the Netherese diasporaand the fall of Calimshan's Cajaan dynasty, he preaches that Lathander, Selune, and Sune are tripartite fragments of Amaunator, and that the Yellow God shall rise anew once the three are unified to form the one.
Base of Operations: Monastery of the Sun (T46).
Order of the Sun Soul (Standard Religious): AL LG, LN; 15,000 gp resource limit; Membership 144; Isolated (humans 124, halflings 12, half-elves 5, others 3); Dues 2 gp/month 9none to join).
Authority Figure: Monastic Abbot Hanor Kichavo (see below).
Important Characters: Righteous Brother Hronkil Elgredsson (LN male Illuskan human paladin 8/Sun Soul monk* 8); Righteous Sister Kadila adh Vitendi (see page 90).
Associated Classes: Fighter, monk, paladin.
Associated Skills: Balance, Concentration, Heal, Listen, Knowledge (religion), Tumble.
Requirements: You must engage in charitable work among the poor, sick, and needy. This requires an average of 20 hours per tenday.
Favored in Guild Fringe Benefit: Lathander teaches that undead must be destroyed. Once per character level you can call upon your faith to enter a state of holy resolve, which lasts for 1 minute. While in this state, you gain a +2 morale bonus on attack rolls and damage rolls against undead.
Special: Admittance to the Order of the Sun Soul usually requires demonstrable athleticism (2 ranks in Jump or Tumble, or the Athletic feat) and a vow of obedience to one of the three acknowledged patrons of the order.
Monks of the Sun Soul Order can gain levels in one other class and still progress as a monk as long as their monk level is their highest class level. Senior members of the order usually adopt the Sun Soul monk prestige class.
Hanor Kichavo: Monastic Abbot Hanor (LG male Tethyrian human monk 10/Sun Soul monk 10) keeps his head shaved and favors bright yellow robes. Although he has an easy smile, he speaks with the fervor of a true believer who finds himself called to be a teacher. Hanor is the spiritual heart of the Waterdhavian branch of the Order of the Sun Soul and one of only a handful of monks with a following across the order as a whole. Hanor has drawn the ire of Waterdeep's powerful churches of Lathander, Selune, and Sune for his heretical preaching, a feeling echoed by the more traditional members of his order. More than one rumor has spread through the City of Splendors suggesting that the esteemed Monastic Abbot is in the thrall of the Lady of Loss and that his teachings are designed to weaken Waterdeep's good-aligned churches. Whether or not his actions lead to such a state, Hanor truly believes in what he preaches. |
================================================ There's also a three page spread on the Sun Soul monk prestige class (beginning page 88). I'm just retyping some of the flavor bits from this section. Some aspects of it, especially references to special powers, refer to the prestige class. The rest could be taken to apply to all monks of the Order of the Sun Soul. "Look within for the dawning light of the Morninglord, the twinkling diamonds of the Moonmaiden's raiment, and the shimmering corona of lady Firehair's beauty. let it shine forth from your soul, and the yellow God shall be reborn through you." --Kadila adh Vitendi
Monks of the Sun Soul Order believe that they each harbor a small fragment of the sun's divine essence, long absent from the Realms. Brothers and sisters of the Order of the Sun Soul are trained to tap into the "spiritual light" within--a tradition that developed during Amaunator's slow decline--and manifest it externally. The monks are loosely affiliated with the faiths of Lathander, Selune, and Sune, and they share many common concerns with those churches. Staunch opponents of darkness, evil, and chaos, the Sun Soul monks serve as crusaders against churches of evil deities, defenders of common folk, and protectors of sites sacred to deities of light and good. |
Ex-Sun Soul Monks
A Sun Soul monk who becomes nonlawful cannot gain new levels as a Sun Soul monk, but retains all Sun Soul monk abilities.
Like a member of any other class, a Sun Soul monk can be a multiclass character, but multiclass Sun Soul monks face a special restriction. A Sun Soul monk can gain levels in one other class (other than monk) and still progress as a monk or as a Sun Soul monk, as long as his combined monk and Sun Soul monk levels exceed all other class levels. |
Playing a Sun Soul monk
You are a dedicated servant of the common man, eschewing ostentatious consumptions of wealth, food, or libation. You almost never despair, no matter how dark things seem, for you have discovered your spiritual light within. You see yourself as a custodian of the sun's divinity and the inheritor of an ancient tradition, awaiting the day the sun returns to its proper glory and banishes the spiritual shadow from the world. |
Resources
Although scattered and somewhat disorganized, the Order of the Sun Soul is known to most regions of Faerun. As a result, it should be available to you no matter where you go. In general, a Sun Soul monk can obtain healing from a cleric of Lathander at 25% of the normal cost, and from a cleric of Selune or Sune at 50% of the normal cost. Her companions can obtain healing at 75% of the normal cost. A Sun Soul monk can obtain free room and board for herself (for any length of stay) and her companions (for one night) at any of the order's monasteries across Faerun. |
Sun Soul monks in the world
The Order of the Sun Soul is a monastic order spread across Faerun. A monk with controversial beliefs about Amaunator, Lathander, Selune, and Sune leads the chapter in Waterdeep.
NPC Reactions
The monks who join the Order of the Sun Soul are only one of many monastic and knightly orders found across Faerun. Few commoners know much about the differences between these organizations, so Sun Soul monks are treated much as any other nonevil monks; most people admire their single-mindedness of purpose and dedication, but think that they are somewhat aloof.
Members of the church of Lathander welcome Sun Soul monks as allies because the two organizations have fought side by side in many battles against the undead and other forces of evil. members of the churches of Selune and Sune also view the Sun Soul monks as allies, but see the monks' way as inscrutable and overly rigid. In Waterdeep, all three churches view the Order of the Sun Soul with suspicion because the local leader of the order has been preaching heresy, although the gods have yet to strike him down for doing so. |
Sun Soul Monk Lore
The Order of the Sun Soul is closely affiliated with the church of Lathander and loosely affiliated with the churches of Selune and Sune. Characters who succeed on a Knowledge (religion) check can learn the following information, including the information from lower DCs:
DC 10: The Order of the Sun Soul is a widely scattered sect encompassing worshipers of the Morninglord, the Moonmaiden, and lady Firehair.
DC 15: Monks of the Sun Soul Order are dedicated servants of the common folk, a tradition stretching back many generations.
DC 20: Monks of the Sun Soul Order can visibly manifest their spirits in the form of light or fire. According to their teachings, everyone harbors a tiny peice of the golden, life-giving sun in his or her soul.
DC 30: The Order of the Sun Soul dates back to the time of Netheril. The order, once known as the Brotherhood of the Sun, evolved into its current form after the death of Amaunator.
The Order of the Sun Soul is not particularly secretive, but a great deal of confusion surrounds its teachings because of its division into three sects, each venerating a different deity. Even members of the order are often unaware that the order once served the church of Amaunator. |
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Post by Micteu on Mar 10, 2010 14:19:52 GMT -5
Thanks a bunch!
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Post by EDM Neo on Apr 5, 2010 23:26:59 GMT -5
Which is correct, Cyricist or Cyrist or something else? Or do they all work? I've honestly never been sure.
Is there a general formula for religious naming conventions? Lathandarite, Illmatari, Tormtar, etc? Or is it just on a case by case basis?
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Post by highknight on Apr 6, 2010 0:01:11 GMT -5
Cyricist
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Post by maeglhachel on May 5, 2010 9:06:00 GMT -5
So, there's this redhead trying to gather information on the following bits from the library at the academy in Marsember: 1. Bebiliths Why would one undress a sorceress while three people are whacking at it with sharp and heavy things? // Pretty obvious from an AI perspective as she was the only one hitting at the time // and it may not have been really obvious to the AI that removing her armour // doesn't really hurt her much ... only embarrass It has been suggested to her that they might lay their eggs in creatures from the prime material plane. Is that the case? How do they reproduce, being demons and all? What are the weaknesses of a Bebilith? 2. Gorgons Are there ways to protect against their spit? 3. How to read Thayan tattoos? Are they just fashion devices, or do they have some meaning? Can you tell somebody is a slave from them, or would you have to go by some sort of branding or the fact that somebody has long hair (as Thayan slaves apparently aren't allowed to shave)? It has been suggested to Tari that the tattoos typically don't say anything about the status of the one wearing it ... except that slaves may occasionally have the same tattoo as their owners to show they are their property. That would be in addition to other signs, like a branding or long hair? // If this isn't the right place to post the information, maybe a PM would be // appropriate? Or maybe somebody will accidentally bump into Tari in the // library? TIA, M.
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Post by catmage on May 6, 2010 4:47:15 GMT -5
Bebiliths, being demons, are typically formed from the cosmic forces of Chaos and Evil channeled through the Abyss, their home plane. There is no sourcebook mentioning of them reproducing in the traditional sense. The best known trait of bebiliths is the fact that they are willing(and able) to hunt other demons as prey, though they have no need for food and will hunt just about anything they come across.
If you needed a reason, one could say that this particular bebilith has a taste for sorcerers, or a particular sorcerer may have a bloodline that is either directly related to a demon or is strong with primal chaos and/or evil, such as a red dragon. There can also be the reason that it doesn't need a reason. Demons are evil and chaos given flesh, and any given demon may just decide to attack a specific based on a random trait it doesn't like, because you looked the squishiest, or because it's a tuesday morning, three minutes before noon, on a partly cloudy day with a gentle southernly breeze.
The gorgon breath can only be avoided by immunity to petrification, raising your saves and avoiding a one, or possibly by not getting any on you (evasion, if a reflex save is allowed prior to the fort save)
Thayan tattoos may not denote specific rank in the Red Wizards, but since Red Wizards require a special tattoo related feat, I believe called Tattoo Focus, related to a specific school of magic, one can suppose that an informed individual would be able to recognize symbols on an individual related to specific spell schools(Ankhs and skulls for necromancers, cats and eyes for diviners, etc.) But since wizards draw from many cultural sources, and their own private research, so any given Red Wizard's tattoo's may seem like random pretty designs.
If I have time before I'm beaten to the punch, I'll look for specific sourcebook statements and page numbers. To those looking, I'd suggest MM 3.5, Fiendish Codex 1: Hordes of the Abyss, and Unapproachable East. Dungeon Master's Guide 3.5 has the most recent relative information for the Red Wizard of Thay prestige class, if one is looking to emulate the class through feat selection and character design. I'm inclined to believe that Lords of Darkness has information on the Red Wizards as well, but since I need to cash my next pay check and drive forty or so minutes to the one store I know has copies in stock so I can own it, and revel in the knowingness.
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Post by sneakingyoda on May 11, 2010 11:28:49 GMT -5
Couple of questions: Who would Yulena write a letter to if she wanted to seek out permission to build a temple to Oghma in Suzail? (I don't even know where to begin with all that.) And more importantly: I need a decent source of reading material about the Forgotten Realms in general (and the overall world), Or maybe just Cormyr. There are so many books out there I want to add to my resources, of various dates. I'm getting a little swept up and confused. Is there an overall compendium? So any recommendations on where to start with book titles? Which source does the server use as cannon? Edit: Maybe I should just stick to the Wiki? Has anyone else used this as a source? forgottenrealms.wikia.com/wiki/Main_Page
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Post by Deleted on May 19, 2010 12:46:47 GMT -5
Couple of questions: Who would Yulena write a letter to if she wanted to seek out permission to build a temple to Oghma in Suzail? (I don't even know where to begin with all that.) And more importantly: I need a decent source of reading material about the Forgotten Realms in general (and the overall world), Or maybe just Cormyr. There are so many books out there I want to add to my resources, of various dates. I'm getting a little swept up and confused. Is there an overall compendium? So any recommendations on where to start with book titles? Which source does the server use as cannon? Edit: Maybe I should just stick to the Wiki? Has anyone else used this as a source? forgottenrealms.wikia.com/wiki/Main_PageI think we have pretty much handled this in game SNeaky..are you satisfied with the answers you got IC? If not I can still answer you here when I get time, sorry for the delay, I missed this post. -HH
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Post by EDM Entori on May 19, 2010 16:56:02 GMT -5
information on the 3 great treasures of evermeet.
they being the following
Tahlshara An extremely potent two-handed sword and the life's work of elven armourer Kythaela Durothil. Chalice of Labelas A constantly full receptacle with great powers of healing. Crown of the Sun A simple silver circlet with gems and a gold leaf at the front.
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Post by Deleted on May 19, 2010 17:36:12 GMT -5
information on the 3 great treasures of evermeet. they being the following Tahlshara An extremely potent two-handed sword and the life's work of elven armourer Kythaela Durothil. Chalice of Labelas A constantly full receptacle with great powers of healing. Crown of the Sun A simple silver circlet with gems and a gold leaf at the front. Ok, I'll see what I can dig up tonight.
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Post by Deleted on May 19, 2010 17:43:33 GMT -5
TahlsharaThis weapon, considered by many to be the greatest elven weapon ever crafted, is one of the three Great Treasures of Evermeet. It is currently in the keeping of Queen Amlaruil. Infused with the magic of the Seldarine, the weapons powers cannot be used by non-elves. Any non-elf touching the weapon must successfully save vs. death magic or be instantly slain. This prohibition extends, not surprisingly, to Drow, regardless of their alignment. Tahlshara is a broad-bladed, two-handed sword. Leaves and vines are etched into its surface and its hilt is carved with complex knotwork. Its name is written in small characters around the ferrule. Tahlshara normally functions as a two-handed sword +8, and drops its wielders AC to 0, but it has a number of special abilities that can be used at will. Unfortunately, each use of a special ability marked by an asterisk in the following listing requires a 1d100 roll and reference to the High Magic Effects table. All who use the sword must roll 1d100 and refer to the table, regardless of class. Only Queen Amlaruil is immune to this effect. All special abilities are at 20th level unless otherwise noted. Tahlsharas powers are cast any high magic spell*, vorpal weapon +5*, teleport without error, spellstrike*, sunburst, spelltrap*, turnshadow, and teleport dead. Elves of Evermeet page 71 Chalice of LabelasThe second of the three Great Treasures of Evermeet, the chalice is a richly-wrought work of art crafted of silver, onyx, and chalcedony. It is constantly full of cool, spring water, and if drunk from, the chalice heals all damage suffered by the drinker. It will even bring a slain individual back to life in the same manner as a resurrection spell. The chalice can only be used in this fashion once per month, however. The Chalice of Labelas is in the hands of Queen Amlaruil, who uses its power sparingly. Elves of Evermeet page 73 Crown of the SunThe third of the Great Treasures of Evermeet is a simple silver circlet set with small blue and green gems, with a single gold leaf at the brow. It combines the powers of the helm of brilliance, helm of telepathy, and helm of teleportation. Elves of Evermeet page 73
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Post by Slanker on Jun 7, 2010 15:27:20 GMT -5
I'd like to learn a little more about the history between Velsharoon and Azuth. Also, what is their current relationship in the year FRC takes place?
Would like this to be available OC if possible, if this post is better suited for the DM Q&A, I don't mind replacing it.
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Post by Deleted on Jun 7, 2010 17:07:49 GMT -5
I'd like to learn a little more about the history between Velsharoon and Azuth. Also, what is their current relationship in the year FRC takes place? Would like this to be available OC if possible, if this post is better suited for the DM Q&A, I don't mind replacing it. I'll have you an answer here later tonight.
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Post by EDM Entori on Jun 21, 2010 15:15:25 GMT -5
HIPS and Shadow dancers..
anyone got any details/ lore on those. how do they hide in plane sight, what is the lore behind the class.
I'm hearing alot about them lately I'd like to know.
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Post by The Supreme Watcher on Jun 22, 2010 0:01:08 GMT -5
What are Orogs?
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Post by Rook on Jun 22, 2010 0:13:51 GMT -5
The short answer is that orogs are a type of orc found in the Underdark. Orogs are also sometimes referred to as Deep Orcs. Below is the explanation from Races of Faerun. Although everyone in Faerun knows about the orc hordes of the North (the mountain orcs) and the nomadic orcs of the East (the gray orcs), only a relative few know of a third subrace that hails from the deeps below ground. The Underdark is the chosen haunt of these terrible creatures, the orogs. After thousands of years of survival in the harsh and dangerous Underdark, the orogs have changed to match their home, become more ferocious and better able to cope with the dangers found there.
Physically, an orog looks similar to a large mountain orc, except that their ears are somewhat larger, and their eyes are huge and pale. they average six and a half feet tall.
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Post by Micteu on Dec 28, 2010 14:24:48 GMT -5
Why does nearly every playable race have human-like features of an upright posture, two eyes located above a mouth, two human-like arms with opposable thumbs, and two legs with feet with toes? I mean, elves are from another friggin' world. They should look more alien than illithids (which also are horribly human in appearance).
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Post by highknight on Dec 28, 2010 14:27:17 GMT -5
I mean, elves are from another friggin' world. They should look more alien than illithids (which also are horribly human in appearance). Not technically true on the elves from another world, thing. AFAIK, before Elves arrived on Toril from Faerie, there were already some Wild Elves there.
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Post by Deleted on Dec 28, 2010 14:28:53 GMT -5
Why does nearly every playable race have human-like features of an upright posture, two eyes located above a mouth, two human-like arms with opposable thumbs, and two legs with feet with toes? I mean, elves are from another friggin' world. They should look more alien than illithids (which also are horribly human in appearance). I blame Star Trek
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Spells
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Post by Spells on Dec 28, 2010 14:37:31 GMT -5
It was my understanding that Illithids were at one time humans mages but changed themselves due to the nature of the magic they were practicing.
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Post by ancientempathy on Dec 28, 2010 14:47:43 GMT -5
Shhh...dont give away such secrets, false or true...You might awaken...the MAO...
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Spells
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Post by Spells on Dec 28, 2010 14:53:35 GMT -5
*is confused, silences to the great chicken's wisdom*
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Post by Deleted on Dec 28, 2010 16:39:42 GMT -5
It was my understanding that Illithids were at one time humans mages but changed themselves due to the nature of the magic they were practicing. I can't be sure on this without sourcebooks to verify, but what I do know is that modern Illithids in the DnD multiverse are from the future. They travelled back in time to avoid a cataclysm. I learned that from the Illithiad, I own a copy of it and have it at home. I don't recall it saying that they were ever human, but it has been some years since I read it cover to cover (yes, I read sourcebooks cover to cover).
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Spells
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Post by Spells on Dec 28, 2010 17:00:28 GMT -5
It also isn't beyond the possibility of truth that I am wrong as well, it was simply something I was told at one time by one of the people I know in RL that is trying to get me to play PnP with them, I still haven't decided.
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Post by Munroe on Dec 28, 2010 21:23:12 GMT -5
Every illithid begins live as a human or other humanoid creature of similar stature. In the process of ceremorphosis the baby illithid "tadpoles" are implanted in a humanoid's brain and slowly devour it, taking over the creature's body and transforming it into an adult illithid over a period of years. So illithids look like humans because most of them were humans before they were transformed into illithids. Tadpoles implanted in other creatures produce different monsters. Neothelids are tadpoles that were never implanted in another creature and they are basically gargantuan sentient (and psionic) tentacled worms. (Neothelids in XPH have LE alignment, 25d8+200 hp (avg. 312), 16 INT, 15 WIS, 20 CHA, and DR 5/-) Discussion of them is a taboo topic among illithids, who would rather pretend they don't exist. As a side note, neothelids appear in Expanded Psionics Handbook (EPH or XPH) and they were released as an OGL creature. Illithids were not released under OGL, and are considered Product Identity of Wizards of the Coast. As such, neothelids exist in Pathfinder RPG while illithids do not. In the PRPG Bestiary the neothelids are described as believing they were created by a more powerful race, who will return to claim them one day. (Neothelids in PRPG Bestiary have CE alignment, 20d8+140 hp (avg. 230), 16 INT, 15 WIS, 21 CHA, and DR 10/cold iron.) In both games the neothelid is CR 15. The artwork for the neothelid in Pathfinder RPG Bestiary is much much better than the neothelid artwork in the Expanded Psionics Handbook. It does look less like a phallus in PRPG too. D&D 3.5e Expanded Psionics Handbook Neothelid: Pathfinder RPG Bestiary Neothelid:
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Post by Deleted on Dec 29, 2010 1:57:05 GMT -5
Every illithid begins live as a human or other humanoid creature of similar stature. In the process of ceremorphosis the baby illithid "tadpoles" are implanted in a humanoid's brain and slowly devour it, taking over the creature's body and transforming it into an adult illithid over a period of years.
So illithids look like humans because most of them were humans before they were transformed into illithids. Tadpoles implanted in other creatures produce different monsters. Neothelids are tadpoles that were never implanted in another creature and they are basically gargantuan sentient (and psionic) tentacled worms. (Neothelids in XPH have LE alignment, 25d8+200 hp (avg. 312), 16 INT, 15 WIS, 20 CHA, and DR 5/-) Discussion of them is a taboo topic among illithids, who would rather pretend they don't exist. |
Yes, I knew all that about Illithids. When considering whether or not they 'evolved' from humans the way Mic was suggesting though, I do not think is the case. Like a human didn't transform into one and then produce tadpoles. Their targets also I don't think were always humans and elves and such, but whatever humanoid race they dominated in the distant future before they came back in time (may have been humans, who knows?). What is known though is that they either brought the gith race back in time with them, or quickly dominated them upon arriving from the future. I assume that at one time most Illithids were tadpoles implanted in gith stock. Some reading in the Illithiad suggests that Illithids came from somewhere 'outside' of our reality. The Far Realm sounds like a good suspect, and the 'outside' they come from is even referred to as a 'far realm' on page 37 of the Illithiad. My personal guess, based on the overall wierdness of the Illithid race, is that they came from or were altered by the Far Realm. Thats just my personal theory though..which is as valid as anything else since it is intentionally left unrevealed in every source. I might do a thread on Illithid lore at some point just to put it all out there. I have both Lords of Madness and the Illithiad. I also have just about every other 2E book that mentioned anything about them.
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