Illithid Hive Community

*Alersia
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Alersia »










Ceremorphosis: Race selection depends upon the presence of vital neurochemicals in the victim's brain; these neurochemicals act as essential chemical cues for the initiation of ceremorphosis. Adult illithids lack these cues and are unable to host ceremorphological processes. Acceptable races are usually Humans, elves, drow, githzerai, githyanki, grimlocks, gnolls, goblins, and orcs. Most other races prove unacceptable for ceremorphosis, as determined by their height, weight, or nonhumanoid origin (such as outsiders). As example, implanted tadpoles develop too quickly inside small humanoids and too slowly in giant ones.
Physical description: An adult illithid stands roughly 6 feet tall and weighs in at 170 pounds, on average. Generally speaking, adult illithids possess a height and weight similar to that of their humanoid victims prior to ceremorphosis. Mind flayer's are warm blooded and subject to the harmful effects of extreme heat, cold, and other hostile environmental conditions. Mind Flayeer cannot discern colors, they see everything in black and white.
Gender: Since illithids are hermaphroditic, no sexual differentiation is possible between individuals.
Age: From the time an illithid comes into its adult form, it can expect to live anywhere from 115 to 135 years. During this period it grows in psionic power, formulates plans for the conquest of all other races, accumulates a harem of slaves, and eats brains.
Diet: Biochemicals and hormones found only in brain tissue are essential nutrients for adult illithids. However, illithids eat brains more for the psychic quotient contained in sentient gray matter than the physical nutrients. This psychic essence metaphysically nourishes the illithid far more efficiently than a diet of mere flesh ever could. Illithids use this liberated psychic essence to reenergize their metabolism so effectively that the consumption of only one brain a month constitutes a healthy illithid diet. Onl y intelligent creatures (Intelligence of 3 or more) contain the necessary psychic quotient to nourish an illithid properly. Illithid's do occasionally snack on the brain tissue of animals that they consider culinary delights. However, illithids become malnourished and weak in the absenc e of the minimum essential sentient brain per month.
Illithid Names: Illithid names are more complex than those of creatures using only one-dimensional sounds to communicate and to convey concepts. The very nature of psionic telepathy allows true telepaths (such as illithids) to garner far more from a simple name. To nonillithids, an illithid name impinges upon only the portion of the brain used to assign meaning to such things. Thus, an illithid name may seem no more complex than the name of any individual from a foreig n culture. Names such as Drukt, Sard, Suit, Aurangaul , Ralayn, and S'venchen do not sound exceptionally different from Branwen , Jon, or Marta. Of course , the psioni creferencing of a mind flayer' s name conveys a multitude of additional information to an illithid—including age, status , Creed , and psionic ability.

Some used names are Yharaskrik, Methil El-Viddenvelp, KÂ’thula, Sarkt and heres a name generator (choose Illithid).

Language: Putting their prodigious minds to work, the illithids devised a system of writing based on texture and touch. This writing, called qualith, attempts to capture the essence of the immersive telepathic contact normally used for communication. The qualith utilizes four levels of logic simultaneously: four striated lines, each alternately solid or broken, along which illithids run their tentacles in order to perceive meaning. Thus, a typical line of illithid text carved into a rock wall or punched into stiff parchment could look like the following: Nonillithids find this language fiendishly hard to understand. Only those creatures employing a tentacle or appendage on each of the four lines have any chance to grasp its full meaning, as each line of the "text" modifies the meaning of the other lines. Thus, the complete meaning only materializes in the gestalt presented by all four lines together. Rumors exist of rogue mind flayer communities that experiment with magic and spells—a thoroughly detestable and unnatural event by the lights of the illithid majority. Such communities have supposedly developed qualith into a simpler, less rigorous, true written language in order to investigate the mechanics of spell memorization and casting.
Sign Language: This medium, developed by the Tamer Creed to stymie psionic eavesdropping from rrakkma and other illithid foes, utilizes a highly complex form of sign language. This language engages all four of an illithid's tentacles. While not as rigorous as the engraved form of qualith or as far-reaching as psionic telepathy, illithid sign language has the advantage of being undetectable by eavesdropping or psionic bugging; even those creatures viewing it are unlikely to interpret the meanings of four rapidly signing tentacles.
Telepathy: Mind Flayers can communicate telepathically with any other creature within a certain range that has a language and can address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Read Mind: Illithids can feel and read thoughts of beings around them, even the instinctal thoughts of animals. They do not know from what creature the thoughts emerge and can only discern the "surface" thoughts of the mind. A successful will save of the creature prevents the Illithid from reading its mind ( DC 12 + ability modifier + epic modifier). If the creature has an Int score far greater (+10 or higher) then the Illithid, he will get stunned for 1 round.
Emotions: Illithids are organic beings that possess individual emotions. To a non-illithid, it may appear that mind flayers are emotionless beings bent only on the domination of other creatures. However, illithids feel anger when cheated of their goals, fear when faced with rebellious thralls, happiness after the delightful ingestion of a tasty brain, hatred for those who would deny the illithids their right to rule, disgust for those who would parley with thralls on an even basis, and sadness upon learning of the death of a compatriot far from the mental embrace of the elder brain. The emotion illithids most often experience is frustration, as their racial goals of domination and mastery remain unrealized. Such a constant undertow of discontent subtly colors every other emotion, thought, and action.
Beliefs: Illithid society is a lawful one; individual illithids hold many beliefs in common. Of course, some individuals evidence extreme variations from societal norms, but the majority of illithids hold to the following basic precepts and convictions.
1) All wisdom flows from the elder brain.
2) Joining the elder brain is the greatest reward for a life well spent.
3) What is not illithid is thrall.
4) Dominion is life.
5) Dominion over all.

Thralls: When an illithid first captures a creature, it shaves and powdes the hapless victim with a bug-killing dust (this is done on a regular basis thereafter ) and checks it for communicable diseases (which could contaminate other slaves). In addition, an illithid captor brands a small tattoo on its captive's left forearm, raising a significant welt for easy tentacle identification; this mark denotes the captive's future service to a preselected Creed (faction) or individual illithid. Sometimes, an illithid brands a captive possessing particularly important skills with psionic seals.

An interpredation of how Thralls work:
wrote:Read up on some real-life master-slave (you, in the back.. not the sexual kind, dumbo) dynamics. Some pretty simple things let normal humans enslave their own kind, creating behaviours in very short periods of time that seem utterly at odds with any form of rational thought. Look at the Elizabeth Smart case, or at various descriptions of cults and how they wear down a persons will to resist. Then there is Stockholm Syndrome, where people come to identify and sympathize with their captors. (Though that's probably not going to come into play with mind Flayers; they're too unlike the slaves. With Drow? Yeah, that's going to work.)

Charm makes them see you as a trusted ally and bestest buddy. The Mind Flayer has a pretty decent Cha so your normal human is likely to be blowing the oppossed Charisma checks to avoid doing non-suicidal things against his will. Thing like eat your child's brain, let the mind flayer mate with you, beat your best friend, kill that stranger, stuff like that. Of course, the memory of doing those things apparently of your own free will and liking them doesn't go away when the monster lets the charm fade.

Charm lets the mind flayer be your best pal. A best pal who is a sadistic, evil, hyper-intellegent monster who delights in your pain, confusion, misery and self-loathing. We've all known a friend-of-a-friend who's in a bad relationship and we all wonder 'well, why doesn't she just leave'? This is something like that; the charming effect is a one-way street.

It becomes, in some ways, a vastly more sick tool that Domination because it doesn't allow puppet-like control. There's that sense and memory of devotion and caring that comes with friendship. That more than anything will wear away at a person.

We have Detect Thoughts, an at-will power. It can know what you are thinking at any time, day or night. It can turn the power of your dreams against you. Use the names of family and friends, which it can learn with a few well-asked questions. (It's like 'Don't think of a white elephant'. Ooops. Sorry. Unless you have the concentration of a monk, you just thought of a white elephant. Same principle applies.) Any escape plan you think of, it knows, right then.

Then we have the Suggestion power, which lets the mind flayer gradually pick and pick at that barrier of what you will and will not do. Used over time, it's a gradual nudge here and there to get them used to doing horrible things, or used to obediance. It helps form patterns, and most people live by patterns.

Then we have simple pain and abuse. Your average PC hero probably isn't going to succumb to the starvation, pain, and constant abuse but most people will. These things wear people down in a shockingly short span of time, until, yeah, you'll do pretty much what you're told to do. Especially because you remember that suddenly this Thing can become your best friend on earth.

It cares for you, and likes you; it told you, and your best friend would never lie to you, would he? He tells you you're a worthless slave, so of course that's what you must be. He only beats you or drills holes in your head when you anger him. If you tried harder, if only you were not such a useless sack of dung, he wouldn't have to hurt you. Indeed, you are the one making him hurt you! It's your fault, you filthy useless thing. How dare you? You should be good. If you cared, you would be good. And we all want to be good, don't we? Of course we do.
*Alersia
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Alersia »


The years after Ceremorphosis
wrote:Ceremorphosis side effects
A malady whose roots lie in ceremorphosis, "partialism" is the incomplete sublimation of the original formdonor's brain. To guard against this illness, illithids ruthlessly excise subconscious personality fragments that manifest in any mind flayer. While the retention of a few random memories of a form-donor is not unheard of, the survival of a complete memory complexus capable of individual action is extremely uncommon. Partial personalities usually manifest while an illithid is somehow dazed, groggy, or preoccupied. When these or similar conditions exist, the partial personality may cause an illithid to exhibit behaviors completely at odds with its normal mind set. Since a partial personality is usually only a small fragment of the overall mind of an illithid, it is unlikely to retain enough autonomy to accomplish much. Examples of partial personality manifestations include the tapping of fingers in a way reminiscent of the form donor, the humming of a tune familiar to the form donor, or the unconscious scribing of words in the form-donor's native language. In most cases the afflicted illithid may not even be aware that it suffers from partialism. If an illithid does discover, to its own everlasting horror, that it unknowingly carries a partial personality, it attempts to remove the affected portions of its brain through psionic surgery or cruder methods—if necessary. Illithid society deems "partial personality" mind flayers as entirely unfit to join the elder brain at the end of their lives. In the few cases recorded, partial personalities do not seem cognizant enough to resist their own destruction. However, a dark illithid legend speaks of the Adversary. The Adversary was an illithid lost to itself; a partial personality of uncommon strength that consumed a mind flayer's personality.

Attaining Adulthood
A young illithid must consume a brain within one month of its ceremorphosis or risk starvation. When the time draws near, the hungry illithid is brought to a balcony overlooking the general thrall pool maintained by the Nourisher Creed. With the encouragement and support of its peers—and at least one overseeing adult illithid—the youngster selects a likely thrall and psionically commands it to ascend to the balcony. When the thrall reaches the balcony, the young illithid gobbles its first feast. When the grisly scene plays out, the youngster officially comes of age; it can legitimately make its own way in illithid society.
The Illithid Society
wrote:Illithid Relationships
Even though lawful and usually only encountered in a community of their fellows, illithids are highly individualistic and competitive—harboring an unseemly aversion towards the pooling of their mental powers. It is unclear why illithids avoid such psionic disciplines as convergence and rapport. However, it is likely due to the illithids' belief that when an individual mind flayer dies, it receives status within the hierarchy of the combined elder mind commensurate to its accomplishments while an individuated being. Thus, feelings of competition between others of their own race are commonplace among illithids. Of course, competitive urges are not allowed to stand in the way of the greater good; where individual action fails, the lawful illithids utilize the binding rules of politics to unite them. A combination of seniority, accomplishment, and psionic power determines standing among illithids. An an illithid advances in these areas, its standing rises among its own faction—and thus within the political structure of an illithid community. However, an equality of attitude exists even among illithids of different standings; these creatures do not demonstrate any outward sign of deferential behavior toward their superiors. Such behavior is only for thralls.

The Elder Brain
The elder brain lies at the center of an illithid community. It is a sentient, disembodied mind that resides at the bottom of a pool filled with briny fluid. The elder brain's cognizance stems from the cast-off brain tissue of recently deceased mind flayers. In effect, an elder brain is a conglomerate of illithid minds mingled and alloyed in united consciousness. It is the right and duty of every illithid one day to join the elder brain in exalted mentality, guiding and shepherding its erstwhile community. While most illithids believe that their personality will survive the transition, the elder brain actually suborns individual egos to the gestalt consciousness that suffuses its mass of tangled, fibrous tissues, The elder brain remains alive despite the deaths of its tissue contributors. It does so via an intricate psionic science it exerts ceaselessly on its own behalf, maintaining itself in the face of entropy. The briny fluid covering the elder brain also serves as a preservative, complementing its psionic efforts of preservation. Additionally, the elder brain preys upon the thousands of tadpoles that share its pool, extracting the pre-sentient psionic complexus from each tadpole in order to fuel its own existence. Nothing but drifting brine and oil remains of a tadpole after the elder brain feeds upon it. Despite the gradual addition of tadpole life force and the mass of new illithid brains, the size of an elder brain never swells beyond a 10-foot diameter. Not even illithids know for certain why the elder brain doesn't burst the confines of its pool over the ages. The elder brain rules an illithid community— although the role of each elder brain varies between locales. A few particularly despotic elder brains oversee each and every decision that potentially affects its community. However, the majority of elder brains are more passive; they serve as consultants, advisors, and, most importantly, the living repository of the community's technology, history, and psionic expertise. Because it is the center for all lore within its community, an elder brain remains in constant mental contact with its illithid "children" via telepathy. Its structure is such that an elder brain can maintain up to 10 distinct, parallel mental conversations. Queries to the elder brain take the form of questions concerning legal precedent, tunnel engineering, psychic reference, and psionic instruction—to name just a few. An elder brain also functions as the de-facto "library" within an illithid community, recording information within the organic lattices of its mind. Any illithid can tap into this living library with a simple telepathic query. The elder brain has a telepathic range between 2 to 5 miles, depending on its age and size. Within this radius, the elder brain is aware of all thinking beings, making it difficult to penetrate an illithid community without its elder brain immediately detecting the invasion and dispatching illithid enforcers to deal with intruders. An elder brain can telepathically communicate with every sentient being within its range, even through solid stone. Within this range, the elder brain can also relay communications between individuals, so illithids that are not within each other's lineof-sight can still communicate.

The Elder Concord
Illithids are ruled by the dictates of the Elder Concord. The Elder Concord has the power to set community goals, arrange for the execution of these goals, arbitrate disputes between illithids, and take care of all other details important to the ruling of a community. The Elder Concord consists of senior illithid representatives from each of the recognized factions (translated better as Creeds) that exist within the community. In its role as shepherd of the community, an elder brain is privy to every decision made by the Elder Concord. In addition, it has the power to propose courses of action for debate, place tie-breaking votes, and, most importantly, veto courses of action with which it does not agree. Every illithid community has an Elder Concord.

Aedileators
Within its sphere of influence, the Elder Concord elects various illithid officials, called aedileators. Though not members of the Elder Concord, these officials report to that body and are responsible for running the day-to-day affairs of the community. Each particular aedileator has the power to draw excess thralls from the general thrall pool to accomplish its tasks. Individual aedileators are variously responsible for public order, repairing or building public works, and handling disputes between individual illithids—to name a just a few of their important roles.

Quastors
The Elder Concord also elects officials, called quastors, that are responsible for a community's finances. Quastors hold and account for the funds available to an Elder Concord. Normally such funds stem from the dues each Creed must pay in order to remain a recognized faction. However, activities directed solely by the Elder Concord sometimes prove profitable as well. Specific Creeds also elect internal quastors to see to their individual finances. One oft-recurring duty of a quastor involves the dispatchment of illithid merchants to various underdark communities (not necessarily confined only to other illithid communities). These merchants trade for specialized merchandise and rare materials. In fact, sages speculate that certain less-than-scrupulous thrall races engage in an illicit brain trade.

Vigileators
Vigileators are those officers chosen by the Concord to direct the security of an illithid community. Illithid security forces normally consist of three bodies, each of which is responsible for a particular security concern: internal order, military offense and defense, and intelligence. A single vigileator heads each security branch. Illithids elected to fill a particular official position must put aside any Creed affiliations for the good of the community as a whole. Any illithid demonstrating a Creed-based bias in the execution of its duties loses its position and standing within the community immediately. Of course, Creeds can legitimately attempt to influence an official's performance through its representative on the Elder Concord. Generally speaking, elected officials are chosen from Creeds whose ideologies most closely resemble the thrust of the particular duties in question.

Creeds
Unknown to most surface dwellers—or even other underdark denizens—illithids group themselves into factions, called Creeds. Membership in a Creed can be a very important thing for an individual illithid, as representatives from each faction make up an Elder Concord. Illithids with strong opinions on a particular subject, or those mind flayers with specific philosophies, usually join one of the various Creeds available within a community—although it is by no means necessary that every illithid belong to an objectified group. In many cases, an illithid may hold beliefs that coincide with more than one Creed; however, most Creeds require their members to retain affiliation with one ideology. An Elder Concord "recognizes" the various Creeds and suffers their existence—if they pay a periodic due to the ruling body. Each Creed pursues a particular agenda, or aligns itself with a distinctive philosophy, that it feels to be of special significance. Although in most cases the objectives of one Creed have absolutely nothing to do with the goals of another, there are cases where agendas compete. In fact, two or more Creeds may sometimes work at cross purposes.

Loretaker Creed: This Creed was responsible for the organizing and translating knowledge brought to the city.
Creative Creed: This Creed was for the scientists and the inventors.
Tamer Creed: This Creed controlled much of the city's martial and nonpsionic might.
Nourisher Creed: This Creed was responsible for breeding thralls, and also for supplying the city with a fresh supply of brains.
Abysmal Creed: This Creed was special for torturers.
Influencer Creed: This Creed's purpose was to find secrets and change opinions through indirect methods.
Gatherer Creed: This Creed was in place to promote immigration.
Ariser Creed: This Creed focused on plundering and/or invading surface lore houses.
Venerator Creed: This Creed was for the religion of Ilsensine.

Example: The Tamer Creed
The Tamer Creed believes that military might is the most important factor in the future mastery of the multiverse. Tamers seek to impose their will upon the world through martial force alone—forswearing diplomacy, tricks, or
alliance. These illithids believe so strongly in the importance of military might that some members actually train in the warrior disciplines. Such warrior-trained illithids sacrifice some ability in the psionic arts; however, they believe that this sacrifice is more than paid back through the acquisition of tangible fighting ability. Tamers are often elected as vigileators, serving the entire community with their fanatic insistence on martial dominance. Under ideal circumstances, the Tamer Creed maintains a martial facility where members meet to discuss the philosophy of warfare, to devise novel tactics, arid to train fervently in the arts of war. Facilities that offer such training generally sport a small arena, where illithids can gain martial experience by fighting against slaves. One of the most important duties relegated to the Tamer Creed is that of providing a sound defense against githyanki hunting parties and rrakkma (githzerai hunting parties). These former thrall races continue to nurse an undying hatred toward mind flayers, and they go so far as to organize illithid hunting forays. It lies in the best interest of each mind flayer community to remain ever vigilant against the possibility of an attack from one or both of these vengeful groups.
Entertainment
wrote:Dominance Tournaments
Most scholars know that illithids enjoy pitting their thralls against each other in gladiatorial arenas; the truth of the matter, however, is subtler. While it is true that thralls compete against each other in mortal combat, each combatant is actually under the complete psionic control of an illithid competitor (or a member of the Tamer Creed just beginning to train in martial arts). Illithid competitors "ride" their favored thrall champions in a manner analogous to the way surface-dwelling jockeys ride their horses. In dominance tournaments, however, illithid competitors face off against each other suspended on stone platforms high above the actual field of battle. Each competitor is linked to its champion so that taste, touch, feel, and other thrall sensations are immediately available to the illithid controller. The dominated thralls fight to the death under the complete control of their illithid "riders." Large audiences of noncompeting illithids view the spectacle through special psionically attuned crystals strategically placed around the arena. These spectators wager on the success of favored illithid competitors.

Performance Eating
One of the most popular entertainments in illithid culture is performance eating, a psionic pastime where taste-linked audience illithids share in the artistic consumption of a thrall's brain. Each performance eater is a gourmet—an illithid (usually a Nourisher) specially
trained to exact the most delightful prelude to the meal, and then to evoke every pleasing environmental factor and tasty nuance during the actual consumption of a thrall's brain. Such performances usually occur in small auditoriums set aside especially for performance eating.
Theology
wrote:Workship of Gods
Like other sentient races, illithids claim deities specific to their ideologies. Cosmological mysteries being what they are, it is nigh impossible to determine the origin of these divine, or diabolical, beings. But, more disturbing, a question arises concerning the relationship of illithids to their deities, a question that springs from the nature of the illithid life cycle. Illithids do not seek an afterlife in the Outer Planes after death; instead, they endeavor to join—mind and spirit—with the elder brain of their community. The promise of life after death that so many deities hold over their worshipers does not offer the same appeal to many illithids. Thus, illithid deities suffer a lack of after-life spirits (petitioners) from the very race that believes in them. This seems an interesting quandary indeed. Further research, however, helps to clear the assumed paradox: Deities do not need petitioners—only worshipers. It is not beyond the limits of reason to assume that illithids revere certain deities because they simply feel the god in question is worthy of worship—holding ideals, beliefs, and goals in common with the illithid race. In fact, illithids may revere certain outer-planar entities because they may hope to get something in return.

Illsensine:
The constant burn of Ilsensine's brain waves sizzles in the mind's ear. No secrets stay dark; no evil thought or mental sickness remains unrevealed. Ilsensine's thoughts pound against the mind like waves of hatred, dark lies, perversions beyond imagining, and megalomania. This power believes that illithids are meant to rule the multiverse, to enslave the "cattle" that overrun the lands, to use them, and to consume their minds. Ilsensine resides in a subterranean realm below the Outlands (also known as the Plane of Concordant Opposition to many natives of the Prime Material Plane) called the Caverns of Thought. The illithid god is a mental/spiritual entity manifesting as a disembodied brain of lambent emerald hue that trails countless ganglionic tentacles throughout its cavernous desmesne and out into the infinite planes. It is said that its far-reaching "nerves" allow it to gather information from all worlds and planes simultaneously, learning every secret and storing it away for later use. It is also said that on extremely rare occasions, Ilsensine sends an avatar (a huge, two-tentacled spectral brain that radiates green light) or proxy (Ilsensine's favored proxy is Lugribossk) to those illithids that most revere the deity's name, or to those communities that could most benefit from a specific godly intervention. Illithids so honored offer up any scholars or sages currently kept captive in order to pay Ilsensine homage, and they dedicate a small number of illithids within their community to the priesthood of Ilsensine. This priesthood is a small and select one, given to dying out after the demise of the initial illithid priests so chosen. Mind flayers seem more interested in developing their own personal psionic powers than in channeling the power of another—even a deity.

Clerical Duties
Illithid priests concern themselve s with the pursuit of knowledge, the exploration of new territory, and the exploitation of knowledge gained through these explorations, Standard illithids do not abhor priests of Ilsensine in their communities as they would illithid sorcerers. However, there is usually not much mixture between each group.
Oryndoll, an illithid city
wrote:Oryndoll, the City of Loretakers, is a large underground mind flayer citystate in the Lowerdark of the Darklands. Oryndoll is one of the earliest illithid cities on Toril and is highly famed for its inhabitants rampant collection of exclusive knowledge. Its wealth of knowledge rivals even Candlekeep's great library. The mere mention of the city strikes fear into most Underdark denizens of southwestern Faerûn. Oryndoll is located in the Underdark beneath the Shining Plains. It lays ninety miles northwest of Ormath and 90 miles northeast of Lheshayl. It is slightly more than 26 miles beneath the surface.

In 1370 DR, there were approximately 6,000 mind flayers, 400 of them were ulitharid. There was of course, also an elder brain named Encephalithid. There were also 8,000 ceremorphs in the city of Oryndoll. These were mostly tzakandi, but also included urophions and mozgriken. The city also had 11,000 thralls which were lizardfolk, troglodytes, tren, duergar, and many other races. There were also around 200 golems, most of which were nyraala golems, though a few brain golems were also in the city.
The suffering of the physical body
wrote:Disease
Just like physical abilities, mental abilities suffer from sickness and disease. When an illithid "catches a cold," its sickness negatively affects its psionic abilities—just as a marathon runner's stamina would fall by the wayside while fighting a contagion. One disease in particular, called the ashen, seems to afflict illithids on a regular basis, passing from individual to individual much like the flu in surface-dwelling humanoids. Even in the face of psionic disciplines that bolster an illithid's health, this disease remains active, possibly evolving some resistance to psionic treatments. An illithid with a case of the ashen has a few readily apparent symptoms, including a skin tone that fades from lustrous mauve to a pinkish humanoid flesh color (this contagion doesn't seem to affect non-illithid tissue). More seriously, the ashen temporarily inhibits an illithid's mucous glands, rendering the illithid nearly slimeless. Because an illithid's mucous plays an integral part in its psionic capacities, its absence severely limits an illithid's psychic potential.

Death
Illithids do not speak of dying, but of Commencement. An illithid does not face oblivion or some spiritual communion with its deity after death. Rather, it experiences union with the elder brain, a state of existence where its mind and abilities will last for all time—or so each illithid believes. Thus, the death of a fellow illithid is not a time of sorrow, but a time of celebration and envy.
When an illithid dies far from its home, its fellows immediately extract its brain and preserve it against further decay by applying some briny fluid from the pool of the elder brain. Because this is such an important facet in the Commencement of an illithid, all mind flayers traveling abroad carry vials of this fluid for such occasions. The return of an illithid's preserved cerebral matter to its community is always a prime goal of illithids carrying such a burden.
Outcasts
wrote:Illithids almost never leave their communities permanently—whether voluntary or not. Sometimes, however, an illithid may grossly violate the tenets of its own species or even its Creed. In such cases, the community or Creed brands it a traitor. Generally, these traitors are executed immediately, but some do manage to escape. Running away from the community and the elder brain is not something an illithid in its right mind would ever do, death sentence or not. Therefore, fleeing illithids are probably deviants and may have strong desires to learn magic. Strangely enough, mind flayers denied the possibility of later communion with the elder brain usually end up worshiping Ilsensine—probably in hopes of finding an eventual home for their outcast spirits. However, it is equally likely that illithids in such straits will seek out the secret of immortality first through magic alone, but finally through magical preservation of their bodies. These creatures become blasphemous monsters, completely at odds with all that normal illithid culture holds as true and right. Illithids call these foul creatures illithilichs or alhoons.
Illithid and Undeads
wrote:Illithids are masters of the mental sphere; therefore, all creatures that walk on, below, and between the worlds are subject to the wiles, whims, and dictates of the masters. All creatures, that is, except the undead.
Undead—those creatures whose spirits have fled for higher (or lower) realms—are "mindless" and do not impinge at all upon the mental plane. However, the foul power of necromancy allows their bodies to act with dark purpose, echoing failed endeavors and cheating death by substituting animation for vitality. Both lesser and greater undead share the same terrible trait: They are invisible to illithid mental perception and immune to
illithid mental domination. It is true that most races fear and loathe undead, but such fear is nothing compared to what an illithid feels when confronted with these damnable creatures. So used to the mastery of others with a thought, illithids tremble when they encounter unassailable minds. Unfortunately for mind flayers, undead are utterly and completely immune to psionic manipulation by their very nature. To an illithid's way of viewing things, it appears as if undead were created long, long ago just to thwart illithid dominance. It is unlikely that such a belief has any validity, but regardless of the truth, undead are everpresent threats to all living creatures—particularly illithids.
The report of undead in the vicinity of an illithid community has a unifying affect on all illithids threatened by the news. These creatures shelve agendas and temporarily settle disputes while they hatch plans to eradicate the threat as quickly as illithidly possible. Eradication is usually accomplished through the use of a hardened group of loyal (conditioned) thralls—creatures better able to deal with the psychological trauma of facing a mindless creature.
Colonization
wrote:Illithids continually desire to expand their sphere of influence and control, and so it is necessary for them to send colonists out to engender completely new colonies of mind flayers. When the time is ripe (usually after conquering the indigenous peoples of a particular territory), the Elder Concord chooses a group of young to colonize the new territory. Usually, this group consists of 11—20 standard illithids. The colonists are each allowed three thralls, chosen from among those most conditioned to obey the illithids' commands. If possible, colonists bring along thralls that possess specialized knowledge of mining, construction, smithing, and other arts the illithids deem too menial to learn. Once assembled, the colonizing caravan, drawn on the back of subjugated underdark beasts, heads out to make its fortune.
As might be expected, mind flayer colonies are far more crude than their communities. These colonies may continue to exist in far more generic states—possibly containing architectural elements of the areas' former inhabitants. For instance, the construction of a facade village of conditioned thralls is a luxury available only to real communities. Instead, most of the thralls are kept together in a central slave pit or similar fortified enclosure. Colonizing illithids must "rough it," possibly for as many as two or three generations, until a new elder brain can form from the minds of the oldest colonists. Before the genesis of a community elder brain, the colonists are at their most vulnerable.
Illithids in new colonies rarely have the time or inclination to splinter into the Creeds so common in more established communities. The day-to-day concerns of an entire colony's survival are significant enough without adding additional areas of potential friction. Colonists also take a much more active role in patrolling the edges of their territory, overseeing the construction efforts of their thralls, developing trade with new races, and maintaining ties with the parent illithid community. The parent community continues to support the efforts of a fledgling colony up until the time when that colony's elder brain successfully forms. Once a new brain takes over the colony, the parent community "washes its tentacles" of responsibility—consigning the colony to success or failure on its own strengths and weaknesses. In this way, the ever-expanding illithid influence is not negatively impacted if one or two colonies fail to prosper; the larger communities each remain independent entities whose fortunes are tied to nothing but the force of their own assembled intellect and psionic eminence.
*b00seven
Posts: 155
Joined: Thu Jan 01, 1970 12:00 am

Posted by *b00seven »


:metal: :metal: :metal: :metal: :metal:
*Ba'al-Berith
Posts: 22
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ba'al-Berith »


I have a Taker mindflayer that I've been meaning to play for a while. He's a wizard, though, so I expect he won't be very popular in the hive. More specifically, he's a wizard psion thing, he was once a monk (as in the occupation, not the class) of the illithid god of knowledge before his monastery figured out why their prayers weren't working.
*Alersia
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Alersia »


To clarify a few things.

- Any sorcerer or wizard illithid that substitutes the psion class is fine. A sorcerer in that way is simply a mindflayer who focuses stronger on mindblast.
- In true, wizards would be considered second class and sorcerer as abomination because the ability comes from the host rather then the tadpole.
- A true illithid is only bred when inserted into a human, elves, giths, half-elves, gnolls, goblins. Half-Illithids result when inserted into monstrous humanoids or such as lizardvolks.
- Undeads and Alhoons are ignored, feared, and hated by mortal illithids due to their rejection of the illithid circle of life, culminating with the physical and psychic merging with an Elder Brain. Such creatures are usually hunted down.
- Illithids embrace the power of the mind and such as mindflayer warrior even if they would exist, would be outcasts. However it would propably work if used for substitution of some kind of playstyle.
- Illithid clerics are very rare. And within a temple not every mindflayer is an cleric but they exist.
- Thralls of any race which mind can be dominated are fine. So no golems, undeads, monks and such.
- Thralls love their illithid masters and after the indoctrination they would do anything for them. They do not loose their mind, but are fully controlled (- So far I unterstood it.)
- A elder brain would have to be played by a EM/DM as no NPCs are allowed within player housings.
*Alersia
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Alersia »


Illithid Names
Illithids choose names to give others as they see fit. Possibly the name of their first victim or some great magical artifact.

Illithid Ideas:
Eat Performer (gourmet), Slaver, Cleric, Scientiest/Surgeoinist, Ulitharids (surpreme Illithid), Elder Brain Guard, Arena Master, etc.

Illithid Age:
Up to 135 years.

Illithid Anatomy:
They need brains to get specific enzyms, hormons and psychic energy. They can also eat humanoid organs for this.
*Ghost in the Machine
Posts: 41
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ghost in the Machine »


Alersia,Jan 7 2016 wrote: Alhoons are definately outcasts and kill on sight once discovered.

So either... we all are some sort of outcasts ... or none is.
Oh never mind then. I'll pass.
*b00seven
Posts: 155
Joined: Thu Jan 01, 1970 12:00 am

Posted by *b00seven »


Ghost in the Machine,Jan 8 2016 wrote:
Alersia,Jan 7 2016 wrote: Alhoons are definately outcasts and kill on sight once discovered.

So either... we all are some sort of outcasts ... or none is.
Oh never mind then. I'll pass.
The main idea for this is that we get several players to commit to the group theme, so that we don't just execute a concept and end up playing alone.

The options here are...



1. Traditional illithid hive

or

2. band of illithid outcasts



Option 1 needs to conform to lore but creates a richer established lore environment for the group to draw from ((and a natural role for a DM/EM to jump in as the quest giver: elder brain)).

Option 2 is no holds barred and we can do what we want, and essentially work to establish our own hive (i think).



If several players want the freedom for option 2, that's what we should do, since we want have more players contributing.


I personally would prefer option 1. Because, when every player wants to play the exception, you have less lore represented in the server, just a freakshow of exceptions presented by the players, and a static world at the fringes, leaving the responsibility for the DM's/EM's to bring it to life. It should be the players bringing it to life.

But as I said, i am fine with either option.

------------------


However, it may be better to go with option 1 and leave it open for other players to join a traditional illithid environment and build it right over time.
*Neethanial
Posts: 231
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Neethanial »


Ba'al-Berith,Jan 8 2016 wrote: I have a Taker mindflayer that I've been meaning to play for a while. He's a wizard, though, so I expect he won't be very popular in the hive. More specifically, he's a wizard psion thing, he was once a monk (as in the occupation, not the class) of the illithid god of knowledge before his monastery figured out why their prayers weren't working.
Finally. I couldn't remember who was playing that one lol. I was impressed with your playstyle.
*Alersia
Posts: 308
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Alersia »


I'll updated the first two posts with illithid informations.
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