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<blockquote data-quote="Kunimatyu" data-source="post: 2733082" data-attributes="member: 22057"><p>Funny, this is markedly similar to what I'm trying to do with my new homebrew. I'm nixing traditional Outsiders(angels, devlis, demons etc, though I may keep the death slaadi) and have aberrations take their place. Most aberrations simply can't interact with humanity in any meaningful way, so they're typically summoned and bound to perform simple tasks. The few aberrations that CAN interact with humanity, like the illithids, are not good news.</p><p></p><p>Since my players are quite jaded and very knowledgeable about the MM monsters, I've decided to revamp the aberrations(and some magical beasts -- Roper, I'm looking at you). as Outsiders, completely changing their abilities. I think most will probably have some kind of aura of insanity, combined with the abilitiy to slip through space in odd ways(dimension door as a move action that causes nearby humans to become shaken).</p><p></p><p>I'm only going to have one church, the Order of the Cerulean Flame. They'll worship the Flame as a sort of progenitor and protector of humanity, and by calling upon the Flame, it's possible to turn or banish these outsider aberrations. The catch(there's always a catch) is that the Flame itself isn't so much an anti-aberration force, as it is the Really Big Nasty Aberration that keeps all the rest under control. So, there are probably mind flayers and dolgaunts, among other things, hiding in the upper echelons of the priesthood. Your standard D&D pantheon will be nonexistant, though I may have some animal-worshipping druidic sects running around somewhere.</p></blockquote><p></p>
[QUOTE="Kunimatyu, post: 2733082, member: 22057"] Funny, this is markedly similar to what I'm trying to do with my new homebrew. I'm nixing traditional Outsiders(angels, devlis, demons etc, though I may keep the death slaadi) and have aberrations take their place. Most aberrations simply can't interact with humanity in any meaningful way, so they're typically summoned and bound to perform simple tasks. The few aberrations that CAN interact with humanity, like the illithids, are not good news. Since my players are quite jaded and very knowledgeable about the MM monsters, I've decided to revamp the aberrations(and some magical beasts -- Roper, I'm looking at you). as Outsiders, completely changing their abilities. I think most will probably have some kind of aura of insanity, combined with the abilitiy to slip through space in odd ways(dimension door as a move action that causes nearby humans to become shaken). I'm only going to have one church, the Order of the Cerulean Flame. They'll worship the Flame as a sort of progenitor and protector of humanity, and by calling upon the Flame, it's possible to turn or banish these outsider aberrations. The catch(there's always a catch) is that the Flame itself isn't so much an anti-aberration force, as it is the Really Big Nasty Aberration that keeps all the rest under control. So, there are probably mind flayers and dolgaunts, among other things, hiding in the upper echelons of the priesthood. Your standard D&D pantheon will be nonexistant, though I may have some animal-worshipping druidic sects running around somewhere. [/QUOTE]
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