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Xoriat & the Far Realm?
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<blockquote data-quote="RealAlHazred" data-source="post: 6748632" data-attributes="member: 25818"><p><strong>Originally posted by adunn561:</strong></p><p></p><p>Thanks for the help! Your input is greatly appreciated! That said I still have to know how to make them a threat comparable to the overlords. I am planing to continue using the Eberron campaign setting after I am done with this adventure and I'd like to have a kind of a sequel showing the repercussions of freeing the Daelkyr. They appear to have some sort of artistic bent (albeit the kind you could only get by fusing a mad scientist and Vincent Van Gogh) that implies that they must at least have some things in common with humanity. Personally I was thinking as them more like Nyarlathotep from the Cthulhu mythos: Ancient and ultimately unknowable but also capable of understanding humans on an individual level (though Nyarlathotep is the last kind of person you'd want being capable of figuring people out.) How can I incorporate both a sense that they can understand humans yet still be Lovecraftian in nature. Currently I am playing with the idea that all the "far-realms" are actually the same place and that the Daelkyr are actually fragments of the aforementioned Nyarlathotep who have somehow gained their own will. The only real alien feature I've given to one of the Daelkyr is his (it's) tendency to view people based on their intellect and/or relevance to it's plans. It tends to shower gifts and compliments on the wizard and warlord but is very disdainful of the party's fighter and barbarian. If anyone could grant some insight, I'd be greatly appreciative!</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6748632, member: 25818"] [b]Originally posted by adunn561:[/b] Thanks for the help! Your input is greatly appreciated! That said I still have to know how to make them a threat comparable to the overlords. I am planing to continue using the Eberron campaign setting after I am done with this adventure and I'd like to have a kind of a sequel showing the repercussions of freeing the Daelkyr. They appear to have some sort of artistic bent (albeit the kind you could only get by fusing a mad scientist and Vincent Van Gogh) that implies that they must at least have some things in common with humanity. Personally I was thinking as them more like Nyarlathotep from the Cthulhu mythos: Ancient and ultimately unknowable but also capable of understanding humans on an individual level (though Nyarlathotep is the last kind of person you'd want being capable of figuring people out.) How can I incorporate both a sense that they can understand humans yet still be Lovecraftian in nature. Currently I am playing with the idea that all the "far-realms" are actually the same place and that the Daelkyr are actually fragments of the aforementioned Nyarlathotep who have somehow gained their own will. The only real alien feature I've given to one of the Daelkyr is his (it's) tendency to view people based on their intellect and/or relevance to it's plans. It tends to shower gifts and compliments on the wizard and warlord but is very disdainful of the party's fighter and barbarian. If anyone could grant some insight, I'd be greatly appreciative! [/QUOTE]
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