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Xoriat & the Far Realm?
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<blockquote data-quote="RealAlHazred" data-source="post: 6748633" data-attributes="member: 25818"><p><strong>Originally posted by EnderXenocide0:</strong></p><p></p><p>Here's my two cents:</p><p></p><p>If you want to make the Daelkyr threats like the Overlords... then do so. The CR 20 stats for them are just combat statistics, but you can alter them. Make them stronger as you see fit. The Overlords, ultimately, can't be destroyed. You can defeat them repeatedly, but they'll just keep coming back, unless you imprison them. Do you want the Daelkyr to be <em>that</em> big of a threat? Or do you just want there to be clear consequences to their release? If it's the latter, then consider that the last time they were free, <em>they were leading an invasion from Xoriat</em>. It was the Gatekeepers throwing Xoriat out of orbit and the seals imprisoning the remaining Daelkyr that stopped this invasion. Should Xoriat be brought back into orbit and the seals broken, it's certainly possible they'd pick up right where they left off.</p><p></p><p>OR. Here's a wild thought.</p><p></p><p>What if they want something else? I tend to treat Daelkyr as both Lovecraftian horrors and mad scientists. Aberrations exist because the Daelkyr started messing with science. And they don't really seem to care about getting out of Khyber. So maybe their motives are different than the Overlords. What if, instead, this is all one big scientific experiment? I couldn't tell you what. I might consider the Husk of Infinite Worlds applied to the fiendish things found down in Khyber. Anyway, that's another route if you want them to be a threat, but don't want it to be as straight-forward as "release = destruction".</p><p></p><p>ADDENDUM: If you do the non-destruction threat, you could play it up like there's going to be a big disaster if they're released, but when they inevitably <em>are</em> released... nothing happens... at first. But something is clearly wrong. Maybe a virus starts spreading and people start turning into aberrations. Or people start having flashes and visions of Xoriat, slowly driving them mad. You can treat the ultimate threat of the Daelkyr as highly Lovecraftian, while keeping the more humanizing elements if you want.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6748633, member: 25818"] [b]Originally posted by EnderXenocide0:[/b] Here's my two cents: If you want to make the Daelkyr threats like the Overlords... then do so. The CR 20 stats for them are just combat statistics, but you can alter them. Make them stronger as you see fit. The Overlords, ultimately, can't be destroyed. You can defeat them repeatedly, but they'll just keep coming back, unless you imprison them. Do you want the Daelkyr to be [i]that[/i] big of a threat? Or do you just want there to be clear consequences to their release? If it's the latter, then consider that the last time they were free, [i]they were leading an invasion from Xoriat[/i]. It was the Gatekeepers throwing Xoriat out of orbit and the seals imprisoning the remaining Daelkyr that stopped this invasion. Should Xoriat be brought back into orbit and the seals broken, it's certainly possible they'd pick up right where they left off. OR. Here's a wild thought. What if they want something else? I tend to treat Daelkyr as both Lovecraftian horrors and mad scientists. Aberrations exist because the Daelkyr started messing with science. And they don't really seem to care about getting out of Khyber. So maybe their motives are different than the Overlords. What if, instead, this is all one big scientific experiment? I couldn't tell you what. I might consider the Husk of Infinite Worlds applied to the fiendish things found down in Khyber. Anyway, that's another route if you want them to be a threat, but don't want it to be as straight-forward as "release = destruction". ADDENDUM: If you do the non-destruction threat, you could play it up like there's going to be a big disaster if they're released, but when they inevitably [i]are[/i] released... nothing happens... at first. But something is clearly wrong. Maybe a virus starts spreading and people start turning into aberrations. Or people start having flashes and visions of Xoriat, slowly driving them mad. You can treat the ultimate threat of the Daelkyr as highly Lovecraftian, while keeping the more humanizing elements if you want. [/QUOTE]
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