Daelkyr
The Daelkyr are the lords of madness and the emissaries of Xoriat, who invaded Eberron with a host of mind flayers, beholders, and other foul aberrations. Wherever they walked, the Daelkyr reshaped the world in their image, sowing madness and creating monsters. They fused goblins together to create the gibbering dolgrims and crafted the blind dolgaunts from hobgoblin stock. In the end, it was the Gatekeeper druids who closed the portals to Xoriat and drove the Daelkyr into Khyber, though some otherworldly force seemed to aid the noble druids - perhaps the guidance of a benevolent god. The Gatekeepers crafted seals to hold both the power of Xoriat and the Daelkyr at bay, and as long as those seals remain intact, the lords of madness can't rise from the depths. Today, those seals are thousands of years old and the Gatekeepers are all but forgotten. Mind flayers scheme in the sewers of Sharn, and cultists beseech beholder priests for the blessings of Huljrain, the Lord of Eyes. And in the shadows of Khyber, the Daelkyr are waiting.
Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it's time to strike.
Orlassk. The Master of Stone is said to have created basilisks, medusas, gorgons, cockatrices, and other monstrosities and aberrations with the power of petrification. Orlassk's citadel is carved into the body of a gargantuan gargoyle that roams the chasms of Khyber.
Valaara. The Crawling Queen works its will on insects, arachnids, and other vermin. Swarms with malign sentience, worms that consume victims from within, cultists that slowly become insects-all of these delight Valaara.
Ymot'Zeg. The Lady of Rot and Decay seeks to infect living creatures with her spores, making them her mindless slaves and, eventually, into rotting and decomposing hosts for mushrooms, molds and spores that she spawned. To the followers of Ymot'Zeg, death is not to be feared, but explored.
Huljrain. Huljrain is the Lord of Eyes, also known to its cultists as the All-Seer or the Glorious Eye. Stories told of Huljrain in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible hallucinations that inevitably drive them to violence or death.
Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it's time to strike.
Orlassk. The Master of Stone is said to have created basilisks, medusas, gorgons, cockatrices, and other monstrosities and aberrations with the power of petrification. Orlassk's citadel is carved into the body of a gargantuan gargoyle that roams the chasms of Khyber.
Valaara. The Crawling Queen works its will on insects, arachnids, and other vermin. Swarms with malign sentience, worms that consume victims from within, cultists that slowly become insects-all of these delight Valaara.
Ymot'Zeg. The Lady of Rot and Decay seeks to infect living creatures with her spores, making them her mindless slaves and, eventually, into rotting and decomposing hosts for mushrooms, molds and spores that she spawned. To the followers of Ymot'Zeg, death is not to be feared, but explored.
Huljrain. Huljrain is the Lord of Eyes, also known to its cultists as the All-Seer or the Glorious Eye. Stories told of Huljrain in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible hallucinations that inevitably drive them to violence or death.
Teachings
In your life as a Gatekeeper, your elders have taught you many things about the Daelkyr. "Know your enemy," they would say, "and pray to Balinor that you may never meet them." No one in the civilized land of Khorvaire seems to know about the threat that the Daelkyr present. While the fiends have been imprisoned for thousands of years, they once posed the greatest danger the continent had ever seen. Even in the deepest confines of Khyber, The Gatekeepers have recently begun to discover the subtle influences the Daelkyr have managed to weave among the continent of Khorvaire. The extent to which this leverage reaches is yet unclear, but it is apparent that the aberrations have managed to infect this land with some shard of their power. The Daelkyr are utterly alien, and their physical forms can't be fully perceived by mortals. Viewers perceive the same general impression of a Daelkyr, but the details vary in ways that can't be controlled. One being may perceive a misshapen, elf-like creature with chunks of missing flesh, while another may see a huge ogre with bubbling flesh and several heads. Only the most strong-willed and resolute creatures can even bear the presence of a Daelkyr; all weaker creatures merely succumb to the madness of their being. Horrific legends describe creatures falling catatonic, or weeping at the futility of life and goodness, or merely choosing to tear themselves to shreds rather than bear the ineffable abhorrence of the Daelkyr. The Daelkyr are masters of flesh-shaping. Ordinary creatures can become unrecognizable abominations under the appalling care of the Daelkyr, creating lumps of bloody sinew and bone with the heads of several creatures, blistering flesh, and pulsating organs throughout the mass.
Known Daelkyr
5
Typical servants
Beholders, mind flayers, dolgrims, dolgaunts
Current Location
Khyber
5
Typical servants
Beholders, mind flayers, dolgrims, dolgaunts
Current Location
Khyber
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