The tirapheg is one of the sillier monsters from 1st edition AD&D's Fiend Folio. This is its story, fitted into the world of the Age of Worms Adventure Path. Tirapheg Tiraphegs are abominations first created by the Ebon Triad cult as part of their blasphemous experiments in merging three gods into one. Tiraphegs are merely mortal, created from human prisoners and stitched together using surgery and vile magic, but the cultists saw them as an essential step toward creating the Ebon Aspect, a terrible fiend that is to date the highest manifestation of their arts. The first tiraphegs were created by Lashonna, the founder of the cult, with the aid of the avolakia Mahuudril, and the dungeons beneath Alhaster are still home to large numbers of them. Perhaps Alhaster would have been the only home of this deformed new race if Lashonna hadn't given the secrets of creating them to other cultists in the hope of speeding their research. Tiraphegs are also (at least at one point, though many have died out) found in caves near the Black Cathedral in the Diamond Lake region, and beneath Castle Greyhawk in chambers beneath the Tower of Magic. Beneath Greyhawk Castle, the mages Sindar Sirion, Zelcon, and Ussisemeel had close secret ties to the Ebon Triad cult as heretical devotees of Vecna, Hextor, and Erythnul respectively, and created many tiraphegs in the Vaults of Creation during their time beneath the ruins. Some still survive today, and it their presence there that has given rise to rumors that tiraphegs were mad experiments of Zagig Yragerne himself. These rumors are false; even Zagyg's sense of humor was never so twisted. Tiraphegs may conceivably be found elsewhere as well, as far south as the Amedio city of Cauldron; the Ebon Triad has spread far and wide. To be a tirapheg is to be in constant pain. Mahuudril saw no point in dulling its prisoners' ability to feel agony as it stitched them together, nor in making their lives comfortable afterward. Each tirapheg was made from three prisoners; three arms, three legs, and three heads were stitched to a single torso and magically kept alive. Only the central head was allowed to retain eyes, two in the front of its face and one behind. The mouths of all three heads were stitched shut and made to heal together until only a faint scar remained. In keeping with the cult's obsession with the number three, the central arm was given three fingers and the central leg was given three toes, while the creature's other two legs were left as mere useless stubs and its other two arms tapered into sharp spikes. In the center of their torsos, beneath their third arms, tiraphegs were given large, obscene mouths, around which writhe three wormlike tentacles. These mouths and their associated digestive apparatus are suited only for a diet of decayed flesh, forcing a tirapheg to share an ecological niche with ochre jellies, otyughs, and similar subterranean scavengers. The first meat a tirapheg is given is composed of the limbs and torsos that were discarded in its own creation. As part of their role as stepping-stones in the manipulation of divinity, tiraphegs were invested with one magical gift: the power to create harmless illusionary duplicates of themselves. The intent was simply to learn how creatures such as they might be invested with permanent magic in preparation for greater experiments later, but tiraphegs are sometimes able to use their simple illusions to frighten off or distract would-be attackers. Tiraphegs are technically hermaphrodites in the sense that they were created from both male and female prisoners, but they do not retain anything resembling genitalia. Mercifully, they are unable to breed; if further experiments did give them reproductive abilities, their offspring would likely be ordinary humans. Obviously, the design of the tirapheg reflected the warped religious symbolism of the Ebon Triad cult and was never meant to be anything that would easily be able to survive in the wild. The miserable creatures can barely walk on their single feet, shuffling through the dungeon corridors in short hops while their stub-legs swing uselessly at the sides or, more commonly, giving up any attempt at walking and simply writhing across the floor like worms. Without cultists keeping them supplied with flesh, most quickly die, and in places they have survived the departure of their creators (such as the ruins of Castle Greyhawk), it is because other twisted denizens have decided to keep them fed for reasons of their own. As essentially failed experiments, tiraphegs likely would have been euthanized after their value as teaching aids had ended. However, as they are still essentially human despite their magical and surgical alterations, the cultists found them valuable as test subjects for a variety of rites that involve the manipulation of the human form. As such, there are many variant tiraphegs as well, including a variation that spits Kyuss worms from its torso-mouth and a variation that casts Evard's black tentacles at will. These special experiments are normally thrown into the same pits, cells, and corridors as unaltered tiraphegs, so those who come across them will have no simple way of distinguishing the experiments from the others. Tiraphegs cannot speak and they have developed no other way of communicating, but most can understand Common. In theory, a tirapheg could write, but most have become quite mad after years of conjoined existence in the darkness feeding on corpses and have no inclination to figure out how their deformed central hands might manipulate a writing implement. As experiments of a heretical religious cult, in theory tiraphegs belong to the Ebon Triad faith, but most have little knowledge of their captors' dogma and no inclination to embrace it for their own. Demon lords do not consider seeking converts among the tiraphegs to be worth the effort. It is rumored that the decapus and ubue (Palace of the Silver Princess, original version) are further experiments by the Ebon Triad.
James Jacobs wrote: The only thing I'd adjust is to say that Nocticula is in fact the same as Malcanthet... or at the very least, they're very close allies or very bitter enemies. The Green Ronin Nocticula is patron of chaotic evil witches and pagans, representing a demonic version of the Earth Mother archetype. The Paizo Nocticula is a patron of assassins and succubi. While these are both great flavors, they don't go great together. Assassins seem a bit too "urban" in flavor compared to the earthy, back-to-nature Green Ronin Nocticula. It seems like renaming the Paizo Nocticula as "Malcanthet" and keeping Nocticula in her Green Ronin version would be the best way to enjoy both flavors of demon lady. Obviously, Paizo can't do this, but home games can. The Simpsons reference is hilarious, by the way. As for Flauros: he's detailed in Green Ronin's Book of Fiends and there's an illustration of him on Tom Baxa's website.
Molech wrote: A problem (perhaps) with Shaktari: She was not born a Marilith but a human. If you're gonna make her another Marilith's mother you may want to consider how/why. This isn't true. You're confusing Shaktari with Kaliva. The primary antagonist in the adventure "Vudra," where Shaktari was first introduced, is Kaliva, one of Shaktari's minions. Kaliva was formerly human; she was transformed into a rutterkin as a curse and earned her way to marilith status from there. Shaktari herself does not play a role in the adventure except as background text. She is only briefly described and her origins are not given. Nowhere is she said to be formerly human.
Because in 1st edition AD&D, the genies were ranked by power. Jann were the least potent, then djinn, then dao (I think), then efreet, and finally marid. They weren't supposed to be equally powerful beings of different elemental flavors. And the reason for that is because that's the way it was in the Arabic folklore from which they inspired. Of course, in Muslim legend, djinn are all made from smokeless fire, and the greatest of them is called the "shaitan," but there's still the idea of increasingly powerful ranks, which ties into the way things were done with all sorts of different types of creatures: i.e. the humanoids were ranked kobold, then goblin, then orc, then hobgoblin, then bugbear, and the undead were ranked skeleton, then zombie, then ghoul, then ghast. Everything came in increasing ranks of power so that the PCs would have new things to fight as they gained in level. I think that Gygax had in mind that the PCs would travel to each of the Inner Planes, one at a time, confronting increasingly powerful genies as they went. The Pathfinder cosmology has some of the Inner Planes as more "inner" than others, so it's even more appropriate there for the inhabitants of the "outer" inner planes to be more powerful than the "inner" ones. Djinn dwell in the Elemental Plane of Air, which is the closest to the Material Plane and thus its inhabitants are less potent than those of the exalted sphere of Fire.
primemover003 wrote:
Kytons are called devils because they're natives of the Nine Hells. In 3rd edition, baatezu were a specific race of devils that kytons weren't part of. This was parallel to everything from the Abyss being called a demon, whether it was a tanar'ri, obyrith, lamoura, construct, or whatever. It sounds like the Pathfinder cosmology will only have one race of devil, so probably the word should be reserved for things that used to be considered baatezu. If the Paizo gang wants to invent new diabolic races, though, I'm all for it.
Even in very dangerous areas, most of the city will generally be outside the walls. The people wealthy enough to build walls aren't going to spring for building them for every peasant or refugee who arrives. Even altruistic paladin-kings will have trouble coming up with the funds to meet the wall demand. Most of the city's inhabitants will count on finding safety in sheer numbers, and the fact that the wealthy nobles won't want marauding monsters anywhere near their estates. During times of siege, the population outside the walls may find temporary refuge within them. |