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Everything posted by TLDunn213
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The most common spellcasters are Wizards and Sorcerers who use Arcane magic. Maguses, Shamans, and some Warlocks also use Arcane magic. But more on them in a bit. Arcane magic works by subtlety adjusting the balance between Order and Chaos that underlies our reality. The primary difference between Wizards and Sorcerers is in how they learn and cast their spells. Which most of you are likely already familiar with. But, for completeness and those who may not know. Wizards load spells into their minds with the mana attached and once the spell is cast it vanishes from their mind leaving room for a new spell. Sorcerers on the other hand learn spells permanently (well simi-permanently. more on this in a bit) With the mana as a pool to be taped and channeled through the spell as needed. Wizards can take a Feat called Spell mastery that allows them to permanently learn a spell the way a Sorcerer does. And likewise Sorcerers can take a Feat called Spell Flexibility which allows them to temporarily learn a spell as Wizards do. Seeing the advantages of being able to do both some adventurers tried training both ways. This proved to be quite difficult as the two ways of learning spells are almost opposites. Which puts quite a bit of strain on the mind of the student. Which eventually lead to the development of the Magus class. Which is designed specifically to address that problem. Progress is somewhat slower than for students who follow just Wizard or Sorcerer paths. But those who choose Magus say that it worth it. Anyway moving on. The next most common type of spellcaster is the Cleric or Priest. Priest are typically those who stay in Towns and Cities taking care of their congregations. While the Cleric is out with groups of adventurers keeping evil beings away from civilized lands. These spellcasters use Holy Magic provided by the Gods. Or Infernal magic provided by Demons or Devils in the case of Evil Clerics and Priests. Typically their handling of spells is much the same as Wizards. With the spells they are likely to need being provided by the Being they serve. Healing spells being a notable exception in most cases. These tend to be installed Sorcerer style and can be cast extra times by sacrificing other spells for the mana needed to do so. The difference between Good and Evil Healing spells is a side topic that I'll expound on more fully another time. Just as I will cover Warlocks, Shamans and the rest a bit later in this series.
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Well, Good luck with finding any Demosidhe, Demosidhe Essence, or Demosidhe Hunters. As one might expect. Things that are from a time refered to as "The Forgotten Age" tend to be rather hard to find. Slightly easier to find are spellbooks than contain Arcane spells that reproduce Dreamwalking abilities. Well, most of the spells are Arcane, there are at least a few variations of these spells in Divine and Infernal formats. But as those spells are rarely written down in the first place I don't expect that you will find any of those. Then again; Given Your "Talent" for getting yourself in to trouble...
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There are forms of essence magic that would allow someone to drain Demosidhe essence and either consume it or embue an object with it so as to gain Dreamwalking abilities. Of course this would come with it's own risk. Those who hunt Demosidhe might mistake you for one or assume you are bonded to one depending on the type of magic that they are using for tracking them down. And on the other hand Demosidhe and those willing to bond with them would probably be able to tell what you had done as soon as they see you using your powers. And they would probably not be happy about it. And given their ability to create very realistic dreams... Would you want to risk finding out just how creative they might be about expressing their displeasure over your having eaten one ? So while I don't have any accounts of this being tried. I expect that at some point someone did; and it probably didn't end well for them. Essence Magic is an interesting topic in its own right and I'll try to cover it in more detail somewhere else; assuming I haven't already.
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I finally gained access to the restricted section of the Archives at The Library of Ling, and after allowing for author bias, "glorious victory" vs "appalling massacre". The relating of the events themselves is quite accurate. And by having both sides recored it is possible to gain an understanding of each side's view and motivation. One of the more important things to note is that Demosidhe vary widely in their views on the beings they feed on. Some seeing us as little more than food and playthings. While others were seeking some form of symbiosis. With some middle ground leaning in the food direction of treating those they feed upon much the way a wise farmer treats his cows and sheep well. So, basically two camps prey/food animals vs beings we can partner with. The symbiosis group are the ones who lead to the development of dreamwalking and subsistence magic. Interestingly most surviving research into this branch of magic is in the reverse direction. That is to say finding ways to take lifeforce and convert it into magical energy rather than finding ways to feed on magic. Although there are some creatures that are known to do this. I'll have to look into any connections between magic feed creatures and the Demosidhe later. In any event, because of Demosidhe that were willing to make a deal, there were people who were hiding the Demosidhe they were partnered with from those seeking to exterminate them. As you can easily imagine the arguments on both sides were quite heated. "They are just trying to survive. And they give us powers." On one side, and "They are draining your life force while giving you corrupting selfindulgent dreams." On the other. With a dash of "Power to invade people's minds and dreams. By joining with them you become as vile as they are." Just to round things out. And while there have certainly been Dreamwalkers who abused their powers. There are easily just as many stories of Dreamwalkers rescuing people from dangerous situations or delivering vital information and so on.
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Now that we've covered basic protection, let's talk about what it is that we are protecting ourselves from. The first signs of Demosidhe activity is very vivid yet mundane dreams. Which is the beginning of breaking down your ability to tell the difference between dreams and reality. After a few weeks of this you will begin to notice that inspite of spending increasing amounts of time sleeping you are feeling less and less rested. With all your the usual effects of being tired all the time. This is when the dreams start getting odd. Nothing major, at first, just small things. Pictures of people you don't know on the wall among the ones that belong there. Looking in the mirror and seeing your reflection blink. People you know acting in ways that are totally out of character. Not too long after the dreams start getting odd, the hallucinations start. The same out of place stuff that was happening in the dreams. Along with people that you can only see when you're not looking at them. Now the Demosidhe aren't trying to kill you. At least not right away. They are draining your life energy, that's why you are feeling tired all the time. But it is your emotions that they are savoring. Lust, Anger, Fear, Confusion, ect. Individual Demosidhe have their preferred emotions. And typically act alone or in small groups. Once the hallucinations have started the Demosidhe are using your mind as a way into the waking world. Being shapeshifters they will use their abilities to create more confusion and mistrust between their chosen victim and the people around them. Thankfully the Demosidhe aren't able to remain in the real world for long. A few hours at most. It is unclear as to what it is about the real world that limits the time they are willing? able? to stay. Now what I've described above is their normal and preferred mode of operations. Near the end of the Forgotten Age as they were being hunted down in the Dream World, they changed their methods and started attacking in groups. Dragging victims into the Dream World and ritualisticly sacrificing them so as to quickly harvest and store the life energy and emotions for later consumption. There have also been reports of trapped tomes that if opened and read resulted in Demosidhe appearing and attacking the reader and anyone else nearby. With the apparent goal of simply feeding on their victim's life energy right there. Which would tend to indicate that a) the attempt to eradicate them at the end of the Forgotten Age was not entirely successful. And b) The surviving Demosidhe have not found a suitable or reliable replacement for US as a food source. Which means the ones that are left are Hungry and Desperate.
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Demosidhe Basic protections Most of these are really pretty obvious once you think about it a bit. First and generally easiest is to drink a glass of holy water before studying about the Demosidhe and especially just before sleeping. Also keep a flask of holy water within easy reach at all times and take a mouthful when you first wake up and anytime you notice Demosidhe activity. I'll explain more about what that looks like in just a bit. Some other protective measures you can take include wearing a headband made of an alloy of iron and silver. (Ferogentum) Having protective runes and symbols engraved on it is a good thing to add but the headband will offer a fair bit of protection even without them. A protective magic circle and pentagram combo carved into the floor of your sleeping room and painted with a paste made from equal parts salt silver and iron added to just enough holy water to make a paste works very well. Top it off with a good clear coat sealant and place your bed in the middle. And you are protected from a wide assortment of supernatural dangers.
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Other metals of note. Titiansteel a bit of a misnomer as it is actually an alloy of titanium and tungsten. Nonmagnetic very durable and corrosion resistant. Not typically enchanted which is not really all that surprising as it is made almost exclusively by Morlocks who tend to be technological and psyonic rather than magical. Ferogentum, (a lesser form of Myrthriem, being an alloy of silver and iron), is more often used for protective amulets and the like than actual weapons, mostly because it just doesn't hold high level enchantments as well as actual Myrthriem. Which is typically enchanted up +4 or even +5 as well as being both blessed and Ghosttouched. Myrthriem is an alloy of Mithril and Darksteel. Only a few hundred of these weapons are known to exist. As they were made for the singular purpose of driving out the Demosidhe. A Demon Fae hybrid that came into being during the Great Fae Migration of the Forgotten Age. The Forgotten Age is forgotten on purpose and for good reason. For the Demosidhe can enter the dreams of those who know about them and can then use those dreams as a way to enter our world. I will say no more about them here least you become an unwitting doorway for their return. If you are determined to learn about them, there are spells and other protections to secure your mind and dreams against them. Make sure those are in place before continuing your studies of this subject.
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Feromantic iron is very magnetic. Such blades tend to become magnetic during forging. As to the effects of magnetic fields on enchantments. No one has really looked into it. There are no reports of enchanted blades made from other metals showing any magnetic properties. The exact effects of magnetic fields on enchantments would depend greatly on the type of enchantment and the purpose of the object and the reason for magnetising it. Brasium is non magnetic. In fact its non magnetic nature is a reason for its use in place of iron or steel in some cases. Brasium weapons are not typically enchanted but there are no reports on it being any harder to enchant than other metals. Darksteel takes powerful magic to enchant but once enchanted it will stay that way unless even more powerful magic is used specifically to disenchant it. There are no reports of anyone trying to magnetise darksteel but most likely it would take a powerful magnetic field to do so but once accomplished it would be practically impossible to demagnetise it.
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This a quick overview of metals unique to the Shardscape. Or mostly unique; as some of them, Brasium for example, do have real world equivalents. And given that I just mentioned it I'll start off with Brasium. Brasium is an alloy of brass and bronze; which is to say copper, tin, and zinc; with chrome and nickel occasionally added for extra strength and croesion resistance. Brasium is commonly found in places where such resistance is especially needed; and in places where iron is less available. Next we have feromantic iron. This form of iron is mined in the Underworld along the banks of the Styx and is therefore much more able to retain certain enchantments. Which is the primary reason for bothering with the stuff, as it is otherwise no better than iron minded from anywhere else. However the ability to incorporate magical properties makes Feromantic iron highly valued for the creation of Darksteel. Which is formed by adding a relatively small amount of finely powered dark fire crystal. The resulting material is not only able to store highly powerful magical energies it is also nearly indestructible. There are a few other items I will be adding to this list later. When I can find my notes on them.
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After some further research I believe I have found something of a pattern for predicting the probably of breeding true. The factors to consider are the compatibility of the magic involved in the creation of the founding members of the bloodlines involved. There were three different types of magic that were used to make Wyldings and Lyncanthropes. Divine and Arcane for Wyldings and Eldritch for the Lyncanthropes. With a few Lycans being created by Arcane magic. Oddly there are no known cases of Infernal or Demonic magics being used. But given how rare the use of Arcane magic was by the Yun-Xi it does make a certain amount of sense. And Yuuxath is not going to want his followers turning to other beings, Divine, Demonic, or Infernal. Which brings us back to the first point. Eldritch magic just doesn't mix well with other types. So, that seems to be the biggest factor in play. With the animal forms being the next factor to consider. And finally there is the matter of contamination from other magics that anyone in a given bloodline might have been exposed to. All of which is useful as a starting point. But beyond revealing how likely devation is, it doesn't really do much to help with predicting what form the devation will take. Moon phase, and other astronomical factors have been suggested, along with the local environment. And it is possible that these things are contributing factors. So far no one has kept accurate enough records for any reliable conclusions to be drawn. And with the majority of Ka-Jeen settlements being located on the lower slopes of the Dragonspine mountains western end. Otherwise known as the Fading Lands. Ruling out the effects of random wildmagic surges becomes practically impossible. As for Ka-Jeen living in other places where wildmagic is not a significant factor. There just aren't enough of them in any one place to be able to establish any sort of reliable baseline. So given that most Ka-Jeen A: Just want to be left alone. and B: Don't seem to care about what their children will be. I consider it best to simply leave them be. Of course if anyone does find a group of Ka-Jeen that want to be studied so as to have the option of trying to control the form their children will have; Please let me know. I would dearly love to understand what forces are at play and to be able to give the Ka-Jeen the opportunity to choose to influence the form their children will have.
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Are the Ka-Jeen a race? And, if so, what boundaries do we use for inclusion and exclusion? These questions pose a problem that is arguably even harder to sort out than the question of inclusion surrounding half elves and their fractional offspring. After all half elves and their kin can be placed in order based on how they look relative to their bloodlines with fairly good accuracy. Ka-Jeen, with the shape shifting nature of the bloodlines they spring from... It has been something of a struggle among scholars to come to the agreement that Ka-Jeen are a single racial type. After all having Grandpa dire wolf, cousin fox girl, and aunt house cat all in the same family is something that requires very good birth records and some verification by skilled bio-mancers before most people are going to believe it. Ok, for completeness, and the benefit of those of you who may not know what Ka-Jeen are or how they came to be. I will try to cover those details. Now keep in mind that there is no real evidence for any significant amount of iintermixing by dracons, fay, doppelgangers, and such like other shape-shifting types. And we are left with the generally accepted origin of wyldings and lyncanthropes interbreeding, with a dash of Wyrdlings thrown in. And it is worth noting that Wyrdlings as a distinct group are practically impossible to find anymore. As for those who raise objections about the intermixing of wyldings and lycanthropes due to their being on opposing sides during the war. Remember that the wyldings volunteered while the lycanthropes were victims of a curse. Well, most of them anyway. So many wyldings, after the war, devoted quite a bit of effort tword efforts to help the lycans bring their bestial side under control. Given the amount of close personal interaction required for such an effort it's not really surprising that many of them paired up. And of course the Druids and Shamans were in favor of this. Both because of the ability of the Wyldings to help the Lycans stay in control of themselves and because any offspring they might have would be much better off with both parents being able to understand how to raise such a child. Now as to the wide range of non shape-shifting animal forms that can be found among the Ka-Jeen; that is something that many mages, sages, and bio-mancers are still trying to figure out. Wildmagic is definitely involved to some degree, but beyond that rather obvious fact, there is little progress in sorting out the details of what form or forms a given Ka-Jeen child will have. Seers and deviners are sometimes able to foresee the child's form in advance but as to what forces are at play in determining that form...
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Wait...was that an arrow!? Pointing back the other way? Is this a sign that perhaps I've lost my way? And yet the road before me goes on as plain as day. But now there is this nagging doubt that I have somehow lost my way. Was that another arrow pointing to some hidden way ? The way is clear beforeme; yet I feel ever more astray . Wait... was that an arrow, pointing to a better way? ........ Next line: Have I lost my way ?
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Well that is what the tophat is for Beyond that I'm not sure how much resemblance you can get with just a skull. I'm trying for a pirate flag that looks like what the Monopoly Man would fly if he was a pirate.
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Thanks The logo I wanted was a skull with a tophat, and an eyepatch with a dollar sign on it and a pair of fancy walking sticks crossed under it. At some point I'm going to hand write out the cards on index cards and play test it assuming I can find both the time and people. If I have to I'll try playing it against myself or three player Me, Myself, and I 😁 And by all means feel free to make your own copy and play test it . I'm debating a couple of tweaks to what I have here but want to test this version before trying the other ideas. So I don't forget them. I'm thinking about adding a black market and having the Noping be a dice roll thing rather than automatic. Anyway if you do play test it let me know how it goes and any ideas you think might make it better.
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Stranger Things is one I hadn't heard of before. Not surprised it exist, just hadn't seen it. I think we have a make your own oply around here somewhere. So, yeah that could be a way to make the cards and stuff. As to play testing it I'm in the same boat as you with trying to find people to play with. As to selling and all that, I want to play it and debug it first. Anyway good luck finding players and let me know how it goes when/if you get the chance. And I'll post what I learn from playing Whenever that happens
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Possible name changes Skid Row. Rush Street The Orient Express Airport/Shipyard/Trucking Company.
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If you do try playing this, please let me know how it goes. Thanks And if you have any ideas for cards or thoughts about how many of some of them should be in the game; or any other thoughts/ideas about it let me know. I haven't had a chance to play test this yet. But I fully expect that it will need some tweaking. Any ideas about how to pitch this to Hasbro (assuming you liked it and think it would have a chance of selling) I'm mostly doing this for fun But given the number of Monopoly Editions that are coming out lately Why not give it a go ? I'm also thinking about putting in a system of Scoundrel Points. Who can be the Biggest Scoundrel? Getting away with a Dastardlydead would be worth so many points Nopeing would be worth some points But not nearly as much as getting away with it. Also thinking about having the Stocks go up in value whenever someone rolls that number. Winning would be about who has the most money including the value of everything they own including stocks and $100 for each Scoundrel Point. Getting Away with a Dastardlydead would be worth 5 Scoundrel Points while Nopeing is only worth 1. Exceptions will be noted on the card.
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Chance Go to Jail (-1SP.) Get out of Jail Free (+1 SP) Send Another player to Jail (+5 SP) Draw a Scoundrel card. Gambling Den. Place on a property you own. When another player lands here you both roll the dice High roll wins. Looser pays winner the difference between rolls×$100. This card stays until you lose a roll.(successfully placing this card is worth 5 SP and each win is worth 1. This card can be noped when it is first being placed) Brothel.(See Comunity Chest Tourist Attraction But $100 successfully placing this card is worth 5 SP and 1 SP each time you get paid.) Impersonate a Celebrity: The next time you owe rent play this card and that player pays you that amount.(+5SP) Stuck in Reverse: Pick a player (yes,you can pick yourself)on their next roll they move Backwards the number of spaces rolled.(+1 SP) Busted: You are caught running a scam. Pay $100 or go to Jail.(-5 SP) Take a cab: Advance to the next unowned property. NOPE. (Plays just like a skull up Scoundrel card.)
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I'm mostly using the Comunity Chest/Chance cards from the Cheaters edition. Several of which are the same as the originals Unless noted otherwise CC/C cards cannot be Noped. For now I'm going with just one copy of each card but that may change depending on how things go Comunity Chest Get out of Jail Free. Go to Jail (-1 SP) Send Another player to Jail (+5 SP) Offshore Bank Account goes belly up Pay $300 to the Bank or Go to Jail (-5 SP) Judge a Beauty Contest: Collect $50 from the Bank. DD(optional) receive $100 bribe to rig the contest. (From the Bank.) (+1SP.) P: forfeit the original $50 and pay $100 to the Bank.(-1SP) Draw a Scoundrel card. Teleport Fake Taxi. DD: Move another player to any space on the board.(+5SP) P: They move you.(may be used to Teleport yourself in which case it is not Nopeable and +1SP) Bailout (save until needed) When you owe more than you have in cash play this and receive $2400 from the Bank (+5 SP) Construction Zone. Place this card on any property you own. The next player to reach this space stops here regardless of what they rolled and pays Rent as if landing here normally. Card is then returned to the bottom of the stack.(+5 SP) Foreclosure: Return any one property another player owns to the Bank. Houses/Hotels stay on the board and belong to whoever is next able to buy the property.(+5 SP) Piggyback: The next time a player buys a House/Hotel Play this card and put one on a property you own for free.(+5 SP) Christmas Bonus: Advance to Go and take one Stock Number for free. If no Stock Numbers are available collect $500 for landing on Go instead. Tourist Attraction: Place this card on any property you own. Whenever another player passes this space they pay you $50. Return this card to the bottom of the stack as soon as someone lands on this space.(+5 when placed +1 each time you get paid) NOPE. (Plays just like a skull up Scoundrel card.)
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To save myself some typing Scoundrel cards: S Dastardlydead: DD (the rotten thing you are trying to do) Scoundrel Points: SP (the points you get for your DDs or stopping someone else's) Penalty: P (the price you pay if your DD gets "Noped" Comunity Chest: CC Chance: C Nopeing any Scoundrel card can be used to Nope a DD just present the card skull side up and say Nope when you want/need to stop a DD Some C/CC cards will have optional DDs/Ps The Cards Scoundrel Secret Auction Buy an unowned property from the Bank for $10 P: The Property goes up for open auction. Price Gouging Charge double rent P: They stay for free You pay lowest rent to Bank Go to Jail. Jail Break Leave Jail on your turn P: skip your turn. Pay $50 Squatter's Rites Place this card on any property that you don't own. The next time a player lands there You collect the Rent and the Deed to that Property. P: (can be noped when placed or when rent is due.) You pay highest rent and go to Jail. If Property was unowned it's up for Auction. Unlicensed Contractor. Put a Hotel on any property you own even if you don't have the full set. P: The Player who Noped you gets the Hotel Bounty Hunter When you are on the same space as another player Play this to send them to Jail and collect $100 from the Bank P: Pay $50 to the player and $50 to the Bank. You Go to Jail. Bank Heist Take $500 from the Bank P: Pay $1000 to the Bank. Go to Jail Identity Theft Move any Player's token to any space on the board.(yes. You can move yourself) P: The Player who Noped you moves your token to anywhere on the board. Skip out on Rent Present this card when rent is due to avoid paying P: Pay Double rent. Go to Jail. Stock Fraud Take a Stock Number from another player or the Bank P: Pay $100 to Bank. Go to Jail Pick Pocket Take $100 from another player P: Pay that Player $100. Go to Jail Trick Dice Move any number of spaces (2-12) P: Stay where you are. Pay $50 to Bank Insurance Fraud Return a House/Hotel to the Bank for double its cost P: Return the House/Hotel to the Bank and pay its cost. Go to Jail. Arson Remove a House/Hotel from another Player's property P: Pay that Player the price of a Hotel. Go to Jail Vandalize Place this card on another Player's property They can only collect lowest rent until they pay $100 to the Bank for repairs P: you pay the player highest rent plus $100 to the Bank for repairs and you go to Jail Incriminate Send another player to Jail P: You go to Jail
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These are the icons I'm using for Scoundrel (Both for the space and the back of the cards) Teleport Lottery I'll type in the text for the Scoundrel cards and the changed Chance and Comunity Chest cards later As to printing out the cards I'm working with hand written index cards for now but at some point I will try to find a way to print the cards and make my modified game board. But I'm wanting to play test it some before committing to making anything fancy.
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I recently played Monopoly Cheaters edition. Interesting concept but not really pulled off all that well. Anyway, I decided to make my own version. And I'm jotting down my brainstorming efforts here so I can get back to them later. Ok First up. Stockmarket: Game of Life has one and I've long thought Monopoly should too. So, while I'm tinkering around with my own version why not. So, how it works Land on Go and you get $400 (Because people have had this as a house rule for years anyway so let's make it official ) And you have the option to pay $100 to buy a number from the Stockmarket 2 to 12 and when anyone rolls that number you get $100 from the bank. You can only buy one number each time you Land on Go and only one person can own a number. You can sell/trade Stock numbers just like any thing else you own. Next Free Parking is changed to Lottery Land here roll the dice get that much ×$100. Snakeeyes gets you $200 boxcars gets you $1200 ect. One roll per visit. Getting money from Free Parking is another been around forever house rule So why not The Go to Jail space is now Teleport. Go directly to any space on the board; and proceed as you would getting there any other way. There are going to be plenty of other ways of going to jail, so we don't really need this one. Next up The two tax spaces are replaced with Scoundrel spaces: Land here. Draw a Scoundrel card. If no cards are available then Draw your choice of Comunity chest or Chance card or roll again. The other way to get Scoundrel cards is by rolling doubles When you roll doubles you have the option to roll again (as per original rules) or to draw a Scoundrel card. Ok That's it for the board for now Worth noting I'm building this with the original board. I want my railroads and utilities. Which seem to be the first things to go when they make a smaller version board. I might rename some properties for flavor and change a few prices as I'm getting rid of $1s and $5s for easier money handling. Might also change some of the Chance and Comunity Chest cards also mostly for flavor. Now for the big bit The Scoundrel cards. Each card will have some dastardlydead on it. Bank heist, Pick pocket, Arson, ect. Then there is the penalty section Being a Scoundrel is risky business after all The penalty will be a fine and/or going to Jail. The penalty is triggered by another player using one of their Scoundrel cards to NOPE what you were trying to do. Used cards go to the bottom of the stack. The stack may be shuffled at this time. In case it wasn't clear Scoundrel cards are played when you need them and can be held until needed with no limit on how many you can have. Now I just need to work out the Scoundrel cards themselves.
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I've got quite a bit of lore on Thuliens and other races in the Shard Scape Feel free to look around and/or ask questions if I didn't explain something well enough.
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After some thought and research the answer is both yes and no. Or really more no. Well...sort of... It is worth noting that the Illith phase of the Thulien life cycle is the only step in that cycle that cannot produce tadpoles or the eggs for them directly. And as the Nedrathul are simply a variation of that step the same is true for them. However Illith can undergo a morphosis into an adult or Elder Thulien which can produce the Tadpole stage. This process requires a potion which is encoded in the Thulien genetic memory in such a way that only Illith who have reached a certain point in their development are able to access. Nedrathul have a somewhat different biology from regular Illith so it is likely that a different formulation of the potion would be required. I have no reports yet of any Nedrathul undergoing the transformation but I believe it is possible. Although the potion needed maybe something that is still being researched.