The enigmatic caulborn are not Pathfinder’s version of mind
flayers. Certainly they were raised in
similar soil and perhaps casked in the same barrels—like the mind flayer, the
caulborn features a strong aroma of memory stealing, a full-bodied hive mind,
and top notes of enigmatic purpose—but the caulborn ends up being quite a
different beast.
The world’s oldest role-playing game’s mind flayers are evil
gourmands at beast, slavers on average, and cataclysm-encouraging masterminds
at worst. (Over time it’s become
generally accepted canon that mind flayers are from space and/or the future and
trying to snuff out the sun—or several suns.) Caulborn are ultimately sadder
creatures—beings who can only be sustained by the psychic energy of others’ thoughts,
never their own—less evil—but only because they seem to be beyond morality, and
because their dining habits don’t involve a tentacle-rimmed beak—and more
mysterious in their ultimate aims. Their
great living libraries are not the mind flayers’ mighty elder brains. Instead their society features barely sentient
brain-sacks, a kind of primitive computer made from dismantling caulborn into
“fluid and curd,” according to City of Strangers. They are symbionts,
librarians, scientists, and prophets, not genocidal predators…at least for now.
But I’m probably being too portentous. Caulborn colonies actually have a lot to
offer a party of PCs skilled at negotiating, including centuries of memory,
computer-like calculations and prognostications, the spying skills of hive mind
with cooperative scrying, and an easy source of plane shifts. A little
diplomacy could go a long way for parties willing to treat with the blind
psychic sages. Well, a little diplomacy
and a few memories, that is…
An augury points secret-chasing
adventurers to the “Library of the Blind” at “the root of the Mistborn
Mountains.” A series of false starts and
red herrings present themselves, including a school for the blind where the
young women learn spells from raised impressions on a page, a nest of sabosan
atop great carved pillars, and a xenophobic choir of cave gillmen. Eventually, the adventurers stumble upon a
fleshy cavern of gray matter tended by the mysterious caulborn.
Trying to escape the
fungal penal colony of Xat Par, adventurers are met by a strange caulborn
bridge keeper. His price for operating
the arcane mechanism that lowers the drawbridge seems a small one: a taste of
one of the adventurer’s thoughts.
However, something in the volunteer’s mind apparently triggers treachery
from the caulborn, for it then attempts to modify her memory, employing vampiric touch on anyone who interferes.
On Caldera, caulborn
and mothmen are two sides of the same coin—but from different
realities. The strange otherworldly
mothmen appear at key nodes in time, trying to prevent a great cataclysm from
occurring. The subterranean caulborn are
from an alternate future, studying the present to figure out why the great
cataclysm never occurred in their timeline (with equally calamitous results). Adventures might get caught up in the plots
of one side or another…or try to break the cycle of destruction by bending
reality toward a third, hopefully brighter future.
—City of Strangers
62–63 & Pathfinder Bestiary 3 48
I’ll leave you to wonder what a continent/world named
Caldera would be like. Any
theories? Put them in the comments or
email me!
I’m assuming caulborn are a James L. Sutter creation. There’s not much about them in the
sourcebooks, but for best results check out City
of Strangers, which has details on the symbiotic caulborn/vampire society
that dwells far below Kaer Maga.
My college friend Maggie, previously published in such
venues as Strange Horizons, is now
doing a mommy/daycare blog. IN SPACE.
They also appear in Sutter's (quite excellent) novel 'The Redemption Engine'
ReplyDeleteI imagine caldera would be very volcanic.
ReplyDelete