Show pageOld revisionsBacklinksCite current pageBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Orlassk ====== The daelkyr are creatures of madness. A daelkyr drives mundane creatures mad with its presence, and it twists and corrupts everything that it touches. But not all daelkyr are alike. The greatest of the lords of Xoriat have their own specialties and unique powers. Orlasskis the master of stone. Stories credit this daelkyr with the creation of the Méduses, basilisks, and all other creatures with the power to turn flesh to stone. The Méduses of Droaam deny having any ties to the daelkyr, and they are not aberrations. But the records of the Gardiens clearly show that Méduses fought on the side of the daelkyr in the battle for Cazhaak Draal; whether they were creations of Orlassk or simply its slaves is open to debate. Orlassk's citadel is said to be formed of living stone – a Géant Gargouille that prowls the depths of Khyber. The daelkyr are creatures of magic. Orlassk is no wizard, and it can produce effects or artifacts no wizard could duplicate. But a character could learn new secrets of transmutation by studying one or Orlassk's workshops or items it has created – whether these are spells like //statue// or //flesh to stone//, or entirely new and more terrifying rituals of petrification. The same could be true of other daelkyr: A wizard might learn //prying eyes //by studying the works of the dread Belashyrra, but perhaps she could find far worse – say, a version of the spell whose floating eyes can unleash the deadly rays of a beholder!