Thursday, February 4, 2010

See Their Faces in Golden Rays: Elves Unveiled

"You gotta make way for the homo superior."
- David Bowie, "Oh! You Pretty Things"

Elves, in just about any D&D-inspired game, are smarter, more graceful, and better looking than--well, everybody. Ever wonder how they got that way?

Western fantasy literature has long contained the thematic element of "the fall"--the idea that beings were once closer to perfection than they are now. Tolkien's work has this element, certainly, but he's not the only one. It no doubt comes from Christianity, but its not an uncommon feature of many religious, mythological, and occult systems.

So in other words, in many fantasy worlds elves were, at one time, even better--because the gods or whoever made them that way.

Science fiction--from the Golden Age through modern trans- and post-humanist works--has presented another, competing idea. Progress. Maybe beings are evolving to a higher state. As the trope goes, future man is better than modern man in a lot of ways. Often, in a lot of the same ways that elves are better than man.

Jürgen Hubert explored this idea in his Pyramid Magazine article "Elves: A Case Study of Transhumanism in Fantasy Worlds." Hubert provides a lot of interesting ideas for a gamemaster wanting to explore this angle.

In the thinking about rethinking the elves for my current campaign, I revisited Hubert's article. I also found inspiration in the human variants in John C. Wright's The Golden Age trilogy, which is far future science fiction, and doesn't have any elves, but it feels like fantasy in places (in a Vancian sort of way). Greg Egan is probably in there somewhere, too.


"They seem a bit above my likes and dislikes, so to speak," answered Sam slowly. "It don't seem to matter what I think about them. They are quite different from what I expected — so old and young, and so gay and sad, as it were."
- J.R.R. Tolkien, Fellowship of the Ring

On the earth that contains the ruin-haunted continent of Arn, the beings known as elves call themselves aethyr in their own language. Visually, they may be differentiated from humans by their slim builds, pointed ears, and large, slanted eyes with ovoid pupils. Their eyes give an almost feline impression. They tend to have less sexual dimorphism than humans.

The aethyr keep to themselves, living in enclaves distant from human settlements. Little is known about them really, though it would be hard to call such gregarious and social beings as the elves most commonly encountered, secretive. Somehow, they manage to talk a lot while saying very little about themselves. This is even more remarkable, given the centuries that measure their lives.

These elves, the ones most commonly interacted with by humans, are known as the "bright" or "high" aethyr. They pursue pleasure, in whatever idiosyncratic form that might take. Some are artists or aesthetes, some are scholars, some warriors, some mages. They tend to live in small, fluid communities where they may indulge these interests with a minimum of interference. Their advanced magical arts make these lifestyles possible without the toil that is the lot of most intelligent species. They live better than wealthy humans in habitations that may easily be hidden in the wilderness.

As highly individualistic beings, allied to extraplanar chaos, the aethyr shun government and law. Authority may come to rest in certain personages, but only as far as their charisma and persuasive powers take them. Conclaves are called at appointed times which seem random to other species, where any elf can be heard. All decisions made at a conclave are voluntary. Elves who violate their community's sense of propriety are ostracized, nothing more, though vengeance may be taken by individual parties.

There are other elves. We might think of these as tribes, or clades, or even political parties. In a sense, they are all three. There are the wild elves, who seek unity with nature and spend much of their time in animalistic mental states which they know as the red dream. There are the aquatic elves, who breath in water as well as air, and live nomadic lives in the seas. There are the gray, the most aloof of elven races, who live in hidden mountain enclaves. And then, there are the dark ones--ancient enemies of the others--who dedicated their long existences to the ideal of transgression.

Its the gray aethyr, though, that hold the most secrets of the elven past. This group is the least human looking of all the elves. They are tall and thin--almost like beings adapted to lower gravity. They have pale skins and even larger eyes than their brethren.

To humans, the gray seem formal, distracted and melancholy. To bright elves, they're slightly embarrassing relatives. The gray would say they're in mourning, if they ever deigned to explain themselves.

What the gray are mourning remains the secret. They alone remember what the other elves have purposefully forgotten. This was their task, though none of the others can even recall it being given to them. When elves awoke from reverie which had kept them safe and sane through their journey, and emerged from the giant, bronze, rune-inscribed ova that had borne them, they forced themselves to forget what had come before. All but the gray. And so they alone mourn.

Where did the elves come from? The future, perhaps? Maybe they're man's descendants from a distant age? Or maybe they're the creation of an ancient Immortal? Another relic from the age of the God Makers?

No one knows. Maybe not even the elves themselves.

Wednesday, February 3, 2010

Getting Lost


This post can be read as a tacit admission that watching the final season premiere of Lost last night kept me from finishing my planned essay for today.  It also serendipitously gives me an opportunity to formalize some thoughts I've had about the show and its relationship--unplanned, I believe--to the "lost world" genre.

A brief warning: some spoilers for the TV series Lost, and for various works of fiction written over the past hundred years or more may follow.

Anyway, the "lost world" genre is based around the idea that certain civilizations, cultures, or races have been hidden, forgotten or, well--lost. Typically, these are located in out-of-the-way places like underground regions (or the hollow earth), undersea realms, hidden valleys, remote plateaus, or unknown islands. Though the origins of the genre lie in myths and legends from many cultures, its modern progenitor is often considered to be H. Rider Haggard's King Solomon's Mines (1885), relating the search for the fabled lost wealth of Biblical Ophir. In the 1887 sequel, Allan Quartermain, Haggard's protagonist, stumbled upon Zu-Vendis, another hidden African realm.

Haggard revealed yet another lost world, Kor, in the apparently crowded heart of Africa in She: A History of Adventure and its sequels. Kor was ruled by an incarnation of a goddess, Ayesha, the She of the title. She was played by Ursula Andress in the 1965 Hammer film version--who coincidentally played another goddess in the original Clash of the Titans.

Haggard had found adventure fiction gold in King Solomon's Mines, and other writers soon sent intrepid explorers out to their own lost worlds. Arthur Conan Doyle gave us the dinosaur-infested Maple White Land in The Lost World (1912), and an undersea city of Atlantis in The Maracot Deep (1929). Rudyard Kipling sent The Man Who Would Be King (1888) to a remote (and fictional) part of Afghanistan to get his kingdom.

Some writers managed to uncover a lot of lost worlds. Abraham Merritt wrote several lost world novels, as did Edgar Rice Burroughs. In The Moon Maid (1926), Burroughs places a lost world inside the earth's hollow moon, but his most inventive lost land must the barbaric, future Europe of The Lost Continent (1915) which is rediscovered by explorers from the Americas.

Original lost worlds have appeared in other media, too. Kong's Skull Island is one, whichever of the film versions you prefer. Sid and Marty Krofft's Land of the Lost gives itself away in the title. Others include the lost valley that Hanna-Barbera's Dino-Boy winds up in, DC's Skartaris, the Lost World of the Warlord; and the world James Scully found through the Bermuda Triangle in Marvel's Skull the Slayer (1975).

So you can see where this is going. Lost spends a lot of time with character drama (and flashbacks and flashfowards that help elucidate those characters), but let's not ever forget it's a story about an island with mysterious inhabitants, ancient ruins--and a monster. Lost is completely a lost world story, just told in a slightly different style, emphasizing things (at least initially) to play to the widest possible TV audience.

Besides the storytelling style, Lost also brings an innovation in its assemble cast. Older works in the lost world genre typically have one main protagonist, one or two companions, and maybe some largely nameless hirelings--typically having a lifespan approximating that of a newly introduced, redshirted member of a Star Trek landing party. Some Lost characters get more screen time than others, but there is no one protagonist.  At least not one that's apparent so far.

It strikes me that Lost provides an interesting way to approach a lost world game. It could initially appear more like a castaway or survivor story, until the weirdness begins to show. It's assemble cast also probably better replicates a gaming group.

Now that I think about it, the same sort of innovations could be applied to a related genre, the planetary romance. Instead of one John Carter, we get a whole airliner--or maybe just a private jet--coming down (somehow) on the lichen-beds in one of the dead, sea bottoms of Mars.

Monday, February 1, 2010

Middle-Earth the Mighty Marvel Way: Weirdworld

"For those who thrilled to J.R.R. Tolkien's "Lord of the Rings"--An All New Adventure into Epic Fantasy!"


So cried the cover blurb on Marvel Premiere #38, the second appearance--first in color--of Marvel's decidedly un-Sword & Sorcery fantasy series. As such, it stands as an interesting artifact in comics history, fitting neither with the pulp inspired fantasies of earlier comics, or the D&D-influenced ones that were to follow.

The titular "Weirdworld" is a fantasy land inhabited by dwarves, elves, and goblins, and perpetually under threat from wicked sorcerers and other magical menaces. Its protagonists are two elves--Tyndall and Velanna--who are outcasts with mysterious (even to themselves) pasts. Their obligatory companion and comedy relief is Mud-Butt, an irascible dwarf.

Tyndall starts out solo and in black and white in Marvel Super Action #1, where he good-naturedly undertakes a quest for prejudicial dwarvish villagers in "An Ugly Mirror on Weirdworld" (1976). Velanna joins him by that story's end, and they run afoul of a rejuvenation-seeking sorcerer in Marvel Premiere #38 (1977). Their next appearance, publication wise, would see them travelling with Mud-Butt to the City of Seven Dark Delights and crossing paths with the sorcerous Dark Riders, who were seeking to resurrect their fallen god, Darklens. The defeat of Darklens and the discovery of other elves, were related in the three part epic, "Warriors of the Shadow Realm" in Marvel Super Special #11-13 (1979). Epic Illustrated #9, and #11-13, in 1981 and '82, featured the "Dragonmaster of Klarn" storyline, that revealed more about the mysterious elves and their relationship with dragons. Finally, in 1986, Marvel Fanfare vol. 1 #24-26 saw a lost tale of Weirdworld--the first meeting of Mudd-Butt and the two elves, and vanquishing of yet another evil sorcerer. Work on this story had actually began back in the seventies, but it had been left unfinished.

Weirdworld was the creation of Doug Moench, and artistically designed, at least initially, by Mike Ploog. "Warriors of the Shadow Realm" had art by John Buscema, and featured a redesigned Mud-Butt--though no one knew it, sense Ploog's original design didn't see print until nearly a decade later. Pat Roderick provided the pencils for the last two Marvel Fanfare issues.


I would have thought Weirdworld bore the influences of Bakshi's animated fantasy features Wizards and The Lord of the Rings--but it actually predates both of them. Any artistic resemblance may be due to Ploog's reported involvement in those two projects, or it may be coincidental. Tolkien would seem to be a likely source, but Moench maintained in that he had never read The Lord of the Rings in his essay on Weirdworld's origins in Marvel Super Special #11. He did admit to having read The Hobbit in high school, but denied remembering much about it.

Despite the overt "Tolkienian" elements, I think we see in Weirdworld as an artifact of a time when The Lord of the Rings-style portrayals of elves and dwarves (by way of D&D) were not taken as standard. The dwarves of Weirdworld bear more resemblance to the Munchikins of Oz than the ones from the Mines of Moria. Buscema's artwork in particular gives most of Weirdworld a kind of fairy-tale-ish look (inspired by Arthur Rackham, among others) that reminds me a little of later works by Brian Froud. The elves are likewise not wise and puissant beings superior to men in every way. Instead, their short and maybe more like non-Tolkien, pop-culture elves--like the sort that sell cookies or work for Santa. Their probably part of the pre-Tolkien lineage that influenced early D&D art (as James Maliszewski outlined here) and certainly seem to be kin of hapless Indel in the 80s D&D comic book ads.

In this area, examination of the Weirdworld tales offers something to the gamer, particularly perhaps ones interested in the "old school." Weirdworld offers a portrayal of stock rpg elements refreshingly free from the influence of the rising cultural familiarity with The Lord of the Rings, and the ouroboros-like D&D-ization of fantasy. Nothing in it is new, but their might be something there worth revisiting.

The City of Seven Dark Delights and the floating land of Klarn await.

Friday, January 29, 2010

What Star Wars Got Right

Still working my way through Star Wars: The Clone Wars: Season One, delayed by the arrival January and the return of network TV from the holiday doldrums.

I've had many discussions over the years with various friends about what is "wrong" with the Star Wars films--and there are a lot of things. Mainly though, they boil down to bad writing. Well more completely stated it's: Lucas isn't a good writer compounded by the fact that Lucas isn't a good director of actors.

It's no accident that the best of the Star Wars Saga, The Empire Strikes Back, was at least partially written by Leigh Brackett--someone who surely knew how to write.

But anyway, that's a topic for another blog, maybe.  I'm not interested in revisitng the hate, but in accentuating the positive, to wit: What's good about Star Wars? And what's good that might be applicable to gaming?

To me, the core "good thing" is that Star Wars melds together two predominant forms of sci-fi adventure media (I specify this as it has very little to do with science fiction as a literary genre--even the science fiction sub-genre space opera only shares a few similarities with Star Wars until after Star Wars enters the public Zeitgeist).

The two types are:
  • Euro-style daring-do: This is sword-fights, castles, and princess-kidnapping villains. Like John Carter or Flash Gordon. The action and plots resemble The Prisoner of Zenda, and the latter-day stories can be seen as sort of allegories for young America interacting with the Old (decadent) World (Burroughs' The Mad King, comes to mind)..
  • "the flyboy" or square-jawed aviator tale: This is rockets and jetpacks, leather helmets and robots. This is like Buck Rogers, and Burroughs' Beyond the Farthest Star, and any number of serials--and both aviation and science fiction pulps at times. A purer modern example would be Sky Captain.
Star Wars eliminates the problem of having to give up jetpacks for swashbuckling by putting them both together! And this is not a bad idea. The incoherence that would be created by aviators wearing swords is resolved by giving the swords only to a select group (the jedi)--this was an innovation discovered by accident, it seems. Lucas' early drafts had "laserswords" being more commonly used.

But this still isn't all of Star Wars. Lucas lacquered it with Japanese exoticism by cribbing design, plot elements, and character from Kurosawa. Shooting in Tunisia, and having an expert in African languages provide him with Greedo's lingo and Jabba's Huttese further lathered on the exoticism. So another element of Star Wars is what we might think of as a sort of chinoiserie (if I can be allowed to somewhat misappropriate a term, when a better one doesn't exist). This is probably the element of Star Wars that I most think about playing up when I've though "How could Star Wars be better?"  This would lead to a Star Wars more like Dune, or most likely, more like a Heavy Metal story (or the Star Wars (and Dune) inspired Metabarons).

We're not done yet. The last piece, is latter century Americana. The original trilogy can't escape its 70s vibe, in some ways. Some of that is accidental no doubt--an artifact of when it was made. Other parts--primarily cut scenes of Luke and his teen friends--transplant American Graffiti car-culture to Tattooine. Episode II even gives us a 50s style diner! These elements are wholly Star Wars and not found in really any of its progenitors or imitators that I'm aware of (One Han Solo novel in the late seventies gives us an explicit disco, as well!).

So how might this be used in gaming? Well, I know that if I was looking to create my own Star War-ish space opera/science fantasy campaign, I'd look to these elements to make sure I got it right. Also, I think these can kind of be used like dials--one could turn down the elements one didn't like in Star Wars, while cranking others to eleven. If you want more Dune, play up the "exoticness," and chunk the Americana; more Sky Captain, means more swooping spaceships and fewer swords or Samurai movie borrowings.  If one wanted Star Wars that didn't feel like Star Wars, eliminating two, or perhaps even just one, of the elements above would probably do it.

Wednesday, January 27, 2010

Enter the Lost World


"In the savage world of Skartaris, life is a constant struggle for survival. Here, beneath an unblinking orb of eternal sunlight, one simple law prevails: If you let down your guard for an instant you will soon be very dead."

So begins just about every issue of the longest running sword-and-sorcery saga in comic book history not based on a Robert E. Howard creation. It’s the story of Lieutenant-Colonel Travis Morgan, USAF, who is forced to ditch his SR-71 blackbird in the arctic circle, but instead winds up in a tropical jungle under an eternal sun, and is soon saving a sword-wielding, fur-wearing, princess with supermodel looks from a velociraptor.

Then things get really weird.

Over the course of the thirteen-plus years, 133 issues and 6 annuals, original run, Travis Morgan wandered through the dream-logic geography of a collective pulp unconscious world—a mash-up of prehistoric adventure, sword and sorcery, comic book sci-fi, and Bullfinch’s mythology, seasoned with a little Tolkienian epic. Damsels were saved a-plenty, monsters were slain, spells were cast, and swashes were definitely buckled. And since June 2009, Mike Grell, The Warlord's creator, has been the guiding hand for more of the same in a new series.

For the uninitiated, I'll summarize the basic set-up. The aforementioned Travis Morgan winds up in Skartaris, a world inside the hollow earth, bearing a strong resemblance to Edgar Rice Burroughs' Pellucidar. Like most Burroughs protagonists, Morgan wins himself a princess and a kingdom. The main difference between The Warlord and most of Burroughs ouevre is the existence of magic. At first, this is teased as perhaps only the misunderstood, remnant advanced technology from a lost Atlantean civilization, but eventually true sorcery rears its head. This element, and the structure of most of the stories, lends a more sword and sorcery feel to the proceedings, than Burroughsian pastiche.

The Warlord was one of my favorite comics as a kid. It also provided a lot of inspiration for gaming in my early dungeon-mastering years. Well before Aaron Allston's campaign setting for D&D's Mystara line, my players were venturing into a hollow world. Like Skartaris, a couple of my campaign worlds have had a wandering moon whose movements weren't predictable. I also borrowed the cursed hellfire sword (first appearing in issue #34)--which had to draw blood every time it was drawn, even if it be the wielder's--and inflicted it on one of my players.

Skartaris was, and is, what would be called, in gaming parlance, a "kitchen sink" world. It's full of creatures from classical and medieval mythology, remnant super-science from Atlantis, aliens, sorcery, barbarians, lost tech from our world, time-travel, malfunctioning AIs, and of course, dinosaurs. In true "show don't tell" visual storytelling fashion this "anything goes" philosophy is driven home by great images: a tyrannosaur snatching up a unicorn in its jaws; a group of primitive cultists sacrificing a woman on an altar that's actually a crashed SR-71 jet.

One of the most interesting things to me about all this, and one of the things I find inspirational when considering rpg setting creation, is that Grell provides a rationale for these disparate elements existing together. In the distant past, we're told, Skartaris was Wizard World, a high fantasyish Tolkien-lite kind of world of elves, dwarves, wizards, and the like. After a time, for reasons never fully explained as I recall, this civilization waned. In the millennia that followed, openings to the outer earth allowed prehistoric animals to enter and avoid the extinct that claimed their fellows. Sometime later, an Atlantean fleet fleeing the destruction of their homeland arrived in Skartaris and built a technologically advanced civilization, only to have it end in nuclear war. Civilization slowly climbed back to the pseudo-Medieval level of the Warlord's time.

Ok, so I didn't say it was an airtight rationale, but its plenty good enough for gaming.

In fact, the more I think about it, the more I think this sort of "kitchen sink" fantasy might be exactly what I want to do with my next campaign. Maybe.

Of course, I'll still need to find a way to throw some Planet of the Apes/Kamandi elements in there, but I'm sure "the kitchen" sink is big enough.


Post-Game Report: What Lurks Below


Last Sunday, we continued our Warriors & Warlock campaign, using a somewhat re-imagined version of Paizo's Shadow in the Sky in the Second Darkness adventure path.  The characters were, as before: Zarac the fighter, Renin the psionicist, and Gannon, the thief-monk.

When last we left our intrepid heroes, they had just finished a pitch battle with a group of thieves and thugs hired to ambush them, by their (previously) trusted employer, Saltus, at the Grinning Goblin Gambling House. When their employer slipped into some secret tunnels, the players encountered their first dilemma of the evening--whether to loot the gambling house or give chase.

They did a little of both, allowing Saltus to make good his escape into a cave system ("smuggler's tunnels") beneath the gambling house. After delivering the coup de grace to a psionically stunned boar (the pet of Saltus' right-hand lackey), they quickly determined that none of them were particularly skilled at lock-picking, and so it fell to the psionicist to crush the locked trapdoor with his mental powers.

By then, their desire to get revenge on Saltus was beginning to pick up. It allowed them to avoid arousing Zarac's usually ever-present avarice, which would no doubt have led them to a submerged pirate treasure--but all a vengeful wight. Instead, they chose a different branch and wound up activating magical stalactites which served as a sort of cave security system for a den of troglodytes. These guys had their gambling interrupted:



So throwing down their "simple but inane" (according to the module) game, they came running for the party. The dice were fickle for the trogs. They kept getting natural "twenties" and equally natural "ones"--making them alternate between shrugging off the PCs best blows, and crumpling like paper. One troglodyte went down before they're even in melee range, felled by Renin's mind-bullets.

The other three didn't fall so easy. Zarac (already injured from the battle above ground) and Renin took wounds before they dispatched their foes. Each of the player's put down one trog, and Zarac delivered a killing stroke to the one previously blasted into unconsciousness by Renin.

So far so good--except the sounds of battle had alerted the other trogs, and the remaining adult males of the den came running. The PCs quickly assessed the odds, and made a strategic retreat. They climbed back up to the basement of the gambling hall, then removed the ladders, so the troglodytes couldn't follow.  They had by then recognized the odd smell they had noted in the basement earlier as a lingering sign of troglodyte presence, and weren't eager to have such visitations repeated.

They assumed that Saltus must have escaped. Again they returned to searching the various rooms of gambling house for valuables, or something that might explain his betrayal.

They'd forgotten something.

They forgot the elven ranger that lent them a hand last adventure, and the warning he gave of a renegade elf, apparently working with Saltus, at some unknown purpose. They forgot, and gave their hidden adversary, warned by her troglodyte minions, time to escape.

While they broke into the gambling hall's strangely sparsely funded vault, the weird shadow in the sky that had previously been of much interest, disappeared. While they sat at a bar, trying to figure out how to sell the business they now found themselves in possession of--and who to sell it to--a falling star streaked across the night sky. It slammed into a small island just beyond the harbor, leading to a earthquake and a tsunami.

These natural disasters had been foreshadowed by the dream that had brought Renin to Raedelsport. A dream the PCs had spent parts of several sessions trying to find someone to interpret. The looks on the players' faces when realization dawned was priceless.

The session ended with the characters looking out over the chaos in the city from the second floor of the Grinning Goblin, wondering just what might happen next.

Something I found interesting about the module was that it had a timeline of events that played out on their on. The players were able to interact with them, but they didn't require the PCs to be railroaded into doing so--were free to pursue their own agenda, and often did. While definitely a scenario with a plot (at least in the background), rather than a sandbox, I found it to have a lighter touch than other "story-centric" modules I've played in the past.

The conversion to Warriors & Warlocks has taken some extra work. Luckily, a large numbers of D&D monsters have been statted in Mutants & Masterminds terms on The Atomic Think Tank Message Boards. The three week breaks between sessions should have helped--and I suppose they did, in terms of providing more time to procrastinate.


The long between game intervals probably also led to player's forgetting some important details. From my perspective, this didn't impair the adventure in anyway, though the players felt the lack at times. Since they were relying on notes anyway, that just means they need to take better ones.

Overall, I think a good time was had by all.

In about a month, we undertake Chapter 2: Children of the Void.

Monday, January 25, 2010

Intellects Vast and Cool and Unsymapthetic: Mind-Flayer Speculations


The Illithid came for Rellan today.

They stood in the entrance of the holding cell like wet, bruise-purple statues draped in funerary black. They were motionless save for the subtle, vermiform writhing of their tentacles, and the pulsing of the thick veins wreathing their bulbous skulls.

They had been taking us one by one from the holding cell, for whatever obscure need they had. I say need--though the very concept seems incongruous with the cold dispassion which characterized their actions. Their intelligence was apparent in their black eyes, but inhuman in its workings, and far beyond ours, and so unknowable.

The psychic buzzing that always accompanied their presence seemed to paralyze us at their will. Faintly, sometimes in these visits I thought I could hear their telepathic voices, like distant whispers, as they discussed among themselves which of us to select. These psychic vibrations I perceived as pitched something like the voices of old women, but alien in their lack of inflection or emotion.

Today, the deliberations were quick. The buzzing rose in volume, and Rellan was seized by the emanations of their mind and walked stiffly into the presence of our captors, face contorted with the agony of his futile resistance. In a moment, they were gone, and we were free from the effects of their overbearing psychic presence.

As with the others taken before, we never saw Rellan again.


- From a journal found in a cleared room in the Labyrinth of Ulthraun, delivered to Tuvo brek Amblesh, Magister of the Library of Tharkad-Keln.



Everybody likes Mind Flayers. They're one of the classic monsters of D&D, and have entered the culture of fantasy gaming, appearing in sometimes slightly camouflaged form (and sometimes not) in other tabletop rpgs and computer games.

One of the most appealing things about the Mind Flayers is their inherent alien and mysterious nature. Multiple origins have been given for them in various D&D products over the years and editions. These different origins are often irreconcilable, at least in part.

I see that as a design feature rather than a bug. Mysterious and compelling adversaries deserve equally murky and evocative origins.

In that spirit, here are four possible origins for the Mind Flayers. They're in no way completely "original" and that's purposeful.  They draw from a host of pulp, weird, and science fiction sources, as well as referencing, in some ways, origins offered in official source material. They also utilize modern terminology to help evoke a pseudo-scientific air, but also to help the modern reader come at these classic creatures in a new way.  They're are not necessarily intended to be used verbatim "in game." On the other hand, a dying astronaut whispering his last words, or an ancient, half-malfunctioning video screen relaying one of these origins would be just the sort of genre-bashing that classic D&D was built from...

  • The Mind Flayers are abhuman mutants from a far future, dying earth. Endeavoring to save their civilization from extinction, they have been using all their failing super-science to cast as many of their dwindling number as they can back through the eons. In the current era, they are interested in humans as food--and as subjects for experimentation.  They hope to force-evolve mankind into their species, and restore a breeding population of their once mighty race.

  • The Illithids are vampiric thoughtforms from a higher plane. If they can be glimpsed in their "true" form by magical or psionic means, they resemble translucent, glowing jellyfish. They descended into material forms out of hunger and curiosity millennia ago, drawn like moths to a flame by the psychic energy of nascent sentient life.

  • The Mind Flayers hail from a planet destroyed by the gods themselves--either as punishment for their impious presumption, or out of fear of their developing power. Some illithid escaped the death of their world, and hide in subterranean enclaves, bidding their time, and planning their vengeance.

  • The Illithid are but the drones or puppets of ancient aquatic, elder brains. Either these coral-like beings evolved here, or perhaps arrived from some alien world. Whatever their origins, they construct larva which infect intelligent hosts and transform them biologically into illithid, subsuming them in a group mind. The ultimate goals of these elder brains are unknown.
Maybe these aren't mutually exclusive. Or maybe they contain a kernel of truth, but aren't literally true. Mix and match, and use 'em as you like. The goal is to keep the Mind Flayers scary and interesting--and strange.