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<blockquote data-quote="generic" data-source="post: 7893581" data-attributes="member: 6923088"><p>Here's some random fluff, or, setting information, that I am merely throwing out into the Abyss in hopes that some of it might be interesting:</p><p></p><p>1. Corrupted individuals, not locations, lead to the opening of gateways to realms beyond. These individuals must be killed before they can let the monsters into our plane. The most heartbreaking part of this is that these corrupted individuals have no idea what they're taking part in.</p><p></p><p>2. Devils and Fiends now openly consort with mortal folk, and many people are willingly going to the pits of Hell to stay safe, because the Heavenly realms wouldn't take them.</p><p></p><p>3. Fiends promise power, time with family, and safety in exchange for the souls and unending servitude of mortals. Fiends are some of the only beings capable of fighting back the weakest of the Great Old Ones's spawn.</p><p></p><p>4. The Heavens are quiet, and only the evil can save you from beings so alien and terrible that they cannot possibly be thought of.</p><p></p><p>5. Undead are too valuable a resource to waste by burying the dead. It's messy work, but putting Grandpa to good use against the chittering swarms is what he would have wanted.</p><p></p><p>6. Evil fights evil, but it's all evil, so there's no escape. You might find refuge among the Fiend Guilds, trying to stay alive, but you'll never escape the chain of soul-gathering, debt-collection, and eventual, endless torture.</p><p></p><p>7. As a setting element, you could add a principle where everything the characters do feeds evil, no matter whether it saved their lives, annihilated some horror, or did something of that magnitude.</p><p></p><p>As for setting elements that have to do with monsters and visual detail, I would recommend looking at Agony, the works of H.R. Giger, archaic tomes, and old treatises like <em>Inferno. </em>In addition, you could draw inspiration for tales where the protagonists are just doing their best to stay alive, earn their way into protected guilds or towns, or, even, prove that they're not star-born doppelgangers.</p></blockquote><p></p>
[QUOTE="generic, post: 7893581, member: 6923088"] Here's some random fluff, or, setting information, that I am merely throwing out into the Abyss in hopes that some of it might be interesting: 1. Corrupted individuals, not locations, lead to the opening of gateways to realms beyond. These individuals must be killed before they can let the monsters into our plane. The most heartbreaking part of this is that these corrupted individuals have no idea what they're taking part in. 2. Devils and Fiends now openly consort with mortal folk, and many people are willingly going to the pits of Hell to stay safe, because the Heavenly realms wouldn't take them. 3. Fiends promise power, time with family, and safety in exchange for the souls and unending servitude of mortals. Fiends are some of the only beings capable of fighting back the weakest of the Great Old Ones's spawn. 4. The Heavens are quiet, and only the evil can save you from beings so alien and terrible that they cannot possibly be thought of. 5. Undead are too valuable a resource to waste by burying the dead. It's messy work, but putting Grandpa to good use against the chittering swarms is what he would have wanted. 6. Evil fights evil, but it's all evil, so there's no escape. You might find refuge among the Fiend Guilds, trying to stay alive, but you'll never escape the chain of soul-gathering, debt-collection, and eventual, endless torture. 7. As a setting element, you could add a principle where everything the characters do feeds evil, no matter whether it saved their lives, annihilated some horror, or did something of that magnitude. As for setting elements that have to do with monsters and visual detail, I would recommend looking at Agony, the works of H.R. Giger, archaic tomes, and old treatises like [I]Inferno. [/I]In addition, you could draw inspiration for tales where the protagonists are just doing their best to stay alive, earn their way into protected guilds or towns, or, even, prove that they're not star-born doppelgangers. [/QUOTE]
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