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Relationship between Evils . . .
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<blockquote data-quote="Gothmog" data-source="post: 1503268" data-attributes="member: 317"><p>Interesting question. The way I have handled the Old Ones in my campaign when dealing with other evils is somewhat different that what others have described here. The Far Realm is a place of madness and terror, not just for mortals, but for demons, devils, celestials, etc. In short, anything with a sentient mind could be affected and tainted by the far realm. Undead might be the sole exception to this, since they are so strongly bonded to the negative material plane, it might insulate them against the effects of madness and mutation.</p><p></p><p>IMC, the Old Ones and their servants cause distortions in the real world simply due to their presence, which can spread hallucinations, erratic behavior, and eventually madness and mutations with increased exposure time. Its therefore in the best interests of all involved to deal with the presence/threat of an Old One or its minions before the corruption spreads too far. A Far Realm inhabitant that stays too long IMC starts causing the native life to twist and mutate, becoming Abberations. No creature, save undead, are immune to this, so even outsiders have a great deal to fear from the Far Realm. This leads to basically a desperate hunt for the Far Realm creature by all parties involved. In fact, the PCs teamed up with a group of diabolists (demon worshippers) once IMC to get rid of an Old One and its minions. Leads to some interesting RP opportunities.</p><p></p><p>As for how the other evils get along:</p><p></p><p>Chaotic Evil- these beings are extremely selfish, violent, emotionally volatile, and typically short-sighted. They live in the moment, and have difficulty planning long-term. In short, they are into instant gratification at any cost. They don't work or play well together, and only threat of violence keeps underlings around.</p><p></p><p>Neutral Evil- these beings are also very selfish, but they have better impulse control and can pretend to get along with others in order to complete their agendas. They use, lie, cheat, steal, and connive their way to the top, only using violence when necessary or there is minimal risk to themselves.</p><p></p><p>Lawful Evil- these beings are the most likely to be loyal to another being or cause. They are still deceitful, devious, and violent, but are also careful planners and don't make a move until all their cards are ready. They are likely to abuse their authority when possible, and rely on/hide behind their supporting power structure when at a disadvantage.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1503268, member: 317"] Interesting question. The way I have handled the Old Ones in my campaign when dealing with other evils is somewhat different that what others have described here. The Far Realm is a place of madness and terror, not just for mortals, but for demons, devils, celestials, etc. In short, anything with a sentient mind could be affected and tainted by the far realm. Undead might be the sole exception to this, since they are so strongly bonded to the negative material plane, it might insulate them against the effects of madness and mutation. IMC, the Old Ones and their servants cause distortions in the real world simply due to their presence, which can spread hallucinations, erratic behavior, and eventually madness and mutations with increased exposure time. Its therefore in the best interests of all involved to deal with the presence/threat of an Old One or its minions before the corruption spreads too far. A Far Realm inhabitant that stays too long IMC starts causing the native life to twist and mutate, becoming Abberations. No creature, save undead, are immune to this, so even outsiders have a great deal to fear from the Far Realm. This leads to basically a desperate hunt for the Far Realm creature by all parties involved. In fact, the PCs teamed up with a group of diabolists (demon worshippers) once IMC to get rid of an Old One and its minions. Leads to some interesting RP opportunities. As for how the other evils get along: Chaotic Evil- these beings are extremely selfish, violent, emotionally volatile, and typically short-sighted. They live in the moment, and have difficulty planning long-term. In short, they are into instant gratification at any cost. They don't work or play well together, and only threat of violence keeps underlings around. Neutral Evil- these beings are also very selfish, but they have better impulse control and can pretend to get along with others in order to complete their agendas. They use, lie, cheat, steal, and connive their way to the top, only using violence when necessary or there is minimal risk to themselves. Lawful Evil- these beings are the most likely to be loyal to another being or cause. They are still deceitful, devious, and violent, but are also careful planners and don't make a move until all their cards are ready. They are likely to abuse their authority when possible, and rely on/hide behind their supporting power structure when at a disadvantage. [/QUOTE]
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