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Releasing the hounds
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<blockquote data-quote="ScyldSceafing" data-source="post: 716725" data-attributes="member: 5928"><p>Ok, I'm about to start a new face-to-face campaign. It's going to be set in Greyhawk, for ease of reference, since I haven't even met three of the players yet.</p><p></p><p>While looking back through the Living Greyhawk Gazetteer, I was struck by the fact that Iuz's demonic horde were banished from Flaeness by the activation of the Crook of Rao, which (if I'm reading it correctly) sent all outsiders back to their home plane.</p><p></p><p>Now, I'm big on unintended consequences storylines. In fact, my campaigns typically become long strings of them. And this seems rather provocative.</p><p></p><p>So, I'm thinking that a long-term story arc in this fledgling campaign could be that there was some non-extraplanar evil that was held in check by good outsiders in some way, and which is now free to do the voodoo that it do so well. And it's this idea that I'd like to kick around here.</p><p></p><p>So ... jump in anytime ...</p><p></p><p>What was bound? Who were the binders? Who were the guardians set to keep it bound? Under what conditions could it be bound again? Why wasn't it just destroyed back in the day?</p><p></p><p>And keep in mind that we're talking about a brand new campaign here - these ideas aren't going to show up in play for quite a while except as teasers and trickle-down effects. Still, I'd like to have a good idea what the story arc will be so I can start dangling it subtly.</p><p></p><p>I've got a few ideas, but I don't want to skew the data too much - you folks might come up with something better that makes me decide to trash my concept entirely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="ScyldSceafing, post: 716725, member: 5928"] Ok, I'm about to start a new face-to-face campaign. It's going to be set in Greyhawk, for ease of reference, since I haven't even met three of the players yet. While looking back through the Living Greyhawk Gazetteer, I was struck by the fact that Iuz's demonic horde were banished from Flaeness by the activation of the Crook of Rao, which (if I'm reading it correctly) sent all outsiders back to their home plane. Now, I'm big on unintended consequences storylines. In fact, my campaigns typically become long strings of them. And this seems rather provocative. So, I'm thinking that a long-term story arc in this fledgling campaign could be that there was some non-extraplanar evil that was held in check by good outsiders in some way, and which is now free to do the voodoo that it do so well. And it's this idea that I'd like to kick around here. So ... jump in anytime ... What was bound? Who were the binders? Who were the guardians set to keep it bound? Under what conditions could it be bound again? Why wasn't it just destroyed back in the day? And keep in mind that we're talking about a brand new campaign here - these ideas aren't going to show up in play for quite a while except as teasers and trickle-down effects. Still, I'd like to have a good idea what the story arc will be so I can start dangling it subtly. I've got a few ideas, but I don't want to skew the data too much - you folks might come up with something better that makes me decide to trash my concept entirely. :D [/QUOTE]
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