Im writing a campaign that begins with you fighting a demilitch, before revealing that followers of talos are responsible for releasing him in order to cause chaos, and that they plan to release a blue dragon. you fight the demilitch, fight the blue dragon, i have those parts chained together. however im having trouble. asmodeus and talos are caught up in a flame war with each other and as such, so are their followers. but i need a way to have that explained in-campaign to the characters. any ideas? also i know about the whole mold the story around the characters thing, i've got that covered. also does asmodeus and talos being in conflict make any sense in the first place?
I'm guessing you aren't starting the players at level 1, fighting a Demilich straight off the bat!
I can't think of any obvious points of conflict between Asmodeus and Talos - the two don't really have spheres/interests that interact all that much. I feel like a conflict between Asmodeus and one of the Demon Princes (hello, Blood War!) or Talos and a good/lawful-aligned deity might be more fertile grounds for a story. If the Talos/Asmodeus conflict is core to the story that you want to tell though, your best bet is to base it on some difference of opinion in the Chaos/Law axis.
When it comes to explaining this to the players, I think there are different approaches depending on what you intend the players' relationship to this conflict to be. If you are aiming that the players pick one side in the conflict and help them to win - just have them be approached by a representative of that side, probably at the end of your prologue (i.e. once you have established the world and the characters have a chance to get to know each other). On the other hand, if your aim is that the players act as a 3rd party and try to control/stop this conflict, consider something like the players finding a village that has become a battleground between the two sides where they could either interrogate a captured enemy, or find intelligence on a slain one. With either approach, you don't have to tell them the whole story all at once - you could drop hints at a larger conflict and leave the players to investigate leads.
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Im writing a campaign that begins with you fighting a demilitch, before revealing that followers of talos are responsible for releasing him in order to cause chaos, and that they plan to release a blue dragon. you fight the demilitch, fight the blue dragon, i have those parts chained together. however im having trouble. asmodeus and talos are caught up in a flame war with each other and as such, so are their followers. but i need a way to have that explained in-campaign to the characters. any ideas?
also i know about the whole mold the story around the characters thing, i've got that covered.
also does asmodeus and talos being in conflict make any sense in the first place?
I'm guessing you aren't starting the players at level 1, fighting a Demilich straight off the bat!
I can't think of any obvious points of conflict between Asmodeus and Talos - the two don't really have spheres/interests that interact all that much. I feel like a conflict between Asmodeus and one of the Demon Princes (hello, Blood War!) or Talos and a good/lawful-aligned deity might be more fertile grounds for a story. If the Talos/Asmodeus conflict is core to the story that you want to tell though, your best bet is to base it on some difference of opinion in the Chaos/Law axis.
When it comes to explaining this to the players, I think there are different approaches depending on what you intend the players' relationship to this conflict to be. If you are aiming that the players pick one side in the conflict and help them to win - just have them be approached by a representative of that side, probably at the end of your prologue (i.e. once you have established the world and the characters have a chance to get to know each other). On the other hand, if your aim is that the players act as a 3rd party and try to control/stop this conflict, consider something like the players finding a village that has become a battleground between the two sides where they could either interrogate a captured enemy, or find intelligence on a slain one. With either approach, you don't have to tell them the whole story all at once - you could drop hints at a larger conflict and leave the players to investigate leads.