Post by DM Exitium on Jul 21, 2017 18:19:57 GMT
Context info:
-Ragnogov: my homebrew setting (or name for the Earth-like planet at the center of the Universe)
-This campaign's BBEG was a human taught demon-magic --> became immortal --> started consuming Gods 1000 years later in an attempt to consume everything and remake all of time and reality in his image.
-The PC's will end the campaign at level 20, having forged the Rod of Law for the first time since the Age of Heroes thousands of years ago and use the Rod of Law on the BBEG, it will defeat his first Godly form, but he'll transform into my worlds first and only Tarrasque.
-In the process of the BBEG's plans, the metaphysical planes such as the Feywilds, Shadowfell, elemental planes and now the God's planes are physically fusing to the material plane (much like the Eberron setting)
EPILOGUE NIGHT - The world building Question:
1) Will the PC's keep the planes fused and our next campaign will be in a fantastic new fused One-World setting?
-OR-
2) Will they want to revert the planes to the way it was when they started and re-separate the planes?
And now, the MEAT:
The first option would be interesting but from what I can tell, they will avoid this option if possible. However, there is a Cat's Paw to how they can or will accomplish the separation of the planes again.
If they decide to go with Option 2 and separate the planes again, it would come with a hefty requirement: The PC's would have to become Gods in my Homebrew Pantheon
Why?
-I hinted at lore to them, that the Rod of Law was originally used in the Age of Heroes to separate the Planes in the first place. The Gods made an ancient pact back then that the mortals all term the Pantheon Pact. Part of the terms of this pact were that the Gods would no longer send avatars or servants to directly meddle in the material plane.
-These heroes that used the Rod of Law were not Gods, but this was when they Ascended to God-hood. Among these individuals were:
It is my hope that my players will ascend much like these 7 heroes of old, and my temptation to make them Ascend is that only the Gods can separate the Planes requiring my players to take up the empty seats left by the BBEG's rampage.
The alternative is denying Godhood and letting the planes stay fused, but this means the group has to be unanimous on the decision to become Gods otherwise if even one player deny's it, the planes will stay fused.
Why would any of my players deny Godhood you ask?
Several of the themes this campaign have been Anti-God motivated. The half-orc bard Thokk Tonguepuncher has been fighting against the orcs natural tendency's due to Gruumsh's influence. Largely, they have spent much of the campaign getting NPC's to believe in them rather than the Gods. Thokk even started an order of orc paladins that swore the Oath of the Crown to him specifically, just to avoid any sort of Godly influence.
So with all this information in mind....I wonder what is in store for Ragnogov.
Will my players seize the Divine Sparks and use the Rod of Law to separate the planes?
or will they let the planes stay fused and continue their trend of Anti-God thinking?
What are the consequences of these 2 choices? (I wouldn't mind some creative input here just saying)
If they choose to NOT become Gods and leave the planes fused:
If they choose to become Gods and separate the planes:
Big questions for the DMB forum users:
Is it fair for me as DM to funnel this major decision into a Unanimous Yes/No scenario?
Should I loosen up the requirement to become Gods and separate the planes in the case that only 1 or 2 PC's don't accept the offer?
If you were a player at my table, would you be mad if I didn't tell you that keeping the planes fused would result in class restrictions until the next encounter 0?
Can you think of any other foreseeable option the PC's might do that may not be either of the 2 options I presented? They have a habit of taking Option C when presented with only Options A and B....
-Ragnogov: my homebrew setting (or name for the Earth-like planet at the center of the Universe)
-This campaign's BBEG was a human taught demon-magic --> became immortal --> started consuming Gods 1000 years later in an attempt to consume everything and remake all of time and reality in his image.
-The PC's will end the campaign at level 20, having forged the Rod of Law for the first time since the Age of Heroes thousands of years ago and use the Rod of Law on the BBEG, it will defeat his first Godly form, but he'll transform into my worlds first and only Tarrasque.
-In the process of the BBEG's plans, the metaphysical planes such as the Feywilds, Shadowfell, elemental planes and now the God's planes are physically fusing to the material plane (much like the Eberron setting)
EPILOGUE NIGHT - The world building Question:
1) Will the PC's keep the planes fused and our next campaign will be in a fantastic new fused One-World setting?
-OR-
2) Will they want to revert the planes to the way it was when they started and re-separate the planes?
And now, the MEAT:
The first option would be interesting but from what I can tell, they will avoid this option if possible. However, there is a Cat's Paw to how they can or will accomplish the separation of the planes again.
If they decide to go with Option 2 and separate the planes again, it would come with a hefty requirement: The PC's would have to become Gods in my Homebrew Pantheon
Why?
-I hinted at lore to them, that the Rod of Law was originally used in the Age of Heroes to separate the Planes in the first place. The Gods made an ancient pact back then that the mortals all term the Pantheon Pact. Part of the terms of this pact were that the Gods would no longer send avatars or servants to directly meddle in the material plane.
-These heroes that used the Rod of Law were not Gods, but this was when they Ascended to God-hood. Among these individuals were:
- Nerull; the leader of these 7 heroes --> became God of Death
- Corellon; Sire of the elves --> became God of Nature and Wilderness
- Kord; legendary warrior --> became God of War
- Azuth; master wizard --> became God of Knowledge
- Mystra; Sorceress Supreme --> became Goddess of Magic and is the very Weave herself
- Bahumat; Mithril dragon assisting heroes --> became the Platinum Dragon and God of Metallic dragons
- Tiamat; Red dragon assisting heroes --> became Goddess of the Chromatic Dragons
It is my hope that my players will ascend much like these 7 heroes of old, and my temptation to make them Ascend is that only the Gods can separate the Planes requiring my players to take up the empty seats left by the BBEG's rampage.
The alternative is denying Godhood and letting the planes stay fused, but this means the group has to be unanimous on the decision to become Gods otherwise if even one player deny's it, the planes will stay fused.
Why would any of my players deny Godhood you ask?
Several of the themes this campaign have been Anti-God motivated. The half-orc bard Thokk Tonguepuncher has been fighting against the orcs natural tendency's due to Gruumsh's influence. Largely, they have spent much of the campaign getting NPC's to believe in them rather than the Gods. Thokk even started an order of orc paladins that swore the Oath of the Crown to him specifically, just to avoid any sort of Godly influence.
So with all this information in mind....I wonder what is in store for Ragnogov.
Will my players seize the Divine Sparks and use the Rod of Law to separate the planes?
or will they let the planes stay fused and continue their trend of Anti-God thinking?
What are the consequences of these 2 choices? (I wouldn't mind some creative input here just saying)
If they choose to NOT become Gods and leave the planes fused:
- Class restrictions on divine spellcasters in the next campaign as Gods are diminishing and dying out
- the World enters a sort of Enlightenment or Age of Reason similar to what's happening in Mitch's world of Aatos
- Crazy new maps and cultures for me to draw and brainstorm about! Not to mention many new playable races for the PC's from the planar diversity!
- Their PC's would eventually die as most of them won't become immortal if they don't become Gods. But their deeds would live on in Legends!
If they choose to become Gods and separate the planes:
- Several new cultures will have evolved from the brief planar fusion; a similar world through a new lens and a fuzzy familiar feeling (I'm thinking Planet of the Apes kind of familiar but different)
- No class restrictions, and a few new playable races for PC's but not as many as I would allow above
- Opportunities for cameos and references to their old (current) characters that are now Gods of this world
- I can re-use some of the old maps I made for this campaign, which is nice
Big questions for the DMB forum users:
Is it fair for me as DM to funnel this major decision into a Unanimous Yes/No scenario?
Should I loosen up the requirement to become Gods and separate the planes in the case that only 1 or 2 PC's don't accept the offer?
Can you think of any other foreseeable option the PC's might do that may not be either of the 2 options I presented? They have a habit of taking Option C when presented with only Options A and B....