The Enemy of Rovagug is my Friend...


Lost Omens Campaign Setting General Discussion


I've come to an interesting point in my campaign, one that has me looking to other Lore buffs to see if I can make it work.

As of our last session, the party became aware of a grave threat making its way from deep below the very earth they stand upon. In the local region which has now become the party's 'Backyard' of sorts, several denizens of the Darklands began appearing on the surface and causing trouble for the local city and people the PC's have a vested interest in protecting.

After capturing some of these creatures, the PCs learned that they're not coming to the surface to raid, (Unless they need any sort of supplies, in which case the surface-dwellers are fair game) but to escape a ravenous destructive horde of the worst terrors known in the deepest vaults of Orv. A literal army of crazed Rovagug monsters is steadily making its way up through the Darklands, and will break through to the surface in a matter of weeks.

The PCs were a little flustered after making their Knowledge Religion checks, and realized that their idyllic frontier was soon to become a battlefield against literal monsters in large numbers.

While the others quickly drew up plans to alert their city and prepare a militia, one of the PCs, a Paladin of Shelyn (Who had recently just finished constructing a small temple in the town using the downtime system) brought up an unexpected idea:

"Well, while they prepare the town, I'm going to go and inform the evil religious cults and see if they will offer any help."

The other PCs balked at this idea, but the Paladin says she's not budging, and that true to her vows, she will approach the three regional cults, (A noble house recently exposed as worshippers of Dispater, a small cult of Zyphus that meets in the regional graveyard, and a formerly hidden temple of Urgathoa that was next on the PC's chopping block) with a rose and an olive branch, and attempt to reason with them and inform them of the threat to all their livelihoods.

She reasons that unless they are as nihilistic as those that follow Rovagug, they'll at the very least offer a token assistance and provide help for the trial ahead.

Assuming that the leaders of each cult are cool-headed and have self-preservation in mind, should this Paladin's plan have any chance of success, or is it folly to call upon the lesser evil to fight the greater?

Liberty's Edge

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

It is kind of traditional (viz. Sarenrae & Asmodeus vs. Rovagug), but I think what I'd do with it is have the evil cultists take the deal. If I were feeling particularly nasty, and had the right group of players, I might make some of the evil cultists genuinely pleasant people. Have them do at least somewhat noble deeds in the fight, try to get one or more of the players reciprocating...because that will make the inevitable double-cross that much more effective. And the cultists *will* try to use the situation to take out the heroes who've been dogging them.

Paizo Employee

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Personally, I love plots like this, so I'd give the players mixed but generally positive results.

I'd have each leader approached give dire warnings about not trusting the other cults for various reasons. If the players work through the bad blood, they can get a powerful ally or two. If they don't filter through things, they might get a mole.

Here's how I see it breaking down, just based on the gods:

Dispater
The cult of Dispater will probably be the most helpful. Asmodeus and Rovagug have issues going way back and Dispater is, if not loyal, then at least extremely close to Asmodeus.

The biggest complication is probably that the clergy of Dispater will probably expect to be put in charge or at least make a serious powerplay. They might ask, for example, for the local authorities to recognize them as an official church in exchange for their help.

Urgathoa
Most cultists of Urgathoa are planning on becoming undead (or have already). If these cultists fall into that category, they can probably be convinced to be helpful. After all, you're only as immortal as you can keep yourself alive.

The complication from Urgathoa is probably in their methods. Infecting the denizens of the Darklands with various diseases to weaken them and prevent further raids, raising undead troops, and generally offending the sensibilities of everyone around them. If the plagues they release happen to effect non-combatants or stick around after the invasion is turned aside... well, that would be terrible, wouldn't it?

Zyphus
I find it hard to see Zyphus helping. He's pretty nihilistic. If anything, they might take the coming tide as their opening to send as many people to Zyphus as possible.

I'd have the other cults be pretty explicit about this, to the extent of offering to help put Zyphus's worshippers down. But if the players ally with Zyphus... well, on their heads be it.

Cheers!
Landon


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From the description of Zyphus... his followers might be convinced, especially if they arrange "accidents" (cave-ins and such) vs the monsters. this would be their reward.

The Cultists of Urgathoa might arrange to have the followers of Zyphus get "accidented" after, but that won't be the paladin's problem. (reminds me of the Bear Cult from the Belgariad series... use them as shock troops)

Dispater is a pretty decent fellow for a Lord of Hell. His own followers would probably be most helpful and actually NOT stab the PCs in the back. After all, it helps to have a Paladin owe you one... and know it, always afraid that the cult would call in the favour. they can offer to broker and act as "middleman" to the other two cults, pointing out that they can best handle the distasteful task. Their motivation to help? legitimacy. After all, it's a noble family. It's their land!

Silver Crusade

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That paladin knows her Golarion history, it seems.

They've actually lucked out with the Dispater cult. Of all the archdevils, he's the most forthright and the one that leans more heavily towards law compared to evil.

Still evil as hell, but still. I really recommend picking up the last issue of Kobold Quarterly for his article(available here as a PDF too).

Zyphus does indeed seem the least likely to play nice. Common folk will say a prayer to Urgathoa to ward off disease. Can't see that so much for Zyphus, and his followers seem even less likely to capitalize on it if they did. Still, a betrayal may be unlikely between the Urgathoans and Zyph...oids what with his realm being tucked away inside hers for safety.


yeah pretty much agreed with all of the above posts. The Dispater cult is likely to want to join forces, and will probably be the least likely to backstab you. Plus sheer self interest of the nobles is going to win out. I do like angle that in return for assistance the cult might want legitimacy. That carrot alone would probably be enough to have them work their butts off for the cause, and keep them loyal to the PC's even if things don't go their way.

Urgathoans are all about gluttony and hedonism, as well as undead. Kind of hard to to be hedonistic when a Rovagug cultist is bludgeoning you to death. I would say they would help, but perhaps more grudgingly, and would be probably the first to flee the field if things go south.

Zyphus is actually more likely to sabotage any efforts. I could even see his cult making things worse for the defenders.


Thank you all for chiming in, I had a much longer reply written out with details about each cult, but the browser ate it.

I'll definitely use the Dispater nobility as the easiest route for the Paladin, as they have yet to actually draw blades against the PCs.

The Urgathoan cult has suffered at the hands of the PCs through having its acolytes locked up (in the middle of a banquet, how scandalous) and some of its undead members slain, but with enough convincing (and some compensation for its losses) they might be convinced to join the defenders.

The Zyphus cult is made up of some weekend-trapsmiths, ex-saboteurs, and unconventional assassins, (With the odd Allip and Spectre) and have generally not been an actual threat to the PCs so much as a source of "murder mysteries" and hauntings. They'll easily take up arms if it means they can indulge in their craft, but as I understand them (and as you've chimed in) they'll care little who is on the receiving end. They'll also rankle at any attempt to be reigned in or overseen as that removes the chance of accidents and defeats the purpose of their skills!

To give the thread further discussion, I pose this question:

Since all the gods are enemies of Rovagug, have the new gods (those who did not achieve divinity until after his imprisonment) added to his prison in any capability? I'd imagine if they could, they would, and if they have, what sort of fail-safes would each add?


For that matter, why are ALL the gods his enemies? Wouldn't Groetus at least be in favor of Rovagug getting loose, since he's god of the end of the world?

Shadow Lodge

Groetus sees Rovagug as inevitable, but doesn't hasten it. His job is to sweep up the pieces that are left afterwards.

Sovereign Court

KtA wrote:
For that matter, why are ALL the gods his enemies? Wouldn't Groetus at least be in favor of Rovagug getting loose, since he's god of the end of the world?

I don't believe Groteus is actually in favor of anything. He's just the moon in space, thinking to himself and whistling a tune, waiting for the eventual end of the world. "Yup. Aaaaaaaany day now.


I think it would be hilarious to have the Dispater cultists pass this info up the chain(s) of command. Two weeks later an army shows up to "Help" consisting of five thousand Chellish Army Regulars, two hundred Hellknights, and forty or so assorted devils "Acting in a non-combat advisory capacity as part of an ongoing liaison between Cheliax and Hell". They've come to help and they have all the official legal backing they could possibly need to make sure that you're going to accept their help whether you want it or not.

If that's a little too extreme you could go with twenty or thirty Cheliax troops, one Hellknight, and an Erinyes advisor - The point being that they're offering combat power you can't refuse with the not at all subtle caveat that they're going to leverage their position into some kind of permanent garrison.

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