It
is often said that Dungeons and Dragons™ has an alignment
system because it is a staple of fantasy literature, that
the genre of high fantasy is based around and needs an established
and objective moral system in the background.
In some
respects, this is upheld within the genre. There are very
few high fantasy novels in which the ultimate conflict doesn’t
come down to good versus evil. Demons and devils fight gods
and angels, gallant knights cross swords with dastardly blackguards
and defenders of all that is good and pure stand against the
monstrous hordes of goblins and orcs.
But even
in these worlds, you generally won’t find local clergy
who can read your moral and ethical outlook by staring at
you. And this is the standpoint from which the World of Ere
looks at things. Even though the world is fully compatible
with the alignment system; listing alignment in monster entries,
et al, it is recommended that you do not use it when running
games in the World of Ere.
Bad
Guys and Good Guys without Black Armor and White Hats.
It may
be a huge departure from traditional Dungeons and Dragons™
worlds, but on Ere, Good and Evil are not directly represented
by living embodiments, not sources of power or knowledge.
The people on Ere make up their own minds of what’s
good and evil to them and for that matter, so do the dragons
and the gods.
This
by no means excludes the existence of bad guys or good guys.
There are still those who are truly malicious and those who
are truly just. But for every truly malevolent being, there
are hundreds who truly think, or have deluded themselves to
thinking that they are doing what is best or what is right
– regardless of the actual case.
Conflicts
don’t generally stem from the cosmic conflict on Ere,
but when goals overlap, or one group’s justice is at
the expense of another’s. There is not end to the number
of groups that, for various reasons, be it wealth, idealism,
or lust for power, will vie for resources, magical power,
or political bargaining tools.
Alignment
Doesn’t Matter
It may
seem a harsh way to state it, but this is true in the world
of Ere. In a place where the beasts and monsters of the forest
are a constant threat, where ones own neighbor may suddenly
become a serious danger to themselves and others – good
and evil are the furthest thing from their minds.
Real,
pressing concerns and a need to find new and more powerful
means of survival mean that the commoners of Ere are far more
willing to accept strange, even sinister beings if they think
they will be more boon than bane and these creatures too see
the benefit in banding together.
Thus,
it is not surprise to see small towns in league with a vampire,
farming enclaves working hand in hand with local grigs and
hags, and even nations with contracts and pacts with dragons
of many colors.
Survival,
Reasoning and Benefits; Why Alignment Wouldn’t Help
In the
Core Dungeons and Dragons™ game, alignment works because
of a few basic assumptions, namely, that the player characters
will all be Good and their enemies will all be neutral or
Evil. Thus, detecting evil can help tell friend from foe and
casting Holy Word will only harm enemies.
This
isn’t true on Ere. Adventurers working for the Historical
Society of Kinos can easily find themselves at odds with a
normally good natured, but deeply territorial Greater Beast,
Hessan Clerics sworn to protect a site with force if needed,
or any number of other factions.
Further,
characters dispatched by the Deyic temple to help protect
a village may find themselves fighting shoulder to shoulder
with the undead minions of the local necromancer against Kaydan
demons.
Thus,
it becomes far less tactically and ethically sound to use
weapons that attack people for their moral outlook, seeing
as how they could just as easily be friend instead of foe. |