Why?
- if alignments are cosmic "teams," then three factions are more interesting than two
- am I saying that Good doesn't exist here? not as that kind of cosmic sports team, is all I'm saying. Goodness already exists in every universe with consciously choosing beings (see: Kant*) so you're letting things slide towards a naturalistic fallacy if you throw in like Goodonium particles or whatever
- and if you're outright told a team is Good, that's boring. and also teams with that designator tend to be as well - we all know the lower planes sell way better than the higher ones
- value is plural, really dedicated evil is all the same shit. evil is fundamentally monotonous, always interested in the same fundamental things, fascinating only in the way we can find other repetitive superstimuli fascinating. so one Evil and multiple things that can be good
I realized I accidentally re-created the Werewolf Triat, but I'm okay with that |
Law
- dangerous (Aslan is not a tame lion)
- can be good
- wants you to play a helpful role in building things you didn't really sign onto and might not really understand
- cosmic realm: you're living in it, baby. notice all these stable laws keeping up up and down down? obviously not completely because the project isn't finished yet, not barely, that's why all the bad and confusing stuff exists obviously, but we'll get there
- troops and tech: biblically accurate angels, ancient artifacts beneath the earth sending up dreams giving instructions for their repair, a keep with 5d100 men-at-arms clearing out a hex of monsters
- organization: you might think Law is monotonous and cooperative but in fact in terms of politics Law is the most diverse, pretty much any "system" that can appeal to some idea of the general benefit (communism, neoliberalism, theocracy, even anarcho-whatever if it's like a system for social organization) is Lawful at its core and of course these different things don't necessarily play nice with each other (see realm above and note that this is why multiple universes exist)
Chaos
- dangerous, in obvious ways
- can be good
- wants to make new things, go beyond, slip beyond the boundaries of what presently exists
- cosmic realm: everything that hasn't been stitched into a cosmos in a way that law has - Faerie and the dreaming realm are nearby examples, on the periphery of our universe, and from there one can go into the Pure Chaos and perhaps find other islands of Law (to fuck up by bringing in your Out-of-Context Chaotic content)
- troops and tech: gretchlings, rolling on the mutation table, recruiting 2d20 knaves who then leave, unexpectedly open gates,
- organization: swarms, forming and splitting
Evil
- cannot be good. i mean, any given evil thing might later be good, but Evil cannot be good (duh) except when it's consciously hemmed in as a game or whatever
- can be dangerous, but also a false feeling of security is one of the ways it sells shit to you
- moreover. Evil lacks the fundamental danger that Law and Chaos do, because when you sign on to each of the others, you're placing trust and faith in something whose outcomes you can't really know. but if you've felt the pleasures of Evil you've kind of encountered all there is there, and you know what you're getting into
- not everything immoral is Evil. cheating on your taxes because you want a beach vacation is bad but not Evil. Evil is about the high of omnipotence you get from cruelty and control over others.
- cosmic realm: big black hole, concentrating power, incapable of seeing beyond itself, confident that it will draw everything into it, and for what? you can feel its rays peircing and its gravity pulling from anywhere in the multiverse, which it feels itself to be the center of, but especially its cosmic projections, dark dungeons where it draws the greedy deeper into darkness
- troops and tech: turning yourself into a vampire, dumb Lawful troops who think you're the voice of God, sucking someone's soul out and using it to fuel _______
- organization: Evil has two organizational forms, exoteric fascism and esoteric pyramid schemes. these are both a response to the fact that nobody, including the Evil, actually wants Evil to win in general, nobody benefits from it; so either you set up an organizational structure that allows you to concentrate power and abuse and manipulate innocents, or if you're recruiting people into Evil you're offering them power over these others alongside ways that limit their ability to turn back (you're immortal but you have to suck blood, you can suck my cool vampire blood but you become addicted to that, you've signed a contract that sends your soul straight to hell so hey kid no backing out now, etc). obviously these can be combined in any number of ways
*okay, maybe "read Kant" isn't the best advice because when he's wrong he speaks with all the clarity of your most misguided relative on Facebook and when he's right he speaks with all the clarity of a French literary critic, so uhhhhh read Cathy Korsgaard or something. all i'm saying is that good is doesn't need to give you spells to care about it
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