Atlas wrote:
One who has deluded himself into believing he hasn't crossed that line into causing evil and suffering.
And after tallying it all up can still justify his actions to himself.
Even if his methods include putting a whole village to the flame just to make sure there are no Vampires or monsters hiding in the community.
This is a key aspect of the roleplay. While good and evil is absolute in D&D, one can argue on what the true nature of good really is. In my mind, good is always about sacrifice towards others. You endanger yourself for others. It stands in direct opposition to selfishness, which goes over to evil when that selfishness comes at other's expense. It's primarily evil though because of the unfair exchange. For example, there is one apple, two persons. If I take that apple and eat it, I'm not necessarily evil but just selfish. Evil is disproportionate, like me taking some pleasure out of seeing lighting you on fire, and not considering the toasted individual's feelings. If I can gain any benefit, and not caring how it affects someone else, then I'm evil. It's how evil rationalizes itself. My pleasure at seeing you burn trumps your feelings of agony. But my feelings of being less hungry is about equal to yours still being hungry from not getting that apple, it's fairly even and not evil of me to take that apple.
Many other things associated with good is difficult to logically call absolute. Like, charity or kindness, as they can be seen in selfish ways. Sacrifice stands alone.
This opens up the opportunity for corrupted sacrifice, and that's really interesting and fits this kind of witch hunter trope very well. Good is dangerous because it's self-righteous in this line of thinking, in essence it has selfish tendencies. While sacrifice at all costs, such as torching a village just to kill a potential vampire within, slides you into evil it's a necessary step for the greater good. It's the ultimate sacrifice, offering your own soul up for the cause. A paladin would never do that. In the D&D setting, where everyone know they end up in a paradise after death if they just follow some deity, this is a very serious thing to do. To be willing to sacrifice your own soul for the good of others to this extreme, puts the individual above paladins that are held back by self-interest. Sure, it's evil to a certain degree, but to these individuals it's the greater good. It's doing whatever it takes, no matter the cost to themselves. It's its own form of heroics.
That's the essence I feel to this kind of roleplay, and why all four of us are evil.
Atlas wrote:Except the part where your characters follow Auril.
Well, I think it's doable. If one look at the above reasoning, it's easy to see why Helm, Tyr, Lathander and Illmater are poor choices. Even Torm, which has a decent dogma and outlook, is a bit odd (although doable), in that we really can't get any sort of authority. It has to be vigillantes, dedicated individuals, rather than a church hierarchy.
I think it's important to note that a deity doesn't utterly define who you are, as very few classes besides paladins try to become copies of their deities. Not even clerics. Deities can be followed for a multitude of reasons, like tradition, upbringing, fear and so on, and people are generally polytheistic. This is especially so since before the time of troubles deities are aloof, and people don't really know the true nature of the gods (arguably, mortals can never know the true nature of the gods). I can read in lore that some Auril heroes have been summoning undead or consorting with ice devils, but as our most devout hunter said, she doesn't know that and it doesn't naturally follow either (the case of one bad apple among many).Myself, I follow Auril since my character is from Lluskan, where it's one of the main state religions.
Either way, it has some potential. It's a nature deity, naturally lending thoughts towards the natural order of things, of what's natural and what isn't. It's a deity for one of the seasons, and as the priestesses in the Temple of Auril south of Nashkel explains, winter isn't evil. It has some beautiful notions, it's pure, covers all, fresh, the death that comes before rebirth. A necessary cycle of life, which is the most mysterious one, as things happen beneath it's surface layer that isn't showing.
Even so, I think the trope is more about having faith in an ideal, a purpose, than a deity. Witch hunter lore has a form of deity, but that is the only choice of a deity to them, and vampire slayers, exorcists, inquisitors or Van Helsing types etc. has the same pattern; belief in god. None is really put into such a polytheistic society as forgotten realms, and demon hunters or other tropes on this line tend to be all about the ideal, revenge, hatred etc., rather than a deity.
In truth, what it mostly provides is just another shared avenue in roleplaying. It's a minor one, religion, but it helps diversify the roleplay a bit.