"Good"-aligned areas, where do the evil go?

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Zanniej
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"Good"-aligned areas, where do the evil go?

Unread post by Zanniej »

Sorry for the odd phrasing of the title. Couldn't find a better one.

The question: Do we have any "Good"-aligned areas to adventure? Say you're for example blackguard, and want to smite some good, are you stuck on PvP?
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Akroma666
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Akroma666 »

Good aligned areas usually result in said blackguard not lasting long due to being heavily outnumbered. In general, I would say PvP is your best bet to get some true goodies. That or a DM event.

If we could raid paladin guilds I'd be all over that!
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Step_Mac »

I could imagine quite a few really entertaining dungeons that are good-aligned/evil-vulnerable. Maybe a camp of dwarves and laborers working to build an outpost for rangers in . . . whatever.

Problem becomes one of what that means in terms of PvP -- I mean, if you consider it a problem. Whereas evil dungeons don't have natural allies in evil PCs (being a Banite blackguard does not make you want to defend goblins), good dungeons do. All sorts of PCs would flock to protect this hypothetical community of builders, which in turn would produce a ton of conflict.

If this is amenable to the folks running the joint, super! If however it's going to produce a giant amount of "ugh" for DMs and Admins, then maybe we're better off relying on events, etc.

ASIDE: How great would it be if the Banites started patrolling their temple ruins in Soubar. . .
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Tsidkenu »

Add a portal somewhere that links to Mt Celestia :twisted:
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Planehopper »

I always thought that an Elistraean (sp?) surface glade, linked from the UD somewhere, would be a nice tie in for the Underdark. The problem, of course, would be without meaningful/working factions the good followers of Elistraee would be attacked on sight there as well.

It is a similar problem on the surface. If you have that camp of goodly-aligned folks for the evil characters to attack, it can become a disconnect when a goodly aligned character wanders too closely and draws their wrath.
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Re: "Good"-aligned areas, where do the evil go?

Unread post by RamenKing »

Tsidkenu wrote:Add a portal somewhere that links to Mt Celestia :twisted:
Or to Arvandor so Drow have a target :twisted:
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Moltrazahn
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Moltrazahn »

Alternatively. Why not expand on this idea to fit a wider spectrum, rather than just "good" or "evil"?

Let's pretend each church had a backdoor. This door would enter a mini-dungeon. Inside was hostile mobs. Example: "Illmater initiate", "gond initiate". Ending with a cleric mini boss.

Much like avernus... some people won't go there. In this same mindset. People of that same god or allied to said God... don't go there. A Tyr character won't be farming triad initiates.

This way, evil characters can go "be evil". Granted. At own risk. The local pc worshippers could go check on their "outposts" or "enclaves" or wichever you'd end up calling it.
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Eclypticon »

I always thought someone was going to make an area where orcs and what not can kill elves. I suppose something must have came up.
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Re: "Good"-aligned areas, where do the evil go?

Unread post by V'rass »

Where do evil's go?... where ever they damn well please, evil does not ask permission for anything they just do it... because thats how they roll and also yolo. If you think yourself strong enough to challenge the goods then do it, if you are strong you will triumph, if you are weak you will die and had no business working for evil in the first place. Do what you want... as long as you are willing to deal with the consequences. Survival of the fittest. 8-)
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Tekill »

V'rass wrote: Do what you want... as long as you are willing to deal with the consequences. Survival of the fittest. 8-)
But evil players always have more consequences to deal with. And now we don't even have a zone where we can slaughter good stuff?!
There are all kinds of evil critters out there to beat up yet no good critters?!
We (evil) need some good stuff to lay waste to!
Here is a great idea for a goodly zone:
Make a village that is completely able to attack and damage and...E-liminate.
From merchants, villagers, farmers, inn keeper, town militia, priests - the works. Put the village near lets say Dark Hold and lets say the Zhents have decided the village is an eyesore or decided the town does not deserve protection. This would give the reasoning/justification for us evil doers to try and pillage and plunder or even take over the town.
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Deathgrowl »

It's kind of hard to make good aligned creatures always be hostile and have that be consistent with their alignment. Why would a copper dragon in the forest of wyrms (why were they there in the first place?!) attack people out of nowhere. They're chaotic good.

Even worse if the creature is lawful good or neutral good. What if a paladin goes to that place and all the devas start attacking him because... reasons?

EDIT: To be clear, I do understand the desire, but the faction system being what it is, it seems implausible to implement in any good way.
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Steve
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Steve »

I can imagine there is a village between Soubar and Triel, where whenever an orcblooded comes within eyesight, the populace goes full on hostile. Just as an example that would actually take Server Lore into consideration.

Though one could argue that Humans are the least restrictive Aligned of all D&D races. That said, certain races such as Dwarves and Elves are so commonly Lawful Good and Chaotic Good, respectively, that some Outpost areas/villages could be created in the Northern Areas and Eastern Areas with possibilities to unleash the inner Smite Good. :twisted:

With these areas having to be set Hostile to Everyone, not just Evil PCs, some bit of storyline and Lore would need to be generated to support the overall wariness to all outside the Outpost. And as well, Players of Good aligned PCs would have to leave these outposts alone, as in, not try and RP help them become Friendlies. Or, actually DO this, and let it become a battle of souls between good and evil.

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Re: "Good"-aligned areas, where do the evil go?

Unread post by Storm Munin »

Skip the all hostile of said goodie village by having our intrepid naughty person use the attack icon in said village, thus making everything hostile as per how we got in trouble in the old days around NPCs?

Nice thought though, but since when were evil prejudiced about whom to haunt? ;)
True contentwise there is a lack of smite good targets but id say most smite gooders only have a single smite attempt to work with anyway.

EDIT:
Can we have that village responsible for all the good aligned tieflings, orcs, halforcs and drow swarming the coast added pretty please?
Something need to be done.
Last edited by Storm Munin on Thu Oct 27, 2016 8:34 am, edited 1 time in total.
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Flasmix »

Something similar to the Illithid Hive might work. Let PCs into the lobby and what not but have guards say that no one is permitted entrance past some doors. If the PCs, Good or Evil, move through then the alarm is raised.

A LG aligned place is most likely to do that. I figure a monk monastery with a few Paladins. They aren't breaking their ethos if the rules are clearly stated beforehand. It'll be interesting for good PCs to think it's some trick of an evil group and see how many they kill before they realize it.
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Re: "Good"-aligned areas, where do the evil go?

Unread post by Valefort »

It's not exactly the same idea as in the OP but it's in the same theme and could be enough. How about random encounters with Flaming Fist or Amnian patrols on the Trade Way ?

It could function in the same way as the old Boareskyr bridge encounter : a neutral officer stops you to know what your business is (for example). Then through the discussion you have a couple of options, including fighting them all (and as discussed in the IRC they would have to yell "I SERVE THE FLAMING FIST !" :lol: ).
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