The Nature of Evil 1 in Abholos | World Anvil
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The Nature of Evil 1

"Evil” is a word that is probably overused. In the context of the game, and certainly of this Compendium, the word should be reserved for the dark force of destruction and death that tempts souls to wrongdoing and perverts wholesomeness and purity at every turn. Evil is vile, corrupt, and irredeemably dark. It is not naughty or ill-tempered or misunderstood. It is black-hearted, selfish, cruel, bloodthirsty, and malevolent.  
- Rallaster, God of Torture
    There are two recommended ways to deal with the concept of evil in your campaign: the objective approach and the relative approach. This second option is a variant approach and should be used with some caution.  

The Objective Approach

  This is the straightforward approach taken in the D&D game, and it is the one stressed in this book as well. From this frame of reference, evil can be judged objectively. The evil nature of a creature, act, or item isn’t relative to the person observing it; it just is evil or it isn’t. This clear-cut definition allows spells such as Detect Good and Evil to work. Conversely, an objective definition of evil exists because the detect evil spell works. Want to know what’s evil? Don’t study a philosophy book, just watch who gets hurt when the cleric casts a spell. Those creatures are evil. The things they do, generally speaking, are evil acts. If your character still isn’t certain, he can summon a celestial creature or cast a commune spell and simply ask, “Is this evil?” The higher powers are right there, ready to communicate. “ ‘Evil’ implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualm if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.” This objective approach to evil works well for fantasy roleplaying games. Evil is a thing that a hero can point at and know he must fight. An objective concept of evil allows players (and their characters) to avoid most ethical or moral quandaries, particularly the kinds that can derail a game session. If you run an adventure about fighting gnolls, you don’t normally want the entire session consumed by a philosophical debate about whether killing gnolls is a good thing or a bad thing.  

The Relative Approach

  A second approach considers evil to be a relative concept that is wholly dependent on the attitude of the observer. This is not the approach of most D&D games; rather, it resembles how many people see the real world. Using this variant outlook changes a game dramatically—at least as far as “evil” is concerned. In the relative approach, evil is not something that your character can point a finger at; it’s relative to each individual. While it’s possible for a number of creatures (an entire culture, for example) to have a similar view on what is good and what is evil, another group might have a different or even opposite view. Of course, conflicting views can also occur if your D&D game uses the objective approach, but in that case, one group can simply prove that its views are right. In a world where evil is relative, a deity might put forth tenets describing what is right and wrong, or good and evil. But another god might have different, even contradictory dogma. A paladin of one deity might talk about the evil, godless heathens across the mountains and eventually go to war with them. If she does, she may find herself battling paladins of a different god and a different culture who look upon the crusading paladin as an evil infidel. If you decide that this is the approach you want, you have some game-related decisions to make. For instance, in a world where evil is relative, how does a detect evil spell work? When two paladins of opposing views meet on the field of battle, can they use their smite abilities against each other? The easiest and best option in this case is to do away with spells such as detect evil because they have no real meaning. Take away the good and evil descriptors from spells (so that any character can cast any of those spells), and disregard any holy or unholy damage a weapon deals. Having to know or determine the outlook of a character casting detect evil is cumbersome and unwieldy, and it leads to confusion and arguments over who should be affected by the paladin’s holy sword or the cleric’s holy smite.  

Defining Evil

  Of course, even if you take an objective approach in your game, evil people might not always call themselves evil. They would be wrong or simply lying to do so, but they might still deny their evil nature. Even the most deranged mass murderer might be able to justify his actions to himself in the name of his beliefs, his deity, or some skewed vision of what is best for the world. A killer might slay any children he deems weak or unfit to reach adulthood. Another might kill children he believes will grow up and become evil themselves. Perhaps such a killer once had a prophetic dream telling him that evil was growing among the children of the town. On a larger scale, an evil priest might believe that to better serve his dark god, he needs to destroy an entire village and sacrifice all the residents. Is that evil? Yes. Does the priest see it as evil? No, he sees it as a demonstration of his unending devotion and an aspect of his faith. Or perhaps he does see it as evil and doesn’t care. A dictator might order the elimination of an entire race of good creatures because she believes them to be evil. She might seek to dominate the world and bring its people under her unyielding fist. But such a despot could also believe that she is a good person and that the world will be better off with her guidance. This attitude makes her no less a villain.  

Intent and Context

  So, does the objective definition of evil imply that intent plays no part in determining what is good and what isn’t? Only to a degree. Consider the paladin Zophas. When climbing to the top of a hill of loose rocks to get away from some owlbears, he triggers a rockslide that buries the owlbears and continues down the hill, crushing a hut full of commoners. Is Zophas an evil murderer who must suddenly lose his lawful good alignment? No, although Zophas might still feel guilt and responsibility. He might attempt to right the inadvertent wrong as best he can. But what if Zophas’s friend Shurrin said, “Don’t climb up there, Zophas! You might start a rockslide that will crush the hut!” Zophas goes anyway. Now is it evil? Probably. Zophas was either carelessly endangering the commoners or so overconfident of his climbing prowess that he acted out of hubris. At this point, Zophas isn’t exactly a murderer, but he should probably lose his paladin abilities until he receives an atonement spell or otherwise makes amends. If Zophas can clearly see the danger of the rockslide but climbs up anyway because he wants to get away from the owlbears, that’s clearly evil. In a world of black-and-white distinctions between good and evil, killing innocents to save yourself is an evil act. Sacrificing yourself for the good of others is a good act. It’s a high standard, but that’s the way it is. The foregoing text defines three levels of intent: accidental acts, reckless or negligent acts, and intentionally evil misdeeds. Sometimes, however, those categories are insufficient to determine evil intent. You are free to judge an act in the context of other actions. A maniac puts poison in a town’s water supply, believing (wrongly) that all of the people in the town are demons. Is that evil? Yes. A Glabrezu convinces a good character that the townsfolk are all fiends that must be destroyed, so the character pours poison into the town’s water supply. Is that evil? Probably not—at least, not in the context of the rest of the character’s actions and the circumstances involved. Still, good characters shouldn’t commit even remotely questionable acts on a large scale unless they’re absolutely sure there’s no other way to succeed. It’s rarely a good idea to destroy a town of evil people, because there might be at least a few good people in the town as well. But let’s make it even more complicated. Another character witnesses the good character about to put poison in the town’s drinking water. Is it evil for the witness to kill the poisoning character in order to stop him? No. Again, the intent isn’t evil, and the context makes such an act preferable to the alternative. Standing by while a mass murder occurs—the other choice the witness has—is far more evil than preventing the poisoning.

The Grey Area

    Even with the most black-and-white, objective approach to good and evil, grey areas will always exist. Consider this example: A terrible disease has come to the village of Varro, and the cure lies in the heartwood of the sacred trees of the Varrowood. The villagers go into the wood to get the cure. The druids of the Varrowood believe that the trees are holy and should not be violated. They try to stop the villagers. Is either side truly evil in this scenario? Probably not. Not all conflicts are based on good versus evil. It is possible for two good nations to go to war. It is likely that two evil nations will go to war. Is it evil for your character to kill a good character if your character’s kingdom is at war with his? That’s certainly a grey area. Characters who are extremely strict in their moral outlook should examine the reasons behind the war very closely. In general, quarter should be given and accepted. Such a character should cause no more damage and inflict no more harm than is necessary. If possible, he or she should find a different way to resolve the conflict.      

Evil Acts

  Examining the actions of the malevolent not only helps define what evil is, but it also gives an insight into the schemes of a villain. What follows is more than a list that defines evil as opposed to good. Read over the following sections to get ideas for villainous plots, schemes, motivations, and personalities.  

Lying

  Misdirection, tricks, and manipulation are tools of the trade for most villains. With such tools, they can lead enemies into traps, both physical and otherwise. A well-told, well-placed lie can redirect a whole army, change the opinion of an entire city’s populace, or simply make an adventurer open the wrong door in a dungeon. Some liars are compulsive; that is, they have a psychological need to lie. Others delight in fooling people. If a villain can get a foe to believe a lie, he has shown himself (at least in his own mind) to be superior to that foe. Intelligent villains often concentrate on gaining ranks in Bluff to facilitate their lies. Of course, being liars themselves alerts them to the fact that others probably lie just as much as they do. Thus, they often have a high Sense Motive modifier as well. Lying is not necessarily an evil act, though it is a tool that can easily be used for evil ends. Lying is so easy to use for evil purposes that most knightly codes and the creeds of many good religions forbid it altogether.

Cheating

  Cheating is breaking the rules for personal gain. When evil villains cheat, it’s not just at games. They create contracts with clauses that they can manipulate to trick others. Villains manipulate officials so that evildoers are set free instead of going to prison. They rig their enemies’ equipment so that it breaks or does not function properly. Cheaters may threaten the lives of a councilman’s family to make him vote for their plan. They may use spells and poison to ensure that a particular gladiator dies in the arena so that they can earn a profit by wagering on the survivor. Cheating can take many forms. For example, a cheater might trick two enemies into fighting each other, or fool an enemy’s lover into betraying his or her loved one. A cheater might challenge an opponent to a rigged contest or a fight that is rigged, or simply make an agreement that he or she has no intention of upholding.    

Theft

  Any child can tell you that stealing is wrong. Villains, however, often see theft as the best way to acquire what they want. Evil people pay only for things they cannot take. An evil character needs a reason not to steal. Fear of being caught is the most common deterrent, but sometimes a villain elects not to steal an item because he or she doesn’t want to incur the wrath of its owner. For example, a Drow cleric might pay a rogue for a magic item. The cleric isn’t averse to stealing from the rogue, but she pays for the item so that the rogue will continue working for her.  

Betrayal

  A betrayal is often nothing more than an elaborate lie, but its implications are greater. Such an act involves earning someone’s trust and then using that trust against him or her. Common acts of betrayal include learning and then revealing secrets, or using trust to get close to one’s enemies for an attack or theft. Betrayal does not have to be intentional—or at least it does not have to start intentionally. Sometimes a character can be tempted into betraying someone whose trust he or she earned legitimately. Children can betray their parents, a lover can betray a lover, and a friend can betray a friend. However, it can also be more complex than that: A king can betray his people, a husband can betray his wife’s family, and a human can betray his entire race. Virtually any sort of link between two creatures can eventually become the foundation for betrayal.  

Murder

  Killing is one of the most horrible acts that a creature can commit. Murder is the killing of an intelligent creature for a nefarious purpose: theft, personal gain, perverse pleasure, or the like. The heroes who go into the green dragon’s woodland lair to slay it are not murderers. In a fantasy world based on an objective definition of evil, killing an evil creature to stop it from doing further harm is not an evil act. Even killing an evil creature for personal gain is not exactly evil (although it’s not a good act), because it still stops the creature’s predations on the innocent. Such a justification, however, works only for the slaying of creatures of consummate, irredeemable evil, such as chromatic dragons. Evil beings delight in murder. It is the ultimate expression of their power and their willingness to commit any sort of heinous act. It shows that they are either powerful enough or detached enough to do anything they wish. To particularly evil creatures, especially those with very alien outlooks, murder is itself a desirable goal. Some such creatures hate life and despise all that lives. They relish either death or undeath and thus seek to quench life wherever possible. Such creatures are usually (but not always) undead themselves.  

Vengeance

  Revenge is a powerful force. An act of vengeance does not have to be evil, but the evil mindset usually redefines the concept as “revenge at any price.” Vengeance without limits can quickly lead to all sorts of evil acts. For example, suppose someone steals a magic ring from a kuo-toa wizard. The wizard breaks into a duergar fortress to use a crystal ball to locate the thief. The kuo-toa teleports to the thief ’s location—a busy tavern—and begins hurling lightning bolts into the crowd. The thief gets away and uses a non-detection spell to keep such a close call from happening again. Undaunted, the wizard magically adopts an inconspicuous form and begins to track down the thief ’s family members, torturing them for information regarding his whereabouts. Such a scenario depicts the evil side of revenge. Forgiveness and mercy are not traits that most evil creatures possess. Vengeance for wrongs committed against them—or even for perceived wrongs—is the only appropriate response.

Worshipping Evil Gods and Demons

  Priests who revere dark powers are as evil as the beings they serve. In the name of Vecna, Erythnul, or Lolth, these foul emissaries make living sacrifices, conduct malevolent rites, and put schemes in motion to aid their patrons. Sometimes, the activities of evil cultists are straightforward: kidnapping victims for sacrifice, stealing money to fund their temples, or simply following a dogma that requires murder, rape, or activities even more foul. Other times, their machinations are far subtler than such overt crimes. For example, an archdevil such as Belial might begin a scheme by instructing his followers in a town (through dreams, visions, and commune spells) to drive off families with healthy children of a particular age. In twenty years, when such children would have been adults in their prime, Belial intends to unleash a powerful Cornugon to steal a valuable artefact from the local church. With few able-bodied adults available to stop the theft, the Cornugon is more likely to succeed. Evil temples are sometimes secret places hidden within unsuspecting communities. Beneath an old barn, in a warehouse, or simply in a back room of someone’s home—an evil temple can be anywhere. Larger, more permanent shrines to malevolence are usually situated farther away from civilization—at least, far away from good-aligned communities. Such an evil church may be a towering structure of stone covered with macabre reliefs and filled with terrible statuary, standing alone in the wilderness. Other evil temples may be surrounded by towns or cities populated by foul creatures.  

Animating the Dead or Creating Undead

  Unliving corpses—corrupt mockeries of life and purity— are inherently evil. Creating them is one of the most heinous crimes against the world that a character can commit. Even if they are commanded to do something good, undead invariably bring negative energy into the world, which makes it a darker and more evil place. Many communities keep their graveyards behind high walls or even post guards to keep grave robbers out. Graverobbing is often a lucrative practice, since necromancers pay good coin for raw materials. Of course, battlefields are also popular places for grave-robbers—or for necromancers themselves—to seek corpses.    

Casting Evil Spells

    Evil spells may create undead, inflict undue suffering, harm another’s soul, or produce any of a slew of similar effects. Sometimes, a nonevil spellcaster can get away with casting a few evil spells, as long as he or she does not do so for an evil purpose. But the path of evil magic leads quickly to corruption and destruction. Spells with corruption costs (see Corrupt Magic) are so evil that they take a physical and spiritual toll on the caster.  

Damning or Harming Souls

    While harming one’s enemies physically is not inherently villainous, harming their souls is always evil. Only the foulest of villains could actually want to cause pain to another creature’s eternal aspect. Creatures without corrupt hearts simply dispatch their foes quickly, believing that sending a villain off to the justice of the afterlife is punishment enough. But evil beings like to capture foes and torture them to death, and some even prefer to torture the souls of their foes, never granting them the release of death. Worse still, some evil beings use their foul magic to destroy an opponent’s soul, ending his or her existence altogether.    

Consorting With Fiends

    If characters can be judged by the company they keep, then those who deal with fiends—demons and devils—are surely evil beings themselves. Fiends are the ultimate expression of evil given animate form—literally evil incarnate. Destroying a fiend is always a good act. Allowing a fiend to exist, let alone summoning one or helping one, is clearly evil. Occasionally, a spellcaster may summon a fiendish creature to accomplish some task. Such an act is evil, but not terribly so. However, some characters, particularly those who worship demons or devils or see them as valuable allies, may work with (or for) fiends to further their own ends. Worse still, some mortals sell their souls to fiends in order to gain more power or support. Although dealing with fiends or selling souls is risky at best, the lust for power is a temptation too strong for some to resist. But fiends have great power, infinite life spans, and a delight for double-crossing others, so it’s not surprising that most characters who ask for a fiend’s aid end up on the wrong end of the deals they make.  

Creating Evil Creatures 

    Some villains are not content with simply consorting with, summoning, or controlling evil creatures. They feel the need to go one step further and actually create such creatures with foul experiments or evil magic. Evil warlords sometimes create legions of horrible monsters (or have their underlings do so) and lead them into battle against the forces of good. Demons, devils, and other foul creatures guard their fortresses. The desire to create is strong, and so is the desire to have a large number of easily controllable minions. Both creation and control demonstrate power, and power-mad villains are all too common. Another way to create evil creatures is to allow the monsters themselves to remake fallen foes in their own images. For example, a bodak’s victims rise the next day as new bodaks, and a werewolf can spread its evil by infecting others with lycanthropy. Characters who foster such processes are often interested in spreading evil for evil’s sake. Such evildoers love the chaos, death, and suffering that such monsters bring.  

Using Others for Personal Gain

    Whether it’s sacrificing a victim on an evil god’s altar to gain a boon, or simply stealing from a friend, using others for one’s own purposes is a hallmark of villainy. A villain routinely puts others in harm’s way to save his or her own neck—better that others die, surely. The utter selfishness of an evil character rarely leaves room for empathy. He is so consumed with his own goals and desires that he can think of no reason not to succeed at the expense of others. At best, other creatures are cattle to be used, preyed upon, or led. At worst, they are gnats to be ignored or obstacles to be bypassed.  

Greed

    Greed is so simple a motivation that it hardly seems worth mentioning. Yet it drives villains perhaps more than any other factor. Greed is tied into most of the types of evil behaviour mentioned here. Ambition taken too far—particularly advancement at the expense of others—can manifest itself as greed. Lust for wealth, power, or prestige can lead to jealousy, theft, murder, betrayal, and a host of other evils.  

Bullying and Cowing Innocents

  Bullying is simply a symptom of an obsession with power. A villain who has power over another likes to brandish that power to prove her own might, both to herself and to others. Such brutes feel that power has no worth if others do not know about it. Although the archetypal bully is a strong and powerful thug, other kinds of bullies exist as well. Sometimes a bully uses magical might rather than physical prowess to cow those around her. Sometimes the power is political in nature. The ten-year-old princess who forces bards to sing songs of her beauty or else face the wrath of her tyrannical mother (the queen) is indeed a bully.    

Bringing Despair

    Evil creatures often enjoy spreading pain and misery to others. Some do this because breaking the spirits of others makes them feel superior; others sow despair for the sheer joy it provides them. Sometimes encouraging misery runs counter to other evil goals. For example, a blackguard interested in bringing despair might leave his enemies alive but wounded, defeated, and broken (and maybe even cursed or magically corrupted). However, refusing to finish off one’s foes isn’t always the wisest course of action, because the blackguard’s enemies might heal themselves and oppose him again, with a vengeance. Similarly, a misery-loving fiend might tell a captured foe his plans before he kills her, just to revel in his victim’s despair. Such a creature wants its enemies to realize how utterly defeated they are. A villain with a love of misery may attempt to break his foes, either instead of or before killing them. Straightforward techniques such as torture can break an enemy, and so can more elaborate schemes, such as destroying the good aspects of an enemy’s life, one by one. If the villain’s foe delights in the beauty of an ancient forest, the evildoer might command fire elementals to burn it down. If the foe has a lover, the villain could capture and torture the loved one—or turn him or her against the foe. The villain might also frame the foe for others’ crimes, spread lies about him, destroy his home, or infect him with a disease. A crafty, despair-loving villain makes it unusual for the foe’s loved ones to speak his name except as a curse. Despair-loving creatures delight in spells such as bestow curse, contagion, and sorrow. Such villains love using any magical effect that does more than simply kill their foes because they consider death too pleasant an end.  

Tempting Others

    Temping good individuals to do wrong is an evil act. Plots with this goal are largely the purview of demons and devils that seek to corrupt mortals in order to taint their souls. The products of a tempter’s work are larvae, the physical manifestations of evil souls on the Lower Planes (see Chapter 7). Larvae are valuable to fiends; in fact, they are a form of currency in their own right. Some demons and devils, particularly erinyes, succubi, and glabrezu, spend almost all their time corrupting mortals with offers of sex, power, magic, or other pleasures. When evil mortals tempt other mortals, often the temptation comes in the form of a bribe to get others to do what the villain wants. For example, a wealthy man might convince a woman to kill her father in return for a vast sum of money. Unlike a demon, the wealthy man doesn’t care about corrupting the woman’s soul; he just wants the father dead. Still other mortal evildoers might tempt someone to commit an evil act for the sheer pleasure of spreading temptation.  

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