Monday, January 01, 1990


Alyria is a world of good. That raging force which brings terror to the hearts of shadowed man. No one ever embraces the good, unless it first embraces them. Tenderness and fury meet together and are not contradicted. The same hand that dispenses mercy may also dispense justice. And there is justice for the wicked. Forces both human and supernal wage war against the darkness, fighting with sword and flame and mercy and sacrifice, laying down their lives for others. The darkness struggles but cannot encompass such an enemy. To cling to the light is to be burned, burned beyond belief, burned yet purified, blazing as the dark taint of the world is consumed forever. Yet the good is so often cloaked, hidden in frailty, cloaked in weakness, overlooked and undervalued. Yet there is power there, power that cannot be denied, power that will not be denied.

Good is often stereotyped in modern fantasy, being shown as weak or flimsy or frail or simply boring. However, there is plenty of drama and intensity in good. Part of the problem is that many assume that “good” must equal “gentle” and fail to see how true goodness requires justice. The unicorns of Alyria hunt evildoers and hound them to their deaths. This is righteous vengeance and is totally appropriate. Alyria requires that room be allowed for divine justice. At the same time, good is often underestimated because good is often subtle or veiled. Gandalf from The Lord of the Rings is an excellent example of this principle. So, as you include good in your game, you will also need to determine what flavor of good should be used. Veiled or unveiled? Justice or mercy? Maybe a bit of both? There is room for lots of variation.


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