Ankh-Morpork Guard said:One thing that has ALWAYS bugged me is Death being evil. EVERYTHING has to die. Heck, if things don't die, you get Undead, which are Evil. A N God of Death(and balance, etc etc) works very very well, and throws out a very large amount of interesting ideas that the PCs in my campaigns have enjoyed.
Right, but you could make the same argument about say a 'God of disease' (diseases are part of the natural order and kill off weak individuals making the species as a whole stronger) and the same argument could be made about say a 'God of Destruction' (destruction enables change - if nothing was ever destroyed, world would soon become static), 'God of Pain' (pain induces you to avoid things that would be detrimental to your survival and without pain you will never be able to experience and appretiate pleasure) and indeed about any just about any other Gods that deal with phenonema that also exist in real life. That's because in the real world good and evil are to a large degree subjective (Ok, some might disagree with this statement...) and often not at all clearcut.
When deciding what is evil and what is not when creating a pantheon, I think a good guideline should be the question: "Would I want it to happen to me in the near future?" If the answer is no, than it often makes for a decent evil portfolio in terms of the D&D game even if it is not strictly evil in real life (I don't think anything is strictly evil in real life...).
Besides, who is to say that evil is not integral and necessary to the functioning of the universe whatever the goody-two-shoes say? There are various philosophies of balance claim say just that.
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