Good vs. Good.... um, why?

Two good countries, Generica and Vaguenburg. The Archbishop of Generica gets assassinated by a couple guys from Vaguenburg because the Archbishopdid something that they felt warranted their action. Instituted a policy that had negative impact on the pesantry of various regions, had their brother excommunicated or whatever you want the thing to be. After the deed is done, the killers-cum-avengers of injustice head back to Vaguenburg.

Officials from Generica say "Hand over those men, they killed our guy.", Vaguenburg responds with "They're our subjects, we'll deal with them as we deem appropriate. Step off."

Generica: Give them up or else.

Vaguenburg: Or else what? Oh you want some of this? Come get it.

Generica: Oh it's on now!
 

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If nothing else, this thread has provided a number of cool-sounding names for areas. Scrolling through the list and ignoring ones from literature I find:

Sindaire
Tennas
Generica
Antagonia
Meland
Vaguenburg

Any more generic names out there?
 

Ah, the Whitecloaks.

Phaedrus said:
Thought of another one--Goodkind's Blood of the Fold (Jordan's Children of Light--did I remember that correctly?). The "righteous" knights that do all manner of evil things. Some of the members really are paladins. They believe the code, they are truly good. But others are hiding behind the facade following their own agendas, secretly (or openly) serving the darkness.

You are in fact thinking of the Children of the Light, AKA the Whitecloaks. And also remember that you've got the Hands of the Light, AKA the Questioners. Parallel command structures, no accountability, and the Questioners do love their torture to extract heresy confessions from their victims. Some of the Whitecloaks believe in their ancient ideals, while others have fallen by the wayside and are more LE than the LN/LG they once were. The Questioners, to me, are a fairly LE group with some CE bad apples.

Then when you throw in the fact that the Children are led by one of the greatest military generals alive, that makes things even MORE interesting.

There's a bunch of ways you can spin that one.

Redhawk
 

How about: Nobody likes to be second fiddle.

I'M King, NO I'M King!

Just because you and your neighbor don't get your kicks from flaying babies doesn't mean you are going to agree on everything else.

It could be methodology. Ideology.

One baron favors a balanced state budget, figuring that he can't defend his realm from evil if he goes bankrupt.

Another baron favors deficit spending and pre-emptively invading other nations to "protect" his own. Ok, maybe that one is evil. ;)
 

Here's a proposal - one that's suited more toward a feudal/manoral setting like D&D.

They don't get along, because there's not enough resources for all of them, so they've got to compete. A commoner can only farm so many crops, an artisan can only build so fast, and even casters have just so many spell slots per day. Too many spoons, not enough soup.
Assuming it is a fiefdom - and that doesn't always have to be the case, the resources are mostly land and labor. A minor noble inherits and defends their dukedom or earltude or whatever, which is supported by the peasants there who pay taxes or tithes for the privelige of residing and working there without being eaten by some horrible monster. That minor noble is in turn accountable to and maybe loyal to a higher noble, and on up the ladder. But sooner or later in a system like this, someone's demands will exceed what their resources can make - that's when they go out looking for more lands and laborers, by fair means or foul. Whether it's got by marriage, treaties, or conquest, territory and the fealty of the underlings on it is the medieval equivalent of 26" rims.

Commoner toil just isn't all that efficient. There are substitues for the more is better method. Picking up the loyalty of just one other noble, or a high-level brawler/caster, can make a big difference. It'll also make whoever they jilted mighty unhappy, even if all the alignments involved align. There are other resources involved. Take land with a gold mine, a castle, a friendly dragon's den, and that's much more valuable than some guy with a shovel. Knowledge is a resource, a huge one in D&D. If there's a wizard's school or mysterious library (and there always is one), the group that has access to that might not want to share, earning the ire of their neighbors. Coalition is a resource. If all the burgs except one are in on some deal, that one risks being mobbed by a troll armada (and there always is one) unless they shape up. Most of all, heroism is a resource. Whoever runs out of that might have to make some very unsavory choices to 'keep up' with their neighbors. They get edgy, confrontational, and desperate - at that point, good vs. good starts the slippery slope to good vs. evil.
 

There's always the good old Law vs. Chaos angle...
- Security vs. Truth
- Justice vs. Mercy
- Tradition vs. Innovation
- Honor vs. Love

-- N
 

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