I didn't fully realize it until after all of Barsooms posts, but the campaign world that two friends and I are building is exactly along this idea.
The world is a ravaged place mostly, the three most powerful characters/heroes of the world are far from being "good" in any classical sense.
The first Khor is a warrior/king who rules through subtlety, a deal with a not so nice goddess (i.e. divine might not right), coercion, and propoganda to the general masses. (Align: N(L)/E)
The next, Hesseroph, is a rogue/manipulator type who runs the guilds, markets all through the background. He is in a sense a manipulator to the extreme, but he is vastly capable of doing it in his own right to dominate over those who controls. He runs the thieve's guilds and the law enforcement against each other. (Align: N/E)
The last, Kahn, is a traveling naturalistic "monk", he's basically a traveling force of nature. His efforts in the world are less political and often very direct but in a sense could be considered one of the most paranoid (i played Kahn originally as a character and I didn't realize this till now) cause he was an anarchistic boy to the core and didn't rely on others. Think Taoism with a burst of natural savagery. (Align: C/N)
The antagonists of the world are basically roaming fallen divine heroes who do their best to do the will of their fallen gods will, which they think is the holiest, and in a sense, when in the presence of the only temple which resides to the god they are literally good while once they step outside the corruption warps their ideals.
This is a really good analysis of social power relations in D&D. Definately gonna copy/paste this to an offline file for my own further use.
The world is a ravaged place mostly, the three most powerful characters/heroes of the world are far from being "good" in any classical sense.
The first Khor is a warrior/king who rules through subtlety, a deal with a not so nice goddess (i.e. divine might not right), coercion, and propoganda to the general masses. (Align: N(L)/E)
The next, Hesseroph, is a rogue/manipulator type who runs the guilds, markets all through the background. He is in a sense a manipulator to the extreme, but he is vastly capable of doing it in his own right to dominate over those who controls. He runs the thieve's guilds and the law enforcement against each other. (Align: N/E)
The last, Kahn, is a traveling naturalistic "monk", he's basically a traveling force of nature. His efforts in the world are less political and often very direct but in a sense could be considered one of the most paranoid (i played Kahn originally as a character and I didn't realize this till now) cause he was an anarchistic boy to the core and didn't rely on others. Think Taoism with a burst of natural savagery. (Align: C/N)
The antagonists of the world are basically roaming fallen divine heroes who do their best to do the will of their fallen gods will, which they think is the holiest, and in a sense, when in the presence of the only temple which resides to the god they are literally good while once they step outside the corruption warps their ideals.
This is a really good analysis of social power relations in D&D. Definately gonna copy/paste this to an offline file for my own further use.