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==Moral Flexibility== As mentioned before, Eberron's a setting where morality is a lot more subjective when compared to a typical fantasy setting, where certain species or religions are inevitably pigeonholed into certain stereotypes or absolute alignments. Monstrous races can find themselves as heroes, humanoid races continue to sometimes be the real monsters, supposedly-benevolent religions can become oppressive and intolerant in the hands of men who believe they are serving the greater good, and apparently-wicked faiths can be capable of valid points, have reasonably amicable goals, or have duped followers blind to the worse aspects of their religion. This led to a lot of diversity in interpreting the many facets of the setting. This meant that clerics didn't have to be stuck to the alignments of their faith, especially in regards to the [[Sovereign Host]] and [[Dark Six]], whose members spread all across the alignment spectrum. The nation of [[Droaam]] is also a popular talking point, revolving around trying to imagine all the "monster" races living together in a relatively-functional, if often somewhat evil, society capable of diplomacy. (considering their bosses are witches, probably the same way with Chaos during a {{blam|BLAM you never learn, DO YOU!!!}} It also extends to NPCs in other ways. The benevolent, Neutral Good queen of one of the nations after the war is plotting world domination, under the reasonable grounds that she'd do a better job and stamp out all kinds of abuse from the worse-run places on the continent, while the vampire king of another is a champion of peace, if only so his larder can remain undisturbed.
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