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Always Chaotic Evil
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==Standards & Examples== The usual standards for "entirely evil species" nowadays requires one or more of the following: * Be reborn into that species or type of creature after a sufficient amount of evildoing. This is how it works for D&D for the most part: evil people die, and their souls are essentially tortured and/or warped by horrific powers to become the fiends of the Lower Planes (devils, demons, gehreleths, yugoloths, assorted others). The process used to create such beings is designed to utterly strip away every vestige of humanity remaining in a soul, basically "purify" the latent evil inside of it, and create something that is incapable of empathy as we would understand it. ** Note that this absolutely does not mean that such beings might not turn stag on their alignment, so much as make it extremely unlikely they would do so on their own; this was actually one of the interesting points in Planescape, and there is astonishingly a good-aligned mind-rape spell in [[Book of Exalted Deeds]] that can reverse the process, forcing an evil being to confront its nature and reemerge as a good being. * Have biological requirements incompatible with peaceful coexistence. The best and first example of these are the [[undead]], who absolutely require feeding on living, sapient beings to survive. Among these, the best two examples are [[ghoul]]s (who must consume living flesh) and [[vampire]]s (who must drink blood and/or lifeforce, depending on the setting). This is one of the biggest motives running through the World of Darkness Vampire games: you are continually doing fucked-up stuff to just survive, and spend your time pitting your fleeting Humanity against the raving bloodlust of the Beast inside you (and this is all before you start sailing towards a moral event horizon, due to vampiric politics demanding even worse shit from you). Shadowrun also has a big moral quandry with their ghouls, who actually form a nation out in Africa and are always agitating for equal rights despite their diet. * Constructed from certain dark/negative emotions or concepts. This is usually given as the reason why Frankenstein's Creature is violent and malicious (usually in portrayals outside of the original): it is depicted in some media as having been made from the parts of convicted criminals, including the brain of an executed murderer, which reacts badly when other people see how fucked-up it looks and acts. Or take the Daemons of Warhammer, who are psychic entities made of emotions carried way too far; for example, [[Bloodletters]] are essentially endless anger given form. * The creature is of such alien mentality and physiology that it is incompatible with human life as we know it. Good examples are things like the Orks and Tyranids of [[Warhammer 40,000]], who are genetically driven to destroy and/or consume all other species. This is distinct from the undead example given above; in particular, what is a biological imperative borne of an unnatural or cursed existence for the undead is simply a default way of life for the Orks, Tyranids and other similarly alien beings. However, the Orks are an unusual case in that they do HAVE a concept of morality as humans would recognize it, but it's predicated on universal acceptance of the axiom that might does, in fact, make right. *A god is trying to force some kind of behavior - while some might argue that evil requires a choice in some form, there's nothing stopping a deity from making the "good" choice so unappealing that nobody picks it. Take the example of the [[Drow]], prior to WoTC's alignment/culture retcons in 5th: Lolth actively manipulates Drow culture to promote backstabbing, individual survival, and faith in her above all else, with any dissidents being killed off (either by Lolth or by other Drow) or turned into [[Drider]]s. Consequentially trying to join, say, [[Eilistraee]] and turn Good is tantamount to suicide. (this lore is now restricted to the cult of lolth drow, which actively tries to erase any notion of drow culture that is not Chaotic Evil.)
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