Good
I will make every effort to write this section without derision or sarcasm, but I have no doubt I will fail, because the vast majority of people I have met from these countries were either vapid underachievers or egotistical creators of disaster. Those that were not usually defected and joined the side of Evil. Remember that Good and Evil are more akin to political positions, and do not necessarily correspond to the moral imperatives of good and evil.
The basic definition of a Good country is that it is led by a member of the United Benevolent Nations. They generally prefer to call their leaders presidents and kings, have castles and bases, and usually call public employees sidekicks or citizens or simply use their actual job title. With this in mind, one can easily identify if one is in a good country by the following means.
- Wardrobes make liberal use of open-chested (for men) or low-cut (for women) shirts and lighter colors. If the term “hippie” comes to mind, it’s definitely a good country, although there are other styles of dress that are common.
- Architecture is clean, white, and uses a lot of glass and wood and other delicate building materials.
- Natural decorations such as wood carvings and floral arrangements are the norm. Which is not to say that evil does not also enjoy the occasional bouquet, we just don’t feel the need to carpet everything with flowers.
- Boring, average weather. Clear blue skies, pristine snow, sparkling water, deep green forests. Good nations spare no expense at ensuring that everything looks natural. Even if originally they were mostly just gray and swampy.
- Use valleys, plains and hills for towns and villages, with the occasional secret base constructed in a mountain or under the ocean. Most heroes prefer accessibility, however, so expect to find heroic strongholds on hills, floating in the air, on top of some light-based natural phenomenon that acts as a beacon, etc.
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