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* ''ThePillowman'' uses it to stunning effect. From the beginning, Tupolski is clearly the hero of the story, Katurian is a MagnificentBastard writer and murderer, and Ariel is the grey between the two, clearly being opposed to Katurian but constantly going against Tupolski. It's turned completely on it's head when [[spoiler:Katurian is revealed to be innocent, or at least under extenuating circumstances for the three murders he ''did'' commit. From that point onward, Tupolski is still pushing to execute Katurian and Ariel loses all of his nerve. It ends on a technicality, that Katurian confessed to murders he didn't commit, and the agreement was that they would save his legacy if he confessed truthfully, so they are "entirely within [their] rights to burn all of Mr. Katurians work".]]

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* ''ThePillowman'' uses it to stunning effect. From the beginning, Tupolski is clearly the hero of the story, Katurian is a MagnificentBastard writer and murderer, and Ariel is the grey between the two, clearly being opposed to Katurian but constantly going against Tupolski. It's turned completely on it's its head when [[spoiler:Katurian is revealed to be innocent, or at least under extenuating circumstances for the three murders he ''did'' commit. From that point onward, Tupolski is still pushing to execute Katurian and Ariel loses all of his nerve. It ends on a technicality, that Katurian confessed to murders he didn't commit, and the agreement was that they would save his legacy if he confessed truthfully, so they are "entirely within [their] rights to burn all of Mr. Katurians Katurian's work".]]
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** Similarly, Wolf and/or Coyote, depending on the region and tribe (and even storyteller). Sometimes, he's a Prometheus-like creature who stole fire from the Gods to give birth or help humanity. Sometimes he's just looking for a meal, and isn't any more harmful than WesternAnimation/BugsBunny. Sometimes, he's a rapist coward who murders men, women, and children by tricking them into deadly games. One rape of a woman lead him into pitying her and helping her give birth, while others have him return food and protect those he stole from. He's a complicated case.

to:

** Similarly, Wolf and/or Coyote, depending on the region and tribe (and even storyteller). Sometimes, he's a Prometheus-like creature who stole fire from the Gods to give birth to or help humanity. Sometimes he's just looking for a meal, and isn't any more harmful than WesternAnimation/BugsBunny. Sometimes, he's a rapist coward who murders men, women, and children by tricking them into deadly games. One rape of a woman lead leads him into pitying her and helping her give birth, while others other tales have him return food and protect those he stole from. He's a complicated case.
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* In ''Literature/DarkOnesMistress" the MC Clarabelle learns the ruler of her kingdom (the Dark One of the title) uses criminals in the royal army, keeping them leashed by way of [[spoiler:stealing their souls]]. Innocents people sometimes get caught in this web and while killing him off is the only way to free them, it would basically [[spoiler:unleash hell on the populous]].

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* In ''Literature/DarkOnesMistress" ''Literature/DarkOnesMistress'' the MC Clarabelle learns that the ruler of her kingdom (the Dark One of the title) uses criminals in the royal army, keeping them leashed by way of [[spoiler:stealing their souls]]. Innocents Innocent people sometimes get caught in this web and while killing him off is the only way to free them, it would basically [[spoiler:unleash hell on the populous]].populace]].
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A result of the above is that Grey and Gray Morality has one potentially great advantage: It can be easier to maintain suspense regarding the ending. In BlackAndWhiteMorality and BlackAndGrayMorality situations, the ending is [[TheBadGuyWins almost]] always a [[TheGoodGuysAlwaysWin forgone conclusion; good wins in the end]], it's just a matter of how. In a Grey-and-Grey situation, either side might conceivably win, or both, or neither. Another great advantage of this kind of moral model is that the experience can end up entirely different between two viewers: one viewer may prefer to side with Faction A over Faction B for any number of different reasons, and another viewer may think the opposite for other reasons. Properly written, this can make for some ''very'' interesting story-telling. {{Video Game}}s in particular are a good medium for this, due to their interactive nature.

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A result of the above is that Grey and Gray Morality has one potentially great advantage: It can be easier to maintain suspense regarding the ending. In BlackAndWhiteMorality and BlackAndGrayMorality situations, the ending is [[TheBadGuyWins almost]] always a [[TheGoodGuysAlwaysWin forgone foregone conclusion; good wins in the end]], it's just a matter of how. In a Grey-and-Grey Grey-and-Gray situation, either side might conceivably win, or both, or neither. Another great advantage of this kind of moral model is that the experience can end up entirely different between two viewers: one viewer may prefer to side with Faction A over Faction B for any number of different reasons, and another viewer may think the opposite for other reasons. Properly written, this can make for some ''very'' interesting story-telling. {{Video Game}}s in particular are a good medium for this, due to their interactive nature.

Added: 1864

Changed: 1861

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* A main theme of ''WesternAnimation/StevenUniverse'', according to its creators, is that almost nobody is truly good or truly evil. Antagonists aren't permanent, and are all multi-faceted with a chance of [[HeelFaceTurn redemption]]. The protagonists also have the capacity to become [[FaceHeelTurn malicious and harmful]]. However, they are very unlikely to become largely 'evil' compared to 'evil' characters becoming 'good', making the show lean slightly towards WhiteAndGreyMorality at times. The major theme of season 3 is showing that while the Crystal Gems were fighting for a good cause against Homeworld's imperialist conquering, Gems on both sides suffered a lot during the Gem war. Rose Quartz was always implied to have done many questionable things during her time, with Garnet saying out right that she kept many secrets from them. As Bismuth's reappearance in the present day proved, the decisions of a leader are never easy. When Bismuth presented her with a weapon known as the Breaking Point that was capable of shattering Gems, effectively fragmenting their beings into several self-aware pieces that are subjected to AFateWorseThanDeath, Rose wouldn't stand for the thought of shattering as it would taint her belief that all life was worth giving a chance and making them no better than the Diamonds. Bismuth understandably upset seeing her friends broken in battle and having her creation rejected, faught Rose to take back the weapon for herself, forcing Rose to bubble Bismuth who was too dangerous to be set free. Yet she never told any of the Crystal Gems what happened to their friend, making them believe she was lost. For all that, Jasper reveals a few episodes later during one hell of a VillainousBreakdown that the vicious, uncaring soldier who spared no pity for others came back to Earth to get revenge on Rose for shattering Pink Diamond, an act equivalent to deicide in Homeworld society. As a Ruby and later Garnet confirmed, Rose went against her own morals because she felt it was for the greater good, so that Earth, humanity, the Crystal Gems, and Steven to exist, compromises had to be done. And for all that, the Homeworld Gems who faught in the war are crushed to know that all their sacrifice and centuries of fighting were for nothing. As Greg said back in season 1, "There's no such thing as a good war, Kiddo."

to:

* A main theme of ''WesternAnimation/StevenUniverse'', according to its creators, is that almost nobody is truly good or truly evil. Antagonists aren't permanent, and are all multi-faceted with a chance of [[HeelFaceTurn redemption]]. The protagonists also have the capacity to become [[FaceHeelTurn malicious and harmful]]. However, they are very unlikely to become largely 'evil' compared to 'evil' characters becoming 'good', making the show lean slightly towards WhiteAndGreyMorality at times.
**
The major theme of season 3 is showing that while the Crystal Gems were fighting for a good cause against Homeworld's imperialist conquering, Gems on both sides suffered a lot during the Gem war. Rose Quartz was always implied to have done many questionable things during her time, with Garnet saying out right that she kept many secrets from them. As Bismuth's reappearance in the present day proved, the decisions of a leader are never easy. When Bismuth presented her with a weapon known as the Breaking Point that was capable of shattering Gems, effectively fragmenting their beings into several self-aware pieces that are subjected to AFateWorseThanDeath, Rose wouldn't stand for the thought of shattering as it would taint her belief that all life was worth giving a chance and making them no better than the Diamonds. Bismuth understandably upset seeing her friends broken in battle and having her creation rejected, faught Rose to take back the weapon for herself, forcing Rose to bubble Bismuth who was too dangerous to be set free. Yet she never told any of the Crystal Gems what happened to their friend, making them believe she was lost. For all that, Jasper reveals a few episodes later during one hell of a VillainousBreakdown that the vicious, uncaring soldier who spared no pity for others came back to Earth to get revenge on Rose for shattering Pink Diamond, an act equivalent to deicide in Homeworld society. As a Ruby and later Garnet confirmed, Rose went against her own morals because she felt it was for the greater good, so that Earth, humanity, the Crystal Gems, and Steven to exist, compromises had to be done. And for all that, the Homeworld Gems who faught in the war are crushed to know that all their sacrifice and centuries of fighting were for nothing. As Greg said back in season 1, "There's no such thing as a good war, Kiddo."
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** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Continental Assassins are so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's pretty much the only member getting anything accomplished. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor and gets ''punished'' for it.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to portray the King as an out-of-touch petty tyrant so that the people will overthrow him, which will lead to chaos and teach them to hate that, but realize that the ''real'' problem was an absolute ruler who ''lacked order'' and that putting the Templars into power was the solution...[[InsaneTrollLogic or something]]. Arno singlehandedly thwarts them at every turn, and despite the fact that he isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-esque turn, they ''never'' even attempt to win him to their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which...doesn't end well). In the end, he's been kicked out of the Order, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.

to:

** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Continental Assassins are so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's pretty much the only member getting anything accomplished. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor and gets ''punished'' Mentor, for it.which he's ''punished''.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to portray the King as an out-of-touch petty tyrant so that the people will overthrow him, which will lead to chaos and teach them to hate that, but realize that the ''real'' problem was an absolute ruler who ''lacked order'' and that putting the Templars into power was the solution...[[InsaneTrollLogic or something]]. Arno singlehandedly thwarts them at every turn, and despite the fact that he isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-esque turn, they ''never'' even attempt to win him to their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which...doesn't end well). In the end, he's been kicked out of the Order, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.
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*** The third game introduces a bit of 'Black' into the mix: [[spoiler:Juno, who manipulated Assassins and Templars alike to bring about her own resurrection so she could conquer humanity. It didn't quite work out for her.]]
** Black Flag took a step backward. At first the Templars are seen to be participating in activities that, while unsavory by today's standards, were fairly typical for privileged men of the era. (One even chides an associate who expresses disgust at his dealing in slaves, asking how subjugating black men is morally worse than subjugating all men.) Edward becomes a privateer and later pirate for the sole purpose of getting rich, and he's point-blank about this to everyone he meets. When he meets the Assassins (whom he learns absolutely nothing about beforehand), they're portrayed as stubborn, unpleasant, highly territorial recluses. However, through a series of mutual struggles Edward becomes sympathetic to the Assassins' cause (they're fighting to prevent the native peoples from being enslaved, for one), ultimately adding their symbol to his flag, and learns that the Templars intended to use the Sage as part of a plot to take over the English government. While far less blatant than in [=AC2=], we never get the sense that anyone with a morally sound outlook would want anything to do with the Templars, while the Assassins at the very least are trying to stop them.

to:

*** The third This game introduces a bit of 'Black' into the mix: [[spoiler:Juno, who manipulated Assassins and Templars alike to bring about her own resurrection so she could conquer humanity. It didn't quite work out for her.]]
** Black Flag took a step backward. At first the Templars are seen to be participating in activities that, while unsavory by today's standards, were fairly typical for privileged men of the era. (One even chides an associate who expresses disgust at his dealing in slaves, asking how subjugating black men is morally worse than subjugating all men.) Edward becomes a privateer and later pirate for the sole purpose of getting rich, and he's point-blank about this to everyone he meets. There are a few lines he won't cross...he reacts ''very'' negatively when someone asks if he's thinking of taking of slaving, for instance...but otherwise has no qualms of sacking ships, putting innocent sailors to the sword, and plundering warehouses, like any other good 'n hearty freebooter. When he meets the Assassins (whom he learns absolutely nothing about beforehand), they're portrayed as stubborn, unpleasant, highly territorial recluses. However, through a series of mutual struggles struggles, Edward becomes sympathetic to the Assassins' cause (they're fighting to prevent the native peoples from being enslaved, for one), cause, ultimately adding their symbol to his flag, and learns that the Templars intended to use the Sage as part of a plot to take over the English government. While far less blatant than in [=AC2=], we never get the sense that anyone with a morally sound outlook would want anything to do with the Templars, while the Assassins at the very least are trying at worst no threat to stop them.anyone who hasn't earned their enmity.



** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Order is so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's the only Assassin who's getting anything done. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor, and he gets ''punished'' for it.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to overthrow the King so that the people will learn to fear chaos and adopt the Templar ethos ([[InsaneTrollLogic or something]]), and, despite being thwarted at every turn by Arno...who, you'll remember, isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-eque turn...never make any attempt to convince him to join their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which...doesn't end well). In the end, he's been kicked out of the Assassins, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.

to:

** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Order is Continental Assassins are so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's pretty much the only Assassin who's member getting anything done. accomplished. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor, Mentor and he gets ''punished'' for it.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to overthrow portray the King as an out-of-touch petty tyrant so that the people will learn overthrow him, which will lead to fear chaos and adopt teach them to hate that, but realize that the Templar ethos ([[InsaneTrollLogic ''real'' problem was an absolute ruler who ''lacked order'' and that putting the Templars into power was the solution...[[InsaneTrollLogic or something]]), and, despite being thwarted something]]. Arno singlehandedly thwarts them at every turn by Arno...who, you'll remember, turn, and despite the fact that he isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-eque turn...never make any Shay-esque turn, they ''never'' even attempt to convince win him to join their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which...doesn't end well). In the end, he's been kicked out of the Assassins, Order, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.

Removed: 1950

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This is White And Grey Morality, Magic Knights are clearly good guys.


* ''Manga/MagicKnightRayearth'' is built around this trope.
** In the first half, among [[BigBad Zagato's]] followers, Alcyone [[LoveMartyr obeys him out of love]], Ascot only wants to be with his summoned beasts, Caldina is OnlyInItForTheMoney, Inouva follows Zagato [[IOweYouMyLife because the latter never judged him by race]], and [[spoiler:Zagato only wanted to protect Emeraude from the Magic Knights, whom she summoned [[SuicideByCop to force them to kill her]] lest she harm Cephiro with her inner conflict between her [[StarCrossedLovers love for Zagato]] and her [[BarrierMaiden duty as Pillar]]]]. On the heroes' side, Clef is unambiguously good but has to put some spin to his explanation of the Magic Knights' mission because [[spoiler:[[AwfulTruth Emeraude's situation is simply too complicated]]]], and the Magic Knights [[spoiler:ultimately succeed in killing Emeraude, only to [[BreakTheCutie cause them so much heartbreak]] Clef [[MyGodWhatHaveIDone ultimately came to regret his actions]]]].
** In the second half, Autozam, Chizeta and Fahren meant well even while invading Cephiro to make its leaders become Pillars -- Eagle wanted to clean his polluted planet [[spoiler:but also to put Cephiro and himself to sleep to avert another Pillar crisis, fearing [[HeterosexualLifePartners his best friend Lantis]] will kill himself trying to destroy it]]; Tarta and Tatra wanted to relieve Chizeta's population pressure; and Princess Aska only wanted it for fun until Fuu convinced her to be more mature with what she really wanted in life. None of them wanted to deliberately do evil, yet each one had goals that would have eventually hurt others. In the end all three make their peace both with Cephiro and each other. The only unambiguously evil character throughout the series is anime-exclusive Lady Debonair -- [[spoiler:[[TheHeartless who is nothing more but the personification of Cephiro's despair following Emeraude's death]]]].
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** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Order is so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's the only Assassin who's getting anything done. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor, and he gets ''punished'' for it.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to overthrow the King so that the people will learn to fear chaos and adopt the Templar ethos ([[InsaneTrollLogic or something]]), and, despite being thwarted at every turn by Arno...who, you'll remember, isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-eque turn...never make any attempt to convince him to join their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which goes pretty much nowhere). In the end he's been kicked out of the Assassins, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.

to:

** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Order is so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's the only Assassin who's getting anything done. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor, and he gets ''punished'' for it.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to overthrow the King so that the people will learn to fear chaos and adopt the Templar ethos ([[InsaneTrollLogic or something]]), and, despite being thwarted at every turn by Arno...who, you'll remember, isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-eque turn...never make any attempt to convince him to join their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which goes pretty much nowhere). (which...doesn't end well). In the end end, he's been kicked out of the Assassins, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.
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** Black Flag took a step backward. At first the Templars are seen to be participating in activities that, while unsavory by today's standards, were fairly typical for privileged men of the era. (One even chides an associate who expresses disgust at his dealing in slaves, asking how subjugating black men is morally worse than subjugating all men.) Edward becomes a privateer and later pirate for the sole purpose of getting rich, and he's point-blank about this to everyone he meets. When he meets the Assassins (whom he learns absolutely nothing about beforehand), they're portrayed as stubborn, unpleasant, highly territorial recluses. However, through a series of mutual struggles Edward becomes sympathetic to the Assassins' cause (they're fighting to prevent the native peoples from being enslaved, for one), ultimately adding their symbol to his flag, and learns that the Templars intended to use the Sage as part of a plot to take over the English government. While far less blatant than in AC2, we never get the sense that anyone with a morally sound outlook would want anything to do with the Templars, while the Assassins at the very least are trying to stop them.

to:

** Black Flag took a step backward. At first the Templars are seen to be participating in activities that, while unsavory by today's standards, were fairly typical for privileged men of the era. (One even chides an associate who expresses disgust at his dealing in slaves, asking how subjugating black men is morally worse than subjugating all men.) Edward becomes a privateer and later pirate for the sole purpose of getting rich, and he's point-blank about this to everyone he meets. When he meets the Assassins (whom he learns absolutely nothing about beforehand), they're portrayed as stubborn, unpleasant, highly territorial recluses. However, through a series of mutual struggles Edward becomes sympathetic to the Assassins' cause (they're fighting to prevent the native peoples from being enslaved, for one), ultimately adding their symbol to his flag, and learns that the Templars intended to use the Sage as part of a plot to take over the English government. While far less blatant than in AC2, [=AC2=], we never get the sense that anyone with a morally sound outlook would want anything to do with the Templars, while the Assassins at the very least are trying to stop them.
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** In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all nasty at best and murderous at worst), each of whom, in dying, tries to convince Altair (unsuccessfully) that he was in the wrong, interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, and Altair not only fully redeems himself but completely patches things up with his rivals eventually succeeds Al-Mualim as grandmaster.

to:

** In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all agents, all nasty at best and murderous at worst), worst, each of whom, in dying, tries to convince Altair (unsuccessfully) that he was in the wrong, wrong (unsuccessfully), interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, and Altair not only fully redeems himself but completely patches things up with his rivals eventually succeeds Al-Mualim as grandmaster.
Is there an issue? Send a MessageReason:
None


** In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all nasty at best and murderous at worst), each of whom, in dying, tries to convince Altair (unsuccessfully) that he was in the wrong, interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, Altair not only fully redeems himself but eventually succeeds Al-Mualim as grandmaster, and the Abstergo high command orders Desmond's murder, stopping only after Lucy intervenes.

to:

** In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all nasty at best and murderous at worst), each of whom, in dying, tries to convince Altair (unsuccessfully) that he was in the wrong, interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, and Altair not only fully redeems himself but completely patches things up with his rivals eventually succeeds Al-Mualim as grandmaster, and the Abstergo high command orders Desmond's murder, stopping only after Lucy intervenes.grandmaster.
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** In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all nasty at best and murderous at worst), each of whom, in dying, tries to convince Altair that he was in the wrong (with at best minimal success), interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, Altair not only fully redeems himself but eventually succeeds Al-Mualim as grandmaster, and the Abstergo high command orders Desmond's murder, stopping only after Lucy intervenes.

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** In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all nasty at best and murderous at worst), each of whom, in dying, tries to convince Altair (unsuccessfully) that he was in the wrong (with at best minimal success), wrong, interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, Altair not only fully redeems himself but eventually succeeds Al-Mualim as grandmaster, and the Abstergo high command orders Desmond's murder, stopping only after Lucy intervenes.

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* The ''Franchise/AssassinsCreed'' series makes this very clear. While the Assassins are made out to be selfless shadow figure heroes of the people and the Templars the [[BigBad evildoers]] of the world, it would be more accurate to say both parties seek for a world of peace and prosperity, they just apply different methods.
** From nearly everything we've seen of the established Assassins and Templars, it's plainly obvious that the Assassins have admirable goals (promote the arts, protect free speech, replace myth with scientific knowledge, etc.), while the Templars are at best petty tyrants. Where the gray creeps in (and drives the series) is their attitudes toward humanity at large. The Templars think that the pitiful masses are too ignorant and foolish to be trusted with freedom, and, evil or not, it would be better for the world if they were enslaved (and you certainly can make a case for that). The Assassins think that freedom should be protected at all costs, even if it ends up hurting humanity (and you can make a case for that as well). As of Revelations, it remains to be seen which side is right...which is just how Creator/UbiSoft likes it.
** The historical backdrops as well. Creator/UbiSoft make a big point of presenting all sides as sympathetically and flawed as possible while still maintaining historical accuracy. For [[VideoGame/AssassinsCreedIII the third game]], which is set in UsefulNotes/TheAmericanRevolution, UbiSoft have made it very clear to depict the war as this, in the face of widespread criticism. The British of course have their share of {{Evil Brit}}s and atrocities, but want to hold their empire together more than anything else, while it's made very clear that the Colonials want freedom, but don't really care for ''[[TheHero Connor]]'s'' freedom, and in fact Connor points out the [[{{Hypocrite}} hypocrisy]] of wanting freedom while owning slaves. Then there's [[spoiler:George Washington destroying several native villages, including Connor's home village, which is TruthInTelevision]].
** The third game introduces a bit of 'Black' into the mix: [[spoiler:Juno, who manipulated Assassins and Templars alike to bring about her own resurrection so she could conquer humanity.]]

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* The ''Franchise/AssassinsCreed'' series makes this very clear. While In ''Franchise/AssassinsCreed'', both the Assassins are made out to be selfless shadow figure heroes of the people and the Templars the [[BigBad evildoers]] of the seek a peaceful world, it would be more accurate to say both parties seek for a world of peace and prosperity, they just apply different methods.
** From nearly everything we've seen of the established Assassins
methods, and Templars, it's plainly obvious that the Assassins have admirable goals (promote the arts, protect free speech, replace myth with scientific knowledge, etc.), while the Templars are at best petty tyrants. Where the gray creeps in (and drives the series) is their attitudes toward humanity at large. The Templars think that the pitiful masses are too ignorant and foolish to be trusted with freedom, and, evil or not, it would be better for the world if they were enslaved (and you certainly can make a case for that). The Assassins think that freedom should be protected at all costs, even if it ends up hurting humanity (and you can make a case for that as well). As of Revelations, it remains to be seen which neither side is right...which is just how the good guys or the bad guys. Supposedly. The success Creator/UbiSoft likes it.
had in actually implementing this has been...mixed.
** The historical backdrops as well. Creator/UbiSoft make a big point of presenting all sides as sympathetically and flawed as possible In the first game, the overarching theme (which is echoed by Lucy in the present day) is that while still maintaining historical accuracy. For the Templars' goals are honorable, the methods they go about attaining them are unacceptable, and thus it's up to the Assassins to thwart them. The entire game is Altair taking out a series of Templar agents (all nasty at best and murderous at worst), each of whom, in dying, tries to convince Altair that he was in the wrong (with at best minimal success), interspersed with a series of conversations with Al-Mualim which reveal little. In the end, it turns out that Al-Mualim was secretly a double agent who had Altair kill the Templars to prevent them from recovering the Apple of Eden, which he uses to ''enslave the entire population of Masayaf''. (He ''did'' genuinely want to bring an end to the Crusades, but because he wanted the Holy Land for himself, not out of any honorable desire for peace.) In the end, none of the unequivocally evil Templars are vindicated in any way, Altair not only fully redeems himself but eventually succeeds Al-Mualim as grandmaster, and the Abstergo high command orders Desmond's murder, stopping only after Lucy intervenes.
** ''Complete, catastrophic'' subversion in the three Ezio games. Rodrigo is a blood-drenched tyrant, Cesare is an outright ''psychopath'', and every other Templar is a butcher, extortionist, corrupt official, thief, usurper, or shady schemer. Meanwhile, Ezio not only proves his heroism countless times and transforms Rome from a broken-down slum to a beautiful, thriving metropolis pretty much singlehandedly, his Brotherhood becomes a force of good throughout Europe and much of Asia, promoting science and the arts, defending against invaders, and undertaking numerous public works projects.
** They finally got right in
[[VideoGame/AssassinsCreedIII the third game]], which is set in UsefulNotes/TheAmericanRevolution, game]]. UbiSoft have made it very clear to depict the war as this, carefully crafted a balanced outlook of all four factions in UsefulNotes/TheAmericanRevolution (Assassins, Templars, British, and Patriots) in the face of widespread criticism. The British of course have their share of {{Evil Brit}}s and atrocities, but want to hold their empire together more than anything else, while it's made very clear that the Colonials want freedom, but don't really care for ''[[TheHero Connor]]'s'' freedom, and in fact Connor points out the [[{{Hypocrite}} hypocrisy]] of wanting freedom while owning slaves. Then there's [[spoiler:George Washington destroying several native villages, including Connor's home village, which is TruthInTelevision]].
** *** The third game introduces a bit of 'Black' into the mix: [[spoiler:Juno, who manipulated Assassins and Templars alike to bring about her own resurrection so she could conquer humanity.]]humanity. It didn't quite work out for her.]]
** Black Flag took a step backward. At first the Templars are seen to be participating in activities that, while unsavory by today's standards, were fairly typical for privileged men of the era. (One even chides an associate who expresses disgust at his dealing in slaves, asking how subjugating black men is morally worse than subjugating all men.) Edward becomes a privateer and later pirate for the sole purpose of getting rich, and he's point-blank about this to everyone he meets. When he meets the Assassins (whom he learns absolutely nothing about beforehand), they're portrayed as stubborn, unpleasant, highly territorial recluses. However, through a series of mutual struggles Edward becomes sympathetic to the Assassins' cause (they're fighting to prevent the native peoples from being enslaved, for one), ultimately adding their symbol to his flag, and learns that the Templars intended to use the Sage as part of a plot to take over the English government. While far less blatant than in AC2, we never get the sense that anyone with a morally sound outlook would want anything to do with the Templars, while the Assassins at the very least are trying to stop them.
** Rogue made a huge turn to the point where it almost qualifies as role reversal. Achilles is by far the worst Mentor ever, a thoroughly wrongheaded dunce who makes one disastrous bungle after another and never shows a hint of remorse or self-awareness. The other Master Assassins are either too stupid to see his gross incompetence or too blinded by loyalty to call him out. He makes no attempt to cool off Shay after the highly traumatic destruction of Lisbon, leading to his (completely justified) defection. The lower-level Assassins have degenerated into criminal gangs whose sole purpose is to extort the populace and kill anyone who tries to root them out. Meanwhile, Shay gets won over by a wealthy Templar who seeks to rebuild parts of the Colonies ruined by war or neglect, and he takes on Christopher Gist, a charming, humorous rogue, as his quartermaster. Haytham, while cold-blooded as ever, never harms anyone who isn't already an acknowledged enemy. Not only don't we see the Templars do anything overtly evil, Shay performs some of the same tasks as Edward!
** Unity gets back on track, but largely by making both sides too ineffectual to amount to anything. The Order is so wrapped up in arcane rules and hierarchy that they butt heads with Arno on just about everything, despite the fact that he's the only Assassin who's getting anything done. (In one revealing scene, he brings Belloq to justice after Belloq murdered their Mentor, and he gets ''punished'' for it.) They completely fail to prevent a bloody revolution, protect their most powerful ally, the King, or stop any of the atrocities that happen after his death. Meanwhile, the Templars have a ludicrously complicated scheme to overthrow the King so that the people will learn to fear chaos and adopt the Templar ethos ([[InsaneTrollLogic or something]]), and, despite being thwarted at every turn by Arno...who, you'll remember, isn't popular at all within the Assassin organization and was never particularly heroic to begin with, making him the ''perfect'' candidate for a Shay-eque turn...never make any attempt to convince him to join their side. Ultimately their plan succeeds, ''but they gain nothing from it because Arno killed them all''. As for Arno himself, he starts out as a good-for-nothing young punk a la Ezio and gets drawn into the Assassins out of a desire for revenge, but never truly embraces their way of thinking and is motivated primarily by his love for Elise (which goes pretty much nowhere). In the end he's been kicked out of the Assassins, he's all alone in a land ravaged by war and chaos, he has no ambitions or plans for the future, and he pretty much just wants to leave France and never return.
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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. Although the main quest is pretty much black-and-white, the politics in Vvardenfell are very clearly Gray And Gray. House Hlaalu, for example, is open-minded but corrupted, House Telvanni is honest but elitist, House Redoran is strong but xenophobic, the Empire often ranges from oppressive to a little bit too lax, the Dunmer Temple is kind and charitable but has Knights Templar (the Ordinators) and is to some degree a CorruptChurch, and the three [[PhysicalGod god-kings]] to which it is devoted are respectively benevolent but pathologically dishonest, egotistically psychotic, and dead. House Dagoth are portrayed as evil, but still remain somewhat gray. At most the main quest is closer to BlackAndGrayMorality.

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** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. Although the main quest is pretty much black-and-white, black-and-white (though if you really dig into the backstory, the BigBad has some WellIntentionedExtremist and VillainHasAPoint aspects that can move him closer to a "dark gray"), the politics in Vvardenfell are very clearly Gray And Gray. House Hlaalu, for example, is open-minded but corrupted, House Telvanni is honest but elitist, House Redoran is strong but xenophobic, the Empire often ranges from oppressive to a little bit too lax, the Dunmer Temple is kind and charitable but has Knights Templar (the Ordinators) and is to some degree a CorruptChurch, and the three [[PhysicalGod god-kings]] to which it is devoted are respectively benevolent but pathologically dishonest, egotistically psychotic, and dead. House Dagoth are portrayed as evil, but still remain somewhat gray. At most the main quest is closer to BlackAndGrayMorality.
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* The Dave Mason song "We Just Disagree"
--> ''So let's leave it alone, 'cause we can't see eye to eye''
--> ''There ain't no good guy, there ain't no bad guy''
--> ''There's only you and me and we just disagree''
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* ''WesternAnimation/TomAndJerry''. Though Tom is often out to harass, kill, and eat Jerry, you can't overlook the fact that Jerry is extremely sadistic, and sometimes isn't even provoked. But that still doesn't excuse Tom, who often brings his punishment upon himself, and at the beginning of the majority of the episodes is bullying Jerry. At times its hard to tell who the victim is; sometimes its neither (and occasionally it's both).

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* ''WesternAnimation/TomAndJerry''. Though Tom is often out to harass, kill, and eat Jerry, you can't overlook the fact that Jerry is extremely sadistic, and sometimes isn't even provoked. But that still doesn't excuse Tom, who often brings his punishment upon himself, and at the beginning of the majority of the episodes is bullying Jerry. At times its it's hard to tell who the victim is; sometimes its it's neither (and occasionally it's both).
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* A main theme of ''WesternAnimation/StevenUniverse'', according to its creators, is that almost nobody is truly good or truly evil. Antagonists aren't permanent, and are all multi-faceted with a chance of [[HeelFaceTurn redemption]]. The protagonists also have the capacity to become [[FaceHeelTurn malicious and harmful]]. However, they are very unlikely to become largely 'evil' compared to 'evil' characters becoming 'good', making the show lean slightly towards WhiteAndGreyMorality at times.

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* A main theme of ''WesternAnimation/StevenUniverse'', according to its creators, is that almost nobody is truly good or truly evil. Antagonists aren't permanent, and are all multi-faceted with a chance of [[HeelFaceTurn redemption]]. The protagonists also have the capacity to become [[FaceHeelTurn malicious and harmful]]. However, they are very unlikely to become largely 'evil' compared to 'evil' characters becoming 'good', making the show lean slightly towards WhiteAndGreyMorality at times. The major theme of season 3 is showing that while the Crystal Gems were fighting for a good cause against Homeworld's imperialist conquering, Gems on both sides suffered a lot during the Gem war. Rose Quartz was always implied to have done many questionable things during her time, with Garnet saying out right that she kept many secrets from them. As Bismuth's reappearance in the present day proved, the decisions of a leader are never easy. When Bismuth presented her with a weapon known as the Breaking Point that was capable of shattering Gems, effectively fragmenting their beings into several self-aware pieces that are subjected to AFateWorseThanDeath, Rose wouldn't stand for the thought of shattering as it would taint her belief that all life was worth giving a chance and making them no better than the Diamonds. Bismuth understandably upset seeing her friends broken in battle and having her creation rejected, faught Rose to take back the weapon for herself, forcing Rose to bubble Bismuth who was too dangerous to be set free. Yet she never told any of the Crystal Gems what happened to their friend, making them believe she was lost. For all that, Jasper reveals a few episodes later during one hell of a VillainousBreakdown that the vicious, uncaring soldier who spared no pity for others came back to Earth to get revenge on Rose for shattering Pink Diamond, an act equivalent to deicide in Homeworld society. As a Ruby and later Garnet confirmed, Rose went against her own morals because she felt it was for the greater good, so that Earth, humanity, the Crystal Gems, and Steven to exist, compromises had to be done. And for all that, the Homeworld Gems who faught in the war are crushed to know that all their sacrifice and centuries of fighting were for nothing. As Greg said back in season 1, "There's no such thing as a good war, Kiddo."
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* ''LightNovel/MaoyuuMaouYuusha'' deconstructs the BlackAndWhiteMorality prevalent in many other fantasy works when the Demon Queen reveals the truth to the Hero about the human-demon conflict: neither side are wholly good or evil, just the individuals and their actions. On one hand, the war helped unite feuding kingdoms against a common enemy. On the other hand, opportunists came in to exploit civilians and get rich off the war. Both the Demon Queen and the Hero, who can pride themselves of ALighterShadeOfGrey, now set off to cut through the war and find a more peaceful solution.

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* ''LightNovel/MaoyuuMaouYuusha'' deconstructs the BlackAndWhiteMorality prevalent in many other fantasy works when the Demon Queen reveals the truth to the Hero about the human-demon conflict: neither side are wholly good or nor evil, just the individuals and their actions. On one hand, the war helped unite feuding kingdoms against a common enemy. On the other hand, opportunists came in to exploit civilians and get rich off the war. Both the Demon Queen and the Hero, who can pride themselves of ALighterShadeOfGrey, now set off to cut through the war and find a more peaceful solution.



* The fraternity from ''Film/{{Neighbors|2014}}'', especially Teddy, are depicted surprisingly sympathetically, while Mac and Kelly do some pretty dark things during the feud. Neither side comes across as fully bad or fully good.

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* The fraternity from ''Film/{{Neighbors|2014}}'', especially Teddy, are depicted surprisingly sympathetically, while Mac and Kelly do some pretty dark things during the feud. Neither side comes across as fully bad or nor fully good.
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* In regards to the [[WeAreStrugglingTogether conflict between the five main factions]] of ''VideoGame/{{Battleborn}}'', each faction is nuanced in general.
** The UPR are altruistic soldiers dedicated to rescuing and protecting refugees fleeing from the Varelsi threat. However beneath this otherwise good face, the faction has a dark side, one which is steeped in bureaucracy, draconian law enforcement, and even forbidden genetic experimentation and clone soldier production. This has led them to doing some hard and questionable decisions such as an forceful attempt to set a base on Ekkunar in the past until they were driven off by the Eldrid. Furthermore, where the other factions can be characterized by their position on how to save Solus, the UPR's focus is squarely on the preservation of life, no matter the cost even if the star is lost.
** The Eldrid are firm believers of being in harmony with natural laws of the universe. They prefer to simply observe, preserve, and catalog all that they can find and be one with nature rather than impose upon it. Although that maybe the case, their beliefs at its core are more the reverence of the natural order of the cosmos itself and less of life. They believe that the universe should be left alone to run its course even if it means natural death and entropy. As such, they greatly oppose anything that would disrupt the natural order of the universe even going so far in some cases as to attack or sabotage the efforts of certain other factions regardless of whatever these factions' motives may be.
** The LLC are a aristocratic merchant class focused solely on making a profit even at end of the universe. They sell weapons and such to the other factions regardless of the cost as long as they get paid. On top of that, even the kindest of the LLC members have an air of aristocracy, entitlement, and affluence that cannot completely be shed; whether that means a daily assumption that someone is there to clean your dress, or firmware-held beliefs that all beings of lesser classes must be eliminated to raise the value of the remaining universe. While they certainly wish to preserve the universe, if it were to come to a sudden and dramatic end, the LLC would be the group selling tickets to the live stream to watch the last battle.
** The Rogues are the truest form of outcasts, rejects and wanderers from every civilization and walk of life. They are vagabonds, pirates, raiders, mercenaries, hermits –beings who value personal freedom over anything else. For some Rogues, that freedom means a life of freeing possessions from other people. For other Rogues, it just means living in isolation, free from the rules, restrictions, and conflict of the rest of the universe. While not every Rogue is a criminal, certainly there are a few who just want to be left alone, but most Rogues value freedom and pleasure, sometimes in that order. The Rogues are wild, weird, and individualistic however despite their differences, the Rogues share one thing in common: They do want to survive. They have all spent their lives trying to avoid capture or destruction, and now that their home, the Last Star, is threatened, many of them will put their criminal empires on hold in order to turn their attentions to the real enemies – Rendain and the Varelsi.
** The Jennerit are the bad guys among the five factions. They're pragmatic and ruthless, more than willing to manipulate and control anything and everything to accomplish their goals and achieve what they view as perfect. They even go so far as to bend the natural laws of the universe in order to gain things such as immortal life. What they can't control or fix to fit their concepts of perfection, they destroy. The Jennerit are in essence everything associated with a stereotypical evil empire. Despite this however, they are not necessarily "the bad guys". Although they fit the bill, not all of them are evil. It's just that they're not nice and have rather "flexible ethics". The Jennerit did ally with the other factions against the Varelsi as the strongest military force before Rendain betrayed everyone and decided to have the Jennerit switch sides. Even then though, the Jennerit are split within Rendain's Imperium between those who follow him and those who rebel against him. In fact, Rendain himself is not exactly evil as he's ultimately driven by a desire to save something of the universe from what he perceives as inevitable even if it means screwing everyone else.
** Also a DeconstructedTrope since the quirks and traits of all of these factions are what forced people like [[OnlySaneMan Trevor Ghalt]] and the [[TitleDrop titular]] [[RagTagBunchOfMisfits Battleborn]] on trying to stem the tide of Valresi rather than entering in [[WeAreStrugglingTogether pointless war against each other]] out of both resources and bitterness.
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** The main Baratheon family is a mixed bag, because King Robert is shown as a charismatic ruler who is at least GenreSavvy enough to surround himself with able advisers. On the other hand, his son [[spoiler:(by his wife Cersei through BrotherSisterIncest with Jaime)]] Joffrey is psychotic, immature and capricious, with his only redeeming trait being his yearning to win his father's approval.

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** The main Baratheon family is a mixed bag, because King Robert is shown as a charismatic ruler who is at least GenreSavvy savvy enough to surround himself with able advisers. On the other hand, his son [[spoiler:(by his wife Cersei through BrotherSisterIncest with Jaime)]] Joffrey is psychotic, immature and capricious, with his only redeeming trait being his yearning to win his father's approval.
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* ''Literature/BlackCompany'' by Glen Cook at best. Most prevalent in the first book, and then appearing here and there throughout the series.

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* ''Literature/BlackCompany'' ''Literature/TheBlackCompany'' by Glen Cook at best. Most prevalent in the first book, and then appearing here and there throughout the series.
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* ''WesternAnimation/CaptainPlanetAndThePlaneteers'': The episode "If It's Doomsday, This Must Be Belfast" explores this. One of the villains, [[ForTheEvulz for the heck of it]] plants a nuclear bomb in three areas of ethnic conflict, and gives detonators to one member of each side, in an attempt to prove humanity will destroy itself. The individuals from each conflict act petty, stubborn, and have their fingers on the button at one point. But neither side is portrayed as truly malicious, just a product of conflicts that go back generations. And when shown a vision of nuclear war, they agree to dismantle the nukes. This would have been a fine message had it not for the [[SoBadItsGood poor but unintetionally hilarious writings]] (Turning what would be an analysis on sectarian conflict into a WestSideStory-esque gang feud), [[ArtisticLicense little (or lack of)research]] (Usage of Fenian Prots instead of its usage as separate terms of Fenian for Catholic and Prots for Protestants) , and [[WhatTheHellIsThatAccent ridiculous dialogue]]for the Belfast inhabitants.

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* ''WesternAnimation/CaptainPlanetAndThePlaneteers'': The episode "If It's Doomsday, This Must Be Belfast" explores this. One of the villains, [[ForTheEvulz for the heck of it]] plants a nuclear bomb in three areas of ethnic conflict, and gives detonators to one member of each side, in an attempt to prove humanity will destroy itself. The individuals from each conflict act petty, stubborn, and have their fingers on the button at one point. But neither side is portrayed as truly malicious, just a product of conflicts that go back generations. And when shown a vision of nuclear war, they agree to dismantle the nukes. This would have been a fine message had it not for the [[SoBadItsGood poor but unintetionally unintentionally hilarious writings]] (Turning writing]] (turning what would be an analysis on sectarian conflict into a WestSideStory-esque gang feud), [[ArtisticLicense little (or lack of)research]] (Usage of) research]] (usage of Fenian Prots instead of its usage as separate terms of Fenian for Catholic and Prots for Protestants) , Protestants), and [[WhatTheHellIsThatAccent ridiculous dialogue]]for dialogue]] for the Belfast inhabitants.
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* In ''VideoGame/DarkSouls'', the central conflict in the game is extremely lacking in details, but what details we do know ultimately make it an example of this. The conflict between Fire and Dark seems clear-cut at first, but we're shown numerous instances of how LightIsNotGood and DarkIsNotEvil throughout the games. On the other hand we're also shown numerous instances of LightIsGood and DarkIsEvil at the same time. The message of the games seems to be that ''anything'' can be an evil, corrupting influence if taken too far.

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* In ''VideoGame/DarkSouls'', the central conflict in the game is extremely lacking in details, but what details we do know ultimately make it an example of this. The conflict between Fire and Dark seems clear-cut at first, but we're shown numerous instances of how LightIsNotGood and DarkIsNotEvil throughout the games. On the other hand we're also shown numerous instances of LightIsGood and DarkIsEvil at the same time. The message of the games seems to be that ''anything'' both sides have their place in the world, and are capable of good things, but both can also be an evil, a destructive, corrupting influence if taken too far.
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* In ''VideoGame/DarkSouls'', the central conflict in the game is extremely lacking in details, but what details we do know ultimately make it an example of this.

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* In ''VideoGame/DarkSouls'', the central conflict in the game is extremely lacking in details, but what details we do know ultimately make it an example of this. The conflict between Fire and Dark seems clear-cut at first, but we're shown numerous instances of how LightIsNotGood and DarkIsNotEvil throughout the games. On the other hand we're also shown numerous instances of LightIsGood and DarkIsEvil at the same time. The message of the games seems to be that ''anything'' can be an evil, corrupting influence if taken too far.
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* ''VideoGame/XenobladeChroniclesX'' takes a very "choices and consequences" approach to morality in its many, many sidequest dialog options, and the road to hell is truly paved with good intentions - sometimes being a dick is the only way to minimize the body count, and the people involved may or may not sympathize with this after the fact. This comes to a head late in the plot when [[spoiler:Elma points a gun at a traitor and Rook, unbidden by the player, will join Lin in [[GoThroughMe standing between them]] because they find said traitor's story sympathetic. The thing is, the ''player'' might very well be on Elma's side, and a very strong case can be made that it's irresponsible of everyone involved not to put a bullet in the traitor on the spot when you weigh one tragic story against humanity's survival. And to cap it off, what at the time is an ambiguous situation or message about humanity [[BrokenAesop proves Elma completely right]] when the traitor's actions later compromise or destroy the subject of humanity's entire efforts thus far.]]
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* ''LightNovel/CrestOfTheStars''. Both warring factions are morally ambiguous: Leaders of [[TheEmpire Humankind Em]][[SpaceElves pire Abh]] want to establish everlasting peace and prosperity, but they try to achieve it by [[GalacticConqueror conquering the Galaxy]] and subjugating humankind to their benevolent but authoritarian reign, which, among other things, deprives them of freedom of interstellar travel. On other hand, their enemies, [[TheFederation United Humankind]] want to preserve their independence and freedom of space travel and trade, but they are prone to use underhanded tactics against Abh, are blatantly racist towards them and plan to enslave Abh after the war is over.
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** The game also takes measures to humanise the previously AlwaysChaoticEvil Raiders through EnemyChatter and WhatMeasureIsAMook. Some are [[CardCarryngVillain psychos who enjoy their line of work]], and some are obviously strung out and tormented by what they have to do to survive. Shooting Raiders dead will sometimes cause their allies to cry out in anguish and horror.

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** The game also takes measures to humanise the previously AlwaysChaoticEvil Raiders through EnemyChatter and WhatMeasureIsAMook. Some are [[CardCarryngVillain [[CardCarryingVillain psychos who enjoy their line of work]], and some are obviously strung out and tormented by what they have to do to survive. Shooting Raiders dead will sometimes cause their allies to cry out in anguish and horror.
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* ''Videogame/{{Ingress}}'': The Enlightened want to infuse humanity with the Exotic Matter coming out of mysterious portals, as they have good reason to believe it's what gave humans creativity and ideas themselves, and direct exposure would uplift them to their full potential, while cutting them off completely would lead to the end of creativity itself. The Resistance believes this is a lie, that it's truly the beachhead for an alien invasion, and that the Exotic Matter allows them to take over minds, or even breach this dimension to invade it, so it must be shut off and destroyed. Both sides believe they're doing what is the right thing to do, both resort to underhanded tactics when they must, and both have good arguments and proof that their view is correct. But never enough to truly decide who is actually ''right'' in this conflict.
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* ''VideoGame/SpecOpsTheLine'': First, there is the Damned 33rd, who can only maintain order in a crumbled society through draconian martial law; then there is the Emirati insurgency, defending their people against what they see as murderous invaders; the Exiled 33rd, rebelling against a leadership they view to be suicidal and insane; the CIA, who on Riggs' side attempt to prevent a larger war from breaking out at the cost of ending this one, and on Gould's side prioritize rescuing the populace; and of course the player's faction, Delta Squad, who are only trying to "save the day". [[spoiler: Unfortunately, the conflicting interests of all these groups will result in almost everyone dead, in no small part due to your own actions.]]

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* ''VideoGame/SpecOpsTheLine'': First, First there is the Damned 33rd, who can only maintain order in a crumbled society through draconian martial law; then there is the Exiled 33rd, rebelling against a leadership they view to be suicidal and insane; tthe Emirati insurgency, defending their people against what they see as murderous invaders; the Exiled 33rd, rebelling against a leadership they view to be suicidal and insane; the CIA, who on Riggs' side attempt to prevent a larger war from breaking out at the cost of ending this one, and on Gould's side prioritize rescuing the populace; and of course the player's faction, Delta Squad, who are only trying to "save the day". [[spoiler: Unfortunately, the conflicting interests of all these groups will result in almost everyone dead, getting killed, in no small part due to your own actions.]]

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