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Alignment is the measure of an individual or individual institution's position on the ''law-chaos'' and the ''good-evil'' ontological axes. Though characters and their institutions are by necessity subjective, alignment creates objective observations about behaviors with their inherent moral textures. An important fixture in ''[[The Domains of Dread]],'' as the Realms of Terror seek to pull certain individuals to axiom extremes whether good or evil, lawful or chaotic. Yet the Misty Border obscures easy assessment of alignment. Whether it does this to abet evil by having the quality of being evil harder to definitively determine or to force, ironically, subjective judgement of actions is a matter best left to the philosophers.
Alignment measures an individual, institution or [[Ideoligions|ideoligion’s]] position on the ontological law-chaos (ethical) and good-evil (moral) axes. It is an objective assessment about behavior espoused by all people and creatures when that behavior is natural and unforced.


The following details alignment from its overarching, objective perspective and how it impacts play in ''The Domains of Dread.'' It should be assumed that no playable character in the Realms of Terror will have detailed knowledge of alignment as a metaphysical concept except for the existence of good, evil, chaos and law.  
In ''[[The Domains of Dread]]'', alignment and its change is foundational to the Realms of Terror, as the demiplane conspires to pull exceptional individuals and their factions to axis extremes whether good or evil, lawful or chaotic. Yet the Mists also constrict only but the most rudimentary means for determining moral alignment, forcing, ironically, subjective judgments about the Misty Plane and those inhabiting it.


Clarifications and ruling regarding alignment different from base Third Edition are also proscribed; in all cases alignment as described on this page is how alignment functions in ''The Domains of Dread,'' superseding information that can be found elsewhere.
This article serves to replace any instruction, advice or prior literature regarding alignment from vanilla Third Edition sources. Information not contained within this article or provided by [[Staff, Requirements and Applications#Game Masters|Game Masters]] does not apply to alignment as it appears in ''The Domains of Dread''. It may be assumed that no player character has detailed knowledge about alignment as a metaphysical concept other than the existence of good, evil, chaos and law.


=== Alignment as Pattern ===
=== Alignment as Pattern ===
A character's alignment is, at its core, a statement about how they behave in an environment where their behavior is unforced. It reflects their true (inner) self, without regard for public persona. It is in fact the rule rather than the exception in the Realms of Terror that the greatest living evils often have the presence of mind to be polite in public, even charming or superficially helpful - but when allowed to be as they really are, such pleasantries melt away into the Mists.
Alignment describes how a character, institution or ideoligion behaves when allowed to act truthfully and in earnest. It reflects their innermost selves disregarding surface personae or niceties—indeed, villains beyond the Misty Border are frequently charming or tragic, sometimes even helpful—but when allowed to be as they really are, such pretense dissolves away into the Mists.


As such, alignment is a pattern of behaviors that carry ontological weight. People in the Realms of Terror do not snap into another alignment for any one choice - however chafing against their nature has consequence in the form of internal conflict. Should a person ''feel'' they have violated their inner selves to the degree of believing that they have become something other than, no further action need be taken: the Mists will have made it so. Absent of such catastrophic revelations, people shift alignment as the result of continued action to the contrary in periods of months or even years.
Therefore alignment should describe patterns in behavior which carries ontological weight along the two axes. Not every action a character takes must express alignment, and the Realms of Terror only rarely see someone “snap” into another alignment as consequence to any one decision unless that decision should be egregious or damning—but acting against one’s innermost self creates internal turmoil, and turmoil the demiplane is ever keen to exploit. Should someone believe they have violated their innermost self that they have become “other than”, no further action need be taken: the Mists will have made it so.
 
Absent such catastrophic revelations, alignment tends to slide over the course of months and even years.


=== Intention in Alignment ===
=== Intention in Alignment ===
Intention does play a role in alignment in the Realms of Terror, though it is no exonerating salvo - objective misdeeds are objective misdeeds, even if they are done for subjectively good or at least feasible reasons. Simply put, a character who does something for the easy joy of doing will receive more of an alignment slide toward the position of that action than someone who does so with regret, ignorance or gritted teeth - but both slide.
Though the intention behind an action with ontological consequence does have some role to play for determining the severity of an alignment slide, this does not exonerate ignorant or evil decisions. To perform an action for the easy pleasure of doing it will cause a greater alignment slide toward the position held by that action than to have done it with reluctance or regret—but in both cases, an alignment slide shall occur.
 
=== The Ethical Axis ===
The ethical axis (law-chaos) may be best understood by how collectivist or individualist an individual, institution or ideoligion is. To have a code of conduct alone a lawful position does not make—it is how broadly that code of conduct should be prescribed unto others which motivates lawful intentions. Lawful characters have an innate desire to see all of society behave the way they do, and will construct laws and rulings in order to artifice this reality into being. Conversely, chaotic individuals, institutions or ideoligions place special premium on personal freedoms and believe broadly that societies should always act in the interests of those individuals than overtures about hurting the few to spare the many.
 
=== The Moral Axis ===
The moral axis (good-evil) may be best understood by how forthright or amoral an individual, institution or ideoligion is. Pursuing evil in the Realms of Terror may be as easy as shrewd indifference to injustice, though such evil individuals often foment tragedy as long as they believe they or those who they align with stand to benefit from those tragedies. To be good beyond the Misty Border requires constant resistance to the depravities witnessed across the demiplane, as the Mists seem to reward evil with what first appears to be dark gifts in [[Corruption Checks|Corruption]], even if these dark gifts lead their beholders to inevitable ruin.
 
== The Nine Alignments ==
 
=== Lawful Good <small>(LG)</small> ===
The lawful good believe that law should serve a greater, public good. They hold themselves with the certainty of people benevolent as they are honorable. Though they must oppose evil and vociferously wherever it may be found, they enact this justice out of compassion, not blind dogma. Little is more important to the lawful good than defense of the innocent, understanding that code and ethics are useless unless they serve the people.
 
The lawful good value truth, chivalry and equality. They feel personal responsibility to intervene on the behalf of others when they cannot or will not stand up for their rights. They respect the rule of law but subvert laws which do not uphold common interest or prop up individuals at the many’s injured expense, deeming them unjust and illegitimate.
 
This is the rarest alignment in the Realms of Terror. Few lawful good individuals survive old, happy or fulfilled as the Mists invent endless challenges for those clinging stubbornly to such high ideals.
 
=== Neutral Good <small>(NG)</small> ===
The neutral good understand that pursuing good in the Realms of Terror requires discretion. Though many are benevolent public servants, healers or scholars, they have no inherent distaste for laws nor a need to stand for the rule of law itself.
 
The neutral good value personal peace, knowledge and satisfaction. They are content to pursue the betterment of their communities in small but valued ways, such as relieving the suffering of others without lamenting societal structures or “the bigger picture”. They are likely to turn a blind eye about matters which are beyond their ability to change.
 
Tending toward quieter lives, this alignment is well represented but often unsung in the Realms of Terror. Though unusual for the neutral good to take to ambition, some institutions with this alignment nevertheless aspire to resolve the pain and misery so felt across the demiplane in as many of its denizens as possible.
 
=== Chaotic Good <small>(CG)</small> ===
The chaotic good do not stand idle by injustice. Though similar to lawful good in this respect, those with this alignment have entirely different views about how to best address these injustices. Where the lawful good may speak out about the illegitimacy in an unjust law, the chaotic good take umbrage with the very institutions which produce these laws altogether as they argue governments are foremost tools for tyranny, not order.
 
The chaotic good value freedom, individual prosperity and rightful retribution. They believe the “little people” must care for their own rather than sign away their rights to institutions who abuse them. While those with this alignment may not necessarily advocate for total anarchy, they remain disobedient and suspicious of authorities, speculating about their intentions and which masters they serve.
 
Given that there is no shortage of injustice beyond the Misty Border, the chaotic good are never without something to avenge. Despite always having good intentions, this predisposition to make decisions out of passion rather than forethought leaves them vulnerable to the Mists’ talent for unforeseen consequences.
 
=== Lawful Neutral <small>(LN)</small> ===
The lawful neutral enact law to bring about platonic ideals of order without concern over moral textures. Though they do not seek to disenfranchise others outright, they believe that carving out exceptions where exceptions may be made weakens the legitimacy of a society or organization to do what it is right by their own traditions.
 
The lawful neutral value consistency, pretext and orthodoxy. Upholding the letter of the law is more important than the individuals who may be affected by them, good or bad. Allowing context to “dilute” this ideal, in their eyes, serves only to confuse and distract away from the fundamental truth that long term peace and prosperity may be brought about only by organization and a willingness to act on that organization’s edicts.
 
This alignment is held by a plurality of ecclesiastic churches, their adherents and idealized governance in the Realms of Terror, though the twisted nature of domains make such ideals difficult to keep in practice.
 
=== True Neutral <small>(TN)</small> ===
The true neutral serve no ontological masters. Though capable of performing lawful, good, evil or chaotic actions, they are never morally or ethically injured by these actions or when observing them in others. In this way they remain balanced, rarely aspiring to ascend their means.
 
The true neutral value equilibrium. Though they may not be faithless, by being capable of any action they are inherently undefined by them. If they espouse any greater philosophy, it is to receive knowledge and enlightenment as may be found in nature than through the complexities of humanoid perspective.
 
Many are born true neutral in the Realms of Terror. While the demiplane produces great heroes and wretched villains, if not for the thousands of common folk who go about their lives without involving themselves in this cosmic drama, those heroes would cease being so great or those villains so evil. They live to live, and without zeal.
 
=== Chaotic Neutral <small>(CN)</small> ===
The chaotic neutral put their needs as individuals ahead of any other. They guard their freedoms greedily yet won’t fight for the freedoms of others unless complicated by circumstance or personal attachment.
 
The chaotic neutral value sovereignty, wealth and self-appeasement. They are guided by their own, often fickle whimsy, chafing at order as order seeks to limit them or their ambitions. “Because I want” is all that is required for them to enact an idea, and they will answer to no-one but themselves in pursuit of this want.
 
Such individualists are not uncommon in the Realms of Terror, but their lack of scruples and talent for ambition renders them weak to outside influence, so long as that influence provides something they—knowingly or unknowingly—believe that they should have and have alone.
 
=== Lawful Evil <small>(LE)</small> ===
The lawful evil sees law as a tool to enrich ambition, whether their own or in service to an institution or ideoligion. They care about tradition, loyalty and order but not freedom, dignity or life. Those with this alignment use positions of power to hunt and isolate anyone or anything they perceive as a threat, even if they must undergo cruel or heinous acts to do so.
 
The lawful evil value control, authority and supremacy. Disobedience, they say, is treason, and treason must be punished with extreme jurisprudence. While the rank and file of institutions with this alignment may espouse personal beliefs contrary to the lawful evil position, they serve evil masters under the guise of “following orders”.


=== The Nine Alignments ===
A plurality of governments in the Core are lawful evil when exposed to scrutiny of their practice, as they serve darklords or other evil figures at the expense of individual liberties and self-actualization. Those within find the appearance of law and order more important than its real, unqualified outcome.


==== Lawful Good ====
=== Neutral Evil <small>(NE)</small> ===
A lawful good character acts with the certainty of someone as good as they are honorable. They will oppose evil wherever they are found, refusing to be passive except to work toward that evil's destruction. Yet they also will help those in need, knowing that law and creed is useless unless serving to the benefit of common folk. Lawful good is the rarest alignment in the Realms of Terror, as the Mists often invent scenarios where those who cling stringently to feckless ethics find themselves challenged again and again. Few that remain with this alignment will die old, happy and fulfilled.
The neutral evil are content to do whatever they think they can get away with. They represent banal, matter-of-fact evildoers who are not bound by base urges or fealty to higher order. They may undermine other institutions or ideoligions but will not do so bombastically as the preferred alignment of assassins, unbenevolent spies and amoral scientists.


==== Neutral Good ====
The neutral evil value discretion, personal power and achievement. They don and doff whatever personae they require to get at something they want or believe in—yet remain all business as they do. Instead, they may be pleased from climbing social ladders or after capturing some esoteric, terrible knowledge. If the neutral evil do pay lip service to greater philosophies it is often to abstract concepts put ahead of the wellbeing of the immediate, such as [[Druid|Blighters]] to the Cycle or evil servants to the ceremonies of [[Hala]].
A neutral good character understands that pursuing good in the Realms of Terror is subject to a level of complexity that requires discretion. Though they make for benevolent public servants, healers and scholars, they do not feel an inherent offense for the rule of law, nor the need to protect the rule of law itself. Many are content pursuing the betterment of their communities in their own individual way without lamenting the bigger picture.


==== Chaotic Good ====
Given their ability to move through positions of society without revealing themselves as who they really are, the neutral evil make for easy opportunists in the Realms of Terror as cunning strategists willing to use each and every possible advantage.
A chaotic good character cannot stand idle by injustice. This is not dissimilar to lawful good, however their reasons could not create greater contrast. Where a lawful good character may see a poisonous law and speak out to change it, a chaotic good character often finds offense with the very institutions installing such laws themselves, arguing they are the tools for tyranny, not order. They will not necessarily advocate for total anarchy, but are naturally suspicious of authorities and their true intentions.


==== Lawful Neutral ====
=== Chaotic Evil <small>(CE)</small> ===
A lawful neutral character champions codes and standards without quandary over their moral structure. They believe that carving exceptions where exceptions might be made creates long term doubt in the strength of a society or organization to what is right by their own traditions. This is often the alignment of ecclesial churches, their adherents, and the platonic ideal of governments even as the nature of the Realms of Terror often make such dispositions difficult in practice.  
The chaotic evil abhor the sanctity of life and order itself. They are thrust along by mad, hungry compulsions ensuring total destruction whenever these villains are left unopposed. Though they might put on the airs of someone else to better survive, their lack of discipline make any charade difficult to maintain long term.


==== True Neutral ====
The chaotic evil value anarchy, greed and gluttony. Law and order serves only to deny them their wishes and therefore must be destroyed. Some with this alignment serve greater masters, but do so for only as long as they must or as convenient. Their philosophies, if at all present, concern only their immediate satisfaction for whatever compels them.
Most people in the Realms of Terror are born true neutral and, unless circumstances permit their cottoning onto another as they mature, remain that way through their lifetime. The Realms of Terror produce the greatest heroes and the most wretched villains, true, but if not for the thousands of common folk who speak to no side beside, they would cease being so great or so evil. These are the people who live to live, and do so without zeal.


==== Chaotic Neutral ====
Chaotic evil is represented by a plurality of undead in the Realms of Terror, representing disdain and treacherous jealousy for the life they were denied and today consume with starving, terrible joy.
A chaotic neutral character upholds themselves only to their own individual beliefs and desires. They guard their individual rights greedily yet won't fight for the freedoms of others, if they consider "the other" at all. They do not make intentional disruption in the fabric of order as to do so would imply ideology or greater purpose, which the chaotic neutral would not espouse. Instead they are individualists, putting premium on the ability to decide however they would like with minimal regard for consequence.


==== Lawful Evil ====
== Alignment in ''The Domains of Dread'' ==
A lawful evil character exacts what they need within the barest limit of their code of conduct, no matter who it hurts. They might care about tradition, loyalty and order, but not freedom, dignity or life. Many institutions in the Realms of Terror are lawful evil when understood as a collective - though the alignments of their rank and file may vary, they serve ultimately evil masters under the guise of "following orders". While a valuable smokescreen for debating others, the Mists remain canny to hand down their objective judgement.
A character’s starting alignment is chosen at [[Character Creation|character creation]]. The exact numerical values of each axis are obscured when viewed in the character sheet or the player menu with the ''<code>!menu</code>'' [[Chat Commands|chat command]]. Only actions witnessed by Game Masters slide alignment—no mechanisms exist in the module to slide alignment automatically. If an alignment slide will imperil them to falling such as with [[Cleric]] or [[Paladin]], the Game Masters will inform the player when the slide takes place. Consequences for falling are described in their class archetype articles.


==== Neutral Evil ====
Some applied templates, like those for [[Dread Figures]], slide alignment. This slide is gradual until the character reaches the alignment prescribed by their template.
A neutral evil character is content to do whatever they think they can get away with. In this way neutral evil represents perhaps the most dangerous kind of villainy in the Realms of Terror - calculating, constructive evil not bound by base urges or the appearance of higher order. They often embed themselves into positions of high society, content to appear as they are not until provided with the opportunity to express their inner, horrible ambition.


==== Chaotic Evil ====
=== Detecting Alignment and Alignment-Based Spells ===
A chaotic evil character abhors the sanctity of life and the premise of order itself. They are often thrust by mad, hungry compulsions that inure tremendous destruction wherever they are unopposed. Though they may put on the airs of something else so to better survive, their lack of discipline makes any charade difficult to maintain in the long term. Much of the undead in the Realms of Terror are chaotic evil, representing their disdain for the life they no longer have and today consume.
Moral alignment cannot be definitively determined by any playable character in ''The Domains of Dread''. Class archetype features which may have once determined moral alignment on the Prime Material either fail to function or are modified to detect ethical alignment instead. For example, Paladins do not ''detect evil''—they ''detect chaos'', and their ''smite'' activates on anyone of any alignment instead of only the evil.

Latest revision as of 09:00, 29 September 2025

Alignment measures an individual, institution or ideoligion’s position on the ontological law-chaos (ethical) and good-evil (moral) axes. It is an objective assessment about behavior espoused by all people and creatures when that behavior is natural and unforced.

In The Domains of Dread, alignment and its change is foundational to the Realms of Terror, as the demiplane conspires to pull exceptional individuals and their factions to axis extremes whether good or evil, lawful or chaotic. Yet the Mists also constrict only but the most rudimentary means for determining moral alignment, forcing, ironically, subjective judgments about the Misty Plane and those inhabiting it.

This article serves to replace any instruction, advice or prior literature regarding alignment from vanilla Third Edition sources. Information not contained within this article or provided by Game Masters does not apply to alignment as it appears in The Domains of Dread. It may be assumed that no player character has detailed knowledge about alignment as a metaphysical concept other than the existence of good, evil, chaos and law.

Alignment as Pattern

Alignment describes how a character, institution or ideoligion behaves when allowed to act truthfully and in earnest. It reflects their innermost selves disregarding surface personae or niceties—indeed, villains beyond the Misty Border are frequently charming or tragic, sometimes even helpful—but when allowed to be as they really are, such pretense dissolves away into the Mists.

Therefore alignment should describe patterns in behavior which carries ontological weight along the two axes. Not every action a character takes must express alignment, and the Realms of Terror only rarely see someone “snap” into another alignment as consequence to any one decision unless that decision should be egregious or damning—but acting against one’s innermost self creates internal turmoil, and turmoil the demiplane is ever keen to exploit. Should someone believe they have violated their innermost self that they have become “other than”, no further action need be taken: the Mists will have made it so.

Absent such catastrophic revelations, alignment tends to slide over the course of months and even years.

Intention in Alignment

Though the intention behind an action with ontological consequence does have some role to play for determining the severity of an alignment slide, this does not exonerate ignorant or evil decisions. To perform an action for the easy pleasure of doing it will cause a greater alignment slide toward the position held by that action than to have done it with reluctance or regret—but in both cases, an alignment slide shall occur.

The Ethical Axis

The ethical axis (law-chaos) may be best understood by how collectivist or individualist an individual, institution or ideoligion is. To have a code of conduct alone a lawful position does not make—it is how broadly that code of conduct should be prescribed unto others which motivates lawful intentions. Lawful characters have an innate desire to see all of society behave the way they do, and will construct laws and rulings in order to artifice this reality into being. Conversely, chaotic individuals, institutions or ideoligions place special premium on personal freedoms and believe broadly that societies should always act in the interests of those individuals than overtures about hurting the few to spare the many.

The Moral Axis

The moral axis (good-evil) may be best understood by how forthright or amoral an individual, institution or ideoligion is. Pursuing evil in the Realms of Terror may be as easy as shrewd indifference to injustice, though such evil individuals often foment tragedy as long as they believe they or those who they align with stand to benefit from those tragedies. To be good beyond the Misty Border requires constant resistance to the depravities witnessed across the demiplane, as the Mists seem to reward evil with what first appears to be dark gifts in Corruption, even if these dark gifts lead their beholders to inevitable ruin.

The Nine Alignments

Lawful Good (LG)

The lawful good believe that law should serve a greater, public good. They hold themselves with the certainty of people benevolent as they are honorable. Though they must oppose evil and vociferously wherever it may be found, they enact this justice out of compassion, not blind dogma. Little is more important to the lawful good than defense of the innocent, understanding that code and ethics are useless unless they serve the people.

The lawful good value truth, chivalry and equality. They feel personal responsibility to intervene on the behalf of others when they cannot or will not stand up for their rights. They respect the rule of law but subvert laws which do not uphold common interest or prop up individuals at the many’s injured expense, deeming them unjust and illegitimate.

This is the rarest alignment in the Realms of Terror. Few lawful good individuals survive old, happy or fulfilled as the Mists invent endless challenges for those clinging stubbornly to such high ideals.

Neutral Good (NG)

The neutral good understand that pursuing good in the Realms of Terror requires discretion. Though many are benevolent public servants, healers or scholars, they have no inherent distaste for laws nor a need to stand for the rule of law itself.

The neutral good value personal peace, knowledge and satisfaction. They are content to pursue the betterment of their communities in small but valued ways, such as relieving the suffering of others without lamenting societal structures or “the bigger picture”. They are likely to turn a blind eye about matters which are beyond their ability to change.

Tending toward quieter lives, this alignment is well represented but often unsung in the Realms of Terror. Though unusual for the neutral good to take to ambition, some institutions with this alignment nevertheless aspire to resolve the pain and misery so felt across the demiplane in as many of its denizens as possible.

Chaotic Good (CG)

The chaotic good do not stand idle by injustice. Though similar to lawful good in this respect, those with this alignment have entirely different views about how to best address these injustices. Where the lawful good may speak out about the illegitimacy in an unjust law, the chaotic good take umbrage with the very institutions which produce these laws altogether as they argue governments are foremost tools for tyranny, not order.

The chaotic good value freedom, individual prosperity and rightful retribution. They believe the “little people” must care for their own rather than sign away their rights to institutions who abuse them. While those with this alignment may not necessarily advocate for total anarchy, they remain disobedient and suspicious of authorities, speculating about their intentions and which masters they serve.

Given that there is no shortage of injustice beyond the Misty Border, the chaotic good are never without something to avenge. Despite always having good intentions, this predisposition to make decisions out of passion rather than forethought leaves them vulnerable to the Mists’ talent for unforeseen consequences.

Lawful Neutral (LN)

The lawful neutral enact law to bring about platonic ideals of order without concern over moral textures. Though they do not seek to disenfranchise others outright, they believe that carving out exceptions where exceptions may be made weakens the legitimacy of a society or organization to do what it is right by their own traditions.

The lawful neutral value consistency, pretext and orthodoxy. Upholding the letter of the law is more important than the individuals who may be affected by them, good or bad. Allowing context to “dilute” this ideal, in their eyes, serves only to confuse and distract away from the fundamental truth that long term peace and prosperity may be brought about only by organization and a willingness to act on that organization’s edicts.

This alignment is held by a plurality of ecclesiastic churches, their adherents and idealized governance in the Realms of Terror, though the twisted nature of domains make such ideals difficult to keep in practice.

True Neutral (TN)

The true neutral serve no ontological masters. Though capable of performing lawful, good, evil or chaotic actions, they are never morally or ethically injured by these actions or when observing them in others. In this way they remain balanced, rarely aspiring to ascend their means.

The true neutral value equilibrium. Though they may not be faithless, by being capable of any action they are inherently undefined by them. If they espouse any greater philosophy, it is to receive knowledge and enlightenment as may be found in nature than through the complexities of humanoid perspective.

Many are born true neutral in the Realms of Terror. While the demiplane produces great heroes and wretched villains, if not for the thousands of common folk who go about their lives without involving themselves in this cosmic drama, those heroes would cease being so great or those villains so evil. They live to live, and without zeal.

Chaotic Neutral (CN)

The chaotic neutral put their needs as individuals ahead of any other. They guard their freedoms greedily yet won’t fight for the freedoms of others unless complicated by circumstance or personal attachment.

The chaotic neutral value sovereignty, wealth and self-appeasement. They are guided by their own, often fickle whimsy, chafing at order as order seeks to limit them or their ambitions. “Because I want” is all that is required for them to enact an idea, and they will answer to no-one but themselves in pursuit of this want.

Such individualists are not uncommon in the Realms of Terror, but their lack of scruples and talent for ambition renders them weak to outside influence, so long as that influence provides something they—knowingly or unknowingly—believe that they should have and have alone.

Lawful Evil (LE)

The lawful evil sees law as a tool to enrich ambition, whether their own or in service to an institution or ideoligion. They care about tradition, loyalty and order but not freedom, dignity or life. Those with this alignment use positions of power to hunt and isolate anyone or anything they perceive as a threat, even if they must undergo cruel or heinous acts to do so.

The lawful evil value control, authority and supremacy. Disobedience, they say, is treason, and treason must be punished with extreme jurisprudence. While the rank and file of institutions with this alignment may espouse personal beliefs contrary to the lawful evil position, they serve evil masters under the guise of “following orders”.

A plurality of governments in the Core are lawful evil when exposed to scrutiny of their practice, as they serve darklords or other evil figures at the expense of individual liberties and self-actualization. Those within find the appearance of law and order more important than its real, unqualified outcome.

Neutral Evil (NE)

The neutral evil are content to do whatever they think they can get away with. They represent banal, matter-of-fact evildoers who are not bound by base urges or fealty to higher order. They may undermine other institutions or ideoligions but will not do so bombastically as the preferred alignment of assassins, unbenevolent spies and amoral scientists.

The neutral evil value discretion, personal power and achievement. They don and doff whatever personae they require to get at something they want or believe in—yet remain all business as they do. Instead, they may be pleased from climbing social ladders or after capturing some esoteric, terrible knowledge. If the neutral evil do pay lip service to greater philosophies it is often to abstract concepts put ahead of the wellbeing of the immediate, such as Blighters to the Cycle or evil servants to the ceremonies of Hala.

Given their ability to move through positions of society without revealing themselves as who they really are, the neutral evil make for easy opportunists in the Realms of Terror as cunning strategists willing to use each and every possible advantage.

Chaotic Evil (CE)

The chaotic evil abhor the sanctity of life and order itself. They are thrust along by mad, hungry compulsions ensuring total destruction whenever these villains are left unopposed. Though they might put on the airs of someone else to better survive, their lack of discipline make any charade difficult to maintain long term.

The chaotic evil value anarchy, greed and gluttony. Law and order serves only to deny them their wishes and therefore must be destroyed. Some with this alignment serve greater masters, but do so for only as long as they must or as convenient. Their philosophies, if at all present, concern only their immediate satisfaction for whatever compels them.

Chaotic evil is represented by a plurality of undead in the Realms of Terror, representing disdain and treacherous jealousy for the life they were denied and today consume with starving, terrible joy.

Alignment in The Domains of Dread

A character’s starting alignment is chosen at character creation. The exact numerical values of each axis are obscured when viewed in the character sheet or the player menu with the !menu chat command. Only actions witnessed by Game Masters slide alignment—no mechanisms exist in the module to slide alignment automatically. If an alignment slide will imperil them to falling such as with Cleric or Paladin, the Game Masters will inform the player when the slide takes place. Consequences for falling are described in their class archetype articles.

Some applied templates, like those for Dread Figures, slide alignment. This slide is gradual until the character reaches the alignment prescribed by their template.

Detecting Alignment and Alignment-Based Spells

Moral alignment cannot be definitively determined by any playable character in The Domains of Dread. Class archetype features which may have once determined moral alignment on the Prime Material either fail to function or are modified to detect ethical alignment instead. For example, Paladins do not detect evil—they detect chaos, and their smite activates on anyone of any alignment instead of only the evil.