Alignment: Difference between revisions

From The Domains of Dread
mNo edit summary
mNo edit summary
Line 1: Line 1:
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 subjective, alignment creates objective observations about the inherent moral texture of certain behaviors. It is an important fixture in ''[[The Domains of Dread]],'' as the Realms of Terror seek to pull exceptional individuals to axis extremes whether they be good or evil, lawful or chaotic. Yet the Misty Border obscures easy assessment of moral alignment. Whether this is done to abet evil by having the quality of being evil harder to definitively determine or to force, ironically, subjective judgement about actions are matters better left to the philosophers.
Alignment is the measure of a position held on the ''law-chaos'' and ''good-evil'' ontological axes, held either by an individual, institution, or any given ideoligion. While lived experiences and perspectives are necessarily subjective, alignment creates objective observations about the ethical, moral texture of behaviors espoused by all people and creatures.


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 is an important fixture as the Realms of Terror seek to pull exceptional individuals to axis extremes whether they are good or evil, lawful or chaotic. Yet beyond the Misty Border conclusive assessment of another’s moral alignment is made uncertain. Whether the Mists conspire to do this so to abet evil by making the quality of being evil harder to definitively determine or to ironically force subjective judgment about such matters are questions best answered by the philosophers.


Clarifications and ruling regarding alignment different from base Third Edition are also prescribed; in all cases alignment as described on this page is how alignment functions in ''The Domains of Dread,'' superseding information found elsewhere.
The following serves as a replacement for any instruction or prior literature concerning alignment as it appears in vanilla Third Edition sources. No information not contained within this article is applicable to alignment in ''The Domains of Dread''. It should be assumed that no playable character will have detailed knowledge of alignment as a metaphysical concept except for the existence of good, evil, chaos and law.


=== Alignment as Pattern ===
=== Alignment as Pattern ===
A character's alignment is, at its most fundamental, 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. In the Realms of Terror it is in fact the rule rather than the exception that the greatest evils will have the presence of mind to be polite in public, even charming or superficially helpful - but where allowed to be who they really are, such pleasantries melt away into the Mists.
A character’s alignment is, at its most fundamental, a statement about how they will behave in an environment where their behavior is unforced. It is a reflection of their innermost self without regard for polite persona. In the Realms of Terror it is in fact the rule rather than the exception that its greatest evils will have the presence of mind to be charming in public, even superficially helpful—but when allowed to be as they really are, such pleasantries melt away into the Mists.


As such, alignment is a pattern of behaviors carrying ontological weight. People in the Realms of Terror do not often 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 such that they ''believe'' 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.
As such, alignment functions as a pattern of behaviors which carry ontological weight. People in the Realms of Terror do not often “snap” into another alignment from any single choice—however chafing against their nature brokers internal conflict. Should a person ''feel'' that they have violated their inner selves to the point of ''believing'' that they have become someone 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 actions over periods of months or even years.


=== Intention in Alignment ===
=== Intention in Alignment ===
Intention does play a role in alignment in the Realms of Terror though it is far from exonerating - objective misdeeds are objective misdeeds, even if they are done for subjectively good (or at least feasible) reasons. 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 will slide.
Intention, though having a role to play in the Realms of Terror regarding alignment, is far from exonerating. Objective misdeeds are objective misdeeds, even if performed for subjectively good (or at least feasible) reason. A character who does something for the easy pleasure of doing will receive more of an alignment slide toward the position held by that action than someone who does so with regret, ignorance or gritted teeth—but both slide.


== The Nine Alignments ==
== The Nine Alignments ==


=== Lawful Good <small>(LG)</small> ===
=== Lawful Good <small>(LG)</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 scheme such that those clinging to feckless ethics shall find themselves challenged again and again. Few that survive with this alignment die old, happy or fulfilled.
A lawful good character acts with the certainty of someone as benevolent as they are honorable. They oppose evil vociferously wherever it may be found, unable to be passive in its presence except to work toward that evil’s ultimate destruction. Yet they also help those in need, knowing that code and creed is useless unless it serves the benefit of common people. Lawful good is the rarest alignment in the Realms of Terror as the Mists scheme to create nothing but obstacles to those who cling so stubbornly to their ideals, challenging them again and again. Few who survive with this alignment die old, happy or fulfilled beyond the Misty Border.


=== Neutral Good <small>(NG)</small> ===
=== Neutral Good <small>(NG)</small> ===
A neutral good character understands that pursuing good in the Realms of Terror is subject to a level of discretionary complexity. 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 way as individuals without lamenting the bigger picture.
A neutral good character understands that pursuing good in the Realms of Terror is subject to a level of discretionary complexity. Though they make for honest public servants, healers and scholars, they do not feel an inherent offense to the rule of law nor the need to stand for the rule of law itself. Many are content pursuing the betterment of their communities in small ways as individuals without lamenting societal structures or the bigger picture.


=== Chaotic Good <small>(CG)</small> ===
=== Chaotic Good <small>(CG)</small> ===
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.
A chaotic good character cannot stand idle by injustice. Though not dissimilar to lawful good in this respect, a chaotic good’s reasons for this incompatibility could not be more different. Where a lawful character may see a poisonous law and seek to change it, a chaotic good character will find offense at the very institutions which produce these laws themselves, arguing that a government is first a tool for tyranny, not order. Though not necessarily advocates for total anarchy, they remain disobedient and suspicious of authorities, speculating as to their true intentions.


=== Lawful Neutral <small>(LN)</small> ===
=== Lawful Neutral <small>(LN)</small> ===
Line 28: Line 28:


=== True Neutral <small>(TN)</small> ===
=== True Neutral <small>(TN)</small> ===
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.
Most people are born true neutral in the Realms of Terror and, beyond the exceptional few who are attracted to other alignments as they mature, remain that way through their lifetimes. While the demiplane produces the greatest heroes and enables the most wretched villains, if not for the thousands of common folk who go about their lives simply and plainly, those heroes and villains would cease being so great or so evil. True neutral characters live to live, and do so without zeal.


=== Chaotic Neutral <small>(CN)</small> ===
=== Chaotic Neutral <small>(CN)</small> ===
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.
A chaotic neutral holds themselves only to the needs and wants of themselves as an individual, rather than any code or creed. They guard their freedoms greedily yet won’t fight for the freedom of others, should they think about “the other” at all. They do not make intentional disruption in the fabric of order as to do so would imply greater philosophy or purpose, which they would not espouse. Instead they are stubborn individualists, placing the ultimate premium on behaving how they would ever so please.


=== Lawful Evil <small>(LE)</small> ===
=== Lawful Evil <small>(LE)</small> ===
Line 37: Line 37:


=== Neutral Evil <small>(NE)</small> ===
=== Neutral Evil <small>(NE)</small> ===
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.
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 in the Realms of Terror—an often matter-of-fact, banal evil not bound by base urges or the clarion call of higher order. They have a special knack for embedding themselves into positions of high society, allowing themselves to appear as they are not until the opportunity to express their inner, horrible ambition.


=== Chaotic Evil <small>(CE)</small> ===
=== Chaotic Evil <small>(CE)</small> ===
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.
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 whenever unopposed. Though they may put on the airs of someone else as to better survive, their lack of discipline makes any charades difficult to maintain long term. Many undead in the Realms of Terror are chaotic evil, representing their disdain for the life they were denied and today consume.


== Alignment in ''The Domains of Dread'' ==
== Alignment in ''The Domains of Dread'' ==
A character's starting alignment is chosen during [[Character Creation|character creation]]. Alignment values are obscured when viewed in the character sheet and when receiving alignment slides from [[Staff, Requirements and Applications|Game Masters]]. Only actions assessed by Game Masters slide alignment - there are no automatic mechanisms in place to slide alignment without a Game Master present. If a character's alignment has impact on the viability of a [[Classes and Archetypes|class]] choice such as the class itself in the case of a [[Paladin]] or the chosen ideoligion with a [[Cleric]], the Game Masters will notate if an alignment slide imperils them to falling. Consequences of falling are described on their class page.
A character’s starting alignment is chosen during [[Character Creation|character creation]]. Alignment values are obscured when viewed in the character sheet or using the ''<code>!menu</code>'' [[Chat Commands|chat command]]. Only actions assessed by [[Staff, Requirements and Applications|Game Masters]] may slide alignment—no automatic mechanisms are in place to slide alignment without a Game Master present. If a character’s alignment impacts the viability of a class archetype such as with [[Paladin]] or [[Cleric]], the Game Masters will caution if an alignment slide imperils them to falling. Consequences of falling are described on the class page.


Some templates, such as [[Dread Figures]], slide alignment. This slide is gradual until the character reaches the prescribed alignment for that template.
Some templates, such as Dread Figures, slide alignment. This slide is gradual until the character reaches the prescribed alignment for that template.


=== Detecting Alignment and Alignment-Based Spells ===
=== Detecting Alignment and Alignment-Based Spells ===
As the Mists conspire to make determining the moral alignment of others raft with uncertainty, many mechanisms common on Prime Material worlds either fail to function completely past the Misty Border, or are modified to determine ethical alignment on the ''law-chaos'' axis instead. For example, Paladins cannot ''detect evil'' - they ''detect chaos,'' and their ''smite'' special ability activates on anyone of any alignment instead of only on the evil.
As the Mists conspire to make determining moral alignment uncertain, many mechanisms common on Prime Material worlds either fail to function or are modified to determine ethical alignment on the ''law-chaos'' axis instead. For example, Paladins cannot ''detect evil''—they ''detect chaos'', and their ''smite'' special ability activates on anyone of any alignment instead of only on the evil.

Revision as of 02:20, 29 May 2025

Alignment is the measure of a position held on the law-chaos and good-evil ontological axes, held either by an individual, institution, or any given ideoligion. While lived experiences and perspectives are necessarily subjective, alignment creates objective observations about the ethical, moral texture of behaviors espoused by all people and creatures.

In The Domains of Dread, alignment is an important fixture as the Realms of Terror seek to pull exceptional individuals to axis extremes whether they are good or evil, lawful or chaotic. Yet beyond the Misty Border conclusive assessment of another’s moral alignment is made uncertain. Whether the Mists conspire to do this so to abet evil by making the quality of being evil harder to definitively determine or to ironically force subjective judgment about such matters are questions best answered by the philosophers.

The following serves as a replacement for any instruction or prior literature concerning alignment as it appears in vanilla Third Edition sources. No information not contained within this article is applicable to alignment in The Domains of Dread. It should be assumed that no playable character will have detailed knowledge of alignment as a metaphysical concept except for the existence of good, evil, chaos and law.

Alignment as Pattern

A character’s alignment is, at its most fundamental, a statement about how they will behave in an environment where their behavior is unforced. It is a reflection of their innermost self without regard for polite persona. In the Realms of Terror it is in fact the rule rather than the exception that its greatest evils will have the presence of mind to be charming in public, even superficially helpful—but when allowed to be as they really are, such pleasantries melt away into the Mists.

As such, alignment functions as a pattern of behaviors which carry ontological weight. People in the Realms of Terror do not often “snap” into another alignment from any single choice—however chafing against their nature brokers internal conflict. Should a person feel that they have violated their inner selves to the point of believing that they have become someone 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 actions over periods of months or even years.

Intention in Alignment

Intention, though having a role to play in the Realms of Terror regarding alignment, is far from exonerating. Objective misdeeds are objective misdeeds, even if performed for subjectively good (or at least feasible) reason. A character who does something for the easy pleasure of doing will receive more of an alignment slide toward the position held by that action than someone who does so with regret, ignorance or gritted teeth—but both slide.

The Nine Alignments

Lawful Good (LG)

A lawful good character acts with the certainty of someone as benevolent as they are honorable. They oppose evil vociferously wherever it may be found, unable to be passive in its presence except to work toward that evil’s ultimate destruction. Yet they also help those in need, knowing that code and creed is useless unless it serves the benefit of common people. Lawful good is the rarest alignment in the Realms of Terror as the Mists scheme to create nothing but obstacles to those who cling so stubbornly to their ideals, challenging them again and again. Few who survive with this alignment die old, happy or fulfilled beyond the Misty Border.

Neutral Good (NG)

A neutral good character understands that pursuing good in the Realms of Terror is subject to a level of discretionary complexity. Though they make for honest public servants, healers and scholars, they do not feel an inherent offense to the rule of law nor the need to stand for the rule of law itself. Many are content pursuing the betterment of their communities in small ways as individuals without lamenting societal structures or the bigger picture.

Chaotic Good (CG)

A chaotic good character cannot stand idle by injustice. Though not dissimilar to lawful good in this respect, a chaotic good’s reasons for this incompatibility could not be more different. Where a lawful character may see a poisonous law and seek to change it, a chaotic good character will find offense at the very institutions which produce these laws themselves, arguing that a government is first a tool for tyranny, not order. Though not necessarily advocates for total anarchy, they remain disobedient and suspicious of authorities, speculating as to their true intentions.

Lawful Neutral (LN)

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.

True Neutral (TN)

Most people are born true neutral in the Realms of Terror and, beyond the exceptional few who are attracted to other alignments as they mature, remain that way through their lifetimes. While the demiplane produces the greatest heroes and enables the most wretched villains, if not for the thousands of common folk who go about their lives simply and plainly, those heroes and villains would cease being so great or so evil. True neutral characters live to live, and do so without zeal.

Chaotic Neutral (CN)

A chaotic neutral holds themselves only to the needs and wants of themselves as an individual, rather than any code or creed. They guard their freedoms greedily yet won’t fight for the freedom of others, should they think about “the other” at all. They do not make intentional disruption in the fabric of order as to do so would imply greater philosophy or purpose, which they would not espouse. Instead they are stubborn individualists, placing the ultimate premium on behaving how they would ever so please.

Lawful Evil (LE)

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.

Neutral Evil (NE)

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 in the Realms of Terror—an often matter-of-fact, banal evil not bound by base urges or the clarion call of higher order. They have a special knack for embedding themselves into positions of high society, allowing themselves to appear as they are not until the opportunity to express their inner, horrible ambition.

Chaotic Evil (CE)

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 whenever unopposed. Though they may put on the airs of someone else as to better survive, their lack of discipline makes any charades difficult to maintain long term. Many undead in the Realms of Terror are chaotic evil, representing their disdain for the life they were denied and today consume.

Alignment in The Domains of Dread

A character’s starting alignment is chosen during character creation. Alignment values are obscured when viewed in the character sheet or using the !menu chat command. Only actions assessed by Game Masters may slide alignment—no automatic mechanisms are in place to slide alignment without a Game Master present. If a character’s alignment impacts the viability of a class archetype such as with Paladin or Cleric, the Game Masters will caution if an alignment slide imperils them to falling. Consequences of falling are described on the class page.

Some templates, such as Dread Figures, slide alignment. This slide is gradual until the character reaches the prescribed alignment for that template.

Detecting Alignment and Alignment-Based Spells

As the Mists conspire to make determining moral alignment uncertain, many mechanisms common on Prime Material worlds either fail to function or are modified to determine ethical alignment on the law-chaos axis instead. For example, Paladins cannot detect evil—they detect chaos, and their smite special ability activates on anyone of any alignment instead of only on the evil.