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<blockquote>See also: [http://dnddata.wikidot.com/alignment Alignment]</blockquote>Alignment vaguely describes a creatures moral and ethical alignments. For Primes, this is generally based on several factors such as personal experience, choices, upbringing, and other factors. For Planars, especially Outsiders, they often had no choice in their alignment and were a manifestation of a specific alignment. Within the Outer Planes, actions and beliefs manifested much more profoundly in shifts in their alignment due to the nature of the planes. Within the Outlands specifically, a plane of neutrality, there were absolutely no guiding forces placed upon any being that entered - thus anyone could morph and manifest their alignment more-so than anywhere else in creation. | |||
{| class="wikitable" | |||
|+Alignment Table | |||
!Lawful Good | |||
!Neutral Good | |||
!Chaotic Good | |||
|- | |||
|'''Lawful Neutral''' | |||
|'''True Neutral''' | |||
|'''Chaotic Neutral''' | |||
|- | |||
|'''Lawful Evil''' | |||
|'''Neutral Evil''' | |||
|'''Chaotic Evil''' | |||
|} | |||
== Morality and Ethics == | |||
=== Law vs Chaos === | |||
This represented the ethics of opposing principles of order vs entropy. Control vs chaos. Society vs individual. Stability vs change. Law and chaos in of themselves are neither good nor evil. They simply are what they are. | |||
=== Good vs Evil === | |||
This represented the familiar moral divide of altruism vs harm, kindness vs hatred, and mercy vs malevolence. Good and Evil were not, in of themselves, inherently lawful nor chaotic. They simply are what they are. | |||
=== Spells and Alignment === | |||
Some spells, mostly Divine (Cleric, Druid, Paladin) will require a certain alignment to use, and deviating more than 1 step away (refer to the Alignment table above) from the guiding alignment will result in the ability to cast those spells being revoked until you repair your alignment. | |||
Some magical items also require a certain alignment to use, but skilled Users of Magical Devices might be able to fool them! | |||
== Changing Alignment on Outlands == | |||
Various actions you can take within the gameplay mechanics of the Outlands will adjust your alignment. These are tracked and updated by the Mimir when you completely your daily and weekly quests. Because one's alignment has no guidance in the Outlands, but manifests much stronger due to being in the outer planes, your actions will have consequences. <blockquote>TODO: Explain that stuff down there better. </blockquote> | |||
* Harmonium Bounties (Lawful) | |||
* Wild Magic Nodes (Chaotic) | |||
* Take Blood (Evil) | |||
* Take Slave (Evil) | |||
* Liberate Slave (Good) | |||
* Cast Ritual (Neutral) |
Latest revision as of 00:54, 19 September 2024
See also: Alignment
Alignment vaguely describes a creatures moral and ethical alignments. For Primes, this is generally based on several factors such as personal experience, choices, upbringing, and other factors. For Planars, especially Outsiders, they often had no choice in their alignment and were a manifestation of a specific alignment. Within the Outer Planes, actions and beliefs manifested much more profoundly in shifts in their alignment due to the nature of the planes. Within the Outlands specifically, a plane of neutrality, there were absolutely no guiding forces placed upon any being that entered - thus anyone could morph and manifest their alignment more-so than anywhere else in creation.
Lawful Good | Neutral Good | Chaotic Good |
---|---|---|
Lawful Neutral | True Neutral | Chaotic Neutral |
Lawful Evil | Neutral Evil | Chaotic Evil |
Morality and Ethics
Law vs Chaos
This represented the ethics of opposing principles of order vs entropy. Control vs chaos. Society vs individual. Stability vs change. Law and chaos in of themselves are neither good nor evil. They simply are what they are.
Good vs Evil
This represented the familiar moral divide of altruism vs harm, kindness vs hatred, and mercy vs malevolence. Good and Evil were not, in of themselves, inherently lawful nor chaotic. They simply are what they are.
Spells and Alignment
Some spells, mostly Divine (Cleric, Druid, Paladin) will require a certain alignment to use, and deviating more than 1 step away (refer to the Alignment table above) from the guiding alignment will result in the ability to cast those spells being revoked until you repair your alignment.
Some magical items also require a certain alignment to use, but skilled Users of Magical Devices might be able to fool them!
Changing Alignment on Outlands
Various actions you can take within the gameplay mechanics of the Outlands will adjust your alignment. These are tracked and updated by the Mimir when you completely your daily and weekly quests. Because one's alignment has no guidance in the Outlands, but manifests much stronger due to being in the outer planes, your actions will have consequences.
TODO: Explain that stuff down there better.
- Harmonium Bounties (Lawful)
- Wild Magic Nodes (Chaotic)
- Take Blood (Evil)
- Take Slave (Evil)
- Liberate Slave (Good)
- Cast Ritual (Neutral)