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The Book of d20 Philosophy Designers: Todd Crapper and Ronald King Cover Artist: George Mitchell and Todd Crapper Layout: Todd Crapper with George Mitchell Thanks goes out to these guys (and a gal) who listened my constant ravings about alignment over the past two years: Kurt Wimmer, John Dwyer, Ray and Beckie Moulton (TC) Published by Emerald Press, 2007 This book uses Canadian English and entries from Random House Webster’s Concise Dictionary. Permission is given to the buyer by Emerald Press PDF Publishing of this copy to print for personal use only. To print without the background image, select Layers panel and turn off the Background layer. Sample file

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The Book of d20 Philosophy

Designers: Todd Crapper and Ronald KingCover Artist: George Mitchell

and Todd CrapperLayout: Todd Crapper

with George Mitchell

Thanks goes out to these guys (and a gal) who listened my constant ravings about alignment over the past two years: Kurt

Wimmer, John Dwyer, Ray and Beckie Moulton (TC)

Published by Emerald Press, 2007This book uses Canadian English and entries from

Random House Webster’s Concise Dictionary.

Permission is given to the buyer by Emerald Press PDF Publishing of this copy to print for personal use only. To print without the background

image, select Layers panel and turn off the Background layer.

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7

Introduction

For as long as mankind has

been able to tell stories,

he has spun tales of good

versus evil, spread the word of

the oppressed victim overcoming

the dominating villain, and

cited to legend the path of the

righteous against his nemesis of

selfishness. This concept of man

searching to attain his purpose

in the world by battling against

sin and villainy has been known

for thousands of years and

will likely remain that way for

thousands more to come. The

roleplaying game is an extension

of this storytelling. The player

is propelled into a situation in

which he must take the right

path to conquer the obstacles

placed before him or brings about

his character’s death. To act as

a guide to our characters, there

are the nine alignments: lawful

good, chaotic good, neutral good,

lawful neutral, true neutral,

chaotic neutral, lawful evil,

neutral evil, and chaotic evil.

Today, we take those alignments

one step further.

The Book of Alignment is a book on morality in the RPG world. Clarity in our heroes and villains is a component of all stories but they can easily become as complex as they are in the real world. The evil sorcerer bent on world domination may not see himself as evil and even the good guys commit their own atrocities in the pursuit of purity. The Book of Alignment is a guide to expanding the characters that fill a campaign: adding depth to their personalities, tension to the plots that threaten to tear a world apart, and drama through the interactions that make the roleplaying possible. It is about breaking the concepts behind good, evil, lawful, neutral, and chaotic into smaller pieces and putting them back together in greater detail than ever before – to expand one-and-a-half pages of simple paragraphs into 150+ pages of major design. The goal of this sourcebook is to answer the eternally plaguing question: “Can I do that if I’m a lawful good paladin?”

This book is also an introduction into a higher level of existence within your campaign world. With epic characters and rules for ascension into godhood, the role of Life in the fantasy game begins to take on a higher meaning. Adventurers beyond the realm of 20th-level should have more to their quests than superbly powerful demons, it should offer meaning. Just as many religions teach that evolution imparts knowledge for those who are willing, and able, to learn it, the same can be said and done for epic level characters. The Book

the Book of Alignment:

Welcome to the Hidden Layer of The Book of Alignment.

If you have found this section, then you have discovered the

layer of the PDF entitled “Gem of True Seeing.” Hidden sidebars

have been placed throughout The Book of Alignment to provide

bonus material, additional concepts, and originally deleted

material presented as the writings of previous owners of theis

book. These sidebars delve into further thoughts and concepts

on the Balance (described in further detail in the Introduction),

primarily how to introduce such an immense storyline into your

exisitng or new campaign, and offer thoughts and opinions by

characters of matching or opposing alignments. These bonus

goodies allow you to explore the options of the alignment

even further and create a richer experience in this book.

The Book of Alignment is ever changing: as a

roleplaying tool, these sidebars offer you a chance to make

use of the book as an in-game tool. Your campaign may

provide the Book of Alignment as a treasure in an upcoming

quest, providing the offsetting factor to introducing the

Balance to your game. It can be found in the hands of a

slain angel, a plane-hopping wizard, or simply fall from a

portal. Either way, these sidebars are written in character

from the angles and viewpoints of various fictional characters

throughout the universe. And those characters include you.

Future editions of the Book of Alignment will be provided

in the months (and hopefully, years) to come, so we would like

to hear from you. Send in your own entries forthe Gem layer for

consideration in future revisions. The more opinions provided in

The Book of Alignment, the greater possibilities you can provide

to other players and GMs out there. Go to emeraldpress.net

for details on how to submit your entries and legal details.

But now, enjoy the Book of Alignment.

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The Book of Alignment

of Alignment offers a higher understanding of your average campaign world and the multiverse that surrounds it, offering aspects such as Good, Evil, and Chaos as more than just beliefs, but actual forces that shape all of existence.

This book is divided into five main chapters, one for each of the major components of the alignment system. Within those chapters, each component will be explored in minute detail to provide the factors that are commonly viewed within that particular component (i.e. what makes a person good) and access a list of archetypes that can be introduced into any campaign as a guide for introducing an enhanced alignment to your game. Each component of these alignments will be stripped to its essentials and studied to great detail in the hopes of explaining its purpose within the average campaign world...and beyond.

A sixth chapter presents rules and concepts for using enhanced alignments in a fantasy campaign. Powerful spells that can change a hero from valiant good to wicked evil do exist and are presented here along with rules for handling those changes (in-game and in-character). Some of the core character classes are also revised to suit an open-alignment system or have been given templates to make some alterations that flow with a different type of alignment (e.g. a lawful rogue). Added to these revised characters are the creatures of existence that do more than just believe in the aspects of alignment – they are a part of them. The Book of Alignment takes on a whole new meaning for the planar races of outsiders, such as celestials of the Upper Planes and infernals of the Lower Planes. New subtypes, creature templates for those planars adapting their alignment to a new physical form, and other goodies are found here. Plus new spells and prestige classes round out the wide selection of alterations an enhanced alignment system can bring to your campaign.

What Is alignment?Alignment is a gauge in which the character in the game world seeks to live his life. His opinions, code of ethics, and level of acceptable behaviour are all governed by his alignment. It is not a stated fact and there is no badge worn

THE NINE ALIGNMENTSProvided below is the description of the core nine alignments from the System Resource Document (SRD) v.3.5 for the d20 system as of March 2004 to act as a reference and starting point.

Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good, “Crusader”: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them..

Chaotic Good, “Rebel”: A chaotic good character acts as his conscience directs him with little regard for what others

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Introduction

upon their chest to proclaim so – a paladin does not walk around stating: “I am lawful good. It is against my alignment to commit such an act.” The use of alignments provide a packaged format for which players can start to present their characters. It is from these presentations that a character’s personality is formed. In short, it is a role-playing tool.

Why Expand Alignments? To answer this question, we must first explore why alignments exist in the first place. They are guides to character morality. What does your character consider right and wrong? The nine alignments are tools for role-playing a character with a specific viewpoint. A lawful character will live by a code of some kind, whether it is his own or, more commonly, one dictated to him by a larger group. A good character is protective of innocence and intent on keeping it from evil’s reach. If you want to play a character with these personal guidelines, you will likely play someone who is lawful good. The original listing of the lawful good alignment was designed for players – particularly those who are fresh to the game or stepping into a character that may be vastly different from their normal personality type – who needed some advice. The Book of Alignment is a map of personality but just like a map of the world, it can only provide you with so much detail. To truly grasp it, you must explore it in full glory and walk the landscape. So here we are.

The goal of this book is to provide you with a higher concept of the alignment system and develop complex personalities that would mimic those of an excellent fantasy novel (or even the real world, should you wish to venture that far).

Alignments Between Mortals and PlanarsMortals are raised by elders (either natural parents, guardians, or an entire tribe) and taught the values and lessons of their ancestors. An orc has been raised on the morals taught to all orcs for generations and hence will likely become neutral evil. An elf will be raised on a foundation

expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Neutral, “Undecided”: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

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The Book of Alignment

Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Lawful Evil, “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal

of generosity and responsibility to those less fortunate than themselves and will generally grow up to become chaotic good. Humans will cover the board as they are unrestricted in traditions and customs as an entire race but most of them will be good-aligned to some degree as it is typical of their kind. By this tendency, an orc can be raised by elves and grow up to become chaotic good while the reverse will exist for an elf raised by orcs. Sentient creatures that are born upon the Material Plane and affected by natural death – commonly referred to as mortals – are born totally impervious to judgment and decisions. They are raised into an opinion on life.

Creatures that are created on the planes – hence referred to as planars -- in which the gods themselves dwell and rule their portfolios, are composed entirely of their alignment. A deva is not good because he was raised that way or taught to do so by other devas, he is good-aligned simply because the Good alignment flows through his blood. The deva is lawful good by its very nature, not by conditioning. It knows no other way and can hardly change – its alignment is as solid as the colour of its skin, the number of fingers on its hands, and the eyes that view the universe from its perch on the heavens. Any alteration to its alignment will cause the deva to alter its very presence (while being able to accomplish such a feat without the planar’s conscious knowledge can only be accomplished by the highest power of villainy). Planar creatures include outsiders, elementals, and any creature with the extraplanar subtype.

Animals, plants, and other creatures with an Intelligence score of 3 or less do not have an alignment – their sole existence depends on their own survival and total instinct. This alters the original standing that such creatures must have an alignment of neutral but that is not the case – neutrality is also a perspective and animals or creatures with low Intelligence do not have such a perception of the world and their environment. Of course, this is left to interpretation based on the style of world in which a particular game is played (see Chapter Three: Neutral for details on such determinations). Other creatures that do not have an alignment, regardless of Intelligence

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Introduction

like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Neutral Evil, “Malefactor”: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. †

score, are elementals, constructs, and vermin. At the GM’s selection, any creature that is immune to mind-affecting spells may not have any alignment at all, with certain exceptions required.

Alignment spells: Sensing Rather Than DetectingOne of the great fail-safes of roleplaying are the detect (alignment) spells, with which the answer can be provided in plain writing on the wall. Ranging from detect evil to detect chaos, these magical character-sheet-readers can provide detail in the blink of an eye that an experienced player may wish to act out in a scene or focus an entire evening to develop. As all GMs know, the more technical information on opponents and assorted characters, the less option left behind the screen.

Provide a roleplaying element to the casting of these spells (or spell-like abilities). If a character casts detect evil, don’t answer with a simple “yes.” Detail a mental image for the player to allow him or her to make a judgement call. That same spell can now reveal an image of the suspected character finding a wounded bird at the roots of a tree and bringing it into the house to mend its broken wing. Such images can become a true event from the character’s past or can be left as a mere interpretation of the suspected character. Altering the detect spells to become mind-reading projections of a character’s past can become overpowering and must be used gently – minor events and descriptions should only be used. †

Races and the AlignmentsIf a dwarf and an elf both hold the same alignment dear to their hearts, how can their differences be displayed? Should both individuals mark neutral good on their character sheets, does that bind them together and make them

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