Post by David on Nov 3, 2005 15:27:06 GMT -5
Lawful Good: Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. the people are generally honest, law-abiding, and helpful. They mean well (at least most of them do). Lawful goods respect the law. As a rule, people don't walk around wearing armor and carrying weapons. Those who do are viewed with suspicion or as trouble-makers. Such societies tend to dislike adventurers, since they often bring trouble. An honest and hard-working serf, a kindly and wise king, or a stern but forthright minister of justice are all examples of lawful good people.
Examples: Superman, Wonder Woman, Vulcans, pure Confucianism, ideal Leninism, what America TRIES to have today
Neutral Good: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character.
Examples: Star Trek's Federation (old and Next Gen), the Super Friends, Spiderman, many liberal Christian churches, pure Socialism
Chaotic Good: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push folk around and tell them what to do." Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. Chaotic goods mean well and try to do right, but have a natural dislike of big government. Although there may be a single ruler, most communities are allowed to manage themselves, so long as their taxes are paid and they obey a few broad edicts. Such areas tend to have weak law enforcement organizations. A local sheriff, baron, or council may hire adventurers to fill the gap. Communities often take the law into their own hands when it seems necessary. Lands on the fringes of vast empires far from the capital tend to have this type of alignment. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.
Examples: Robin Hood, Batman (Dark Knight), Thomas Jefferson and the "spirit" of the Revolution, Greek ideal, Native American ideal
Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. These people are not only law-abiding, they are passionate creators of arcane bureaucracies. The tendency to organize and regulate everything easily gets out of control. In large empires there are ministries, councils, commissions, departments, offices, and cabinets for everything. If the region attracts a lot of adventurers, there are special ministries, with their own special taxes and licenses, to deal with the problem. The people are not tremendously concerned with the effectiveness of the government, so long as it functions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.
Examples: robots, lawyers, Bushido, strict Judaism, most Muslims, Prussian obedience, what American justice is really like
True Neutral: True neutral characters believe in the ultimate balance of forces or they do not believe in good and evil. True neutrals usually avoid siding with the forces of either good or evil, law or chaos. Sometimes a true neutral will take a side, but then use means outside of that side's ethics to accomplish their goals (the ends justifying the means). In general, they would prefer to see that all forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a limited extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of marauding, evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction by genocide. Neutrals either seek to prevent any one side or force from becoming too powerful or avoid aligning themselves with any "side".
Examples: Wolverine, Catwoman, animals, fence-sitters, pure Daoists, benevolent survivalists, absolute psychological relativists
Chaotic Neutral: Chaotic neutral characters believe that there is no order to anything, including their own actions. They avoid structure and rigidity at all costs. With these guiding principles, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are very unreliable. Although, even this is unreliable, as it suits the individual! There is no such thing as a "good" government to chaotic neutral; anarchy is the only rule. A stranger to a community may feel as if he has ridden into a town of madmen, although the inhabitants will have few (if any) inhibitions or repressions. This alignment is difficult to play in a long-term campaign.
Examples: the Hulk, Daffy Duck, Billy the Kid, anarchists, young children who've just discovery independence, most instigators of rebellion
Lawful Evil: These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, lawful evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the structure of the society. Lawful evil government is marked by its severe laws, involving harsh punishments regardless of guilt or innocence. Laws are not intended to preserve justice so much as to maintain the status quo. Social class is crucial. Bribery and corruption are often ways of life. Adventurers, since they are outsiders who may be foreign agents, are viewed with great suspicion. Lawful evil kingdoms often find themselves quashing rebellions of oppressed peasants clamoring for humane treatment. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil beings.
Examples: Victor von Doom, Nazis, most Facists, brutal survival-of-the-fittest adherents, Rome at its darkest, Sparta
Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. They have no qualms about betraying their friends and companions for personal gain, although they do understand the value of alliances. They typically base their allegiance on power and money, which makes them quite receptive to bribes. Neutral evil countries tend to be benign (but not pleasant) dictatorships. Transfers of power are usually marked by bloody coups. There is a certain apathy about politics and government. Adventurers are treated the same as everyone else. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of neutral evil characters.
Examples: most Disney villains, pure selfishness, whatever is best for me, amoral, Machievelli's ideal ruler, typical drug dealer
Chaotic Evil: These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. What distinguishes chaotic evils from neutral evils is that the chaotics prefer if their actions hurt someone else. Chaotic evils are ruled by, and live in fear of, those more powerful than themselves. Local government usually amounts to a series of strongarm bosses who obey the central government out of fear. People look for ways to gain power or keep the power they've got. Assassination is an accepted method of advancement, along with coups, conspiracies, and purges. Adventurers are often used as pawns in political power games, only to be eliminated when the adventurers themselves become a threat. The concept of honor is absolutely meaningless. Bloodthirsty buccaneers and monsters of low Intelligence are fine examples of chaotic evil personalities.
Examples: demons, sadists, torturers who enjoy their work, destruction is best when it hurts someone else
Examples: Superman, Wonder Woman, Vulcans, pure Confucianism, ideal Leninism, what America TRIES to have today
Neutral Good: These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a neutral good character.
Examples: Star Trek's Federation (old and Next Gen), the Super Friends, Spiderman, many liberal Christian churches, pure Socialism
Chaotic Good: Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push folk around and tell them what to do." Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. Chaotic goods mean well and try to do right, but have a natural dislike of big government. Although there may be a single ruler, most communities are allowed to manage themselves, so long as their taxes are paid and they obey a few broad edicts. Such areas tend to have weak law enforcement organizations. A local sheriff, baron, or council may hire adventurers to fill the gap. Communities often take the law into their own hands when it seems necessary. Lands on the fringes of vast empires far from the capital tend to have this type of alignment. A brave frontiersman forever moving on as settlers follow in his wake is an example of a chaotic good character.
Examples: Robin Hood, Batman (Dark Knight), Thomas Jefferson and the "spirit" of the Revolution, Greek ideal, Native American ideal
Lawful Neutral: Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. These people are not only law-abiding, they are passionate creators of arcane bureaucracies. The tendency to organize and regulate everything easily gets out of control. In large empires there are ministries, councils, commissions, departments, offices, and cabinets for everything. If the region attracts a lot of adventurers, there are special ministries, with their own special taxes and licenses, to deal with the problem. The people are not tremendously concerned with the effectiveness of the government, so long as it functions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.
Examples: robots, lawyers, Bushido, strict Judaism, most Muslims, Prussian obedience, what American justice is really like
True Neutral: True neutral characters believe in the ultimate balance of forces or they do not believe in good and evil. True neutrals usually avoid siding with the forces of either good or evil, law or chaos. Sometimes a true neutral will take a side, but then use means outside of that side's ethics to accomplish their goals (the ends justifying the means). In general, they would prefer to see that all forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a limited extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of marauding, evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction by genocide. Neutrals either seek to prevent any one side or force from becoming too powerful or avoid aligning themselves with any "side".
Examples: Wolverine, Catwoman, animals, fence-sitters, pure Daoists, benevolent survivalists, absolute psychological relativists
Chaotic Neutral: Chaotic neutral characters believe that there is no order to anything, including their own actions. They avoid structure and rigidity at all costs. With these guiding principles, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. They are very unreliable. Although, even this is unreliable, as it suits the individual! There is no such thing as a "good" government to chaotic neutral; anarchy is the only rule. A stranger to a community may feel as if he has ridden into a town of madmen, although the inhabitants will have few (if any) inhibitions or repressions. This alignment is difficult to play in a long-term campaign.
Examples: the Hulk, Daffy Duck, Billy the Kid, anarchists, young children who've just discovery independence, most instigators of rebellion
Lawful Evil: These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits lawful evil characters, too bad. Lawful evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, lawful evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the structure of the society. Lawful evil government is marked by its severe laws, involving harsh punishments regardless of guilt or innocence. Laws are not intended to preserve justice so much as to maintain the status quo. Social class is crucial. Bribery and corruption are often ways of life. Adventurers, since they are outsiders who may be foreign agents, are viewed with great suspicion. Lawful evil kingdoms often find themselves quashing rebellions of oppressed peasants clamoring for humane treatment. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil beings.
Examples: Victor von Doom, Nazis, most Facists, brutal survival-of-the-fittest adherents, Rome at its darkest, Sparta
Neutral Evil: Neutral evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. They have no qualms about betraying their friends and companions for personal gain, although they do understand the value of alliances. They typically base their allegiance on power and money, which makes them quite receptive to bribes. Neutral evil countries tend to be benign (but not pleasant) dictatorships. Transfers of power are usually marked by bloody coups. There is a certain apathy about politics and government. Adventurers are treated the same as everyone else. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of neutral evil characters.
Examples: most Disney villains, pure selfishness, whatever is best for me, amoral, Machievelli's ideal ruler, typical drug dealer
Chaotic Evil: These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. What distinguishes chaotic evils from neutral evils is that the chaotics prefer if their actions hurt someone else. Chaotic evils are ruled by, and live in fear of, those more powerful than themselves. Local government usually amounts to a series of strongarm bosses who obey the central government out of fear. People look for ways to gain power or keep the power they've got. Assassination is an accepted method of advancement, along with coups, conspiracies, and purges. Adventurers are often used as pawns in political power games, only to be eliminated when the adventurers themselves become a threat. The concept of honor is absolutely meaningless. Bloodthirsty buccaneers and monsters of low Intelligence are fine examples of chaotic evil personalities.
Examples: demons, sadists, torturers who enjoy their work, destruction is best when it hurts someone else