Part IV: Alignment

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Any alignment is legal, although in my personal campaigns, Evil is frowned upon and Good is preferred. Evil player characters must have some reason to act good, or at least neutral. Perhaps they seek a common goal with the other characters, such as in Chrono Trigger, when Magus wanted to destroy Lavos, and therefore he helped Crono out. I also make use of a third alignment axis: Collectivist/Individualist. These ideas are unrelated to Law and Chaos. The United States circa 1900 was a very lawful, individualist society. The government regulated business very little, yet there were many legal procedures that had to be followed, involving government, taxation, and in particular, the laws governing the making of new laws. (If the president vetoes, it goes back to Congress, who can pass it with a two-thirds majority...) The individualist/collectivist alignments have no effect on the layout of the outer planes, but alignment-detecting spells will reveal them, and other alignment-related effects may involve these. Classes not listed below have no changes to their allowed alignments.

Paladins must be LGC or LGN (Lawful Good Collectivist or Lawful Good Neutral). Only paladins with the Expatriate kit can be LGI (Lawful good Individualist).

Druids are usually Absolute Neutral. (NNN) A few rare druids are NNC... they feel strongly that man and nature are one, and no one should have any advantage.

Bards may be LGN, any variation on the NG, CG, NN, CN, or NE alignments, or LNN.

Rangers may be any non-evil alignment, but rangers who are neutral on the good-evil axis are rare.