4.3 Alignment

From atop his mighty warhorse Sir Clairence Rightblade surveyed his troops. Arrayed in full battle garb, his men seemed more than an even match for his opponent. The drilling had paid off. Sir Clairence knew each soldier was a well-disciplined fighting machine capable of forthrightly dispatching his enemies and the enemies of his king.
On the other side of the river Lady Ariana Touveir gazed upon her soldiers, their spears bristled above their heads like the hairs on the back of an anger badger. A low rumble of many nervous voices had already begun to crescendo into the battle cry that would erupt as they charged into combat with her enemies and the enemies of her king. Each man had trained for countless hours, preparing for a moment like this when they would face enemies of the Kingdom of Kent.
Lord Clairence could almost make out the lithe form of his adversary on the other side of the river. He wondered why the paladin stood her ground, when she obviously fought on the wrong side. Had her King not been the source behind an increased tax on Eirbrony goods? Had her people not caused hardship to his by depriving them of the much needed gold they normally gained by selling their products in the markets of Kent?
Lady Ariana raised her sword high above her head as she prepared to issue the order to attack. She could see the glint of the paladin’s armor on the other side as the noon sun reflected off of it. How could he fight for such an unjust cause? His people had attempted to flood the markets of Kent with their surplus goods after an exceptionally prosperous growing season, while her people had little luck in the fields. Negotiations had broken down last week and her king had ordered a special tax on goods imported from Eirbron. Protests had followed and now this.
Lord Clairence lifted his lance and prepared to issue the order to charge. He looked back at his men and bellowed a few words of encouragement. Then looking toward heaven he asked his god for blessing, “Erus grant me victory!”
At the same moment, Lady Ariana, looked toward heaven and asked her god for his blessing, “Erus grant me victory!” The voices of her soldiers had grown to a frenzied war cry as they prepared to charge the enemy. She lowered her sword in command ...
 

Philosophy of alignment

The deepest problem with alignment in the AD&D game is its inability to address situations like the one above. While the above event never actually took place in Fälgorna, it could have.
Taking a conservative approach to the alignment rules, the paladins in conflict above would be at risk of losing their status as paladins regardless of their actions. It is certainly not a good act to engage in mortal combat with another paladin. But, what is the alternative? If either paladin disobeyed an order from their king, that act of disobedience would also be a violation of the paladin's alignment. Disobedience is definitely not lawful, and probably not good.
A liberal interpretation of the rules might find a DM deciding that both paladins were demonstrating Lawful Good behavior. Both are supporting the will of their king for the betterment of the people of their kingdom. Yet, if both are acting in a manner consistent with the ethos of the Lawful Good alignment then why is there a conflict? The AD&D game’s alignment rules seem to suggest that there is never conflict between creatures of the same alignment (at least not those of good alignment). Creatures of like alignments manage to coexist in quiet harmony with each other — they share a sort of camaraderie that rises above real moral decision making.
Paradoxically the simple fact that the two sides are in conflict nullifies the possibility that both paladins could be acting in a Lawful and Good manner. The Lawful Good alignment is a polar extreme. By its very nature, those in opposition to a Lawful Good act must either be not lawful, not good, or both. So one of the paladins (or both) must be wrong. Yet, it can be demonstrated that both are correct and operating within the ethical guidelines of their chosen alignment.
Both sides can legitimately claim they are right and arguments can be made that both are wrong. The fact, that neither can agree does not make one bear more blame than the other. While AD&D is pure fantasy, the narrow definition of alignment does more to weaken the storylines a DM attempts to weave than to strengthen them. In the real world misunderstandings, human weakness and imperfection allow the type of situation like the one described above to occur far too often. The results of these weaknesses often give birth to drama often lost in Dungeons and Dragons campaigns.
Most players want, whether they know it or not, a believable experience when they play the game. Good roleplaying begins when a player becomes so immersed in the character that he is able to suspend disbelief of the fantasy world long enough for it and his character to become real, even if for just moment. This flash of suspended disbelief can become a memory that forms a basis for a story retold countless times around the gaming table. This suspension of disbelief is more easily achieved if the world and its people are believable, and the world and the people can be more easily believed if they have more depth than the two-dimensions currently allowed by alignment.
 

Alignment and Fälgorna

The earliest versions of the Dungeons and Dragons game included a much simpler version of the alignment rules. Characters and creatures were divided into three major categories: Law, Chaos and Neutrality. The ensuing years brought more detail to the system, but also setup a situation where character and creature actions could become predictable and two-dimensional.
With the release of AD&D 2nd edition, one would have thought that the alignment rules would once again be updated, however, they were not. Second edition alignment rules are almost unchanged from first edition rules. In addition none of the Player’s Option books dealt with alignment in significant detail.
The problem with the alignment system is simple. It too narrowly defines a character’s morality and does not take into account the relationship between the character's moral code and the moral code of the society in which he lives.
All creatures with an alignment base their conception of good and evil on the moral code established by the society in which they live. This is not to say that good and evil are mutable concepts. Rather, it is to say, an individual's understanding of these concepts is subjective. An evil creature likely sees its evil actions as good and vice versa. For example, an ogre would consider murder and thievery exemplary behaviors or “good” behaviors, while a Paladian elf would not. (This specific problem with alignment was dealt with in some detail in the Forgotten Realms supplement, Giantcraft.)
The problem defined, how can it be remedied?
First, alignments in Fälgorna are based on a Lawful Good standard. This means, Lawful means respecting the established order and Good means pure and just. A Chaotic Evil character from a Chaotic Evil society is still free to think of himself and lawful and good, however, for game purposes he is still chaotic and evil.
Second, the definition of alignment in Fälgorna is changed. Alignment for most characters is no longer an imperative, rather it is a goal. If the character deviates from his given alignment, so be it. No “real” world person is perfect, so why should a character be any different? In most cases the penalties for deviating from one’s alignment will not be levied in terms of experience point penalties or bolts of divine lightning striking from above, but rather in the form of societal punishments.
Imagine the problems caused by the performance of an evil act such as murder in a basically good society which does not tolerate such action. On a more practical level, a character who frequently strays from the moral base of the community will begin to cause people to mistrust and dislike him. A much more appropriate way for the DM to reflect alignment deviation is by imposing reaction penalties with people who know of the deviant behavior. However, some characters (such as priests and paladins) may experience more severe penalties for deviations.
 

Priests and paladins

A special problem comes into play with regard to priests, paladins, rangers and other characters tied to an alignment by a class or kit restriction. A character who receives powers and spells based on his alignment risks losing the favor of his deity should he stray too far from his chosen moral code. These types of characters should strive to be paragons of the moral code they have chosen.
However, all is not lost if the character deviates from his professed alignment. A minor deviation may only result in a chance of spell failure or the loss of a minor power. However, depending on the attitude of the deity granting power to a character, a minor alignment deviation may be all the excuse that is needed to completely strip a character of his divinely granted powers.
Penalties for paladins, priests, rangers and similar characters who deviate from their alignment are at the DM's discretion. However, these penalties will seldom include the loss of experience points.
 

Determining alignment

Every player character must chose an alignment. Following are general guidelines to aid the player in selecting an alignment for his character.
 

Good vs. Evil

The forces of good believe in the sanctity of life, respect for individual freedom and the right to pursue happiness. Acts of cruelty, causing another to suffer or oppressing others for personal gain are not the work of good creatures.
Evil embraces death, slavery and oppression as legitimate means for gaining personal power and wealth. It is diametrically opposed to good and revels in cruelty and causing others to suffer. Selfishness and pride drive the forces of evil onward.
 

Law vs. Chaos

The philosophy of law is the philosophy the importance of organized society holding precedence over individual expression and freedom. Law is the theory that through order comes greater benefit to all parts of an organization.
Chaos, on the other hand, describes the philosophy of individualism and self-expression in highest esteem. Chaos describes a belief that calls for individual freedom to take precedence over the needs of a group.
 

Alignment divisions

There are nine basic alignments divisions derived by combining the elements of Law, Chaos, Neutrality, Good and Evil. In Fälgorna, the most important of these elements are Good, Evil and Neutrality. Law and Chaos are merely nuances of the Good, Neutral and Evil poles.
A summary of the nine alignments follows:
Lawful Good — A character of this alignment believes an orderly, just society with a well-organized government can help to create a better life 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, a Lawful Good character strives for those things that will bring the greatest benefit to the most people and cause the least harm.
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.
Lawful Neutral — Order and organization are of paramount importance to a character of this alignment. He believes 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.
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.
Lawful Evil — A Lawful Evil character believes in using society and its laws to his own benefit. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, the Lawful Evil character supports laws and societies that protect his own concerns. If someone is hurt or suffers because of a law that benefits a Lawful Evil character, too bad.
A Lawful Evil character obeys laws out of fear of punishment. He is usually very careful about giving his word, because he may be forced to honor an unfavorable contract or oath he has made. Once given, the Lawful Evil character breaks his word only if he can find a way to do it legally, within the laws of the society.
An iron-fisted tyrant, the head of a notrious thieves' guild and a devious, greedy merchant are examples of Lawful Evil beings.
Neutral Good — A character of this alignment believes 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 the existing social order, so be it. Social structure itself has no innate value.
A baron who violates the orders of his king and spares the lives of rebellious peasants who were deceived by an evil leader is an example of a Neutral Good character.
True Neutral — A Character who follows this alignment believes in the ultimate balance of forces, the natural order of the world, and he refuses to see actions as either good or evil. Since the majority of people in the world make judgements, True Neutral characters are extremely rare. A True Neutral character does his best to avoid siding with the forces of either good or evil, law or chaos. It is his duty to see that all of these forces remain in balanced contention.
A True Neutral character sometimes finds himself forced into rather peculiar alliances. To a great extent, he is 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 evil gnolls, only to drop out or switch sides when the gnolls are brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.
Neutral Evil — A character of this alignment is primarily concerned with himself and his own advancement. He has no particular objection to working with others, or for that matter, going it on his own. His 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, he takes advantage of it.
Although a Neutral Evil character does not have the every-man-for-himself attitude of a chaotic character, he has no qualms about betraying his friends and companions for personal gain. He typically bases his allegiance on power and money, which makes him quite receptive to bribes.
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.
Chaotic Good — A character of this alignment is a strong individualist marked with a streak of kindness and benevolence. He believes in all the virtues of goodness and right, but has little use for laws and regulations. The Chaotic Good character has no use for people who “try to push folk around and tell them what to do.” His every action is guided by his own moral compass which, although good, may not always be in perfect agreement with the rest of society.
A brave frontiersman, forever moving on as settlers follow in his wake is an example of a Chaotic Good character.
Chaotic Neutral — For the Chaotic Neutral character, individualism reigns supreme. The strictures of society are absolutely irrelevant to this character. Likewise, good and evil have meaning only in relation to the individual needs of this character. This does not mean the character is unaware of the strictures of society; it only means he will choose to serve his own needs if he thinks he can do it without getting caught.
For example, a Chaotic Neutral may have no moral objection to killing a guard rather than paying a fine, but he knows that the personal consequences he faces by killing the guard are greater than those he faces by paying the fine. Now, if that same guard attempted to collect the fine while standing alone at the top of a stairwell, the Chaotic Neutral character's actions might be quite different.
Chaotic Neutral characters in general are notoriously unreliable. The only thing that can be relied upon when dealing with a Chaotic Neutral character is that he will always be looking out for Number One.
Hardened thieves, lunatics and madmen tend toward Chaotic Neutral in alignment.
Chaotic Evil — This character is the bane of all that is good and orderly. A Chaotic Evil character is motivated by the desire for personal gain and pleasure. He sees absolutely nothing wrong with taking whatever he wants by whatever means necessary. Laws and government 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.
Bloodthirsty buccaneers and monsters of low intelligence are fine examples of Chaotic Evil personalties.
 

Alignment variations

The nine basic alignments are further defined by the order of the words combined to create the alignment. The second word in the combination is the more important moral compass for the character. The first word is a modifier to this basic moral persuasion. For example, a character could be Lawful Good or Good Lawful. The difference between the two is slight but significant.
 

Spells and alignment

Spells which divine alignment, such as detect evil, know alignment and others, and spells which provide special protection from creatures of a specific alignment, such as protection from evil and protection from evil 10' radius, do not function in the Fälgorna campaign setting in the same way they do in other Dungeons and Dragons campaign settings. These spells have little effect on mere mortals.
Spells which protect against evil or good, never effect mortal creatures from the same plane as the spellcaster. Likewise, a spellcaster will not detect evil (or good) in a mortal creature which is not at the time of casting thinking evil (or good) thoughts or in the process of committing and evil (or good) act. The know alignment spell will never reveal the alignment of a mortal creature,
With regard to creatures native to the outer planes, alignment detection abilities work normally. These creatures have a strong ties with areas which embody the very essence of an alignment. For example, tannari are always Chaotic Evil, this never changes, their alignment is what makes them what they are.
Likewise, creatures such as undead who draw energy from another plane are often steeped in the forces of a certain alignment. This is why the alignment of undead can always be detected. The strong negative force they draw from the Negative Material Plane manifests itself as palatable evil on the prime. Why mummies, who draw energy from the Positive Material Plane, radiate evil is a mystery which sages have yet to unravel.
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