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		<title>Alignment</title>
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		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Gallery */&lt;/p&gt;
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&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
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* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
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* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
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* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
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* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
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== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
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Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
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Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
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[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
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=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
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Example(s): a benevolent king or queen.&lt;br /&gt;
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=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
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Example(s): a humanitarian.&lt;br /&gt;
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=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood. Beware of [[Stupid Good]].&lt;br /&gt;
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Example(s): a freedom fighter.&lt;br /&gt;
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=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
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At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
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Example(s): A paperwork-addled Office worker.&lt;br /&gt;
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=== True Neutral ===&lt;br /&gt;
Comes in two varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral and &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral. &lt;br /&gt;
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The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
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&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
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Overall, show them the business end of your weapon as soon as the opportunity presents itself.Beware of [[Stupid Neutral]].&lt;br /&gt;
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Example(s): A mercenary corporation (second type).&lt;br /&gt;
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=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
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The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
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The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
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Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.Beware of [[Chaotic Stupid]].&lt;br /&gt;
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Example(s): The mentally unstable.&lt;br /&gt;
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=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
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Example(s): A despotic Dictator.&lt;br /&gt;
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=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
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Example(s): A Sociopath.&lt;br /&gt;
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=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
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Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
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Example(s): A terrorist.&lt;br /&gt;
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== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
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Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
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Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
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Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
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Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
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== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
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* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
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* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
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* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
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* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
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* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
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* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
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* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
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* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
Image:5 by 5 alignment chart by doaspotcheck-d3i5jfy.png| Yes, somoene decided to make it *more* complicated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41177</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41177"/>
		<updated>2018-10-04T03:56:22Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* The iconic D&amp;amp;D alignments (and why your party should kill them) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
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* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
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* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
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* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
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* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
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== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
&lt;br /&gt;
Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
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Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
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[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
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=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
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Example(s): a benevolent king or queen.&lt;br /&gt;
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=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
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Example(s): a humanitarian.&lt;br /&gt;
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=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood. Beware of [[Stupid Good]].&lt;br /&gt;
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Example(s): a freedom fighter.&lt;br /&gt;
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=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
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At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
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Example(s): A paperwork-addled Office worker.&lt;br /&gt;
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=== True Neutral ===&lt;br /&gt;
Comes in two varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral and &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral. &lt;br /&gt;
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The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
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&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
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Overall, show them the business end of your weapon as soon as the opportunity presents itself.Beware of [[Stupid Neutral]].&lt;br /&gt;
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Example(s): A mercenary corporation (second type).&lt;br /&gt;
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=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
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The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
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The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
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Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.Beware of [[Chaotic Stupid]].&lt;br /&gt;
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Example(s): The mentally unstable.&lt;br /&gt;
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=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
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Example(s): A despotic Dictator.&lt;br /&gt;
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=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
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Example(s): A Sociopath.&lt;br /&gt;
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=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
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Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
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Example(s): A terrorist.&lt;br /&gt;
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== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
&lt;br /&gt;
Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
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Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
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Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
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Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
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== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
&lt;br /&gt;
* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
&lt;br /&gt;
* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
&lt;br /&gt;
* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
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* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
&lt;br /&gt;
* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41176</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41176"/>
		<updated>2018-10-04T03:36:53Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Lawful Good */&lt;/p&gt;
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&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
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* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
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* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
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* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
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* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
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== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
&lt;br /&gt;
Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
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Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
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[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
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=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
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Example(s): a benevolent king or queen.&lt;br /&gt;
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=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
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Example(s): a humanitarian.&lt;br /&gt;
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=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood.&lt;br /&gt;
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Beware of [[Stupid Good]].&lt;br /&gt;
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=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
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At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.&lt;br /&gt;
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Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
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=== True Neutral ===&lt;br /&gt;
Comes in two varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral and &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral. &lt;br /&gt;
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The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
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&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
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Overall, show them the business end of your weapon as soon as the opportunity presents itself.&lt;br /&gt;
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Beware of [[Stupid Neutral]].&lt;br /&gt;
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=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
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The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
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The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
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Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.&lt;br /&gt;
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Beware of [[Chaotic Stupid]].&lt;br /&gt;
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=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
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=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
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=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
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Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.&lt;br /&gt;
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Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
&lt;br /&gt;
== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
&lt;br /&gt;
Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
&lt;br /&gt;
Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
&lt;br /&gt;
Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
&lt;br /&gt;
Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
&lt;br /&gt;
== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
&lt;br /&gt;
* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
&lt;br /&gt;
* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
&lt;br /&gt;
* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
&lt;br /&gt;
* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
&lt;br /&gt;
* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41175</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41175"/>
		<updated>2018-10-04T03:36:39Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Neutral Good */&lt;/p&gt;
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&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
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* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
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* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
&lt;br /&gt;
* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
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== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
&lt;br /&gt;
Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
&lt;br /&gt;
Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
&lt;br /&gt;
[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
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=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
&lt;br /&gt;
Examples: a benevolent king or queen.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
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Example(s): a humanitarian.&lt;br /&gt;
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=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood.&lt;br /&gt;
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Beware of [[Stupid Good]].&lt;br /&gt;
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=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
&lt;br /&gt;
At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.&lt;br /&gt;
&lt;br /&gt;
Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
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=== True Neutral ===&lt;br /&gt;
Comes in two varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral and &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral. &lt;br /&gt;
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The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
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Overall, show them the business end of your weapon as soon as the opportunity presents itself.&lt;br /&gt;
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Beware of [[Stupid Neutral]].&lt;br /&gt;
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=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
&lt;br /&gt;
The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
&lt;br /&gt;
The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
&lt;br /&gt;
Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.&lt;br /&gt;
&lt;br /&gt;
Beware of [[Chaotic Stupid]].&lt;br /&gt;
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=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
&lt;br /&gt;
Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.&lt;br /&gt;
&lt;br /&gt;
Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
&lt;br /&gt;
== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
&lt;br /&gt;
Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
&lt;br /&gt;
Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
&lt;br /&gt;
Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
&lt;br /&gt;
Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
&lt;br /&gt;
== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
&lt;br /&gt;
* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
&lt;br /&gt;
* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
&lt;br /&gt;
* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
&lt;br /&gt;
* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
&lt;br /&gt;
* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41174</id>
		<title>Alignment</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alignment&amp;diff=41174"/>
		<updated>2018-10-04T03:36:04Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Lawful Good */&lt;/p&gt;
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&lt;div&gt;[[Image:ALIGNMENT_CHART.jpg|thumb|The old reliable]]&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039; is a key game element that originated in [[D&amp;amp;D|Dungeons and Dragons]]. People, creatures, spells, objects, and places can have an alignment. The term is used in other role-playing games whenever characters or NPCs have a simple stat for their own code of conduct. Alignment has spawned more [[RAGE|debates]] and motivational posters than anything else in D&amp;amp;D, and alignment threads now belong in /co/ after we swapped them for Empowered. Post alignment threads at risk of sagebombing.&lt;br /&gt;
== NOTICE ==&lt;br /&gt;
Alignment is designed to be a rough explanation of motivation for characters in a game (Captain America is Lawful Good, a Rebel fighting against a Tyrannical megacorp is chaotic good, Sauron is Lawful Evil, a crazed stab happy maniac is Chaotic Evil and a hopeless ditherer/shady individual only interested in money is True Neutral, etc) rather than a real world moral philosophy.&lt;br /&gt;
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== Alignment in Different Editions ==&lt;br /&gt;
* Dave Arneson&#039;s [[Blackmoor|First Fantasy Campaign]] has three alignments: Good, Neutral, and Evil. The forces of Good included The Blue Rider, known for &amp;quot;riding hither and yon fighting the forces of evil and carrying off any likely wench encountered.&amp;quot; Because of the framework of the First Fantasy Campaign, it&#039;s best to understand alignment as &amp;quot;allegiance&amp;quot;.&lt;br /&gt;
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* [[Dungeons_&amp;amp;_Dragons#Basic_Dungeons_&amp;amp;_Dragons|Original D&amp;amp;D]] goes to a less clear-cut list (Lawful, Chaotic, and Neutral), but does not explain the precise meaning of these terms. The reader is left to interpret them from a list of examples. The side of Law includes Halflings, Patriarchs and Treants; the Neutrals includes animals, Dryads and Minotaurs; and the Chaotics are entities such as undead, &amp;quot;Evil High Priests&amp;quot; and Hobgoblins.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons|Advanced D&amp;amp;D]] (aka 1st edition) combined these alignment systems, with one axis for Good, Evil and Neutral, and another for Lawful, Chaotic and Neutral. Different alignments had their own &amp;quot;alignment languages&amp;quot; to allow them to properly identify one another. Interpretations of alignment language are controversial in their own right. Gygax compared alignment language to religious languages, especially Latin in the Catholic Church.&lt;br /&gt;
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* [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D_2nd_Edition|AD&amp;amp;D 2nd Edition]] made a radical change to the alignment system, by defining alignment as the character&#039;s &amp;quot;basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general&amp;quot;. While the 1st Edition grid was used, it had gone from being the character&#039;s allegiance or team to a personality test. Alignment language was axed.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd Edition|3rd]] (and 3.5) Editions made no changes to alignment. Same two-axis method, same class restrictions, same hating people who were on the other side of the chart from you.&lt;br /&gt;
&lt;br /&gt;
* [[4th Edition Dungeons and Dragons|4th Edition]] made a [[skub|controversial]] change. Instead of the classic 3x3 grid which has been in place since the 1970&#039;s, the alignment system was changed to a single axis with four positions: good, lawful good, evil, and chaotic evil, with the added option of being unaligned (not smart enough to understand alignments, or simply can&#039;t be bothered to give a shit - not to be confused with the old Neutral). As with many of the changes implemented in 4E, this has caused much [[Rage|heated, vigorous discussion]] about the subject.&lt;br /&gt;
** Ironically, the designers felt Good and Evil suffered from opposite problems; Lawful Good and Chaotic Evil were quite clearly defined (Lawful Good: benevolent but constrained by external laws, Chaotic Evil: batshit insane psycho random evulz), but Neutral/Chaotic Good and Lawful/Neutral Evil tended to sort of blur together. The point was that alignments should be a conscious effort on the part of the player, rather than acting as a personality anchor: Lawful Good and Chaotic Evil both represent very specific takes on Good and Evil (equal emphasis on law &amp;amp; order as to good for the former, mindlessly impulsive and often self-destructive evil for the latter). However, Unless you were the kind of guy who really bothered to get into the nitty-gritty of the Law-Chaos axis splits, Neutral and Chaotic Good tended to be interchangeable in terms of being &amp;quot;I do good, no matter what the law has to say about it&amp;quot; alignments; Lawful and Neutral Evil were likewise interchangeable in terms of being &amp;quot;the evil I do serves a purpose and isn&#039;t just for random shits &#039;n&#039; giggles&amp;quot;. Moreover, the Morally Neutral alignments were stripped out under the basis that they tended to just be played as extreme parodies for Lawful/Chaotic Neutral (see: [[Lawful Stupid]], [[Chaotic Stupid]]) or else made little sense for an adventurer (True Neutral). Therefore, the concept of alignment was changed to whether or not a character actively pursues Good or Evil (hence the Lawful Good, Good, Evil and Chaotic Evil aligments, which cover the &amp;quot;how&amp;quot; of supporting good/evil) or simply doesn&#039;t care for greater meta-cosmological implications and is out for their own goals (Unaligned).&lt;br /&gt;
&lt;br /&gt;
* [[Dungeons_%26_Dragons_5th_Edition|5th Edition]] brought back the old grid of nine options based on Law to Chaos and Good to Evil, but drastically shortened the descriptions (their PHB entries average 2 to 3 sentences, and one of those sentences is usually a description of what critters are usually members of that alignment). It also followed in 4e&#039;s footsteps by minimizing the actual crunch-value of alignment (even traditional alignment-requiring classes like the [[Paladin]] and [[Monk]] no longer need to be a specific alignment or lose their powers) and retaining Unaligned, though this &amp;quot;tenth alignment&amp;quot; is reserved exclusively for the sorts of creatures that are too mindless to have an alignment. In other words, 5e Unaligned is &amp;quot;too dumb to understand concepts of law, chaos, good or evil&amp;quot;, whilst Neutral is &amp;quot;deliberately recognizes law/chaos/good/evil and chooses to hold the middle ground between the extremes&amp;quot;.&lt;br /&gt;
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== Controversy caused by the 2nd Edition Change ==&lt;br /&gt;
Making alignment a personality system has led to [[rage|vigorous]] [[Skub|debate]].&lt;br /&gt;
&lt;br /&gt;
Some argue that taking alignment seriously in any way entails failure because it tries to simplify and categorizes something philosophers, sociologists, theologists and psychologists have been debating for thousands of years with no tangible results. A [[:File:Alignments_Batman.jpg|famous example]] shows the goddamn Batman in various periods of his comic and his actions and words correspond to pretty much all existing alignments. Recent developments in D&amp;amp;D (Eberron, 4th Edition) have been relaxing and ignoring the old rigid structure.&lt;br /&gt;
&lt;br /&gt;
Others argue that those people don&#039;t understand about how the two-axis alignment system is meant to work (even the hyper-rigid structure of the 2nd Edition alignments was eventually softened to more of a Cartesian coordinates system by [[Planescape]], and &#039;&#039;every&#039;&#039; subsequent edition has eased off even further from the alignment-as-straitjacket model to an alignment-as-storytelling-tool one) and that using an inconsistent comic book character who has been written by dozens of different people over the course of his existence to try and demonstrate that the system fails is completely missing the point.&lt;br /&gt;
&lt;br /&gt;
[[skub|Debate continues.]]&lt;br /&gt;
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== The iconic D&amp;amp;D alignments (and why your party should kill them) ==&lt;br /&gt;
[[File:Alignment Demotivational.jpg|thumb|right|350px]]&lt;br /&gt;
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=== Lawful Good ===&lt;br /&gt;
Truth, justice, apple pie, and curbstomping. All Lawful Good characters are the same boring boy scout types. Their [[Lawful Stupid|ridiculously rigid codes of morality]] will often lead them to betray the party when you kick a bunny or try to use something demonic (I.E. they get angry if you do anything cool). They will also whine constantly about the party breaking the law for perfectly good reasons, and are prone to BS black and white morality. (&amp;quot;You are not doing good, then you must be doing evil! Taste my blade, evildoer!&amp;quot;) When they start to complain about the party&#039;s &amp;quot;evildoing&amp;quot;, have the rogue engineer an &amp;quot;accident&amp;quot; for them, [[Dwarf Fortress]] style.  Beware of [[Lawful Stupid]], if it wasn&#039;t painfully obvious.&lt;br /&gt;
&lt;br /&gt;
Examples: a benevolent king or queen.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Good ===&lt;br /&gt;
The quintessential &amp;quot;nice guy&amp;quot;. Is overridingly concerned with being &amp;quot;good&amp;quot;, which is extremely vague but generally boils down to mincing around like a useless pansy and trying to talk their way out of every situation. His idiotic insistence on nonviolence is going to [[TPK]] the party when he tries to negotiate with [[Orcus]]. Tell him to go make friends with a wolverine and head back to the inn for a drink.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Good ===&lt;br /&gt;
Essentially adopting the credo of: &amp;quot;If you want peace, prepare for war&amp;quot;, they will do good deeds and actions using rather unorthodox methods. Though this alignment can respect the law, they mostly break in it efforts to protect people, since to them the &amp;quot;Good&amp;quot; comes before the &amp;quot;Law&amp;quot;. This tends to have [[skub|mixed results]]. Sure, that cop beat his wife or took drug money… and maybe that bank was run by the mafia. But the fact remains he broke rules - he broke them for good reasons, but he broke them. His well-intentioned extremism is going to get you in deep shit with the man, so be sure to betray him to the establishment at first opportunity. For an apt summary, think Robin Hood.&lt;br /&gt;
&lt;br /&gt;
Beware of [[Stupid Good]].&lt;br /&gt;
&lt;br /&gt;
=== Lawful Neutral ===&lt;br /&gt;
Think Paladins without the morality. Lawful Neutral characters are essentially the law-made-manifest. They uncompromisingly enforce the law down to the letter and do not give any unofficial leeway regardless of the criminal&#039;s motives or intentions. Stole some food to feed your starving family? Go to jail. Robbed the bank to buy a cure for your dying sister? To the dungeon. Stole a car to save the lives of hundreds? You&#039;re under arrest. Equally for evil, you committed genocide? Hanged, drawn and quartered.&lt;br /&gt;
&lt;br /&gt;
At best they&#039;re obstructive bureaucrats, at worst they&#039;re insufferable [[Rules Lawyer]]s given the license of roleplay, and will bitch even more about the rules than the lawful goods. They&#039;re going to turn on you the second you jaywalk across the street to stop a mugger, so as soon as you get out of town leave them in a shallow grave.&lt;br /&gt;
&lt;br /&gt;
Beware even harder of [[Lawful Stupid]].&lt;br /&gt;
&lt;br /&gt;
=== True Neutral ===&lt;br /&gt;
Comes in two varieties: &amp;quot;Dedicated to Balance&amp;quot; True Neutral and &amp;quot;Can&#039;t be Bothered to Care&amp;quot; True Neutral. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dedicated to Balance&amp;quot; types are types who are not concerned about the morality of their choices, but rather how it will affect the status quo (although what that status quo is, is dependent on the character in question). This means that a true neutral character may allow things like war, suffering, or disasters to continue, if it ensures that the balance of power is maintained. They are not necessarily malevolent, as they see their actions as a completely necessary act for the greater good that would benefit everyone in the long run - but then again they&#039;re insufferable dickbags who sees the entire universe as one big chequebook to even out, who will sell you out in a heartbeat if it meant maintaining the status quo. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t Care&amp;quot; types are either extremely uninspired roleplayers, NPC villagers, or [[Bear Lore|bears]]. However, they&#039;ll usually do what seems like a good idea at the time. This means you should kill them, because chances are they&#039;re reading this at the same time as you, and will try to kill you preemptively. &lt;br /&gt;
&lt;br /&gt;
Overall, show them the business end of your weapon as soon as the opportunity presents itself.&lt;br /&gt;
&lt;br /&gt;
Beware of [[Stupid Neutral]].&lt;br /&gt;
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=== Chaotic Neutral ===&lt;br /&gt;
The original interpretation was the agent of chaos. Characters of this alignment were often random and completely inconsistent as long as chaos was achieved. Anarchistic and individualistic, AD&amp;amp;D 2e notes that they are extremely difficult to deal with due to their unreliable nature. Abandoned 3.X onwards when everyone realized no-one could ever play this alignment longer than 5 minutes before suffering a forced change for the sake of adventure. That is, of course, if the character wasn&#039;t killed thanks to AD&amp;amp;D&#039;s high character mortality rate.&lt;br /&gt;
&lt;br /&gt;
The current interpretation of this is a perfectly amoral and self serving character. One who isn&#039;t necessarily evil, as they don&#039;t actively plot to screw people for some higher cause (it just so happens they need to, given the circumstances), but instead believe in maintaining their own self interest (or cause) above all others. As far as they&#039;re concerned, they gotta watch out for numero uno and everyone else is just a tool and stepping stone to keep numero uno alive.&lt;br /&gt;
&lt;br /&gt;
The player interpretation of this is &amp;quot;whatever the fuck I want, whenever the fuck I want.&amp;quot; [[The Henderson Scale of Plot Derailment|Usually used directly &#039;&#039;after&#039;&#039; the DM bans evil alignments and directly &#039;&#039;before&#039;&#039; the DM ragequits.]] They&#039;re alright to have &#039;&#039;so long as your goals align with each other&#039;&#039;, but as soon as that changes, it&#039;s highly recommended you introduce them to the business end of your weapon and throw their corpse in a ditch.&lt;br /&gt;
&lt;br /&gt;
Also the alignment of 13 year old edgelord characters with KEWL powers, because the rebellious asshole who doesn&#039;t play by the rules is totally kewl.&lt;br /&gt;
&lt;br /&gt;
Beware of [[Chaotic Stupid]].&lt;br /&gt;
&lt;br /&gt;
=== Lawful Evil ===&lt;br /&gt;
Here you have your Fascists, Social Darwinists, contract killers, and anybody else who can be reliably and systematically counted on to be a [[Eldrad|dick]]. In real world terms, Lawful Evil would be corrupt politicians, ridiculously wealthy plutocrats who play the system in obviously self serving ways and/or high-functioning sociopaths (ones who are good at hiding their evil and selfish tendencies) , but do it in a socially acceptable manner that sometimes others might applaud as clever tricks, sometimes you might never even know a person is Lawful Evil, since they usually do their utmost to appear integrated in societies. The endgame is almost always multidimensional domination, so be sure to kill them before they get &#039;&#039;too&#039;&#039; powerful. Alternatively, kill them before they get the chance to screw you over/enslave you/bind you to some contract that will suck for you.&lt;br /&gt;
&lt;br /&gt;
=== Neutral Evil ===&lt;br /&gt;
The asshole alignment. Follows the law as long as it helps them, then breaks it. Ingratiates themselves to people, before betraying them. Does good deeds, until they cease to elevate them. Social acceptance never really comes into it with these guys. If he&#039;s being an insufferable prick you should probably just kill him, nobody will question you. If he&#039;s generally acting like a good guy you should definitely just kill him, &#039;&#039;he&#039;s up to [[Just as planned|something]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Chaotic Evil ===&lt;br /&gt;
A psychopath who&#039;s evil for the sake of being evil. There&#039;s no driving factor why they&#039;re a Satan-incarnate -, not to get rich, not to get revenge, not to set things right in their own misguided way; they just relish in the act of being a total dickwad. They will murder people for kicks, will rape and torture people to get their willies on, and hates everyone else, just because they were there. Some people just want to watch the world burn; those are Chaotic Evil people.&lt;br /&gt;
&lt;br /&gt;
Always on a feud against society and will piss on a book of law just because he likes it, and fuck you, and fuck your law too, and i&#039;ll eat your babies. This alignment has no depth at all and is very dangerous to keep around, its only real purpose is to make a quick 2D villain for your party to murder without any qualms, or a fun psycho-type character in a non-serious game. It is highly recommended you give them a good stomping and throw their corpse off the ramparts as soon as possible, because they will be trouble the moment their attention shifts to you. If you start out your party with one, you kinda deserve it, once the inevitable happens.&lt;br /&gt;
&lt;br /&gt;
Beware of [[Stupid Evil]] or, worse, someone who &#039;&#039;alternates&#039;&#039; between [[Chaotic Stupid]] and [[Stupid Evil]].&lt;br /&gt;
&lt;br /&gt;
== A Broader Perspective ==&lt;br /&gt;
When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren&#039;t just &amp;quot;good&amp;quot; or &amp;quot;lawful&amp;quot; - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming.&lt;br /&gt;
&lt;br /&gt;
Lawful is usually regarded as &amp;quot;I follow the rules of the land&amp;quot;, while Chaotic tend to be &amp;quot;I do whatever I want regardless of laws&amp;quot;, but it doesn&#039;t in fact have to be like that: Lawful doesn&#039;t have to mean that your character follow the laws, just that the character has some kind of ruleset or set of morals they follow and generally won&#039;t bend from, even if they are self-imposed, while Chaotic might mean that your character doesn&#039;t care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually &amp;quot;I help and protect and doesn&#039;t afraid of anything&amp;quot; and Evil &amp;quot;I will kill because I can&amp;quot;, but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals - We only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal she wants to achieve and wont be stopped to do so.&lt;br /&gt;
&lt;br /&gt;
Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent.&lt;br /&gt;
&lt;br /&gt;
Another point is that alignment is meant to represent &#039;&#039;tendencies&#039;&#039; rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she&#039;s not &#039;&#039;that&#039;&#039; evil. Indeed, people acting in ways they normally wouldn&#039;t due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, &#039;&#039;doing one act out of alignment does not constitute an alignment shift&#039;&#039;. (Unless you&#039;re a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he&#039;ll bring the bad guy in &amp;quot;by the book&amp;quot; don&#039;t &#039;&#039;stop&#039;&#039; being lawful or chaotic just because they acted out of alignment once.&lt;br /&gt;
&lt;br /&gt;
Just remember that these things aren&#039;t set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character. You can have loads of fun with unique characters this way - Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]]&lt;br /&gt;
&lt;br /&gt;
== Alignment, Allegiance and Personality in other RPGs ==&lt;br /&gt;
* White Wolf&#039;s [[World of Darkness]] games clearly separate allegiance and personality. For example, Vampire: the Masquerade has Camarilla, Anarchs, and Sabbat for the character&#039;s basic allegiance (although unlike D&amp;amp;D, these have no metaphysical consequences). All of the World of Darkness games use a shopping list of Jungian archetypes to describe a character&#039;s personal code of conduct, described as their &amp;quot;Nature.&amp;quot; The games have much emphasis on social interactions, betrayal, deception and general being a bastard, so there&#039;s also the archetype they present publicly, called their &amp;quot;Demeanor.&amp;quot; Good or evil can be a bit irrelevant when the player characters are all vampires/werewolves/demigods/dead/half-imaginary. Characters that behaved appropriately to their Nature archetype were gained a stronger self-confidence, evidenced by awarding &amp;quot;willpower&amp;quot; points they could spend later to make tasks more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
* White Wolf&#039;s [[Exalted]] has the four Virtues: Valor, Compassion, Conviction and Temperance. All are measured on a scale of 1-5 for mortals, but some beings can go up to ten. It describes, respectively, how brave you are, how nice you are, how good you are at sticking to your guns, and how much willpower you can muster to avoid temptation. Two is considered the human average, but since you&#039;re (hopefully!) supposed to be some kind of mythical hero ,you have to at least three in something to start with. &lt;br /&gt;
** Being all the way down at one means you are, respectively, a coward, a sociopathic dick who can&#039;t feel empathy, an aimless wishy-washy vagrant, or any flavor of hedonist you care to name. The cosmic spirit of unlikable douchebaggery, the Ebon Dragon, is about the only being with a one in &#039;&#039;every&#039;&#039; virtue. &lt;br /&gt;
** Having too much, though, turns you a different flavor of psycho; respectively, a frothing berserker, an unbalanced lunatic who can&#039;t stop helping people and won&#039;t look at the bigger picture, a zealot incapable of realizing that you&#039;re wrong, or an uptight jerk who literally wants to stop everyone else from having fun. Each virtue can override one other virtue, but raising them all high takes up lots of XP and can turn you into a neurotic wreck like the Unconquered Sun, who has a ten in &#039;&#039;every&#039;&#039; virtue and has turned into a burned-out wreck of a deity listlessly squatting in his celestial house playing &#039;&#039;[[World of Warcraft]]&#039;&#039; all day because breaking &#039;&#039;any&#039;&#039; virtue would lessen him and it&#039;s really hard to function without repressing at least one in a weak sort of way.&lt;br /&gt;
&lt;br /&gt;
* [[d20 Modern]] uses &amp;quot;allegiances&amp;quot; instead of ethics, indicating the character subscribes to an established code of conduct, or the mores of a social group. Dealing with an NPC with a matching allegiance gives the player a +2 circumstance bonus to social tasks. If an NPC witnesses you violating one of their allegiances, that&#039;s a -2 for any social tasks with that NPC evermore. Characters can have multiple allegiances, each providing the +2/-2 when appropriate, but not cumulatively.&lt;br /&gt;
&lt;br /&gt;
* [[RIFTS|Palladium Fantasy RPG]] (and all Palladium games that came later) uses three categories for alignment: Good, Selfish and Evil. These break down into seven alignments: Principled, Scrupulous, Unprincipled, Anarchist, Aberrant, Miscreant, and Diabolic. They added &amp;quot;Taoist&amp;quot; for their Kung-fu games, but nobody used it. D&amp;amp;D fans often enjoy noting that these roughly correlate into most of the same alignments as the classic 9-axis. There is no &amp;quot;True Neutral&amp;quot; equivalent alignment in Palladium, however; per word of god, this was because A: [[Stupid Neutral]] was, well, a stupid idea, and B: anyone who truly did not give a shit about anything (the &#039;&#039;other&#039;&#039; primary description of the True Neutral alignment in D&amp;amp;D) would not be at all inclined to go adventuring. By the game designer&#039;s arguments, somebody who&#039;s only adventuring to get something they need or want done (your classic &amp;quot;I don&#039;t care if the Empire&#039;s hurting people, but they&#039;ll take my farm if I don&#039;t take them out&amp;quot; jerk) would fall under one of the Selfish alignments.&lt;br /&gt;
&lt;br /&gt;
* [[GURPS]] doesn&#039;t have alignments. Instead, it&#039;s a long list of mental disadvantages you can take during character generation to restrict the character&#039;s behavior. Since characters are on a point-buy system, these disadvantages can be traded for other advantages. You could take Compulsive Honesty (-10 point flaw), for enough points to get you Ambidexterity (+10 point advantage), or Kleptomania (-15) for a military rank of Lieutenant (three ranks @ +5).&lt;br /&gt;
&lt;br /&gt;
* [[Warhammer Fantasy]] had five alignments on a linear scale: Law - Good - Neutral - Evil - Chaotic. This was used as a rule of thumb for reactions between people — identical alignments would be well-disposed towards each other, but the further apart alignments are, the more likely things would come to blows. A character&#039;s alignment could shift at most one step left or right from where they started. Later editions of Warhammer de-emphasize the alignment system in favor of allegiances and broad personalities.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon World]] uses alignment as a method for gaining experience points; you choose one of the three offered during character creation. Playing an evil rogue? Get 1 XP when someone else gets in trouble for something you did. Playing a good druid? Get 1 XP when you eliminate an unnatural menace.&lt;br /&gt;
&lt;br /&gt;
* Sitting somewhere between a D&amp;amp;D alignment and a personality test, [[Magic: The Gathering]] has a five color system of magic that also had personality traits wired into make up. For example, red is the color of acting rather than thinking, and they have the most destructive spells and cheapest creatures. Blue, on the other hand, is logical and thinks rather than acts, and they have the most counter spells.&lt;br /&gt;
&lt;br /&gt;
* The [[Star Wars Roleplaying Game]] uses a form of alignment called &#039;&#039;&#039;Morality&#039;&#039;&#039; which has a mechanical effect, but it only applies to Force users and how they activate their powers, so any other character can behave in whichever manner they choose without penalty. Force users move up and down the Light/Dark scale in a fluid manner which can be incredibly difficult to maintain at the same value from session to session. It has an inbuilt tendency to climb upwards, but can be decreased due to actions on the part of the player. The rules incorporate a hard and fast list of what actually constitutes &amp;quot;bad&amp;quot; and how minor or major it impacts your score, and doesn&#039;t really incorporate any level of intention or thought process that goes into the act, meaning that the GM shouldn&#039;t be blamed for hitting the character with a big alignment shift at the end of a session, but character could swing back in the following session just as naturally.&lt;br /&gt;
**Wizards [[Star Wars D20]] also used a light/dark system which influenced what powers were available to Force users, but the system was incredibly punishing to players, requiring them to have absolutely no dark side points at all in order to get the best out of &#039;&#039;Light&#039;&#039; powers while causing them to alignment shift every time they even &#039;&#039;used&#039;&#039; a dark-side power, also it risked them losing their characters to the GM if they reach a &#039;&#039;Dark&#039;&#039; threshold determined by their wisdom score. Plus while there was a list of what actions accumulate &amp;quot;dark&amp;quot; points, some of them are subjective and call on GM rulings, and those points are quite difficult (but not impossible) to get rid of once obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reality&#039;&#039;&#039;: as long as humans have been around we&#039;ve tried to sort out ethics, and then put people into category of &amp;quot;good&amp;quot; or &amp;quot;Evil&amp;quot;, &amp;quot;lawful&amp;quot;, or &amp;quot;chaotic&amp;quot;. For much of human history we&#039;ve used [[derp|religion]] and [[Herp|race]] as the measuring stick of how we figured this out. During the 20th century, though the former is still used by some, societies figured out a much better way than the latter (though [[That Guy|some people]] still use that too) to type people&#039;s personality, or &amp;quot;Alignment&amp;quot;, thanks to personality tests. Developed by armed forces to ease selection, personality tests are, like RPG game alignments, not perfect; however, they are still a good guide line for describing peoples personality, and some like the Minnesota Multiphasic Personality Inventory are medically useful when treating mental disorders. One of the most common personality typing systems is the Myers-Briggs Type Indicator, [https://www.youtube.com/watch?v=QKnNO5pxRGQ with a rough description of what it is here]. Of course, since people in real life grow and change, so can their personality (and thus &#039;alignment&#039;), so re-testing is necessary to keep an accurate idea. Myers-Briggs is really a lot like a horoscope, with descriptions so vague and generic they can easily apply to just about any one. Try reading the descriptions and see how many could apply to you.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
Did we mention that alignment charts are a [[meme]]?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alignment.jpg|An alignment chart for gradient alignment tracking.&lt;br /&gt;
Image:Lawful Good.jpg|Freedom is the right of all sentient beings.&lt;br /&gt;
Image:Alignments_Batman.jpg|Batman is a complex guy&lt;br /&gt;
Image:Chaotic_Good_V.jpg|&amp;quot;We are legion!&amp;quot;&lt;br /&gt;
Image:Chaotic_Evil_Joker.jpg|Cue Mark Hamill laughter.&lt;br /&gt;
Image:Lawful_evil_Palpatine.jpg|&amp;quot;Unlimited powah!&amp;quot;&lt;br /&gt;
Image:Alignments_oversimplified.png&lt;br /&gt;
Image:The_Axis_of_Stupid.png|Of course, idiocy is not exclusive to specific moral conundrums.&lt;br /&gt;
Image:Sandwich-alignment-chart.jpg|We are all agreed on this then: A rock is not a sandwich.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment TVTropes on Character Alignments]&lt;br /&gt;
* [http://mightygodking.com/index.php/category/dd-explains-everything/ MGK made half the Alignment charts you laugh at]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Alignment]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bahamut&amp;diff=78178</id>
		<title>Bahamut</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bahamut&amp;diff=78178"/>
		<updated>2018-10-04T03:17:28Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: &lt;/p&gt;
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&lt;div&gt;[[File:DragonAndCanaries.jpg|400px|thumb|left|Bahamut, the Platinum Dragon, and the Old Man with the Canaries]]&lt;br /&gt;
{{Infobox Deity&lt;br /&gt;
|Name = Bahamut&lt;br /&gt;
|Symbol = [[File:Symbol of Bahamut.png|250px]]&lt;br /&gt;
|Alignment = Lawful Good&lt;br /&gt;
|Divine Rank = Lesser God&lt;br /&gt;
|Pantheon = Dawn War, Draconic&lt;br /&gt;
|Portfolio = Good dragons, Wind, Hope, Justice, Protection&lt;br /&gt;
|Domains = Air, Good, Luck, Protection&lt;br /&gt;
|Home Plane = &#039;&#039;Bahamut&#039;s Palace&#039;&#039; ([[Celestia]])&lt;br /&gt;
|Worshippers = Good dragons, anyone seeking protection from evil dragons.&lt;br /&gt;
|Favoured Weapon = &#039;&#039;Bite&#039;&#039; (Heavy Pick), Claw&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bahamut&#039;&#039;&#039; is a giant fish in Arabic mythology, which may or may not have the head of a hippo or an elephant, that supports the Earth. Allegedly so large that the sight of him was enough to make frikin&#039; JESUS pass out from shock (no really!), but that&#039;s pretty fucking boring so he&#039;s always turned into a [[dragon]] in fiction. As far as /tg/ cares, he&#039;s one of the Lawful Good deities of D&amp;amp;D, dating back all the way back to basic D&amp;amp;D. His [[Dragonlance]] expy is [[Paladine]].&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
In [[4e]], Bahamut is the &amp;quot;son&amp;quot; of Io: the original god of [[dragon]]s and [[Dragonborn]]. During the Dawn War, Io went toe-to-toe with Erek-Hus, the Primordial King of Terror. The dragon-god was curbstomped, and was sliced in half, from head to tail, by the Primordial&#039;s massive axe.&lt;br /&gt;
&lt;br /&gt;
Instead of going down into history as the god who got killed like a chump, two new dragons arose from the corpse; the platinum Bahamut, having inherited his &amp;quot;father&#039;s&amp;quot; noble traits like compassion, sense of justice and love for his creations. The other dragon spawned was [[Tiamat]], the five-headed dragon-god of envy and avarice. After ripping the surprised Erek-Hus into little tiny pieces, the two &amp;quot;siblings&amp;quot; immediately turned on each other, instinctively hating each other; at the end of their titanic clash, Bahamut stood as the victor, sparking a grudge that Tiamat bears to this very day.&lt;br /&gt;
&lt;br /&gt;
==Domain==&lt;br /&gt;
Bahamut is a Lawful Good deity of Hope, Justice and Protection. He also is the deity worshipped by many Metallic dragons. (a broad term here, dragons are egocentric beings that loath to admit that someone is better than them, though many still hold a great deal of respect for Bahamut, and often invoke his name when acting against his enemies) An obvious choice for any Lawful Good [[Paladin]] looking for a patron, given that in 4e you must share alignment with your god. In previous editions Bahamut&#039;s portfolio included Air, Cold, Law, Luck, Nobility, Protection and Storm.&lt;br /&gt;
&lt;br /&gt;
Bahamut is a rather hands-on deity, preferring to walk the mortal lands by himself. His favorite form is that of an old man accompanied by seven trained canaries. He travels from settlement to settlement, often giving borderline prophetic advice and, if needed, protects the people he meets with his powerful magic. Instead of just going balls-out and ripping through enemies all by himself, he prefers to strengthen his allies, mainly to test the &amp;quot;worthiness&amp;quot; of the combatants, though nobody but the Platinum Dragon himself knows the extent of the test.&lt;br /&gt;
&lt;br /&gt;
==Dwelling==&lt;br /&gt;
Bahamut&#039;s halls are a sight to behold: atop Mertion, one of the mountains of Mount Celestia, stands a massive palace, plated with platinum on the outside, reflecting the light of Celestia like a massive lighthouse. On the inside you can find many other precious materials: precious metals, ivory and gemstones decorate windows, mithral walls and marble floors. This is not just for vanity: his gigantic palace is both a reminder of Bahamut&#039;s status as a god, and on a more basic level, his hoard. Any dragon can have a hoard to sleep on, it takes a god for a hoard to sleep &#039;&#039;in&#039;&#039;.  Here he holds court, deals with other deities and beings of similar or near power, and passes judgement on the wicked.&lt;br /&gt;
&lt;br /&gt;
==Servants==&lt;br /&gt;
Bahamut&#039;s closest servants are a flight of seven gold dragons, an inner circle of Bahamut&#039;s most trusted, skilled and dangerous worshippers. Though Bahamut isn&#039;t afraid of getting his own claws dirty to enact justice, he sometimes sends one of his servants to enact his will. These dragons are:&lt;br /&gt;
&lt;br /&gt;
*Borkadd the Claw: His tasks are twofold: keep track of the laws of mortal and other lands, and carry out the law on those who can&#039;t be stopped by other means.&lt;br /&gt;
*Kuria the Eye: She is the law when it needs to be subtle; it seems like a strange combination when you remember that she&#039;s of Gargantuan size until you also remember that dragons can polymorph.&lt;br /&gt;
*Sonngrad the Wing: She is the messenger of Bahamut, very curious about the world, and loves to explore the places she&#039;s visited.&lt;br /&gt;
*Gruemar the Voice: He keeps peace through the power of his voice, a master negotiator and mediator.&lt;br /&gt;
*Marroshok the Tail: He is a bodyguard of sort for Bahamut, of the &amp;quot;nice in conversation, merciless in combat&amp;quot; kind.&lt;br /&gt;
*Troannaxia the Presence: Where Gruemar&#039;s words would fail, she intimidates resistance with both words and her sheer presence.&lt;br /&gt;
*Urgala the Fang: General for the grand armies of Bahamut, she has a short temper and a keen tactical mind.&lt;br /&gt;
&lt;br /&gt;
Bahamut&#039;s best known exarch is Kuyutha, the emissary to the [[Dragonborn]]. The last and greatest of Arkhosia&#039;s paladins (the lost nation of the Dragonborn), he now trains an order of paladins on Mertion and helps the scattered Dragonborn clans (both in arms and in words)&lt;br /&gt;
&lt;br /&gt;
Bahamut also counts nearly all metallic dragons as his subjects (sort of: in everyday life metallics ask little of Bahamut, and he grants little in return, unless they struggle against Tiamat and her servants). The Dragonborn of all types revere him as the creator of their race (in place of the dead Io), and many other races associate him with protection and justice.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
{{D&amp;amp;D4e-Deities}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lady_of_Pain&amp;diff=298109</id>
		<title>Lady of Pain</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lady_of_Pain&amp;diff=298109"/>
		<updated>2018-10-04T03:07:28Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Lady of Pain by maddiel.jpg|250px|thumbnail|Thou shalt not fuck with The Lady of Pain. Being mazed by her will be the least horrid experience you&#039;ll get.]]&lt;br /&gt;
The &#039;&#039;&#039;Lady of Pain&#039;&#039;&#039; is one of the primary figures of the [[Planescape]] campaign setting. She is an immensely powerful being who protects the city of [[Planescape#Sigil|Sigil]] from outside forces. Despite being at least as powerful as any known deity, she accepts no followers, and is known to respond to those who try to worship her with extreme violence. While most Cagers don&#039;t like to invoke her name lightly, the phrase &amp;quot;Her Serenity&amp;quot; is commonly used to refer to the Lady of Pain.&lt;br /&gt;
&lt;br /&gt;
She is left deliberately statless to prevent powergaming players trying to fight her or actually coming up with ways to defeat her in combat, and is automatically assumed to win whatever fight she gets into. Her attacks basically go like this: The Lady of Pain floats toward you. Her shadow falls over you, and you feel the pain of ten thousand knives flaying the flesh from your bones. You die. The only way to defend against the Lady of Pain&#039;s attacks is to grab your character sheet before the [[DM]] manages to tear it up.&lt;br /&gt;
&lt;br /&gt;
If she knows what&#039;s good for her, she stays the fuck away from [[Bloody Path|15th level 4th edition rogues]] (how can She cast a shadow on herself?), [[Pun-Pun]], and the [[Neutronium golem]] (for the last two examples it&#039;s unclear what sort of rules lawyering can be concocted to overcome a statblock that A: doesn&#039;t exist and B: consists of [[Rocks_fall,_everyone_dies|&amp;quot;I don&#039;t think so&amp;quot;]]) (But since she is lawful neutral, you could annihilate her by making all lawful neutral characters retroactively not exist (just destroy any locations outside time first (like the far realm))) (for the neutronium golem, dealing 10% of her max hp in damage and destroying sigil as a free action will have to suffice).  &lt;br /&gt;
&lt;br /&gt;
It is common for DM&#039;s to kill her off with their BBEG to show how strong the campaign villain is. &amp;quot;oh mah gawd, da villeen just keeled da ladee of pain, he&#039;s soo stwong.&amp;quot; Needless to say this is the sign of DMs who are so fucking retarded that you should seriously consider rebellion or physical violence. Why? Well that would be because killing the Lady of Pain would wreck the absolute balls out of not just Planescape but actually every single thing in every single book for every single setting within the same game system. Seriously. If something can kill the Lady then they are not only the new omnigod of everything, but they are more powerful than everything else ever put together (i.e. the forces that have failed to kill her) in which case they aren&#039;t so much a big bad as they are fucking ludicrous and beyond the realm of anything any possible player characters could do to combat them. I mean seriously, Ever heard of [[Aoskar]]? He was what would&#039;ve been the &#039;&#039;perfect&#039;&#039; god for Sigil if ever it were to have one, and she fucking &#039;&#039;ONE-SHOTTED HIM&#039;&#039; with a snap of her fingers!&lt;br /&gt;
&lt;br /&gt;
Nobody knows exactly what she is. There are rumors that she&#039;s part of a group called the Ancient Bretheren (or the Elders), who predate the gods and include such beings as [[Jazirian]], [[Asmodeus|Ahriman]] and Mok&#039;slyk, also known as the Serpent. When the latter empowered [[Vecna]] in his bid to take over the Multiverse and setting up shop in Sigil she was unable to drive him off: while she managed to force Vecna into a stalemate his presence there would have eventually destroyed the city and with it the Multiverse, necessitating the [[party]] to take him down. This puts her around the same power level as Mok&#039;slyk, and while it gives some answers as to what she is and what her goals are it raises a lot more questions.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Lady.gif|unused art from [[Planescape: Torment]]&lt;br /&gt;
Image:Lady of Pain.jpg|An image of the Lady that won&#039;t result in Mazing if seen&lt;br /&gt;
Image:Lady_of_Pain_(3).jpg&lt;br /&gt;
Image:Lady_of_Pain_(4).jpg&lt;br /&gt;
Image:The_Blades_of_the_Lady_of_Pain_by_masterfan.jpg&lt;br /&gt;
Image:Lady_of_pain.jpg&lt;br /&gt;
Image:The_Lady_of_Pain_Chibi_by_OneandPrime.jpg&lt;br /&gt;
Image:Lady of Poke.jpg|Lady of Poke&lt;br /&gt;
File:Lady_Tattoo.jpg&lt;br /&gt;
Image:Lady-007.jpg&lt;br /&gt;
Image:Lady_of_Pain_Que.jpg&lt;br /&gt;
Image:Lady_of_Pain_by_Fuflon_by_Deusuum.jpg&lt;br /&gt;
Image:Animu_Her_Serenity.jpg&lt;br /&gt;
Image:Lady_of_Pain_Vecna.jpg|How [[Vecna]] actually lost his hand.&lt;br /&gt;
File:LadyOfPainTopless.jpg&lt;br /&gt;
Image:Lady_of_Hmm.jpg&lt;br /&gt;
Image:Lady_of_Pain_(2).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Mercykillers&amp;diff=336167</id>
		<title>Mercykillers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Mercykillers&amp;diff=336167"/>
		<updated>2018-10-04T03:00:23Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Mercykillers&#039;&#039;&#039; are one of the Factions that contest for the minds &amp;amp; souls of [[Sigil]]ites in the [[Planescape]] setting for [[Dungeons &amp;amp; Dragons]]. Their belief is a simple one: Justice is the most important thing in the multiverse, and all dedication should be to serving its cause, pure and free of all distractions and dilutions, such as mercy - hence their name. Needless to say, the Factions had some rather Ethically Stupid members in their ranks, but the Mercykillers manage to take [[Lawful Stupid]] to a whole other level above and beyond their allies the [[Harmonium]] and the [[Fraternity of Order]]. &lt;br /&gt;
&lt;br /&gt;
Seriously, as a Mercykiller PC, you&#039;re not even allowed to fight save to defend yourself on your own; if you see someone commit something wrong, you need to make your way to an authority figure, tell them about it, and ask permission to punish the crime. Expect &#039;&#039;stiff&#039;&#039; ability penalties if you break this law, up to and including being cut down by your fellow Mercykillers as a traitor.&lt;br /&gt;
&lt;br /&gt;
The Mercykillers were born out of the historical &amp;quot;Great Uprising&amp;quot;, when the then-49 strong Factions were told by the [[Lady of Pain]] that they had best cut themselves down to 15 factions within the next fortnight, or she&#039;d do it for them, on account of the civil war they had going on in the streets. In that chaos, two small justice-worshipping factions decided they could make it work by sticking together; the Sons of Mercy, a Lawful Good faction who tried to exploit the justice system in order to help those who were wrongly imprisoned or facing too-severe crimes, and the Sodkillers, a Lawful Evil faction of thugs who sold their services as legbreakers in the cause of revenge to anyone with the jink. Somehow, the result was a fundamentally Lawful Batshit Insane faction who went on to take complete control over the prison system of Sigil - no, it doesn&#039;t make a lot of sense, but this is Planescape; what &#039;&#039;does&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
The Mercykiller creed is summarized as the &#039;&#039;&#039;Eight Tenets of Justice&#039;&#039;&#039;:&lt;br /&gt;
*I: I will uphold Justice before all else, purging the multiverse of those who break the law.&lt;br /&gt;
*II: In all situations, I shall weigh the rights and wrongs with a fair and impartial mind.&lt;br /&gt;
*III: I shall decide where Justice must fall under the law, and I will mete out that Justice with a firm and unyielding hand.&lt;br /&gt;
*IV: I believe in the righteousness of my Faction; we alone answer to the higher law of Justice.&lt;br /&gt;
*V: I will not pass judgement on good or evil, only on law-abiding and law-breaking, for therein lies wrongdoing.&lt;br /&gt;
*VI: I will punish the guilty as the crime demands.&lt;br /&gt;
*VII: I will be diligent in my pursuit of the guilty, and while so engaged I will remain innocent of any wrongdoing in the eyes of others.&lt;br /&gt;
*VIII: I will never release a lawbreaker until their sentence is carried out.&lt;br /&gt;
&lt;br /&gt;
As you might expect, the Mercykillers are full of fundamentalist crazies; prior to the Faction War, the Mercykiller Factor wants to &#039;&#039;&amp;lt;b&amp;gt;ARREST AND EXECUTE THE FUCKING LADY OF PAIN HERSELF!&#039;&#039;&amp;lt;/b&amp;gt; That gives you an idea of the quality of nuts in this particular fruitcake. After the Faction War, the Mercykillers broke up again into the Sons of Mercy and the Sodkillers.&lt;br /&gt;
&lt;br /&gt;
{{Planescape-Factions}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Aoskar&amp;diff=46801</id>
		<title>Aoskar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Aoskar&amp;diff=46801"/>
		<updated>2018-10-04T02:43:34Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Aoskar&lt;br /&gt;
|Symbol = &lt;br /&gt;
|Alignment = True neutral&lt;br /&gt;
|Divine Rank = Dead God&lt;br /&gt;
|Pantheon = &lt;br /&gt;
|Portfolio = Doors, opportunity, portals&lt;br /&gt;
|Domains = &lt;br /&gt;
|Home Plane = Unknown&lt;br /&gt;
|Worshippers = [[Planeswalker]]s&lt;br /&gt;
|Favoured Weapon = unknown&lt;br /&gt;
|Status = Dead&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aoskar&#039;&#039;&#039; was perhaps the most infamous deity in [[Sigil]]; once coming close to calling that city home, now he is forgotten by nearly all, and those that do still know his name almost always know him only as a cautionary tale, a story of the fate that would befall all deities that would seek to unseat the Lady. Even today, his worship is still punishable by death within the city&#039;s walls. If any Aoskarians still exist, their numbers must be slim; hiding in the shadows of Sigil, their very existence a capital crime but the Cage still the closest thing they have to a holy site, and still holding the closest thing they have to a high priest. Recently, however, interest in Aoskar has begun to emerge as the Will of the One, a sect of the [[Sign of One]], has looked upon him as a potential target for divine resurrection, a demonstration of the power of their faction. Considered by most as a fool&#039;s choice, the ire they may draw from the Lady has dissuaded few of their number.&lt;br /&gt;
&lt;br /&gt;
Though most records of Aoskar were lost in the Lady&#039;s destruction or the acts of various factions since that day, a semblance of the deity&#039;s history has been reconstructed. It is believed that ages past, Aoskar was naught but a simple god of planar travel, though his origins have long since been lost. What is known is that his worship caught the attention of a slight few in Sigil, bringing the attention of the god himself to the city. Always seeking new opportunities as was his wont, Aoskar was quick to see the potential of the planar metropolis. And while he obviously couldn&#039;t enter himself, however appropriate a realm it may have been, he soon forged plans to exploit it despite.&lt;br /&gt;
&lt;br /&gt;
The Aoskarians soon gained a strong reputation for the depth of knowledge they held in the ways of portals, greater than near all the sages of the city, never failing to credit Aoskar for that knowledge. Here and there, they began incorporating rituals into their gate-keys, minor beseechments thanking Aoskar for his gifts. Soon, these rituals began to take hold amongst the commonfolk of Sigil as well. Aoskar&#039;s influence began to spread, and within a matter of years long it&#039;s recorded that nearly half of the people of Sigil were claiming the title of Aoskarian.&lt;br /&gt;
&lt;br /&gt;
This period is believed to have continued for decades, known now as the Aoskarian period. It was during this timeframe, for example, that the now-common Aoskian hounds were bred; portal-sensitive dogs commonly used then and now by Primes to detect portals they otherwise would miss. It was also in this period that the great Temple of Doors seems to have been erected, built within the then-Prime Ward likely due to Aoskar&#039;s strong Prime origins and his heightened popularity amongst those with Prime origins. Before long, the cult&#039;s influence spread to the dabus themselves, and it is recorded that many of them began to themselves incorporate beseechments towards Aoskar into their duties. A strong argument could be made that he was, at the time, the most influential deity in the planes due to how much he&#039;d interwoven himself into every planar transit in Sigil.&lt;br /&gt;
&lt;br /&gt;
Finally, though, his influence overstepped his reach when one of the Lady&#039;s dabus took an additional step and beneath the Lady&#039;s notice took up within the priesthood of Aoskar. They rapidly rose through the ranks, becoming a full proxy before the Lady realized what had occurred, apparently a key step in Aoskar&#039;s plans to usurp the Lady; upon her realization of this act, her vengeance was swift and brutal. This event can be definitively dated for its sheer resonance within the city: it was in the year Hashkar -4873 that, overnight, the Temple of Doors and all those buildings for blocks around it were destroyed by a force unknown and unseen mid-sermon, all Aoskarians within those bounds killed in a single horrible instant. Aoskar vanished, responding to none, and it was not for centuries hence that his godcorpse was found in the Astral, head impaled with a multitude of blades. All iconography of Aoskar was purged from the city by the dabus, and the cortolestials once honored as living icons of the deity were no longer anywhere to be found, likely all mazed at once. The dabus priest of Aoskar was exiled from the warrens and banished from the Lady&#039;s service, forced to walk upon the ground and thus taking up the name Fell. Within a month of Aoskar&#039;s fall, his worship was declared a high crime by the city&#039;s government, one of the few laws to survive the transition into the faction era untouched. Within a year, the number of known Aoskarians fell to but a few dozen, and within a century, his name was spoken publicly only when refering to his hounds, the lone acceptable reference still held in Sigil.&lt;br /&gt;
&lt;br /&gt;
Though there was a brief belief in some that his return was soon to be heralded at the first appearance of the blinks, it is only with the more recent appearance of the Will of the One that the common citizen of Sigil even knows of his existence. It is believed that an underground cult of Aoskar still persists, and of course Fell still preaches in his name, the only priest still publicly professing in the name of the Gate-God, as despite his exile harming him still brings the Lady&#039;s wrath. However, beyond rumor and exiles, Aoskar has truly since been purged from the Cage&#039;s bounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Aoskar&amp;diff=46800</id>
		<title>Aoskar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Aoskar&amp;diff=46800"/>
		<updated>2018-10-04T02:43:05Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Aoskar&lt;br /&gt;
|Symbol = &lt;br /&gt;
|Alignment = True neutral&lt;br /&gt;
|Divine Rank = Dead God&lt;br /&gt;
|Pantheon = &lt;br /&gt;
|Portfolio = Doors, opportunity, portals&lt;br /&gt;
|Domains = &lt;br /&gt;
|Home Plane = Unknown&lt;br /&gt;
|Worshippers = [[Planeswalker]]s&lt;br /&gt;
|Favoured Weapon = &lt;br /&gt;
|Status = Dead&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Aoskar&#039;&#039;&#039; was perhaps the most infamous deity in [[Sigil]]; once coming close to calling that city home, now he is forgotten by nearly all, and those that do still know his name almost always know him only as a cautionary tale, a story of the fate that would befall all deities that would seek to unseat the Lady. Even today, his worship is still punishable by death within the city&#039;s walls. If any Aoskarians still exist, their numbers must be slim; hiding in the shadows of Sigil, their very existence a capital crime but the Cage still the closest thing they have to a holy site, and still holding the closest thing they have to a high priest. Recently, however, interest in Aoskar has begun to emerge as the Will of the One, a sect of the [[Sign of One]], has looked upon him as a potential target for divine resurrection, a demonstration of the power of their faction. Considered by most as a fool&#039;s choice, the ire they may draw from the Lady has dissuaded few of their number.&lt;br /&gt;
&lt;br /&gt;
Though most records of Aoskar were lost in the Lady&#039;s destruction or the acts of various factions since that day, a semblance of the deity&#039;s history has been reconstructed. It is believed that ages past, Aoskar was naught but a simple god of planar travel, though his origins have long since been lost. What is known is that his worship caught the attention of a slight few in Sigil, bringing the attention of the god himself to the city. Always seeking new opportunities as was his wont, Aoskar was quick to see the potential of the planar metropolis. And while he obviously couldn&#039;t enter himself, however appropriate a realm it may have been, he soon forged plans to exploit it despite.&lt;br /&gt;
&lt;br /&gt;
The Aoskarians soon gained a strong reputation for the depth of knowledge they held in the ways of portals, greater than near all the sages of the city, never failing to credit Aoskar for that knowledge. Here and there, they began incorporating rituals into their gate-keys, minor beseechments thanking Aoskar for his gifts. Soon, these rituals began to take hold amongst the commonfolk of Sigil as well. Aoskar&#039;s influence began to spread, and within a matter of years long it&#039;s recorded that nearly half of the people of Sigil were claiming the title of Aoskarian.&lt;br /&gt;
&lt;br /&gt;
This period is believed to have continued for decades, known now as the Aoskarian period. It was during this timeframe, for example, that the now-common Aoskian hounds were bred; portal-sensitive dogs commonly used then and now by Primes to detect portals they otherwise would miss. It was also in this period that the great Temple of Doors seems to have been erected, built within the then-Prime Ward likely due to Aoskar&#039;s strong Prime origins and his heightened popularity amongst those with Prime origins. Before long, the cult&#039;s influence spread to the dabus themselves, and it is recorded that many of them began to themselves incorporate beseechments towards Aoskar into their duties. A strong argument could be made that he was, at the time, the most influential deity in the planes due to how much he&#039;d interwoven himself into every planar transit in Sigil.&lt;br /&gt;
&lt;br /&gt;
Finally, though, his influence overstepped his reach when one of the Lady&#039;s dabus took an additional step and beneath the Lady&#039;s notice took up within the priesthood of Aoskar. They rapidly rose through the ranks, becoming a full proxy before the Lady realized what had occurred, apparently a key step in Aoskar&#039;s plans to usurp the Lady; upon her realization of this act, her vengeance was swift and brutal. This event can be definitively dated for its sheer resonance within the city: it was in the year Hashkar -4873 that, overnight, the Temple of Doors and all those buildings for blocks around it were destroyed by a force unknown and unseen mid-sermon, all Aoskarians within those bounds killed in a single horrible instant. Aoskar vanished, responding to none, and it was not for centuries hence that his godcorpse was found in the Astral, head impaled with a multitude of blades. All iconography of Aoskar was purged from the city by the dabus, and the cortolestials once honored as living icons of the deity were no longer anywhere to be found, likely all mazed at once. The dabus priest of Aoskar was exiled from the warrens and banished from the Lady&#039;s service, forced to walk upon the ground and thus taking up the name Fell. Within a month of Aoskar&#039;s fall, his worship was declared a high crime by the city&#039;s government, one of the few laws to survive the transition into the faction era untouched. Within a year, the number of known Aoskarians fell to but a few dozen, and within a century, his name was spoken publicly only when refering to his hounds, the lone acceptable reference still held in Sigil.&lt;br /&gt;
&lt;br /&gt;
Though there was a brief belief in some that his return was soon to be heralded at the first appearance of the blinks, it is only with the more recent appearance of the Will of the One that the common citizen of Sigil even knows of his existence. It is believed that an underground cult of Aoskar still persists, and of course Fell still preaches in his name, the only priest still publicly professing in the name of the Gate-God, as despite his exile harming him still brings the Lady&#039;s wrath. However, beyond rumor and exiles, Aoskar has truly since been purged from the Cage&#039;s bounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dabus&amp;diff=159891</id>
		<title>Dabus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dabus&amp;diff=159891"/>
		<updated>2018-10-04T01:43:30Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Dabus&#039;&#039;&#039; are a mysterious species of [[plane|extraplanar]] humanoids native to [[Sigil]] in the [[multiverse]] of [[Dungeons &amp;amp; Dragons]]. Introduced with the arrival of the [[Planescape]] setting, dabus are one of the more distinctive, or at least easily recognizable, aspects of Sigil itself.&lt;br /&gt;
&lt;br /&gt;
Though possessing the ability of speech, dabus almost always communicate only through visual rebuses they create, filling the air near them with golden shining lines (from which the name Dabus originates). Physically, a Dabus resembles a humanoid with yellow-tan skin, goatlike horns, and a shock of white hair. Dabus float off the ground, their feet never touching the earth. The character Fell is the only exception to this.&lt;br /&gt;
&lt;br /&gt;
Their agenda strictly follows the orders of the Lady of Pain, but their principal duty is to build and rebuild the living and growing buildings and streets of the city of Sigil.&lt;br /&gt;
&lt;br /&gt;
Certain sources suggest that Dabus can in fact speak, but fear that if they were to do so &amp;quot;their thoughts would be overheard.&amp;quot; Another, more cynical source suggests that they simply enjoy frustrating others with their puzzles, though communication with a Dabus proves them to be extremely patient, if rather aloof and alien.&lt;br /&gt;
&lt;br /&gt;
The only Dabus with an identity is actually a fallen one known as Fell, who had become an outcast after he proclaimed the god [[Aoskar]] (god of portals) as his patron deity. Shortly after that, the Lady destroyed Aoskar and his temple but for reasons unknown, she let Fell live. He now runs a tattoo parlor in Sigil&#039;s Grand Bazaar where he uses his ability to dream whole stories into one picture to create unique tattoos for adventurers who visit it. Most locals still prefer to avoid him, for fear of retribution by the Lady.&lt;br /&gt;
&lt;br /&gt;
The rebuses of the Dabus are so annoying to both in-game characters and real-world players that the [[splatbook]] &amp;quot;Uncaged: Faces of Sigil&amp;quot; introduced a [[Lillend]] NPC who has made a small fortune creating an instruction manual on how to translate them.&lt;br /&gt;
&lt;br /&gt;
Dabus were first statted in the Planescape Campaign Setting boxed set for [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition. They then were updated to [[Dungeons &amp;amp; Dragons 3rd Edition]] in the adventure module &amp;quot;Expedition to the Demonweb Pits&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341522</id>
		<title>Modron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341522"/>
		<updated>2018-10-04T01:20:30Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Rogue Modrons */ clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monodrone planscape supplement pg008.jpg|right|thumb|Ceiling monodrone is watching you orchestrate]]&lt;br /&gt;
Modrons are a race of Lawful Neutral outsiders introduced into [[Dungeons &amp;amp; Dragons]] in 1st edition (MM2, pg 86), native to the planes of Nirvana.   In AD&amp;amp;D 2nd edition, thanks to the [[Planescape]] setting, they were the primary inhabitants of the extreme lawful-neutral plane of Mechanus.  In D&amp;amp;D 3rd edition&#039;s Manual of the Planes, they share Mechanus with the Formians (giant ant-people) when their lawful-good plane went too lawful (thanks a lot, [[Lawful Stupid|Harmonium]]!) and was annexed by Mechanus.&lt;br /&gt;
&lt;br /&gt;
Modrons first appeared as living geometric shapes - spheres, cubes, pyramids, etcetera. In 2nd edition, to try and make them look less goofy, they were redesigned with a more clockwork cyborg motif. They are perhaps one of the most iconic races invented for Planescape.&lt;br /&gt;
&lt;br /&gt;
Modrons divide their territory in Mechanus into four areas, called Quarters. Each Quarter is then divided into another four sub-areas, called Regions. And Regions are divided again into another four sub-sub-areas called Sectors.&lt;br /&gt;
&lt;br /&gt;
== Modron Mentality==&lt;br /&gt;
Modrons are what D&amp;amp;D sometimes calls &amp;quot;Exemplars&amp;quot;, extraplanar beings that exist as living embodiments of a particular [[Alignment]]. Naturally, Modrons are associated with Lawful Neutral, though as was common for the edition, the precise method by which they exhibit this bumps them pretty firmly into [[Lawful Stupid]] territory.&lt;br /&gt;
&lt;br /&gt;
The Modron mindset can be likened to that of a computer. And not a fancy AI, either; your basic cheap &amp;quot;garbage in, garbage out&amp;quot; 80s-esque piece of junk. Modrons have no real individual personalities, no capacity to understand anything besides basic logic, and driven by an insatiable need to try and bring order from chaos, sense from nonsense. Even if it only makes sense to themselves. So integral is the idea of logic and order to them that Modrons actually cannot understand the existence of any Modron that doesn&#039;t belong to either the same caste, the cast directly below them, or the caste directly above them - a tridrone, for example, would understand other tridrones, duodrones and quadrones, but would not recognize the &amp;quot;Modronity&amp;quot; or even the very existence of a monodrone or a pentadrone.&lt;br /&gt;
&lt;br /&gt;
All that is right happens because it must inescapably &#039;&#039;be&#039;&#039;, and all that which is wrong must &#039;&#039;not&#039;&#039; be. This is the closest thing Modrons have to a philosophy, based on their concept that all life and direction springs from a single great pool of logical action.&lt;br /&gt;
&lt;br /&gt;
Needless to say, they are a nightmare to deal with. Imagine trying to deal with a city-spanning bureaucracy where every single bureaucrat is socially interchangeable with all the others, has no individual personality, and makes no effort to share information between them. A single barmy could spend centuries trying to get a simple matter resolved, because they keep inadvertently restarting their applications.&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the greatest examples of this is the adventure path called The Great Modron March. The titular March is noted for being as destructive as a rampaging horde of demons at the best of times, and is even worse when it suddenly occurs several centuries before it should. One of the earliest adventures involves a town that is trying to plead with the Modrons to at least give them time to evacuate: they worked out a diplomatic bargain with the Modrons before the last march, creating designated routes for the Modrons to use so they wouldn&#039;t hurt anyone as they passed through the town to the portal they were after. Thing is, the Modrons won&#039;t, indeed cannot, accept that the town&#039;s layout has changed in the three centuries since it was last used, and so they refuse to deviate from those established routes. Thusly, the party&#039;s goal in this adventure is to try and do damage control as a veritable sea of crazed clockwork cyber-angels march through the city, destroying and killing anything that falls in their way.&lt;br /&gt;
&lt;br /&gt;
Their rigid psychology is proof against any attempt at tampering, even for modrons not on Mechanus and part of the hivemind.  All modrons are immune to mind-affecting enchantments, charms, illusions or beguilements.  Spells or effects that induce emotions are also completely impotent even to the lowest monodrone.  Even their physiology is so bloody-minded stubborn about staying alive that all damage rolls made against modrons are at -1 for each die rolled.&lt;br /&gt;
&lt;br /&gt;
== Modron Hierarchy ==&lt;br /&gt;
[[File:Base_modrons_by_Dillon.jpg|thumb|right|One, Two, Three,&amp;lt;br&amp;gt; Four, Five... point-one]]&lt;br /&gt;
Modrons exist in hierarchy, their very social structure based on the idea of delegation of authority; command decisions emanate from Primus itself, slowly going down the racial line until it is complete. Caste determines physical shape, abilities, social role and mental capacity. In ascending order, they go as follows; the first five castes form the &amp;quot;Base Modrons&amp;quot;, whilst the other nine castes form the &amp;quot;Hierarch Modrons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a Modron is slain or otherwise rendered invalid to fulfill its purpose, a random Modron from the next lowest caste is promoted up to fill the void. The position they vacate is filled by a lower-caste modron with another promotion, and another, until the lack trickles down to the monodrone level, where a whole new monodrone is spawned from the Creation Pool. Because Mechanus is infinite ins size like all planes, this happens so often that a constant stream of monodrones is perpetually marching out of the pool 24/7.&lt;br /&gt;
&lt;br /&gt;
The lowest five castes are the &amp;quot;base&amp;quot; modrons, with animal up to moron intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monodrones&#039;&#039;&#039; are responsible for general labor. Appearing as small metal spheres with a single eye, a pair of spindly metal legs, and either a pair of arms or a pair of wings, these single-task Modrons are virtually mindless, capable of undertaking only a single task at a time. Order them to fight, and they mechanically attack whatever they see, even one another if they are not ordered to stop first. These form the vast bulk of the Modrons numbers. They cannot speak, though they can understand orders. These are the type of Modron that would run the drive-through at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duodrones&#039;&#039;&#039; are charged with performing complex tasks that a monodrone is too stupid to handle, up to and including directing monodrones. Appearing as rectangular shapes with four spindly metal limbs, duodrones are bi-functional, capable of handling two tasks simultaneously. This gives them slightly greater intelligence than monodrones; for example, a duodrone who was ordered to fight would kill all enemies in sight and then go in search of new enemies, rather than simply attack other nearby Modrons. Duodrones can speak, but only in a limited fashion; about all they&#039;re capable of is clearly reporting their operations and observations. These are the type of Modron that would run the tills at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tridrones&#039;&#039;&#039; are capable of performing multiple tasks simultaneously and are also minor supervisors; these are the Modrons who command the duodrones. They resemble walking pyramids, pointy side down, with a single-eyed face on each side of their body, three legs and three arms. They are usually given a single general directive, which they then subdivide into simpler tasks and assign to their duodrone underlings. They are even capable of planning limited objections on their own. These are the type of Modron that would be the Manager of a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrones&#039;&#039;&#039; are capable of performing multiple complex tasks simultaneously, which also makes them the supervisors of Base Modronkind. Appearing as mechanical cubes with a face on one side, two legs, two arms and either a pair of wings or a second pair of arms, they are the first caste to approach human-grade sapience, being &amp;quot;four-function&amp;quot; creatures that can report actions and observations, make plans, react to unexpected occurrences and act to remedy them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pentadrones&#039;&#039;&#039; form the lesser police officers of the Modron race, being charged with law enforcement. Their primary task is the prevention of Modrons going rogue. As the borderline between Base and Hierarch Modrones, these outsiders are five-function beings that can communicate, operate, monitor, plan and manage. They resemble mechanical five-legged starfish with a face on each &amp;quot;arm&amp;quot; and five spindly mechanical legs growing underneath them, which are used to walk.&lt;br /&gt;
[[File:Hierarch Modrons from MM2.png|thumb|right]]&lt;br /&gt;
The castes above this level are &amp;quot;hierarch&amp;quot; modrons of average up to godlike intelligence, and each caste requires a strictly regimented number that should exist at each caste level at any time -- no more &#039;&#039;and&#039;&#039; no less.  They each have telepathy for communication at increasingly crazy distances, for the purpose of the hivemind mesh.  They are so hyper-OCD organized that they never roll for initiative but choose their place in turn order.  Every hierarch modron has the following at-will abilities: claraudience, clarvoyance, command word, dimension hop, teleport (with 0% mis-jump), and forcewall.  Hierarch modrons slain in Mechanus will self-resurrect in a few days; slain elsewhere, their souls return to their god, and a promotion chain is automatically triggered to fill the absent position.  Hierarch modrons will never willingly leave Mechanus unless commanded by Primus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decatons&#039;&#039;&#039; are charged with overseeing the physical welfare of the base Modrons. There are one-hundred in existence at any given time; one for each Sector and one for each army. They resemble metal spheres with ten tentacles around their bodies standing on stumpy legs. They have access to a variety of curative spells that only affect Modrons, and can also levitate at will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nonatons&#039;&#039;&#039; make up the police supervision of the Modrons. Their numbers are kept at eighty-one. They have cylindrical shapes. Nine serve the octons by carrying their orders, sixty-four monitor the decatons of the realm, and the remaining eight monitor the decatons of the armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Octons&#039;&#039;&#039; are the governors of the Sectors, meaning there are only sixty-four octons in all of Mechanus. Octons are distinguished by the metallic collar that grows around their neck, from which sprouts eight tentacle arms. They are provided levitation by these collars, which enables them to move through air and water with equal ease and grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Septons&#039;&#039;&#039; are governmental inspectors, forty-nine in number, responsible for ensuring that each octon is performing its duties satisfactorily. They resemble humanoids with large, bald heads, and smaller versions of the same collars that grow from an octon&#039;s shoulders; septons cannot fly like octons, but they can move perfectly through water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hextons&#039;&#039;&#039; are the generals of the Modron armies. There are thirty-six of them. Hextons resemble six-armed humanoids, having two large human-like arms, each of which ends in a six-fingered hand, and four claw-tipped tentacles, as well as a pair of fan-like wings that join at their shoulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quintons&#039;&#039;&#039; are bureau chiefs and record keepers for Modron territory. They number twenty-five. These Modrons have the appearance of tall, stockily built humanoids with two pairs of arms, a prehensile tail, and fanlike wings similar to those of a Hexton. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartons&#039;&#039;&#039; are the governors of the Regions, meaning there are only sixteen of these Modrons in existence at any one time. They have the appearance of 12ft-tall humanoids with four jointed arms and the same fan-like wings as the Hextons and Quintons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertions&#039;&#039;&#039; are the judges of the Modron race. There are only nine, with two assigned to each Secundi and one reporting directly to Primus. They resemble 12ft tall, bald humans with long horns jutting from the sides of their head and long, prehensile-tails that end in a ball like a mace&#039;s head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secundi&#039;&#039;&#039; are the governors of the four Quarters, meaning there are only four of them. They answer directly to Primus. They appear as incredibly tall and thin humanoids with deep-set eyes.&lt;br /&gt;
[[File:Primus 3.5.png|300px|thumb|right|Primus, the One and the Prime, as portrayed in [[3.5e]]. Note that he looks different than what he is described like - this is because this is a picture of him after being reintroduced in Dragon Magazine as a [[Vestige]].]]&lt;br /&gt;
The highest caste has only one occupant, and it is the only god-type modron.  It has telepathy that extends to all modrons in the same plane, along with the usual benefits of immortality and divine power.  All modron clerics pray to the occupant of the highest caste, who responds efficiently and grants their divine spells for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primus&#039;&#039;&#039; is the One and the Prime, the god-like entity that is the ultimate source of the Modron race. He is their overarching will, their mind, their soul. All that they do ultimately stems from him. If seen in person, this entity manifests as the upper torso of an enormous androgynous humanoid rising from a pool of incandescent energy - the life essence of the Modron race - with its right hand obscured by rainbow-hued light and its left hand obscured by ink-black shadows.  Primus does not create avatars, and Primus never leaves Mechanus.  Primus&#039;s first concern is always the well-being of the modron species as a whole.  Unlike other gods who will resurrect from the plane&#039;s quintessence if slain, Primus is &amp;quot;resurrected&amp;quot; by the immediate promotion of a Secundi, which triggers a highly organized civil war to determine which secudus is ascended, and which will in turn trigger a chain of promotions.  Since modrons are a hive-mind, this new Primus will know everything the previous Primus knew. &lt;br /&gt;
&lt;br /&gt;
In canon, Primus got killed before the start of the AD&amp;amp;D adventure-line &amp;quot;The Great Modron March&amp;quot;, when Orcus (in his undead incarnation as Tenebrous) snuck into Mechanus and killed him, then stole his identity and set the March off early to look for his precious Wand so he could use it to restore himself to life. Though Orcus canonically got his Wand back, revived himself and left, allowing the Modrons to generate a new Primus, Dragon Magazine #341 states that the Primus that Tenebrous killed ended up becoming a Vestige. As a Vestige, Primus will not manifest to a [[Binder]] already binding Tenebrous, and grants bonuses for acting in a mechanical manner (that is, doing the same set of actions in multiple rounds), Lawful aligned attacks, and the ability to issue a Command spell once every 6 rounds.&lt;br /&gt;
&lt;br /&gt;
== Rogue Modrons ==&lt;br /&gt;
It happens rarely, but sometimes, Modrons go rogue. They start to develop a personality and a mind of their own, becoming distinctive beings rather than interchangeable cogs. Only Modrons of at least quadrone rank seem to be capable of going rogue; the lower three castes are simply too mindless to develop that level of a sense of self. Modrons typically seek to destroy these rogues whenever they appear in order to return their essence to the logic-pool for recycling, fearing either their contamination of the Modron race or their depletion of the Modron logic-pool.&lt;br /&gt;
&lt;br /&gt;
The most awesome modron ever is probably Nordom, the &amp;quot;backwards Modron&amp;quot;, from [[Planescape: Torment]], who is an iconic example of a rogue.  Rogue modrons are the most frequent source of modron PCs, being capable of self-interest and a certain amount of free will.  They &#039;&#039;must&#039;&#039; be of lawful alignment (being only &amp;quot;chaotic&amp;quot; in relation to other modrons), and their brains tend to melt when they attempt to interact with chaotic people.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Modron-monodrone-MM2 page87.jpg|From Monster Manual II&lt;br /&gt;
File:Monodrones march by Adam Rex.jpg|[[/r9k/]]? Try /r(9*10^9)k/&lt;br /&gt;
File:Decaton overseer.jpg|Middle-management has its perks. Like five extra eyes, and luscious lips.&lt;br /&gt;
File:Modron_simple.png|Early concept art?&lt;br /&gt;
File:Primus from blood-wars game.jpg|Primus, as he appeared in the [[Blood War]]s [[card game]].&lt;br /&gt;
File:2e_Monodrone.gif|&lt;br /&gt;
File:2e_Duodrone.gif|&lt;br /&gt;
File:2e_Tridone.gif|&lt;br /&gt;
File:2e_Quadrone.gif|&lt;br /&gt;
File:2e_Quadrone_2.gif|&lt;br /&gt;
File:2e_Pentadrone.gif|&lt;br /&gt;
File:2e_Decaton.gif|&lt;br /&gt;
File:2e_Nonaton.gif|&lt;br /&gt;
File:2e_Octon.gif|&lt;br /&gt;
File:2e_Septon.gif|&lt;br /&gt;
File:2e_Hexton.gif|&lt;br /&gt;
File:2e_Quinton.gif|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341521</id>
		<title>Modron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341521"/>
		<updated>2018-10-04T01:06:32Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Modron Hierarchy */ again, not that type of promotion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monodrone planscape supplement pg008.jpg|right|thumb|Ceiling monodrone is watching you orchestrate]]&lt;br /&gt;
Modrons are a race of Lawful Neutral outsiders introduced into [[Dungeons &amp;amp; Dragons]] in 1st edition (MM2, pg 86), native to the planes of Nirvana.   In AD&amp;amp;D 2nd edition, thanks to the [[Planescape]] setting, they were the primary inhabitants of the extreme lawful-neutral plane of Mechanus.  In D&amp;amp;D 3rd edition&#039;s Manual of the Planes, they share Mechanus with the Formians (giant ant-people) when their lawful-good plane went too lawful (thanks a lot, [[Lawful Stupid|Harmonium]]!) and was annexed by Mechanus.&lt;br /&gt;
&lt;br /&gt;
Modrons first appeared as living geometric shapes - spheres, cubes, pyramids, etcetera. In 2nd edition, to try and make them look less goofy, they were redesigned with a more clockwork cyborg motif. They are perhaps one of the most iconic races invented for Planescape.&lt;br /&gt;
&lt;br /&gt;
Modrons divide their territory in Mechanus into four areas, called Quarters. Each Quarter is then divided into another four sub-areas, called Regions. And Regions are divided again into another four sub-sub-areas called Sectors.&lt;br /&gt;
&lt;br /&gt;
== Modron Mentality==&lt;br /&gt;
Modrons are what D&amp;amp;D sometimes calls &amp;quot;Exemplars&amp;quot;, extraplanar beings that exist as living embodiments of a particular [[Alignment]]. Naturally, Modrons are associated with Lawful Neutral, though as was common for the edition, the precise method by which they exhibit this bumps them pretty firmly into [[Lawful Stupid]] territory.&lt;br /&gt;
&lt;br /&gt;
The Modron mindset can be likened to that of a computer. And not a fancy AI, either; your basic cheap &amp;quot;garbage in, garbage out&amp;quot; 80s-esque piece of junk. Modrons have no real individual personalities, no capacity to understand anything besides basic logic, and driven by an insatiable need to try and bring order from chaos, sense from nonsense. Even if it only makes sense to themselves. So integral is the idea of logic and order to them that Modrons actually cannot understand the existence of any Modron that doesn&#039;t belong to either the same caste, the cast directly below them, or the caste directly above them - a tridrone, for example, would understand other tridrones, duodrones and quadrones, but would not recognize the &amp;quot;Modronity&amp;quot; or even the very existence of a monodrone or a pentadrone.&lt;br /&gt;
&lt;br /&gt;
All that is right happens because it must inescapably &#039;&#039;be&#039;&#039;, and all that which is wrong must &#039;&#039;not&#039;&#039; be. This is the closest thing Modrons have to a philosophy, based on their concept that all life and direction springs from a single great pool of logical action.&lt;br /&gt;
&lt;br /&gt;
Needless to say, they are a nightmare to deal with. Imagine trying to deal with a city-spanning bureaucracy where every single bureaucrat is socially interchangeable with all the others, has no individual personality, and makes no effort to share information between them. A single barmy could spend centuries trying to get a simple matter resolved, because they keep inadvertently restarting their applications.&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the greatest examples of this is the adventure path called The Great Modron March. The titular March is noted for being as destructive as a rampaging horde of demons at the best of times, and is even worse when it suddenly occurs several centuries before it should. One of the earliest adventures involves a town that is trying to plead with the Modrons to at least give them time to evacuate: they worked out a diplomatic bargain with the Modrons before the last march, creating designated routes for the Modrons to use so they wouldn&#039;t hurt anyone as they passed through the town to the portal they were after. Thing is, the Modrons won&#039;t, indeed cannot, accept that the town&#039;s layout has changed in the three centuries since it was last used, and so they refuse to deviate from those established routes. Thusly, the party&#039;s goal in this adventure is to try and do damage control as a veritable sea of crazed clockwork cyber-angels march through the city, destroying and killing anything that falls in their way.&lt;br /&gt;
&lt;br /&gt;
Their rigid psychology is proof against any attempt at tampering, even for modrons not on Mechanus and part of the hivemind.  All modrons are immune to mind-affecting enchantments, charms, illusions or beguilements.  Spells or effects that induce emotions are also completely impotent even to the lowest monodrone.  Even their physiology is so bloody-minded stubborn about staying alive that all damage rolls made against modrons are at -1 for each die rolled.&lt;br /&gt;
&lt;br /&gt;
== Modron Hierarchy ==&lt;br /&gt;
[[File:Base_modrons_by_Dillon.jpg|thumb|right|One, Two, Three,&amp;lt;br&amp;gt; Four, Five... point-one]]&lt;br /&gt;
Modrons exist in hierarchy, their very social structure based on the idea of delegation of authority; command decisions emanate from Primus itself, slowly going down the racial line until it is complete. Caste determines physical shape, abilities, social role and mental capacity. In ascending order, they go as follows; the first five castes form the &amp;quot;Base Modrons&amp;quot;, whilst the other nine castes form the &amp;quot;Hierarch Modrons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a Modron is slain or otherwise rendered invalid to fulfill its purpose, a random Modron from the next lowest caste is promoted up to fill the void. The position they vacate is filled by a lower-caste modron with another promotion, and another, until the lack trickles down to the monodrone level, where a whole new monodrone is spawned from the Creation Pool. Because Mechanus is infinite ins size like all planes, this happens so often that a constant stream of monodrones is perpetually marching out of the pool 24/7.&lt;br /&gt;
&lt;br /&gt;
The lowest five castes are the &amp;quot;base&amp;quot; modrons, with animal up to moron intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monodrones&#039;&#039;&#039; are responsible for general labor. Appearing as small metal spheres with a single eye, a pair of spindly metal legs, and either a pair of arms or a pair of wings, these single-task Modrons are virtually mindless, capable of undertaking only a single task at a time. Order them to fight, and they mechanically attack whatever they see, even one another if they are not ordered to stop first. These form the vast bulk of the Modrons numbers. They cannot speak, though they can understand orders. These are the type of Modron that would run the drive-through at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duodrones&#039;&#039;&#039; are charged with performing complex tasks that a monodrone is too stupid to handle, up to and including directing monodrones. Appearing as rectangular shapes with four spindly metal limbs, duodrones are bi-functional, capable of handling two tasks simultaneously. This gives them slightly greater intelligence than monodrones; for example, a duodrone who was ordered to fight would kill all enemies in sight and then go in search of new enemies, rather than simply attack other nearby Modrons. Duodrones can speak, but only in a limited fashion; about all they&#039;re capable of is clearly reporting their operations and observations. These are the type of Modron that would run the tills at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tridrones&#039;&#039;&#039; are capable of performing multiple tasks simultaneously and are also minor supervisors; these are the Modrons who command the duodrones. They resemble walking pyramids, pointy side down, with a single-eyed face on each side of their body, three legs and three arms. They are usually given a single general directive, which they then subdivide into simpler tasks and assign to their duodrone underlings. They are even capable of planning limited objections on their own. These are the type of Modron that would be the Manager of a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrones&#039;&#039;&#039; are capable of performing multiple complex tasks simultaneously, which also makes them the supervisors of Base Modronkind. Appearing as mechanical cubes with a face on one side, two legs, two arms and either a pair of wings or a second pair of arms, they are the first caste to approach human-grade sapience, being &amp;quot;four-function&amp;quot; creatures that can report actions and observations, make plans, react to unexpected occurrences and act to remedy them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pentadrones&#039;&#039;&#039; form the lesser police officers of the Modron race, being charged with law enforcement. Their primary task is the prevention of Modrons going rogue. As the borderline between Base and Hierarch Modrones, these outsiders are five-function beings that can communicate, operate, monitor, plan and manage. They resemble mechanical five-legged starfish with a face on each &amp;quot;arm&amp;quot; and five spindly mechanical legs growing underneath them, which are used to walk.&lt;br /&gt;
[[File:Hierarch Modrons from MM2.png|thumb|right]]&lt;br /&gt;
The castes above this level are &amp;quot;hierarch&amp;quot; modrons of average up to godlike intelligence, and each caste requires a strictly regimented number that should exist at each caste level at any time -- no more &#039;&#039;and&#039;&#039; no less.  They each have telepathy for communication at increasingly crazy distances, for the purpose of the hivemind mesh.  They are so hyper-OCD organized that they never roll for initiative but choose their place in turn order.  Every hierarch modron has the following at-will abilities: claraudience, clarvoyance, command word, dimension hop, teleport (with 0% mis-jump), and forcewall.  Hierarch modrons slain in Mechanus will self-resurrect in a few days; slain elsewhere, their souls return to their god, and a promotion chain is automatically triggered to fill the absent position.  Hierarch modrons will never willingly leave Mechanus unless commanded by Primus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decatons&#039;&#039;&#039; are charged with overseeing the physical welfare of the base Modrons. There are one-hundred in existence at any given time; one for each Sector and one for each army. They resemble metal spheres with ten tentacles around their bodies standing on stumpy legs. They have access to a variety of curative spells that only affect Modrons, and can also levitate at will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nonatons&#039;&#039;&#039; make up the police supervision of the Modrons. Their numbers are kept at eighty-one. They have cylindrical shapes. Nine serve the octons by carrying their orders, sixty-four monitor the decatons of the realm, and the remaining eight monitor the decatons of the armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Octons&#039;&#039;&#039; are the governors of the Sectors, meaning there are only sixty-four octons in all of Mechanus. Octons are distinguished by the metallic collar that grows around their neck, from which sprouts eight tentacle arms. They are provided levitation by these collars, which enables them to move through air and water with equal ease and grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Septons&#039;&#039;&#039; are governmental inspectors, forty-nine in number, responsible for ensuring that each octon is performing its duties satisfactorily. They resemble humanoids with large, bald heads, and smaller versions of the same collars that grow from an octon&#039;s shoulders; septons cannot fly like octons, but they can move perfectly through water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hextons&#039;&#039;&#039; are the generals of the Modron armies. There are thirty-six of them. Hextons resemble six-armed humanoids, having two large human-like arms, each of which ends in a six-fingered hand, and four claw-tipped tentacles, as well as a pair of fan-like wings that join at their shoulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quintons&#039;&#039;&#039; are bureau chiefs and record keepers for Modron territory. They number twenty-five. These Modrons have the appearance of tall, stockily built humanoids with two pairs of arms, a prehensile tail, and fanlike wings similar to those of a Hexton. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartons&#039;&#039;&#039; are the governors of the Regions, meaning there are only sixteen of these Modrons in existence at any one time. They have the appearance of 12ft-tall humanoids with four jointed arms and the same fan-like wings as the Hextons and Quintons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertions&#039;&#039;&#039; are the judges of the Modron race. There are only nine, with two assigned to each Secundi and one reporting directly to Primus. They resemble 12ft tall, bald humans with long horns jutting from the sides of their head and long, prehensile-tails that end in a ball like a mace&#039;s head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secundi&#039;&#039;&#039; are the governors of the four Quarters, meaning there are only four of them. They answer directly to Primus. They appear as incredibly tall and thin humanoids with deep-set eyes.&lt;br /&gt;
[[File:Primus 3.5.png|300px|thumb|right|Primus, the One and the Prime, as portrayed in [[3.5e]]. Note that he looks different than what he is described like - this is because this is a picture of him after being reintroduced in Dragon Magazine as a [[Vestige]].]]&lt;br /&gt;
The highest caste has only one occupant, and it is the only god-type modron.  It has telepathy that extends to all modrons in the same plane, along with the usual benefits of immortality and divine power.  All modron clerics pray to the occupant of the highest caste, who responds efficiently and grants their divine spells for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primus&#039;&#039;&#039; is the One and the Prime, the god-like entity that is the ultimate source of the Modron race. He is their overarching will, their mind, their soul. All that they do ultimately stems from him. If seen in person, this entity manifests as the upper torso of an enormous androgynous humanoid rising from a pool of incandescent energy - the life essence of the Modron race - with its right hand obscured by rainbow-hued light and its left hand obscured by ink-black shadows.  Primus does not create avatars, and Primus never leaves Mechanus.  Primus&#039;s first concern is always the well-being of the modron species as a whole.  Unlike other gods who will resurrect from the plane&#039;s quintessence if slain, Primus is &amp;quot;resurrected&amp;quot; by the immediate promotion of a Secundi, which triggers a highly organized civil war to determine which secudus is ascended, and which will in turn trigger a chain of promotions.  Since modrons are a hive-mind, this new Primus will know everything the previous Primus knew. &lt;br /&gt;
&lt;br /&gt;
In canon, Primus got killed before the start of the AD&amp;amp;D adventure-line &amp;quot;The Great Modron March&amp;quot;, when Orcus (in his undead incarnation as Tenebrous) snuck into Mechanus and killed him, then stole his identity and set the March off early to look for his precious Wand so he could use it to restore himself to life. Though Orcus canonically got his Wand back, revived himself and left, allowing the Modrons to generate a new Primus, Dragon Magazine #341 states that the Primus that Tenebrous killed ended up becoming a Vestige. As a Vestige, Primus will not manifest to a [[Binder]] already binding Tenebrous, and grants bonuses for acting in a mechanical manner (that is, doing the same set of actions in multiple rounds), Lawful aligned attacks, and the ability to issue a Command spell once every 6 rounds.&lt;br /&gt;
&lt;br /&gt;
== Rogue Modrons ==&lt;br /&gt;
It happens rarely, but sometimes, Modrons go rogue. They start to develop a personality and a mind of their own, becoming distinctive beings rather than interchangeable cogs. Only Modrons of at least quadrone rank seem to be capable of going rogue; the lower three castes are simply too mindless to develop that level of a sense of self. Modrons typically seek to destroy these rogues whenever they appear to return their essence to the logic-pool for recycling, fearing either their contamination of the Modron race or their depletion of the Modron logic-pool.&lt;br /&gt;
&lt;br /&gt;
The most awesome modron ever is probably Nordom, the &amp;quot;backwards Modron&amp;quot;, from [[Planescape: Torment]], who is an iconic example of a rogue.  Rogue modrons are the most frequent source of modron PCs, being capable of self-interest and a certain amount of free will.  They &#039;&#039;must&#039;&#039; be of lawful alignment (being only &amp;quot;chaotic&amp;quot; in relation to other modrons), and their brains tend to melt when they attempt to interact with chaotic people.  &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Modron-monodrone-MM2 page87.jpg|From Monster Manual II&lt;br /&gt;
File:Monodrones march by Adam Rex.jpg|[[/r9k/]]? Try /r(9*10^9)k/&lt;br /&gt;
File:Decaton overseer.jpg|Middle-management has its perks. Like five extra eyes, and luscious lips.&lt;br /&gt;
File:Modron_simple.png|Early concept art?&lt;br /&gt;
File:Primus from blood-wars game.jpg|Primus, as he appeared in the [[Blood War]]s [[card game]].&lt;br /&gt;
File:2e_Monodrone.gif|&lt;br /&gt;
File:2e_Duodrone.gif|&lt;br /&gt;
File:2e_Tridone.gif|&lt;br /&gt;
File:2e_Quadrone.gif|&lt;br /&gt;
File:2e_Quadrone_2.gif|&lt;br /&gt;
File:2e_Pentadrone.gif|&lt;br /&gt;
File:2e_Decaton.gif|&lt;br /&gt;
File:2e_Nonaton.gif|&lt;br /&gt;
File:2e_Octon.gif|&lt;br /&gt;
File:2e_Septon.gif|&lt;br /&gt;
File:2e_Hexton.gif|&lt;br /&gt;
File:2e_Quinton.gif|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341520</id>
		<title>Modron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341520"/>
		<updated>2018-10-04T00:58:48Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Modron Hierarchy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monodrone planscape supplement pg008.jpg|right|thumb|Ceiling monodrone is watching you orchestrate]]&lt;br /&gt;
Modrons are a race of Lawful Neutral outsiders introduced into [[Dungeons &amp;amp; Dragons]] in 1st edition (MM2, pg 86), native to the planes of Nirvana.   In AD&amp;amp;D 2nd edition, thanks to the [[Planescape]] setting, they were the primary inhabitants of the extreme lawful-neutral plane of Mechanus.  In D&amp;amp;D 3rd edition&#039;s Manual of the Planes, they share Mechanus with the Formians (giant ant-people) when their lawful-good plane went too lawful (thanks a lot, [[Lawful Stupid|Harmonium]]!) and was annexed by Mechanus.&lt;br /&gt;
&lt;br /&gt;
Modrons first appeared as living geometric shapes - spheres, cubes, pyramids, etcetera. In 2nd edition, to try and make them look less goofy, they were redesigned with a more clockwork cyborg motif. They are perhaps one of the most iconic races invented for Planescape.&lt;br /&gt;
&lt;br /&gt;
Modrons divide their territory in Mechanus into four areas, called Quarters. Each Quarter is then divided into another four sub-areas, called Regions. And Regions are divided again into another four sub-sub-areas called Sectors.&lt;br /&gt;
&lt;br /&gt;
== Modron Mentality==&lt;br /&gt;
Modrons are what D&amp;amp;D sometimes calls &amp;quot;Exemplars&amp;quot;, extraplanar beings that exist as living embodiments of a particular [[Alignment]]. Naturally, Modrons are associated with Lawful Neutral, though as was common for the edition, the precise method by which they exhibit this bumps them pretty firmly into [[Lawful Stupid]] territory.&lt;br /&gt;
&lt;br /&gt;
The Modron mindset can be likened to that of a computer. And not a fancy AI, either; your basic cheap &amp;quot;garbage in, garbage out&amp;quot; 80s-esque piece of junk. Modrons have no real individual personalities, no capacity to understand anything besides basic logic, and driven by an insatiable need to try and bring order from chaos, sense from nonsense. Even if it only makes sense to themselves. So integral is the idea of logic and order to them that Modrons actually cannot understand the existence of any Modron that doesn&#039;t belong to either the same caste, the cast directly below them, or the caste directly above them - a tridrone, for example, would understand other tridrones, duodrones and quadrones, but would not recognize the &amp;quot;Modronity&amp;quot; or even the very existence of a monodrone or a pentadrone.&lt;br /&gt;
&lt;br /&gt;
All that is right happens because it must inescapably &#039;&#039;be&#039;&#039;, and all that which is wrong must &#039;&#039;not&#039;&#039; be. This is the closest thing Modrons have to a philosophy, based on their concept that all life and direction springs from a single great pool of logical action.&lt;br /&gt;
&lt;br /&gt;
Needless to say, they are a nightmare to deal with. Imagine trying to deal with a city-spanning bureaucracy where every single bureaucrat is socially interchangeable with all the others, has no individual personality, and makes no effort to share information between them. A single barmy could spend centuries trying to get a simple matter resolved, because they keep inadvertently restarting their applications.&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the greatest examples of this is the adventure path called The Great Modron March. The titular March is noted for being as destructive as a rampaging horde of demons at the best of times, and is even worse when it suddenly occurs several centuries before it should. One of the earliest adventures involves a town that is trying to plead with the Modrons to at least give them time to evacuate: they worked out a diplomatic bargain with the Modrons before the last march, creating designated routes for the Modrons to use so they wouldn&#039;t hurt anyone as they passed through the town to the portal they were after. Thing is, the Modrons won&#039;t, indeed cannot, accept that the town&#039;s layout has changed in the three centuries since it was last used, and so they refuse to deviate from those established routes. Thusly, the party&#039;s goal in this adventure is to try and do damage control as a veritable sea of crazed clockwork cyber-angels march through the city, destroying and killing anything that falls in their way.&lt;br /&gt;
&lt;br /&gt;
Their rigid psychology is proof against any attempt at tampering, even for modrons not on Mechanus and part of the hivemind.  All modrons are immune to mind-affecting enchantments, charms, illusions or beguilements.  Spells or effects that induce emotions are also completely impotent even to the lowest monodrone.  Even their physiology is so bloody-minded stubborn about staying alive that all damage rolls made against modrons are at -1 for each die rolled.&lt;br /&gt;
&lt;br /&gt;
== Modron Hierarchy ==&lt;br /&gt;
[[File:Base_modrons_by_Dillon.jpg|thumb|right|One, Two, Three,&amp;lt;br&amp;gt; Four, Five... point-one]]&lt;br /&gt;
Modrons exist in hierarchy, their very social structure based on the idea of delegation of authority; command decisions emanate from Primus itself, slowly going down the racial line until it is complete. Caste determines physical shape, abilities, social role and mental capacity. In ascending order, they go as follows; the first five castes form the &amp;quot;Base Modrons&amp;quot;, whilst the other nine castes form the &amp;quot;Hierarch Modrons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a Modron is slain or otherwise rendered invalid to fulfill its purpose, a random Modron from the next lowest caste is promoted up to fill the void. The position they vacate is filled by a lower-caste modron with another promotion, and another, until the lack trickles down to the monodrone level, where a whole new monodrone is spawned from the Creation Pool. Because Mechanus is infinite ins size like all planes, this happens so often that a constant stream of monodrones is perpetually marching out of the pool 24/7.&lt;br /&gt;
&lt;br /&gt;
The lowest five castes are the &amp;quot;base&amp;quot; modrons, with animal up to moron intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monodrones&#039;&#039;&#039; are responsible for general labor. Appearing as small metal spheres with a single eye, a pair of spindly metal legs, and either a pair of arms or a pair of wings, these single-task Modrons are virtually mindless, capable of undertaking only a single task at a time. Order them to fight, and they mechanically attack whatever they see, even one another if they are not ordered to stop first. These form the vast bulk of the Modrons numbers. They cannot speak, though they can understand orders. These are the type of Modron that would run the drive-through at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duodrones&#039;&#039;&#039; are charged with performing complex tasks that a monodrone is too stupid to handle, up to and including directing monodrones. Appearing as rectangular shapes with four spindly metal limbs, duodrones are bi-functional, capable of handling two tasks simultaneously. This gives them slightly greater intelligence than monodrones; for example, a duodrone who was ordered to fight would kill all enemies in sight and then go in search of new enemies, rather than simply attack other nearby Modrons. Duodrones can speak, but only in a limited fashion; about all they&#039;re capable of is clearly reporting their operations and observations. These are the type of Modron that would run the tills at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tridrones&#039;&#039;&#039; are capable of performing multiple tasks simultaneously and are also minor supervisors; these are the Modrons who command the duodrones. They resemble walking pyramids, pointy side down, with a single-eyed face on each side of their body, three legs and three arms. They are usually given a single general directive, which they then subdivide into simpler tasks and assign to their duodrone underlings. They are even capable of planning limited objections on their own. These are the type of Modron that would be the Manager of a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrones&#039;&#039;&#039; are capable of performing multiple complex tasks simultaneously, which also makes them the supervisors of Base Modronkind. Appearing as mechanical cubes with a face on one side, two legs, two arms and either a pair of wings or a second pair of arms, they are the first caste to approach human-grade sapience, being &amp;quot;four-function&amp;quot; creatures that can report actions and observations, make plans, react to unexpected occurrences and act to remedy them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pentadrones&#039;&#039;&#039; form the lesser police officers of the Modron race, being charged with law enforcement. Their primary task is the prevention of Modrons going rogue. As the borderline between Base and Hierarch Modrones, these outsiders are five-function beings that can communicate, operate, monitor, plan and manage. They resemble mechanical five-legged starfish with a face on each &amp;quot;arm&amp;quot; and five spindly mechanical legs growing underneath them, which are used to walk.&lt;br /&gt;
[[File:Hierarch Modrons from MM2.png|thumb|right]]&lt;br /&gt;
The castes above this level are &amp;quot;hierarch&amp;quot; modrons of average up to godlike intelligence, and each caste requires a strictly regimented number that should exist at each caste level at any time -- no more &#039;&#039;and&#039;&#039; no less.  They each have telepathy for communication at increasingly crazy distances, for the purpose of the hivemind mesh.  They are so hyper-OCD organized that they never roll for initiative but choose their place in turn order.  Every hierarch modron has the following at-will abilities: claraudience, clarvoyance, command word, dimension hop, teleport (with 0% mis-jump), and forcewall.  Hierarch modrons slain in Mechanus will self-resurrect in a few days; slain elsewhere, their souls return to their god, and a [[PROMOTIONS|promotion chain]] is automatically triggered to fill the absent position.  Hierarch modrons will never willingly leave Mechanus unless commanded by Primus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decatons&#039;&#039;&#039; are charged with overseeing the physical welfare of the base Modrons. There are one-hundred in existence at any given time; one for each Sector and one for each army. They resemble metal spheres with ten tentacles around their bodies standing on stumpy legs. They have access to a variety of curative spells that only affect Modrons, and can also levitate at will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nonatons&#039;&#039;&#039; make up the police supervision of the Modrons. Their numbers are kept at eighty-one. They have cylindrical shapes. Nine serve the octons by carrying their orders, sixty-four monitor the decatons of the realm, and the remaining eight monitor the decatons of the armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Octons&#039;&#039;&#039; are the governors of the Sectors, meaning there are only sixty-four octons in all of Mechanus. Octons are distinguished by the metallic collar that grows around their neck, from which sprouts eight tentacle arms. They are provided levitation by these collars, which enables them to move through air and water with equal ease and grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Septons&#039;&#039;&#039; are governmental inspectors, forty-nine in number, responsible for ensuring that each octon is performing its duties satisfactorily. They resemble humanoids with large, bald heads, and smaller versions of the same collars that grow from an octon&#039;s shoulders; septons cannot fly like octons, but they can move perfectly through water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hextons&#039;&#039;&#039; are the generals of the Modron armies. There are thirty-six of them. Hextons resemble six-armed humanoids, having two large human-like arms, each of which ends in a six-fingered hand, and four claw-tipped tentacles, as well as a pair of fan-like wings that join at their shoulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quintons&#039;&#039;&#039; are bureau chiefs and record keepers for Modron territory. They number twenty-five. These Modrons have the appearance of tall, stockily built humanoids with two pairs of arms, a prehensile tail, and fanlike wings similar to those of a Hexton. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartons&#039;&#039;&#039; are the governors of the Regions, meaning there are only sixteen of these Modrons in existence at any one time. They have the appearance of 12ft-tall humanoids with four jointed arms and the same fan-like wings as the Hextons and Quintons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertions&#039;&#039;&#039; are the judges of the Modron race. There are only nine, with two assigned to each Secundi and one reporting directly to Primus. They resemble 12ft tall, bald humans with long horns jutting from the sides of their head and long, prehensile-tails that end in a ball like a mace&#039;s head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secundi&#039;&#039;&#039; are the governors of the four Quarters, meaning there are only four of them. They answer directly to Primus. They appear as incredibly tall and thin humanoids with deep-set eyes.&lt;br /&gt;
[[File:Primus 3.5.png|300px|thumb|right|Primus, the One and the Prime, as portrayed in [[3.5e]]. Note that he looks different than what he is described like - this is because this is a picture of him after being reintroduced in Dragon Magazine as a [[Vestige]].]]&lt;br /&gt;
The highest caste has only one occupant, and it is the only god-type modron.  It has telepathy that extends to all modrons in the same plane, along with the usual benefits of immortality and divine power.  All modron clerics pray to the occupant of the highest caste, who responds efficiently and grants their divine spells for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primus&#039;&#039;&#039; is the One and the Prime, the god-like entity that is the ultimate source of the Modron race. He is their overarching will, their mind, their soul. All that they do ultimately stems from him. If seen in person, this entity manifests as the upper torso of an enormous androgynous humanoid rising from a pool of incandescent energy - the life essence of the Modron race - with its right hand obscured by rainbow-hued light and its left hand obscured by ink-black shadows.  Primus does not create avatars, and Primus never leaves Mechanus.  Primus&#039;s first concern is always the well-being of the modron species as a whole.  Unlike other gods who will resurrect from the plane&#039;s quintessence if slain, Primus is &amp;quot;resurrected&amp;quot; by the immediate promotion of a Secundi, which triggers a highly organized civil war to determine which secudus is ascended, and which will in turn trigger a chain of promotions.  Since modrons are a hive-mind, this new Primus will know everything the previous Primus knew. &lt;br /&gt;
&lt;br /&gt;
In canon, Primus got killed before the start of the AD&amp;amp;D adventure-line &amp;quot;The Great Modron March&amp;quot;, when Orcus (in his undead incarnation as Tenebrous) snuck into Mechanus and killed him, then stole his identity and set the March off early to look for his precious Wand so he could use it to restore himself to life. Though Orcus canonically got his Wand back, revived himself and left, allowing the Modrons to generate a new Primus, Dragon Magazine #341 states that the Primus that Tenebrous killed ended up becoming a Vestige. As a Vestige, Primus will not manifest to a [[Binder]] already binding Tenebrous, and grants bonuses for acting in a mechanical manner (that is, doing the same set of actions in multiple rounds), Lawful aligned attacks, and the ability to issue a Command spell once every 6 rounds.&lt;br /&gt;
&lt;br /&gt;
== Rogue Modrons ==&lt;br /&gt;
It happens rarely, but sometimes, Modrons go rogue. They start to develop a personality and a mind of their own, becoming distinctive beings rather than interchangeable cogs. Only Modrons of at least quadrone rank seem to be capable of going rogue; the lower three castes are simply too mindless to develop that level of a sense of self. Modrons typically seek to destroy these rogues whenever they appear to return their essence to the logic-pool for recycling, fearing either their contamination of the Modron race or their depletion of the Modron logic-pool.&lt;br /&gt;
&lt;br /&gt;
The most awesome modron ever is probably Nordom, the &amp;quot;backwards Modron&amp;quot;, from [[Planescape: Torment]], who is an iconic example of a rogue.  Rogue modrons are the most frequent source of modron PCs, being capable of self-interest and a certain amount of free will.  They &#039;&#039;must&#039;&#039; be of lawful alignment (being only &amp;quot;chaotic&amp;quot; in relation to other modrons), and their brains tend to melt when they attempt to interact with chaotic people.  &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Modron-monodrone-MM2 page87.jpg|From Monster Manual II&lt;br /&gt;
File:Monodrones march by Adam Rex.jpg|[[/r9k/]]? Try /r(9*10^9)k/&lt;br /&gt;
File:Decaton overseer.jpg|Middle-management has its perks. Like five extra eyes, and luscious lips.&lt;br /&gt;
File:Modron_simple.png|Early concept art?&lt;br /&gt;
File:Primus from blood-wars game.jpg|Primus, as he appeared in the [[Blood War]]s [[card game]].&lt;br /&gt;
File:2e_Monodrone.gif|&lt;br /&gt;
File:2e_Duodrone.gif|&lt;br /&gt;
File:2e_Tridone.gif|&lt;br /&gt;
File:2e_Quadrone.gif|&lt;br /&gt;
File:2e_Quadrone_2.gif|&lt;br /&gt;
File:2e_Pentadrone.gif|&lt;br /&gt;
File:2e_Decaton.gif|&lt;br /&gt;
File:2e_Nonaton.gif|&lt;br /&gt;
File:2e_Octon.gif|&lt;br /&gt;
File:2e_Septon.gif|&lt;br /&gt;
File:2e_Hexton.gif|&lt;br /&gt;
File:2e_Quinton.gif|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341519</id>
		<title>Modron</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Modron&amp;diff=341519"/>
		<updated>2018-10-04T00:56:57Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Modron Hierarchy */ not *that* kind of promotions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monodrone planscape supplement pg008.jpg|right|thumb|Ceiling monodrone is watching you orchestrate]]&lt;br /&gt;
Modrons are a race of Lawful Neutral outsiders introduced into [[Dungeons &amp;amp; Dragons]] in 1st edition (MM2, pg 86), native to the planes of Nirvana.   In AD&amp;amp;D 2nd edition, thanks to the [[Planescape]] setting, they were the primary inhabitants of the extreme lawful-neutral plane of Mechanus.  In D&amp;amp;D 3rd edition&#039;s Manual of the Planes, they share Mechanus with the Formians (giant ant-people) when their lawful-good plane went too lawful (thanks a lot, [[Lawful Stupid|Harmonium]]!) and was annexed by Mechanus.&lt;br /&gt;
&lt;br /&gt;
Modrons first appeared as living geometric shapes - spheres, cubes, pyramids, etcetera. In 2nd edition, to try and make them look less goofy, they were redesigned with a more clockwork cyborg motif. They are perhaps one of the most iconic races invented for Planescape.&lt;br /&gt;
&lt;br /&gt;
Modrons divide their territory in Mechanus into four areas, called Quarters. Each Quarter is then divided into another four sub-areas, called Regions. And Regions are divided again into another four sub-sub-areas called Sectors.&lt;br /&gt;
&lt;br /&gt;
== Modron Mentality==&lt;br /&gt;
Modrons are what D&amp;amp;D sometimes calls &amp;quot;Exemplars&amp;quot;, extraplanar beings that exist as living embodiments of a particular [[Alignment]]. Naturally, Modrons are associated with Lawful Neutral, though as was common for the edition, the precise method by which they exhibit this bumps them pretty firmly into [[Lawful Stupid]] territory.&lt;br /&gt;
&lt;br /&gt;
The Modron mindset can be likened to that of a computer. And not a fancy AI, either; your basic cheap &amp;quot;garbage in, garbage out&amp;quot; 80s-esque piece of junk. Modrons have no real individual personalities, no capacity to understand anything besides basic logic, and driven by an insatiable need to try and bring order from chaos, sense from nonsense. Even if it only makes sense to themselves. So integral is the idea of logic and order to them that Modrons actually cannot understand the existence of any Modron that doesn&#039;t belong to either the same caste, the cast directly below them, or the caste directly above them - a tridrone, for example, would understand other tridrones, duodrones and quadrones, but would not recognize the &amp;quot;Modronity&amp;quot; or even the very existence of a monodrone or a pentadrone.&lt;br /&gt;
&lt;br /&gt;
All that is right happens because it must inescapably &#039;&#039;be&#039;&#039;, and all that which is wrong must &#039;&#039;not&#039;&#039; be. This is the closest thing Modrons have to a philosophy, based on their concept that all life and direction springs from a single great pool of logical action.&lt;br /&gt;
&lt;br /&gt;
Needless to say, they are a nightmare to deal with. Imagine trying to deal with a city-spanning bureaucracy where every single bureaucrat is socially interchangeable with all the others, has no individual personality, and makes no effort to share information between them. A single barmy could spend centuries trying to get a simple matter resolved, because they keep inadvertently restarting their applications.&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the greatest examples of this is the adventure path called The Great Modron March. The titular March is noted for being as destructive as a rampaging horde of demons at the best of times, and is even worse when it suddenly occurs several centuries before it should. One of the earliest adventures involves a town that is trying to plead with the Modrons to at least give them time to evacuate: they worked out a diplomatic bargain with the Modrons before the last march, creating designated routes for the Modrons to use so they wouldn&#039;t hurt anyone as they passed through the town to the portal they were after. Thing is, the Modrons won&#039;t, indeed cannot, accept that the town&#039;s layout has changed in the three centuries since it was last used, and so they refuse to deviate from those established routes. Thusly, the party&#039;s goal in this adventure is to try and do damage control as a veritable sea of crazed clockwork cyber-angels march through the city, destroying and killing anything that falls in their way.&lt;br /&gt;
&lt;br /&gt;
Their rigid psychology is proof against any attempt at tampering, even for modrons not on Mechanus and part of the hivemind.  All modrons are immune to mind-affecting enchantments, charms, illusions or beguilements.  Spells or effects that induce emotions are also completely impotent even to the lowest monodrone.  Even their physiology is so bloody-minded stubborn about staying alive that all damage rolls made against modrons are at -1 for each die rolled.&lt;br /&gt;
&lt;br /&gt;
== Modron Hierarchy ==&lt;br /&gt;
[[File:Base_modrons_by_Dillon.jpg|thumb|right|One, Two, Three,&amp;lt;br&amp;gt; Four, Five... point-one]]&lt;br /&gt;
Modrons exist in hierarchy, their very social structure based on the idea of delegation of authority; command decisions emanate from Primus itself, slowly going down the racial line until it is complete. Caste determines physical shape, abilities, social role and mental capacity. In ascending order, they go as follows; the first five castes form the &amp;quot;Base Modrons&amp;quot;, whilst the other nine castes form the &amp;quot;Hierarch Modrons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If a Modron is slain or otherwise rendered invalid to fulfill its purpose, a random Modron from the next lowest caste is promoted up to fill the void. The position they vacate is filled by a lower-caste modron with another promotion, and another, until the lack trickles down to the monodrone level, where a whole new monodrone is spawned from the Creation Pool.&lt;br /&gt;
&lt;br /&gt;
The lowest five castes are the &amp;quot;base&amp;quot; modrons, with animal up to moron intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monodrones&#039;&#039;&#039; are responsible for general labor. Appearing as small metal spheres with a single eye, a pair of spindly metal legs, and either a pair of arms or a pair of wings, these single-task Modrons are virtually mindless, capable of undertaking only a single task at a time. Order them to fight, and they mechanically attack whatever they see, even one another if they are not ordered to stop first. These form the vast bulk of the Modrons numbers. They cannot speak, though they can understand orders. These are the type of Modron that would run the drive-through at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duodrones&#039;&#039;&#039; are charged with performing complex tasks that a monodrone is too stupid to handle, up to and including directing monodrones. Appearing as rectangular shapes with four spindly metal limbs, duodrones are bi-functional, capable of handling two tasks simultaneously. This gives them slightly greater intelligence than monodrones; for example, a duodrone who was ordered to fight would kill all enemies in sight and then go in search of new enemies, rather than simply attack other nearby Modrons. Duodrones can speak, but only in a limited fashion; about all they&#039;re capable of is clearly reporting their operations and observations. These are the type of Modron that would run the tills at a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tridrones&#039;&#039;&#039; are capable of performing multiple tasks simultaneously and are also minor supervisors; these are the Modrons who command the duodrones. They resemble walking pyramids, pointy side down, with a single-eyed face on each side of their body, three legs and three arms. They are usually given a single general directive, which they then subdivide into simpler tasks and assign to their duodrone underlings. They are even capable of planning limited objections on their own. These are the type of Modron that would be the Manager of a fast food restaurant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quadrones&#039;&#039;&#039; are capable of performing multiple complex tasks simultaneously, which also makes them the supervisors of Base Modronkind. Appearing as mechanical cubes with a face on one side, two legs, two arms and either a pair of wings or a second pair of arms, they are the first caste to approach human-grade sapience, being &amp;quot;four-function&amp;quot; creatures that can report actions and observations, make plans, react to unexpected occurrences and act to remedy them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pentadrones&#039;&#039;&#039; form the lesser police officers of the Modron race, being charged with law enforcement. Their primary task is the prevention of Modrons going rogue. As the borderline between Base and Hierarch Modrones, these outsiders are five-function beings that can communicate, operate, monitor, plan and manage. They resemble mechanical five-legged starfish with a face on each &amp;quot;arm&amp;quot; and five spindly mechanical legs growing underneath them, which are used to walk.&lt;br /&gt;
[[File:Hierarch Modrons from MM2.png|thumb|right]]&lt;br /&gt;
The castes above this level are &amp;quot;hierarch&amp;quot; modrons of average up to godlike intelligence, and each caste requires a strictly regimented number that should exist at each caste level at any time -- no more &#039;&#039;and&#039;&#039; no less.  They each have telepathy for communication at increasingly crazy distances, for the purpose of the hivemind mesh.  They are so hyper-OCD organized that they never roll for initiative but choose their place in turn order.  Every hierarch modron has the following at-will abilities: claraudience, clarvoyance, command word, dimension hop, teleport (with 0% mis-jump), and forcewall.  Hierarch modrons slain in Mechanus will self-resurrect in a few days; slain elsewhere, their souls return to their god, and a [[PROMOTIONS|promotion chain]] is automatically triggered to fill the absent position.  Hierarch modrons will never willingly leave Mechanus unless commanded by Primus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Decatons&#039;&#039;&#039; are charged with overseeing the physical welfare of the base Modrons. There are one-hundred in existence at any given time; one for each Sector and one for each army. They resemble metal spheres with ten tentacles around their bodies standing on stumpy legs. They have access to a variety of curative spells that only affect Modrons, and can also levitate at will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nonatons&#039;&#039;&#039; make up the police supervision of the Modrons. Their numbers are kept at eighty-one. They have cylindrical shapes. Nine serve the octons by carrying their orders, sixty-four monitor the decatons of the realm, and the remaining eight monitor the decatons of the armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Octons&#039;&#039;&#039; are the governors of the Sectors, meaning there are only sixty-four octons in all of Mechanus. Octons are distinguished by the metallic collar that grows around their neck, from which sprouts eight tentacle arms. They are provided levitation by these collars, which enables them to move through air and water with equal ease and grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Septons&#039;&#039;&#039; are governmental inspectors, forty-nine in number, responsible for ensuring that each octon is performing its duties satisfactorily. They resemble humanoids with large, bald heads, and smaller versions of the same collars that grow from an octon&#039;s shoulders; septons cannot fly like octons, but they can move perfectly through water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hextons&#039;&#039;&#039; are the generals of the Modron armies. There are thirty-six of them. Hextons resemble six-armed humanoids, having two large human-like arms, each of which ends in a six-fingered hand, and four claw-tipped tentacles, as well as a pair of fan-like wings that join at their shoulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quintons&#039;&#039;&#039; are bureau chiefs and record keepers for Modron territory. They number twenty-five. These Modrons have the appearance of tall, stockily built humanoids with two pairs of arms, a prehensile tail, and fanlike wings similar to those of a Hexton. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quartons&#039;&#039;&#039; are the governors of the Regions, meaning there are only sixteen of these Modrons in existence at any one time. They have the appearance of 12ft-tall humanoids with four jointed arms and the same fan-like wings as the Hextons and Quintons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tertions&#039;&#039;&#039; are the judges of the Modron race. There are only nine, with two assigned to each Secundi and one reporting directly to Primus. They resemble 12ft tall, bald humans with long horns jutting from the sides of their head and long, prehensile-tails that end in a ball like a mace&#039;s head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secundi&#039;&#039;&#039; are the governors of the four Quarters, meaning there are only four of them. They answer directly to Primus. They appear as incredibly tall and thin humanoids with deep-set eyes.&lt;br /&gt;
[[File:Primus 3.5.png|300px|thumb|right|Primus, the One and the Prime, as portrayed in [[3.5e]]. Note that he looks different than what he is described like - this is because this is a picture of him after being reintroduced in Dragon Magazine as a [[Vestige]].]]&lt;br /&gt;
The highest caste has only one occupant, and it is the only god-type modron.  It has telepathy that extends to all modrons in the same plane, along with the usual benefits of immortality and divine power.  All modron clerics pray to the occupant of the highest caste, who responds efficiently and grants their divine spells for the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primus&#039;&#039;&#039; is the One and the Prime, the god-like entity that is the ultimate source of the Modron race. He is their overarching will, their mind, their soul. All that they do ultimately stems from him. If seen in person, this entity manifests as the upper torso of an enormous androgynous humanoid rising from a pool of incandescent energy - the life essence of the Modron race - with its right hand obscured by rainbow-hued light and its left hand obscured by ink-black shadows.  Primus does not create avatars, and Primus never leaves Mechanus.  Primus&#039;s first concern is always the well-being of the modron species as a whole.  Unlike other gods who will resurrect from the plane&#039;s quintessence if slain, Primus is &amp;quot;resurrected&amp;quot; by the immediate promotion of a Secundi, which triggers a highly organized civil war to determine which secudus is ascended, and which will in turn trigger a chain of promotions.  Since modrons are a hive-mind, this new Primus will know everything the previous Primus knew. &lt;br /&gt;
&lt;br /&gt;
In canon, Primus got killed before the start of the AD&amp;amp;D adventure-line &amp;quot;The Great Modron March&amp;quot;, when Orcus (in his undead incarnation as Tenebrous) snuck into Mechanus and killed him, then stole his identity and set the March off early to look for his precious Wand so he could use it to restore himself to life. Though Orcus canonically got his Wand back, revived himself and left, allowing the Modrons to generate a new Primus, Dragon Magazine #341 states that the Primus that Tenebrous killed ended up becoming a Vestige. As a Vestige, Primus will not manifest to a [[Binder]] already binding Tenebrous, and grants bonuses for acting in a mechanical manner (that is, doing the same set of actions in multiple rounds), Lawful aligned attacks, and the ability to issue a Command spell once every 6 rounds.&lt;br /&gt;
&lt;br /&gt;
== Rogue Modrons ==&lt;br /&gt;
It happens rarely, but sometimes, Modrons go rogue. They start to develop a personality and a mind of their own, becoming distinctive beings rather than interchangeable cogs. Only Modrons of at least quadrone rank seem to be capable of going rogue; the lower three castes are simply too mindless to develop that level of a sense of self. Modrons typically seek to destroy these rogues whenever they appear to return their essence to the logic-pool for recycling, fearing either their contamination of the Modron race or their depletion of the Modron logic-pool.&lt;br /&gt;
&lt;br /&gt;
The most awesome modron ever is probably Nordom, the &amp;quot;backwards Modron&amp;quot;, from [[Planescape: Torment]], who is an iconic example of a rogue.  Rogue modrons are the most frequent source of modron PCs, being capable of self-interest and a certain amount of free will.  They &#039;&#039;must&#039;&#039; be of lawful alignment (being only &amp;quot;chaotic&amp;quot; in relation to other modrons), and their brains tend to melt when they attempt to interact with chaotic people.  &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Modron-monodrone-MM2 page87.jpg|From Monster Manual II&lt;br /&gt;
File:Monodrones march by Adam Rex.jpg|[[/r9k/]]? Try /r(9*10^9)k/&lt;br /&gt;
File:Decaton overseer.jpg|Middle-management has its perks. Like five extra eyes, and luscious lips.&lt;br /&gt;
File:Modron_simple.png|Early concept art?&lt;br /&gt;
File:Primus from blood-wars game.jpg|Primus, as he appeared in the [[Blood War]]s [[card game]].&lt;br /&gt;
File:2e_Monodrone.gif|&lt;br /&gt;
File:2e_Duodrone.gif|&lt;br /&gt;
File:2e_Tridone.gif|&lt;br /&gt;
File:2e_Quadrone.gif|&lt;br /&gt;
File:2e_Quadrone_2.gif|&lt;br /&gt;
File:2e_Pentadrone.gif|&lt;br /&gt;
File:2e_Decaton.gif|&lt;br /&gt;
File:2e_Nonaton.gif|&lt;br /&gt;
File:2e_Octon.gif|&lt;br /&gt;
File:2e_Septon.gif|&lt;br /&gt;
File:2e_Hexton.gif|&lt;br /&gt;
File:2e_Quinton.gif|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Carceri&amp;diff=111398</id>
		<title>Carceri</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Carceri&amp;diff=111398"/>
		<updated>2018-10-04T00:35:25Z</updated>

		<summary type="html">&lt;p&gt;2001:4930:48:53:8119:6D4C:B4F:6A5F: /* Layers of Carceri */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Tarterian Depths of Carceri&#039;&#039;&#039; is a [[Alignment|Neutral Evil Chaotic]] [[Plane|Outer Plane]] part of the Great Wheel cosmology of [[Planescape]], and an abandoned plane in the [[Points of Light]] setting of [[Dungeons and Dragons]]. It is a prison plane filled with treachery, despair and hatred, where existence is harsh and escape is all but impossible. It is here traitors go to after they die, their treason and hatred lingering after their deaths; as such the people of Carceri are not to be trusted. Carceri is based on a combination of Tartarus from Greek mythology and Dante&#039;s Divine Comedy.&lt;br /&gt;
&lt;br /&gt;
==Layers of Carceri==&lt;br /&gt;
Carceri has six layers, each nested inside one another. The layers take shape of spheres of finite size, each linked to others of its own size stretching into infinity. This means that the second and beyond planes are physically linked to one another despite being fully encased in its above layer(s)(maybe each shere is connected to another sphere via a tube that is fully encased in the corresponding tube for the above layer?). Despite this all layers have a red sky and light seems to come out of the orbs themselves, meaning that vision, while covered in something of a red tint, is normal on the plane.&lt;br /&gt;
&lt;br /&gt;
===Orthrys===&lt;br /&gt;
The first layer of Carceri is reserved for [[High Lords of Terra|politicians and traitors of nations]]. It is a realm of vast bogs and quicksand, the few dry parts quickly climbing into steep mountains hosting a race of malevolent titans. This layer also contains the River Styx, which flows freely throughout the layer and serves as a possible exit out of the plane. The layer also hosts vast numbers of mosquitoes and petitioners who annoy travelers. While not a prime vacation spot, there are much worse places to be found on Carceri.&lt;br /&gt;
&lt;br /&gt;
More hospitable is the Bastion of Last Hope, a fortress located in a mountain ridge. Here live all sorts of spies, forgers, fences, assassins, plastic surgeons and all kinds of other people of ill repute who can, for a price, aid a traveler. But beware the nature of the plane of traitors when dealing with the people here.&lt;br /&gt;
&lt;br /&gt;
Less treacherous but no less dangerous are the titans of Mount Orthrys, who were banished to Carceri long ago. Their leader, Chronus, can impart visitors with his wisdom. But because he and his people have been imprisoned on Carceri for such an untold amount of time they can get [[Rage|upset]] with visitors who can come and go at their own leisure.&lt;br /&gt;
&lt;br /&gt;
===Cathrys===&lt;br /&gt;
The overgrown layer of Cathrys contains two kinds of terrain: [[Death World|highly acidic jungles whose mere air can dissolve a person within minutes and grasslands with razor-sharp leaves who can cut a person to pieces if they are not careful to avoid them.]] It is an overall unpleasant place where [[Slaanesh|those who gave in to their base lusts and instincts are banished.]] The only reason one should travel to Cathrys is to visit the Apothecary of Sin, a place build above the forests of Cathrys where one can buy almost any kind of poison or acid from its [[apothecary]], the [[devil|glabrezu]] called Sinmaker. As long as he is paid he does not care what the customer buys, how much or what is done with his wares.&lt;br /&gt;
&lt;br /&gt;
===Minethys===&lt;br /&gt;
The third layer is nothing but sand. Minethys is an endless desert of sand and sandstorms, blown up with such force that it could strip the flesh off a man&#039;s bones in hours. As such, its petitioners (once those who did not use their wealth to help others when they could) are forced to wear heavy cloth garments to avoid being torn apart and live in hand-dug pits in the sand who constantly need to be dug out to avoid being swept up by a tornado. One of the orbs holds the Sand Tombs of Payaratheon, a city long since devoured by the sand. Those times it is revealed adventurers often try to explore it, discovering all kinds of petrified undead and sand gorgons who swim through the sand. Overall, Minethys is not a pleasant place and should be avoided.&lt;br /&gt;
&lt;br /&gt;
===Colothys===&lt;br /&gt;
The most inhospitable part of the fourth layer, Colothys, are its massive mountains and wide and deep canyons. Without some kind of flight or teleportation it is almost impossible to navigate given its narrow roads and few and far between bridges. Some trading routes exist, but they are long, perilous and slow to follow. Few things grow on this layer; those that do can be rather dangerous. An example of this is the Garden of Malice, which grows on a single orb. Despite looking beautiful with its many vines and flowers, the Garden is quite dangerous and will attempt to kill anything which comes too close. It is theorized that they&#039;re all under the control of [[Hive Mind|a single organism]] which seeks to spread its seed throughout all layers of the plane. Colothys hosts those whose lies brought harm onto others.&lt;br /&gt;
&lt;br /&gt;
===Porphatys===&lt;br /&gt;
Unlike the two layers before it, Porphatys is very wet. The fifth layer is completely covered in acidic water that can quickly dissolve unwary travelers. As such its petitioners (those who refused to aid others when the opportunity to do so presented itself) cling to the small sandbars across the layer, promising anything to anyone who can take them away. It is advised to not listen to them, since they will [[Rogue|stab you in the back at the first chance they get]]. An interesting feature of the plane is the Ship of One Hundred, also called the White Caravel. It is a ghost ship of sorts that travels between the sandbars to pick up passengers along for its travels across the layer. The ship has no crew and is perfectly content with allowing its passengers along for its journey. What it does have is one hundred stone coffins (where it got its name from) on its lower deck. Nobody knows what they contain since every time one of the coffins is opened all passengers are devoured by some unknown disaster. As such people who know this story will leave the coffins alone and try to stop those who do try to open them.&lt;br /&gt;
&lt;br /&gt;
===Agathys===&lt;br /&gt;
The final layer of Carceri is something of a curiousity. Consisting of only one sphere, a ball of black ice with red streaks. It is lethally cold on the sphere and its petitioners are frozen in the ice up to their lips. The foremost landmark on this layer is the Necromanteion, the citadel of the death god [[Nerull]]. Here his priests perform necromantic rituals and experiments on hundreds of onyx altars in service of their dark lord, and houses many artifacts of the Reaper.&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
The main inhabitants of Carceri are the [[Demodand]]s, who serve as the jailers of Carceri&#039;s petitioners/prisoners. Since the plane is occationally used as staging grounds or battlefields for the [[Blood War]], all kinds of Fiends can be found here, including [[Tanar&#039;ri]], [[Baatezu]] and [[Yugoloth]]. Other evil Outsiders can be found here as well.&lt;br /&gt;
&lt;br /&gt;
{{Template:OuterPlanes}}&lt;/div&gt;</summary>
		<author><name>2001:4930:48:53:8119:6D4C:B4F:6A5F</name></author>
	</entry>
</feed>