Alignments

“Alignments” as they exist in D&D don’t translate well into this campaign, and so we’ll be using an adaptation of the supernatural alignments referred to in DF7Holy, Unholy, Nature, and Insane.

Not all characters or creatures have supernatural alignments; only those with explicitly “Good/Holy” or “Evil/Unholy” traits — clerics, (un)holy warriors, and creatures from the Celestial or Infernal realms — have those alignments. Undead are almost always Evil/Unholy. Druids and “nature-guardian” type creatures have the Nature alignment, but most mundane animals do not. And only Elder Things from Beyond (and their more loathsome cultists and minions) have the Insane alignment.

Holy (“Good”) means member in good standing of the Realms’ Pantheon, accepted and openly worshiped by society at large, and therefor generally benign. Most gods that D&D aligns as “good,” and those “neutral” gods that represent aspects of civilization (artifice, trade, etc) as opposed to aspect of wild nature, are holy. An ecumenical cleric (or holy warrior), who reveres the entire pantheon, is holy in the same way that the clergy of specific holy deities are, and all holy characters may cooperate in Ceremonial Magic.

Unholy (“Evil”) means outcast, enemy, or villain of the Realms’ Pantheon; worship is suppressed or secret, sometimes due to offensive practices (demon summoning, human sacrifice, etc), sometimes due to being on the losing end of a political or religious struggle. Many “evil” D&D gods are Unholy, particularly those that patron creatures inimical to (human) civilization, but those that represent “destructive or threatening aspects of nature” (e.g. storms, predatory beasts, etc) are Nature-aligned instead. Perhaps due to the bond of the outsider, and despite often bloody rivalries between unholy sects, all unholy characters can cooperate in Ceremonial Magic.

Nature (“Neutral” or “Bunny”) includes deities of wild nature, mostly neutral and evil in D&D terms … benevolent nature gods (of the sun, of agriculture, of the hunt, etc) tend to be holy. Such deities are unconcerned with human civilization or morality (though individual worshipers may be moral, immoral, or amoral people), but value the natural world — and thus sometimes find themselves opposing the “holy” gods of (expansive, consumptive) civilization. Nature priests are druids, although they too may vary between “generic druids” and the priests of specific nature gods. All druids can cooperate with one another in Ceremonial Magic.

Insane (“Chaotic,” “Elder,” or “Squid”) is the uncaring, alien, and literally maddening amorality of the Things Man Was Not Meant to Know. In D&D terms, they’d be almost universally “chaotic evil,” although some “chaotic neutral” beings would qualify. The important thing is that they come from outside the reality of Gods, Demons, and Nature, and their interests (indeed, their very being) are utterly inimical to everything that exists in this reality.


Back to Character Creation

Alignments

Forgotten Realms: Splendors & Shadow Lex