Things to Know When Roleplaying

Alignments

Alignments are the traditional nine, from Lawful Good to Chaotic Evil. Unlike base 5e though, alignments in Agathok do not necessarily represent your character's present attitudes and ideals, but rather, the predominant alignment of actions your character has taken in their life. This means that in Agathok, a creature's alignment does not represent who they presently are or who they want to be, but represents who they were or who they instinctively are. For example, a Chaotic Evil creature can strive for law and peace—perhaps they're looking to turn over a new leaf, and a Lawful Good creature can have no qualms with pointless bloodshed—perhaps a result of losing all hope or care for life. Of course, not all creatures seek to make such drastic shifts in alignment. Few do, and most of whom are people.
Furthermore, a creature's alignment can change over time (see Prime Actions further below), and may be visibly revealed through certain magical effects. This visible manifestation almost always takes the form of the creature's Soul.
 

Playing an Evil Character

If you wish to play an Evil-aligned character, please consult with your GM beforehand. Clear communication must be made, and a likely extensive backstory and/or set of goals and ambitions will be required to setup. With that in mind, be aware that despite your request, your GM may decide to refuse nevertheless. A good "evil character" can be incredible, but oftentimes people tend to confuse an "evil character" for a "murderhobo" or excuse to be an ass. A reminder that this is a team game being played with other players; make a character that will "play nice" with the other people at the table.    

Prime Actions

In a game and world where arguments can be made about whether a particular action is "good" or "evil", or "lawful or chaotic", prime actions are definitive—they are non-negotiable and are the "line drawn in the sand". To take a prime action means to invariably align with a particular force, and to further that force's influence in the world, regardless of your reasons. Taking a prime action can shift your Alignment, particularly if it is repetitive.  

Law

  • Fulfilling an Oath.
  • Accepting the providence of Fate.

Chaos

  • Breaking an Oath.
  • Rejecting the providence of Fate.

Good

  • Sacrificing your life or existence in exchange to prevent the death or destruction of another.
  • Defending the Lifestream (the cycle of life, death, and resurrection).

Evil

  • Destroying a soul or preventing its return to the Lifestream.
  • Severing a soul's silver chord (the link between soul and physical body).

All Alignments

  • This action is considered lawful, chaotic, good, and evil simultaneously, which cancel each other out.
  • Upholding the Balance of the "Greater Will".

Pure Destruction

  • Undoing the actions of the Golden Age.
  • Submitting to Ruination.
  • Oblivion.
   

Oaths

Oaths are a divinely powerful and protected interaction characters can partake in and make with other characters (e.g. Players and NPCs). As such, they come with a certain number of rules by which they work.
  • An oath needs to be specifically said, be it in or out-of-character, that it is an oath. Otherwise, it is just a promise.
  • All oaths are promises, but not all promises are oaths.
  • The difference between an oath and a promise is that an oath has mechanical and narrative power.
  • All oaths are overseen by Vethys.
  • Oaths do not consider intentions, circumstances, or fairness when they're broken.
  • Oaths can be formally ended as long as both parties are present in a formal setting, and agree to relinquish said oath.