Alignment and Mortals Document in Labyrinth of the Planes | World Anvil
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Alignment and Mortals

In the Planes, alignment is a metaphysical force. A source of speculation—or the Artful, depending on whom one asks—for philosophers and scribes, alignment has a great effect on how the Planes function and how the individuals inhabiting the Planes live. Planar sages believe that, were the secrets of the Planes discovered in full, alignment would be a major key in understanding these secrets. Paramortals, such as Celestials, Fiends, Hags, Inevitables, find their behavior directly influenced by the alignment of the Planes from which they manifest. In contrast, mortals have relative freedom and autonomy in their behavior, beliefs, and actions.
 
In gameplay, the alignment structure is about the player character’s core understanding of the world and his or her interaction within it. Alignment is not prescriptive, but rather descriptive. Alignment in Labyrinth of the Planes is never meant to prevent your character from acting or feeling a certain way. It is vital to remember that characters have the freedom to do anything the players feel fits their specific characters. An equally important consideration is that choices have consequences, and some of these consequences may have implications beyond the immediate situation in which a character finds himself or herself.

 

Law, Neutrality, and Chaos

Law and Chaos are two directly opposing ethical forces, manifested directly in the actions and attitudes of both the paramortals and the mortals. Between these extremes lies Neutrality, the idea that neither of the former two forces should be strictly adhered to. Structured conduct vs. complete freedom vs. balance? This debate has caused everything from eons-long wars to philosophical debates to the very creation of various Planes and Demiplanes. Singsongers whisper that even the Pale Influences, the ephemeral rulers of Labyrinth, engage in their own wide-reaching, but nonetheless clandestine games of philosophy and action in this vein.
 
Those who believe in Law espouse the concepts of order, civilization, and personal discipline. Governments and hierarchies are a natural extension of this. Lawful philosophers maintain that these principles are the natural order of the Multiverse; that, were all individuals to subject themselves to the principles of Law, harmony would become reality. In a more practical sense, this manifests through laws, creeds, and personal codes of discipline. Strength comes through unity of action, as can be seen in guilds, empires, and powerful churches.
 
Neutrality is about balance. For every force in the multiverse, there is an opposite force. Because of the force of Law, so exists the force of Chaos. Good? So exists evil. Life and death. In Neutrality, there is partisanship. These various forces must remain in balance with each other. If one were to become ascendant over its reverse, the universe would be unbalanced. If enough of these forces swing out of balance, the very fabric of reality will pull itself apart.
 
Chaos is touted as freedom of choice and action. To the chaotic man, the multiverse is a series of effects and affairs, some related and others unrelated. Individual actions account for the differences in effects and affairs, and that events in a certain area do not alter the fabric of reality halfway across the multiverse. Chaotic philosophers believe in the power of the individual over destiny. In a more pragmatic sense, most chaotic mortals view society as only necessary in protecting individual rights. Chaotic beings can be hard to govern as a group, since their own needs and desires are paramount to them.
 

Good, Neutrality, and Evil

As with law and chaos, the second set of attitudes is likewise threefold. These attitudes describe a character's morality, the internal tenets of right or wrong. While these are not absolute values: it generally considered good to preserve life in general, and evil to selfishly hold one's own life above that of others.
 
Those who are Good seek to exemplify positive virtues and value life in general. They try to be honest, benevolent, and candid. No one is perfect, naturally, so very few are constantly good. There are always occasional failings and weaknesses. A good person considers his failings and tries to reverse any harm.
 
Adherents of a Neutral moral stance often do not pass judgment on anything. They avoid classifying what is good or evil; what is, simply is. At times, this is because the creature lacks the ability to make a moral judgment (e.g.: animals). To those of neutral stance, few normal creatures act for good or evil reasons. Many kill, because they are hungry or threatened. Few worry about the moral consequences of their actions - these actions are instinctive.
 
Evil is often the contraposition of good and acts so in sundry ways, some overt and others more sly. Evil people seldom seek to vigorously bring harm or destruction. Though they subconsciously might be aware of it, most simply do not recognize what they do as destructive or disruptive. That which obstructs an evil character's plans is a hindrance to be subdued. If others are injured in the process... well, that is unfortunate.
 

Alignment Combinations

Alignment is a two-dimensional system, one axis of which measures a "moral" continuum between good and evil, and the other an "ethical" spectrum between law and chaos. Nine disparate alignments define the possible combinations: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, and Chaotic Evil. Of these alignments, only Chaotic Evil is not recommended for player characters (short of explicit GM permission).
 
Lawful Good

Biters of this alignment believe that structured, stable society with a methodical government works to make life better for the majority. Just laws are created, and must be obeyed, to ensure welfare. When people respect the laws and aid each other, all can prosper. Lawful good characters strive to benefit the whole and to cause the least harm to all.

 
Lawful Neutral

Order and structure are the foremost value to canners of this alignment. These espouse a strong, organized government, whether that government is a tyranny or a philanthropic republic. The benefits of structure and regimentation outweigh any moral qualms expressed by these operations. A questor determined to flush out renegades or a man-at-arms who never questions orders exemplify lawful neutral behavior.

 
Lawful Evil

These guvs use society and its laws for personal gain. Order and structure exalt those who deserve to rule, as well as illuminate a hierarchy between master and slave. Therefore, lawful evil personalities support laws and societies in order to protect their own interests. If a body is hurt or suffers due to a law that benefits lawful evil characters, too bad. Often, these obey laws out of dread and thanks to retribution. Such feel bound by spoken and written word, causing them to be wary in giving their word. Frequently, they use loopholes and deceptive language to allow legal violation of agreements.

 
Neutral Good

These bodies deem that a balance of forces is important, that law and chaos do not nullify the consummate demand for good. The multiverse is both vast and contains creatures with varying aspirations. A resolute pursuit of good does not upset the balance, but maintains it. If nurturing good means supporting organized society, then so be it. If good can only manifest through rebellion against the extant social order, then so be it. Neutral goods place no intrinsic value on any societal framework.

 
True Neutral

The "true" neutral canner looks upon all other alignments as facets of the system of many things. Thus, each aspect—evil and good, chaos and law—of things must be retained in balance to maintain the status quo; for things as they are cannot be improved upon except temporarily, and even then but superficially. Absolute neutrals view everything which exists as an integral, necessary part or function of the entire cosmos. Each thing exists as a part of the whole, one as a check or balance to the other, with life necessary for death, happiness for suffering, good for evil, order for chaos, and vice versa. Nothing must ever become predominant or out of balance. Within this naturalistic ethos, the mortal races serve a role also, just as all other creatures do. They may be more or less important, but the neutral does not concern himself or herself with these considerations except where it is positively determined that the balance is threatened. Absolute neutrality is the ful central or fulcrum position quite logically, as the neutral body sees all other views as parts of a necessary whole. This alignment is the narrowest in scope.

 
Neutral Evil

Neutral evil ichors are concerned only with their own self-interest. They have no gripes in cooperating with others or going solo. Gain is their foremost focus, regardless of legality. Although neutral evils do not have the every-man-for-himself posture of chaotic tulks, they have no qualms about betraying their fellows for an axe to grind. Power and gelt satisfy their particular zeal. An unscrupulous chilian or a two-faced agent who betrays bodies to local powers that be to advance himself both exemplify neutral evil characters.

 
Chaotic Good

Chaotic good biters are freethinkers marked by a streak of charity and beneficence. They swear by all the virtues of goodness, but have less use for laws and prescripts. Such individualists have no tolerance for bullies or thugs. Their actions are steered by their own moral compass which, although good, might not always be in accord with wider society. A brave frontiersman forever moving on as settlers follow in his wake is an exemplifies a chaotic good character.

 
Chaotic Neutral

Chaotic neutral canners believe that there is no order to aught, including their own actions. With this as a leitmotif, they shadow whatever whim strikes their fancy. Good and evil are irrelevant when making a decision. Chaotic neutrals cause special hardship to their fellows. They have been known to blissfully and without cause gamble all their effects on the roll of a single die, being ful irresponsible. The only reliable thing about these tulks is that they cannot be relied upon! Lunatics and madmen tend toward chaotic neutral behavior.

 
Chaotic Evil

These carkers are the scourge of all virtue and order. Chaotic evils are driven by the craving for instant gratification and by greed. They take what they want, when they want! Laws and governments are the instruments of those too fragile to fend for themselves. When the chaotic evil band together, they are not inspired by a yearning to cooperate, but rather to oppose potent adversaries. Such a group are bound only by a strong leader able to intimidate his underlings into obeisance.


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