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There is more than what you believe...
Every day, Heroes and Villains live out their lives in pursuit of the ultimate goal. Saving innocent lives, conquering the world, gaining power, or spreading the word of a divine being - all of them are quintessential means to an end. They are defined by the alignments: Law, Good, Evil, Chaos, and Neutrality.
But there is more than personal beliefs in Life, more to the fundamental workings of the universe than the independent actions of trillions of creatures. Alignments are not just a series of guidelines for your character to follow. They control everything.
The Book of Alignment is your guide to translating one-and-a-half pages of rough text on the alignment system and expanding it like never before. Providing a theoretical viewpoint of alignments with alternate possibilities for incorporating and expanding the system in your game, this book provides options and topics for discussion within your campaign. Whether these ideas are original or obvious, they are designed to invoke thoughts and concepts to give your characters greater depth in how they interact with their world. Optional rules include true alignments, triple alignments, a non-alignment campaign, and personality archetypes.
In addition, The Book of Alignment introduces a worldly concept in the alignment system and introduces alignments as a universal force. Imagine a creature of pure Evil, its very being striving for nothing more than the absolute destruction of all Life and yet never sated. These pages contain epic options for any campaign, taking your characters on the ultimate quest: to discover the meaning of Life.
Recommended for players and GMs.
Introduction: Along with beginning the path to enlightenment in the d20 game, the Introduction provides concepts on new alignment selections, such as triple alignments (adding an additional personal choice that can expand your options in the game), true alignments (creatures so attuned to their aspect, they are not swayed by any other), archetypes (additional personality profiles/quirks that can enhance or penalize your character), and the Balance (a belief that the five aspects of alignment - Good, Evil, Law, Neutrality, and Chaos - struggle to maintain equal dominance of the universe).
Chapter One: Good: There is more to being good than just fighting evil and helping others.Â Providing options for good characters and means to make them villains or flawed characters, this first chapter provides a number of sidebars on new considerations for good characters and what it means to truly be good.
Chapter Two: Evil: What does it mean to be evil?Â Is the heart of depravity so dark that it cannot be understood?Â Is it a flaw or a personal choice to dominate others through will and strength?Â These questions and more are dealt with and discussions on the true nature of being evil are detailed, including a list of unforgiveable sins that are guaranteed to make your character evil.
Chapter Three: Neutral: Neutrality is not a default - it is a conscious choice to maintain harmony in one's life.Â For some, it is a quest of passive or aggressive neutrality.Â As the leeway between the other aspects, Neutral is designed as the struggle between all forces, whether for personal reasons or on behalf of the greater benefit.
Chapter Four: Law: Not just a list of guidelines and mandatory procedures for mortalkind, Law is the adaptation and function of Life itself.Â Discussing deep and provocative topics on the role of Law in society and the universe as a whole, characters can learn the choices between following the needs of others and the personal code that guides us all.
Chapter Five: Chaos: Perhaps the least understood and most dangerous aspect of all, Chaos is a whisper in the dark.Â Is it the end of all Life or the inclusion of everything?Â Is magic chaotic?Â Chaotic characters are truly independent creatures, living for their own sake, but even they can take up a greater cause, as can be found in this chapter.
Chapter Six: Using Alignments: It's one thing to read about alignments, but it's another to actually use them in the game.Â This chapter provides new material to incorporate in your campaign that will make alignments a force to be reckoned with.Â Magical alignment changes, interventions, new spells, new creature templates, planar creatures that rise or fall to serve new masters, and true creatures (servants of the true alignments) are all found here in over 60+ pages of game-related material useful in any campaign.
Appendix I: The Collective of the Balance: Created as an example religion where alignment itself is worshipped, the Collective is a group of individuals from all walks of Life banded together to maintain the Balance amongst the planes.Â Some NPCs are provided, as well as a detailed hierarchy for any character to become a part of.
Appendix II: Open Alignments/No-Alignments: Additional options for consideration in using an open-ended alignment system or eliminating them from your campaign altogether.Â There's more to it than saying "No more alignments."