Alignment Shifts

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Sigil Planar Legends is primarily a Roleplay server, which features many enjoyable gameplay systems. We maintain a high standard of expectations on Character Alignment to help preserve the gravity of the setting and reinforce our Roleplay expectations.


Alignments are a central theme to the Planescape Setting. In Planescape unlike in any other setting, alignments are absolute concepts - there is no grey area between one alignment and another. Each plane represents an alignment both in location and in the physical manifestations of how alignment creates the properties of the plane. This also manifests a plane's denizens either physically or in their typical behavioral outlook.


IMPORTANT NOTE: in cases where a real-life context differs from the 2nd Edition D&D Planescape lore, SPL considers the 2e lore context correct in our fantasy setting. This means that a modern-day interpretation of a concept like Mercy or Tyranny may conflict with a published fantasy concept. It is important in Planescape that the 2e locations of concepts and their examples are maintained for story integrity.


Considering the above, a character's alignment on SPL will shift based on their observed behaviors in game.

Players should expect alignment shifts for:

Lawful

1. Acts which treat society as a collective that is obligated to a system of laws or social behaviors, or which reflect a character's responsibility to an orderly framework.

2. Behavior that is restricted by ethos, which can take the form of upholding civilized laws, adhering to established expectations by a Lord/Master/Patron/Superior, or maintaining an especially rigid code of personal ethics. A lawful character will have qualms about acting beyond their restrictions.

3. Discretionally, any sort of action that overtly results in a cosmic Lawful outcome, causes a Law to come into effect, pursues the consequences of a law which was transgressed, or which has an outcome of propagating Lawful belief.


Chaotic

2. Acts championing free will of the individual, liberation from control, or freedom of expression. Additionally, decisions that result in widespread confusion, anarchy, erosion of societal stability, unnecessary or random conflict, or which bring about a cosmic Chaos, especially when sufficient information was available to the character to prevent/cause such outcomes.

1. Acts which reject the restrictions of law or social conduct, which seek to circumvent a lawfully held process, which act outside of appointed official mandates or responsibilities, or which promote Free Will or Free Expression unbounded by a shared sense of order.

ɰ. Discretionally, acts which focus on an individual rather than a group, or which do not consider the framework of society, especially lawful civilization.


Good

1. A decision is made or action taken which is self-sacrificing in nature, but results in a tangible benefit to others, and no political/reputation clout, monetary gain, or personal power, is anticipated by the character.

2. Actions which promote the welfare of the weak, champion the needs of those without amenity, encourage hope within the hopeless, tolerance within the intolerant, mercy within the merciless, or confession and reformation within the sinful and lost.

3. Most of all, challenging and upholding Goodness in the face of cosmic Evil, when it is both uncomfortable and difficult to do, when it involves disrupting complacency or taking action at risk to ones self in the name of Good ends, or in the direct elimination of Evil.


Evil

1. A decision is made or act performed which brings harm to others, and either benefits the character or does not have a clear benefit to anyone.

2. Time is spent in the company of a known evil creature or character, particularly when the evil character has an Epic Reputation. This includes summoning Fiends or entering into a bargain with a known Fiend, if evil ends are committed.

3. Discretionally, a self-sacrificing act or decision which brings harm, or causes such disruption that it is harmful to others, rather than beneficial, particularly when demonstrated repeatedly as a pattern.

Hopelessness, Despair, Hate, Malice, Spite, Fear, Torture, Excessive Violence, Tyranny, and the beings who cause them, are considered cosmically Evil.

Example fantasy government structures:

LG: Monarchy (the monarch must be Good)

LN: Theocracy

LE: Tyranny


NG: Representative Council

TN: Lone Wolf/Pack Alpha

NE: Dictatorship


CG: Republic

CN: Parliament

CE: Gang