User:Spazalicious Chaos/The World of Varanost (3.5e Campaign Setting)/Character Creation

Varanost characters differ very little from their standard D&D counterparts, with the possible exception of languages. But alignment has a whole new importance in Varanost, or prehaps lack of importance depending on character.

Alignments
The alignments here are redifined as they apply to Varanost:
 * Good implies that the health and safety of others and the protection of the innocent has priority over the needs and comfort of the person in question. Thus, a character who is Good is more than willing to sacrifice his time, resources, and maybe even his life for the protection of others, even those he does not know or who possibly don't deserve it.
 * Lawful implies a wish to enforce structure and order in the world, to form plans, establish laws and protect traditions. Thus, a character who is Lawful will obey legal authority, uphold legal contracts, and obey just laws that are consistent and do not contradict while opposing randomness, contradictions and and unrational behavior.
 * Evil implies that ones personal needs and desires take priority over the needs and priorities over anyone else. Thus, a character who is Evil is never willing to accept risk or responsiblity for any actions, even his own, unless there is something to be gainned, and will try to gain whatever he desires in the least risky and safest way regardless of the cost others pay.
 * Chaotic implies a wish for random chance and entropy in the world, to disregard laws and traditions and to live moment by moment with no plans, though not necessarily without goals. Thus, a character who is Chaotic will do whatever is convienent at the time, is never tied by any bonds, be it friendship or contract, and never plans ahead while he opposes rules and regulation and promotes entropy and anarchy in the public.

Alignment and Character
Choosing an alignment is required only by Druids, Bards, Clerics and Paladins. All other classes are considered neutral on both axises unless a magical effect gives them an alignment. The reason is simple- alignment, like magic, is abstract. Alignment is only important for divine magic users because it colors what spells one can cast, for these spells come not from the caster, but from a god. Thus, all divine spell casters have an alignment that matches that of their diety.

By contrast, the arcane and ordinary classes are purly mortal, and thus their abilities are not colored by such divine essence. The only exception is the Monk, who may choose to take the alignment of their diety. However, Monks who devote themselves in this way may only be temple guardians, and are never asked to spy on other faiths, for they are too easily detected.

For monsters, the rule is simple: if it has an alignment subtype, it is aligned, otherwise it is neutral.

Keep in mind that just because you can not benefit from an alignment does not mean that you can not choose one to strive toward. If you want to play a chaotic good Pagan rogue who seeks to rot away the Kingdoms from the inside out to liberate the people from Cleric rule, go ahead and write CG in next to your nuetral alignment- there is nothing stopping you.