29 December 2013

Alignment in A Mad God Rising

I have come up with a 3 point alignment system that I think would be great for my campaign and leaves the crap I hate about Law vs Chaos and Good vs Evil 9 point alignment.
This is for my rebooted A Mad God Rising game.

The  axis  has 3 positions, and it is where the individual is placed, or places itself on the cosmological scale.
Cosmos Generally aligned with fundamental forces of reality. Most humans and dwarves are here. Clerics have be aligned with the Cosmos OR the Void, there is no middle ground (because the Weird is weird and has no fundamental forces).
Weird Not really a mid point, although sort of sometimes. It's the position of beings that in some part aren't fully a part of the fundamental reality, or utilize forces that sometimes subvert reality. Elves and other faerie creatures start here. Mages can either be Weird or Void, but NOT Cosmos, same for elves and other faerie creatures.
Void The stuff that isn't outside because their is no outside of the Cosmos for things to be from. Pact-Binders MUST be aligned with the Void because the things the make pacts with don't exist yet do  are from the Void.

All clerics will be  Cosmic OR Voidic. Cosmic would be essentially what a paladin would be like, willing to make sacrifices to protect society at large and acting in accordance with reality and the gods.
Elves would  be Weird.
Goblins would probably be Weird.
Most humans would be Cosmic as they are of fully of the natural world.
A Mage would likely be Weird as she would probably not be arsed to defend people, but also wouldn't go out her way to destroy them, which also why she is Weird and not Void because she has enough ambition and talent to be a mage but so much ambition as to seek powers from outside.
 ALL GODS are aligned with the Cosmos as they are part of what defines fundamental reality. To be of the Weird would to be not a god, but some very powerful faerie creature. To be of the Void is to exist/not-exist and be the antithesis of reality and therefore not a god.

Snipped from my Player's Book

Alignment shows where a person finds their self in relation to reality, the gods, and things outside of reality.
Alignment however is not a descriptor of “good” or of “evil.” There are evil gods, and potentially good workers of the Voidic arts.
There are three such positions, Cosmos, Weird, and Void.
Cosmos: This covers people and creatures that are inherently of the natural world (humans, dwarves, moogles, halflings, and natural beasts), and have not turned away or sought other sorts of power, as well as people that consciously align themselves (clerics and other wielders of divine magic) with the forces underpinning reality, the Gods. All Gods are aligned with the Cosmos as they are part of what defines fundamental reality.
Weird: This covers primarily covers those people whose existence are not a direct affront to the natural world, but are still not fully of it, such as elves and other faerie creatures. Wielders of arcane magic also fall under this because their magics bend the laws governing reality, but still follow their own laws, laws which are, or were those of the Fairie Realms. The closest thing to a God of Weird would be those few powerful fairies rumored to still exist. The elves do not worship gods because they still tell tales of both the damage wrought to them by the Gods of the Last World, and of the ancient Elf and Fairie Lords which all elves could, and some still, aspire to become.
Void: These are those people, creatures, and beings that either directly works to tear down the current reality, or are the product of those forces. Things of the Void break, subvert, and ignore the laws of nature. The undead, free willed or not, are Voidic. Clerics to the fell forces Outside are Voidic. Powerful demonic beings are Voidic.

No comments:

Post a Comment

Ætherjack’s Almanac Number 1

How exactly do golden barges traverse the humpbacked sky? The anti-canonical answer to that is found here in the first issue of Æther...