Alignment consists of three parts. The first of these is your character's priorities, a hierarchy of loyalties. Secondly are your character's morals, the attitudes and traits that shape your character's outlook on life. Finally, your character's beliefs are any superstitions, principles, habits, etc., that your character has.



Your priorities classify how you view authority by giving a hierarchy of loyalties. They give a general sense of what things outside of yourself are most important, and which you would put before yourself. There are seven priorities: Deity, Sovereign, Race, Homeland, Family, Comrades, and Self. Rank these in order of importance. If a priority has no importance for your character or you do not recognize the priority, do not list it at all. Example: If even without higher priorities, your character will not listen to his or her family, and might even do just the opposite of what they suggest, then do not list Family among your character's priorities. Comrades must be on the list. Other priorities may be added if necessary, such as Lover or Pets.



Morals quantify your personality in those areas that are easily compared. They are the attitudes and personality traits that most strongly shape your outlook on life. There are six areas, categories roughly, that you must quantify your character in: Courage, Curiosity, Disposition, Honesty, Loyalty, and Violence. At the simplest, each of these can consist of just an adjectival rating: How violent are you, how honest are you, etc. Hopefully, you will go further, adding both color and detail. Rather than "I am honest to a fault and get violent at the slightest provocation," try "I have an ingrained belief in honesty, which makes it a struggle for me to lie, even to protect others. I've always had a temper, and will react with violence to even the hint of provocation. I'm especially sensitive to being called a hothead or being told that I'm lousy with a sword. However, I'd never kick a man when he's down, and don't like the idea of others helping me in my fights." You need not commit your character on any besides these morals, but you are encouraged to do so. Following is a list, but it is by no means complete. Feel free to use any other traits you can think of. In many cases qualifiers can and should be used (polite to men, but curt with women). Also, specific fears, hatreds, desires, etc., should be listed here. You can freely add morals during play or between sessions, but you may not remove them without specific permission.

The following lists are little more than a compilation of adjectives (the Thesaurus is my friend). As such, there is a great deal of overlap, and ambiguity. Feel free to use or not use anything here.


bold     brave     challenging     chicken-hearted     courageous     cowardly     craven     fainthearted     fearful     fearless     gallant     heroic     intrepid     lily-livered     plucky     pusillanimous     shy     spineless     timid     timorous     unflinching     valiant     weak-kneed


blasé     examining     incurious     indifferent     inquiring     inquisitive     intrusive     nonchalant     prying     questioning     snoopy     unconcerned     uninterested


aggressive     aloof     amiable     argumentative     arrogant     arrogant     capricious     caring     cheerful     conceited     cooperative     cruel     forgiving     formal     friendly     generous     gloomy     greedy     harsh     helpful     hospitable     hostile     impulsive     irreverent     irritable     jealous     madcap     mischievous     moody     morose     naive     opinionated     patient     peaceable     proud     proud     quiet     sadistic     sober     sociable     spiteful     stern


candid     deceitful     dishonorable     fair     fraudulent     honorable     just     lying     phony     scheming     scrupulous     sincere     truthful     unbiased     unscrupulous


deceitful     dependable     devious     devoted     disloyal     faithful     reliable     steadfast     treacherous     treasonous     true     trustworthy     turn-coat     unwavering


berserk     compromising     conciliatory     cruel     destructive     murderous     nonviolent     pacifistic     peaceful     pugilistic     quiet     sadistic     tranquil     violent     war-like


barbaric     boorish     brusque     civil     courteous     courtly     crude     curt     debonair     discourteous     genteel     graceless     gracious     ill-behaved     ill-mannered     impertinent     impolite     polite     respectful     rude     uncivilized     uncouth     unrefined     well-bred     well-mannered


audacious     bashful     bold     caring     coy     daring     forward     insolent     quiet     shameless     sheepish     sociable     timid     wary


avaricious     charitable     covetous     extravagant     generous     greedy     metaphysical     miserly     mundane     sensual     spendthrift     spiritual     thrifty     wastrel     worldly


bigoted     cheerful     cynical     fatalistic     idealistic     narrow-minded     optimistic     perfectionist     pessimistic     positive     realistic     sanguine     sarcastic     suspicious     trusting


imaginative     impractical     level-headed     practical     pragmatic     quixotic     realistic     sensible     sober     unrealistic     utilitarian


abashed     aloof     arrogant     ashamed     conceited     egotistical     elitist     haughty     humble     immodest     jealous     meek     modest     overbearing     prideful     self-centered     self-effacing     selfish     selfless     shy     unpretentious     vane


antagonistic     articulate     garrulous     hot-tempered     overbearing     quarrelsome


aggressive     antagonistic     irritable     malign     spiteful



Beliefs are those things that do not fall in the realm of either of the two above categories. They are the superstitions, principles, habits (good or bad), and psychological limitations that we all have, and that make us unique. All characters have some principles or superstitions, such as: Resurrection is impossible, black pigs bring good luck, always carry a knife in your boot, never walk through a door behind an orc, spit in the face of all dwarves, it is dishonorable to fight a woman, etc. Any more-common superstitions, such as never look at the full moon over your left shoulder and don't walk under a ladder, are also possibilities. Finally, obligations and regular habits also belong here, such as paying an annual tribute to the priesthood that resurrected you, needing a weekend in the poshest inn available once a month, or drying your boots by the fire every night. At least two-thirds of your character's beliefs should be hindrances of some sort. Your character must have at least one more Belief than the sum of the Priorities he or she does not recognize and his or her level. There are seven categories that most beliefs fit into, though your character's beliefs need not necessarily fit into them:
     * actions and responses of gods
     * movements of the land/heavens/seas
     * ingestion of or abstinence from certain foods
     * bodily adornment
     * (dis)association with a particular race/class/gender
     * (un)favored use of a particular weapon/spell/attack form
     * mystical symbols/color/numbers/shapes/plants/minerals/spells

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