Showing posts with label alignment. Show all posts
Showing posts with label alignment. Show all posts

Saturday, January 17, 2026

You are made of mud, and mud is made of this. (Shadow of Glory Setting Primer)

 A while ago, Hilander, briefly ran a campaign for Sylvanas, theisticgithoniel, PRIMEUMATON and me where we all contributed bits of lore before running. That setting has lived rent free in my head since then, and this post has bits and pieces of their writing throughout it mangled beyond recognition.

The food we eat is a reflection of land we live on. The soil, the climate, the plants and beasts that make their home in a place all inform the character of our cooking. Even when you bring crops and traditions from far away, a bit of local dirt will find its way between our teeth. Sorcery is much the same in this regard, even if sorcerers claim all powers come from the heavens.

In the Southern Deserts where the Sun is omnipresent and the shadows are sharp. All things define themselves in relation to that light. Thus there is no room for magic that is not either with him or against him. Solifugae priests breath in his blessings, fell wizards ensnare the vulnerable in their shadows and mystics shine at night, mirroring the stars in the sky.

In the Silvered City there are a thousand aqueducts and ten thousand mirrors. Water and light are channeled by sophisticated mechanisms. It is the home of mathematics, engineering and the rites of the lock and the key. It is also writhe with art, politics and commerce. Constant voices, countless eyes watching and watching those who watch back. Here the Moon holds at least as much sway as the Sun, appearances may be deceptive but touch a mirror and you will know where the boundaries are.

In Naz-Guradar they do not look to the sky, because it’s so often obscured. When you are surrounded by fog the stars may not guide you, then you must rely on your other senses. Therefore the witches of this land pay attention to what is underfoot. Spirits in the dirt beneath your fingernails, spirits that you can lick off rocks. Perhaps they are the magicians who best understand how magic is like cooking.

To learn a sorcery you must understand its land. To not get consumed by sorcery you must understand the people that live there. Naz-Guradar is warm in the summar, cold in the winter but always, always wet. Moss and lichen coat old statues and chew at the remnants of pigment left behind by the wizard-kings of ages past. Any witch worth her salt will tell you that history lies in the soil, and the soil is made of four things.

Crystal

Rigidity, Strength, Order

It was here first, and for long eons it was eternal. Long before Naz-Guradar, the crystals stood in straight hexagonal columns. Its lowest form is crumbling rock, followed by pliable metal and highest of all, immortal gemstone. On a clear day you might look up and see a shattered glass castle hanging in the sky. Some say the old elves lived there, that they were things of cold immortal beauty, and that this is what killed them.

Your Crystal score is added to Armor Class, Damage, and Saves against poison.

Resource: Pure Crystal

A spellcaster may channel a spell or raw MD through pure crystal to cause a special effect, bargained for with the Referee. (If multiple crystals are used, multiple effects can occur). On a mishap, pure crystals shatter, dealing 1 damage if they were held in your hand.

  • Blue - Soften, Weaken, Dissolve
  • Pink - Seek, Attach, Cling
  • Crimson - Lift, Accelerate, Invigorate
  • Salt - Deny, Seal, Reflect

People: Returned

Ancient true humans brought back to life by an unknowable curse. Immune to fatigue and non-spiritual poison. Skeletal.

Custom: Law of Blades (Duel Till Shattering, Sworn Swords)

  • Purpose: To keep order.
  • Practice: When a worthy someone declares a oath or law, the glaziers are called upon to make a glassblade. The specifics of the decree may still be negotiated while the blade is worked on, but must be settled by the time they finish. The only way to annul this decree is to shatter the glassblade, and the only honorable way to shatter it is in a duel, wielding a glassblade of your own.

Weapon: Glassblade

A fine weapon made of glass, pure crystal and oath. Will tell its law to those who can hear. When the blade is struck, or the wielder dealing a crit, it has a [Damage Dealt]-in-8 chance of shattering.

Stance: Unscratched

Add Crystal to Armour Class a second time when your opponent is targeting your weapon. You are not considered a duelist in Naz-Guradar until you learn it. (Shadow of Glory duelist to come, this Lesson will be available to all styles like Truth is in Carrion Gods, or it might be a general rule. Haven’t decided yet.)

Euphanism: Glass Cutter

Roughly analogous to king maker or grey eminence. Someone who doesn’t have direct power but decides important matters. Glaziers are often suspected to leave flaws in blades, either to further an agenda or because they were bribed.

People: Solifugae

Foreigners from the Southern Deserts, but clearly a kin with Crystal in their blood. Fang-mawed, beady-eyed arachnid people subject to many unsavory rumors. Rather frightening to look at and prone to sudden movements. Their terrible jaws are D6 Melee weapons with Bind (1).

Moss

Life, Chaos, Adaptation

Plentiful rain and gentle winds have turned the land green with it, and the people have adapted. Moss covers anything exposed to the sky and porous enough to hold to. It breaks weak Crystal and makes soil, giving space for new growth. Understanding of this power has reached even the Silver City, where they name it Rot.

Your Moss score is added to Maximum Hit Points, To-Hit and Saves against paralysis.

Resource: Herbs and Lichen.

Many folk, especially gnomes, have discovered useful varieties. Some say that if you find the right herbs one might live forever.

  • Bulb-Moss - Grows bulb-ended edible fruit that taste lightly sweet and crunchy.
  • Fire Carpet - Causes unbearable itching and stinging. Thin yellow spines.
  • Fairy’s Beard - Causes fanciful hallucinations for d6*10 minutes if the spores are breathed in. Long, white, hangs from dead trees.

People: Gnomes

Startlingly diverse, rather populous, genderless on account of being born from soup, all rather short and herptile. Social, +2 to reactions in villages.

People: Tallfolk

Mostly humanoid with pointing ears and smooth skin of almost any hue. Carry +3 Bulk.

People: Shadows

Short humanoids with skin in impossibly dark hues and shining white eyes. Can smell gold and blood.

Custom: Humility (Generosity)

  • Purpose: To keep score.
  • Practice: To accept food and drink from another means that you acknowledge them as a provider and thus must show them due deference. If you want to be equal to someone who fed you, they must accept food from you in turn. It is considered virtuous for one’s standing among their peers to fluctuate with the seasons.

Title: Chief/Chef

In the local language, these are the same word. A leader is expected to know how to know their way around a kitchen, and a cook generally has some authority.

Cautionary Tale: The Proud Fisherman.

There once was a fisherman who was beloved by the river, and thus never went hungry. He was generous, always providing food to those who the river did not love. In his vanity he forced absurd demands on his peers and insulted them by never accepting offered food. He lived like this until one day the other fisherman forced hemlock down his throat and the river drowned the village.

Craft: Booze

Fine wines and bizarre liquors are treated as equivalent to a meal. Mostly so chiefs can have dinner with their lessers without shaking the balance of power.

Legend: The Sacred Wellesprings

They are found in deep dungeons, and are tended by semi-immortal Moss-Eaters. This name is somewhat ironic, since most people eat moss.

Paint

Passion, Creation, Revelry

Growing and crumbling materials can come together to give rise to things greater than the sum of their parts. It goes beyond images, and includes music, spice, dance and fluttering silks. Laughter, weeping, fury, all the things that bring color to your face. Art was not first wrought in the Silvered City, but here, it’s remembered in the ivy covered murals, and songs passed down through generations. When the paint flakes off or wine is spilled, it gets mixed into the soil. Be wary not to get lost in the feeling, drunk on love and hate.

Your Paint score is added to Reaction rolls of 7 or higher and subtracted on rolls lower than 7, also being normally added to Initiative and Saves against Sleep.

Legend: The Grand Opus

There were seven wizard-kings once, who set aside their differences to make a great piece of art. Each one responsible for a color.

People: Elflings

The atavistic curse of the old Elves, outsiders to both the worlds of spirits and people. Each one’s soul is a spell, but their body is of another race. They can cast their soul as a cantrip if not touching salt.

People: Foxes

Cunning and fiery, these little beasts can transform into something like a Tallfolk, but they always have a Tell.

Custom: Painted Face (Persona, Visage, or simply Face)

  • Purpose: To communicate identity.
  • Practice: Adults participating in society are expected to put on face paint each morning, and act in accordance with the face they chose. When you paint your face you can communicate three of these five facets. Not wearing a visage is seen as antisocial.
    • Primary Emotion - Anger, Joy, Sorrow, Serenity.
    • Animal, Mineral or Vegetable - Bear, Sturgeon, Onyx, Flint, Oak, Lotus.
    • Social Role - Musician, Wife, Chef, Robber, Prankster.
    • Gender - Man, Woman, Neuter, Mage.
    • Relationship Status - Married, Celibate, Single and looking, Single and not looking, Single and looking for a fight.

Danger: Possession

Spirits are everywhere in this land, they are faces without heads, breath without lungs. The risk of possession is greater for those whose face is bare, because spirits see it as an empty canvas, and those whose visage matches the spirit’s persona, because of the resemblance. Thankfully, the latter is much rarer.

Tradition: Family Faces

The designs of visages are passed down through generations. Unless someone wishes to distance themselves from their roots, their face will likely contain at least one facet of the clan persona. Both because it’s an important part of one’s identity and because it’s much preferable to be possessed by an ancestor then some forest devil. These are the visages of some of the most storied clans.

  • Bright - Glazier, Diamond, Married. When people think of a glass cutter they think of Master Bright. Bright was said to be the first mortal to craft glassblades and thus the Bright clan is tremendously wealthy and influential. Originally a family of shadows, but they have adopted many promising craftsmen over the years.
  • Meadsong - Bear, Chef, Drunk[emotion]. Their founding ancestor was said to be a tallfolk of such size that she could eat 30-50 boars and drink 70-80 barrels of mead in one sitting. Nobody went hungry at her table, and nothing happens in Port Ashara without the Meadsongs hearing of it.
  • Bellman - Fear, Oak, Warrior. Among the tallfolk there was a man who felled a war god with a resonating hammer throw. From that day he was known as Bellman, and his descendants wear faces with exaggerated eyes and practice their hammer throws to this day. If you ask a Bellman why they wear the marking of fear, they laugh dryly and ask what bravery is.
  • Atiok - Excitement, Sword Lily, Woman. The first Atiok was a kindly gnome who loved stories and had a gender which is quite unusual for a gnome. If not for her murals then many tales would be lost in the fog of history. Her descendants are said to have a particularly close connection to Paint to this day.
  • Crimson - Rage, Mage[gender], Single and looking for a fight. There is no one alive who carries the blood of this ancient wizard-king in their veins. However their face is still remembered, and it is worn by the bold as a statement and invitation.
  • Mist Stalkers - Fox, Grief, Celibate. They do not speak, they are rarely seen, and it might even be right to call them a family. The one thing we know is that they have the secret to traversing the Deep Fog.

Fog

Dullness, Inevitability, Emptiness

Yes it is in the soil here, if that seems nonsensical to you then you have not experienced true Fog. It is something with weight, pressing you down like a heavy blanket. One wades through it like through water, air thick enough that you're forced to take slow steady breaths. Some say that it is older than Crystal, that all things came from it and all things will return to it. It’s not all bad, there is a sort of comfort in having to slow down and consider.

Your Fog score is the amount of Fatigue you recover during a rest, it’s also added to Sneak and Saves against Possession.

Craft: Cloud Bedding

Fog can be captured. People make rather soft pillows and bedding from fog. There’s an elaborate feng shui to keep it from negatively affecting you, but if set up just right, sleep becomes heavenly, restful and dreamless. (+2 to recovery, gotta pay the fog catcher and feng shui specialist. Sabotage-able.)

Danger: Deep Fog

There are places where the fog is especially thick. Stay too long in it unprotected and you will lose memories, fall asleep and never wake up. Fog catchers tend to develop grey hairs and bleached skin on their fingers.

Custom: Sauna Speech

  • Purpose: To communicate openly.
  • Practice: Around once a week, people go to the sauna to cleanse their bodies and spirit. It is one of the few public places where one is expected not to wear a face, and thus speak freely. In a proper sauna where the steam contains Fog, forms are blurry and indistinct. This gives everything spoken a degree of anonymity and plausible deniability. What is shared in the sauna, stays in the sauna.

Apparel: Sauna Mask.  

A light cloth veil worn when going in and out of the sauna. In Naz-Guradar nobody is worried if you see their bare body, but it’s very embarrassing to show a bare face. On nights when spirits are particularly lively, parents will put them onto their children.

Paradox: The Silent Song

How can something be so light and so heavy? Overflowing yet empty? Do you feel there is something you can’t quite remember?



You may have noticed discrepancies in geography, this is because what I know as the Southern Deserts exists under two different skies. This too can be thought of as a form of Fog.


Tuesday, October 23, 2018

More of An Alignment System

Maybe I should come up with a name for it, but anyway sense I've written my alignment post I've had more thoughts on it. I still haven't playtested it yet so hopefully there isn't a issue at the core of this idea that will cause this additional post to be for naught once it's thrown into the field. Regardless...
Do you know how to illustrate a cosmic force without using squiggly lines? Because I don't.

Mancy
So I've read this interesting take on divination on Mastered by Marquis's blog and decided to mash it together with my alignment system. Rules wise this doesn't change anything, but justifies how Mancy works. Mancy is the practice that allows you to talk with the Power you're aligned to and ask it questions(in my last post I called them "Alignments" but "Powers" makes more sense after someone else used it). Since Powers usually "thinks" in favor of those it is aligned with, the Power will freely give answers to the person. The problem is that elemental forces and abstract ideals are not people and do not "think" like people, so there is a significant barrier in communication between the two. Vague and cryptic prophesy is the result of translation error, where either the Power poorly understood the question or misinterpreted how much the diviner understood. The diviner gets worse results the more they divine in a single day, ironically, because they start thinking more in tune with their Power. If a part of you're mind is thinking in Ocean or Law, it isn't able to think in person and the information more difficult to use, even if part of your brain understands it better. It's nothing a good night's sleep can't fix thought. Be warned if you start using it excessively (by divining 6 or more times each day for a while) you can permanently gain decreased maximum result.

Now you may be wondering, if mancy allows you to ask informative questions of things greater than man, than can it be used to ask a Power to do something? I don't see a reason why not, I'd say the rules are the same as for gathering information but the Divination Die is ruled on this table instead, and it counts as a preformed mancy.

1: The Power interprets you're request in the worst way possible. Everyone at the table is free to suggest what could go wrong and the terriblest result happens.
2-3: The Power misinterprets what you wanted to happen and it goes bad.
4: The Power doesn't understand what your request, so just ignores it. Nothing happens.
5: The Power misunderstands what you want, and does something fairly harmless instead. It's obviously supernatural and NPCs will react accordingly thought.
6: The Power does exactly what you told it to do. This only has a risk of monkey-pawing you if you are hurrying.
7+: The Power does exactly what you want it to do, with no if, or buts.

Asking a Power to do something is generally a very bad idea, so most sensible diviners will go out of their way to avoid doing so. When they do request the great powers the results are always memorable, so people assume that's what diviners do all the time.

World Building Implications:
  • Necromancers as respectablish profession for contacting those who have pasted away.
    • The necromancer is able to contact the dead thought the medium of their Power, "inside" of which the spirits of people end up.
  • Wizards Know Something You Don't.
    • Wizards don't understand nearly as much as they'd like you to believe.
      • They will be blindsided by both their personal biases and the bias of the Power they consult.
  • There is good reason to be weary about attacking the court magician even if they just lounge around all day and look at the stars periodically.
  • Ambitious magic users scheme about many things.
  • A few famous oracles are no longer people, just vessels that spout prophesy and the thoughts of great alien minds.
  • People bind minor imps to act as pocket sized diviners, this results in predictions that are both more understandable and less accurate.
    • As a GM roll a d6 behind a screen. The lower the more the imp twists the truth to their advantage.
  • Someone who divines with cards could be aligned with the Game, or with something else, as the major arcana are based around astrology. You can figure this out by how the person talks about their prediction.
    • e.g. If they use words like "piece" or "move" when referring to you're future, they are likely Game aligned.
  • Mystic hobos that know everything that can appear anywhere in the city.
  • Fortune Tellers are dangerous.

Design Notes:
As I'm a Pratchett fan I want to make rules that encourage Granny Weatherwax play.  Which entails having magical powers and not using them. Having magical powers and not using them doesn't sound that fun thought, so I wrote explicit magical powers to be highly risky. You'd ask the a Power of something if either you have a clever plan that you've carefully laid out (and would you look at that, the normal use of mancy is an information gathering tool, a helpful thing for forming clever plans), which is the kind of combat-as-war play that the OSR is based around, or as a Hail-Mary when cornered. Because seeing you're wizard get exploded from tampering with powers beyond his control is it's own reward, and if that wizard does somehow make it out alive, than it's surprising. This is intended to exist along side Arcanum as a more flexible but less reliable power.

Orcs
Arnold's Orcs in this system always hate their aligned Power. They curse it and spit at it for what it, an orc who doesn't hate the Power is not really an orc.(the exception is Family, but that is hidden by the much louder other Power) Sky is popular because that's where the gods are. The Show is also popular because that's what the gods make of their lives. War is also a good bet when it comes to orcs. It may not seem like it, but orcs hate War, there are not enought words to describe how much they hate it.
Void monks practice the Mancy of Nothing. Speaking with Nothing never gets you any information, however if you do it enough than you you're mind will be eroded away, which is the point for void monks.

Enlightenment
People try to align with Everything, and become one with the universe. The Mancy of Everything is about as useful as the Mancy of Nothing, but for precisely the opposite reason. When connecting to Everything there is to much information for a brain to make any use of. It also take a lot more time to do than mancy usually does. A character who's becoming one with the universe can't be adventuring at the same time.

Alignment Develpment
A person's alignment grows and changes with them as a person. Often rapidly as a child and more slowly with adults. When a child is in the womb they are first aligned to their Mom, who greater beyond comprehension at this stage. Than when they are born and start learning about the world, it expands from Mom to Family and/or Home and spirals out in any number of directions from there. Usually children pick up their parent's alignment along with all the beliefs and values that a family instills in them. Teenage rebellion often relates to a change in view on an aligned Power rather than a change to a different force.

Further Quibblings
Sea and Ocean would be the same Power viewed from slightly different angles as they refer to the same thing. Same with the Show or the Spectacle or the Play, it's all related to the central concept of viewing the world through the lens of performance. I think it's fine to refer to the same Power by multiple names, as many of these concepts are to large to be contained within a single name. There are some places where you could argue either way if something is the same Power. For example, Mountain and Earth can be considered the same. Both relate to stone and both are things dwarves would be aligned to. However, on the other hand by associating the two, you're associating surface dwelling mountain goats with underground creatures like the horrible things in the Underdark. It all depends on what feels right to you and you're players. Another example is that I won't align all the fish in the sea with the Sea, because, everyone who lives on land isn't aligned with it either. However you could rule it either way.

In my mind there are several ways you could organize the Powers in a setting. Either have a fluid and disorganized mess of various concepts and (super/un-)natural forces like I've been describing in the two posts on the topic, or you could have a carefully structured set of Powers. Something like MtG Colors or Homestuck Aspects, or even D&D's alignment chart that I dread so much. Both of the former tie concepts with physical things and would give the world an distinctive flare than if a confusing hodge-podge is used, but also doesn't allow alignment to be as personally significant for almost all characters. I am not yet sold on either direction for this, and in retrospect I definitely had Aspects in the back of my head when writing the original post.

Friday, September 28, 2018

An Alignment System

I greatly despise the alignment grid, I could go into detail but many others have succinctly pointed out it's myriad of issues already. I feel better about the original three option one, but grand cosmic conflicts aren't something that has grabbed me that much. My brain has formulated a system that is grown from the personality determining parts the gird has grown over the years and taken into a completely different direction.



An Alignment System

People don't exist as islands, they cannot exist in isolation. They require a connection to something beyond them to function, it's simply how they are wired. This connection is refereed to as alignment, it is a mystical pull between an individual and something greater and usually somewhat abstract force that greatly influences their life. Alignment is written on a person's character sheet like it in usual D&D and has the three following effects on a character.
  • Alignment Shapes Character: The alignment of a character is a central pillar around which their personality is built. This doesn't mean that everyone aligned with the same things have similar personalities, only that they all care about the same thing. The connection between a character and their alignment can be reverent, matter-of-factly, antagonistic, subconscious, positive, it doesn't matter as long as it's important. A authoritarian and an anarchist can both be aligned to Law just in different ways. The sailor who cannot swim and the mermaid tempting him beneath the waves can both be aligned with the Sea.
    • Players are free to interpret their alignment any way they wish. They can have as shallow or complicated relation with it as they like.
    • Everyone with shared alignment shares a kind of kinship and understanding between each other. Which results in them either getting along splendidly or terribly.
      • Reaction rolls where someone talks to someone of the same alignment are shifted one step away from the neutral response. In ItO make the reaction roll have more extreme results.
    • When writing your alignment feel free to include and adjective to describe your relationship with it. "True Lawful", "Begrudgingly Lawful", "Un-Lawful" Go nuts.
  • Character Shapes Alignment: A character's alignment will favor them due to the kinship between them. These are subtle and unreliable shifts of fate that could easily pass off as coincidence to the skeptical. Things like managing to was ashore alive rather than dead for the Ocean, not getting lost in your city if your're aligned with your City, having a knack for not getting small burns for Fire. You can have consistent and blatant protections and powers related to your alignment but that requires sacrifice.
    • Alignment is a valid reason to rule some things in a character's favor, but it's still within mundane and normal limits.
      • If the players ask, they know if they have favor. The character will feel it intuitively.
    • The sacrifices can justify magical(or psychic,mystical, etc.) class powers, be part of an ItO style Order or Mark.
      • Needless to say, make it a serious Dilemma. 
  • Destined Death: As a character's life is intertwined with their alignment, so must their death be. This doesn't mean that you can't die in a way unrelated to your alignment, but it does mean if you do than they will become restless, and become unquiet dead until they are properly buried. This is one of the purposes of burial ceremonies.
    • Surprise, this was secretly a continuation of my previous post all along!
Your alignment can change and evolve if you have a significant life experience, but generally it's going to be a change in your relationship with the alignment not switching to a completely different one. It should be rare and impactful enought to be ruled on a case by case basis. Maybe you can have up to two alignments per character? I don't know maybe one is complicated enough. If two alignments are on one character than the destined death would probably involve them both.

Un-Definitive List of Alignments:
Kind of Person Boons Proper Deaths
1. Family
A normal person who cares about the people closest to them. A lost son. Being able to accurately predict things about your family, having a better time talking with them. Dying to save one's family. Dying surrounded by your loved ones. Funeral with all of them attending.
2. Home
Someone who loves the place they lived. Someone who is indebted to where they live. Knowing if something is wrong and not as it should be. Being buried at home, possibly with an apple tree planted on top.
3. The City
Someone who lived in the city all their lives, and connects with it. Sam Vimes basically. Navigating through confusing streets or losing someone tailing you. Being buried within the city's cemetery or rotting in it's gutter depending on your class.

4. A Community 
Someone who extends empathy towards a group beyond their family or a pariah of said group. Getting a reaction you want out a crowd from this community. Dying for the benefit or despair of a community. Being buried by their traditions.
5. A Dream
Someone with a grand goal that they strive towards, or a cynic who lost that drive, but can't let it go. Convincing others that the dream is a good/bad idea. Ignoring the penalty of sleep deprivation for short while.  Dying with the dream achieved or handed off for someone else to do it. Dying secure in the futility of doing so.
6. Love
A romantic who has found true love or someone who vehemently denys such a concept. Somehow guessing the vague direction of where one's love is. Being buried side by side. Going full Romeo and Juliet is only necessary if your a teenager.
7. Law
Someone who believes in the value of order or someone preoccupied with determinism. Getting somewhere on time. Dying without any unfinished business or loose ends. A neat and formal funeral. 
8. Chaos
Someone who believes in personal freedom or someone painfully aware and afraid of Murphy's Law. Being able to find something in your own messy room. Dying unbound from some bullshit. Who cares about the funeral.

9. The Game
Someone who views life like it's a game, and people as players in it. Gamblers, Machiavellian schemers, the meta aware.

A knack for understanding rules. This soul will rest if win or lose, they've played well.
10. The Show
Those who see the world as a spectacle. Actors, glory seeking leaders, bards, storytellers.

A knack for the dramatic. What matters is that there is a good story around it.
11. The Open Road
Wanderers, traveling merchants, drifters and postman. People who can't settle down. Being able to sleep in traveling scenarios, Good sense of direction. Dying while traveling. Funeral treated like a pit stop for another journey.


12. The Sea
Sailors, sea creatures, coastal people. Those drawn to the sea.

Being able to hold your breath for longer. Drowning. Burial at sea.
13. The Earth
Dwarves, miners, spelunkers. Those who aren't afraid of going into the Veins of the Earth or are fascinated in their fear of it.  Not falling to panicked claustrophobia. Dying in a ravine. Being buried in the ground.
14. The Sky
Airheads, Blue Folk, pilots. Those who look at the sky's big wideness with wonder.
Feeling changes in the weather ahead of time.
Decomposing under the open air. Ashes scattered to the wind. Throwing a corpse from a really high cliff.
15. Fire
Pyromaniacs, smiths and fire fighters. People who can stare at an open flame for hours. A knack for avoiding minor burns and handling hot objects. Cremation, intended or otherwise. Pyres.
16. A Forest.
Druids, lumberjacks, elves, rangers. Trees and and forest critters. Not getting lost in the woods, guessing which berries are poisonous. Decomposing in the woods. Having one's body nourish a tree.
17. The Sun
Early birds, outdoorsy people. Shockingly The Children of the Sun. Getting a nice tan rather than terrible burns. The service is held during the day, at a higher elevation preferably.
18. The Moon
Werewolves, literal lunatics, people who's emotions are influenced by the pull of the moon. The witches that dance naked under moon light. Night owls.

A bit of luck under the moonlight. The service done under the moon's glow.
19. Darkness
Creatures of the night, secretive folk, weirdos who always wear black. Also those never stopped fearing bogeymen under closets.

Good night vision, tendency to blend in well into darkness. Rest the body somewhere nice and dark. Even better if it's hidden.
20. None- no great cosmic connection.
Listless and adrift. A person who is isolated and alone. Nothing, except they aren't registered by alignment based divination. There isn't one. They are bound to be a aimless specter.


Ideally, the table that is properly weighted so that more adventurer friendly alignments would show up more often than the less friendly ones. However since this is a un-definitive list, it's more meant to give you a gist of what the the alignments entails. The Boons table is meant to bring up examples rather than explicit bonuses, it's also the thing that is going to need the most playtesting, telling people to "adjust for taste" is a bit of a cope out. Even with the OSR's DIY mentality a system should have knobs to adjust and details to ignore.

World Building Implications:

  • Rather than a setting with a grand cosmic war, it leads to a complicated and messy world with various forces and people that care about their own personal problems and bump heads through that.
  • Aside from violence, the dead can be laid to rest by figuring out who they were as a person and by honoring them correctly.
    • Shamans, exorcists and so forth do this professionally.
  • Funeral rites are made important in a way that is obvious to players.
    • There is knobs and options in what they do that can be messed with, space for both hijinks and discovery.
  • Knowing things about someone's personality can give you insight in how to mess with them magically or how you don't want to mess with them.
  • Beings of the same alignment have come into conflict and that can be exploited by third parties.
  • The line between the mundane and the supernatural is more of a gradient that a solid line.
    • Does a mother tear someone to pieces in defense of her children because of a sudden burst of adrenaline or due by mystically evoking that it's her Family? Does this matter, is there actually a difference between the two.
    • Is that guy just very good at acting or is he's performance taping into something divine.
    • Magic is less of it's own force, but more what happens at the extremes of other forces.
      • That guy isn't lighting a fire without any implements because he's manipulating the aether, but because Fire likes him a lot.
      • There isn't a correct Unifed Theory of Magic, same way there isn't a Unifed Theory of Science.
      • Spells have alignments, that's why they can manipulate the world.
  • Friendship power is a thing.
  • Some great monsters are the direct decedents of great forces, and killing them will is tricky because of it.
  • The nature of these forces, whether they are beings, mediums we exist in, both, neither so forth, is the great topic of theological debate in the world.

Design Notes:
Like my last post this is more of synthesis of various tropes and ideas rather than anything new. It also associates these common tropes with each other in a way that would not be obvious otherwise. As a game mechanic it leans the game closer to storygame, by giving more focus to the internal lives of the characters. It also establishes relationships between various npcs and monsters that can be interacted with in interesting ways, so it doesn't stray to far from OSR design. Plus, it adds a fun element of character identity. There are a lot of questions about how this would work. How many alignments does a person get? Is it really necessary to have both Law and Chaos if you can have an antagonistic to either of them? Should alignments be more organised? Are some of these a bit too redundant? Is this system to convoluted to explain to people at the table when everyone is sitting around and making their characters?