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Alignment (Dungeons & Dragons)

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instinct and lack the intelligence to make moral decisions; in the fifth edition, this is expressed by labeling such beasts as "unaligned". According to Greg Littmann, the predetermined assignment of an alignment to monsters means that they are good or evil by nature. Nevertheless, the rules do allow for individual variances, permitting "a red dragon looking to defect to the side of good"—even though Littmann acknowledges the rarity of such situations. As 5th Edition developed, it removed preassigned alignments to races and monsters. While some monsters have a "strong association to a given alignment", nature is determined by the Dungeon Master.
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cause carnage or mayhem when they see no direct benefit for themselves. Another valid interpretation of neutral evil holds up evil as an ideal, doing evil for evil's sake and trying to spread its influence. Examples of the first type are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind their superior's back, or a mercenary who readily switches sides if made a better offer. An example of the second type would be a masked killer who strikes only for the sake of causing fear and distrust in the community. Examples of this alignment include many drow, some cloud giants, and yugoloths.
260:(2022), a sourcebook which revised roughly 250 previously published monsters, removed preassigned alignments for creatures except in the cases of specifically named characters. Creature stat blocks that also have playable races "now state that they can be any alignment" while "other monsters, such as demons, with a strong association to a given alignment feature the word 'typically' next to their alignment. This insinuates that exceptions to a preassigned alignment are possible, encouraging DMs to potentially subvert player expectations and utilize monsters in unanticipated ways". 337:
characters are driven to protect the interest of the group above the interest of the individual and would strive to be honest and to obey just and fair laws. Chaotic creatures and individuals embraced the individual above the group and viewed laws and honesty as unimportant. At that time, the rulebook specified that "chaotic behavior is usually the same as behavior that could be called 'evil
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highlighted that "the variety of ways each individual alignment can be interpreted or justified can lead to a single character being viewed as several alignments, with each being just as appropriate as the other. While this is alright when it comes to placing favorite movie or anime characters on the
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A lawful evil character sees a well-ordered system as being necessary to fulfill their own personal wants and needs, using these systems to further their power and influence. Examples of this alignment include tyrants, devils, corrupt officials, undiscriminating mercenary types who have a strict code
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Originally the law/chaos axis was defined as the distinction between "the belief that everything should follow an order, and that obeying rules is the natural way of life", as opposed to "the belief that life is random, and that chance and luck rule the world". According to the early rulebook, lawful
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universe...... So you can't fail to be Good if you're Lawful...... So again it's impossible to see how you could be Evil and be Lawful in the new sense...... Being Chaotic is so undermining of our ability to act rationally that a Chaotic person will not possess the ability to be Good...... But then,
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A chaotic evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have much regard for the lives or freedom of other people. Chaotic evil characters do not
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A chaotic good character does whatever is necessary to bring about change for the better, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself but for others as well. Chaotic good characters usually intend to
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implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and
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implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society
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Creatures not sapient enough to make decisions based on moral choices, but operating purely on instinct, are described as "unaligned". Sharks are savage predators, for example, but they are not evil: they have no alignment. The use of "unaligned" for creatures was introduced in the 4th edition, and
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A neutral evil character is typically selfish and has no qualms about turning on allies-of-the-moment, and usually makes allies primarily to further their own goals. A neutral evil character has no compunctions about harming others to get what they want, but neither will they go out of their way to
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A neutral good character typically acts altruistically, without regard for or against lawful precepts such as rules or tradition. A neutral good character has no problems with cooperating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the
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A lawful good character typically acts with compassion and always with honor and a sense of duty. However, lawful good characters will often regret taking any action they fear would violate their code, even if they recognize such action as being good. Such characters include gold dragons, righteous
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Since neutral alignments are traditionally labeled "true" versions of the other axis (so "true good" equals "neutral good"), the new system can be shown as above. The change represents a staggering metaphysical and psychological shift. Lawful Neutral, Lawful Evil, Chaotic Good, and Chaotic Neutral
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4th Edition, released in 2008, reduced the number of alignments to five: lawful good, good, evil, chaotic evil, and unaligned. In that edition, "good" replaced neutral good and did not encompass chaotic good; "evil" replaced neutral evil and did not encompass lawful evil; "unaligned" replaced true
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A lawful neutral character typically believes strongly in lawful concepts such as honor, order, rules, and tradition, but often follows a personal code in addition to, or even in preference to, one set down by a benevolent authority. Examples of this alignment include a soldier who always follows
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Although good characters can be defined as having a respect for others, Littmann notes that this does not necessarily extend to the treatment of evil creatures—"a party of good characters will chop and char a tribe of orcs to so much smoking hamburger without the slightest hesitation or regrets".
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A chaotic neutral character is an individualist who follows their own heart and generally shirks rules and traditions. Although chaotic neutral characters promote the ideals of freedom, it is their own freedom that comes first; good and evil come second to their need to be free. Examples of this
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alignment chart, the individual interpretation of in-game alignments means players can be upset with where a Dungeon Master places their character or how the setting applies an objective morality to what is a subjective view of morals and ethics". Pilon suggested that the more complex alignment
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is now "more of a storytelling tool" than something with "mechanical benefits", adding that "the history of the mechanic means that Wizards of the Coast is unlikely to ever remove it in entirely, but the current nine options are outdated and should either be improved or changed outright". Pilon
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game mechanics, such as "no rules that limit certain classes to characters of a specific alignment, or spells that impact characters differently depending on" alignment. Players do not need to be rigid or "consistently faithful" to their alignment choice; alignment in this edition is more of a
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Within the game, altruistic heroes and creatures such as angels are considered good. Villains and violent criminals are considered evil, as are inherently evil creatures such as demons and most undead. Animals are considered neutral even when they attack innocents, because they act on natural
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introduced a second axis of good, implying altruism and respect for life, versus evil, implying selfishness and no respect for life. As with the law-versus-chaos axis, a neutral position exists between the extremes. Characters and creatures could be lawful and evil at the same time (such as a
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implies harming, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient or if it can be set up. Others actively pursue evil, killing for sport or out of duty to some malevolent deity or
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5th Edition, released in 2014, returned to the previous schema of nine alignments, and included a tenth option of "unaligned" for creatures that operate on instinct, not moral decision-making. With 5th Edition, alignment was decoupled from most of the
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A neutral character (also called "true neutral") is neutral on both axes and tends not to feel strongly towards any alignment, or actively seeks their balance. Druids frequently follow this dedication to balance and, under
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A character's alignment can change. If a lawful neutral character consistently performs good acts, when neutral or evil actions were possible, the character's alignment will shift to lawful good. During game sessions, the
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with respect to law and chaos has a normal respect for authority and feels neither a compulsion to follow rules nor a compulsion to rebel. They are honest but can be tempted into lying or deceiving others if it suits
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with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.
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Ewell, Patrick J.; Guadagno, Rosanna E.; Jones, Matthew; Dunn, Robert Andrew (July 2016). "Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play".
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highlighted that 4th Edition's de-emphasis of "alignment and traditional racial stereotypes", along with other adjustments to the core races, allowed for more "PCs and NPCs with unknown and shifting motives".
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bending or breaking of rules, they do not suffer the same inner conflict that a lawful good character would. Examples of this alignment include many celestials, some cloud giants, and most gnomes.
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work well in groups because they resent being given orders and usually do not behave themselves unless there is no alternative. Examples of this alignment include higher forms of undead (such as
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do the right thing, but their methods are generally disorganized and often out of sync with the rest of society. Examples of this alignment include copper dragons, many elves, and unicorns.
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have shifted away from tying alignment to specific game mechanics; instead, alignment is used as a roleplaying guide and does not need to be rigidly adhered to by the player. According to
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tropes including alignment. Evil beings of traditionally good races and good beings of traditionally evil races were encouraged but the alignment definition remained true to
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noted that a party of good or neutral characters works better as the motivations for adventures are easier, the group dynamics are smoother, and the "heroic aspects of
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standards, with good and evil retaining their meanings. Oppositely aligned characters will side with each other briefly if a threat looms over all.
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implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
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avatar creation process to show that American undergraduate students tend to select avatars that are similar to their own moral values.
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Most versions of the game feature a system in which players make two choices for characters. One is the character's views on "
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in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
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neutral and did not encompass lawful neutral and chaotic neutral. 4th Edition was the start of de-emphasizing alignment in
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Littman, Greg (2014). "Sympathy for the Devils: Free Will and Dungeons & Dragons". In Robichaud, Christopher (ed.).
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the people in the middle are those who will neither. So true Neutrals will neither law nor chaos, neither good nor evil.
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alignment system when describing himself as "...not good. I’m not lawful, neutral, or chaotic." The alignment chart
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orders, a judge or enforcer who adheres mercilessly to the letter of the law, a disciplined monk, and some wizards.
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decides when alignment violations occur, as it is subjective and often frowned upon, if not outright disallowed.
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humorously categorizes various items—often characters from works of pop culture—in a three-by-three grid.
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should have compatible alignments; a party with both good and evil characters may turn against itself.
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alignment system is occasionally referenced as a system of moral classification in other contexts.
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Categorization of ethical and moral perspective of creatures in the Dungeons & Dragons universe
250:(2020), player and monster races no longer had preassigned alignments. In December 2021, official 3643: 3566: 3185: 3130: 2800: 1581: 1214: 1157: 706: 651: 2997: 3615: 3512: 3007: 2412: 2025: 1879: 1762: 1750: 1712: 1675: 1611: 1453: 1378: 1351: 1281: 1247: 1202: 1192: 1165: 1092: 1058: 1015: 838: 808: 665: 623:), violent killers who strike for pleasure rather than profit, demons, red dragons, and orcs. 46: 1706: 1011: 832: 3650: 3531: 3455: 2513: 2471: 2017: 1754: 1413: 1006: 221: 112: 62: 1607:"The next version of D&D is coming, and Monsters of the Multiverse is your first taste" 3671: 3090: 3027: 2295: 1905: 1577: 1528: 1445: 976: 798: 646: 385: 277:
noted that alignment is a way to categorize players' characters, along with gender, race,
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rules, were required to be this alignment. In an example given in the 2nd Edition
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Dungeons and Dragons and Philosophy: Read and Gain Advantage on All Wisdom Checks
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shine through in ways that just don't happen when players play evil characters".
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removed the suggested alignments for playable races in 5th Edition sourcebooks.
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lets society benefit from the potential that its individuals have within them.
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credited the inspiration for the alignment system to the fantasy stories of
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3rd Edition, released in 2000, kept the same alignment system. However the
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The system has also been used in research into how people create virtual
58: 2045:"How Dungeons & Dragons Could Improve Its Outdated Alignment System" 1309: 837:(Paperback ed.). Chicago: University of Chicago Press. p. 17. 3215: 3120: 3017: 2732: 2727: 2678: 2611: 2499: 2396: 2143: 1479: 929: 251: 205: 43: 167:), released between 1977 and 1979, continued the two-axis system. The 3042: 2595: 979:(Oct–Nov 1991). "An Introduction to Dungeons & Dragons, Part V". 54: 192:(2004), released for 3.5 Edition, subverted many of the established 1529:"The changes to D&D races are right – but for the wrong reason" 281:, and sometimes nationality. Alignment was designed to help define 3208: 3142: 3032: 2737: 2722: 2717: 2381: 709:
in the digital world. For example, the computer role-playing game
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Dungeons and Dragons and Philosophy: Raiding the Temple of Wisdom
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have been removed as archetypes for all of the denizens in the
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provided archetype examples of each alignment, as shown below.
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alignment include many barbarians and rogues, and some bards.
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Dicing with Dragons: An Introduction to Role-playing Games
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The nine alignments can be shown in a grid, as follows:
1674:. Indianapolis, Indiana: New Riders. pp. 257–260. 141:; and neutral, seeking a balance between the extremes. 1377:. Chicago: Open Court Publishing. pp. 30–32, 35. 380:
The conflict of good versus evil is a common motif in
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roleplaying guide. Starting with the publication of
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went back to the earlier one-axis alignment system.
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Shared Fantasy: Role Playing Games as Social Worlds
133:and respect for society's rules; chaotic, implying 1149: 257:Mordenkainen Presents: Monsters of the Multiverse 2010:Cyberpsychology, Behavior, and Social Networking 898:"Gary Gygax – Creator of Dungeons & Dragons" 660:, analyzed the program's characters in terms of 1010:. Lake Geneva, Wisconsin: TSR Hobbies. p.  959:Dungeons & Dragons, Volume 1: Men and Magic 719:alignment system and researchers have used the 1086:Advanced Dungeons & Dragons, 2nd Edition, 2082: 925:"Advanced Readings in D&D: Poul Anderson" 923:Knode, Mordicai; Callahan, Tim (2013-06-17). 793: 791: 333:predates good versus evil in the game rules. 8: 1693: 1691: 654:, while reviewing the HBO television series 3481:Dungeon Master Option: High-Level Campaigns 1884:: CS1 maint: numeric names: authors list ( 1740: 1738: 1736: 1734: 395:rules define "good" and "evil" as follows: 348:rules define "law" and "chaos" as follows: 3356: 3254: 3243: 2790: 2779: 2451: 2440: 2118: 2107: 2089: 2075: 2067: 1711:. Hoboken, New Jersey: Wiley. p. 43. 1632: 1630: 1628: 1219:: CS1 maint: location missing publisher ( 732:, commented that alignment in 5th Edition 601:of conduct, blue dragons, and hobgoblins. 1823: 1660: 1658: 1436: 1434: 1432: 1430: 1152:Dungeons & Dragons: Player's Handbook 1132: 1130: 1128: 752:in order to update the alignment system. 1829:"Basic Rules for Dungeons & Dragons" 1821: 1819: 1817: 1815: 1813: 1811: 1809: 1807: 1805: 1803: 1300: 1298: 1126: 1124: 1122: 1120: 1118: 1116: 1114: 1112: 1110: 1108: 1076: 1074: 866: 864: 862: 860: 435: 1037: 1035: 1033: 1031: 787: 668:as chaotic good, her vampire boyfriend 1877: 1270:"Dragonshards – Intrigue and Betrayal" 1212: 1055:Dungeons & Dragons: Basic Rulebook 664:alignments and identified protagonist 151:tyrant), or chaotic but good (such as 3735:Fictional elements introduced in 1974 3435:Player's Option: Combat & Tactics 1450:Dungeons & Dragons Monster Manual 539:knights, paladins, and most dwarves. 241:Icewind Dale: Rime of the Frostmaiden 7: 3442:Player's Option: Skills & Powers 498: 3449:Player's Option: Spells & Magic 1371:Cogburn, Jon; Silcox, Mark (2012). 742:system from Wizards of the Coast's 684:", the 11th episode of season 7 of 488: 1899:Havrilesky, Heather (2009-06-14). 1862:"The Chart That Explains Everyone" 896:Calisuri and Corvar (2000-05-30). 25: 3414:Forgotten Realms Campaign Setting 1005:Advanced Dungeons & Dragons, 690:television series, the character 518: 513: 493: 478: 473: 871:Hoffer, Christian (2020-04-27). 508: 468: 147:Dungeons & Dragons Basic Set 3602:Expedition to the Demonweb Pits 3595:Expedition to the Barrier Peaks 577:Advanced Dungeons & Dragons 160:Advanced Dungeons & Dragons 1552:Zambrano, J. R. (2021-12-14). 762:Alignment (role-playing games) 247:Tasha's Cauldron of Everything 1: 3745:Role-playing game terminology 3630:The Lost Caverns of Tsojcanth 2043:Pilon, Zachary (2022-07-23). 1407:Baichtal, John (2008-03-02). 1236:"Dragonshards - So It Begins" 1191:. Jefferson, North Carolina. 1188:The Tropes of Fantasy Fiction 329:The law versus chaos axis in 3665:The Temple of Elemental Evil 3163:List of 3rd edition monsters 3158:List of 2nd edition monsters 1926:Handlen, Zack (2017-02-26). 1637:Disalvo, Paul (2022-01-31). 1605:Hall, Charlie (2022-01-18). 1527:Bains, Callum (2022-04-22). 1185:Lissauer, Gabrielle (2015). 3623:The Keep on the Borderlands 3609:The Gates of Firestorm Peak 2946:List of alternative classes 1953:Jay Hathaway (2018-02-23). 1582:"Book Updates: Sage Advice" 1500:Meehan, Alex (2020-11-26). 1473:Lucard, Alex (2014-08-11). 1268:Baker, Keith (2017-10-28). 1234:Baker, Keith (2004-06-18). 208:"alignment is a spectrum". 53:is a categorization of the 3761: 3658:The Ruins of Undermountain 1708:Dungeon Master For Dummies 310:Dungeon Master for Dummies 3359: 3253: 3242: 2789: 2778: 2450: 2439: 2423:System Reference Document 2117: 2106: 1980:DoubleBond (2009-09-11). 1860:Studio 260 (2016-05-12). 1759:10.1002/9781118921166.ch1 694:makes a reference to the 632:retained in 5th edition. 504: 484: 464: 459: 456: 453: 3365:Arms and Equipment Guide 1842:. 2018-09-19. p. 36 1671:Designing Virtual Worlds 1409:"D&D 4E Sneak Peek!" 680:as chaotic neutral. In " 274:Designing Virtual Worlds 189:Eberron Campaign Setting 144:The 1977 release of the 3561:modules and sourcebooks 2670:Masque of the Red Death 2445:Geography and cosmology 2022:10.1089/cyber.2015.0207 682:Hostiles and Calamities 296:Characters acting as a 3740:Fictional philosophies 3730:Dungeons & Dragons 3474:Wrath of the Immortals 3393:Deities & Demigods 3300:Dungeons & Dragons 3275:Dungeon Master's Guide 3106:Illithid (mind flayer) 3063:Creatures and monsters 2169:Sources and influences 2099:Dungeons & Dragons 1836:Dungeons & Dragons 1789:. BoLS Interactive LLC 1586:Dungeons & Dragons 963:Tactical Studies Rules 750:Dungeons & Dragons 734:Dungeons & Dragons 35:Dungeons & Dragons 3386:Book of Vile Darkness 3379:Book of Exalted Deeds 2784:Characters and beings 2392:Strategic Simulations 1787:The Hypertext d20 SRD 1751:John Wiley & Sons 775:Book of Vile Darkness 768:Book of Exalted Deeds 67:non-player characters 3679:White Plume Mountain 3637:Queen of the Spiders 3581:Desert of Desolation 3428:Manual of the Planes 2572:Magic: The Gathering 2367:Wizards of the Coast 2050:Comic Book Resources 1840:Wizards of the Coast 1392:Dungeons and Dragons 1278:Wizards of the Coast 1244:Wizards of the Coast 1162:Wizards of the Coast 1156:(Special ed.). 745:Magic: The Gathering 729:Comic Book Resources 712:Neverwinter Nights 2 676:as lawful evil, and 204:highlighted that in 178:AD&D 2nd Edition 169:1981 version of the 124:original version of 3488:Epic Level Handbook 3131:Reptilian humanoids 3048:Strahd von Zarovich 2697:Planes of existence 2565:Kingdoms of Kalamar 2418:Game System License 1274:D&D 3.5 Archive 1240:D&D 3.5 Archive 726:Zachary Pilon, for 672:as lawful neutral, 438: 3567:Against the Giants 3292:Classic boxed sets 3186:Corellon Larethian 3173:Deities and powers 2981:Notable characters 2794:Races and lineages 2129:Adventurers League 1982:"Alignment Charts" 1666:Bartle, Richard A. 1558:Bell of Lost Souls 1314:Keith Baker's Blog 1158:Renton, Washington 678:Lafayette Reynolds 652:Heather Havrilesky 650:television critic 436: 391:The third edition 344:The third edition 3717: 3716: 3713: 3712: 3709: 3708: 3616:The Isle of Dread 3541: 3540: 3498:Psionics Handbook 3268:Player's Handbook 3238: 3237: 3234: 3233: 3008:Volothamp Geddarm 2774: 2773: 2770: 2769: 2456:Campaign settings 2435: 2434: 2431: 2430: 2413:Open Game License 1901:"I Like to Watch" 1753:. pp. 7–22. 1347:Player's Handbook 1088:Player's Handbook 1082:Cook, David "Zed" 666:Sookie Stackhouse 581:Player's Handbook 528:Player's Handbook 524: 523: 80:", the other on " 69:, and creatures. 63:player characters 47:role-playing game 16:(Redirected from 3752: 3651:Red Hand of Doom 3466:High-level rules 3456:Unearthed Arcana 3357: 3343:Rules Cyclopedia 3255: 3244: 2791: 2780: 2514:Forgotten Realms 2472:Council of Wyrms 2452: 2441: 2372:Grenadier Models 2159:Related products 2119: 2108: 2091: 2084: 2077: 2068: 2061: 2060: 2058: 2057: 2040: 2034: 2033: 2004: 1998: 1997: 1995: 1994: 1977: 1971: 1970: 1968: 1967: 1950: 1944: 1943: 1941: 1940: 1923: 1917: 1916: 1914: 1913: 1896: 1890: 1889: 1883: 1875: 1873: 1872: 1857: 1851: 1850: 1848: 1847: 1833: 1825: 1798: 1797: 1795: 1794: 1779: 1773: 1772: 1742: 1729: 1728: 1726: 1725: 1695: 1686: 1685: 1662: 1653: 1652: 1650: 1649: 1634: 1623: 1622: 1620: 1619: 1602: 1596: 1595: 1593: 1592: 1574: 1568: 1567: 1565: 1564: 1549: 1543: 1542: 1540: 1539: 1524: 1518: 1517: 1515: 1514: 1497: 1491: 1490: 1488: 1487: 1470: 1464: 1463: 1446:Crawford, Jeremy 1438: 1425: 1424: 1422: 1421: 1404: 1398: 1397: 1368: 1362: 1361: 1330: 1324: 1323: 1321: 1320: 1302: 1293: 1292: 1290: 1289: 1280:. 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Index

Chaotic Evil
Dungeons & Dragons
fantasy
role-playing game
ethical
moral
player characters
non-player characters
law
chaos
good
evil
Ian Livingstone
Gary Gygax
Michael Moorcock
Poul Anderson
original version of D&D
honor
rebelliousness
individualism
Dungeons & Dragons Basic Set
Robin Hood
Advanced Dungeons & Dragons
1981 version of the Basic Set
Eberron Campaign Setting
Keith Baker
Eberron
Wired
Icewind Dale: Rime of the Frostmaiden
Tasha's Cauldron of Everything

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