XaiJu
James Maliszewski
James Maliszewski

patreon


Alignment

In sha-Arthan, alignment represents one’s loyalty to a person, organization, religion, realm, or philosophy. An alignment thus represents what a character values in life. Choosing an alignment is entirely optional; no character is required to have an alignment. However, there can be benefits that make aligning oneself attractive, just as there can be drawbacks that make it less so. Consequently, a character may have no alignment, preferring to be a free spirit or lone wolf, or he may change his alignment as he goes through life.

Choosing an Alignment

A newly generated character begins with no more than one alignment. He may eventually have up to three alignments at one time but no more. In general, a character can discard an alignment at any time, but may only gain a new one after attaining a new level, though, as with many things, the referee is the final arbiter of these matters.

Below are a three examples of alignments suitable for newly generated characters. Additional alignments, including those a character might adopt as he acquires more power and influence, are described on pXX. In addition, the referee is encouraged to create new alignments, using those present in this book as models.

Dran Jir Dynasty

The Dran Jir Dynasty is one of about a dozen aristocratic families that have dwelt in da-Imer for centuries. Once possessed of great power, the coming of the Chomachto has diminished their influence, particularly since the King-Emperor abandoned the First City for his new capital at Tamas Tzora. Now, the Dran Jir look for ways to regain their status – such as the sending of their servants into the Vaults in search of artifacts of the Makers.

Requirements: Magically binding oneself to the Dran Jir as a kruva hijai (or “servant of the house”) in an ancient Ironian ritual.

Benefits: A character with this alignment gains the trust of the current head of the Dran Jir. He also gains limited access to dynastic resources and, more importantly, to an entrance to the Vaults unknown to the authorities of da-Imer.

Drawbacks: The binding ritual prevents the character from directly acting against the interests of the Dran Jir Dynasty or its members. Likewise, use of an unapproved entrance to the Vaults is a crime with potentially stiff penalties.

The Light of Kulvu

The philosophy known as the Light of Kulvu (see pXX) is an ancient one, whose Unquestionable Precepts animated the empire that bore its name. Those precepts survived the wreck of the empire and are now held by many who find them a sure guide to understanding reality and living in harmony with it.

Requirements: Public acceptance of the preceptsof the philosophy as outlined in The Mirror of Virtue.

Benefits:A character with this alignment gains a +2 reaction bonus with those who share it. If the result is Friendly, the character may gain access to food, accommodations, or information from his fellow Kulvuans. This, in turn, may lead to alignment with a specific school within the philosophy (e.g. Bejandrai, Ruketsa, etc.), some of which offer additional benefits.

Drawbacks: Except in those few lands that proscribe the Light of Kulvu (e.g. Alakun-Tenu), there are generally few drawbacks to adopting this alignment.

Viceroy Tiaken

Since King-Emperor Trelu vacated da-Imer, he placed its administration in the hands of a trusted viceroy. The current holder of that position, Tiaken Charsuna, is a very ambitious man in need of agents to further his own ends (which, some say, include the usurpation of the Solar Throne).

Requirements: Swearing a personal oath to the Viceroy of da-Imer in which the character agrees to undertake certain special tasks in the Vaults and the First City on his behalf whenever commanded to do so.

Benefits: A character with this alignment gains a reduced exit charge to any Vault Warrant(see pXX) to which he is a signatory. At levels 1–2, the charge is 15%; at levels 3–5, 10%; at levels 6+, it is waived entirely. In addition, the character may be able to obtain preferential treatment by viceregal guards and officials with da-Imer.

Drawbacks: Viceroy Tiaken is constantly scheming. A character aligned with him will often find himself entangled in all manner of stratagems – whether he wishes to become involved or not.

Comments

I'm glad you like it. I'm quite excited to see how well it works in play.

James Maliszewski

I imagine that the number of alignments will be almost innumerable. Each great house, each religion, each major philosophy, nations, guilds, military units, schools of learning, ect. This will give players freedom to uniquely mold their character. If all that is required is an alignment statement like the examples above, they could be generated as needed. I like this and would prefer it to the old cartesian system of law/chaos & good/evil. This system will also evoke secret alignments, and cover or pretentious alignments and a skill to be able to pull off such a ruse. It will also be interesting when the interests of different alignments, in a single character, come into conflict. These are the sorts of things that always happen in literature, but are rare in a role-playing game. I eagerly await play-testing.

Stephen Vossler

I always wanted to do something like this, and I am anxious to try it out in the game!

Stephen Wendell


More Creators