Chapter 8 of 8 · 1 min read
Alignments
The nine-cell grid for how the world sees races, factions and monsters.
Optional Reading#
In Open Dungeons™, alignment does not apply to player characters. You have full agency to decide how your character thinks and acts in the world. No chart, grid, or label can dictate your choices - your character's morality and personality are entirely yours to roleplay.
For the World#
Alignments exist to describe how races, cultures, factions, and monsters are generally viewed. It is not an absolute law - individuals may differ - but it provides a shorthand for how most of the world understands a group's tendencies.
There will always be exceptions, but the value of alignment lies in agreement. If you mention a demon in conversation, nearly everyone shares the same expectation of cruelty and danger. If you mention a unicorn, the same agreement exists around purity and kindness. Alignments are the cultural shorthand that makes those assumptions possible.
Top - Laws and Structure (X-Axis)#
This is about how a creature relates to rules, order, and authority.
Orderly
Respects hierarchy, routines, or natural laws. These creatures thrive in systems and usually enforce rules.
Impartial
Indifferent to laws or rules. They follow them when convenient, ignore them when not.
Wild
Rejects laws and structure outright. These creatures value freedom, instinct, or chaos above imposed order.
Side - Treatment of Others (Y-Axis)#
This is about how a creature values or disregards the well-being of others.
Kind
Respects life, acts with compassion or mercy, even toward enemies.
Impartial
Neutral toward others. Neither kind nor cruel; decisions are pragmatic or situational.
Vile
Disregards life, thrives on cruelty, selfishness, or malice. Others are tools, prey, or obstacles.