Templore Campaign Setting
The subject of alignment in Templore is played much more loosely than in a standard D&D setting. While good and evil, law and chaos are absolutes in the greater scheme of things, on a more mundane level these primeval forces are much less tangible. Beings such as demons and angels are the physical embodiment of these forces, and while they can change alignment, they are much more rigidly confined to their nature. Mortals are different, and are free to pursue their own moral and ethical paths. A character’s alignment should still act as a loose guide to how he thinks and behaves, but good and evil are not strictly imposed personages. Morality is treated as more complex and abstract.
Deities are not defined by alignment in Templore as they are in other game settings. The gods, at least as mortals understand them, are universally powerful. They do not follow the rules of good and evil; they dictate them. A character may worship any deity they wish, and how they wish. Dogmatic offshoots and heretical cults are not uncommon among the various religions.
Creatures described in the bestiaries also do not follow strict alignment norms. It is possible for good liches or chromatic dragons to exist, along with evil-aligned versions of ostensibly good creatures.
Action versus Ethos
Magics that reveal a being’s true alignment do exist in Templore, but the results of such abilities may be skewed by a number of factors. As described by the detect good/law/evil/chaos ability, creatures of fewer than 4 Hit Dice do not even register their alignment. This is because they have not even accomplished enough good or evil in their day-to-day lives to be of note. Characters who are strong enough to register their alignment do not always do so in a black and white manner, either. A character who does only good deeds and is loved by the community may only be doing so for selfish, personal gain, and may have an evil alignment. Likewise, a character who others would consider evil rarely sees their own actions as evil. They are motivated by their own morals and goals, and while their actions may bring pain and strife to others, they may see this as a means to a greater good. They might register as lawful good to such a detect ability.
A player should not use magic or the alignment system as the final arbiter of how their character perceives another. Rather, their character, who is a complex assembly of experiences, morals, and ethics should decide for themselves how they perceive alignment. Likewise, a player should choose an alignment for his character based on that character’s personality, and not force his character to adhere to a preconceived set of alignment boundaries.