Enough time off Shilsen. Its back to work for you! *snaps whip*

Darklance

First Post
My group loved your elf, alignment, and paladin essays and they really helped them out RP wise. You've had a good while off now so its back to work! I really don't care WHAT you write on as long as you do it. Take your pick. And if by some cruel twist of fate I got my names mixed up I humbly submit myself for a smack on the head.:)

Thanks, we really appreciate it.
 

log in or register to remove this ad

Essay Greatness!

Wow! I still have some of those old posts. For those that missed it the first time...The Paladin! I don't know if this is the whole post so If anyone has a more complete/up to date version please let me know.

-------------------------------------------------------------------------------
The Code of the Paladin

The paladin is commonly regarded as the quintessential holy warrior, but there may be great variance between individual paladins. This variance is the result of differences in their individual codes. A paladin's code is the set of ethical beliefs around which he builds his life, and according to which he judges himself, and the world around him.
While many characters may have their own codes, a paladin's code is unique in two ways. One is the amount of dedication required. While a failure to live up to his own code may lead only to a loss of self-respect for a character, a paladin who so fails may lose his powers, or even be stripped of his paladinhood. Secondly, the paladin's code is usually more complex than the average character's, involving layers of beliefs and guidelines, ranked and rated carefully according to importance and applicability.
While the layman sees the code as a hindrance, the paladin sees it as an integral part of what defines him. Since all actions (to him) have moral overtones, it is through his code that he understands and judges them. By living up to his code, he achieves his position as the exemplar of moral excellence. It is through his code that the paladin's existence takes meaning, and through it that he lives and dies.
[Roleplaying: The paladin's code differs from paladin to paladin, even within the same institution, but it has two specific components. Firstly, there is alignment, which is the overlying structure within which the code exists. And within the code there lie the specific virtues, which the individual paladin upholds. Provided below is a short description of the manner in which the code may be applied, and then a list and description of specific virtues. Lastly, there is a small list of paladin "types", which should serve to indicate exactly how varied the class can be from an roleplaying perspective. It is up to the player and DM to decide what a paladin in general and the PC's paladin in particular mean in their campaign. Hopefully, using these virtues, and others you create, you can create a paladin character which serves your purposes.]
Application of the Code:
All paladins must be lawful good. This alignment involves a belief that the end does not justify the means, as well as an emphasis on achieving the greatest good of the greatest number. These two impulses are balanced in the paladin's code, and in the way he applies it to the world around him.
While the paladin's code may differ in specific areas from that of the society around him, he does not necessarily seek to impose his own value system on those around him. The paladin will act only when an accepted law is patently unjust and unfair to the majority of the innocents who must live under it. This action will differ depending upon the magnitude of the wrongdoing, and even more so, on the nature of the specific paladin. An inquisitor (see paladin "types" below) or a crusader are more prone to interfere than a votary or a militarist, while a knight-errant or an expatriate will fall between the two. Similarly, the three pairs mentioned will differ in how willing they will be to kill in order to uphold their code. While none will slay an innocent (although an inquisitor or a crusader is more prone to make a mistake in judgement), some will be more likely to attempt to convert or persuade the guilty to change their ways.
Similarly, different paladins will regard the use of violence in different ways. While all paladins are warriors, their individual codes will determine how readily (or not) they turn to the sword as a solution. Most paladins will kill only only when it is essential for the greater good, in self-defence (which includes defending companions and those a paladin has sworn to protect), or to save the innocent and the oppressed. Otherwise, they will usually avoid killing, if possible. They will not kill someone simply on suspicion, neither will he kill someone he regards as a threat without tangible evidence (which would hold up in an honest court, so detect evil spells do not count) or certain knowledge of evildoing. Paladins do not kill for treasure or for personal reasons. Some, such as the militarist, may do so to advance the just cause of their patron organisation, while others (for example, the crusader) may do so to punish the wicked and to destroy evil. Others, like the courtier or the healer may be especially averse to killing, regarding it as only a last and disagreeable resort.
To the individual paladin, it is his code which determines the degree to which he risks his life, and more importantly, for what he risks it. Whereas a knight-errant may decide that protecting the honour of a peasant girl is worth risking his life for, the votary is more likely to do so in the cause of his faith. Some paladins may regard the greater good as an important determinant of their actions, deciding that it is not worthwhile to risk death for a trifle, since this may result in a greater calamity which the paladin could otherwise prevent. Others believe that the smallest hint of evil must be dispatched at any cost.
In short, many paladins will react differently to a given situation. If a paladin's comrade has been captured by a giant which the paladin believes he might be unable to defeat in combat, he will react differently depending on his code. A courtier or a healer is likely to bargain with the giant. A votary might retire and pray to his god for guidance, while an expatriate may simply retreat and return shortly after when he is more prepared and likely to succeed. While a militarist, a knight-errant, and a crusader may all fight immediately, they would do so for different reasons. While the first would count on his military training to offset the giant's greater strength, the knight-errant would simply be driven by his confidence in the rightness of his cause, and the last might simply be too focussed on his crusade against evil to consider even a temporary retreat.
[Roleplaying: Paladins are not morons, despite the way they are often played in D&D. Being a paladin, however, is a very low-profit high-risk career, or at least so it seems to anyone other than a paladin. To the paladin, the sense of self-fulfillment which comes from living purely by one's principles is such as cannot be exchanged under any conditions, especially not for simply pragmatic reasons. For an example from literature, see Howard Roark from Ayn Rand's The Fountainhead. Although his values are not those of a paladin, he lives as stringently by them as a paladin does by his own. Now place Howard Roark in a world where those who disagree with him might use a meteor swarm instead of an eviction order. That is the situation of the paladin, trying to promote the cause of good in an often uncaring and frequently malignant world.]

Virtues:
Charity:
The charitable paladin alleviates the suffering of the unfortunate, usually by aiding them with material goods and aid as he is able. This may be in the form of a special tithe which he pays to the organisation (see Fealty) he is part of, to be later distributed to the poor, or it may be delivered by the paladin himself. He may share his food with the hungry, his clothing with the ragged, and his indomitable spirit with the hopeless.

Chastity/Celibacy:
The chaste paladin is one who attempts to remain morally upright constantly, in thought, speech and action. While this is common to all paladins, the chaste paladin is an exemplar of moral correctness, constantly concerned with achieving the highest levels of morality that are humanly possible. Some paladins even take a vow of celibacy, throwing off worldly distractions which may affect the performance of their higher duties. While the chaste paladin may be forever faithful to one woman, often in death as in life, the celibate paladin is involved with none. The latter ignores the fair sex no more than the chivalrous paladin does , but his involvement with them is always purely platonic. Some may even shun the company of women as much as possible, in order not to be thus tempted (see the Votary).
Chivalry (Courtly Love):
The true knight of romance and legend, the chivalrous paladin goes out of his way to aid and help women from all stations of society, and often all races. He usually has a beloved, often of higher station. Strangely, his love for her is usually completely platonic and hopeless of fulfillment. In fact, the unachievability of the beloved contributes to her lofty position in his eyes. It is this love which drives him to aid women of all kinds, as a reflection of his beloved. The chivalrous paladin will always aid a damsel in distress and will never slay a woman, turning from both of these paths only under the gravest of provocation and for the strongest of reasons.
Courtesy:
The courteous paladin is a true gentleman in word and deed. He follows social customs to the best of his ability. He treats both friends and stranger with courtesy, whatever their response. He will fight a foul-mouthed braggart, without stooping to his opponent's level by speaking or behaving similarly. He considers the feelings of others and avoids offending them, always speaking tactfully. He behaves with dignity and is perfectly groomed at all times. The courteous paladin seeks to be an example of proper behaviour to those around him, making his way with unflappable dignity and excellent deportment, even in the middle of a crude and rude world.

Faith:
The faithful paladin is an indefatigable worker in the cause of his faith and his god. Sometimes an itinerant preacher, he carries his deity's word to the masses. Whether preferring to verbally teach the ways of his god, or to exemplify his faith's tenets through his own actions, he never fails to hold his faith at the forefront of all his endeavours. He will always defend his faith, facing the direst of dangers to express his belief in the truth of his deity.

Fealty:
Many loyal paladins swear fealty to a lawful good government, religion, philosophy, or even an individual. Regardless of who/what the patron is, this fealty gives the paladin a sense of community, of belonging to something more important than himself. Although he may receive material (and other) benefits from this patronage, this is never the reason behind the fealty. A patron may have specific edicts which the paladin must follow. As in the virtue of faith, the loyal paladin strives to uphold the cause of his patron, never swerving from or disavowing it.
Honesty:
The honest paladin upholds the virtue of truth. He avoids duplicity of all kinds, in word or deed. He is open about his opinions, thoughts and beliefs, to all who care to listen and to many who may not care to. He always speaks the truth as he knows it. He may decline to speak or choose to withhold information, but will never overtly mislead anyone, even his enemies. He may not wish to answer a direct question, but if pressed, will tell the truth (although he may answer in such a way as to withhold vital information). The honest paladin does not make promises lightly, because once he gives his word, he always keeps it. He often openly wears a sign of his position and beliefs, so that all may know him for what he is.

Honour:
The honourable paladin acts with integrity at all times, and in all situations. He eschews acts of dubious morality, whether they benefit him or not, such as the use of poison. To him, even more than to other paladins, the ends never justify the means. In combat, his is always willing to fight a foe face-to-face, and will not use ambushes and traps. The honourable paladin will usually choose to die before compromising his principles.
Hope:
The optimistic paladin seeks to engender the same emotion in those he encounters, especially those who are weak and powerless. He aids them against those who would oppress them unfairly, and teaches them that they will always be protected as long as their cause is just. Always effervescent, he believes strongly in the efficacy of his faith, and seeks to carry its message as far as possible. He uses his powers to destroy evil, always certain that he will succeed, and that this success will serve as an emblem of the power of the good and the right. Never flagging in his efforts or despairing in his cause, he often succeeds more due to the strength of his belief than anything else.

Humility:
The humble paladin always remains modest in deportment and speech, avoiding drawing attention to himself while going about his duties. Usually introverted, he declines to speak or reveal much about himself. He is happier enacting his deeds than being praised for them, being more grateful for the opportunity to fulfill his moral obligations, than seeing them as praiseworthy. On the battlefield, he is likely to fight quietly and effectively, without fanfare and posturing of any kind.

Industry:
The industrious paladin engages in productive activity at all times. He may even consider leisure activities to be a waste of time. Extremely self-reliant, he often works not only to support himself but takes time to help others. The industrious paladin believes that work is its own reward. Arriving at a town, he will stable and care for his horse himself, rather than leaving it to an ostler. If taking aid from others, he prefers to repay them by some form of industry, rather than accepting charity.
Justice:
The just paladin seeks to bring fairness and equitable treatment to all he encounters. He strives to simultaneously uphold the letter of the law, as well as the spirit of justice, leaning towards the latter in cases where a conflict between the two arises. He prefers to be an instrument of justice, rather than its final arbiter, enacting the just decrees of a higher power or institution. He is not a supporter of vigilante justice. Only in the rarest of cases does he serve as judge, jury and executioner. He only does so in situations where the social system is unable or unwilling to act, and where the crime is too grievous to go unpunished. In most cases, he simply seeks to uphold the concepts of justice in his surrounding society through his own speech and actions.
Moderation:
Paladins rarely display excess in most areas, but some specifically uphold this virtue, seeking moderation in both speech and action. The moderate paladin always thinks before he acts or speaks. His measured speech and deliberate actions may make him seem somewhat too dispassionate, but this makes him an excellent and dependable ally. Although he always upholds the cause of good and battles the forces of evil, the paladin always makes sure that this is precisely what he is achieving before he is moved to act.
Poverty:
Many paladins take vows of poverty, but in their case, this means a level of wealth which is sufficient to achieve their role as protectors of the good. The paladin will not give away his warhorse and his armour, since these are essential tools in his quest to uphold the right, but he will neither hoard wealth nor seek it out. He will usually utilise whatever is necessary for his upkeep, and tithe away all other wealth to the institution he serves or to the unfortunates he meets in his travels.
Tolerance:
While this is not a virtue associated with paladins in general, the tolerant paladin is not unheard of. Although he does not compromise on his efforts against evil, the tolerant paladin recognises that it is the rare individual or institution which can live up to his own high standards. Although he deplores this fact, he believes that it is not his place to force others to emulate him, although he may seek to verbally persuade them, or use his actions as an example. The tolerant paladin does not seek to forcibly impose his own values on those he encounters, unless they are truly abhorrent and evil. He treads a careful path between laissez-faire and a too draconian enactment of his own beliefs on others.
Valour:
The valiant paladin is the ultimate warrior, facing and defeating evil with blade in hand. No physical danger is great enough to prevent him from upholding the ethos he holds dear. His courage is particularly evident on the battlefield. Seeing battle as a way to both defend and advance his faith, he fights fearlessly until the enemy is vanquished, often taking on the most powerful enemies himself. He generally prefers melee to missile combat, so he can engage his opponent face to face. He will rarely withdraw from a battle, only doing so if faced by insurmountable odds, and even then, never leaving fallen comrades and allies.
[Roleplaying: The average paladin usually upholds the virtues of Fealty, Courtesy, Honesty, Valour and Honour, but the relative importance given to each and to other virtues depends on the individual. The examples given below provide indications of how a specific paladin character may be constructed, using the virtues and specific character traits to create a unique individual. Note that the same virtues which are paramount to one paladin's code of conduct may be neglected, or even actively avoided, by another's.]

Some Types of Paladins:
The Courtier:
The courtier is the gentleman paladin, living at the court rather than in the saddle. He is likely to be as skilled at diplomacy, dancing and writing poetry as wielding his sword, and may emphasise personal grooming, courtly etiquette and fine living as much as any other qualities. Often serving as the political advisor to a particular ruler, he strives to make his liege achieve a simultaneously moral and effective reign, where the populace is kept happy while being led in the right directions. In fact, he may believe that he can lead the battle against evil more effectively through words than through actions. Of course, when battle is necessary, he is as ready as any other paladin, although he will usually fight with an emphasis on finesse and style. The courtier is almost never an adventuring paladin, leaving the court only due to the most extreme reasons.
Suggested Virtues: Fealty, Courtesy, Chivalry, Tolerance
Neglected Virtues: Poverty, Chastity, Humility, Industry

The Crusader:
The crusader is a paladin who faces the world with his sword. He is usually at his best on the battlefield, leading the war of good against evil in the most direct way possible. The crusader fights evil without asking quarter and rarely gives any. Focussed and driven, he is often a loner (although he may also serve as part of a like-minded organisation), fighting a holy war against evil (in general), although he usually works against a specific group/individual/species, etc. Crusaders are commonly adventuring paladins, often having some tragic incident in their past which drives them onto their path, in which case a strong desire for revenge drives them. Ironically, they sometimes stumble off the paladin's path by enacting the very evils they seek to destroy, in a too reckless approach to their aims.
Suggested Virtues: Valour, Honesty, Justice, Moderation
Neglected Virtues: Chivalry, Courtesy, Tolerance, Humility

The Expatriate
The expatriate is always a solitary paladin, who has lost his patronage or parent organisation, either due to its dissolution or because he has forsaken it or been dismissed. This loss defines him, is the defining aspect of his character, although it is never his fault, since he would not then retain his divinely-granted abilities. Having lost a sense of belonging, the expatriate is often bitter and cynical. He remains devoted to his beliefs, perhaps especially so since he sees himself as the last one upholding them, but sees his own quest as ultimately in vain. The battle of good against evil appears as hopeless as it is worthwhile, and the world around him appears permeated by the negative aspects of existence. Of all paladins, the expatriate is perhaps most aware of his role as a seeker for perfection in a flawed world. He is commonly an adventuring paladin.
Suggested Virtues: Honour, Valour, Charity, Faith
Neglected Virtues: Fealty, Hope, Chivalry

The Healer
The healer is a paladin who uses his divinely-granted abilities to aid the poor and the diseased. He often eschews the more martial aspects of the paladin's role, taking up arms only to protect his charges. Often working in conjunction with clerics of his (or an allied) faith, his primary goal is to care for others. Along with healing, he often provides both spiritual and material aid to those he meets. Self-aggrandisement and glory are even further from his thoughts than from those of the majority of other paladins. While the healer is often found far afield, he is rarely an adventurer. Usually he seeks out a rural community to aid with his healing abilities, before moving on to another which is more needful of his aid, and so on. In rare cases, he may become a permanent part of a small community which is closer to his heart than the grandest of royal courts.
Suggested Virtues: Charity, Humility, Moderation, Industry
Neglected Virtues: Chivalry, Valour, Courtesy

The Inquisitor
The inquisitor is perhaps the paladin most feared by all evildoers, and strangely, by many who are good as well. Usually working as part of a larger organisation, he relentlessly seeks out and destroys all that he sees as evil. For the inquisitor, there is no acceptable path except the straight and the narrow, and all who stumble off it are deserving of chastisement. Since much evil is concealed or existing under false pretences, the inquisitor's main role is to reveal it, and then destroy it. For the inquisitor, the end (the greater good) is always more important the means, although he strives to keep the latter lawful. This emphasis leads to the fact that the inquisitor, like the crusader, runs the risk of losing his powers through too rigorous and unthinking an approach.
Suggested Virtues: Fealty, Valour, Honesty, Justice, Chastity
Neglected Virtues: Honour, Moderation, Toleration, Courtesy

The Knight-Errant
The knight-errant is the quintessential adventuring paladin, travelling out into the world in order to find, battle and defeat evil. Often young, naïve and optimistic, the knight-errant does not seek out a specific foe, but wishes to combat evil in general. While possibly owing loyalty to a specific faith or ruler, he often works alone, sometimes in the company of a group of adventurers. Usually outgoing and amiable, his interest in the surrounding world knows no limits. As part of his apparent naïveté, he is constantly cheerful, confident of the correctness of his beliefs, and sees each day as another opportunity to further the cause of good. Reliable in combat, and a boon companion out of it, the knight-errant is often the perfect member of an adventuring party.
Suggested Virtues: Valour, Honour, Honesty, Hope, Chivalry
Neglected Virtues: Celibacy, Poverty, Humility, Moderation

The Militarist
The militarist paladin is a man of war, usually heading the military branch of a particular faith or serving in a high post in an army. His efforts are completely aimed at defeating evil on the battlefield, and all of his training is dedicated to that end. Inspirational and charismatic, he is a splendid leader of men, inspiring them to impossible feats by personal example. As a warrior par excellence, he is a symbol of the martial ability his followers must seek to achieve. Due to his paladin ethos, he ensures that his followers act and fight in accordance with the proper rules of warfare. While this emphasis on propriety and honour on the battlefield sometimes leads to disagreements with the more pragmatic of his superiors, the militarist's undoubted ability usually carries the day, just as it does on the field of battle.
Suggested Virtues: Valour, Honour, Fealty, Honesty
Neglected Virtues: Courtesy, Humility, Poverty, Chastity

The Votary
The votary is the purely religious paladin, who has dedicated his life and efforts to his faith. Whether a member of an established church (where his allegiance is always to his deity before the institution), or a lonely anchorite in a secluded cell in the wilderness, the votary concentrates body and soul on understanding his god's wishes and enacting his commands. Although he is as martially capable as any other paladin, he will usually fight only to protect his faith, rather than to aggressively carry it forth. Philosophical and introspective, the votary's life is spent in fruitful work, usually within the bounds of the establishment he calls home. Like the courtier, the votary is almost never an adventuring paladin, venturing forth from his home only for the most important of reasons.
Suggested Virtues: Faith, Celibacy, Poverty, Industry, Humility
Neglected Virtues: Chivalry, Valour, Courtesy, Fealty
 

ANOTHER!
------------------------------------------------------------------------------------

Role-Playing a True Neutral Character
The alignment of True Neutral is perhaps the most difficult one to roleplay properly, and is definitely one of the most unpopular alignments of all. Although the average roleplayer tends not to play evil characters, it is far more common to see these than to see a purely Neutral character. Many players seem to regard this alignment as "too undefined" or "wishy-washy", and state that the PHB definition of the character is singularly unhelpful. This problem is somewhat compounded by the fact that the definition of true Neutral has changed between 2E and 3E. However, not only is True Neutral a viable character alignment, but it is an often desirable choice, considering the way many D&D characters are roleplayed. In this article, I shall discuss the change in the definition of True Neutral from 2E to 3E, reasons why True Neutral PCs & NPCs should be more prevalent in most campaigns, ways in which True Neutral characters can be run, provide a list of sample True Neutral characters for the available character classes to illustrate my points, & lastly, make a couple of suggestions about how to run other True Neutral characters & why they can be especially satisfying to roleplay. Attention, children! Class is in session!
True Neutral between 2E & 3E:
The basic definition of Neutral is one who is neither predominantly good or evil. In 2E, a LN character was one who followed external laws & traditions, irrespective of whether they were good or evil, while a CN character followed his own whims, without leaning towards good or evil acts. True Neutral characters could be of three kinds. He could: (1) follow his own personal code (as separate from the CN's whims, which lays emphasis on randomness, not order), irrespective of whether it had good/evil ends (although too much of one would lead to alignment changes), (2) he could actively choose neutrality, eschewing good/evil, or (3) he could have a lack of commitment towards good/evil.
In 3E, however, the choice and following of a personal code became part of the alignment of Lawful Neutral. This shift distinctly lowered the number of variations open to True Neutral characters, and served to confuse many roleplayers. Even now, months after the new edition came out, discussions on these message boards argue about the difference between Lawful Neutral & True Neutral, based on the choice of a personal code. While I doubt my suggestion will serve to significantly affect the debate, the fact remains that the PHB distinctly states that it is a LN character who "may believe in personal order and live by a code or standard", not True Neutral. What True Neutral can be, however, is the following…
True Neutral as the most 'realistic' and common alignment:
True Neutral as a philosophical choice is admittedly a difficult approach to run. Perhaps the best historical example of a True Neutral character is the Buddha. Running a character who is completely divorced from good/evil (by choice) is difficult, as well as raising a simple question: Why would he be an adventurer? Hence, while it is possible to run a True Neutral character who has made a strong philosophical commitment to be so, it is not easy. What is easy, however, is to run one who is True Neutral simply because he is not anything else.
The PHB (Table 6-1, pg. 88) states that True Neutral is the most common alignment for human beings. And this does not mean that the number of evil & good humans, and lawful & chaotic humans, tends to balance out. The average human being is True Neutral in alignment. Think of all the real people you know. Would you actually define most of them as truly matching one of the other 8 alignments? Probably the strongest instinct of all is that of survival, and this works against a strong commitment towards either good or evil. Being consistently good, in the active manner in which it is used in D&D definitions, is simply unprofitable for most humans. How many people go out of their way regularly to help others (emphasis on "regularly")? Far less than many would like to believe. Similarly, how many people consistently commit evil acts? Being consistently evil is a dangerous thing to be, simply because of what happens when people realise what you have been doing. Simply by eschewing both good & evil for the most part, the average human being achieves a True Neutral alignment. To illustrate this example, let's take a quintessential human being, say a New York cab driver. Is he truly good or evil even once in an entire day? Maybe he waits to let an old lady cross the street, maybe he cuts in front of another cab to get a fare, maybe he buys a couple of sweets for his neighbour's kid, maybe he is rude to his wife. And that's it. Good or evil - not likely. In D&D terms, when your characters enter a town, they are surrounded by True Neutral characters. The town guard at the gate, the boy pulling his sister's pigtails in the street, the shopkeeper, the innkeeper, the ostler - none of them have enough of a commitment to good/evil to have any other kind of alignment.
Now admittedly D&D player characters usually have more of a commitment towards good/evil than your run-of-the-mill NPC. After all, many D&D PCs are heroes, and to achieve that status involves a certain degree of commitment to certain ends. However, for many characters, this commitment is neither consistent nor rigorous enough to avoid balancing itself out into True Neutral. Take the average dungeon-crawling adventurer, for example. He is primarily interested in obtaining wealth & treasure for himself (a Neutral aim), and does so by slaughtering "monsters" who have not actively attacked him (an Evil act), but which could be a danger to people dwelling nearby, whom he indirectly is protecting (a Good act). He usually does so by the most expedient means (Neutral), choosing neither particularly good or evil means (no poison, no single combat, etc.). Overall, simply because his actions do not lean too greatly towards any extremes, he achieves a True Neutral alignment. Taking a slightly more specific example, let's look at the WotC module "The Sunless Citadel" (warning: some spoilers ahead). Most parties entering the Citadel will seek to destroy the Gulthias Tree, Belak, the twig blights, & rescue (if possible) the supplicants. These are undoubtedly all Good acts. But, in the process, they will attack and kill various kobolds & goblins, who were dwelling in the Citadel without harming anyone outside it. These are arguably evil acts. And they serve to balance each other enough so as to lean towards an alignment of True Neutrality.
In short, most D&D campaigns already contain PCs & NPCs who are predominantly True Neutral, but are often not defined as such. It is simply the definition of the alignment which is somewhat unclear, and leads to players being unwilling to choose it. Although True Neutral is the one alignment which is defined more by what it is not, than what it is, it is also one of the easiest alignments to play, by virtue of the fact that it is most likely the alignment which approximates to the player's real one (if there is any such). In order to show some of the variation which is possible in playing True Neutral characters, what follows is a list of such characters from the various classes…
True Neutral character samples:
Note that some classes cannot be True Neutral at all, namely the Monk & Paladin. As for the others, some are more easily True Neutral than others, e.g. the Bard & the Druid. There is no reason, however, why others cannot be so, and here is an example from each of the 9 available classes:
Barbarian
Grom (half-orc bbn) is an orphan. He travels the world, seeking to make his fortune through his greataxe. Partly due to his orcish heritage, he has a tendency to fly into bestial rages when thwarted in any way. Recognising that this aspect of his does not show to good advantage in urban areas, he has become an adventurer, exploring ruins and dangerous places where his barbarian abilities can be an asset. When travelling with others, he goes out of his way to behave somewhat consistently and in as genteel a manner as possible, trying to win the approval which is often denied him due to his racial heritage. His actions (when not raging) are usually mediated not by their moral implications, but by how they affect how his companions perceive him. This, combined with the fine line he draws between his raging barbarian self and the character he wishes to portray of being a valued and trustworthy companion, serves to make him a True Neutral, albeit a very dynamic and interesting one.
Bard
Alan (half-elf brd) is an itinerant member of the bardic college of Oakdale. Rarely staying at the college proper, he travels around the nearby areas, collecting tales and stories of adventure. Alan tends to join adventuring parties and accompany them in the hope of obtaining first-hand experience of new adventures, which he can turn into tales. In the party, he functions almost purely in a supporting role, aiding his companions in their endeavours, whatever they be, without leading them in any specific direction. Alan's role is purely to accompany and immortalise in verse and song, not to judge and moralise. In fact, the more outrageous the exploit or the adventure, the better for him. Whatever wealth he receives as his share is a bonus to him, but it is not his aim in any way. Neither is any fame which may come his way by virtue of his share in the party's deeds, since the only fame he wants is as a bard. Interested only in collecting more tales for his repertoire, Alan is True Neutral in approach and execution.
Cleric
Mago (human clr of Boccob) is a seeker after knowledge. Worshipping a distant and inscrutable deity, he is extremely self-reliant, depending on little divine guidance and support other than the spells he is granted daily. In keeping with his interest in finding the lost secrets of magic, he has chosen the domains of Magic & Knowledge. Mago is an adventurer because it gives him a chance of discovering great magical items, lost ages ago and buried in some forgotten treasure hoard. This interest is not the result of a desire for power gained by wielding powerful magic, but an insatiable curiosity about its nature and its workings. While Mago is neither an altruist, nor an overly selfish individual, he is willing to put himself through great pains to find a lost artifact, and may use somewhat (if only mildly) unsavoury ends to obtain such an item. This kind of morally neutral approach to his goals makes Mago a True Neutral, in keeping with the god he serves.
Druid
Tishar (human druid) is a young druid, recently having struck out on her own after years of apprenticeship. Born to a pair of druid parents, she has been raised to be a druid, with no thought of any other occupation. Surrounded by nature from her infancy, Tishar is wiser than her years, having inculcated many of the harsh lessons which Mother Nature has for her offspring. She has seen the various aspects of nature, whether kind & benevolent, or harsh & merciless. Tishar realises, better than many philosophers & sages, that it takes all kinds to make a world, and sincerely believes that all things (good & evil) have their place in the great game of existence. Realising that she lacks any exposure to life outside the purely rural (or wild), she adventures so as to learn more about the world around her, and the races which inhabit it. Since the aim of this sojourn is the finding of knowledge, Tishar tends to avoid making moral judgments about what she encounters. While not a hedonist in any way, she is extremely interested in new experiences, though she does react somewhat dispassionately to them. Her somewhat academic interest in all things makes Tishar a True Neutral in perception & deed.
Fighter
Conrade (human ftr) was born into a family of serfs. Having seen his parents toiling daily in the fields of their lord's manor, he swore that he would never end up in such a situation, and ran away from home at an early age. Strong and agile from childhood, he joined the local military. Although he quickly gained a great deal of combat experience, Conrade realised that he would never be rich enough this way to buy his parents' freedom, which he always planned to do. Becoming an adventurer, he searches for the one big haul, where he can gain enough money to obtain his intended end. Some of his companions see him as greedy & combat-hungry, without realising the reasons behind these traits. Unencumbered by moral constraints, Conrade remains focussed on his quest, thus achieving a True Neutral alignment.
Ranger
Rurik (dwarf rgr) is a caver, skilled at battle in the dwarven tunnels. Unlike his human & elven equivalents, who live and dwell in the wilderness above, he was trained to fight the enemies of dwarvenkind in caverns far from the sun. Originally a miner, Rurik was working on a newly-found seam when he & his team were ambushed by a band of goblins. Some of them were killed (including his best friend), while Rurik's left hand was severed. The resulting deformity and the loss of his friend bred a great hatred for all goblinoids, and Rurik became a caver, wielding axe and spike (he has one grafted to the stump of his left hand) in an unending campaign against his chosen enemies. In continuing this crusade, he has become an adventurer, specialising in dungeon-delving, where his skills are most useful. While he has a rough sense of fair play (since losing that would lower him to his enemies' level), Rurik believes that most actions are justifiable if used to defeat his enemies. This makes him a True Neutral, although tending somewhat towards chaos.
Rogue
Garret (halfling rog) is apparently the quintessential halfling, looking for the biggest haul possible. What many do not realise, however, is that Garret is not interested in wealth so much as in the thrill of the adventure. For Garret, entering a king's locked treasure room to steal a single gold piece is infinitely more satisfying than pickpocketing a half-blind old merchant of a pouch of rubies. In fact, he has often passed up perfectly simple opportunities to obtain great wealth, doing so simply because they were perfectly easy. One of his favourite tricks is to break into a building famous for its security, burgle it thoroughly, and distribute the stolen items all over the establishment, in places far from their original. Similarly, while adventuring, Garret's primary interest is in encountering greater challenges. If he picks a lock or disarms a trap, it is not so much to protect his comrades, but to see if he can. Garret is a True Neutral, seeking nothing other than the ultimate thrill & challenge.
Sorceror
Roywyn (gnome sor) was born into a gnome family cursed with the rare humourless gnome as its patriarch. Stern, unbending, and hopelessly serious, her grandfather ruled the roost with an iron (if somewhat small & chubby) fist. Roywyn had numerous run-ins with him, especially since she disagreed completely with his assertion that females should be subservient to males in all ways. Eventually, the disagreement between the two threatened to erupt, especially when Roywyn started discovering her latent sorcerous powers. Her parents quickly bundled her off to a distant aunt's house. This "upbringing" served to give her a chip on her shoulder, which she has not lost to this day. Currently she adventures for two reasons - to amass enough treasure to return home & rub it in her grandfather's face, and to prove to herself that she can do anything a male can, although even better. A strong streak of native caution wars against her constant desire to prove herself, and leads to some interesting actions on her part. Focussed more on an internal conflict than the external ones she & her companions find themselves in, Roywyn remains a True Neutral, albeit one quite capable of bubbling over at some time.
Wizard
Quarion (elven wiz) is the sort of elf who gives others a bad name. Supercilious, fastidious, intellectually (& otherwise) snobbish, & completely convinced of the superiority of all things elven, he is as irritating an elf as possible. The only reason his companions keep him around is due to his undoubted excellence as a mage. However, when they face his daily barrage of comments of how "any elf would …" do whatever they do better, & watch him scowling when he has to step in a puddle, many of them wonder why they put up with him. Nobody knows why it is that he chooses to adventure with them, & Quarion isn't saying. Although he is a deadly aid to them in combat, he is equally painful out of it. Completely self-absorbed, Quarion cares neither to help, nor to hurt, anyone he meets (except in self-defence, of course). Barely interested enough in the external world to interact with it, Quarion remains a True Neutral.
True Neutral character summation:
One of the most interesting things in playing a True Neutral character, as evidenced by some of the sample characters I’ve mentioned here, is the fact that many of them have an internal conflict. If a True Neutral character is so not due to a philosophical viewpoint (as few are), then it is likely that he is so because there are internal struggles which balance out lawful/chaotic & good/evil tendencies. Sometimes it is an extremely dynamic struggle, as in the case of Grom, the sample barbarian, who must reconcile his chaotic barbarian impulses & the consistent, reliable lawful side he wishes to project to his companions. And sometimes it can be a subtle one, such as in Tishar (sample druid), who must reconcile her great interest in the world with an unwillingness to either control or be controlled by it.
This conflict in True Neutral characters makes them useful for both player and DM. For any player interested in roleplaying and developing a “realistic” character, one with internal conflicts is far more interesting to develop than one whose conflicts are only external. And for a DM, internal conflicts are a wonderful hook to use in driving a campaign forward. Suppose a character like Mago has an opportunity to find a wondrous magical artifact, but at the cost of one of his companions’ lives. Will he, or won’t he? Not even the DM can truly say, but placing the player/character in such a situation is sure to drive the campaign forward, often in unexpected and rewarding directions.
Statutory Warning: True Neutral characters are quite difficult to roleplay, & shouldn’t be created if you expect to run a very roleplaying-light campaign. In such a campaign, they are sure to lack much motivation, and might very easily run afoul of alignment problems, at the least. In creating a True Neutral character, it is always better to pick a strong motivator of some kind (else why is he adventuring?), but one which leans neither towards good/evil, nor law/chaos. And after that, the campaign setting is your oyster. Have fun!
 

One more....

------------------------------------------------------------------------------------
RPing an elf

Assumptions:
One of the biggest problems with making suggestions about rp-ing an elf is the fact that any such suggestion involves certain assumptions about what exactly an elf is. Elves differ from campaign world to campaign world, and these differences colour how they are played in each. Hence, while elves in this article (in game mechanics, at least) are essentially the same as elves in most campaigns, some specific assumptions are being made about their history, nature, etc. Some of these assumptions (longevity, for example) will be common to most campaigns and some will not. Provided below are a list of assumptions and ways in which these might affect the elven race in general, and elven characters in particular. Major changes in these kinds of assumptions will lead to a very different race being depicted and played.
Longevity:
Elves are remarkably long-lived, and some even claim that they never die. Unlikely as that may be, it is true that one very rarely sees an elf die of old age. This is at least partly due to the custom of the Retreat (see below), but may also be simply because an elf living in a dangerous world stands little chance of surviving the number of centuries which would need to pass before old age could claim him.
This century-long lifespan plays a very important role in determining the somewhat unique manner in which elves view the world. To an elf, the passing of a week is the same as a day to a human. As a result, elves tend to be extremely patient, and place their emphasis on long-term goals much more than other races do. The elven love for nature and the world around them is based around this fact. Craftsmanship and created beauty appears transient (which is why literature and poetry - timeless as they are - are so popular to elves) and fades rapidly in contrast to the eternal glories of nature. Whereas a human will be able to appreciate only the most marginal changes in the landscape, an elf watches it over the centuries, as the land changes as gradually as he does. To an elf, his world and he are as one, changing and evolving at the same slow, deliberate speed.
For an elf, there is often an awareness that he will eventually spend centuries in a state of venerable old age. This drives some elves to a frenetic (to them) search for all kinds of pleasures and experiences. Luckily, this is often a transient phase and the pleasures sought are usually those of a physical and active kind, since there is no greater hedonist than an elven hedonist. This is one of the prime reasons why elves go adventuring, as a way to explore the world they love while they still can. This is also the reason why many elves tend to be dilettantes, picking up some skill at wizardry, before moving to the use of the sword, before learning to be an alchemist, and so on. Of course, an elven dilettante will spend some decades at one task, before moving to another. Even for the most dedicated of elves, mastery of a particular discipline may pall after a century or more, and it is not uncommon to see an exceptional warrior decide that he has reached the pinnacle of his craft, and decide to become an apprentice in some other field.
Although elves are interested in experiences of all kinds, the fact that they have centuries to experience these makes elves calm and phlegmatic about them. Whereas a newly adult human has less than a score of years of experiences to look back on, a similar elf has more than a century to look back on. He has seen and experienced so much that few things can amaze him. While his interest in his chosen field is no less, he is rarely as excitable about it as a human might be. In fact, an elf will often be ironical and even humorous about his own expertise in a given area, since he is aware of exactly how little of all experience he is dealing with.
The possibility of a near-millennial lifespan makes elves particularly wary of death. To an elf, a human who is killed at the age of 50 loses (at most) half a century. But an elf slain at the age of 200 loses half a millennia of possible life. This constant awareness of both mortality and the value of what it claims is found especially in elves in dangerous professions (such as adventuring). They tend to be careful about placing themselves in danger unnecessarily, which is why many elven warriors prefer to use the longbow, and often pick up some proficiency in magic, which may be used at a distance. Of course, when it is necessary, many an elf will launch himself at his opponent, longsword in hand, with gay abandon, seemingly confident that his near-invulnerability to age somehow translates to protection from other causes of death. Similarly, elves tend to fear disease of all kinds, since these may eventually lead to centuries of suffering.
Elven friendships and relationships are usually embarked upon after very careful thought, since these will be associations which may last for centuries. With other races, even more deliberation is needed, since the friend is almost certain to die before the elf does. And this is even more so in the case of lovers, since if one does not wish to see a friend grow old and die, how much less will one want to see the same for one's beloved? As a result of this, elven friendship (and enmity) is everlasting, sometimes extending beyond the original friend to his descendants. It is not unusual to hear of an elf being a great friend of a human, whose grandfather he first befriended. In rare cases, this leads to an elf constantly picking up and discarding non-elf friends and lovers, since he knows that there is always time to find more to replace them.
In short, the length of their years gives elves a unique attitude to life in general. A human poet once said, "if we had world enough and time…". Unlike most species, the elves do. This allows elves to act at least somewhat freely of the constraints of time, while it simultaneously makes them completely and constantly aware of its power. Almost everything that is truly elven may be connected back to the influence of time on them.

Trance:
Elves do not sleep. Instead, they have a period of about four hours daily, during which they enter a trancelike state and meditate. This trance refreshes them as a good night's sleep does a human. During the trance, an elf relives memories of his life, as well as certain deep-seated racial memories. This revision is partly involuntary and partly under conscious control, and it is the rarest of elves who can pick and choose exactly what to see during a trance. This constant replaying is necessary due to the elven lifespan, since it serves to reinforce memories and knowledge which the elf might otherwise forget.
The trance serves to define the elven race in many ways, both physical and mental. Since elves do not truly sleep, they gain an immunity to sleep-related magic effects. The reviewing of memories from one's own life serves to strengthen the elven sense of the self, which is already reinforced by the length of their lifespans. Hence, elves are naturally resistant to mental control and enchantments which might force them to act contrary to their nature.
The existence of the trance also mediates the elven emphasis on the necessity for pleasure and joy. Since one must replay the events of one's life on a daily basis, only a fool would fill that life with other than the most pleasant of emotions and thoughts. This also explains why elves who focus on a single emotion can quickly be consumed by it. An angry elf will continuously replay the event which contributed to the anger, until it becomes his sole and driving passion. Similarly, a contented elf will be even more so, due to his constant reviewing of the reasons and events which make him so.
The trance also contributes simultaneously to the elven sense of individuality and community. As stated, the daily reviewing of one's life experiences serves to strengthen an individual elf's nature. However, since the trance also includes visions and experiences from the elven racial memory, it reinforces the elf's sense of belonging and community. An elf separated from his race remains internally in contact with them through the trance, and this is why many elves are happy to live solitary lives in lands far from their brethren. Their lifespan gives them time to return when they wish, and for the time being, the trance regularly renews their sense of elfhood.
The elven trance is unique to the species, and serves to separate them further from the other humanoid races. While humans, dwarves, etc. all fall asleep at night, going wherever their dreams (or nightmares) may take them, an elf walks back down the long paths of his life and those of his ancestors, finding sustenance and support within himself in a way no other species can truly understand.

The Retreat:
Another elven phenomenon which is fairly unique is that of the Retreat (a term applying both to a particular place and the act of travelling to it). Aged elves (and some younger ones) periodically pass into a realm which is forbidden to the non-elven, to pass their final decades there. Some sages claim that this realm is a non-physical one, but it appears likely that it is set somewhere far in the ocean, since rumors speak of elven ships bearing such passengers passing into the great ocean, never to return again. The Retreat appears to be a purely elven kingdom, whose denizens exist in perfect peace, security and harmony - or so say the legends.
The existence of the Retreat serves various purposes, and has numerous connected influences on the elven race. Every elf is aware of the fact that he has the option of turning away from the troubles of the world, and travelling to a realm which is the epitome of all that is elven. In many ways, this is tantamount to a human knowing that the paradise of his faith actually exists, and is physically attainable by him while alive. This makes the prospect of an early death even more unpalatable for an elf, since he not only loses the opportunity to live out the centuries he could otherwise, but the chance to do so in the happiest and best of circumstances. With the fears of decrepitude and loneliness in old age being non-existent, the prospect of old age becomes much more desirable to the elves than to most other races.
The option of the Retreat also adds to the elven trait of simultaneously feeling a part of and separated from the rest of the world. The knowledge that they will eventually leave the land which they now inhabit serves to make some elves distance themselves from their surroundings, seeing the world they know as only a framework which they must change. Others choose to immerse themselves even more strongly in every aspect of the world (especially the natural), seeking to imbibe it in every way so that they never forget it, and have a store of memories to forever revisit through the elven trance. Some of the latter go so far as to eschew the Retreat, preferring to live out their days in the world they know. These elves are often wanderers (such as adventurers) and dwell in non-elven lands, since they have already begun to break with elven tradition and life.
It appears likely that eventually nearly all elves will pass over to the land of the Retreat, and those who remain will slowly die out, partly due to their low birthrate and because many of those who choose to remain do take human spouses. This knowledge too adds to the elven sense of the gradual decline of their race (see History), and gives them a strange combined sense of racial mortality and individual longevity. Perhaps the reason elves take so much pleasure in the world and its wonders is the fact that they know that some day they will no longer be part of it.

History:
Elven history claims that there was an Age of the Elves, when mighty elven kingdoms spread across the world, between the Age of Dragons and the Rise of Man (which continues to the present day). That was the high-tide of the elven race, when they held sway over most of the planet, made great alliances (and fought wars) with the dwarves, fought back the evil creatures which proliferated across the world, and watched in wonder, amusement, and eventual dismay and then resignation as the race of humans rose to control the world.
While it is possible that the elves over-emphasise their position during the period mentioned, there is little disputing that many powerful elven kingdoms did once flourish before the first large human realms had been formed. The reasons for their fall are manifold. The fact that they were rarely united cohesively, preferring to exist in loose alliances at best, when convenient; their role as the primary bastion against (and hence, focus for) the depredations of the dragons, giants, orcs and goblinoid races; the low birthrate of the elven race; the failure of alliances between elves and dwarves; and last, but most important, the lightning-like rise of the human race. The fact remains that just as the mighty dwarven kingdoms fought and fell in subterranean wars against overwhelming odds, so too did nearly all of the elven kingdoms eventually fall to the humanoid armies they had held back for millenia, falling into ruin even as they broke the opposing orc and hobgoblin nations (in some ways setting the stage for the rise of humanity). Abandoning their once-mighty empires, the elves retreated to the wilderness and the forests which they love, and remain there to this day.
This knowledge of their fallen status remains with all elves, and the racial memories of the trance make sure it is never forgotten. Few elves will argue that their art, music or other crafts are any comparison with that which once existed. This nostalgia for days which they regard as no longer unachievable leads to a streak of fatalism in many elves, although it is rarely as strong as in the dwarves. An urge to achieve the best that one can, in an effort to recapture lost elven glories, and a simultaneous belief that this is in no way possible, wars in the minds of many elves. This further reinforces the common sense of themselves as a race whose best is behind them, and is one of the greatest factors in the rare melancholy which can grip and sometimes even slay an elf. Combined with the existence of the Retreat, elven history is perhaps one of the strongest deterrents to any possibility of the elven race achieving true greatness again in the affairs of the world. Ironically, the longest-lived of humanoid races seems likely to be one of the earliest to withdraw itself (which it has in some ways already, at least philosophically, done) from the daily struggle for survival which consumes most races.
 


Darklance said:
My group loved your elf, alignment, and paladin essays and they really helped them out RP wise. You've had a good while off now so its back to work! I really don't care WHAT you write on as long as you do it. Take your pick. And if by some cruel twist of fate I got my names mixed up I humbly submit myself for a smack on the head.:)

Thanks, we really appreciate it.

Aw, damn - they tracked me down! And here I was enjoying my break ;) Seriously, it's been a busy year, what with returning to the US, joining the Ph.D. program of Temple U. in Philly, teaching, etc. But I'll be back in India for 3 months over the summer, which'll give me time to do some more writing. To tide you over until then, here's another one on Creating Effective Villains (also up at The Dungeon Dimension with my other essays). Enjoy!

Creating Effective Villains:

Introduction:
Something which is a given for any DM in a D&D game is the job of running the PCs’ opponents. Since most parties are of a good, or at least neutral nature, this means that when the DM has to run their opponents, he is often running villainous characters. This article is an exploration of a few ways in which a DM can create an effective villain, i.e. one who will function as a worthy opponent for the PCs, and who they will gain great satisfaction in defeating. For the purposes of this article, a villain is a (at least somewhat) long-term opponent. While some of the ideas discussed here can be used with short-term opponents, most of them require too much effort to be appropriate for a one-off encounter, as opposed to the creation of the long-term Uber-villain, who can be a thorn in the PCs’ sides for a long time. After making a list of some aspects of an effective villain, I will create a sample villain, as an example of how these aspects can be put together into a complete unit.

Motivation/Aim:
The first step in creating a villain is to decide why he is a villain. In short, what is his motivation? While seeming a simple enough decision to make, the choice of motivation controls many other factors. For example, how & why the villain will interact with the PCs is dependent largely upon his motivation. In making the choice, one can range from the largest (the standard “world domination”, a la Sauron in LOTR) to the smallest (doing a robbery, perhaps) of motivations. It is probably best to pick one of intermediate level, where the PCs will be powerful enough to thwart the villain’s plans on their own (without needing powerful NPCs to help, which is a big no-no), but large enough where they will feel it is an important task (& so hopefully not ignore it & waltz off after the nearest dragon’s hoard, leaving you with an unemployed villain on your hands). Assuming you are planning to use the villain in an extended fashion, it is also preferable to pick one which is long-term, or at least unlikely to be defeated by the PCs in a single attempt (or vice versa). This gives you the opportunity to allow both villains & PCs to recover from setbacks & get back into the ring, so to speak, thus ending up as thorns in each others’ respective sides.

Alignment/Class /Race:
However much alignment is decried as a primitive holdover from 1st Edition, there is little denying the fact that it is one of the most useful indicators for a DM of how the PCs’ opponents will act. This holds equally true for your major villains. And this too is at least somewhat dependent on your villain’s motivations & aims. The same is also true for your villain’s race & class. Depending on what it is that you see your villain doing, there are some combinations which make more sense than others. Is your villain a merchant in a human town, who hopes to gain power by discrediting the nobility & becoming head of the merchants’ guild at the same time? In that case, a neutral evil human or half-elf rogue is much more likely a candidate for the role than a chaotic neutral dwarf fighter, for example. Or a lawful evil human sorceror, maybe? As soon as you have decided on your villain’s race, class & alignment, you have a good deal of your work done for you, especially as regards the ways in which your villain will react to minor actions on the PCs’ parts. Note that one of the more interesting avenues open to you is to have a non-evil villain. It is quite possible to have a neutral or even good character, whose ends and means conflict with those of the PCs, thus making him an antagonist of theirs. This actually helps in a number of ways, ranging from as mundane as the character not being perceptible to a paladin’s detect evil ability, to the fact that it vastly increases the potential options (& problems) for the PCs in dealing with the given villain. After all, there’s nothing like coming up against a paladin with an opposing agenda to give a predominantly chaotic good group of would-be heroes a headache.

Three-Dimensionalism:
One of the biggest (& easiest) mistakes which DMs can make in designing & playing a villain is producing just one more cookie-cutter opponent for the PCs. Producing memorable villains requires creating ones which do not appear to have been made at the All-Purpose Evil NPCs ™ factory. Avoiding standard “villainous” cliches is a good idea, for one. Evil laughter, long-winded explanations & last-minute gloating, etc. have been used so often in all kinds of popular media that their appearance invariably leads to humour of some kind. If that’s what you want, then use the standard cliches by all means, but if not, try to avoid producing monocled villains who carry white pussycats around with them. It is also worth remembering that being a villain is not necessarily a 24 hour job. A villain doesn’t spend every waking hour plotting evil deeds, & becomes much more realistic if he has some redeeming, or at least harmless & innocuous, aspects. Hitler, who most people would regard as a real-world villain, was also very fond of animals, children, painting, & listening to classical music. Providing your NPC villain with similar traits will serve to underline the depths of the actions which actually are evil, simply by contrast. A villain who leaves his torture chamber to share a fine dinner & weeps while watching a tragedy afterwards, is a far more realistic & interesting character than one whose hobby is collecting his enemies’ skulls. And especially so, if you want the PCs to only gradually discover what the villain’s true nature is.

Power:
It is always a good idea to scale your villain’s power level to that of the party. This is extremely important in the case of long-term villains, & requires treading a fine line, so that the finished character is one who will neither overwhelm the party (which would raise the question of why he didn’t at his first chance), nor be easily beaten & captured by them. Naturally, this also requires consideration of the presence (or not) of any henchmen & followers, and their respective power levels too. Note that the details about the villain’s motivations, power level, and his alignment/class /race will control his manner of interaction with the party. A Lawful Evil human wizard level 6 with a number of fighter henchmen of nearly the same level will behave very differently to a Neutral Evil half-elf bard level 10 with no supporters. And this too will be mediated by the power level & nature of the party itself. A good rule of thumb is to keep the villain powerful enough to give the party a decent struggle alone, but not enough to beat them without support.

Life & Growth:
Not just villains, but all NPCs in a campaign, should have some kind of a life apart from their interactions with the PCs. A truly three-dimensional & realistic villain will have interests, agendas & concerns which the party will not intersect with. Naturally, there must be some area (& presumably an important one) where their respective desires interact & conflict, but there should also be considerable divergence. A truly long-term villain is one whom the party can battle (without winning or losing convincingly), move on to other concerns, & return to battle again & again. One fairly mechanical advantage to such a villain is that his power can grow & keep pace with the party’s, so that he can always be a worthy opponent, whether they are at 5th level or 15th. A good way of ensuring such growth is by deciding on a motivation for the villain which is obtainable through various means. Hence, if the party encounters the villain & thwarts one of his plans, he only retreats & regroups, to return later. By which time he will be stronger & more dangerous, just as the PCs will have become in the meantime. Creating a truly three-dimensional villain also works to achieve this end, since he is sure to have various interests & aims which the PCs should have no contact with, or even interest in.

Distinctive Features (Strengths/Weaknesses/Quirks):
In order for a villain (or any NPC, for that matter) to be truly memorable, the PCs should be able to recall him as an individual, apart from his deeds. One of the easiest ways to attain this end is by providing the character with one or more strengths, weaknesses & quirks. Nothing makes a character easier to recall than a distinctive feature, & this also serves to separate him from all the other characters whom your PCs encounter. At the same time, if used creatively, it may serve to make the villain more three-dimensional & affect his interaction with the party. After all, having a powerful villain with a specific strength or weakness allows your PCs one more avenue to consider when dealing with him. It is also possible to have strengths which can become weaknesses, & vice versa. Consider a character who is very attached to his sister. This little trait can be exploited by the PCs, if they so wish, & if something goes wrong (as they always do), can be used by the DM as a rationale for the villain’s single-minded pursuit of the PCs for revenge. One thing to remember here is not to get carried away in “fleshing out” a particular villain. If every minor noble your PCs encounter at court is described as “Lord or Lady so-&-so”, & you suddenly drop in one with a four page description, even the most obtuse of players will catch onto the fact that there is something special about this NPC. A little subtlety goes a long way when making your villain distinctive, & it is probably a good idea to let the PCs only gradually get to discover important traits about him.

Interaction:
One of the last (or possibly first) things to consider in putting together any good villain is exactly how you want him to interact with your PCs, both quantitatively & qualitatively. The degree & manner of interaction will govern many aspects of the character, & especially how much of it the PCs need to be aware of at various points. A “boss”-type villain, who will appear to the PCs only in a climactic encounter, needs almost no fleshing out except for stats & whatever information the PCs are likely to gain through investigation, divination magic, etc. On the other hand, a character who the PCs will encounter for some time before realising his villainous role, is one who needs a lot more detailed depiction, with combat statistics being less important. The level & type of interaction is affected to a great extent by the villain’s motivations. As stated before, it is useful to have these be such as to naturally intersect (& conflict) with those of the PCs. While avoiding any sense of railroading your players, it is possible to create the sort of villain whom their PCs will automatically wish to combat, for whatever reasons may be appropriate to the given party. If this is the sort of villain whom the PCs will combat on numerous occasions, especially if these are spread across a considerable time, some sense of growth is probably recommended, both as a character and as regards his statistics & levels. It is also a good idea to provide your villain with a broad agenda, which can interact with that of the PCs’ on may levels.

Sample Villain:
All of the above are just a few aspects which go into creating effective villains. As a sample example of one such villain, consider the following villain, Lord Roric of Dupell…

Situation: The heroes (a standard group of five PCs of 5th level each) are only one of numerous adventuring parties who are licensed to operate in the kingdom of Dupell. Lord Roric, a retired half-elf adventurer, is in charge of issuing these licenses, keeping track of the activities of the parties, taxing them, etc. Unknown to the PCs, who have met Roric on more than one official occasion, he is more than he seems, & has a hidden agenda.

Motivation/Aim: Roric has a specific grievance against the reigning rulers of Dupell. While he does have some royal blood, he was shunted aside from any major position at court due to his half-elven heritage. His human mother was literally exiled from her family at court & died young (of sorrow, or so Roric believes). Although Roric has proved both his mettle & abilities as an adventurer & afterwards, he was only provided with this position, while he is admittedly deserving of much better treatment. Roric has some very specific plans for the future. He wishes to use his contacts among the local adventuring parties to build up a core of supporters. He does this by aiding parties loyal to him (or disaffected with the Crown), & seeing that parties which contain staunch supporters of the royalty fall into disfavour. He also obtains magic items from these parties & stockpiles them, in hopes of building a stockpile of magical weapons & the like. Lastly, he tries to aid other half-elves in the kingdom, both by improving their lot in general if possible, & by individual acts of charity.

Alignment/Class /Race: As a half-elf ex-adventurer, Roric can be of any class, but it seems most likely that he is a fighter (rogue, sorceror, or wizard are other possibilities). He is currently of a Neutral alignment, since he is neither good, nor overtly evil, but is slowly leaning towards a Neutral Evil alignment due to his recent actions. This makes him less of a dyed-in-the-wool villain than the PCs are used to, & may cause them various kinds of problems in dealing with him

Three-Dimensionalism: The description of Roric’s motivation already show him to be a multifaceted character. Despite being a villain, his aims are not clearly evil. While some of his actions are deceitful & may lead to evil ends, others are laudable, especially his kindness towards other half-elves. His aim is not power, but the redressal of what he views as a distinct wrong done to both him & his kind. He sees the rulers of Dupell as more than a little racist, and definitely lacking in charity and broad-mindedness. All of these aspects go into making Roric a realistic character, rather than the one-dimensional bloody-minded villain one encounters so often in D&D games.

Power: As an opponent for a 5th level group, Roric should not be much higher than 6th or so himself. His primary power lies in his position, rather than his individual abilities. This makes him an interesting opponent, since he is not the sort of villain the PCs can afford to openly antagonise or accuse without definite proof of wrongdoing. And direct physical violence is definitely not an option for the time being. Assuming the PCs take a long time in realising Roric’s true agenda, he may grow in his abilities, & if not so, definitely do so with regards to his position as a noble, in the number of his supporters, & in his store of magic items.

Life & Growth: Roric’s agenda is a long-term one, & may take a long time to develop, let alone come close to fruition. This provides him with a chance to grow & develop as a character. Besides changes in level & statistics, it is also possible that Roric may change in his aims & intent. Since his motivation is not an emotional one (greed or lust, for example), but an intellectual one (since he thinks he is redressing a wrong), it is possible for him to consider that his agenda is doubtful, if not completely wrong. In fact, the PCs may actually serve to bring about this realisation to Roric, depending on the manner of their interaction with him.

Distinctive Features (Strengths/Weaknesses/Quirks): Like many characters, Roric’s strength & weakness spring from the same source. His belief in the rightness of his cause is what impels him to continue with it, and as a result, if he is convinced that he is wrong, it is possible that he may give it up. Other strengths and weaknesses can be chosen from various sources, one of which is his statistics. If he has a high Charisma & low Wisdom, for example, he may be a smooth & persuasive talker who is impulsive in nature. Other such combinations of strengths & weaknesses (& quirks) can be chosen so as to flesh out the character.

Interaction: Roric’s agenda is one which can allow the PCs to interact with him in many ways. As the noble in charge of adventuring parties, he is sure to have some contact with them. Besides this, he may be interested in finding out the depth of their loyalty to the Crown, he may send them in search of some powerful magic item & may try divesting them of it if they are successful, he may have discredited another adventuring company which included friends of theirs, etc. The possibilities are endless. Similarly, there are many ways in which they may interact with him after learning something of his hidden agenda. They may try to find proof of his wrongdoing, convince him that he is wrong, take him on in direct physical confrontation, etc.
 

Remove ads

Top