Alignment

Classic 9-Square System
The Traditional DnD Alignment system is built upon a graph consisting of 3 rows and 3 columns (9 squares). Although this is generally applicable to any character, the terms it operates on (Good/Bad;Lawful/Evil) are fairly vague, resulting in 9 choices which can sometimes be slightly nonspecific. In a result to remedy this, as well as to better define variables which reflect the cultures of Auron, a new system for alignment was created.

Alignment Compass
The new system for alignment is built upon a more dynamic base - The Alignment Compass. Although the square is divided into 9 sections, it is recommended that you make a more precise, visual identification of your character's placement on the compass if possible. This allows you and your DM to have a more specified guide to your player's alignment, and also allows more smooth character arc changes; your adjustments in alignment can be more subtle over time as opposed to drastic jumps utilized by the classic 9-square system.

On the Alignment Compass, you place a point based on a vertical and horizontal value. Here is a guide to these axis:

Altruism: As your character is more Altruistic, your placement on the compass moves up on the vertical axis. An altruistic character is selfless, doing their best to help those in need, regardless of the reward - or absence thereof. You tend to try not to harm others, heavily valuing their happiness, as much or even more than you do your own.

Egoism: As your character is more Egoistic, your placement on the compass moves down on the vertical axis. An egoistic character is selfish, only helping others if you believe you have personal gain in doing so. Although you may not be evil, you value your own being and happiness leagues more than anyone else's, if you value theirs at all.

Reason: As your character is more Reasonable, your placement on the compass moves left on the horizontal axis. A reasonable character bases their actions and choices on their logical thinking. You are consistently tactile, and have flaws in the fact that you often overthink things, sometimes taking too long to act.

Passion: As your character is more Passionate, your placement on the compass moves right on the horizontal axis. A passionate character bases their actions and choices on their emotions and feelings. You are quick to act, and are driven by your devotion. Sometimes a bit too quick, not fully thinking things through.

True: "True Reason, True Altering, & True Passion" are terms for those who are fairly neutral on the vertical axis. These characters are not particularly altruistic or egoistic, and put more of an emphasis on their horizontal axis influence.

Altering: "Altruistic Altering, True Altering, & Egoistic Altering" are terms for those who are fairly neutral on the horizontal axis. These characters are not particularly guided by reason or passion, and put more of an emphasis on their vertical axis influence.

The Compass & The 9 Divisions
This section provides a visual example of the Alignment Compass. First is the Dynamic compass, allowing you to place a free-form coordinate point which you best think reflects the ideals of your character. This is the recommended method of choosing an alignment, as it is more precise than the 9-square system. (See Right)

The 9-square system serves as a grid which can be laid over the Alignment compass, effectively giving you a title you can use to quickly summarize your alignment to other players - Only you and your DM really benefit from the Dynamic Compass. Alternatively, the 9-square system can be used in disregard of the Dynamic Compass, as you would use the traditional alignment system. Pictured is the converted 9-square system. (See Left)