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In Dungeons & Dragons and similar role-playing games, alignment refers to the moral perspective of the player characters and non-player characters in the game.

The canonical system derived from Dungeons & Dragons creates a two-dimensional grid, one of which measures a continuum between good and evil, and the other between law and chaos. Those characters that fall on one of the extremes are "good" or "evil", "lawful" or "chaotic"; in addition, there is a middle ground of "neutrality" on both axes, describing characters that are indifferent or conflicted aboutgood or evil, law or chaos. Other gaming systems may use variations on these rules, ignore either the law and chaos axis or the good and evil axis, or devise a different system entirely.

Certain character classes are restricted in the sorts of alignment they can take. A paladin traditionally must be of lawful good alignment; thieves are seldom lawful in alignment. Clerics must typically uphold the alignments favoured by their gods. Druids must be neutral in their allegiances. These restrictions have been somewhat relaxed in the third edition of the game; still, a dungeon master may penalize a player character who acts in marked variance from his declared alignment, or may shift the character's alignment to match his actual behaviour.

There are thus nine separate alignment pigeonholes into which characters can fall:

Table of contents
1 Lawful Good
2 Neutral Good
3 Chaotic Good
4 Lawful Neutral
5 Neutral
6 Chaotic Neutral
7 Lawful Evil
8 Neutral Evil
9 Chaotic Evil

Lawful Good


Lawful good characters uphold society and its laws, believing that these laws work for the good and prosperity of all. They are both honest and benevolent.

Neutral Good


Neutral good characters will obey the laws, or break them when they see a need to serve a greater good by them, but are not bound strongly to a social system or order.

Chaotic Good


Chaotic good characters are kindly and benevolent, but are strong individualists hostile to the claims of rules, regulations, and social order.

Lawful Neutral


Lawful neutral characters uphold existing governments or institutions, be they benevolent and democratic or despotic and tyrannical. The benefits of organization outweigh any moral questions raised by the actions of rulers.



True neutral characters believe in balance, and seek to avoid having any one side, law or chaos, good or evil, become too powerful. They tend to side with the underdog in any situation.

Chaotic Neutral

"Free Spirit"

Chaotic neutral characters deny the benefits of order in all things, including their own actions. They are free to follow whatever whims they have, be they benevolent or malicious.

Lawful Evil


Lawful evil characters use society and its laws for selfish advantage. They support law because they hope to become rich and powerful and benefit from laws that defend their wealth and power. They are very cautious about giving their word unless a bargain is clearly in their favour.

Neutral Evil


Neutral evil characters are egotists who are out for their own advancement, and will manipulate laws, or break them, depending on which way advantage lies.

Chaotic Evil


Chaotic evil characters inhabit a moral free-for-all where might makes right, and the strong are free to exploit the weak by any means available. Capable of anything, it is impossible to bind them to any organization except by fear of brute force.