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Book of Exalted Deeds

Book of Exalted Deeds

Book of Exalted Deeds

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CHAPTER 1:THE NATUREOF GOOD10ing their land for its natural resources. Violence against evil isacceptable when it is directed at stopping or preventing evil actsfrom being done.The third consideration is one <strong>of</strong> discrimination. Violencecannot be considered good when it is directed against noncombatants(including children and the females <strong>of</strong> at least someraces and cultures). Placing a fireball so that its area includes orcwomen and children as well as warriors and barbarians is evil,since the noncombatant orcs are not a threat and are comparativelydefenseless.Finally, the means <strong>of</strong> violence must be as good as the intentionsbehind it. The use <strong>of</strong> evil spells, obviously, is not good evenwhen the target is evil. Likewise, the use <strong>of</strong> torture or otherpractices that inflict undue suffering upon the victims goesbeyond the pale <strong>of</strong> what can be considered good.Within these limits, violence in the name <strong>of</strong> good is anacceptable practice in the D&D universe.RELATIONSHIPSImplicit in D&D’s definition <strong>of</strong> good—altruism, respect for life,and making sacrifices for the sake <strong>of</strong> others—is a sense thatgood is about maintaining a certain quality <strong>of</strong> relationship withothers. A good character’s relationships with other charactersshould be built on a mutual respect for one another, whetherthat relationship involves the companionship <strong>of</strong> an adventuringparty or the intimacy <strong>of</strong> a marriage.There is nothing inherently evil about human (or humanoid)sexuality, and being a good character doesn’t necessarily meanremaining a virgin. Certain religions and cultures in the D&Duniverse encourage or at least condone some people takingvows <strong>of</strong> chastity, but these are similar to vows <strong>of</strong> poverty or abstinence—rootedin the belief that giving up the enjoyment <strong>of</strong> agood and natural thing can have positive spiritual benefits, notderived from an attitude that sex is evil. However, a good characteris bound to realize that sexuality is laden with traditions <strong>of</strong>exploitation and abuse, an area <strong>of</strong> interpersonal relationshipswhere power dynamics are <strong>of</strong>ten manifested in unfortunate—really, evil—ways. A good character is not opposed to sex inprinciple, but will not condone exploitative or coercive relationshipssuch as prostitution, the use <strong>of</strong> slaves for sex, or sexualcontact with children or others without the power to enterfreely and willingly into a relationship <strong>of</strong> mutual respect.Also within the context <strong>of</strong> respectful relationships, goodcharacters exercise caution in the use <strong>of</strong> compulsion magic t<strong>of</strong>orce others’ behavior. Spells such as dominate person, geas, andsuggestion allow a caster to control another person, robbing thatperson <strong>of</strong> free will. This may not be an inherently evil act, but itcertainly carries a tremendous ethical responsibility. Forcinganyone to commit an evil act, <strong>of</strong> course, is evil. Furthermore, acreature under compulsion should be treated the same as a helplessprisoner, since that creature no longer poses a threat, at leastfor the duration <strong>of</strong> the spell. Once an enemy is dominated, forexample, he should not be killed, but shown mercy and treatedthe same as a prisoner who had willingly surrendered. (Thesame holds true for charmed and compelled creatures.)Perhaps the most important area <strong>of</strong> relationships for playercharacters involves a character’s interactions with the othermembers <strong>of</strong> the party. A good character respects the othercharacters, treats them fairly, and values their lives as highly ashis own. That said, he is within his rights to expect the sametreatment from them. Neutral characters are <strong>of</strong>ten joined toadventuring parties through bonds <strong>of</strong> friendship and loyaltyto the other characters, and a good character respects thosebonds and can trust a friend, even one who is not also good.Evil characters, however, typically join adventuring parties forpurely selfish reasons. Paladins, <strong>of</strong> course, are prohibited fromassociating with evil characters, but other exalted PCs shouldalso steer clear <strong>of</strong> evil companions, unless the evil characteris attempting to reform herself and making progress towardneutrality at least.Good characters in parties that also include neutral characterscarry a weighty burden <strong>of</strong> responsibility. They should serveas examples <strong>of</strong> the good life, demonstrating the virtue and therewards <strong>of</strong> following the righteous path. They must steer theirneutral companions away from evil deeds, and ought to encouragethem toward goodness, as gently or as bluntly as the individualcase requires. Good characters can be guilty byassociation with neutral characters who commit evil deeds, andsimply turning a blind eye to the questionable acts <strong>of</strong> their companionsis not an acceptable option.This important prohibition can cause a great deal <strong>of</strong> frictionwithin an adventuring party. Some players build their characterson the idea <strong>of</strong> being roguish, unsavory, perhaps a littlebrutal. If the paladin in the party is constantly getting in the way<strong>of</strong> that character’s approach to things, everyone’s enjoyment <strong>of</strong>the game is at risk. Many <strong>of</strong> these problems can be eliminated atthe outset by working to achieve a consensus among the playersregarding what kind <strong>of</strong> game you are going to play. That doesn’tmean that everyone needs to agree to play good characters andstick to the straight and narrow, but players who want to playneutral characters need to know up front what they’re gettinginto, and the whole group needs to decide to what extent ethicaldebate is going to be a part <strong>of</strong> every game session. If everyone’shappy with the paladin and the rogue constantly being at crosspurposes,and the group decides to make that a central part <strong>of</strong>the roleplaying experience, that’s fine—as long as the playerstreat each other with respect and the characters don’t split theparty into two warring factions.DIVIDED LOYALTIESFor better or for worse, a paladin is not just good: she is lawfulgood, sworn not just to uphold the principles <strong>of</strong> good but alsobound by a code <strong>of</strong> conduct, and subject to local law as well.Many paladins are also members <strong>of</strong> a specific deity’s church, aknightly order <strong>of</strong> some sort, or both. At the best <strong>of</strong> times, thesevarious loyalties—her code <strong>of</strong> conduct, her church’s laws, herorder’s demands, the laws <strong>of</strong> her nation, and the abstraction <strong>of</strong>her alignment—are all in harmony, and her path is clear beforeher. When circumstances are not so ideal, she finds herself tornbetween conflicting demands: her superior in her knightlyorder commands her to kill a brutal murderer who has escapedpunishment in court on a legal technicality, for example. Herpersonal code requires that she punish those that harm innocents,and this killer certainly falls in that category. However,her personal code also instructs her to respect legitimate authority,which includes both her knightly superior and the local lawthat has let the killer go free. The demands <strong>of</strong> her good alignmentsuggest she should punish the wrongdoer, but the

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