CHAPTER 1:THE NATUREOF GOOD6others without reward or even thanks is part <strong>of</strong> a good character’sdaily work.So who are these “others” a good character is supposed tohelp? Again, the “good is not necessarily stupid” rule comes intoplay. Obviously, a good character is not required by her alignmentto help evil characters or those who are working at crosspurposesto a good character’s own goals. However, altruism<strong>of</strong>ten blends into mercy in situations where a villain asks forquarter and aid (see Mercy below). In any case, altruism is temperedby respect for life and concern for the dignity <strong>of</strong> sentientbeings, and good characters balance their desire to help otherswith their desire to promote goodness and life.CHARITYOne specific aspect <strong>of</strong> helping others is charity: providing materialassistance to those in need, particularly those whose situation inlife robs them <strong>of</strong> pride and respect. Offering food to the hungry,clothes to the naked, lodging to the homeless, care for orphansand widows, and hope to the hopeless are among the simplest andyet most pr<strong>of</strong>ound <strong>of</strong> good deeds. Good characters <strong>of</strong>fer this sort <strong>of</strong>assistance to needy people without regard for their moral characterand with the utmost concern for their dignity.The idea that creatures too weak to better themselves deservetheir low position is a hallmark <strong>of</strong> evil dogma. Good charactersreject this notion completely, recognizing that most poor andneedy people are the victims <strong>of</strong> circumstance, not <strong>of</strong> their ownweakness or failings.HEALINGHealing wounds, removing disease, and neutralizing poison area concrete embodiment <strong>of</strong> a good character’s respect for life.These deeds are not inherently good, since they can be performedselfishly or in the interests <strong>of</strong> evil. Even so, healing magicinvolves positive energy, which is closely linked to holy power.Many good characters devote their lives to healing as anexpression <strong>of</strong> their morality. Pelor is a god <strong>of</strong> healing, and hisclerics with the Healing domain make it their mission to sharePelor’s beneficence with others through healing. Even paladins,whose mission is primarily to smite evildoers, have the innateability to heal wounds and remove disease as a reflection <strong>of</strong> theirpure goodness. A character devoted to healing views the powerto heal as a gift <strong>of</strong> celestial powers and is generally careful neverto use that gift in a way that would cheapen or taint it—by healingevil characters, for example. On the other hand, some viewhealing as a means <strong>of</strong> grace, believing that every cure lightwounds cast on a blackguard cannot help but lead the villaincloser to repentance and redemption.PERSONAL SACRIFICEA good character doesn’t just help others or fight evil when it’sconvenient for him to do so. Even the most generous altruism,when it comes without sacrifice or even serves one’s own selfinterest,is neutral at best. A character committed to the cause <strong>of</strong>good champions that cause in any circumstance, <strong>of</strong>ten at greatpersonal risk or cost.Forfeiting any claim on a reward for one’s deeds is a simpleform <strong>of</strong> sacrifice touched upon in the previous section. Voluntarilydonating money, goods, or even magic items to a temple,charitable institution (an orphanage or aid society), or otherorganization is another financial sacrifice <strong>of</strong>ten practiced bygood characters. Exceptionally virtuous characters might swearsacred vows, forever sacrificing the enjoyment <strong>of</strong> some worldlypleasure—alcohol or stimulants, sex, or material possessions—or course <strong>of</strong> action, including violence. True heroes <strong>of</strong> righteousness,all too <strong>of</strong>ten, sacrifice their own lives to save the lives<strong>of</strong> others.WORSHIPING GOOD DEITIESThe deities <strong>of</strong> good are the highest exemplars <strong>of</strong> the principles<strong>of</strong> virtue, righteousness, and purity. By <strong>of</strong>fering them worship,sacrifice, and service, good characters cultivate their own personalvirtue, assist the cause <strong>of</strong> good in concrete ways (supportingthe charitable work <strong>of</strong> the church and strengthening theclerics and paladins who serve as the deity’s agents), and extendthe deity’s reach in the world.Not all good characters worship good deities. Some serveneutral deities like St. Cuthbert, Obad-Hai, or Olidammara,while others put the claims <strong>of</strong> good above the dogma <strong>of</strong> anydeity. Nevertheless, virtually all good characters are willing tocooperate with the churches <strong>of</strong> good deities, recognizing themas allies with a common cause.Unlike evil deities, good deities usually have temples andshrines in open, public places—<strong>of</strong>ten at or near the center <strong>of</strong>bustling cities. In fact, the worship <strong>of</strong> good deities is one <strong>of</strong> theforces that <strong>of</strong>ten helps to cement humanoid communitiestogether, serving to unite the populace in a common activityand a common set <strong>of</strong> ideals. This is particularly common amongnonhuman races <strong>of</strong> good alignment, including halflings,pqqqqrsEXALTED DEEDS AND VILE DARKNESSYour gaming group will make the best use <strong>of</strong> this book if your evil player characters. If you are part <strong>of</strong> a campaign with evilDM, at least, also has a copy <strong>of</strong> the <strong>Book</strong> <strong>of</strong> Vile Darkness. player characters (PCs), then the function <strong>of</strong> this book mightNothing in here requires you to have another book, but a party shift somewhat. In that case, the <strong>Book</strong> <strong>of</strong> <strong>Exalted</strong> <strong>Deeds</strong><strong>of</strong> exalted player characters shines brightest when pitted becomes a source <strong>of</strong> opponents and enemies—good creaturesagainst truly vile villains. Some <strong>of</strong> the spells, feats, items, and to fight and good spells for those good nonplayer charactersother <strong>of</strong>ferings in this book are specifically designed to counteractsimilar bits <strong>of</strong> vileness. The spell ease pain was written use <strong>of</strong> this book.(NPCs) to cast against your characters. That’s a perfectly finespecifically with angry ache in mind, for example. However, they On the other hand, if all the new tricks—spells, feats,all have broad enough application that you can use them even prestige classes—in <strong>Book</strong> <strong>of</strong> Vile Darkness tempted you towithout another book (since, in the case <strong>of</strong> ease pain, a number explore evil characters, then have a look at the material in<strong>of</strong> other spells and effects create pain).<strong>Book</strong> <strong>of</strong> <strong>Exalted</strong> <strong>Deeds</strong>. Maybe you’ll be inspired to return to theThe <strong>Book</strong> <strong>of</strong> Vile Darkness includes an appendix concerning side <strong>of</strong> good!pqqqqrs
dwarves, and elves, where good alignment is the norm and asingle deity <strong>of</strong>ten claims the allegiance <strong>of</strong> an entire community.However, it is common for even human cities to be drawntogether in the worship <strong>of</strong> Pelor, who commands at least therespect <strong>of</strong> neutral citizens as well as good. Of course, in evil cultures,the worship <strong>of</strong> good deities can be both a crime and an act<strong>of</strong> rebellion.CASTING GOOD SPELLSGood spells alleviate suffering, inspire hope or joy, use thecaster’s energy or vitality to help or heal another, summon celestials,or channel holy power. Particularly in the last instance,good spells might be just as destructive—at least to evil creatures—asa fireball. Not all good spells involve only sweetnessand light.Good spells don’t have any redemptive influence on thosewho cast them, for better or worse. An evil wizard who dabblesin a few good spells, most likely to help him achieve selfishends, does not usually decide to abandon his evil ways becausehe’s been purified by the touch <strong>of</strong> the holy. On the other hand,there are certain spells whose sanctified nature demands a concrete,physical sacrifice from the caster (see Sanctified Magicin Chapter 6). No character can draw upon such holy magicwithout being changed for the betteras a result.MERCYFor good characters who devote their lives to hunting and exterminatingthe forces <strong>of</strong> evil, evil’s most seductive lure may be theabandonment <strong>of</strong> mercy. Mercy means giving quarter to enemieswho surrender and treating criminals and prisoners with compassionand even kindness. It is, in effect, the good doctrine <strong>of</strong>respect for life taken to its logical extreme—respecting andhonoring even the life <strong>of</strong> one’s enemy. In a world full <strong>of</strong> enemieswho show no respect for life whatsoever, it can be extremelytempting to treat foes as they have treated others, to exactrevenge for slain comrades and innocents, to <strong>of</strong>fer no quarterand become merciless.A good character must not succumb to that trap. Good charactersmust <strong>of</strong>fer mercy and accept surrender no matter howmany times villains might betray that kindness or escape fromcaptivity to continue their evil deeds. If a foe surrenders, a goodcharacter is bound to accept the surrender, bind the prisoner,and treat him as kindly as possible. (See Mercy, Prisoners, andRedemption in Chapter 2 for more about the proper treatment<strong>of</strong> prisoners.)In general, it’s a good idea for the DM to make sure that theplayers aren’t punished unnecessarily for showing mercy toopponents. If every prisoner schemes to betray the party andlater escapes from prison, the players quickly come to realizethat showing mercy simply isn’t worth it. It’s fine for these frus-A paladin must choose between destroying evil andhonoring love.Illus. by M. CavottaCHAPTER 1:THE NATUREOF GOOD7
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