Soulscript Orrery

This is a questionnaire designed to relate Dungeons and Dragons (and roleplay) concepts with morals, their injuries, boundaries, and methods of expression. Questions are to be answered on a basis of 1-7, with 1 being Never Agree, 2 Strongly Disagree, 3 Slightly Agree, 4 Neutral, 5 Slightly Agree, 6 Strongly Agree, and 7 Always Agree. The reasoning is for the way moral beliefs express themselves on a spectrum of absolutism—what must and must not happen in gradients. Below are all target topics:

Morals

Schwartz Model

Morals by Archeology

Six Pillars of Morality

Bodily Morals

Modifiers

Hand of Six Fingers

Burdens

Smothering States

Inquisitorial Injuries

Sexual/Primal Injuries

Subconscious

Boundaries

Methods of Expression

Scoring

This is scaled this way due to moral beliefs affecting people in more profound ways exponentially. Strong answers indicate a moral vulnerability that can be more easily harmed to cause injury. Though the scores can be added up simply to see moral propensities, the purpose is to: give the player a vessel representing their stances the most strongly, generate lesser entities representing how they can and might have already been morally injured, and populate prompts to challenge conscious moral development.

Some answers are graded backwards, such as a fear related question indicating an absence of fear. Those are marked with a b after their end in this version.

The scoring values for each stage and their meanings are below:

Stage 1 and 2

  • -8 or more indicates a vulnerability to injury dependent on the player rejecting the associated moral or modifier. Prioritizing these first in content generation is key to healing. Mental Vaccines should be mostly reflective of monsters associated with as many of these as possible.
  • -5 to -7 proposes a substantial repulsion, not necessarily wholesale need for rejection to avoid moral injury. Morals and modifiers in this range take second priority, and these should be included in decisions for Mental Vaccines and their associated monsters when seeing the best fit.
  • -2 to -4 suggests an inclination for general deterrence and uncomfortability towards a moral or modifier. It’s not a substantial vulnerability and should be treated as insubstantial compared to the first and second priorities. Whereas it’s something to be kept in mind, these are not high priority unless other players have significant struggles with it.
  • -1 to 1 assuming this is accurate, the player isn’t vulnerable to moral injury relative to the moral or modifier outside of extreme conditions. Do not use any indication of -1 or 1 in deciding an inclination or rejection for Mental Vaccines—it’s not worth your time.
  • 2 to 4 suggests an inclination for general acceptance and comfortability towards a moral or modifier. It’s not a huge deal most likely, but it’s wise to keep in mind and reference it as a tertiary priority.
  • 5 to 7 proposes a substantial immersion in the associated moral or value, not necessarily a wholesale acceptance to avoid moral injury. Morals and modifiers in this range should take second priority, and these should be included in decisions for Mental Vaccines and their associated monsters when gauging benefit.
  • 8 or more indicates a vulnerability to injury dependent on the player accepting the moral or modifier. Prioritizing these first in content generation is key to healing. Mental Vaccines should be mostly reflective of monsters associated with as many of these as possible.

Keep in mind that modifiers are usually a primary culprit or vector of injury. They should be the focus of monsters that get chosen, and campaign prompts should have a basis in what the players have indicated they wish to stand for or reject morally.

Stage 3

  • -6 indicates a startling level of revulsion with engaging in the proposed realm of activity. It’s highly suggested individuals with such a score seek individualized therapy on the topic for more mental freedom and less duress. If such a player is present, it’s better to have hard and definitive consent before broaching the related realm of activity. As a player or DM, frequent check-ins while dealing with the topic are heavily recommended. If possible, avoid it entirely until the player feels more accepting.
  • -3 proposes a substantial repulsion to the realm of activity. Be careful when engaging with such a prospect but do not reject it entirely. Check-ins are needed, but this is a crucial stage ripe for development of acceptance. Consent is key, yet so is gentle pressure encouraging the player to stop avoiding potential issues.
  • -1 is theoretically the most fertile area for growth. There is a rejection, yet it is not dominating if the self report is correct. Players here should be encouraged frequently to engage with the topic if it’s beneficial and there is interest. Players in this region usually have a strong pull on others further entangled in rejection due to inspiring triumph over disturbance and mental freedom. They also are still experiencing discomfort on some level, acting as bridges between those under greater pressure and those free of it.
  • 0 is either indicative of a false report, or a stalwart individual on the topic. If it’s the latter, such a player may serve naturally as a guidepost or rock for players struggling on either side of the spectrum. Encourage sharing the experiences of these players and ask them frequently at the end stage of decisions being made relating to topics other players are more affected by what they think on the matter. If it’s a false report, try not to probe—but such a thing on a dishonest level indicates a need for individual therapy.
  • 1 is theoretically the first stage of comfortability with the realm or topic. It also could mean the later stages of accepting how serious a topic is or should be regarded. Such a player will usually be more extroverted on the subject, yet more grounded. They won’t need much encouragement, instead needing a guiding hand at times when slipping into detachment or spirals.
  • 3 proposes an inclination to engage in the subject of substantial proportions. Players of this mind might be gung ho on subjects other players have an uncomfortability with—which can be an obvious issue. These players must be challenged when they aren’t validating others at their expense or growth won’t occur; but that’s the responsibility of the characters first unless it gets or is getting out of hand.
  • 6 indicates a startling level of proclivity in engaging with a subject that usually needs individual therapy. Such individuals might be absolutely bewildered or combative when an individual expresses discomfort in what they find so easy or alluring. Such a player needs to be talked to about boundaries as due diligence before play. If the player ends up needing to form some necessary changes towards lower values, they should be encouraged to ask others when and if they are going too far. If possible, avoid the topic until an understanding has been reached.

As far as the expression questions go listed under Expressions in stage 3, the key for those is below. Keep in mind as these aren’t love languages, they are more postures for people’s beliefs and comforts in how they express it. If there are more than one questions with the highest score, list them in order of how many subclasses they associated with within the classes.

  • -6 indicates a wholesale rejection or lack of honesty when considering the usefulness and purpose in the expression. These players might need to understand more about why someone would take an opposite stance to theirs on the topic. Otherwise, players that end up acting that way might become the target of misunderstanding or revulsion. Especially if another player scored 3 or 6, it is wise to sit down with both players to establish an understanding.
  • -3 proposes a discomfort with the posture expressed in the question. Though not necessarily direct dissatisfaction with the idea, such players might need additional prompts to understand their fellows or things might spiral to confrontation that is unproductive. At this stage, players of this variety require only gentle encouragement, not browbeating about other players.
  • -1 to 1 doesn’t really require much. People are different, and if they’re functioning healthily, why disturb them?
  • 3 proposes a proclivity for a certain posture associated with a class mentality. Use this as a secondary priority when gauging class selection. Keep the probability of such players going gung ho unrestricted in mind, and be quick but reasonable to offer a guiding hand.
  • 6 indicates a wholesale belief in the posture. This might be encouraged, but only after checking for how such a player balances this belief with functionality and life satisfaction. If the player holds this belief healthily, they’ll serve as an inspiration and trusted fellow to the party. Use as a primary motivator in character creation.

Questions

Morals

Achievement

I feel more satisfied with myself when I complete a task.

I just feel off when someone mentions their failures to me.

Those that triumph deserve the products of their work.

Hedonism

Pleasure is an indicator you’re doing something right.

Those that avoid pleasing themselves and others are missing the point.

A good life is worth its weight in passion and satisfaction.

Stimulation

If something doesn’t move you, you shouldn’t be doing it.

I go through life for the big moments.

Those that choose a boring life don’t make sense to me.

Self-Direction

I would never stop someone from leading their own life.

The quickest way to become an enemy is to tell me I must do something.

Life isn’t lived unless I have the final say on my victories and successes.

Universalism

I am disturbed when a friend treats another in a way that isn’t peaceful.

Every life on this planet, and beyond if applicable, has value.

Those that don’t appreciate people outside their family don’t know the meaning of the word.

Benevolence

Mercy is the marker of a great person.

Those that act kind with an expectation of reward aren’t actually kind.

I would give the shirt off my back if I knew someone needed it.

Tradition

I don’t feel right not honoring a tradition.

The way it’s been done is usually that way for a reason.

To disregard honored celebrations and events is to dishonor their spirit.

Conformity

It’s off putting when I willfully disregard how I’m supposed to act.

Those that don’t follow what’s expected of them are harder to respect.

The purpose of a society is to work together, acting together.

Security

What’s valuable needs to be seriously guarded.

I’m disturbed by unnecessary risk.

If someone doesn’t protect it, they don’t deserve to keep it.

Family

I don’t understand how people turn their backs on blood.

When someone doesn’t treat their family well I get upset.

My family is worth struggle—maybe violence—if I see the need.

Group

Family is better made than born.

If we wouldn’t sacrifice for each other, there is no we.

People need to understand we are the product of our peers.

Favors

A broken promise is a broken relationship.

I don’t like owing someone—especially if they gave me something for free.

It’s rude not to do something for those that do something for you or friends.

Brave

If you can’t stand for something, even when you’re scared, I can’t respect you.

There are two types of people in this world, those that can do what’s needed, and slaves to fear.

I only know their true colors when somebody can choose the easy way out.

Defer to Superiors

It’s wise to remember that everybody has someone to look up to.

You can’t expect people to act properly if they can’t respect authority.

I do what I’m told because I know when people are greater than me.

Fair Resources

What’s valuable needs to be divided fairly from person to person.

If there isn’t enough to go around, look for those with more than they deserve.

A perfect world sees everyone get what they’re entitled to.

Property

Damaging what someone owns is damaging their life.

People need to recognize what’s owned isn’t to be touched or trifled with.

To steal or destroy property is a personal offense.

Care

People are only when you treat them as such.

Regard for others is the centerpiece of a full life.

Those with a lack of concern for others aren’t participating in society.

Harm

You’d best bet I’m proud of the destruction I’d cause for what I love.

Violence is the only reason morals can exist.

If someone is harmless, they shouldn’t get a say if someone else has to fight for it.

Fairness

People aren’t worth more than their word.

A game is only a game if it’s fair.

The quickest way to upset me is to break an agreement.

Cheating

You got to appreciate a good scam.

It’s your own fault if you let someone pull a fast one on you.

Love isn’t fair. Why should what I do be for what I love?

Loyalty

I don’t spend time around those I wouldn’t fight for.

I never forget a kindness done for me.

The circumstances of a tough relationship are proving grounds.

Betrayal

My needs don’t change for what other people get offended by.

What we have in this life is won, and we need to be ready to win even when it hurts those we love.

It’s nonsense to expect no one to stab a back left wide open.

Subversion

Progress can’t be made constantly giving way to the rules.

Knowledge of manipulation is key to a higher life.

Legitimate authority is a lie.

Sanctity

How can people live with themselves doing immoral things?

It’s easy to disgust me when you act in sick ways.

Purity is the goal of a better life.

Degradation

There are conditions in which violation is preferable, if not to prevent more of it.

Those focused on purity are misled.

Nothing worth doing can be done without getting your hands dirty.

Liberty

Restricting freedom is a form of offense.

I’d be a hypocrite to say other lifestyles shouldn’t be allowed while mine is.

No amount of strife is worth restricting the rights of others.

Oppression

Liberties aren’t worth keeping if there is a better way.

It’s cruel not to intervene when someone doesn’t know what’s best.

People don’t deserve rights; they’re earned.

Anger

I spend few moments in anger.

I am particularly keen when I’m wronged, and rightfully displeased.

It’d be easier to be less hostile if people were less provoking.

Disgust

I find many things unpleasant and sometimes revolting.

I have a hard time not being disgusted by things undesirable to me.

People need to discover hygiene and manners.

Sadness

I am quick to feel down.

I guess other people don’t get as sad as I do.

It’s hard for me to reach the point of sorrow.

Joy

I’m usually the happiest person in a room.

There are so many reasons for joy!

It’s hard not to feel upbeat.

Fear

Even when I know what can be gained, risk just isn’t worth it.

I’m the last person to panic.

I’d rather have a dependable experience than encounter what I didn’t expect.

Calm

I’m rarely in a state of deep emotion for long.

I have a talent for centering myself.

Settling down is an art that isn’t lost on me.

Morals

Power

It doesn’t matter what your morals are if you don’t have the ability to use them.

People become more valuable the more useful they are.

Philosophies, even good and evil, are tools to be used when the time is right.

Names

Who you are is the most important part of existence.

Titles are earned, and so are reputations.

I have definite perceptions of who and what I encounter.

Disaster

Hard times are the key to a good person.

I honor what’s happened to me.

It’s easiest to live when the chips are down.

Will

It’s hard to look a person in the eye who has a lack of willpower.

Those that don’t succeed don’t have enough spirit.

Without my ability to power through I’m nothing.

Resentment

Karma makes me happy, or would, knowing people will get what’s coming to them.

There are people in this world that owe me for what they’ve done.

It’s easy to let go when someone genuinely hurts me.

Insecurity

 I need things to come quickly for them to be useful.

People with serious issues need help. Couldn’t be me.

I’m glad I’m not like those I dislike.

Detachment

Not everything has to be felt.

Life would be better if feelings could be turned off.

The mark of a skilled person is the ability to separate from emotion.

Loneliness

I don’t seem to be able to find how things were or need to be.

I feel more alone around others.

Connections are getting harder to make.

Remorse

I’ve done terrible things.

I’m not a good person.

I need to make up for what I’ve done.

Bitterness

It’d be easier to deal with life if things weren’t so personal.

I find it easy to let go.

Some things that happened to me had no right to.

 

Terror

Sometimes I find myself frozen as I think about what might happen.

I shut down often in response to serious stress.

At times I need my panic to stop.

Bewilderment

I can understand how people are stunned by my behaviour.

At times I wish I was more afraid or motivated than I was lost.

There are instances where I’m shocked at my own actions.

Frustration

If something else goes wrong I just might do something reckless.

I have a low tolerance for when things need to stop.

Things seem to stack up way faster than they go away.

Despair

It’s hard to think when things get really bad.

I feel deeply—especially negative feelings.

My limit for grief and loss is too low for my liking.

Numbness

One too many times I’ve been unable to feel at a crucial moment.

It’s hard to get my emotions going sometimes.

Numbness is a blessing

Elation

I’ve lost a good night’s sleep over an amazing thought.

At times joy and enthusiasm make it hard for me to think straight.

When I’m in a good mood, don’t bother asking me to hush or settle.

Irritability

It takes a lot to set me off.

The end of my rope gets closer every day for nonsense.

Please don’t screw with me, I don’t have the patience.

Addiction

I’ve never had a hard time resisting urges.

Sometimes people need to let me enjoy what I love.

I strategically use external stimulus to balance my life.

Dehumanization

The value of my life depends on what I’m doing and why.

People worry about me far too much.

People take things far too seriously concerning safety.

Arrogance

People should stop hassling me when I know what I’m doing.

It’s unwise to miss an opportunity to correct or guide others quickly.

It’s rude when people I didn’t ask attempt to correct or guide me.

Self-Defeating

I am my greatest critic.

When I fail, I embrace the feelings or I’ll surely fail again.

I’d rather fail alone than fail another,

Confusion

I’m known to find myself lost for moments of time.

It’s not uncommon for me to lose my place and how things got there.

At times I carry on or stop abruptly knowing I have no idea what just happened.

Predatorial

A sharp mind is one that finds vulnerabilities before they’re needed.

Those that won’t embrace capacity for violence make themselves pray.

I can’t stand not being able to take someone down just in case I need to.

Sadism

It’s fun when I get one over on somebody.

Those around me should be willing to take offense.

Sometimes people’s pain is enjoyable.

Masochism

I like to fail sometimes.

People need to learn how to enjoy pain.

I use pain on myself in purposeful ways.

Domination

It’s ok to manipulate others if it works out in the end.

I don’t want there to be a chance someone gets one over on me.

Control is the key ingredient to a better life.

Submission

Control is the enemy of enjoyment.

It’s best to let go than suffer conflict.

The better man is one that knows how to give in.

Prey

I volunteer to take punishment so myself and/or others may benefit.

Nobody with the intention to hurt me is going to get to if I can help it.

I spend plenty of time preparing for someone that might hurt me.

Nightmares

I never have bad dreams.

There have been times I couldn’t get a disturbing dream out of my head.

My sleep is disturbed by offputting dreams.

Psychosis

I’m rarely mistaken about what I see or hear.

Perhaps I should do something about things I’ve perceived that might not be real.

Sometimes the way things went down is out of order for me.

Delusions

There aren’t many times I’ve found myself wrong about someone’s intentions.

I find myself second guessing things that almost certainly are true.

Sometimes I need a bit more proof that someone means what they say.

Youth

I’m not ok with involving kids in certain activities, be they real or not, even if they aren’t present.

Sexual Violence

Count me out of any mention of sexual violence.

Consent

It’s hard to bear a lack of consent even in a story.

Agency

Real or not—nobody is taking my agency away.

Status

I can’t help it—it’s just not alright to be treated as less than I see myself.

Failure

Under no circumstances should I fail those I love.

 

Expectations

Things that subvert my beliefs are never acceptable.

Teamwork

Being on a team just isn’t my thing.

Cowardice

People shouldn’t rely on me to accomplish incredibly stressful tasks.

Demeaning

Bullying is the one way to set me off regardless of its real.

Confidence

I don’t trust myself to make the right choice when it matters.

Willingness

You’re not going to catch me playing anything when I stop having fun.

Offense

Once I’m offended—despite if it was meant that way—conversation is over.

Moderation

I would be very comfortable dealing with chaotic and disturbing content.

Warlock

Love without risk to your soul isn’t love at all.

Paladin

There is no love without righteous commitment.

Sorcerer

Loving oneself is the greatest expression of love.

Cleric

Faith is the product of true love.

Bard

True love is found in the stories we make.

Fighter

Real love is revealed in the understanding of death.

Rogue

Love is the company you keep.

Barb

Resilience through struggle is the only test of love.

Schmartigicer

What we make and leave to others is love incarnate.

Monk

The noblest love lies in wisdom.

Ranger

A safe and cozy home is the greatest love of all.

Druid

There’s no love truer than finding what’s natural.

Wizard

Love without knowledge and goals is insufficient.

Shaman

Letting the love of others flow through you is love’s greatest form.

Answers

Scores on this test are not absolute, nor based in an established mental health domain. Moral injury is a relatively new concept and is not yet accepted as a therapeutic concept. That being said, we are not a certified source of therapy either. We only intend for healing through honesty and experience. Take these results more as the self reported view of one’s own morals, modifiers, boundaries, and postures and nothing more. As for the answer key, we must first detail how it works.

Answers are backgrounds, classes, races, and subclasses suggested to an individual to meet them where they are relative to their report. Each one has its associations listed below it. When grading, the three groupings in each category with the highest total score indicates the suggested options for a player. Their total score shall also be listed in each category.

Backgrounds

Boundaries are multiplied by 2 in the calculation. High means the boundary is graded with positive score contributing, and low means negative score is counted as points towards the answer instead.

Acolyte

Expectations (low), Cleric, Paladin

Appraiser

Demeaning (low), Bard, Shmartigicer

Caravanner

Moderation (high), Barbarian, Warlock

Charlatan

Consent (high), Warlock, Bard

Clinician

Failure (low), Fighter, Warlock

Criminal

Willingness (low), Rogue, Warlock

Entertainer

Agency (high), Bard, Sorcerer

Folk Hero

Consent (high), Paladin, Shaman

Guild Artisan

Offense (low), Rogue, Artificer

Handler

Willingness (high), Druid, Rogue

Haunted

Sexual Violence (low), Barbarian, Bard

Hermit

Teamwork (low), Monk, Ranger

Lawman

Moderation (low), Ranger, Wizard

Noble

Status (low), Monk, Rogue

Outlander

Confidence (high), Druid, Barbarian

Sage

Cowardice (low), Wizard, Monk

Sailor

Failure (high), Bard, Fighter

Sailor

Agency (high), Paladin, Fighter

Surveyor

Expectations (high), Ranger, Schmartigice

Translator

Teamwork (high), Bard, Shaman

Underdweller

Kids (high), Barbarian, Wizard

Urchin

Demeaning (high), Warlock, Rogue

Vielborn

Kids (low), Bard, Fighter

Subclasses by Class

All listed concepts are scored equally. Add class question multiplied by 2 when calculating each subclass.

Berserker

Harm, Power, Sadism, Frustration, Anger, Predatory Nature

Juggernaut

Self-direction, Resentment, Sadism, Frustration, Domination, Will

Oathbringer

Sadism, Will, Harm, Degradation, Oppression, Be Brave

Totem

Predatory Nature, Sanctity, Harm, Group, Universalism, Anger

Bard: Liturgy

Sanctity, Self-direction, Tradition, Group, Benevolence, Submission

Lore

Fairness, Tradition, Sanctity, Arrogance, Elation, Names

Opera

Will, Names, Stimulation, Hedonism, Joy, Be Brave

Valor

Achievement, Self-direction, Stimulation, Names, Tradition, Be Brave

Cleric: Knowledge

Tradition, Power, Arrogance, Insecurity, Domination, Security

Life

Benevolence, universalism, care, sanctity, divide resources, oppression

Light

Fairness, Security, achievement, be brave, disgust, hedonism

Sloth

Self direction, Universalism, names, oppression, cheating, degradation

Tempest

Harm, anger, domination, disaster, fairness, power

Trickery

cheating, betrayal, liberty, self direction, subversion, arroganc

War

Har, domination, predatory, sadism achievement subversion

Winter

Disaster, numbness, detachment, dehumanization, betrayal, calm

Druid: Ashbound

Sanctity, Resentment, Bitterness, Irritability, Tradition, Oppression

Hive

Universalism, benevolence, family, group, return favors, divide resources

Land

Tradition, sanctity, group, divide resources, respect property, loyalty

Moon

Harm, group, irritability, fear, predatory, loyalty

Fighter: Battle Master

Tradition, hedonism, achievement, names, be brave, harm

Champion

Power, achievement, will, domination, be brave, harm

Circle Guardian

Loneliness, stimulation, group, joy, care, sanctity

Eldritch Knight

Tradition, power, harm, achievement, be brave, calm

World Gear

Power, achievement, conformity, fairness, calm, cheating

Monk: Four Elements

Disaster, detachment, power, tradition, calm, harm

Hierophant

Detachment, tradition, calm, benevolence, care, sanctity

Open Hand

Domination, Security, calm, detachment, achievement, harm

Shadow

Tradition, subversion, betrayal, loyalty, group, conformity

Sound

Stimulation, names, hedonism, liberty, universalism, arrogance

Paladin: Ancients

Hedonism, universalism, benevolence, tradition, group, liberty

Devotion

 Fairness, oppression, sanctity, self-defeating, loyalty, benevolence

Fellowship

Family, group, tradition, sanctity, loyalty, self-defeating

Solemnity

Tradition, Security, care, disaster, despair, sadness

Vengeance

Degradation, harm, bitterness, resentment, power, domination

Ranger: Beast Master

 Family, loyalty, domination, predatory, security, divide resources

Buried

Nightmares, security, return favors, group, loneliness, prey mentality

Guerilla

Bitterness, Universalism, subversion, be brave, loneliness, predatory

Hunter

Group achievement, loyalty, predatory, prey, be brave

Rogue: Assassin

Harm, betrayal, subversion, calm, degradation, group

Brazen

Harm, betrayal, subversion, calm, degradation, group

Shinobi

Self-defeating, achievement, group, loyalty, detachment, predatory

Thief

Cheating, tradition, self direction, insecurity, degradation, liberty

Trickster

Power, cheating, betrayal, achievement, liberty, insecurity

Shaman: Amethyst

Detachment, Security, respect, property, sanctity, disgust, resentment

Bronze

Be brave, defer to superiors, arrogance, power, group, benevolence

Clear

Total between six pillars morals and their opposites (such as care + Harm) +2. (The opposite of Subversion is Defer to Superiors)

Scarlet

Harm, power, disaster, predatory, sadism, domination

Umbral

Despair, sadness, remorse, disaster, calm, Security

Viridian

Universalism, sanctity, family, tradition, security, divide resources

Sorcerer: Armament Soul

Harm, predatory, domination, prey, submission, power

Draconic Bloodline

Disaster, names, be brave, insecurity, arrogance, group

Solar Soul

Self direction, be brave, names, arrogance, elation, insecurity

Wild Magic

Anger, disgust, sadness, joy, fear, stimulation

Warlock: Arbitration

Fairness, divide resources, conformity, power, domination, submission

Archfey

Power, names, disaster, elation, resentment, cheating

Fiend

Terror, bewilderment, frustration, despair, bitterness, disaster

Great Old One

Terror, bewilderment, frustration, despair, bitterness, disaster

Hunger

Hedonism, stimulation, arrogance, insecurity, names, tradition

Wizard: Abjuration

Security, benevolence, sanctity, oppression, domination, care

Animation

Return favors, stimulation, joy, elation, care, power

Conjuration

Elation, stimulation, power, bewilderment, respect property, joy

Divination

Insecurity, arrogance, achievement, fear, psychosis, delusions

Enchantment

Betrayal, cheating, domination, oppression, power, dehumanization

Evocation

Power, harm, predatory, domination, achievement, sadism

Illusion

Betrayal, cheating, subversion, power, names, stimulation

Necromancy

Domination, predatory, degradation, harm, power, dehumanization

Limbo

Power, insecurity, bewilderment, confusion, subversion, degradation

Transmutation

Subversion, loneliness, power, domination, degradation, sadism

Races

Anathura

Total between six pillars morals and their opposites (such as care + Harm) +2. (The opposite of Subversion is Defer to Superiors), arrogance, insecurity, bewilderment, confusion

Apothecariat

Universalism, benevolence, Security, be brave, care, sanctity, disaster, divide resources, insecurity, achievement

Dwarf

Bitterness, resentment, arrogance, tradition, group, family, loyalty, will, respect property, achievement

Dark Elf

Hedonism, stimulation, names, power, harm, arrogance, insecurity, betrayal, self direction, cheating

Dha-Li

Care, family. disgust, anger, sadness, joy, fear, hedonism, universalism, sensationalism

Dragonborn

Names, loyalty, family, group, defer to superiors, sanctity, self-defeating, achievement, arrogance, insecurity

Elf

Hedonism, stimulation, names, power, calm, joy, loyalty, sanctity, harm, arrogance

Faceless

Fear, be brave, property, nightmares, psychosis, delusion, terror, bewilderment, disaster, despair

Hexen

Numbness, stimulation, nightmares, confusion, will, names, loneliness, remorse, bitterness, insecurity

Gnome

Achievement, hedonism, joy, elation, will, fear, return favors, names, power, self direction

Half-Elf

Hedonism, achievement, stimulation, sanctity, family, liberty, arrogance, be brave, insecurity, self direction

Half-Orc

Family, joy, fear, disgust, anger, sadness, be brave, harm, hedonism, group, achievement

Halfling

Universalism, care, family, hedonism, tradition, Security, respect property, group, benevolence, loyalty

Human

Liberty, tradition, stimulation, achievement, be brave, sanctity, fairness, group, universalism, names

Noghite

Achievement, stimulation, calm, detachment, Terror, Bewilderment, Frustration, Despair, Numbness, Elatio

Petrit

Pray, disaster, security, detachment, numbness, dehumanization, will, terror divide resources, stimulation

Pseudo-Golem

Group, loyalty, liberty, return favors, conformity, divide resources, power, dehumanization, self defeating, submission

Tiefling

Self direction, delusion, psychosis, cheating, power, loyalty, return favors, names, disaster, despair

Wickborn

 Universalism, fairness, joy, Group, Return Favors, Be Brave, Defer to Superiors, Divide Resources, Respect Property

Wrathborn

Harm, predatory, sadism, domination, degradation, resentment, irritability, anger, frustration, bitterness

Zuggtman

Names, conformity, universalism, dehumanization, defer to superiors, submission, masochism prey, joy, elation

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