The Black Dominion · Allegiance & Consequence

Alignment Matters

Two casters can sit at the same table and read from the same primer at level 1. By level 40 they are different creatures, because they have sworn different oaths.

For Mages — At Level 40

The Orders of Sorcery

Stock magery teaches you to cast. The high spells do not come from a teacher — they come from a Moon. At level 40, every Mage must travel to Dalamar’s Sanctum and swear allegiance to one of the three lunar orders of High Sorcery. Without a robe, the highest-tier arcane spells will not be taught to you, and certain scroll-locked spells cannot be read at all.

Notes on the Choice
  • One robe, one Mage. The Moons do not share. Sworn allegiance to one order locks you out of the highest spells of the other two.
  • The choice is permanent under standard play. Talk to a sysop before assuming any alignment-change ritual exists in your campaign.
  • The Grove of Silvanost (NE from the Sanctum) is the parallel hall for Druidic casters — Rangers and Druids find their high nature-magic scrolls there. No alignment gate, but nature’s own price.
For Priests, Clerics, Missionaries, Paladins

The Gods That Listen in the Newborn Realms

Divine casters must pray to one of the deities who still answer in these reaches of the realm. The alignment of your god determines which alignments will receive you, which monsters will turn on sight, and which boons you may channel. Choose carefully.

Paladine

Light, Order, Mercy · Lawful Good

Father of the gods of Good. Grants protection, healing, and wrath against undead and demonic kin.

Servants: Paladins, Missionaries, White-aligned Priests

Mishakal

Healing, Compassion · Good

The Healing Hand. The most-prayed-to deity among Priests; her grace is the broadest.

Servants: Clerics, Priests of healing

Kiri-Jolith

Honourable War, Justice · Lawful Good

The Sword of Justice. Grants martial boons and stands with those who fight for cause.

Servants: Paladins, Knight-Clerics

Majere

Discipline, Meditation · Lawful Good

The patron of the inward path. Mystics under Majere have a quiet edge.

Servants: Mystics, monastic orders

Gilean

Knowledge, Balance · Neutral

The Book. Neither asks nor forbids — records. Priests of Gilean walk freely between courts.

Servants: Neutral Priests, scholars

Reorx

Forge, Craft · Neutral

The Hammer. Patron of crafters and battle-clerics who fight with weapons of their own making.

Servants: Dwarf clergy, smiths

Sargonnas

Vengeance, Fire · Lawful Evil

The Red Condor. Grants vengeful flame and the discipline to wield it without burning oneself.

Servants: Dark Priests, ash-kin

Takhisis

Dominion, Dragons · Evil

The Queen of Many. Her servants stand before five-headed altars and bargain in colors.

Servants: Dark Clerics, dragon-touched

Chemosh

Undeath, Decay · Evil

The Lord of Bones. Some Priests pray here because nothing else still listens. The cost is steep.

Servants: Necromantic Priests

Where to Pray

Shrines and chapels are seeded throughout the expansion zones. Some require quest progress to consecrate. A Priest who has not formally bound to a deity by mid-game will find their higher divine spells curdle in the mouth before they leave it.

For Everyone

How The Realm Sees You

Every adventurer carries an alignment — declared at character creation, sometimes shifted by deeds. The realm reacts. Some monsters attack on sight; some refuse to. Some doors open; some shrines reject. Below is the quick reference.

AlignmentSourceEffect in the Realm
Lawful GoodCharacter creation (Lawful option)Protected from Evil-aligned hostility (within limits). Welcomed in good shrines. Witchunters and Paladins start here.
GoodDefault for many starting classesStandard alignment for most early-game adventurers. Hostile to Lawful Evil monsters and undead.
NeutralDefault for some classes (Mystic, Druid)Most monsters react to you based on disposition rather than alignment. The Red Robes and Reorx Priests favor neutral characters.
EvilCharacter creation (Evil option) or by deedAttacked on sight by Good-aligned monsters. Welcomed by the Black Order, Sargonnas’ servants, and most denizens of the deeper Dominion.
Lawful EvilSpecific choices and deeds; sysop-grantedThe hardest alignment to maintain and the rarest to encounter. Lawful Evil characters may engage some Align-4 monsters that pure Evil characters cannot.
On Evil Points

The engine tracks an Evil Points (EP) counter per character. Killing Good-aligned NPCs raises it. Slaying Evil ones lowers it. Past certain thresholds, your effective alignment shifts — doors may open, others may close, and your god may stop answering. The threshold values are not published. They are an in-game discovery.

Witchunters under Lawful Good alignment can earn back EP through faith-quest progress — their EP cap is enforced in-engine and locks against runaway drift either direction.