Li Po's Guide to Elysium
Living the Neutral Good Alignment

[God] maketh wars to cease unto the end of the earth; he breaketh the bow and cutteth the spear in sunder; he burneth the chariot in the fire.
        -- Psalm 46: 9
The happiness of life is made up of minute fractions -- The little soon-forgotten charities of a kiss or smile, a kind look, a heartfelt compliment, and the countless infinitesimals of pleasurable and genial feeling.

        -- Coleridge

Never let your sense of morals prevent you from doing what is right.

        -- Salvor Hardin (Asimov's character)
Good is better than evil, because it's nicer.

        -- Mammy Yokum, Li'l Abner

He who travels for love finds a thousand miles no longer than one.

        -- Japanese proverb
And this our life exempt from public haunt,
Finds tongues in trees, books in the running brooks,
Sermons in stones, and good in every thing.

        -- Shakespeare, As You Like It
    "If this is Law, there is something beyond law", [Elric] said. He threw back his head of white hair. His red eyes gleamed with new comprehension. "There is something stronger, and better, that will come after the time of Law. And it will defeat you, and those like you."

    Arioch smiled faintly. "There is nothing else."

    "Yes, there is something." Elric stood tall, his legs apart, his bearing noble. "There is something that will not permit violence and pain to parade as Law. Something that operates on..." He stopped for a moment, and then the knowledge poured into him.

    "Mercy," he finished, exultant. "Love."

          -- Nancy Holder, "Beyond the Balance"

Help yourself to my Planescape Character Generator for MS-DOS.

In designing the universe for AD&D, Gary Gygax chose Elysium (the classical world's Elysian Fields, where the souls of the good rest) as the name for the realms where Good is supreme and neither Law nor Chaos held any dominance. The choice was a good one. Opposite to Neutral Good stood Hades, the gloomy underworld known to the earliest civilization, and also named by Mr. Gygax after its Greek conception.

Aeneas visited the Elysian Fields, where he met the spirit of his father and was instructed in the mysteries of the afterlife. Although his father intimated he was a permanent resident, most of the blessed souls reincarnated. Prior to returning to earth, they took a drink from the river Lethe (LAY-thay), which erased their memories.

Lethe's amnesic properties were given to the sinister Styx in "Planescape". Perhaps this was unfortunate. Euripides has his Orestes wish for the forgetfulness of Lethe. In Plato's "Republic", the survivor of a near-death experience remembers souls drinking from Lethe before reincarnating. Hamlet's father's ghost describes mentally dull spirits of the dead around the Lethe. Dante followed Lethe from hell back to redemption, and was finally submerged by Beatrice. The waters took away the memories of his sins, while another river restored his memories of his good deeds. Jack Keats began his Ode on Melancholy with the instruction "Go not to Lethe" -- that if you want to write sad poetry, don't write about things that dull the mind, but about things that enhance understanding, memory, and sensation.

In Elysium, the souls of those who focused in life on pure good find happiness after death. The living people of the planes mingle with them in peace. Because this is a plane where goodness is very strong, you will find genuine unselfish love from many (probably most) of the locals. The spiritual beings of Elysium are good company and have a sense of humor. People will go out of their way to help you in Elysium. Here nature itself mirrors the goodness of the inhabitants. The people of Elysium desire that others shall be happy and fulfilled, able to work and play, love and be loved. They will work unselfishly and without any other philosophical bias or focus. Faith communities have only a few rules to enable them to work and live together. Places of worship tend to be simple and relaxed, and to provide many community services. Often they are primarily service centers for the public.

Elysium is not a realm where player-characters will find much conflict or monster-bashing. Those who are not of good alignment will find it dull. The regions are serene and beautiful, the weather is always fair, and the landscape is dominated by the heavenly river. (Some call it "Oceanus", while others might call it the "Jordan", famous from Afro-American spiritual music.) The people of Elysium do as they like, working if they wish, or living off the land. They organize for war when they must, and live without rules when it suits them. The planar race is the "guardinals", animal-human crosses. I'd like to think that they are blessed souls who have chosen particular animal totems or lodges. When visitors travel from one place to another, they will encounter opportunities to make moral choices. Do good deeds, and you will reach your destination quickly without even knowing the way. Ignore the opportunties to do good, and you will never go anywhere. No magic can force the locals -- living or dead -- to do anything they don't want. The residents of Elysium will know intuitively of the past good deeds done by the party, and will remind them of the sheer joy these deeds brought. They will try to persuade them that Elysium is their true spiritual home.

The Ciphers philosophic sect, given to doing things naturally and without reflecting or talking much, has its headquarters here despite the fact that their focus is not on goodness itself. Also located here is the Guardians' sect, fighters for a kinder universe.

Jeff Grubb developed Elysium from its description as the "Islands of the Blessed", emphasizing the watery terrain in its four known realms. The water may reflect back whatever is best in the viewer. Amoria (Latin for "love") is placid riverbanks, Eronia (Greek for "romantic love") is waterfalls, Belierin (etymology unknown, "belier" is French for "ram", "belteron" BELLT-err-awn is a Greek form for "even better", Tolkien writes of a lost continent of Beleriand, destroyed in the wars with Morgoth (thanks Gordon Mitchell), "beleirer" is Norwegian for "seige", just possibly reflecting the Norse song-god Bragi's home here, can anybody else help?) is marshland, and Thalasia (Greek for "sea") is ocean.

The New Testament gives a fundamental law to love neighbor as self. Augustine had a saying, "Love others, then do as you like." It is hard to see an extreme either of law or chaos here. C.S. Lewis describes four loves -- storgë, or love of the family and the familiar, philia, friendship based on common activities, eros or romantic love, and agapë, the unselfish love that comes from the personal relationship with God.

The emphasis on love as the basis of goodness gave a hint for a more philosophical approach to the realm of simple goodness.

  • Amoria, serene and beautiful, reflects the naive goodness of young people.

  • Eronia, turbulent yet splendid, is the struggle of mature people who do not let life's vicissitudes or the failings of human nature turn them from caring for others.

  • Belierin, a beautiful but hard land where evils are kept in secret quarantine, recalls the works of philanthropists and humanitarians, mostly unknown to the rest of the world.

  • The stormy ocean of Thalasia reminds of the of the mystics and seekers of divine love who have spoken of "the sound of many waters", the soul as a waterdrop returning to the ocean, and so forth.

Elysium awaits development. Here are some ideas:

  • Quests in Elysium require problem-solving, to reach something good that adventurers want or need.

  • Goals can include magic fountains, beings of power, magical secrets, and so forth. Harm from unfortunate adventures can be reversed, knowledge and skills can be acquired, and ability scores can be raised. Like everywhere else, nothing is free, but the most valuable things cannot be bought for money.

  • There are surely realms where all speech is high, noble, and beautiful. In game terms, the character cannot do anything unless the player states it elegantly.

  • There will be areas where violence loses experience points.

  • Somewhere there is a place where one can call one's true love, once in a lifetime, with one request.

  • Those entering certain areas will be unable to lie. Other areas may render a person unable to strike first, or to be untrue to one's love, or to engage in a sharp business practice, or whatever. The effects may persist after leaving, especially if something valuable has been gained during the visit.

  • If a couple says to each other, "I love you", while in Elysium, they will remain one another's true love as long as they both live. Beware!

"Elysium". Blessed universes of beauty, incredible colors and music, and unselfish love dominated by the holy river Jordan. Glowing orbs of all bright colors fill the skies. There are innumerable prosperous villages, and infinite stretches of unspoiled natural beauty of every kind. The plane meets all the legitimate needs of its inhabitants, and there are no cares or worries. In many regions, one can only speak truth; in all realms, speech is beautiful, noble, and high. Visitors will discover that their deeds, good and bad, are widely known. All proxies and departed souls on these planes exist simultaneously on all four. The good creatures living on these planes never make war on one another. This is the most peaceful place in the multiverse. Nobody cares about your race, your religion, your looks, or your politics, as long as you are not evil or looking for trouble. There are no huge civilizations, and no areas of anarchy. The weather is never bad. This is the most fertile place in the multiverse, and it is the only place in the multiverse where even the lions are vegetarians and practice voluntary birth control. The good phoenixes and many other holy creatures make their homes here. A phoenix can be called only by good clerics (6th level animal-sphere spell; not available to druids or any other neutrals). Undead take 2d6 points of damage per round, no save; this appears as burning damage. This is spiritual home to good lovers of every sort. This includes the good bards, and the finest secular music in the multiverse is produced here. The good folk here generally consider that ends justify means. This is a common location for the headquarters of holy sects devoted to love or to music and dance. Beware! There are fountains here (and probably on other good planes) that cure all wounds and other illnesses, remove all curses and magical controls, and restore memory and lost levels. This is free only for those who already saints. Others may need to undertake special missions or ministries, become clerics, do certain good deeds, or perhaps become permanent residents of the upper planes. This can be negotiated player-to-referee. You must find your way here by doing good deeds, rather than by asking directions, and if you do not do good, you will not reach your destination. The Guardians sect fights evil and furthers goodness throughout the multiverse. Many altars simply bear the motto: "God is good." Another popular motto here is, "Pray for the dead. Do good deeds for the living." Another is, "Love, then do what you please." The locals work if they wish, and can do what they like. They are immune to "charm", "hold" and all similar effects. They are not much given to reflection or talk, but know intuitively what's good to do. The "Ciphers" philosophic sect, which seeks to know the right thing to do by intuition, has its headquarters here. ("No comment." "Quit tormenting yourself asking questions, just do what you ought to." "Whadd'ya mean, ya' need time to think it over?" "Just do it.") There is no headquarters building, but they meet in one another's homes. Some of the locals assume the form of "guardinals", humans with the look of some noble animal; perhaps they are shape-changers. Primitives will experience abundant orchards and fields, filled with innocent children. Public portals between the layers, and to remote planes resemble serene spots favored by lovers.

(1) Amoria is the riverbank universe. Oberon and Titania, King and Queen of Fairyland, may hold court here. Here are the Egyptian and Babylonian heavens. There are flocks and herds of humble peacocks, eloquent macaws, and similar animals of all kinds. The Poinsettia Planet is also located somewhere here, and so is the Perfumed Jungle. This realm is full of young lovers, and here a visitor may call his or her true love with one request, once in a lifetime. "The Asura's Bridge" is guarded by a crazy, ruby-winged warrior who will question visitors until satisfied that they are not evil; good folk answering truthfully will share the warrior's power to "detect lie" for the next 24 hours. Release from Care is a Cipher town, and the largest city on the plane. The City of the Star is Ishtar's city of vibrant life, creativity, and passion, white marble buildings and topiary Hanging Gardens. Here you may find any decent pleasure and indulge yourself, the locals will attempt to dissuade you from harmful pleasures, and here your charisma will increase by +2 during your visit and by +1 after for a time equal to the length of your visit. Quietude is Isis's bronze-age city when she is away from Arcadia. It is full of wizards who will be eager to swap knowledge with visiting wizards of good alignment; neutral wizards pay a fee, and evil wizards will simply forget what they have learned upon leaving, and discover anything they have acquired has vanished. You will not be able to have sex here unless you are married. Rumors of animosity between Isis and Ishtar are unfounded. Principality is a woodland realm of nature at peace, and there is a pack of greater moondogs. This is a common location for the headquarters of good sects devoted to art, beauty, fertility, or fishing. Radiant sea-green pools extending into the astral illuminate the river banks and can be moved along the water or wetlands. Portals to the Outlands, Bytopia, or the Beastlands are often caverns.

(2) Eronia is a universe of sheer riverbanks, mountains, waterfalls, and wild cascades. This realm is full of mature lovers. Mother Earth's Realm is the finest farmland in the multiverse, the home of Chauntea of Toril and Liu of China. Your first taste of the local food each day cures 1d8 points of damage, and probably has other healthy effects. The biggest, brightest, and most fragrant flowers in the multiverse grow here. Morning Glory is home for the dawn spirits Lathander and Ushas, a realm of perpetual sunrise and brilliant sunrise colors, shiny metal and reflective glass. "Sleep" magic fails, while those awaking here gain a +1 on wisdom that lasts for a duration equal to the time they spent here. Precipice is heaven for the aarakocra bird folk. This is a common location for the headquarters of good sects devoted to marriage, children, and family life.

(3) Belierin is a universe of marshes with island nations, the spiritual home of the humanitarians and philanthropists, those who most loved their neighbors. The Road Ministers both have their headquarters here. ("My country is the universe, my home is the world, my religion is to do good.") Some areas are sealed off, because evil monsters are imprisoned on islands within the Jordan. Quesar's Birthplace is a place where the angels, long ago, made a race of sentient robots. Rubicon is a giant cathedral. If you behave yourself while you are in Belierin, then during your stay and for 1d4 days after leaving, you have +1 on charisma when dealing with good creatures, while evil creatures will automatically hate you. This is a common location for the headquarters of good sects devoted to kindness or mental health.

(4) Thalasia is the ocean in which lie the Islands of the Blessed. The theme here is eternal love. The Holy Floaters have their headquarters here. ("Hands that help are better than lips that pray.") The selkies have a grotto here. Avalon is an island where King Arthur sleeps. There is a destructive hurricane that travels across the ocean; there are rumors that it is a magical evil construct, or the mystery could be deeper. Good characters who earn acceptance as permanent residents of Thalasia have "won the game", and may reappear only briefly as glorified saints.

Spell alterations in Elysium: No conjuration or summoning, "charm", or "hold" can affect one of the locals, period. Only visitors can be summoned, and if they are good, they save at +4. Divinations that obscure or falsify simply fail. Necromancy intended to harm fails, with a 33% chance of the effect rebounding on the caster. Pseudoelementals are uncontrolled but love to do good. The fourth layer enhances water spells. Perhaps keys would protect a bad necromancer from backlash, but overcoming other other spell limitations for Elysium by means of keys seems unlikely.

Evil wizards cannot use spell keys. Others must discover them. A lawful caster needs some kind of scientific instrument. A neutral caster needs a class symbol. A chaotic caster needs something simple that appeals to the imagination, like a simple toy. Power keys are sectarian symbols.

Third edition "Manual of the Planes" focuses primarily on simplifying and encouraging individual campaign creativity. Ideas include:

  • The suggested color for pools from the astral is opal. Ethereal curtains might be dark green.
  • The dead are immune to electricity and cold, have cold resistance 20 (this is obviously a problem in the manual) and fire resistance 20, and as an additional ability retain up to 4 levels from their natural lives.
  • The plane is "strongly good-aligned". Non-good creatures have -2 on all intelligence, wisdom, and charisma checks.
  • I respectfully suggest that the actual effect might be

      -1 on all intelligence, wisdom, and charisma checks for all non-good, non-evil creatures
      -2 on all intelligence, wisdom, and charisma checks for all evil creatures
      Good-based spells work as if caster were 4 levels higher.
      Evil-based spells simply fail.
      Law-based spells (non-evil) are unaffected.
      Chaos-based spells (non-evil) are unaffected.

    The Fourth Edition has not yet re-developed Elysium, but it could be a bucolic place to find secrets using skill checks or a place to protect from ancient evils. Perhaps visitors would get bonuses or penalties to intelligence, wisdom, and charisma-based skill checks depending on how much their behavior has been in keeping with the ideals of the locals.

    In keeping with the flexibility of the third and fourth editions and the backgrounds of many players, perhaps Elysium is essentially a world where like-minded spirits meet. It looks and works like our own world, except that the locals have no agendas except helping others. NPC attitudes are typically "helpful" toward non-evil visitors. The guardinals of Elysium are a non-human, angelic race devoted to promoting the community's ideals among the living by encouragement and subtlety, rather than by force. The dead find communities matching their own ideals and interests, and continue to live much as they did on earth, though no longer able to visit the Prime Plane.

    Instead of the "gods" of polytheism, each living Neutral Good divine spellcaster is sponsored (and monitored) by a prayer fellowship with similar interests based on Elysium. For the fourth edition, I suggest no penalties for divine spellcasters from elsewhere. For earlier editions, I respectfully suggest that the only penalty for such a cleric on a differently-aligned outer plane is the loss of one spell of the highest available level for each plane removed, with the Outlands two planes from Mechanus, Elysium, Limbo, and the Gray Waste. When one level is depleted, spells of the next highest level are lost. Thus a cleric sponsored from Elysium would lose one spell on Bytopia or the Beastlands, four spells on the Gray Waste, and six spells in Baator or the Abyss. Moving to the Outlands loses two spells.

    A world where people are simply good, with no other priorities, would be as fine and beautiful as any rules-intensive world ever visited by adventurers.

Referees might not want players to realize that they have entered Elysium. Depending on the site of arrival, visitors might simply recognize a community where people consistently go out of their way to be helpful. This could be the strangest magic the players ever encounter.

Arioch had stopped laughing, and studied Elric intently. He bore an expression of puzzlement... "Wait, Elric! Explain this to me!" Arioch called after him.

"You wouldn't understand," Elric replied. "You never will."

And at least that much had been given to the last emperor of a dead world.

        -- Nancy Holder, "Beyond the Balance"

A Model Neutral Good Ministry
The Road Ministers

The Road Ministers are a gentle sect that assists those travelling on the surface of the earth. The motto of these clergy is: "Be kind to those you meet on your road through life." The sect is popular with merchants and adventurers. Clergy operate inns and provide other help as needed. Generally, Road Ministers are nice people who focus on service rather than theology. These clerics check vs. level on d20 or d100 to know various details about world cultures. They are proficient at telling directions, and check vs. intelligence to avoid being lost. They dislike "fly" and "plane shift" spells, prefering to travel by foot, animal, ship, or ground vehicle to their destinations. Using keyed gates is not a problem, and "teleport" is fine for emergencies.

Travel requires language proficiencies, and these clerics gain an extra language for each level over 2. They bring the ability to lend or borrow a language by magic, using a first level spell, for a chosen duration up to one day. "Adaptation" lasts for a day and works as the necklace, permitting comfort in any environment and immunity to deadly gas.

They are friendly with other travel-related ministries, especially the Grayhawk sect of "Fharlanghn". They may be of any good alignment, though the focus simply on helping other in simple ways makes Neutral Good the usual choice. Many planar members become Ciphers, doing good without thinking much. Misbehavior results in various travel accidents.

First Level Spell Choices: Bless, Comprehend Languages, Create Water, Cure Light Wound (1d8), Detect Disease, Detect Evil, Detect Good, Detect Magic, Detect Pits and Snares, Detect Poison, Endure Cold, Endure Heat, Entangle, Friends, Invisibility to Undead, Jump, Know Direction ("Tome of Magic"), Lend/Borrow Language, Locate Animal or Plant, Mount, Pass Without Trace, Predict Weather, Purify Food and Drink, Remove Fear, Run, Sanctuary, Spider Climb, Swim

Second Level Spell Choices: Augury, Aura of Comfort ("Tome of Magic"), Find Traps, Hold Person, Know Alignment, Lighten Load ("Tome of Magic"), Obscurement, Resist Cold, Resist Fire, Silence 15' Radius, Slow Poison, Speak With Animals

Third Level Spell Choices: Bestow Curse (quarter movement rate), Create Campsite ("Tome of Magic"), Cure Blindness or Deafness, Cure Disease, Dispel Magic, Glyph of Warding, Helping Hand ("Tome of Magic"), Know Customs ("Tome of Magic"), Locate Object, Negative Plane Protection, Phantom Steed, Protection from Cold, Protection from Fire, Remove Curse, Remove Paralysis, Water Walk

Fourth Level Spell Choices: Circle of Privacy ("Tome of Magic"), Cure Feeblemind, Cure Insanity, Cure Serious Wound (2d8+1), Dimension Door, Divination, Emotion -- Friendliness, Focus ("Tome of Magic"), Free Action, Locate Creature ("Tome of Magic"), Lower/Raise Water, Neutralize Poison, Plane Adaptation (one plane), Plant Door, Protection from Lightning (1 day), Tanglefoot ("Tome of Magic"), Tongues, Tree Steed ("Tome of Magic")

Fifth Level Spell Choices: Adaptation (any environment), Air Walk, Anti-Plant Shell, Atonement, Clear Path ("Tome of Magic"), Commune, Commune With Nature, Control Winds, Cure Critical Wound (3d8+1), Easy March ("Tome of Magic"), Dispel Evil, Magic Font, Pass Plant, Passwall, Plane Shift, Quest/Reward Quest, Raise Dead, Teleport, True Seeing

Sixth Level Spell Choices: Anti-Animal Shell, Find the Path, Heal (all but 1d4), Lose the Path, Monster Mount ("Tome of Magic"), Part Water, Speak with Monsters, Stone Tell, Transport Via Plants, Weather Summoning, Word of Recall

Seventh Level Spell Choices: Chariot of Sustarre, Control Weather, Hovering Road ("Tome of Magic"), Regeneration, Restoration, Resurrection, Shadow Walk, (Symbol of) Fear, (Symbol of) Persuasion, Teleport Without Error, Wind Walk

For the Third Edition:

    As clerics. Must be LG, NG, or CG.

    No use of evil chaos or law spells, or those that injure or physically disable. Domain slots fillable by any spells ordinarily available.

    Spell choices also include (First level) Borrow/lend language, Jump, Know Direction, Pass without trace, Run, Spider Climb, Swim; (Second level) Aura of comfort, Obscurement; (Third level) Phantom steed, Water walk; (Fourth level); (Fifth level) Clear path, Easy march, Teleport; (Sixth level); (Seventh level) Hovering road, Teleport without error; (Eighth level); (Ninth level);

    Class skills also include climb, intuit direction, jump, knowledge (nature), ride, swim, wilderness lore.

    These clerics may not amass great wealth or establish any permanent residence other than a wayside inn.

Michael, Row the Boat Ashore!

If you choose a Judeo-Christian-based conception of the Upper Planes, here's a role-playing opportunity in which visitors interact with the likable Boatman of the River Jordan.

Perhaps the heavenly Jordan leads through every good-aligned plane (only exception: the highest plane of lawful good). Like anything else on the upper planes, it may look different on different visits. The banks are always good for camping. Don't expect to be able to nagivate everywhere, especially without help. The river is chilly, cold, and wide -- adventurers can see the opposite shore, but when accessed from the astral or ethereal planes, or by any uninvited plane shifter, it always remains infinitely distant without an angelic guide, clerical "find the path", or a good reason to cross. The Jordan river is holy water. Immersion of an unholy being causes 20d6 points damage per round (no save). Immersion of any creature in the river also produces the equivalent of a "slow" spell for one turn, and removes all mental controls and stigma of repented evildoing. Following immersion, good creatures glow with a holy radiance, neutral creatures are merely wet, and evils appear filthy. A magician can attract, and bargain for transportation from, a neutral-good alignment- and lie-detecting whale by casting any "monster-summoning" spell on the banks of the river. Anyone offering grapes and holly can do the same.

However, if any creature sings the first five words of the familiar song ("Michael, row the boat ashore"), or sincerely calls for help, while on the Jordan shore, Michael -- a lawful-good angel of the highest rank (stats as per your campaign) -- will arrive in one round in his rowboat (raft, clipper ship, battle cruiser, ocean liner, fighter jet, spaceship, or whatever). Michael will sprinkle Jordan water (wind, stardust, or whatever) over the entire party, producing the same effect as immersion. He will then ferry the party anywhere the river goes, in one day. Michael is ubiquitous, omniscient, extremely friendly, and totally indifferent to who or what he transports. Michael loves laughter, irony, and making friends. He will surely ask each party member what he or she has done, who and what he or she loves, and what he or she wants out of life. His boat has just enough seats for all party members, and cannot be affected in any way by the party. No one can manage the boat except Michael. Time has no ordinary meaning for Michael and those in his boat, and "random encounters" are determined by Michael himself.

If Michael is attacked, he will fight back, as gently as he can ("hold", "stun", and "sleep" magics are his favorites, but he can cast any spell, one per round, or fight with his oar, four blows per round, 3d12 pure subduing damage each). He will place subdued or disabled party members at their point of embarkment. If Michael is reduced to zero hit points, the boat disappears with him, re-immersing the characters despite all their precautions. Michael reappears in the boat at full strength one round later to rescue them.

Even if you do not profess good alignment, please respect TSR's rights to their copyrighted material.

Orestes by Euripides -- reference to Lethe, oblivion and sleep
xy2k -- strong good-aligned webmaster

Final Note

Unity of the Rings -- comic book art

Gamers for Christ -- news group

The Alignment Planes

The Abyss -- Chaotic Evil
Acheron -- Lawful, Evil Tendencies
Arborea -- Chaotic Good
Arcadia -- Lawful, Good Tendencies
Baator -- Lawful Evil
The Beastlands -- Good, Chaotic Tendencies
Bytopia -- Good, Lawful Tendencies
Carceri -- Evil, Chaotic Tendencies
Elysium -- Neutral Good
Gehenna -- Evil, Lawful Tendencies
The Gray Waste -- Neutral Evil
Limbo -- Chaotic Neutral
Mechanus -- Lawful Neutral
Mount Celestia -- Lawful Good
The Outlands -- True Neutral
Pandemonium -- Chaotic, Evil Tendencies
Ysgard -- Chaotic, Good Tendencies
The Inner Planes
What "Planescape" could be
AD&D and the Religious Right
Li Po's Hermitage (character generators, more)
Background by Ed

More law

Less good

Less law
Ed's character generators:


New visitors to
reset Jan. 30, 2005:

[Do Justice, Love Mercy, Walk Humbly]

Ed's home page

Ed says, "This world would be a sorry place if people like me who call ourselves Christians didn't try to act as good as other good people ."