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Executing Judgement on Paladins!

Started by SHARK, April 21, 2006, 08:20:50 PM

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SHARK

Greetings!

Executing Judgement on Paladins!

Paladins are generally held to a high standard of conduct, and behaviour. In thinking about designing different knight orders for Paladins, I put some thought into detailing a simple, workable code that any of my players seeking to play paladins in the campaign could understand. I think it is important to detail these kinds of concepts before the start of a campaign, and to have such details on hand, for every important order of knights, and especially Paladins, in the campaign world. Having such on hand for players and even for designing npc's can be of great help in not only remaining consistent, but most importantly, avoiding and or adjudicating different courses of action taken by various Paladins. Of course, in my own campaign, I have different codes for different orders of knights and templars, as different religions and such are going to have to some degree, differences in what they expect and so on from Paladins that serve that particular religion. Here is one example from my own campaigns:

An Ecclesiastic Tribunal is held for any Paladins that are accused of violating Church Law, the King's Law, or somehow have violated their code of Honor. To wit, it is the following breaches of code that a Paladin may be punished for, as follows:

(1) If the Paladin commits rape.

(2) If the Paladin refuses a Lawful Order given by proper authority. (Higher templar officers, priests, the King, and various appointed authorities.) If the Paladin and his defense proves that such an order was unlawful, or despite being lawful, the disregarding of said orders was appropriate because of information that the Paladin possesses, but the authority in question does not, then no punishment is warranted.

(3) If the Paladin purposely, and with malicious intent, murders someone who—

(A) Isn't attacking him, or anyone, with deadly force, or threatening to do so.

(B) The Paladin does not have warrant to attack; i.e. (No fore-knowledge of said villain, dangerous criminal, rebel, cultist, and so on.)

(C) A creature or class of beings that are not generally assumed to be evil. For example, within the Vallorean Empire, the King has declared with Church sanction, that:
"Demons, and any, and all supernatural creatures which are evil are to be exterminated by anyone, by everyone, at all times, and whenever practical.

Great and Terrible Monsters, like Dragons, Bulettes, Purple Worms, and so on, are to be swiftly attacked and destroyed.

Races of humanoids that have been officially judged Anathema, vile, wicked, and Evil are to be attacked and slain at every opportunity. They are the Spawn of Darkness! These races, enslaved to Darkness, must be rooted out wherever they are found. Death and Fire shall be their portion!"

Races that are usually considered Good are generally Elves, (Standard) Halflings, Dwarves, and in most areas, Urrgan, (Wolf-people), and Ogres. In my campaign, Ogres are somewhat more intelligent, and can be a variety of alignments. Mutated humans, or any race for that matter, with strange colours, extra limbs, bizarre blends of humanoid or animal parts, etc, along with other races not mentioned, can pretty much be attacked on sight.

However, for example, in some areas of the empire, things are applied differently. The above is "In General." In a specific city, for example, that has friendly relationships with a nearby settlement of friendly Giants or Minotaurs; the ordinary person IN THAT AREA would not attack such creatures on sight. Further into the backwoods of the Vallorean Empire, however, where no such relationship has been established, the local authorities could be certainly expected to attack a wandering Giant or Minotaur on sight.

(4) If the Paladin is found to have purposely, maliciously been deceitful for purposes beyond serving the "Ultimate Good." Being deceitful to save a comrade's life is forgivable, while being deceitful for personal, worldly gain is not acceptable. In any event, being deceitful is a sure way to be tried and interrogated vigorously. If one doesn't have a very good reason for an instance in deception, then severe punishment is assured.

(5) If the Paladin commits theft of whatever amount or value. Stealing an apple is, in the larger context, dishonorable in the same way that stealing a masterwork great-sword, money, jewels, and so on. The punishment meted out is different of course, but the philosophical conviction against it is the same.

(6) If the paladin becomes involved within a lifestyle of sexual immorality, the Paladin can be certain that censure will some from any in the faith that discover such licentious or lascivious behavior. Depending on the particulars, the Paladin can expect various forms of punishment. Paladins of most orders are expected to be married; live a chaste life; or at a minimum, conduct their private affairs with the utmost in dignity and discretion.

(7) If the Paladin should act in any way that is dishonorable, punishment can be expected. Naturally, the deity in question is aware of such, but also the various Church hierarchy may be made aware of such through prophesy or dreams, and expect the Paladin to confess, and repent from the ways of error. Penance and punishment alike are certain to be handed down. If the breach is grievous enough, expulsion from the order, or even execution is distinctly possible.

(8) If the Paladin should offer sacrifices and offerings to false gods, evil gods, and so on, then punishment can be expected. The Paladin's patron deity expects faithfulness from such a worshipper who has been so blessed as paladins have been.

(9) If the Paladin should begin to embrace attitudes or adopt philosophies that are anathema or heretical to the "True Faith", then censure and punishment can be expected. This type of violation, while not damnable in one instance, over time represents a form of "spiritual adultery" that will, eventually, bring wrath and judgment down upon the compromising Paladin.

(10) If the Paladin should take direct actions, or refuse noble duties and requests, out of a sense of greed. The attitude of constantly wanting more and more wealth, and being willing to sacrifice a friend, or the mission, or the Paladin's principles so that the Paladin may gain wealth—gold, gems, magic, whatever. Even the prospect of acquiring a "Vorpal Holy Avenger," while honorable in itself, acquiring it at the expense of one's comrades, or one's honor, is thus guilty of getting a "right thing" by the wrong methods or attitudes.

For example, a deceptive villain, seeking to cause the Paladin to stumble and fall from the road of righteousness, may tempt the Paladin by promising there is a "Vorpal Holy Avenger" that the Paladin can have, IF the Paladin will only take his time to go and get it, while the vampire feeds on the young peasant girl. The vampire may in fact be honest, and honorable in actually giving the Paladin such a powerful sword. By agreeing to such a proposition, however, by the time the Paladin returns with the powerful sword in hand, the vampire will be gone, and the young girl will remain cursed as a vampire herself. The Paladin will indeed have the mighty sword that he, in his pride and greed, so desired.

Paladins that violate these commandments can expect to be severely punished. Though different orders have different codes and punishments, and they sometimes argue with each other, Royal Proclamation forbids open conflict between the different knight orders serving the Vallorean Empire. There are strong rivalries between the various knight orders, and competitions in great jousting tournaments are popular. Competition for glory on the battlefield is also common, and pursued with passion. There are individuals who may have a fistfight, or maybe a duel on occasion. However, as a whole, deadly combat is unusual. Tournaments are established by season, and travel an ordered circuit. Thus, a non-lethal method is established to vent personal rivalries.

In the case of a Paladin found guilty of some severe violation of the code of honor, an Ecclesiastic Tribunal tries the guilty Paladin. When judged, depending on the severity of the offense, the Paladin may be sentenced from serving an offended Paladin as a "squire" for a year and a day, to a demanding challenge, a quest, or a humiliating expulsion from the Paladin order. If the transgression is very serious, an absolute and unforgivable transgression, then the Paladin will endure the following:

(1) The Paladin is first officially denounced, and condemned. Then, the Paladin is ceremoniously stripped of status in front of a vast gathering of assembled Paladins, Knight-Templars, and Priests.

(2) The Paladin's insignia brooch is taken, and the Paladin's personal Holy Symbol is stripped from him as well. The Paladin's distinctive tunic and tabard are torn from him, and the damned Paladin is again denounced, thrice, according to the holy rituals established in the order from beyond ten generations. With that, a corps of drummer's plays a long, low beat in rhythm, abruptly halted by a solo trumpet sounded three times.

(3) A Lord-Priest leads a solemn prayer, and a responsorial, in unison by all who are present. Once completed, the Paladin is publicly flogged with the scourge, and dragged to the stake. Once bound, each of the Paladins in the condemned Paladin's platoon, (usually about sixty Paladins) approach, and embrace the bound Paladin, and perhaps offer a kiss upon the cheek, or a word of love or sorrow. As the knights embrace their condemned comrade, gazing at the bleeding Paladin, they are reminded, graphically, and personally, of the cost of being a Paladin. The cost of being honorable, loyal, noble, and courageous. They remember that they are all brothers, in honor, and in shame. Here, in judgment, they honor their gods, and their order, but they also weep in shame and loss of a Brother. Then, all of the Paladins who served with the condemned knight walk solemnly past his bound form, and add an armful branches. Each then ceremoniously takes a turn at spilling an ornate urn of oil over the wood, praying, and expressing their grief. Then, at the Lord-Priest's solemn command, they each then extend a flaming torch to the pyre.

As the flames reach higher, and the moaning rises, slowly breaking into screams, the Paladins all stand at crisp attention in their full ceremonial dress, draw their swords, and offer a sharp salute in final honor. Sheathing their swords, the Paladins stand vigil as their brother burns, and offers up his spirit to eternity. Once the spirit has departed, the Paladins turn, and march to stand in rigid formation. An ancient prayer is offered to the gods in unison, and the ceremony, and the judgment, is over. With a sharp command that echoes across the formation, the Paladins are dismissed.

Thus, there are my "Ten Commandments" that I use for Paladins and knight orders within my campaign. There are some that differ by religion, culture, and region, but this provides a good framework to go by. Paladins who violate these will bring judgment and wrath upon themselves, as they are "weighed in the scales, and found wanting!"

In thinking about paladin codes, alignment, and knight orders, it is very important for the Game Master to determine—preferably beforehand, rather than later—what the codes, standards, and interpretations are in the campaign world. Make sure the players are aware of the details and the differences! Players likewise should devote some careful thought into their paladins, clerics, and templar characters, what they believe, and how they interpret the various ecclesiastical laws and religious customs, and work out the details with the Game Master as the character is created. Adding layers of thorough detail will add a great deal of depth and dimension to the campaign!

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

gleichman

Very detailed and well thought out. Very much in the mode of the Church as the worldly extension of the diety.

Very nice.



I've never had to write it down in as much detail for my own campaigns. First because my groups tend towards the same view of right/wrong on the subject, and secondary because in my campaigns the Paladin does not use the Church as a link to his diety.

And of course there's the fact that in my game there is only one diety that creates Paladins.
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

ColonelHardisson

SHARK, I hope you're making sure to back this stuff up and burn it to disc periodically. I'd hate to see disaster strike again.
"Illegitimis non carborundum." - General Joseph "Vinegar Joe" Stilwell

4e definitely has an Old School feel. If you disagree, cool. I won\'t throw any hyperbole out to prove the point.

Knightcrawler

Quote from: ColonelHardissonSHARK, I hope you're making sure to back this stuff up and burn it to disc periodically. I'd hate to see disaster strike again.

Zip it and e-mail it to yourself at several web based e-mail accounts.  Thats what I do with important creative stuff that I write.  Gives you something to use all that storage at gmail for.  :)
Knightcrawler

"I Am Become Death, Destroyer Of Worlds"

Sigmund

Very nice SHARK. I especially like the details about church ritual you include. Just for comparison and to further the topic, I'll include the generic code I use (modified a little for each campaign) when I want to play a paladin. It's something I found on the internet somewhere and changed slightly to fit.


Paladin's Code, Generic

Prowess: To seek excellence in all endeavors expected of a holy man, martial and otherwise, seeking strength to be used in the service of justice, rather than in personal aggrandizement.

Justice: Seek always the path of 'right', unencumbered by bias or personal interest. Recognize that the sword of justice can be a terrible thing, so it must be tempered by compassion and mercy. If the 'right' you see rings true with others, and you seek it without bending to the temptation for expediency, then you will earn divine favor.

Loyalty: Be known for unwavering commitment to the people and ideals with which you choose to live. There are many places where compromise is expected; loyalty is not amongst them.

Defense: The ideal paladin is sworn by oath to defend his patron and order. Seek always to defend your nation, your family, and those whom you believe to be worthy of loyalty.

Courage: Being a paladin often means choosing the more difficult path, the personally expensive one. Be prepared to make personal sacrifices in service of the precepts and people you value. At the same time, a paladin should seek wisdom to see that stupidity and courage are cousins. Courage also means taking the side of truth in all matters, rather than seeking the expedient lie. Seek the truth whenever possible, but remember to temper justice with mercy, or the pure truth can bring grief.

Faith: A paladin must have faith in his beliefs, for faith roots him and gives hope against the despair that human failings create.

Humility: Value first the contributions of others; do not boast of your own accomplishments, let others do this for you. Tell the deeds of others before your own, according them the renown rightfully earned through virtuous deeds. In this way the office of paladinhood is well done and glorified, helping not only the gentle spoken of but also all who call themselves paladins.

Largesse: Be generous in so far as your resources allow; largesse used in this way counters gluttony. It also makes the path of mercy easier to discern when a difficult decision of justice is required.

Nobility: Seek great stature of character by holding to the virtues and duties of a paladin, realizing that though the ideals cannot be reached, the quality of striving towards them ennobles the spirit, growing the character from dust towards the heavens. Nobility also has the tendency to influence others, offering a compelling example of what can be done in the service of rightness.

Franchise: Seek to emulate everything spelled forth in the code as sincerely as possible, not for the reason of personal gain but because it is right. Do not restrict your exploration to a small world, but seek to infuse every aspect of your life with these qualities. Should you succeed in even a tiny measure then you will be well remembered for your quality and virtue.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Bagpuss

I might forward this to my GM, it could keep my LE Warlock alive a little longer now a player has decided to become a paladin.
 

pandiculator

iirc, something like this was outlined for 2ed edition, in the Complete Paladin Handbook. I'll have to dig it out and make sure, but...this is very nice, SHARK.
 

Dr_Avalanche

This made me think of the relation between the worshipper and their gods. In a setting where churches are important, it seemed odd that the "super-worshippers" (i.e paladins and clerics) received their divine spells directly from the god. For them then the church becomes an afterthought, a charity they participate in because they believe in the cause.
 
So my thought was that the god granted powers to the church, en masse according to a "contract", and the church appoints through ritual its paladins and clerics, and as long as they have the blessing of the church, they keep their spells. If the church feels they have become heretics, they lift their blessing on the paladin/cleric, who is then stripped of their powers.
 
However, the church is in the same relationship with the god as the individual previously was. The church can play politics, but if the church strays *too* far from the spirit of the god's will, they can collectively lose the favor of the god, who then breaks the "contract".
 
I don't run a D&D game and likely never will (though I gladly play), but I thought it was an interesting idea for a little different feel to those classes.