Though many are devout enough to channel the power of the immortals through theurgy, few have the dedication or strength of character to wear the mantle of righteousness. These few are the paladins, who wield the power of virtue in their crusade against evil.
To become a paladin, you must:
- Have an Inspect Evil Narrative ability in your build (not from treasure)
- Have a Share Combat ability with the Free Modifier
- Successfully complete the paladin trials under the direction of an existing paladin
Orders
There are four orders of paladin, each dedicated to combatting a specific threat. All four orders share certain traditions in common. For instance, they all uphold the same Code, administer trials to test the character of aspiring paladins, and teach their members to take the wounds of others unto themselves. Where they differ is in the additional abilities they teach, which are tailored to the foes they are sworn to defeat.
- Inquisitors - Sworn to bring Ressik's justice down on witches, warlocks, and other evil magic users, Inquisitors learn how to see through deception and render themselves impervious to destructive magic. Their order is headquartered in the city of Mavredor in Sardia.
- Lightbringers - Bearing Istensia's light into the shadows where the restless dead dwell, Lightbringers learn to banish the darkness and stave off the consumptive forces of the Nether. Their order hales from the city of Doomsend in Varalon.
- Knights of the Crystal Fist - Honor-bound to cast fiends back to the Pit in Lemesin's name, Knights of the Crystal Fist learn to unweave portals and guard against the ravages of hellfire. Their order owes fealty to the king of Huel Vor in Upper Metsar.
- Truthguard - Uncover the truth wherever you walk and rid the world of dark secrets, deception, and the horrors of the Beyond. The Truthguard splintered from the fractured remains of the Inquisitors during the Sardian liberation campaign. Their order isn't stationed in any one location, instead choosing to travel and serve where most needed.
The Code
All paladins swear to uphold to a strict moral code embodied by their four chief virtues.
- A paladin has Honor. They do not sully their name with deception, nor by indulging in immoral acts.
- A paladin seeks Justice. They uphold the laws of the land and lend aid to its agents.
- A paladin shows Mercy. They gives fair warning to their enemies, and quarter to those who surrender in good faith.
- A paladin Sacrifices for the greater good. They brave any peril to keep innocents from harm.
Much is implied within the few words of the Code. For instance, a paladin is not merely prohibited from lying, but from deceiving. If a paladin has reason to believe that telling a partial truth will mislead someone, they must speak the full truth or remain silent. Likewise, a paladin is not simply law-abiding; if they so much as witnesses a crime, they are honor-bound to report it to the proper authorities.
Bearing on the Dark Arts
The dark arts are especially anathema to paladins. Even though they are not mentioned directly by the Code, it is understood that they are antithetical to all four virtues. Their use is considered immoral, which is an affront to honor. They are outlawed in many lands, which is an affront to justice. Dark magic tortures and exploits the souls of the dead, which is an affront to mercy. In fact, their very existence jeopardizes innocents, which is an affront to sacrifice. Needless to say, a paladin may never employ the dark arts, and most paladins will refuse to tolerate anyone who does.
Bearing on Fiends and the Undead
Fiends are tortured souls who have been condemned to the Pit long enough to twist them into something inhuman. Undead are lost souls who forestall their own final judgment or else have been corrupted through the use of necromancy. In both cases, the duty of a paladin is to grant the soul peace. If cleansing is possible, that option may be explored, but killing such creatures is typically regarded as the most merciful outcome.
Violation & Atonement
A paladin who violates the Code loses all paladin abilities and becomes wracked by guilt, though they may redeem themselves by making reparations to those harmed by their wrongdoing and seeking another paladin to perform a Ritual of Atonement.
Rules Note: Guilt from violating the Code is similar to drawing the Fool card from the Fate Deck: No memory is lost, but the character loses all paladin actions and the character's Spirit is reduced to two thirds its normal value (rounded down) until the end of the event. The Ritual of Atonement must be performed by another paladin, takes five minutes, and costs the caster 25 gold. If the character has not made reparations for the violation beforehand, the ritual fails and the gold is wasted. In situations where the violation was unintentional or unavoidable due to circumstance, reparation and atonement are still required but the ritual may be performed for free, at narrator's discretion.