Os paladinos de Cuiraécen, em Birthright, devem ter alinhamento Caótico e Bom, o que gera conflito com o etos seguido por paladinos Leais e Bons, descrito no livro vermelho dos paladinos.
A adaptação do texto do livro vermelho, com cortes e adições, encontra-se abaixo:
Mentor
A adaptação do texto do livro vermelho, com cortes e adições, encontra-se abaixo:
Strictures
The most important
elements of a paladin's ethos are his strictures, a set of inviolable rules from the PH that the paladin must follow at all times.
The paladin's strictures are as inflexible as his ability requirements; they are part of
what defines a character as a paladin and distinguishes him from other classes.
Chaotic Good
Alignment
Every paladin must
be chaotic good. The moment he abandons the conditions of this alignment is the moment he stops being a paladin.
When will a paladin take a life? A paladin
kills whenever necessary to promote the greater good, or to protect himself, his companions, or
anyone whom he's vowed to defend. In times of war, he strikes down the enemies of his
ruler or church.
Otherwise, a
paladin avoids killing whenever possible. He does not kill a person who is merely suspected of a crime, nor does a paladin
necessarily kill someone he perceives to be a threat unless he has tangible evidence or certain
knowledge of evildoing. He never kills for treasure or personal gain. He never knowingly
kills a chaotic good being.
Though paladins
believe in the sanctity of innocent life, most kill animals and other nonaligned creatures in certain situations. A paladin may
kill animals for food. He will kill a monster that endangers humans, even if the monster is
motivated by instinct, not evil. While some paladins avoid hunting for sport, others
may hunt to sharpen their combat and tracking skills.
Magical Item Limit
The paladin's
limited access to spells also extends to the number of magical items he may possess. Under no circumstances may a paladin retain
more than 10 magical items, regardless of his level, kit, or status.
Paladins are
limited not only to the number of magical items, but also the type. Specifically, a paladin can have the following:
One suit of
magical armor. This excludes all pieces of normal armor that have been temporarily enchanted, as well as accessories such as a
cloak of protection, a helm of protection, or boots of speed (all of which count against
the paladin's miscellaneous item limit). A single piece of magical armor, such a chest plate,
counts as a full suit for limitation purposes.
One magical
shield.
Four magical weapons.
This excludes all normal weapons temporarily affected by enchanted weapon or similar spells, but includes holy
swords. A quiver or case of arrows or bolts counts as one item. Individual
arrows and bolts are counted as one item if they have special magical properties, such as arrows of direction
and arrows of slaying.
Four miscellaneous
magical items. This category includes rings, rods, staves, gems, and scrolls. A bag of beans, a set of ioun stones, and a
deck of many things each count as one item. A magical potion counts as one item, regardless of
the number of doses. Items temporarily enchanted by spells are excluded.
To ensure that a
paladin stays within his limit, it's important to clarify who owns each of the party's magical items. In general, a paladin won't
use a magical item unless it's his. It doesn't matter who actually carries the item; if a
paladin has claimed ownership, it belongs to him. A paladin may loan items to his companions,
but so long as he retains ownership, loaned items count against his limit.
Conversely, if a
paladin has 10 items, he won't borrow items from other characters. A paladin won't look for ambiguities to exploit; he remains
true to the spirit as well as the letter of these rules.
Of course, a
paladin may not know that an item is magical when he acquires it. But as soon as he becomes aware of its special properties, he's
obligated to give it away or to get rid of another item to remain within his limit.
A paladin may
voluntarily rid himself of a magical item if he finds a more desirable one. For instance, he may give up an arrow of direction if
he discovers a javelin of lightning.
Excess magical
items may be given to other chaotic good characters, donated to the paladin's religious institution, or simply discarded. Since
excess items technically don't belong to the paladin (he won't claim ownership), they may
not be sold or traded, even if the paladin intends to funnel the profits to a worthy cause.
Wealth Limits
A paladin has no
interest in wealth for its own sake. He seeks spiritual rather than material satisfaction, derived from serving his faith and
his government to the best of his ability. To a paladin, the pleasures of ownership are
fleeting, superficial, and ultimately debasing. The rewards of duty are lasting and deep.
Still, the paladin
realizes that a certain amount of money is necessary to survive. Rather than forego money altogether, he retains enough
wealth to meet his worldly obligations and sustain a modest lifestyle.
A paladin doesn't
expect handouts, nor does he rely on the generosity of strangers or his companions. He feels responsible to pay his own way and
takes pride in his self-sufficiency. He earns income from treasure, rewards, and
fees, the same as anyone else. Unlike most other characters, however, the paladin operates
under strict guidelines as to how he can spend his money and how much he can save.
Budgeting
A paladin requires
funds to cover the following expenses:
Food. A paladin is
responsible for feeding himself and his steed. To hold down costs, the paladin might hunt his own game, and may gather fruits,
nuts and vegetables from the wilderness.
Weapons, armor,
and clothing. This includes the costs of purchase, upkeep, repair, and
replacement. A paladin seldom skimps in this area, spending as much as his
funds will allow to secure the highest-quality equipment.
Tack and harness.
As with weapons and armor, many paladins splurge to buy the best, especially for bonded mounts.
Lodging. When
sleeping outdoors isn't practical, paladins seek out the least expensive inns.
Taxes and
licenses. The paladin must make all payments required by his liege. He must also pay all foreign tolls and fees levied during his
travels.
Training costs. A
paladin may pay a tutor for training, providing the tutor is of chaotic good alignment and the paladin has permission from
his patron. (See Chapter 7 for more about training procedures.)
Miscellaneous
provisions. Including medicines, lantern oil, clothing, bedding, and grooming supplies. Many paladins prefer to forage,
improvise, or manufacture these items instead of buying them outright, in order to save
money.
Salaries. Fair
salaries are required for all servitors and henchmen.
Stronghold
expenses. A paladin pays all costs associated with the construction and maintenance of his stronghold.
Strongholds
In addition to his
contingency fund, a paladin may also maintain a separate fund to save for a stronghold. As explained in Chapter 7,
construction prices vary wildly, though all are expensive. A paladin may have to save for years,
even decades, to accumulate enough wealth to build a stronghold. A wise paladin, then,
begins his stronghold fund as soon as possible; 1st level isn't too early to start saving.
Once a paladin
establishes a stronghold, he acquires a universe of new expenses, particularly those involving personnel and maintenance. The
paladin must adjust his monthly budget accordingly. He may also wish to build up his
contingency fund to cover two or three months' worth of overhead.
An established
stronghold typically falls into one of three economic categories, each of which has a particular impact on the paladin's finances:
Subsidized. The
stronghold has no significant agricultural or manufacturing base. Any crops or goods produced at the stronghold are insufficient
to pay the stronghold's maintenance costs and employees. The paladin must make up
the difference out of his own pocket, which raises his monthly financial obligations
dramatically.
It's not unusual
for a paladin to subsidize a new stronghold until it gets up and running. With careful management and a little luck, a
stronghold becomes self-sustaining within a few months or, at most, a few years. Some paladins,
however, subsidize their strongholds indefinitely, usually for one of two reasons:
• The stronghold was
never designed to generate income, functioning instead as a military stronghold, training center, hospital, or religious sanctuary. Such a
stronghold requires the commitment of a paladin with considerable
resources.
• The stronghold was
designed to generate income, but due to misfortune or incompetent management, never succeeded. Should the paladin decide to cut his losses and abandon the stronghold, he must first see to the
well-being of his faithful employees, giving them adequate severance pay and doing what he can to
find them new jobs.
Self-sustaining.
The stronghold pays its own way through the sale of crops, goods, or services. The paladin needn't subsidize the operation in any
way, nor does he have to worry about the proper disposal of excess profits
(there aren't any). This is the ideal arrangement for most paladins.
Profit-making. The
stronghold generates regular and dependable profits from the sale of crops, goods, or services. The paladin uses these profits
to expand his holdings (to provide jobs for more people or to further glorify his deity,
never for personal gain) or to increase his donations to his church or other worthy causes.
A profit-making stronghold usually requires extra time and attention from the paladin,
or the services of skilled managers.
Excess Funds
All of a paladin's
excess funds must be forfeited. This includes all money remaining after he pays his regular expenses, as well as any money not
specifically allocated to a savings fund for building a stronghold. He may keep a
contingency fund equal to two or three times his normal monthly budget (including maintenance
costs and employee salaries for his stronghold) but no more. He may not
stockpile money to buy gifts, leave to his heirs, or pay a friend's expenses.
What does a
paladin do with the excess? He has three options:
• Refuse it. If an
appreciative community offers him a sack of gems for destroying a vampire, he politely declines. ("Your gratitude is more
than sufficient.") If he discovers a treasure chest filled with pearls, gold pieces, and a book
of poetry, he takes the book and leaves the rest (and he's likely to give the book to a
friend or a library after he's finished reading it).
• Donate it to the
church. This does not count as a regular tithing (see the Tithing section below), as it's not considered part of his income.
• Donate it to
another worthy institution of chaotic good alignment. Suitable recipients include hospitals, libraries, and orphanages. Research
facilities, military organizations, and governmental operations are acceptable only if the
paladin is certain that the money will be spent on chaotic good projects.
Within these
guidelines, a paladin may dispose of his excess funds as he wishes. He may donate treasure to a hospital on one occasion, and
refuse a monetary reward for rescuing a kidnapped prince on another. However, he may
never give his excess funds to another player character, or to any nonplayer character or
creature controlled by a player.
Remember, too,
that just because a paladin declines a reward for rescuing a prince doesn't mean his fellow party members can't accept it. If a
paladin kills an evil dragon, then walks away from its treasure hoard, his companions are
still free to help themselves.
Loans
A paladin falling
on hard times or confronted with unanticipated expenses may arrange for a loan from a chaotic good character or
institution. While borrowing money may be a humiliating experience, it's rarely an ethos
violation unless the paladin borrows money he doesn't need or doesn't intend to repay.
In general, a
paladin may borrow only small amounts of money (say, an amount equivalent to his monthly budget). He may also borrow the
minimum amount required for an emergency; an opportunity to buy a treasure map leading
to a holy sword doesn't qualify, but medicine to treat a dying companion might.
Borrowing money to pay the monthly operating expenses of a stronghold is allowed, but
only if necessary to keep lawful good workers employed or to make vital
repairs. (A leaking roof can wait; a crumbled wall probably can't.) A paladin should strive to
repay his debts as quickly as possible.
Repeated borrowing
is discouraged, and chronic debt should be considered an ethos violation. If a paladin borrows money for several
consecutive months, he might lose his stronghold, his bonded mount, or any other obligation that's
costing him more than he can afford.
Tithing
A paladin must
give 10% of all his income to a chaotic good institution. This 10% is called a tithe. In most cases, a paladin tithes to his
church or other religious organization. If he doesn't belong to a church or operates independently
(as in the case of the Expatriate character kit described in Chapter 4), he may designate any
chaotic good organization, such as a hospital or university, as the recipient of his
tithes. A paladin has no say in how his tithes are spent, though the money typically goes
towards the institution's maintenance, recruitment, equipment, and education costs. A
paladin usually tithes to the same institution for his entire career.
A paladin's first
tithe usually comes out of his starting funds of 5d4 x 10 gp. After that, he must tithe from all sources of income, including
rewards, treasure, wages, and profits generated from his stronghold. When he acquires a
gem or magical item, he owes his designated institution 10% of the item's value (as
determined by the DM), payable at the earliest opportunity. If he finds a diamond worth 500
gp, he owes 50 gp; if the gem is lost or stolen, he still owes 50 gp (the institution isn't
penalized for the paladin's carelessness).
Tithes are due
only on funds the paladin actually claims for himself. If he walks away from a treasure or refuses a reward, no tithes are necessary.
It's the paladin's
responsibility to get his tithes to his institution as soon as possible. A monthly payment will suffice in most cases, with the paladin
turning in 10% of all the income he's acquired in the previous four weeks. If a
monthly payment is impossible or impractical—for instance, if the paladin is on a mission
halfway around the world, or if he's a prisoner of war—he may make other arrangements,
providing he offers a satisfactory explanation. A paladin may personally present
his tithings to his institution or he may deliver them by messenger.
Tithes carried by
the paladin but not yet delivered are still considered to be the property of the institution. A starving paladin who has no
other funds aside from 10 gp of tithes may not spend his tithes on food, unless he first
petitions his deity for permission. If he's behaved responsibly—say, if he used his last gold
piece to pay for treatment of a dying child—permission is usually granted, with the
understanding that the tithes must be replaced.
Alignment of
Associates
A paladin is known
by the company he keeps. Ideally, a paladin associates only with good-aligned companions. Relationships with neutral
characters may be tolerated in limited circumstances, but prolonged contact may result in
an ethos violation. Any association with an evil-aligned character can be
construed as an evil act. In general, a paladin bears responsibility for the actions of his
associates, even those taken without his knowledge or consent.
Hirelings. Without
exception, all of a paladin's men-at-arms and stronghold employees must be chaotic good. The paladin should do his
best to determine their alignment before he hires them. Should a hireling commit an
evil act or otherwise reveal himself to be of an alignment other than chaotic good, the
paladin has no recourse but to fire him and, if necessary, turn him over to the proper
authorities for prosecution.
In some cases, a
paladin shares responsibility for the evil actions of his hirelings. For instance, a paladin's stable master commits murder. The
paladin may not be legally liable, but he may be considered an accomplice in an ethical sense.
Although the authorities may not prosecute the paladin, he may still suffer a punishment
for violating his ethos, particularly if he was remiss in investigating the stable
master's background prior to his employment. As always, it's up to the DM to determine if an
ethos violation has been committed.
Henchmen. A
paladin accepts only chaotic good characters as henchmen. As with a hireling, the paladin should make every effort to determine
a potential henchman's alignment before an alliance develops. The paladin must
immediately dismiss a henchman who commits an evil act.
Good characters.
In an adventuring party, a paladin naturally gravitates to other chaotic good player characters, making them his confidants
and closest companions. Rarely, however, can a paladin choose the composition of his
party, as fate often throws together characters of vastly different outlooks. A paladin
cooperates with a party so long as the majority of the characters are good-aligned; a
majority of neutral characters or the presence of even a single evil character may present
problems.
A paladin can
maintain a comfortable partnership with a neutral good characters, despite his reservations about the neutral good character's
indifference to individual liberties. However, the neutral good character must
be working strictly in the interests of good. A paladin is less at ease with lawful good
characters, owing to their dependent nature and lack of respect for individuality. But a
paladin will work with lawful good characters so long as their behavior
complies with his goals.
Neutral characters.
Next to good characters, some paladins feel most comfortable with chaotic neutral characters, admiring them for their
sense of individuality and loyalty to the cause of freedom. This, of course,
presumes the chaotic neutral characters serve as benevolent freedom fighters,
not bandits or raiders.
A paladin will
cooperate with a party that contains a minority of chaotic neutral or true neutral characters. But he most likely keeps neutral
characters at arm's length, resisting their gestures of friendship. Instead, he tries to serve as
an example to the neutral characters, hoping to convince them through words and deeds
that a commitment to good results in a richer, fuller life. So long as neutral
characters refrain from committing evil acts, a paladin continues to work with them.
A paladin won't
join a party consisting entirely of neutral characters, unless the stakes are exceptionally high. He may, for instance, work with a
neutral party to retrieve a holy artifact, rescue his king, or save his church from
destruction. For less momentous undertakings, such as treasure hunts or reconnaissance
expeditions, the paladin should excuse himself. (If a party mostly consists of neutral PCs,
the DM should explain the general nature of a new adventure to a player with a
paladin PC. The player should have the option of gracefully bowing out of the adventure or
choosing another character.)
Evil characters.
Because he is duty-bound to suppress evil, a paladin won't tolerate an evil PC. He may take the evil PC into custody, physically
restrain him, or demand his expulsion from the party. If all else fails, the paladin
severs his ties with the party and go his own way. In any event, inaction is unacceptable.
A paladin finds it
difficult, if not impossible, to avoid contact with evil NPCs. They're everywhere: walking down a street, dining at an inn,
shopping at a bazaar. A paladin's ethos doesn't compel him to attack or even confront all evil
NPCs; in many cases, hostile confrontations could be counterproductive, particularly if
such an action distracts the paladin from a more important mission, or if it triggers
retaliation from the NPC's companions against innocent bystanders.
Time and
circumstances permitting, a paladin may question evil NPCs, follow them, or make inquiries about them. None of these actions violate
a paladin's ethos when used in moderation. A paladin walks on shaky ground, however, the
moment he begins an association with an evil NPC that could be perceived as friendly
or compliant.
Edicts
Edicts include
commands, instructions, and traditions the paladin has pledged to obey, usually imposed by the paladin's patron. The paladin
must follow his edicts to the letter; he takes them as seriously as any other element of
his ethos.
A paladin doesn't
choose which edicts to follow. Rather, he pledges to follow any and all edicts issued by specified sources. The paladin chooses
his sources when he begins his career. Additionally, the DM may make recommendations or
require specific sources.
Edict sources may
be chosen from the list below. Usually, a paladin's background will suggest appropriate choices. For instance, a paladin whose
parents expect him to adhere to their traditions may swear to follow all edicts from his
father and mother.
The DM determines
the nature of all edicts. He also decides how they apply and when they occur. At the DM's direction, a source may issue a set
of edicts at the outset of a paladin's career. Alternately, a source may wait to issue
edicts until a particular event occurs (such as the acquisition of a stronghold or a
declaration of war). At any time, a source may issue new edicts, modify old edicts, or suspend
standing edicts. It's possible that a source may never issue an edict. In any case, it's up
to the paladin to keep track of his edicts and follow them exactly.
Occasionally,
edicts from different sources may conflict. For instance, a paladin's church might issue an edict that clashes with an edict from
his government. In most cases, religious edicts take priority over edicts from other
sources. In all cases, a paladin's strictures and core principles have priority over
strictures issued by any social institution. For more about conflicting edicts, see
Chapter 8.
Religion and Philosophy
If the paladin
belongs to an organized religion, the church will probably be the major source of edicts. Church edicts encompass spiritual
obligations, behavior restrictions, and service requirements. Philosophies,
too, may have their own edicts, imposed by the architects of the philosophy or by the paladin himself. A
deity may also issue edicts to the paladin directly, appearing in a dream or as an avatar.
Chapter 8 discusses religious and philosophic edicts in detail.
Government
A paladin who has
pledged fealty to his government must follow its edicts. Some examples:
• Perform military
service.
• Donate the use of
his stronghold for any legitimate government purpose (housing soldiers, entertaining government guests, storing supplies,
and so on).
• Pay a one-time tax
or fee.
• Temporarily loan a
stronghold hireling.
• Guard a particular
item or person. The paladin assumes complete responsibility for the safety of the item or person.
• Undertake a
cavalcade, a long journey for the purpose of escorting dignitaries, delivering messages, or scouting new territory.
• Represent the
government in a jousting match or other contest of skill at a tournament.
• Appear at a state
banquet or other ceremonial function.
Paladins who have
no ties to an organized religion often choose to follow the edicts of a mentor. A mentor can be any teacher, sage, or elder
whom the paladin respects; often, the mentor is the paladin's ethical role model or the
person who tutored him in philosophy. A group or organization can also qualify as a
mentor. Possible edicts:
• Take regularly
scheduled tests that measure intelligence or integrity. For instance, the mentor may engage the paladin in probing philosophic
discussions on the nature of evil or the obligations of friendship.
• Care for the
mentor in his old age.
• Pass along the
mentor's ideas to a young acolyte of the mentor's choice. (In effect, the paladin becomes a mentor to someone else.)
Culture
Unless they
contradict the principles of his government or religion, a paladin may choose to follow edicts from his culture. Cultural edicts
arise from the long-standing traditions of a particular tribe, region, or race, and as
such, they rarely change. Examples include:
• Marry by a certain
age.
• Always bow from
the waist or curtsy to strangers and elders.
• Hold the lives of
animals to be equal to those of men. A paladin following this edict never eats meat, never hunts for sport or food, and only
kills an animal to protect himself or those he's sworn to defend.
Family
Family edicts
derive from tradition, obligations to relatives, and the wishes of particular
family members. Edicts may be issued by the paladin's parents or grandparents, or by a consensus of all living family members.
Won't all paladins
automatically choose to follow the edicts of their families? Not necessarily. A paladin's family may not be of good
alignment. The paladin may be an orphan and have no knowledge of his family. Sympathetic
families may not wish to burden the paladin with their problems. If a paladin has not
vowed to follow the edicts of his family, his obligations to them are no different from
his obligations to anyone else.
Typical family edicts include:
• Visit the family
burial ground once per year on a designated day.
• Uphold a tradition
never to harm a particular animal. (For example, if a bear sacrificed itself to save the paladin's infant sister from a
dragon, the paladin may vow never to harm bears.)
• Donate a fixed
percentage of all income to the family.
Cuiraécen dogma:
The doctrines of Cuiraécen’s churches have certain similarities despite the lack of an overarching
hierarchy. Followers of Cuiraécen are prohibited from showing fear before an
enemy and are forbidden to refuse a just battle.
Furthermore, they must seek out those who oppress the weak
and defenseless and offer them battle. Followers of the Stormlord traditionally
were expected to act as heralds of the church of Haelyn ,
but this particular requirement has fallen into disuse since the disintegration
of the Anuirean Empire.
Certainly, followers disagree on what exactly constitutes a
"just battle" or how oppression is defined, but each individual strives to obey
his god's dictates.
Virtues
Virtues are traits
exemplifying the highest standards of morality, decency, and duty. They comprise the paladin's personal code. Although not
specifically detailed in the PH definition of a paladin, a paladin's virtues are implied by
his strictures as well as his outlook, role, and personality. Just as a paladin must obey
his strictures, he must also remain true to his virtues.
Though most
paladins adhere to all of the virtues described below, exceptions are possible. For instance, a paladin from a primitive society
may be so unfamiliar with civilized etiquette that including courtesy as part of his
ethos would be unreasonable. All adjustments must be cleared by the DM at the outset of a
paladin's career.
There are no rules
for adjudicating virtue violations. The DM is advised to err in favor of the paladin when the player makes honest mistakes.
Conversely, the player should graciously accept the DM's rulings and, in the spirit
of the paladin, avoid looking for loopholes to take advantage of the DM's good will. The
entries below include examples of how virtues might influence the paladin's
behavior in the context of a game.
Fealty
In feudal times,
fealty referred to the relationship between a warrior and his lord. A warrior swore allegiance to a lord in exchange for
protection, support, and property. The lord, in turn, could count on the warrior for military duty
and other services. Both the lord and the warrior scrupulously honored this agreement.
Perfidy, the breaking of the promise by either party, was considered a treacherous breach
of faith.
This book takes a
broader view of fealty, defining it as loyalty not only to a lord but to any chaotic good government, religion, or philosophy. For
convenience, we refer to the recipient of a paladin's loyalty as the patron.
Regardless of
who—or what—functions as the patron, fealty gives the paladin a sense of belonging to something greater than himself. Fealty also
sets the criteria for a paladin's moral code; in essence, the patron establishes the
difference between right and wrong, good and evil. However, although the patron provides the
basic moral code, it is ultimately the paladin who is responsible for and bears the
consequences of his actions.
About the Categories
Let's take a
closer look at the three categories of fealty patrons:
Religion. A
religion is a set of beliefs centering on one or more omnipotent deities with supernatural powers. The patron is usually a church
representing an established religion, but can be a deity.
Government. This
can be any individual or governing body with the absolute power to make laws and declare war. In most campaigns, the patron
is usually a monarch.
Philosophy. A
philosophy is a system of ideas that explains the nature of the universe, exclusive of supernatural beings. The patron may
be an established philosophy developed by scholars, or a unique philosophy developed by
the paladin himself. (Chapter 8 discusses the definition of a philosophy in more
detail, including the differences between philosophies and religions.) For the
purposes of fealty, religion and philosophy are mutually exclusive; a paladin can't pledge
fealty to both.
Choices of Patrons
Every paladin must
pledge fealty to something. As a minimum, he must pledge fealty to either a religion or philosophy; this faith is what
grants him the special powers described in Chapter 2. Beyond this requirement, patrons
should derive logically from the paladin's background and outlook. In most campaigns, the
proper patrons will be self-evident. For instance:
• If a paladin
follows the tenets of a chaotic good religion and serves in the military of a chaotic good ruler, he probably swears fealty to both his
church and government.
• If a paladin comes
from a rigid theocratic culture (a society ruled exclusively by priests) or serves no feudal lord, he probably pledges fealty to the church alone.
• If a chaotic good
monarchy has no formal relationship with an established religion, the paladin might pledge fealty to a ruler and a philosophy,
and not to a church.
• If a paladin
operates independently and has no ties to a government or church, he'll probably pledge fealty to a philosophy.
For reference,
Table 14 lists all possible fealty combinations. A paladin may pledge fealty to any of the Permitted combinations (assuming the DM
approves). He may not pledge fealty to any of the Forbidden combinations. The ways
in which governments, religions, and philosophies interact are discussed at length
in Chapter 8.
Table 14: Fealty Combinations
Combination
Permitted/Forbidden
Government, religion,
Forbidden*
and philosophy
Government and religion
Permitted
Government and philosophy
Permitted
Religion and philosophy
Forbidden*
Government alone
Forbidden**
Religion alone
Permitted
Philosophy alone
Permitted
* For the purposes
of fealty, religion and philosophy are mutually exclusive.
** Every paladin
must pledge fealty to either a religion or philosophy, which serves as the source of his special powers (described in Chapter 2).
Obligations of Fealty
Once a paladin
pledges fealty to a particular patron, he's bound to that patron indefinitely. Should his king engage in evil activities, or
his church become corrupt, the paladin may be forced to pledge fealty to another patron;
the Expatriate kit (see Chapter 4) describes one possible consequence. Normally, however, a
paladin's patrons never change.
The
responsibilities associated with fealty vary with the patron. Monarchs, for instance, may require their paladins perform military
service. Churches may expect their paladins to follow rigid rules of behavior. The
"Edicts'' section elsewhere in this chapter discuses such requirements in detail. In general, however,
fealty requires the paladin to:
• Faithfully serve
the patron regardless of personal adversity.
• Promote the
principles and ideals of the patron.
• Honor and respect
the representatives and symbols of the patron.
• Sacrifice his life
for the patron if necessary.
Examples:
• Sir Geffen, who
has declared fealty to his king, learns that his homeland has declared war against Dryston, a neighboring state. Geffen is
distressed by the news. Many of his schoolmates now live in Dryston, and so does his
brother-in-law. Nevertheless, Geffen vows to engage all soldiers of Dryston
as enemies, regardless of who they might be.
• In a distant
village, Sir Geffen hovers on the edge of death, struggling to recover from serious wounds inflicted by a red dragon. A compassionate
farmer offers to take Geffen to a medical specialist. Geffen accepts, and the
farmer loads him in his wagon. An hour into their journey, the wagon passes a herald carrying
the banner of Geffen's homeland. Geffen demands that the cart stop, then insists
that the driver lift him to his feet. Reluctantly, the driver does as he's told. With his
last ounce of strength, Geffen raises his hand to salute the flag.
Valor
A paladin
demonstrates unyielding courage in the face of adversity. No danger is too great to prevent him from fulfilling a promise or completing
a mission. His commitment is stronger than his fear of pain, hardship, or even death.
A paladin's valor
is particularly evident on the battlefield. He regards war as a noble enterprise, and combat as an opportunity to glorify the
institution he represents. A paladin attacks an enemy without hesitation, continuing to fight
until the enemy withdraws or is defeated. Whenever possible, a paladin chooses the most
formidable enemy—a powerful monster, a giant, a dragon, or the leader of an army—as his
primary opponent. In general, a paladin prefers melee to missile combat, so he
can engage his opponent face to face.
Examples:
• A moment ago, Sir
Geffen and his companions were riding peacefully through a shaded valley when they were ambushed by a brutish hill
giant. The giant snatched young Fredrin from his horse and is now waving him in the air like
a trophy.
"I claim this
youth as my slave!'' thunders the giant. "If you want him back, send your best man to fight!''
Without
hesitation, Sir Geffen rides forward.
• Locked in battle
with an army of ogres, Sir Geffen's party is suffering mounting casualties. "Withdraw!'' shouts Bordu, a friend of
Geffen. "We will regroup and fight another day!''
Sir Geffen's
companions scramble from the battlefield, but Geffen lingers behind. "Come with us!'' cries Bordu. "You can't win!''
"Perhaps
not,'' says Geffen, steeling himself for a phalanx of charging ogres. "But
I shall cover your withdrawal as long as I can.''
At the DM's
discretion, a paladin can withdraw with honor if outnumbered by more than 2:1 in hit dice. If the paladin belongs to an elite
organization, the DM might allow the paladin to withdraw if he faces odds of more than 3:1.
If the player suspects such a situation exists, he may ask the DM whether a withdrawal
with honor is possible. With the DM's permission, the paladin may withdraw without
violating his ethos.
Honor
An honorable
paladin conducts himself with integrity regardless of circumstance. He behaves in a morally sound manner even when he's by himself
or when no one else will know of his actions. It's an admirable act to comfort a
dying friend, but an act of honor to comfort a dying enemy.
Honor also
involves respect, not just for the paladin's peers and superiors, but for anyone sharing the paladin's commitment to goodness. The
paladin shows mercy to the repentant, and refuses to inflict undue
suffering even on the vilest evildoer.
Additionally, an
honorable paladin:
• Defers to the
judgment of all chaotic good characters of superior social class, rank, and level.
• Acknowledges the
dignity of all chaotic good people, regardless of their race, class, or economic status, by treating them with courtesy and respect.
• Accepts all
challenges to duel or fight given by those of comparable status and power. (A challenge from an arrogant youngster or a drunken
warrior may go unheeded).
• Dies before
compromising his principles, betraying his liege or faith, or abandoning a protected charge.
Examples:
• After a lengthy
battle, the king of the lizard men lies bleeding at Sir Geffen's feet. "I beg you,'' gasps the lizard king, "Let me live.'' Sir
Geffen reflects. The lizard king is old and broken. He can no longer be considered a threat. And he
has fought honorably.
Sir Geffen
sheathes his sword. He motions for his aides to haul the lizard king away. The king will spend his remaining years in prison.
• Sir Geffen has been
captured by a cult of evil clerics. Bound with chains, Sir Geffen stares into the eyes of a cleric who holds a blade to his
throat. "Renounce your blasphemous faith,'' hisses the cleric, "and I will
spare your life.''
"Renounce
yours, and I will spare you!'' says Sir Geffen.
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