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The Paladin Code

Posted: Fri Jun 30, 2006 11:01 am
by Kelemvor
In anticipation of the new intake of pages, squires and hopeful paladins I thought it might be useful to post some information from the Paladin and Player Handbooks.

Not all players of FK have access to this kind of detail and it can help enormously with paladin roleplay. A roleplay, I should emphasise, that begins from the moment your character is created.

The in-game help-files were noted in this post

http://www.forgottenkingdoms.com/board/ ... php?t=4886

but what follows is equally applicable to our setting.

As ever, if you have any questions around all things paladin send me a PM or post to the relevant thread.

Posted: Fri Jun 30, 2006 11:04 am
by Kelemvor
Strictures of a Lawful Good Alignment

Every paladin must be lawful good. The moment he abandons the conditions of this alignment is the moment he stops being a paladin.
At the heart of a lawful good alignment is the belief in a system of laws that promotes the welfare of all members of a society, ensures their safety, and guarantees justice. So long as the laws are just and applied fairly to all people, it doesn't matter to the paladin whether they originate from a democracy or a dictator.

Though all lawful good systems adhere to the same general principles, specific laws may be different. One society may allow a wife to have two husbands, another may enforce strict monogamy. Gambling may be tolerated in one system, forbidden in another. A paladin respects the laws of other lawful good cultures and will not seek to impose his own values on their citizens.

However, a paladin will not honor a law that runs contrary to his alignment. A government may believe that unregulated gambling provides a harmless diversion, but a paladin may determine that the policy has resulted in devastating poverty and despair. In the paladin's mind, the government is guilty of a lawless act by promoting an exploitative and destructive enterprise. In response, the paladin may encourage citizens to refrain from gambling, or he may work to change the law.

Particularly abhorrent practices, such as slavery and torture, may force the paladin to take direct action. It doesn't matter if these practices are culturally acceptable or sanctioned by well-meaning officials. The paladin's sense of justice compels him to intervene and alleviate as much suffering as he can. Note, though, that time constraints, inadequate resources, and other commitments may limit his involvement. While a paladin might wish for a cultural revolution in a society that tolerates cannibalism, he may have to content himself with rescuing a few victims before circumstances force him to leave the area.

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. He does not interfere with a legal execution, so long as the punishment fits the crime.

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 lawful 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.

Posted: Fri Jun 30, 2006 11:07 am
by Kelemvor
Association

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.

Good characters. In an adventuring party, a paladin naturally gravitates to other lawful 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 social structures. However, the neutral good character must be working strictly in the interests of good. A paladin is less at ease with chaotic good characters, owing to their independent nature and lack of respect for authority. But a paladin will work with chaotic good characters so long as their behavior complies with his goals.

Neutral characters. Next to good characters, some paladins feel most comfortable with lawful neutral characters, admiring them for their sense of duty and loyalty to their government. This, of course, presumes the lawful neutral characters serve reasonably benevolent governments, not despots or slave traders.

A paladin will cooperate with a party that contains a minority of lawful 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. (However, spying and similar actions should be a last resort, because they connote deception). 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.

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.

Posted: Fri Jun 30, 2006 11:33 am
by Kelemvor
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.

Courtesy
To a paladin, courtesy involves more than merely following rules of etiquette. It's also an attitude, a way of presenting himself to the world. A paladin carries himself proudly, maintains self-control, and accepts ill-mannered behavior with grace. He follows social customs to the best of his ability. He is polite and deferential to friends and strangers alike.

Additionally, the paladin must:
• Consider the feelings of others and take care not to offend them. A paladin always demonstrates proper manners (shaking hands with friends, expressing gratitude for favors). He also keeps himself immaculately groomed (bathing regularly, wearing clean clothes). • Speak tactfully and kindly. A paladin never knowingly insults or slanders another person, even his greatest enemy. If others engage in insults or slander, the paladin walks away.
• Behave with dignity. A paladin refrains from emotional outbursts, excessive eating and drinking, foul language, and other boorish acts.
Examples:
• Sir Geffen asks a grizzled innkeeper for directions. "My information ain't free,'' snarls the innkeeper. "Especially for the likes of you.'' The innkeeper spits in Sir Geffen's face, then glares at him, daring him to respond. Sir Geffen politely thanks the innkeeper for his time, discreetly wiping the spittle from his cheek as he turns to leave.
• After a long day spent slogging through a muddy swamp, Sir Geffen's companions can't wait to make camp and get to bed. Sir Geffen, however, stays up for hours, combing dried mud from his hair and cleaning the grime from his armor.

Honesty
A paladin always tells the truth as he knows it. He may decline to speak or choose to withhold information, but he will never intentionally mislead anyone, even his enemies. He may ask permission not to answer a direct question, but if pressed, he'll tell the truth (however, he may frame his answers in such a way as to withhold vital information). Though a paladin doesn't make promises lightly, once he gives his word, he always keeps it.
Examples:
• Sir Geffen has been captured by an evil army. The commander demands to know the whereabouts of the paladin's companions. Sir Geffen says nothing. "My spies inform me that your colleagues plan to arrive at King Relhane's castle by dawn tomorrow,'' says the commander. "Is this true?'' The commander's information is accurate, but Geffen remains silent. "If you say nothing, I will conclude that I'm correct.'' "You may conclude whatever you wish,'' says Geffen.
• Prevost, a young companion of Sir Geffen, asks about his performance on the battlefield yesterday. Sir Geffen believes that Prevost fought ineptly. "With your permission,'' says Geffen, "I prefer not to answer.'' "Please,'' insists Prevost. "I want to know.'' Geffen looks him in the eyes. "Very well. You allowed an opponent to escape. You dropped your sword at a crucial moment. Your performance was poor.'' Prevost glowers at Geffen, then angrily stomps away.

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.''
(The handbook notes that in situations where the paladin is significantly outnumbered an honourable withdrawal is permissible, this would need to be interpreted in-game)

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 and justice. 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 lawful good characters of superior social class, rank, and level.
• Acknowledges the dignity of all lawful 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.

Humility
The paladin remains humble in spirit and action. He rejects adulation and declines awards. Tributes embarrass him; the knowledge of a job well done suffices as thanks. He speaks modestly of his deeds, if at all, grateful for the opportunity to fulfill his moral obligations.

Generosity
The paladin gladly shares his meager funds and possessions with anyone in need. If he owns two swords and a elderly hunter has none, the paladin offers one as a gift. He will give his last crust of bread to a hungry child, even if he must go without food for the rest of the day. He is also generous of spirit, always willing to lend an ear to a troubled companion or acknowledge a friend's accomplishments with lavish praise.

Chastity
The paladin avoids even the appearance of impropriety, remaining pure in word, deed, and thought.
DM's Note: Chastity is not to be confused with celibacy. Some religions or churches may require celibacy, and others may not, but in all cases, the paladin must still remain chaste in his intentions and actions.

Industry
The paladin engages in productive activity at all times. He works diligently and hard until he completes the job at hand. When not working, he studies, exercises, or practices his combat skills. He considers leisure activities, small talk, and vacations to be time-wasting folly.

Posted: Fri Jun 30, 2006 4:17 pm
by Isolrem
Does these apply to all Paladins?
Some of the above rules, particularly those of taking action against an established government, is against what I have been taught as a Paladin of Torm - who is primarily charged with following the orders of superiors and the direction of the other churches of the Triad.

And, of course, celibacy appears to be mandatory for all paladins in game.

Posted: Fri Jun 30, 2006 5:38 pm
by Argentia
Keep in mind that some rules may be bent a little(But never broken) because every paladin is different. For example, a paladin of Helm may very well associate with more neutral characters than a paladin of Torm because Helm's church is neutral. A paladin of Kelemvor may respectfully pray for the afterlife as he strikes down his enemy but a paladin of Torm may not engage so rigidly in such a ritual.

So I would say that all rules apply to paladins, but some may be bent a little to fit your individual paladin's faith and style. Just my opinion though.

Posted: Fri Jun 30, 2006 10:25 pm
by Kelemvor
As noted in the section referring to edicts, your faith will have a substantial bearing upon the way other parts of the code are applied.

This information was presented as a set of guidelines rather than of rules and the in game quests and help files give the clearest information on how we prefer a paladin to conduct themselves in the FK setting. Celibacy being something which differs markedly from the handbooks.

Just as an aside in relation to the church of Torm, they do indeed have a different take on things to other churches. Their emphasis being much more on direct action and 'applied' justice. To such an extent that their relationship with the more neutral (and some might say less compassionate) Helmite clergy is quite a cool one.

Ideology is a wonderful starting point to roleplay from...

Posted: Thu Jul 06, 2006 2:46 am
by Raona
Should potential PC difficulties with some of aspects of the code be worked out IC, in pursuit of the knighthood, or would it be prefered that PC's who will/may have difficulty adhering to aspects of the code not seek to enter the knighthood at all? I understand the incredible sunk cost associated with training a squire part way only to find them unsuited to the knighthood; then again, a protracted argument about the valor involved in the use of a bow might be an interesting knight/squire RP.

(To be clear: I don't think Raona will have significant troubles here, except perhaps with the issue of deception/transparency; but I am keen to know whether, generally, PC's becomming pages should clear their minds of questioning/disobeying any aspects of the Code (OOC), or if that decision should be IC, based on the PC's personality.)

Thanks

Posted: Thu Jul 06, 2006 8:40 am
by Kelemvor
The transition from 'page' (this is my preferred term for identifying a hopeful squire who has not yet begun the coded lessons) to squire to paladin is one which will happen over a number of months.

That being so, we are not expecting all of the paladin virtues to be ingrained from day one. Much will depend upon the background and roleplay of the character and IC events.

Some characters may well be so straight-laced and devout that they do not waver even slightly. Others may struggle with an idea or way of behaving which is at odds with their upbringing or because of a flaw in their character that they need to work to overcome.

However, there are clearly some aspects (such as celibacy and chastity or honesty) that should be adhered to throughout and even minor lapses would cast doubt on the ability of the page or squire to become a paladin.

A great deal of the development will depend upon the interaction with your lesson giver. Raising questions about what is right and proper - or the opposite, being dressed down for mistakes - is all part and parcel of the squiring.

I can think of few other classes where the use of roleplay has such a dramatic bearing on the development of the character. The restrictions on becoming a paldin and the length of time it can take reflect that I hope.

Re: The Paladin Code

Posted: Sun Jan 25, 2009 11:29 pm
by Briek
just to clarify, this is the old paladins handbook for 2nd ed, Kelemvor showed me to this thread because i had some questions about changes coming to the paladin training and i have recently finished an ingame version of this, of course if we are changing to 3rd ed it makes it all rather pointless :)

Re: The Paladin Code

Posted: Mon Jan 26, 2009 12:50 am
by Jaenoic
This is all still relevant and will not become irrelevant in the near future. If anything, the currently coded lessons do not reflect this source material, so the upcoming changes will address that.

Re: The Paladin Code

Posted: Mon Jan 26, 2009 9:47 am
by Briek
as far as i can remember the current lessons that are coded are almost exact copies of the information in this book but then as long as thats not changed i can go ahead and publish the ingame guide, i think it is only in 4th ed though in which paladins went through some major changes, 3rd ed was minor.

Re: The Paladin Code

Posted: Mon Jan 26, 2009 2:19 pm
by Harroghty
The current virtues (described above) are copied word-for-word from the 2d Edition book The Complete Paladin's Handbook (TSR 2147). The revisions being made to the process from enrolling as a page to being dubbed a paladin are designed only to stream-line those processes. There is a chance that some source material (such as the virtues described in the above Paladin's Code) might change, but nothing is approved and anything you published in game wouldn't be invalid later in the case of a change.

My personal recommendation would be to portray anything that you write as Briek's experiences with his education as a squire instead of some kind of official document on the Paladin's Code of Conduct (i.e. "...this is the code that I was taught" instead of "Here is the code."). This will allow your character's writing to be useful and profitable for squires to read at any point regardless of potential shifts (now or in the future).

Re: The Paladin Code

Posted: Mon Jan 26, 2009 3:44 pm
by Briek
Good idea, i have used examples of myself in the publication and i suppose i could put in a little bit at the end just to say that this relates only to my characters training. Thanks Harroghty