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THE
PALADINS OF DARGOTTEN:
The
Paladins are led by three Lords-Paladin. First is Lord-Marshall
Aytis, a formidable human woman whose skills in battle, tactics,
and leadership are unparallelled. In case of a battle, she
assumes command; she is intelligent enough to know how to
use magic and knowledge to her advantage in the battle. She
is in charge of ensuring that the Paladins are always ready
for battle, under any circumstance, at any time.
The
second is Lord-Adept Chyrell, a slim elven man whose skills
at magic are the envy of mages all over Telgard. He is in
charge of those who teach magic to other Paladins and ensures
that his charges keep their skills sharp. Though his teachings
are devoted to tactical uses of magic, his hobby is the use
of magic as an art form, and his displays at private ceremonies
have never been equalled.
The
third is Lord-Chronicler Drek, a stout dwarven male who has
lived more than 300 years and seems still within the prime
of his life. His province is knowledge and history, for both
are crucial to knowing when to fight, when to retreat, and
how to survive for the coming battles. Young squires might
scoff at his unglorious job, but any true Paladin accords
this man more respect than any other, for his information
as often as not makes the difference in keeping someone alive.
It is rumoured that Drek was once a Syrithian, and it is known
that he maintains ties with that group to this day.
All
Paladins will have a specialty of this kind but must maintain
training in the other two specialties, such that their specialty
is never more than one level higher than the other two fields.
Paladins
are devoted to the defense and well-being of Telgard, and
to their moral existance. They hold the world ready for Dargotten's
return and destroy those who would harm Dargotten's Creation.
They guard those things that help ensure Dargotten's creation
remains safe and attack without mercy that which is evil.
Paladins
are extremely rare. They are mages with the full sanction
of all Kingdoms and are the only group that may pass any border
unmolested; they may pass even in isolated Lirynn or dangerous
Mirg. They possess lordly titles that have equivalent rank
in every kingdom, no matter where the lands that come with
the title are situated. For instance, a Lord Paladin with
lands in Korresh will still be a lord in Lirynn and will be
treated as such, for all that elves treat nobility much more
casually than the other races.
As
such, it is very difficult to obtain membership. Paladins
do not accept members. They search for them, and members are
revealed to Paladins through a vision or prophecy. Potentials
must then undergo a trial, and virtually every trial a Paladin-hopeful
goes through is potentially fatal. Paladinhood requires absolute
certainty and skill; and having complete faith does not mean
one will survive, for skill and cunning are also required.
Tested
Skills:
Paladins
test in every magic skill, every combat skill, every scholarly
skill, and medicine, herbalism, survival, tracking, stealth,
riding, and performance (acting/diplomacy.) They are also
required to be able to repair every bit of equipment they
own (several kinds of craftmanship) but they are not tested
in this.
Entrance
into the Guild:
Entrance
requires that the Paladins receive a vision or premonition
about the PC. OOC, this means that the player must have demonstrated
good roleplaying skills and the capacity to use the power
within this guild responsibly. It is not enough to say "I'm
a holy fighter"; in that case, seek out the Questors
or a similar group for other religions.
The
Guild Trial for entrance is a test of the paladin's righteousness,
morality and zeal. Before the trial is begun, the candidate
is told that the trial involves the possibility of dying,
and this is true. The Guild Trial involves magical visions
that tempt, torture, and attack, and if the visions successfully
breach the paladin's morality, the Darkness will consume them
and necessitate their death. It is not possible to dissemble
before these visions; and those with intent to infiltrate
the paladins or who already serve the darkness are killed
outright as the first vision begins.
Advancement
within the Guild:
initiated
Paladins, regardless of their skill levels, are Squire-Paladins.
They are not permitted on their own and are similar to apprentices--they
may not leave until the Paladins have deemed them capable
of their duties.
After
a Squire-Paladin has been deemed worthy, he becomes a Knight-Paladin.
He must have two skills at Advanced and four skills at Proficient,
and there must be one each of a magical, battle or scholarly
skill among them in order to be well-rounded. He must also
pass another exam, proving his understanding of the duties
of the Paladins and living them to the best of his ability.
Passing confers the title of Knight, making him a Noble without
the responsibilities or privileges of land or servants. A
Knight-Paladin often adventures to further the goals of the
Paladins. While a squire-Paladin is considered an acolyte
of sorts, to the common people a Knight-Paladin is a full
paladin and accorded with much respect and sometimes even
fear.
A
Knight-Paladin who has obtained Expert in any one skill and
has three Advanced skills, one each of a magical, battle or
scholarly skill among them, may take the exam for Lord-Paladin.
The exam consists of proving his understanding of sacrifice
and the 'longer view' of their duties, a sometimes harsh reality
that most see as clashing with the concepts of Good and Justice.
To pass, the candidate must seamlessly reconcile his beliefs
in Good and Justice with sacrifice of others and the 'long
view.' Passing confers the title of Lord, which brings with
it lands, servants, and money. Each Lord-Paladin is required
to see to the training of his personal army, his lands revert
to the Paladins when he dies and he must often travel to see
to his duties and the protection of Telgard.
In
each of these advancement exams, failure means death, for
the Paladins will not permit someone who is not wholly committed
to the cause. Every candidate is warned of this possibility
before they take the test...accepting the possibility of death
will be necessary in order to pass each test.
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