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Chapter 5
by shirasaya
The Base Classes
Paladin
A holy warrior, a undefeated champion of good, a fearless warrior of the people. Paladins are champions of good, spreading their benevolence and conquering evil foes wherever they may be. They are often considered heroes and bastions of goodness in a chaotic world. However, some are less than appreciative of the "Damned shining busybodies", and a Paladin will find that their vocation is rarely easy, or simple.
Paladins are benevolent warriors that seek to defeat evil and propagate altruism throughout the land of Gristhaia. They will never commit an act that they believe is wrong or in violation of their particular code. Many also refuse to tolerate evil acts in their presence, taking action or speaking up to stop the acts taking place. They will often interject their help into any situation where they feel wrongdoing is occurring, often regardless of whether their help was asked for, or even wanted. Many a novice paladins have rushed in to stop the perceived persecution of an individual or group of people, only to make it worse for the victims and/or themselves. Seasoned paladins will sometimes develop more prudence in their actions, thinking through their actions carefully so that their acts will actually have a good and lasting effect in the area.
Typically younger paladins are the most zealous, seeking to stop all evil the moment when it occurs, regardless of whose toes get stepped on in the process. Some paladins hold the law of the land itself as their ideal, and view upholding the law as synonymous with upholding the good of the people. However, other paladins work outside of the law, particularly when the ruling class within an area is particularly avaricious or corrupt. They then commit acts that the afore mentioned ruling class would view as vigilantism, and may be subject to legal action should they be caught.
Seasoned paladins are often much more reasonable in their approaches, having enough experience to know when discretion is the better part of valor. This is not to say that their devotion has waned in the slightest, and often they are more determined to follow their cause than any novice would be. They still seek to follow their codes and uphold their honor, but are often more understanding when it comes to breaching the letter of the law, and are more often concerned that the spirit of the law is being upheld. For instance, they are likely to turn a blind eye to someone stealing food from a stall, especially if they notice that the thief is a **** starving person. They are also more likely to turn a blind eye to other things that are considered crimes like poaching or tax evasions, if done the motives are selfless. Paladins like these are the most beloved by the common people, and are an example of one whose desire to do good and uphold justice is in balance with their kindness and understanding.
Paladins are capable of many feats, whether they be physical, spiritual, or magical. They are all warriors, as they must champion their causes, and malevolent beings or forces do not often respond to diplomacy alone. Iniquity must be met with justice, and justice sometimes comes from the tip of a sword. Paladins are experts at armored combat, and often literally lead the charge in their crusade against evils. They are capable of combating undead, and smiting evil foes with divinely granted power. What constitutes "evil" is dictated by the patron deity of the individual paladin in question. They are also granted the ability to cure disease and injuries, and exude an aura of their particular alignment. They are granted divine protection against many forms of harm and disease, and often much more resilient to certain effects than those of other classes.
Paladins also are known for the special bond they share with their mounts, who are equally if not more remarkable. The mount of a paladin, typically a warhorse of the appropriate size, is a highly capable and intelligent being that shares the goals and desires of its master. It is much more capable than what is typical of its kind, being faster and stronger. The mount of a powerful paladin may even command others of its kind, and shrug off spells that would maim or kill others of its kind. They share a close bond with their masters, made possible by an empathic link that it shares with its master. A paladin values their mount highly, and vice versa. They are treasured and cherished companions and each will often risk harm in the name of protecting each other.
Rarely, a paladin loses their way. When fighting monsters both sentient and bestial, some paladins may gradually twist their motives and desires, until they are considered tyrants and despots in their own right. Those who follow doctrines that vastly favor the good of the many over the good of the few, or those that enforce their code on those that they protect, are more likely to fall down this path. Their code also becomes twisted, and the magic they cast will also change to fit their oppressive nature. Other paladins use might in order to become the lesser of the evils, brutally enforcing order in order to prevent the rising of something even worse. Sometimes a person will simply choose to serve a more vindictive and controlling deity, and behave accordingly. To people with strict moral codes, the moral landscape of Gristhaia is maddeningly gray, and issues are often more complex than some people or ideologies are willing to accept. Those who refuse to recognize the individuals or the people in favor of their ideologies are called paladins of tyranny. They serve vindictive masters, or become them, and they are colloquially called Blackguard by those in the land.
Sometimes when tragedy or horrors become too much to bear, a paladin's mind snaps. Rather than twist their ideology like most paladins of tyranny, the morality and sanity of a paladin simply shatters. They become gibbering wrecks, haunted by their regrets, their failures, and the consequences that follow, becoming insensate and catatonic. However this is not the worst fate that one can suffer. No, things can always can become worse, and they all too often, they will. When a paladin snaps, their moral compass can flip, and they rapidly become what they would have dreaded the most. They become malicious and violent despots, leaving a trail of corpses and blood. They take pleasure in **** for ****'s sake, and delight in causing pain and despair. They have become slaughter incarnate, and woe be to anyone who encounters one of these paladins of slaughter.
Luckily, such events are few and far between in the recent history of Gristhaia. However, should a large **** of evil raise its head, physical and spiritual casualties are bound to increase. Paladins are often the vanguard of order and good in the land, but they are also often the first to take the brunt of any malignant forces. They often go adventuring, seeking to prevent evil forces from rising, and challenge themselves to become better individuals. Along the way, they may find that their beliefs themselves are challenged, and they must decide whether to stay the course, or change their beliefs in response to new information. They must decide which of their ideals to uphold, and which to make accommodations for, or compromise on. This is the path of those who seek to follow the path of the paladin in the land of Gristhaia.
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Fantasies Galore
D&D Adventures, Your way (Now Public)
Writers Welcome! NOW PUBLIC!! I was surprised to find that there isn't many straight up D&D analogues on this site, and I thought I could fill the niche well. All the one's I've seen are either very brief, or were projects that people got too ambitious on and quit with a story that was a mile wide and an inch deep. Closest thing I could find was on editthis' wiki style page, and the thread is pretty much abandoned aside from myself. So without further ado I present to you the generic D&D adventure (with some smutty twists)
Updated on Apr 8, 2023
Created on Jul 24, 2017
by shirasaya
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