IcyCool
First Post
So, I'm running a game currently set in a heavily-modified Mystara, which will eventually jump into the planes. The idea being that not too long ago the Prinicipalities of Glantri became an expansionist power (I have players who might peruse this board, so I will leave out some detail here). They found a way to mass produce artificial troops (Warforged), and marched upon the known world. This was known as the Great War. They conquered Darokin, Ethengar, Rockhome, The Five Shires, Karameikos, and (kindof) Alfheim. Their expansion stopped when the Warforged started to become sentient (and rebelled), and a meteor struck deep in Glantri (forming the Great Crater).
Fast forward to present day where things are similar to the actual Mystara setting, except that the above conquered nations are nominal Principalities of the Glantrian Empire. What that really means is that they owe taxes to Glantri, are ruled by a wizard-prince who has a seat on the council, and have Glantri's blanket policy of "No open practice of religion." These regions are blissfully free of Glantri's mad bureacracy and permits.
There are two very specific things to this particular campaign:
1.) There is no planar travel (not in, not out), and hasn't been for hundreds, possibly thousands, of years. There are surviving books on the planes, and several spells that should allow one to travel to them, but none of them work (some spells do work, but have had flavor modified so it is consistent with this). The planes, and many creatures from them, are considered to be fairy tales or myths.
2.) An organization called the Inquisition. The Inquisition has been around for as long as memory (or so they claim), and operates solely within the Glantrian empire. Their creedo is "The Gods are false. They are not Gods, they are merely very powerful beings. They do not deserve our worship." The Inquisition is a reasonably small group (due to limitations placed upon it by the Council), and they have a small military force that they are allowed to keep, provided they make it available to Glantri when commanded to do so, pay for the appropriate permits, taxes, etc. The Inquisition has a charter from the the Glantrian council to operate in the empire, as enforcers of the "No open practice of religion" law. They have taken remarkable liberties with the enforcement of the law and in addition to executing any violators of this law, they also actively hunt down divine casters in the Empire. They have lobbied, pushed, and bribed, but alway stopped short of threatening, to get the Glantrian council to alter the law to "Practice of religion is punishable by death." The council has refused, on the grounds that removing all hope (even if it is false) from the people would lead to lower tax revenue and eventual rebellion. Due to the sheer size of the Glantrian Empire, and the small membership of the Inquisition, the average citizen is more likely to see a priest than an Inquisitor. While the power they wield is terrifying, the are mostly a "boogeyman" to frighten children with.
Thus sets the scene. Taking complete leave of my senses, I have allowed a player to play a Paladin in this game (he's shooting for Vassal of Bahamut). I have a personal dislike of Paladins, as everyone I've ever played or GM'd has either expected the other players to live by his code as well, or has been the "detect and smite" variety. I am very worried that this character won't fit into the campaign, and that playing along side him will not be fun for the other players. We have thus far had one session. During the session, a Merchant friend of the group sends the characters to a remote mountain complex to check up on some "contemplative" friends of hers. On the way up the mountain pass, they are ambushed by a small party of Gnolls. The flunkies are dispatched while the Paladin is duking it out with the Gnoll leader - a Berserker (Barbarian). As the group closes in, the Paladin tells them to stand back, and that they are taking this Gnoll alive because he might be able to be redeemed. Now, every once in a while, this could be a cool thing to play out, but I know my gut reaction, and I can already see it on the looks on the faces of the other players. Meanwhile, the mountain of patchy fur, ritual scars, and bloody spittle continues to hew at the Paladin with its greataxe. The Paladin manages to knock it out with the flat of his blade, and they bind it with rope and manacles. After some arguement (the Paladin wanted to drag it along until they hit a town), a hireling they have is instructed to escort the Gnoll back to town and turn it over to the authorities. I spoke to the player after the game and informed him that he did not have to capture every foe alive. He responded with "They should have a chance at redemption." I told him that capturing every foe he ran into and trasporting them back to a town would be logistically difficult, and not alot of fun for his fellow players. He thought about it and then said, "Maybe I'll just do it with humans then." It was late, I was tired, and I didn't want to argue. He's giving it some thought, but I'd like to have some suggestions for him. It may not be a problem, but I'd like to make sure that it doesn't become one. So, does anyone have any advice or suggestions for me?
Fast forward to present day where things are similar to the actual Mystara setting, except that the above conquered nations are nominal Principalities of the Glantrian Empire. What that really means is that they owe taxes to Glantri, are ruled by a wizard-prince who has a seat on the council, and have Glantri's blanket policy of "No open practice of religion." These regions are blissfully free of Glantri's mad bureacracy and permits.
There are two very specific things to this particular campaign:
1.) There is no planar travel (not in, not out), and hasn't been for hundreds, possibly thousands, of years. There are surviving books on the planes, and several spells that should allow one to travel to them, but none of them work (some spells do work, but have had flavor modified so it is consistent with this). The planes, and many creatures from them, are considered to be fairy tales or myths.
2.) An organization called the Inquisition. The Inquisition has been around for as long as memory (or so they claim), and operates solely within the Glantrian empire. Their creedo is "The Gods are false. They are not Gods, they are merely very powerful beings. They do not deserve our worship." The Inquisition is a reasonably small group (due to limitations placed upon it by the Council), and they have a small military force that they are allowed to keep, provided they make it available to Glantri when commanded to do so, pay for the appropriate permits, taxes, etc. The Inquisition has a charter from the the Glantrian council to operate in the empire, as enforcers of the "No open practice of religion" law. They have taken remarkable liberties with the enforcement of the law and in addition to executing any violators of this law, they also actively hunt down divine casters in the Empire. They have lobbied, pushed, and bribed, but alway stopped short of threatening, to get the Glantrian council to alter the law to "Practice of religion is punishable by death." The council has refused, on the grounds that removing all hope (even if it is false) from the people would lead to lower tax revenue and eventual rebellion. Due to the sheer size of the Glantrian Empire, and the small membership of the Inquisition, the average citizen is more likely to see a priest than an Inquisitor. While the power they wield is terrifying, the are mostly a "boogeyman" to frighten children with.
Thus sets the scene. Taking complete leave of my senses, I have allowed a player to play a Paladin in this game (he's shooting for Vassal of Bahamut). I have a personal dislike of Paladins, as everyone I've ever played or GM'd has either expected the other players to live by his code as well, or has been the "detect and smite" variety. I am very worried that this character won't fit into the campaign, and that playing along side him will not be fun for the other players. We have thus far had one session. During the session, a Merchant friend of the group sends the characters to a remote mountain complex to check up on some "contemplative" friends of hers. On the way up the mountain pass, they are ambushed by a small party of Gnolls. The flunkies are dispatched while the Paladin is duking it out with the Gnoll leader - a Berserker (Barbarian). As the group closes in, the Paladin tells them to stand back, and that they are taking this Gnoll alive because he might be able to be redeemed. Now, every once in a while, this could be a cool thing to play out, but I know my gut reaction, and I can already see it on the looks on the faces of the other players. Meanwhile, the mountain of patchy fur, ritual scars, and bloody spittle continues to hew at the Paladin with its greataxe. The Paladin manages to knock it out with the flat of his blade, and they bind it with rope and manacles. After some arguement (the Paladin wanted to drag it along until they hit a town), a hireling they have is instructed to escort the Gnoll back to town and turn it over to the authorities. I spoke to the player after the game and informed him that he did not have to capture every foe alive. He responded with "They should have a chance at redemption." I told him that capturing every foe he ran into and trasporting them back to a town would be logistically difficult, and not alot of fun for his fellow players. He thought about it and then said, "Maybe I'll just do it with humans then." It was late, I was tired, and I didn't want to argue. He's giving it some thought, but I'd like to have some suggestions for him. It may not be a problem, but I'd like to make sure that it doesn't become one. So, does anyone have any advice or suggestions for me?