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Paladin Question
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<blockquote data-quote="Moorcrys" data-source="post: 2898492" data-attributes="member: 7814"><p>I agree it has a lot to do with the particular situation, particularly your take on the campaign world...</p><p></p><p>In most 'high fantasy' campaigns based somewhat on a fantasy-feudalistic society, hobgoblins are wicked, despicable creatures who worship evil deities that reward them for their bloodlust and hatred, relish in torture and murder, and exist in a culture that actively promotes doing more evil. They are also as crafty and cunning as humans can be, perfectly willing to dissemble and cower, beg and weep if it will buy them some time to possibly escape (or even better, be set free!) and inflict more wickedness down the road. Encountering them some distance from a town or area where they can be safely brought in for quick justice, it may be the most merciful thing for a paladin to quickly dispatch the creatures... not reveling in the deed but doing what needs to be done for the greater good. </p><p></p><p>And if you're using a fantasy-feudal model for your campaign, I would imagine that the Paladin would know what awaits those creatures in town anyway -- immediate judgment without trial and then public humiliation, torture, and execution. As a miraculously-empowered representative of law and goodness, a quick death may not only be lawful (why shouldn't the paladin trust his divine mandate and serve as judge over these craven creatures), but also more merciful than either dragging them to town for humiliation, probably torture, and painful death... or worse, setting them free to return to their own comrades only to be re-immersed in wickedness and drown in evil once again.</p><p></p><p>They're not innocent until proven guilty, unless you have quite enlightened fantasy societies, which you may. They're as guilty as their humanoid skin and dark gods show them to be. </p><p></p><p>You may, of course, have a much more enlightened model of government and societies in your campaign world, in which case yes, you should make it clear to your players. Hobgoblins in your world may be more diverse than a high fantasy model... they may be a fringe race, ostracized and living off scraps from human societies and they might worship a whole range of deities that don't demand constant warfare with their own kind and the bloody eradication of other races. They may deserve pity in your world, and in that case you can let your players know. Especially if the player above hasn't shown himself to be intentionally disruptive in play with previous characters, it may simply be a case of two differing views of how your world works. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Moorcrys, post: 2898492, member: 7814"] I agree it has a lot to do with the particular situation, particularly your take on the campaign world... In most 'high fantasy' campaigns based somewhat on a fantasy-feudalistic society, hobgoblins are wicked, despicable creatures who worship evil deities that reward them for their bloodlust and hatred, relish in torture and murder, and exist in a culture that actively promotes doing more evil. They are also as crafty and cunning as humans can be, perfectly willing to dissemble and cower, beg and weep if it will buy them some time to possibly escape (or even better, be set free!) and inflict more wickedness down the road. Encountering them some distance from a town or area where they can be safely brought in for quick justice, it may be the most merciful thing for a paladin to quickly dispatch the creatures... not reveling in the deed but doing what needs to be done for the greater good. And if you're using a fantasy-feudal model for your campaign, I would imagine that the Paladin would know what awaits those creatures in town anyway -- immediate judgment without trial and then public humiliation, torture, and execution. As a miraculously-empowered representative of law and goodness, a quick death may not only be lawful (why shouldn't the paladin trust his divine mandate and serve as judge over these craven creatures), but also more merciful than either dragging them to town for humiliation, probably torture, and painful death... or worse, setting them free to return to their own comrades only to be re-immersed in wickedness and drown in evil once again. They're not innocent until proven guilty, unless you have quite enlightened fantasy societies, which you may. They're as guilty as their humanoid skin and dark gods show them to be. You may, of course, have a much more enlightened model of government and societies in your campaign world, in which case yes, you should make it clear to your players. Hobgoblins in your world may be more diverse than a high fantasy model... they may be a fringe race, ostracized and living off scraps from human societies and they might worship a whole range of deities that don't demand constant warfare with their own kind and the bloody eradication of other races. They may deserve pity in your world, and in that case you can let your players know. Especially if the player above hasn't shown himself to be intentionally disruptive in play with previous characters, it may simply be a case of two differing views of how your world works. :) [/QUOTE]
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