The Templars Ride Forth!

SHARK

First Post
The Templars Ride Forth!

Greetings!

In my campaign, there are several orders of knights that serve the realm. Some of these orders are religious orders of knights, while some are secular orders of knights sponsored directly by the throne. Only the larger, more powerful religious denominations have the wealth to support an order of religious knights. The throne funds royal orders of knights.

The religion of the Vallorean Empire is composed of a single pantheon of deities, but which only these deities (denominations) are chartered and state-sanctioned. The vast majority of the population worships one or more of these deities, but only from the one Vallorean Pantheon. Other deities, other pantheons, for the most part are considered deceived and ignorant at best, and heretical and pagan at worst. If Pagan and/or heretical, they are persecuted by all means necessary. They are hounded throughout the empire by teams of witch-hunters and inquisitors, who relentlessly pursue them, so as to root them out before their vile beliefs can take root within the community of the faithful, and poison the empire. The faithful Valloreans believe that the glorious and righteous Vallorean Empire must be kept clean and pure of all wickedness and heresy!

Once cornered and trapped, the “cultists”—whoever they might be, often resist arrest, and are slaughtered in combat where they stand. Other cultists, that surrender peacefully, are then dragged in chains and brought before the Ecclesiastic Tribunal for judgment. There, with a noble Lord of appropriate rank present, presiding over the deliberations with a panel of high priests and other royal officials, the charges are read.

The defense—represented by a lawyer—may present the case for the defense of the accused. Before the trial, while being imprisoned by the Royal Authorities, Inquisitors may interrogate the guilty party to whatever extent is deemed necessary and appropriate to the charges. Should the noble Lord or magistrate that is presiding over the trial, in counsel with attending priests and officers of the throne, be swayed that the accused is, in fact, innocent, then the party is forthrightly released, and publicly judged innocent of all wrong, and is then free to go. Should the accused be found guilty, however, a quite different fate awaits them.

Those judged guilty are then taken in chains to the dark chambers of the dungeons, or occasionally in public, and judgment is delivered thusly:

(1) The guilty are stretched upon the wrack, so as to encourage their moans of repentance to the gods!
(2) The guilty are flogged with scourges, so as to purify their corrupt bodies of the taint of wickedness. The charges are by ancient tradition according to the ancient laws, that apply in full, as follows:
(I) They have been seduced by wickedness; they have chosen to wallow in depravity; they have drunk deeply from the wine of Rebellion.
(II) They have raised their fist in Rebellion and Enmity with the Holy Faith, and all that is Righteous; they have scorned the Righteous Law; they have conspired in their hearts against the Holy Faith.
(III) They have fornicated with Demons; They have joined in league with the philosopher of damnation, the heretic, and the witch; They have prostrated themselves in worship before the Dark Gods

Praise is to the righteous gods that the Holy Faith, the One True Faith, is Holy, Righteous, and Pure; The Holy Faith is anointed by the gods to cleanse the world of evil, and to stand against the forces of Darkness! It is with the authority given unto us by the righteous gods and the power and the glory received by us from the gods divine will, that righteous agonies are now poured out against the guilty; The judgment is poured out against them so as to purify their bodies of flesh through holy judgment, witnessed by the whole community, that the souls of the judged shall suffer for their crimes, and be redeemed in the Afterlife of Heaven, or cast screaming into the fire and agony of eternal damnation!

(3) Finally, those condemned are then bound to the stake, and burned alive. Their screams are the final temporal act of judgment enforced upon them, as their sins are so black, so wicked, they can only be properly cleansed from the land by fire. The blessed land itself, anointed as a gift to the faithful, must itself be kept clean from these foul, wicked monsters, and all who would join with them. Thus, as their bodies burn in the flames, their spirits are released; the scent of judgment by fire is a sweet incense of justice to the gods above. Judgment has been delivered; the wicked shall not prosper, and the Righteous shall be lifted on high, and rejoice! Prayers and holy offerings of thanks shall be offered to the gods for a great victory over the forces of Darkness!

Thus is the fate usually reserved for those guilty of heresy and rebellion within the Vallorean Empire.

Guarding the prestige and future of the Vallorean Empire are the ranks of Knight-Templars that serve various religious denominations from around the empire. The Legions are the backbone of the forces that stand guard upon the wall of empire, but it is often the ranks of elite Knight-Templars that serve as the first assault into the strongholds of darkness. Leading the charge, out on the desolate frontiers of the empire, are lonely patrols of Paladins. Knight-Templars, who are often Paladins, often alone, or sometimes-in small groups, search the frontier for signs of enemies. Paladins sometimes serve in the vanguard of the legions, launching missions deep into the trackless wilderness, seeking out the forces of Darkness, wherever they may be found!

If the Templars are not alone, or in a small adventuring group, or attached to legionary forces, they usually are formed into tightly organized squads of 15, platoons of 60, and companies of 240. (4 squads=1 platoon; 4 platoons=1 company.) Beyond this level of organization, the Knight-Templars are formed under a parent Regiment, which maintains command and control over various numbers of companies, depending on the region, and the size of the population. These Command Regiments are usually quartered at great fortress-monasteries, often located in rugged, isolated areas of the empire, where young Knight-Templars and Paladins are trained. The elite will not just be Knight-Templars, but Paladins. Some Knight-Templars are of other classes, and so on. Not all Paladins are Knight-Templars, as some Paladins, though trained by priests, are not always members of the formal orders of Knight-Templars. Many Knight-Templars, however, are Paladins. All who seek to become members of such elite fighting orders of knights must pass vigorous entrance examinations, and succeed in an ongoing training regimen, which usually has the initiate begin somewhere around 10-12 years old, and continue for seven years of training in an isolated fortress-monastery. In any event, regardless of the age of the Temple-Initiate, seven long years of vigorous, demanding monastic life awaits them, where they live a hard, simple life. It is there, in the great fortress-monasteries that they are trained relentlessly in all the disciplines of faith and war. They are educated as priests; they live as monks; they are trained to master the arts of war. If successful, the Templar-Initiate will join the ranks of the Knight-Templars, who stand guard on the walls of empire.

The huge temples of course, train perhaps several thousand Knight-Templars per year, of which several hundred might be Paladins. The demands are harsh, as the frontier is very deadly. The frontier swarms with monsters: Orcs, Beastmen, Giants, and all manner of foul, dark creatures! In addition, the lands of the righteous are also threatened from within: Cultists who worship the Dark Gods; Wicked cabals of Necromancers; Covens of Witches, seeking to fornicate with Demons, and to seduce all within their grasp to follow the road to damnation! Deep within the sewer-systems of many cities lurk the dark labyrinth nests of wicked Ratmen, who seek to devour and enslave the unwary to their wickedness.

Vallorean priests, and many Vallorean citizens in general, believe that many of the flock may be deceived, and sadly, ensnared into the web of Darkness. Once they have gulped down heresy, they have then forfeited their souls to damnation! It is thus, those who are weak, those who are enticed to rebellion, incited to riot, and plot and scheme, and wallow in debauchery—it is these, who with their evil masters that work like maggots to bring down the glorious empire. And Lo! They, and many others, threaten the glorious empire with doom. It falls upon many, but especially so to the Paladin, to march forth against the dark forces and lead the faithful to victory!

“Has thy mind been armoured in faith?
Has thy body been strengthened by discipline?
Has thy heart been purified by fire?”

--Catechism of the faithful;
From the Creed of the Templars of the White Wolf
RC 128, the first reign of the Emperor Drannicus.

This catechism has a specific responsorial from the Templar, all of which is consistent with the literal as well as the theological importance of each component of the catechism. The catechism is part of the creed that all Knight-Templars of the order subscribe to as well as priests of the temple. The Paladins of these different orders ride forth to fight in war; to make raids upon enemy forces; to lead holy crusades; and to defend the faithful from all enemies. The Paladins have their work cut out for them. In addition to these duties, Paladins are also stationed at major temples throughout the empire, while some are maintained in monasteries forming a reserve in the case of emergencies. Other Paladins are attached to protect caravans of the faithful, escort ecclesiastical missions, protect temples and priests, go on holy quests, as well as search for cultists and agents of Darkness within the community at large. Knight-Templars have some legal authority, but they are generally to assist local law-enforcement agencies. Knight-Templars enjoy the equivalent military and police ranks of sergeants, with Templar officers having the appropriate equivalent rank as in other organizations. However, in specific situations, Knight-Templars can take command of whatever situation and prosecute investigations and execute judgments as deemed necessary. Knight-Templars are generally quite busy in the campaign.

In your own campaigns, how do Paladins interact with the society around them? How does the society view the Paladins, and other knight-orders? How are knights and Paladins used in warfare?

Semper Fidelis,

SHARK
 

log in or register to remove this ad

Greetings!

This thread people can respond to. The other post of the same name was mistakenly posted as a double-post, what with the server acting strangely and all!:) Thanks!

Semper Fidelis,

SHARK
 

Shark,

Although I must confess that my campaign world is nowhere near as developed as yours, here's roughly the importance of paladins in my campaign.

The campaign is currently set in the Naïmid Baronies, named after the Naïmid river. There are five baronies, and the barons of Llambeth, Razem, Argûnn and Ezkül are all vassals to the baron of Naïm, also called the Ruby Prince.

In ages of old, the main order of knights used to be the Knight Protectors, an order dedicated to the benevolent deity Zendâ. During the Second Diabolic War against the city-state of Glass, the Knight Protectors saved the baronies by researching ancient lore and summoning a celestial host to counter the diabolic forces of Glass. However, only a few decades later, the order was declared corrupt by the Ruby Prince and made illegal.

Evidence at the time was considered convincing, but historians today agree that, although there may have been a genuine case of demonism within the order, it is very unlikely that the whole order and especially the higher hierarchy was concerned. In light of today's evidence, it is more likely that the Ruby Prince and most of the barons tried to counter the growing influence of the order following its decisive stroke in the war against Glass.

Now and again, rumours have emerged of the order having survived in hiding, but it is unlikely that nearly 800 years on, nothing would be known of such a covert order.

For several hundred years after the disbanding of the Knight Protectors, no particular order of knighthood had preeminence in the baronies until a few hundred years ago an order dedicated to the sun-god Polonius started gaining importance. It seems that the order, althuogh genuine in its faith, acquired most of its clout through financial dealings and loans to the Ruby Crown at a time when the state coffers were at an all-time low and the Prince faced massive rebellion from a self-proclaimed heir to the throne.

Nowadays, the Order of the Sword of Light (for such is its name) indeed wields considerable power, both political and military, although this power has not yet been used on the field of war. With turmoil brewing again at the frontiers between the baronies and the city-state of Glass, this situation could soon change. However, in a masterly political coup, the Order acquired a great privilege several decades back in exchange for erasing the huge debt the crown owned to the Prince : in every barony, the Order possesses lands that are not under the jurisdiction of the baron but only under that of the Prince. In effect, the Order owns a private state within the state.

These lands have been strategically chosen. For example, in the Baronny of Llambeth, they are located high into the Ferrous Mounts, and the Knights there exploit the only known Adamantine mine which allows them superior equipment and weaponry. The fact that the nearby dwarven kingdom of Dwargon has claimed ownership of the mines has not deterred the Knights and these lands are heavily guarded. Other domains in other baronnies yield similar benefits.

Ultimately, beyond the obvious knightly behaviour and occasional frontier skirmishes or cleansing raids amongst the neighboring orcish tribes, nobody really knows the Order's objectives. It is obvious that the Prince does not control them very closely, but their aims are unknown.

Recently, the order has been accused by some of feuding against the Church of Ehrûn, the God of Law over a long-lost artefact called the Ruby of Argûnn. A temple of Ehrûn in Samella was burned to the ground and several fights between the Knights of the Sword of Light and the Monks of Ehrûn ensued, but even though the Ruby Prince himself summoned the leaders of both parties to settle the feud, nobody knows exactly what happened and why...
 

Paladins in Shtar

Greetings all.
Paladins are a well developed force in my campaign world, and with the loss of the Anti-Paladin, replaced with the Evil Light (Tastes Great, Less Damnation) Blackguard, we had to drop the alignment restriction on Paladins.
But let's get into the meat and drink of the Paladins of Shtar.
There are 5 orders, per god.
The Fist of XXXXX-These are your crusaders, your "Go forth and burn the Heritic/Blashphemer and crush the enemies of our God" type guys.
The Arm of XXXXX-These are your holy questors, your "I search for the Holy Grail of Drax, why doest thou bar my way, corrupt spawn of a degenerate god?" type, the (in)justice bringers.
The Shield of XXXX-These guys guard temples, advise kings, protect shrines and monasteries, ect.
The Militant Order-These are the church's powerhouse warriors, drawn from the other three branches.
Knight Trainers-These are the teachers, who teach the warrior tactics.

Each type of Paladin swears a different oath, and follows different commandments. Yes, there are Fists and Arms of evil gods out there (In order to be a Paladin of a god, one must be the alignment of the god in question) who ride the land.

Now, in handling this, I was forced to remove the alignment restriction, changing it to: As God. I was also forced to give the Fists, Arms and Shields access to domains in order to make them more than just some guy in armor with an attittude.
It has had a marked difference in my campaign. Instead of worrying about a few clerics, a monster or two, possibly some undead, and then some fighters when the adventurer's take on an evil temple, now they have to worry about whether or not thier might be some Paladin's of the Shield in residence. If so, it can get real messy, real quick.
Needless to say, the Blackguard PrC is more along the line of the Renegade Paladin, and had to be reworked.

As to how Paladin's fit in my campaign, well, considering that the Second Lich King war just ended, that means that while Paladins are fewer than they were (Picture a world-wide Crusades) they are also highly respected. They are turned to for council, justice, tracking down renegades or monsters, and protection.
All Paladin's recieve training in Diplomacy, Knowlege (Nobility), Knowledge (Religion), Innuendo and Sense Motive.

Punishments can rate from beheading or burning at the stake, all the way to demanding penance or recomponsation. Even evil paladins must be strict and impartial in judgement of the law (Part of the pact the gods made), but the sentences can vary wildly, depending on the paladins alignment.
For example, while a chaotic evil Paladin would find it amusing to order an adulterous pair to be flogged, and then stoned, thier bodies drug through the streets and deposited in a garbage pit, a lawful neutral paladin may decide that each of them must divorce thier current spouse and marry each other, and a lawful good paladin would demand that they take penance and refrain from meeting with one another.
That's an example, and each sentence would vary further with the individual paladin's personality.

Paladin is not the paraih core class in my campaign that it seems to be in so many other's campaigns, mainly because they are more than just a big, shiney, lawful good beacon for big monsters to come and kill.....
 

Hey SHARK,

Wonderful as always to see another tidbit of your Vallorean Empire campaign. I say this every time you post something like this; but I would totally purchase a published campaign setting (pront or PDF) of it.

Anyway, Paladins.

The Paladins in my campaign are not exactly textbook D&D Paladins. I always thought that the textbook D&D Paladins clove rather more closely to the "Good" aspects of their alignments that the "lawful", my paladins don't.

My Paladins are a little closer to The Jedi Knights were they led by Stannis Baratheon from George R.R. Martin's A Song of Ice and Fire books.

The Paladins in my campaign are not wandering do-gooders, they are an elite force of warrior zealots who answer to no temporal authority. Not Kings, Not Priests, not anyone but their own leaders.

Commoners are almost loathe to "call in the Paladins" in all but the most dire circumstances. Though the Order would definitely answer a call to deal with a Vampiric infestation of a slum neighbourhood (for example), when they were done they would most likely keep "dealing" with all manner of other "problems" in the neighbourhood; from the more obvious actions, such as rounding up all prostitutes and driving them from the area ("The beginnings of reclaiming the neighbourhood from lawlessness"), or the capture and very public punishment of Organized Crimelords (usually maiming/blinding), to the removal from family of children whom the Order feels are not being raised "correctly", the Paladin's touch is felt long past the time they have dealt with the "menace".

They answer to no temporal authority. Should they step outside the bounds of their intended role, their powers vanish. It's the only check or balance to which they pay any attention.

They also are not police. You would never see two Paladins dispatched to "check something out". If they arrive on the scene, they arrive in force, generally with magical support, and already know exactly what the situation is.

I've probably babbled long enough. But to sum it up, they are a humourless, unpredicatable, dangerous force of nature in a world ruled largely by chaos (not Warhammer Chaos mind you, just plain old Lawlessness for the most part).

That's how I use them.

If I may make a request: More Vallorean Empire stuff please!
 

Last time this subject came up, Ace made the following post:
Paladins and Knights eh? Well warfare in my world is more based on manuever than on heavy Armor.

That leaves the classic "knight' a bit out of luck.

Also politically Fuedalism was mostly eliminated by the rise of more democratic institutions so I have a very different view of the Paladin and the Knight.

Paladins IMC come in six different sorts.

Chosen: These are basically servants of the heavens . They can be any good alignment unlike in the PH (usually LG though) but are otherwise mostly the same as in th PH. They usually start training rather young (15 for an apprentice level) and often die young as well.

Called: This is a prestige class, when the light needs you it will call you. It can come from any class, even rogues.

Brothers and Sisters of the Shield: They serve the protetor goddess and are defender type paladins. They sometimes take devoted defender as a prestige class and when they do they get normal spell advancement.

Freeseekers: CG Paladins of the god of freedom. They do not have mounts but hve certain abilitys over bonds and locks. They are also militant abolishonists.

Lightsworn: They serve the war godess and are very classic paladins although they have a glowing aura and some extra light based spells.

Black Gate Order: These Paladins are stationed near a gate to the hells and are tough hombres, very skilled at fighting demons and the like. Instead of a mount they sometimes have a dire wolf or a celestail hawk companion.

While Chivalry as an institution is mostly gone and cavalry is pretty rare (horses only thrive in a narrow region) there are still seven knightly orders thrivng in Highrealm.

Sons of the Dragon: Old fashioned militant and tough, rather like Earths Teutonic Knights. They represent the element of fire.

Brotherhood of the Stone: The most conservative of all orders, mainly defensive in nature. The order is the only one with non human members (dwarves) and at one time even a non human grandmaster. They represent the element of earth.

Knights of the Bath; Just a social order now, or so most people think. They are quite subtle and effective at long term planning. They represent the element of water.

Falcons: Messenger Knights experts at bird craft (Hawks, Falcons and Pigeons) and Horsecraft. They are currently debating allowing women as members. They represent the element of air.

Order of the Palantir: Wizard Knights, experts at magic and the arts of the mind. They ar the only order to allow women and wizards as full members. They represent the element of Spirit.

Knights of the Crown: They serve the High King and are a secular order.

Knights of the Garter: They are mostly courtiers with a few exceptions although in reality they are the High Queens eyes and ears.

There are also rumors of HellSworn, Anti paladins more or less and of a mysterious Guiding Hand of Monk/Paladins but neither have been proven.
 

Remove ads

Top