Paladin
Explanation
The
classes of Paladin and Cleric are not available
as starting options. To become one you will have to prove yourself
worthy.
This design decision is due to the fact that these classes are "special".
Unlike the others, they are as much a choice of morals as of profession.
An ill-played paladin or cleric is particularly noticeable and detracts
from the game. In game terms, they are always an example to others-
of courage or fanaticism, care for others or sheer pig-headedness, unreasoning
prejudice or unselfish love.
Such a character should not be played for its attributes and bonuses,
but for itself- for the enjoyment it can give.
In
order to become a Cleric or a Paladin in the game, you will undergo
the following process:
A player should start by roleplaying a person of great piety and constant
"religious" attitudes. This must be a constant and permanent
attitude. When you feel confident of yourself, and have made yourself
noted, you may request an audience with the local church. After a while
(the player will be watched) he may be contacted. Remember that for
a church, faith, patience and submission to the hierarchy are all very
important. If you really believe, then you *know* the church hierarchy
are worthy of the gravest respect and you feel happy just knowing they
are considering your case. Should they flatly refuse, it is obviously
due to your failings. In this case you know that you always have another
chance- even the most obdurate soul can convert- but be prepared for
a long stretch.
Should your application not be refused but take long in answering, then
it is because they are not confident of your worth and it is up to you
to prove yourself. Always behave as if your god's eyes were upon you,
because they *are*.
It is obvious that if you don't believe this then you are not made for
life in the church, and it is best for both that your paths should remain
separate.
After you are contacted and taken into the orders, you may choose to
be either a cleric (any class except the mage can make this choice)
or a paladin (any class except mages, bards and craftsmen)
In
game terms, the Cleric has more "godly" items and powers,
the paladin is far less affected in his main skills so that though he
has less power these come more as an "extra" than a real need.
Both can achieve impressive powers, though for equal experiences the
cleric will always be closer to the deity. Both classes are "add-ons"
over the initial character class. These provide both the limitations
and the benefits of the initial class added to those of the cleric or
paladin: it functions as a "layer" over the initial character.
When comparing maximum skill values for the original class and the paladin
or cleric layer, the lower value always applies.
No specific bonuses or penalties will be delineated here, as we do not
encourage powergaming.
The
cleric or paladin can lose his class by incorrect behaviour, returning
to their "base" class. All that they have sacrificed in the
past is lost, but they will NOT be worse off than as clerics or paladins
and may resume advancement as normal players. They will have gained
the attention of the greater powers, and should expect further developments
Bard
There is a special kind of magic built of sound and subtlety, working
through the emotions and soul rather than the mind and the body. Its
spells are music, its power the talent of the player.
The bard is a roguish sort of character, a personality that loves the
light but feels comfortable in the dark. Some are legendary heralds
of civilization and culture, the souls of their land and people, the
inspiration of heroes and peasants. Others are seducers of innocents,
purveyors of treacherous dreams and snatchers of unguarded purses.
In a world of magic, Bards discovered that song has power, a power that
lies not in the sounds but the very life-essence of the player, his
skill and emotions. This magic is finicky, at times feeble and at times
very powerful.
The magic of Bards gives them great power not only over the minds of
people, but of monsters and animals as well. Like any power, even if
it is more artistic and harmonious than others, it can be abused. Many
Bards use their gift to rid the world of fell monsters, while others
charm unwitting good creatures, making them fight or attack others for
their pleasure and profit.
In stories of adventure the Bard has always a major role. He is the
storyteller and the story character, and he excels at both callings.
Some of the most famous Bards wrote their stories with their own deeds,
fighting with the greatest heroes.
Made for holding fine instruments or sharp weapons, the Bard's hands
are his greatest assets and he is particularly noted for his unwillingness
to sully his hands with anything resembling labour. By a small miracle,
some bards will actually try their hand at tinkering. This is due only
to the fact that many prefer to refine and tune their instruments themselves,
being unwilling to trust them to unwashed artisans who know nothing
of art.
Paladin
The paladin is the choice of the man who "feels" his religion
more than he "thinks" it. It can be thought of as a choice
of "feelings". Few paladins know more than the basics about
his faith- but the basics they know perfectly well. They have huge respect
for what they consider the "pure" calling of a cleric, though
he himself is no less pure. Paladins are mostly outside the proper church
hierarchy, and will usually defer to Clerics in questions of authority.
His belief and a greater humility lead him to rely more on himself and
less on the god's might. Many voice the belief that it below their god's
dignity to be bothered with their small mortal troubles, though they
will call upon his might when in the gravest danger. This is an affirmation
of faith, not of need- faith that they will be answered, and elation
at having a good reason for daring to approach their Deity.
Where
the cleric is the heart, the paladin is the arm. A true believer, the
paladin is that most dangerous of creatures, a fanatic. You can kill
him, but you can't defeat him. The very concept is alien to his way
of thinking. Don't even dream of arguing with him and trying to turn
him from the path of his God. He sees all things by the light of his
faith and will, at best, ignore you. At worst he will consider you the
enemy of his faith, and you will have made a relentless and dangerous
enemy.
Paladins
are not prone to meditation or even to thinking. They see one path and
one only and they follow it to the end. Their force is in their faith,
which sustains them in adversity and strengthens them in victory. Discipline
and will power mark their every word and deed.
Some of the greatest heroes in history were Paladins, their deeds brightened
by miracles and healings. What magic they use is not their own. Through
their perfect faith and willingness to give their whole being for their
cause they can serve as channels for the Power of their Deity.
Like
the Cleric, Paladins must live up to high ideals and they must uphold
them at all times, at any cost. Their faith is unshakeable, and must
never be in doubt. A lack of faith, doubt in their deity or the church
will make them incur in the wrath of their god.
Paladins
are very good fighters, though they are hampered by excessive boldness
which both makes them fail some of the more cunning strikes and makes
them be hit more than they should. There is no lack of power in their
swordarm, though.
|