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.