Virtues

   Virtues are traits exemplifying the highest standards of morality, decency, and duty. They comprise the paladin's personal code. Although not specifically detailed in the PH definition of a paladin, a paladin's virtues are implied by his strictures as well as his outlook, role, and personality. Just as a paladin must obey his strictures, he must also remain true to his virtues.

   Though most paladins adhere to all of the virtues described below, exceptions are possible. For instance, a paladin from a primitive society may be so unfamiliar with civilized etiquette that including courtesy as part of his ethos would be unreasonable. All adjustments must be cleared by the DM at the outset of a paladin's career.

   There are no rules for adjudicating virtue violations. The DM is advised to err in favor of the paladin when the player makes honest mistakes. Conversely, the player should graciously accept the DM's rulings and, in the spirit of the paladin, avoid looking for loopholes to take advantage of the DM's good will. The entries below include examples of how virtues might influence the paladin's behavior in the context of a game.

Fealty

   In feudal times, fealty referred to the relationship between a warrior and his lord. A warrior swore allegiance to a lord in exchange for protection, support, and property. The lord, in turn, could count on the warrior for military duty and other services. Both the lord and the warrior scrupulously honored this agreement. Perfidy, the breaking of the promise by either party, was considered a treacherous breach of faith.

   This book takes a broader view of fealty, defining it as loyalty not only to a lord but to any lawful good government, religion, or philosophy. For convenience, we refer to the recipient of a paladin's loyalty as the patron.

   Regardless of who—or what—functions as the patron, fealty gives the paladin a sense of belonging to something greater than himself. Fealty also sets the criteria for a paladin's moral code; in essence, the patron establishes the difference between right and wrong, good and evil. However, although the patron provides the basic moral code, it is ultimately the paladin who is responsible for and bears the consequences of his actions.

About the Categories

   Let's take a closer look at the three categories of fealty patrons:

   Religion. A religion is a set of beliefs centering on one or more omnipotent deities with supernatural powers. The patron is usually a church representing an established religion, but can be a deity.

   Government. This can be any individual or governing body with the absolute power to make laws and declare war. In most campaigns, the patron is usually a monarch.

   Philosophy. A philosophy is a system of ideas that explains the nature of the universe, exclusive of supernatural beings. The patron may be an established philosophy developed by scholars, or a unique philosophy developed by the paladin himself. (Chapter 8 discusses the definition of a philosophy in more detail, including the differences between philosophies and religions.) For the purposes of fealty, religion and philosophy are mutually exclusive; a paladin can't pledge fealty to both.

Choices of Patrons

   Every paladin must pledge fealty to something. As a minimum, he must pledge fealty to either a religion or philosophy; this faith is what grants him the special powers described in Chapter 2. Beyond this requirement, patrons should derive logically from the paladin's background and outlook. In most campaigns, the proper patrons will be self-evident. For instance:

• If a paladin follows the tenets of a lawful good religion and serves in the military of a lawful good ruler, he probably swears fealty to both his church and government.

• If a paladin comes from a rigid theocratic culture (a society ruled exclusively by priests) or serves no feudal lord, he probably pledges fealty to the church alone.

• If a lawful good monarchy has no formal relationship with an established religion, the paladin might pledge fealty to a ruler and a philosophy, and not to a church.

• If a paladin operates independently and has no ties to a government or church, he'll probably pledge fealty to a philosophy.

   For reference, Table 14 lists all possible fealty combinations. A paladin may pledge fealty to any of the Permitted combinations (assuming the DM approves). He may not pledge fealty to any of the Forbidden combinations. The ways in which governments, religions, and philosophies interact are discussed at length in Chapter 8.

Table 14: Fealty Combinations

Combination
Permitted/Forbidden
Government, religion,
Forbidden*
  and philosophy

Government and religion
Permitted
Government and philosophy
Permitted
Religion and philosophy
Forbidden*
Government alone
Forbidden**
Religion alone
Permitted
Philosophy alone
Permitted

  * For the purposes of fealty, religion and philosophy are mutually exclusive.

  ** Every paladin must pledge fealty to either a religion or philosophy, which serves as the source of his special powers (described in Chapter 2).

Obligations of Fealty

   Once a paladin pledges fealty to a particular patron, he's bound to that patron indefinitely. Should his king engage in evil activities, or his church become corrupt, the paladin may be forced to pledge fealty to another patron; the Expatriate kit (see
Chapter 4) describes one possible consequence. Normally, however, a paladin's patrons never change.

   The responsibilities associated with fealty vary with the patron. Monarchs, for instance, may require their paladins perform military service. Churches may expect their paladins to follow rigid rules of behavior. The "Edicts'' section elsewhere in this chapter discuses such requirements in detail. In general, however, fealty requires the paladin to:

• Faithfully serve the patron regardless of personal adversity.

• Promote the principles and ideals of the patron.

• Honor and respect the representatives and symbols of the patron.

• Sacrifice his life for the patron if necessary.

   Examples:

• Sir Geffen, who has declared fealty to his king, learns that his homeland has declared war against Dryston, a neighboring state. Geffen is distressed by the news. Many of his schoolmates now live in Dryston, and so does his brother-in-law. Nevertheless, Geffen vows to engage all soldiers of Dryston as enemies, regardless of who they might be.

• In a distant village, Sir Geffen hovers on the edge of death, struggling to recover from serious wounds inflicted by a red dragon. A compassionate farmer offers to take Geffen to a medical specialist. Geffen accepts, and the farmer loads him in his wagon. An hour into their journey, the wagon passes a herald carrying the banner of Geffen's homeland. Geffen demands that the cart stop, then insists that the driver lift him to his feet. Reluctantly, the driver does as he's told. With his last ounce of strength, Geffen raises his hand to salute the flag.

Courtesy

   To a paladin, courtesy involves more than merely following rules of etiquette. It's also an attitude, a way of presenting himself to the world. A paladin carries himself proudly, maintains self-control, and accepts ill-mannered behavior with grace. He follows social customs to the best of his ability. He is polite and deferential to friends and strangers alike.

   Additionally, the paladin must:

• Consider the feelings of others and take care not to offend them. A paladin always demonstrates proper manners (shaking hands with friends, expressing gratitude for favors). He also keeps himself immaculately groomed (bathing regularly, wearing clean clothes).

• Speak tactfully and kindly. A paladin never knowingly insults or slanders another person, even his greatest enemy. If others engage in insults or slander, the paladin walks away.

• Behave with dignity. A paladin refrains from emotional outbursts, excessive eating and drinking, foul language, and other boorish acts.

   Examples:

• Sir Geffen asks a grizzled innkeeper for directions. "My information ain't free,'' snarls the innkeeper. "Especially for the likes of you.'' The innkeeper spits in Sir Geffen's face, then glares at him, daring him to respond. Sir Geffen politely thanks the innkeeper for his time, discreetly wiping the spittle from his cheek as he turns to leave.

• After a long day spent slogging through a muddy swamp, Sir Geffen's companions can't wait to make camp and get to bed. Sir Geffen, however, stays up for hours, combing dried mud from his hair and cleaning the grime from his armor.

Honesty

   A paladin always tells the truth as he knows it. He may decline to speak or choose to withhold information, but he will never intentionally mislead anyone, even his enemies. He may ask permission not to answer a direct question, but if pressed, he'll tell the truth (however, he may frame his answers in such a way as to withhold vital information). Though a paladin doesn't make promises lightly, once he gives his word, he always keeps it.

   Examples:

• Sir Geffen has been captured by an evil army. The commander demands to know the whereabouts of the paladin's companions. Sir Geffen says nothing.

   "My spies inform me that your colleagues plan to arrive at King Relhane's castle by dawn tomorrow,'' says the commander. "Is this true?''

   The commander's information is accurate, but Geffen remains silent.

   "If you say nothing, I will conclude that I'm correct.''

   "You may conclude whatever you wish,'' says Geffen.

• Prevost, a young companion of Sir Geffen, asks about his performance on the battlefield yesterday. Sir Geffen believes that Prevost fought ineptly. "With your permission,'' says Geffen, "I prefer not to answer.''

   "Please,'' insists Prevost. "I want to know.''

   Geffen looks him in the eyes. "Very well. You allowed an opponent to escape. You dropped your sword at a crucial moment. Your performance was poor.''

   Prevost glowers at Geffen, then angrily stomps away.

Valor

   A paladin demonstrates unyielding courage in the face of adversity. No danger is too great to prevent him from fulfilling a promise or completing a mission. His commitment is stronger than his fear of pain, hardship, or even death.

   A paladin's valor is particularly evident on the battlefield. He regards war as a noble enterprise, and combat as an opportunity to glorify the institution he represents. A paladin attacks an enemy without hesitation, continuing to fight until the enemy withdraws or is defeated. Whenever possible, a paladin chooses the most formidable enemy—a powerful monster, a giant, a dragon, or the leader of an army—as his primary opponent. In general, a paladin prefers melee to missile combat, so he can engage his opponent face to face.

   Examples:

• A moment ago, Sir Geffen and his companions were riding peacefully through a shaded valley when they were ambushed by a brutish hill giant. The giant snatched young Fredrin from his horse and is now waving him in the air like a trophy.

   "I claim this youth as my slave!'' thunders the giant. "If you want him back, send your best man to fight!''

   Without hesitation, Sir Geffen rides forward.

• Locked in battle with an army of ogres, Sir Geffen's party is suffering mounting casualties. "Withdraw!'' shouts Bordu, a friend of Geffen. "We will regroup and fight another day!''

   Sir Geffen's companions scramble from the battlefield, but Geffen lingers behind. "Come with us!'' cries Bordu. "You can't win!''

   "Perhaps not,'' says Geffen, steeling himself for a phalanx of charging ogres. "But I shall cover your withdrawal as long as I can.''

   At the DM's discretion, a paladin can withdraw with honor if outnumbered by more than 2:1 in hit dice. If the paladin belongs to an elite organization, the DM might allow the paladin to withdraw if he faces odds of more than 3:1. If the player suspects such a situation exists, he may ask the DM whether a withdrawal with honor is possible. With the DM's permission, the paladin may withdraw without violating his ethos.

Honor

   An honorable paladin conducts himself with integrity regardless of circumstance. He behaves in a morally sound manner even when he's by himself or when no one else will know of his actions. It's an admirable act to comfort a dying friend, but an act of honor to comfort a dying enemy.

   Honor also involves respect, not just for the paladin's peers and superiors, but for anyone sharing the paladin's commitment to goodness and justice. The paladin shows mercy to the repentant, and refuses to inflict undue suffering even on the vilest evildoer.

   Additionally, an honorable paladin:

• Defers to the judgment of all lawful good characters of superior social class, rank, and level.

• Acknowledges the dignity of all lawful good people, regardless of their race, class, or economic status, by treating them with courtesy and respect.

• Accepts all challenges to duel or fight given by those of comparable status and power. (A challenge from an arrogant youngster or a drunken warrior may go unheeded).

• Dies before compromising his principles, betraying his liege or faith, or abandoning a protected charge.

   Examples:

• After a lengthy battle, the king of the lizard men lies bleeding at Sir Geffen's feet. "I beg you,'' gasps the lizard king, "Let me live.'' Sir Geffen reflects. The lizard king is old and broken. He can no longer be considered a threat. And he has fought honorably.

   Sir Geffen sheathes his sword. He motions for his aides to haul the lizard king away. The king will spend his remaining years in prison.

• Sir Geffen has been captured by a cult of evil clerics. Bound with chains, Sir Geffen stares into the eyes of a cleric who holds a blade to his throat. "Renounce your blasphemous faith,'' hisses the cleric, "and I will spare your life.''

   "Renounce yours, and I will spare you!'' says Sir Geffen.

Other Virtues

   Fealty, courtesy, honesty, valor, and honor will likely be a part of every paladin's ethos. Other virtues may also be added, subject to the DM's approval. Some possibilities:

   Humility. The paladin remains humble in spirit and action. He rejects adulation and declines awards. Tributes embarrass him; the knowledge of a job well done suffices as thanks. He speaks modestly of his deeds, if at all, grateful for the opportunity to fulfill his moral obligations.

   Generosity. The paladin gladly shares his meager funds and possessions with anyone in need. If he owns two swords and a elderly hunter has none, the paladin offers one as a gift. He will give his last crust of bread to a hungry child, even if he must go without food for the rest of the day. He is also generous of spirit, always willing to lend an ear to a troubled companion or acknowledge a friend's accomplishments with lavish praise.

   Chastity. The paladin avoids even the appearance of impropriety, remaining pure in word, deed, and thought.

   Celibacy. In addition to remaining chaste, the paladin vows never to marry.

   Industry. The paladin engages in productive activity at all times. He works diligently and hard until he completes the job at hand. When not working, he studies, exercises, or practices his combat skills. He considers leisure activities, small talk, and vacations to be time-wasting folly.

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