Wyldwood Paladin Notes

Wyldwood Paladin (1)
The schism between Wyldwood and the Wild created an issue within the Wyldwood doctrine in that in rejecting the Wild, the Wyldwood were seen by many at the time as rejecting violence. Whereas in fact the main difference in beliefs between the two religions is that Wyldwood believes in a balance between civilisation and nature, the Wild simply sees civilisation as a stain upon the natural world.
A paladin of Wyldwood is expected to demonstrate to the world, that nature even in harmony with civilisation – has teeth. They are identified from a young age, normally by priests or shamans and after initial teachings in the beliefs of the church, sent out into the world to make their own way, learn and observe. Should the Paladin survive to reach 9th level, he will feel a calling to present himself to the High Priest who will formally confirm the Paladin as a champion of Wyldwood.
Before ‘confirmation’, a Paladin is expected to be racially and religiously tolerant, with the exception of the undead and worshippers of Dekatur. This tolerance is not so much open acceptance, but more in the nature of developing an understanding of the world and others in it. In particular understand how things can be manipulated to ensure that civilisation never achieves dominance over nature. This might, in fact probably will, require the Paladin to develop significant diplomatic skills – in order to influence political events and prevent single empires becoming pre-eminent.
The paladin of Wyldwood gets the following benefits:
# Make all Saving throws at +2
# Immune to Disease
# Lay on Hands 1/day Heal 2pts/lvl
# Cure Disease 1/week per 5 levels
# Radiate a Prot vs. Non Wyldwood	10’ Radius
# Turn undead as a cleric 2 level	lower
# Cast cleric spells at higher	levels
# Innate skills Trapping, Tracks