The Paladin Order

The Crest of the Paladin

*"I swear to be an unvavering shield that guards the innocent. I will place myself between danger and those who cannot defend themselves. Their safety is my paramount duty. I pledge to be the beacon of Justice in a world tainted by Darkness. I will tirelessly seek out those who sow chaos and despair, and I will bring their malevolent deeds to light. I promise to never falter, even in the face of insurmountable odds. My determination is unbreakable, and my spirit unyielding. I will stand strong and resolute against any challenge. I shall not forget the power of mercy and redemption. While I stand ready to smite wickedness, I understand that some may still find their way back to the path of righteousness. I will offer a chance for redemption to those who show genuine remorse. I acknowledge that this oath comes with sacrifices. I may be required to lay down my own desires and comforts for the greater good. I will endure hardships without complaint, for my purpose is far greater than personal gain."* - The oath of the Paladin Order.

**The Paladin Order**, also known as **The Order,** is the largest protective force in the Republic of Athus and the continent of Oraxus. Formed in -1550 AAD, the Paladin Order was not the first sighting of Paladins in Oraxus, but became an established Order after a group of Paladin's found themselves banding together over a multitude of times. These seven noble Paladins would become the founders of the Order, each holding different values who would soon become the Seven Paladin Oaths which an Apprentice can pledge themselves to. The Paladin Order have many different outposts stationed throughout the lands of Oraxus, with the large spread of Paladin's in the world, it is easier than ever to call for their aid in a time of need.

The Order takes in anyone who are willing to devote themselves to holy dieties of Justice and Good, and those willing to pledge themselves to the Paladin's Oath. Although willing to take in anyone at any stage of their lives, they look for many specific qualities that are sought out within the Order, such as; Youth, Devotion, a sense of Justice, Intuition and leadership qualities. These may be qualities that all make up for the perfect Paladin but are not requirements for becoming a Paladin and most of the time you only need to show a few of these qualities to be initiated.

## Organization

### Leadership

*"How a Paladin conduct their business is what distinguishes them from the rest." - Ser Athus.*

During the formation of the Paladin Order each of the seven founders made up one position on the Council of Seven, the major governing body of the Order. Each of them swearing their oath, and writing it down which would become a holy artifact of the Paladin Order, the Book of the Seven Tenants embodies the Paladin. Each seat on the Council of Seven is made up by one Paladin that has sworn to one of the Seven Paladin Oaths; **Ancients**, **Crown**, **Devotion**, **Glory**, **Redemption**, **Vengeance** and **Watchers**. And therefore are instructed of governing each Paladin that has sworn into these Oaths, each Council member are the embodiment of their Oath hold a much higher purpose and accountability in the Order. The position of Council member is lifelong and they can only leave the council if one of the following things happens; They have broken their oath, death, self-willingly stepped down, removed through unanimous Council vote or removed by the Grandmaster themselves with enough grounds to do so.

While the Council of Seven is made up of seven Paladins who each embody their oath, there are no strict rule of which oath becomes the Grandmaster, meaning that anyone from any oath can become the Grandmaster of the Paladin Order. While the Council of Seven each govern the Order and its followers, the Grandmaster is tasked with overseeing the Council and being the face of the Order. Ultimately, the Grandmaster is the highest position one can attain within the Order and the Grandmaster holds the greatest power out of all Council members. The Grandmaster has the ability to make decisions without the input of the Council and can go out of their way to veto Council decisions if they wish. Generally, the Grandmaster is the most strongest and the wisest member of the Paladin Order, and often the oldest, who have gained enough experience throughout their life to make the heavy decisions the position carries. The position of Grandmaster is often chosen among the members of the Council of Seven, although such is not a requirement, however rare. If a member of the council get elevated to Grandmaster, they are no longer a member of the Council and as such a new member of the Order is chosen to replace his or her's seat. The Grandmaster is always present in the proceedings of a Council meeting and is expected to be present at all times, unless other important matters collides with the council meeting.

### Paladin Titles

*"You have proven yourself to be a beacon in the darkness. You've mastered the arts of combat, you've upheld your oath, and thus we grant you the title of Knight."*

As Paladins are instructed in the ways of their Oath each member of the Order progressed through several different titles that could be granted to them.

* **Initiate** - These are the newest members of the Order. Everyone who were accepted into the Order were given the title of Initiate when they begin their communal training. Recruiters of the Paladin Order would often bring many of these promising Initiates back to the Keep where they would undergo further testing to see if they held the qualities required to undergo Paladin training. If they were not chosen they would be offered safe passage back home. At other times, one could simply hopefully be picked up by a Paladin who held the authority to take them back to the Keep to undergo testing and be initiated into the order.
* **Apprentice** - After being selected for tutelege under a single Knight or Master, Initiates were given the title of Apprentice. Eligible for the title following the successful completion of the Initiate Trials; which invovled many tests in their education and knowledge of the world, their devotion to a chosen diety, but most importantly, they must have pledged themselves to one of the Seven Paladin Oaths. Most Apprentice's in the modern day are chosen in their late adolescence as most Initiates join the Order in their early teenage years or earlier. A Knight or a Master could only have one Apprentice at a time and the Apprentice had to be promoted to the title of Knight before another Apprentice could be chosen. While in place, the policy could be revoked should the Order see a decline in numbers, and necessity forces the apprenticeship of several students to a single master. Following many unsuccessful attempts at the Initiate Trials or if a student is not chosen by a Knight or Master, depending on the students talents, they would either have to be let go from the Order, or they were given more basic and menial tasks such as becoming City Watchers, Jail Guard's and things alike.
* **Knight** - Following a period of nearly a decade of one-on-one training with a master, a disciplined Apprentice was eligible to attempt the Paladin Trials. Upon successfully completing the tests put forth, an apprentice was given the title of Knight and are now seen as a fully trained Paladin. From this day forward their life as a Paladin would truly begin. No longer attached to a master, Knights were free to accept tasks from the Council of Seven, pursue specialized training in the different branches of the Order, or they could ultimately take on an apprentice of their own.
* **Master** - A Knight who has shown deep understanding of their purpose, true devotion to their diety, unquestionable battle-prowess and has trained an Apprentice to Knighthood could be elevated to the title of Master by the Council of Eight. Amongst the Order's Masters, only a select few were appointed to the Council of Eight. Made up of exclusively of wise, experienced Masters who have truly embodied the tenants of their Oath. The elected leader of the Council of Seven was known as the Master of the Council and was bestowed by the Grandmaster; the recognized leader of the entire Order. A Master was addressed as ***Ser*** before their name, seen in Ser Athus, the First Magistrate, and was way to distinguish the Order's Masters from its Knights.

#### Paladin Branches

Following their Knighthood, a Paladin could chose to further educate themselves in different branches of the Order and take up more vital and important roles sought in the many corners of the world or the Order itself. To further educate oneself in these fields were not mandatory and a Paladin could as easily serve as an Ambassador as they can a Peacekeeper when it suits them.

* **Sword Instructor** - A stationed Paladin at the Keep, these individuals were battle-scarred Knights or Masters who were determined to pass down their swordsmanship experience to the young students of the Order. The highest ranking instructor within the Keep was given the title of Battlemaster by the Council of Seven and was responsible for selecting and referring future instructors.
* **Peacekeeper** - Those Paladins wishing to pursue peacekeeping, one of the more prominent branches of the order, were placed within governmental security agencies where they could work as the area's special City Watcher's and law enforcers, detectives and more. Helping to quell riots or catch dangerous evildoers. Ultimately, a Paladin Peacekeeper could be seen almost anywhere upholding the peace of a city, town, village or an entire kingdom. A Paladin Peacekeeper stood above a City Watcher in many aspects in the hierarchy and at often times worked much more closely with a Noble Lord or a ruling Monarch.
* **Weapon Master** - A Master who mastered the technique of wielding a wide range of weapons and exotic weapons was dubbed a Weapon Master. The Weapon Master was among the greatest physical fighters of the Order. A Weapon Master should not be confused with the Sword Instructor, as the instructor has a clear line of duties while the Weapon Master is more of a ceremonial rank to recognize one's abilities in combat. Becoming a Weapon Master was a presteigous title that was bestowed very rarely.
* **Ambassador** - The face of the Republic of Athus, Ambassadors worked very closely with bureaucrats to assist greeting unaligned governments and Free Cities. Some Ambassadors were designated as advisers to certain Senators or even the High Magistrate upon request.
* **Diplomat** - Always right in the middle of a dispute, Paladin Diplomats were given the authority to hammer out a compromise or a treaty during tense negotiations, backed by the full support of the Senate and the Paladin Order. Paladins were often called upon to act as impartial diplomats, however often their decisions swayed towards the overall good. They would serve as moderators and negotiators during disputes, and their judgement were recognized as just and binding. When acting as diplomats, a Paladin would take the outmost care to be impartial and fair-minded.
* **Lore Keeper** - Some Paladins have always focused on the art of knowledge and learning, and as such many of them seek out dangerous items and artefacts to bring back to the Keep for safekeeping. Paladins wishing to contribute to the growth of the Library of Ancients would become Lore Keepers, a group who were directed by the Librarian's Assembly. Divided into historians, archivists, and Librarians, each group worked for the proliferation of knowledge and the preservation of the past. If an Initiate had failed to succeed in their Trials, they could be offered a position in the Library of Ancients and work as a Lore Keeper. Most often, Lore Keeper's were aged Paladin's who no longer could serve actively outside of the Keep as a martial force and has since then picked up Lore Keeping to preserve knowledge for the future generations to come.
* **Investigator** - Paladins specially appointed by the Council of Seven to uncover obscure threats to Oraxus such as powerful criminal syndicates, corruption and conspiracy against the Republic of Athus, and other shady menaces. The Investigator would often work alone and undercover to infiltrate suspicious organizations or would be busy investigating some act of crime.
* **Recruiter** - The Recruiters honed the talents of Investigators to track down and indentify promising future Paladins to asses whether they would be a good fit for the Paladin Order.
* **Shadow** - The secret police of the Order, Shadows worked under the supervision of the Council of Seven, more specifically under the Oath of Watchers Councilor, and were all dispatched to destroy all agents of darkness such as Oathbreaker Paladins, and Oath of Conquest Paladins. Heavily employed after the Fiend Wars, the Shadows were responsible of erasing the words Fiend and Oath of Conquest from the majority of all citizens of Oraxus.
* **Keep Guard** - These were the Sentinels who served as the security force of the Keep. They reported only to the Council of Seven but did not hold the Council above everybody else. The Guard were one of the most important roles of the Paladin Order, sought to defend their Keep should their enemies every to to seige it.

## The Paladin Oaths

### The Oath of the Paladin Order

Members of the Paladin Order, from Apprentice to Master, were encouraged to follow a set of guidelines, including self-discipline, responsibility, and

public service. These principles and rules were put simply yet effectively in the Oath of the Paladin Order. A Paladin who would stray from the Oath would be known as an Oathbreaker and were cast out from the Order, depending on the severity of their oathbreaking then death was an iminent possibility, depending if they had strayed to the dark or not. Every Paladin in the Order are required to study and learn the Oath of the Paladin Order.

The Oath of the Paladin Order went as follows:

> *"I swear to be an unvavering shield that guards the innocent. I will place myself between danger and those who cannot defend themselves. Their safety is my paramount duty. I pledge to be the beacon of Justice in a world tainted by Darkness. I will tirelessly seek out those who sow chaos and despair, and I will bring their malevolent deeds to light. I promise to never falter, even in the face of insurmountable odds. My determination is unbreakable, and my spirit unyielding. I will stand strong and resolute against any challenge. I shall not forget the power of mercy and redemption. While I stand ready to smite wickedness, I understand that some may still find their way back to the path of righteousness. I will offer a chance for redemption to those who show genuine remorse. I acknowledge that this oath comes with sacrifices. I may be required to lay down my own desires and comforts for the greater good. I will endure hardships without complaint, for my purpose is far greater than personal gain."*
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### The Oath of Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.

The tenents of the Oath of Ancients went as follows:

> *"Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world. Your own life is a precious gift, and you must strive to be a beacon of health and vitality so that you can continue to bring light to the world. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. Show reverence for the spirits of nature, the old ways, and the traditions that have upheld goodness and light throughout the ages. These forces are the wellspring of your power."*
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### The Oath of Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels.

The Oath of Crown tenents went as follows:

> *"The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Uphold the laws of your land and those set forth by legitimate authority. Your example must be one of obedience to these laws, demonstrating respect for order and justice. Your word is your bond. Without loyalty, oaths and laws are meaningless. Be loyal to your sovereign, your nation, and your fellow citizens. Your unwavering commitment to their well-being should serve as a beacon of hope and assurance in times of uncertainty. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will? Face adversity and danger with unflinching resolve. By standing firm in the face of threats, you inspire others to do the same. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Seek out and confront corruption, tyranny, and those who abuse their power. Be an unyielding force against those who exploit the defenseless and twist the law to their own ends."*
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### The Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

The tenents of the Oath of Devotion went as follows:

> *"Don't lie or cheat. Let your word be your promise. Don't lie or deceive, and let your actions and words reflect the truth. Be a beacon of honesty in a world where deceit often hides in the shadows. Never fear to act, though caution is wise. Stand strong against all forms of fear and evil. By facing adversity head-on, you inspire others to do the same, and your bravery becomes a rallying point in times of need. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Aid those who are suffering and in need. Your compassion should extend to all living creatures, and you should always strive to relieve their pain and suffering. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Uphold the highest standards of conduct and treat all with respect. Your actions should reflect the nobility of your character and the honor you hold in high regard. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Be steadfast in fulfilling your obligations and responsibilities. Your sense of duty should guide you to protect the innocent, vanquish evil, and maintain order."*
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### The Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.

The tenents of the Oath of Glory went as follows:

> *"Strive to be known by glorious deeds, not words. Inspire others to achieve greatness. Strive to be a shining example that motivates those around you to reach their full potential, and encourage healthy competition among allies. Face hardships with courage, and encourage your allies to face them with you. Face challenges with unparalleled bravery. Your courage should be unmatched, and you should actively seek out feats of heroism and daring to prove your mettle. Like raw stone, your body must be worked so its potential can be realized. Strive for victory in all endeavors. Your ultimate goal is to overcome challenges and adversaries, demonstrating that triumph is possible through dedication and skill. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Perform your heroic acts with flair and style. Your actions should inspire awe and admiration, and you should embrace the dramatic and showy aspects of heroism."*
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### The Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers. While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

The tenents of the Oath of Redemption went as follows:

> *"Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish. our heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just."*
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### The Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.

The tenents of the Oath of Vengeance went as follows:

> *"Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. Faced with a choice between fighting a powerful but lesser evil or a weak but greater evil, choose the greater evil. Your focus is on eliminating the most significant threats to society and bringing balance to the world. Ordinary foes might win my mercy, but my sworn enemies do not. Show no mercy to those who commit evil acts. Do not hesitate to strike down those who have proven themselves unrepentantly wicked. However, act honorably and avoid becoming the evil you seek to destroy. My qualms can't get in the way of exterminating my foes. Use any means necessary to achieve your goals. You may employ deception, intimidation, and violence to achieve your aims, but always remember that your purpose is to serve justice and righteousness. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. Make amends for past wrongs. Work to restore balance and order, aiding those who have suffered due to evil actions. Strive to rectify the injustices committed by malevolent forces. Be relentless in your pursuit of justice and the defeat of evil. Do not waver or falter in your quest, and do not rest until your enemies have been vanquished or brought to justice."*
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### The Oath of Watchers

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.

The tenents of the Oath of Watchers went as follows:

> *"The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. Keep a constant watch over the boundaries between worlds. Remain vigilant against creatures and forces that seek to breach reality, and be prepared to act decisively to thwart their plans. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. Safeguard the balance between planes and the integrity of the multiverse. Prevent any disruptions or invasions that could bring chaos or corruption to reality as you know it. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. Recognize that the multiverse is vast and mysterious. Seek knowledge about the hidden truths of existence, and be prepared to confront the unnatural and the unknowable. Hold back the cosmic horrors that lurk beyond the edges of reality. Defend against aberrations and otherworldly beings that threaten to invade and bring destruction. Maintain your commitment to guarding against threats even when others are unaware or indifferent. Stand strong in the face of doubt and skepticism, for you bear the burden of knowledge and responsibility."*
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### Disgraced Paladin Oaths

#### Hell Knights

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Raz'gornoth, warlord of Gephis, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

#### Oathbreaker Paladin

An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains. While paladins are typically known for their strong adherence to their oaths and their commitment to righteousness, an Oathbreaker is one who has forsaken those principles for various reasons, often embracing malevolent powers or becoming corrupted by their own actions.

## Rituals

### The Initiate Trials

The Initiate trials were the tests by which Initiates were given as prerequisite in order to progress to the level of Apprentice within the Paladin Order. Like the Trials of Knighthood, these tests were required to be taken by all students in order to proceed to the next title in the Order.

During the old days of the Order, the Initiate Trials were begun as tests used to gauge an Initiates progress in the Order. Oftentimes, because a Master might have two or more students under their tutelage, the tests would be given simultaneously. Because of the less restrictive age discrimination rules of the era, the tests were often taken by students well into their twenties or even thirties, depending on a race's maturation stages. As the Order evolved and war ceased to plauge the war-torn lands, some tests changed to suit the non-militaristic era of the time.

The first test was designed to test one's knowledge of the Oath of the Paladin Order and their chosen Paladin Oath out of the Seven available. A vital part of a Paladins teachings, the Oaths were reviewed over and over throughout and Initiate's life, typically everyday during their classes and studies. If an Initiate did not memorize their mantras they would not longer be a member of the Order.

As the Order came into a new era following the Fiend Wars, the second trial altered to test self-discipline. Demonstrating competence through staged combat with impaired vision, the test was not so much a demonstation of skill so much as technique.

For the third and final trial, because of the lack of age restrictions seen early on in the Order's history, sometimes Initiates would be assigned to perform a specific yet simple task, such as solving a judicial case or providing aid to a citizen in need. In the modern days of the Order the Order requires all initiates to complete the task to see the darkness for themselves and find a way to conquer it.

### The Trials of Knighthood

"*This is to be a test of your knighthood. You and your companions must make your own way through the difficulties you will encounter.*"

The Trials of Knighthood, were challenges Apprentices were given as prerequisites for achieving Knighthood. The trials were administered by the Council of Seven to any Apprentice they deemed worthy of becoming a full-fledged Paladin. The trials were a set of five, and were the Trial of Skill, the Trial of Courage, the Trial of Flesh, the Trial of Spirit, and the Trial of Inisight. In addition, the Council could assign substitute tests or use and exceptionally trying mission in place of the traditional tests.

The Trials of Knighthood have been an integral tradition within the Paladin Order since its conception in -1337 AAD. Before the official formation of the Paladin Order and the Council of Seven, the Trials were highly informal, administered by a Paladin to their student back in the old days before the Order. These trials could often times be quite harsh and sometimes impossible. As time passed, the trials would become slightly more lax and saw a drop in standards during the Fiend Wars. To rectify this, the Council of Seven formalized five tests, following the end of the First Great Schism, that would be given within the Trials Chamber in the Keep. Deep in the Keep, the specialized chamber was equipped and enchanted with numerous magical artifacts capable of producing tangible simulacrums of ancient Paladins and Demons. in addition to the combat aspect of the Trials, the room was designed to thest other skills, many of which were created to replicate the uncartanity a Paladin would face in the field.

Overseen by the Council of Seven and the current Battlemaster, the Trials were over once all tests were completed. If the Apprentice was successful in completing the series of challenges, the Master would then prepare their apprentice for the Knighting ceremony. As the scheduled ceremony approached, the Apprentice would spend and entire day in deep meditation within the preparation room hight in the Tranquility Spire. As the time came to ascend to the Hall of Knighthood, the Apprentice would enter the darkened chamber and kneel before the Grandmaster of the Order. Should the apprentice be unsuccessful in completing the trial, they were permitted to take them again until they passed.

#### Trial of Skill

*"You will need all of your skill to survive.*"

The Trial of Skill was one of the oldest trials in the battery of tests preferred by the Order. While the test did consist of numerous displays of swordsmanship and technique, the main thing that the battlemaster looked for when judging a potential Knight was their ability to avoid distraction through self-discipline. As the test was incorporated into the more standard testing, the Council of Seven required that each participant face a three-part assessment addressing physical, menta, and combat challenges. The standard physical challenges included a test of climbing, heights, endurance, escape and leaping. The mental challenges which followed tested skill of duress, a second endurance test, and reflection. The last part of the trial required a student to face off against some form of advesary, though the individual or individuals they faces varied in species or allegiance, and could be made of flash and blood or a clever simulacrum. The tests of conflict, duelling, and the calm of mind pitted Apprentices against Reanimated Armors, other students, the Battlemaster, or even the Grandmaster, to outlast their attacks. Other students might face many opponents, some of them attacking with swords, others manipulating perception or altering the environment in the chamber. Additionally, the Council could opt to use the simulacrum and send any number of enemies to test the stamina of an Apprentice.

#### Trial of Courage

Because courage was a vital quality in a Paladin, the Trial of Courage was seen as appropriate to give even to those who didn't specialize in combat. Because it was important to remain in the dark about what one would face during the test, most Paladins did not divulge details on individual tests. Before the test was mainstreamed, battlefield heroics, or facing down a Pitfiend or Demon qualified as passing. But due to the nature of the Order's growth, the Council required a different sort of challenge in order to stay relevant. The Council could simulate a dangerous mission in the Trials Chamber, or send a student on an actual mission out of the Keep. These tests had the potential to be deadly and extremely challenging, illustrating why the Council did nut just left anyone take the Trials.

#### Trial of the Flesh

"*And he endured an atrocious Trial of the Flesh at the hands of Archdevil Raz'gonoth.*"

The Trial of the Flesh was the most trying test given at the Keep. Involving the apprentice overcoming great physical pain, hardship, or loss, the tests sometimes resulted in death or dismemberment. Throughout history, the Trial was known to involve bloodshed of some form. At the height of the Fiend Wars, the Order subjected its apprentices to bursts of energy applied directly to the skin, known as The Burning. While this type of torture was abonded by the Order, battle scars were accepted as Passage later on in the Fiend Wars. It wasn't that uncommon for Apprentices who defeated great advesaries and agents of darkness on the battle field to pass the Trials of the Flesh, Skill and Courage at the same time. At the height of the Order, the Council saw the separation of Master and Apprentice at the end of their journey together as a significant trial, as the relationship was usually very close.

#### Trial of the Spirit

*"Facing the mirror."*

To pass the Trial of the Spirit, Apprentices had to look deep within themselves, on a quest of self-discovery. This test was designed to pit a potential Knight against their most dangerous enemy: the darkness within themselves. Often, apprentices did not like what they saw, and it could be a highly traumatic experience. Because of this grualign self-examination, this Trial was often known as Facing the Mirror. While bearing the similarities to the Trial of Skill, this test did not involve moving at all in most cases; instead an Apprentice delved deep into a meditative trance to combat their inner fears and demons. Because of the ultra-personal details of the test, it is one that not even the Council of Seven dare dictate. An Apprentice must write the script for what will tranpsire on the journey. Because of the dangers of such deep meditation, a Master was always present to help guide a student back after they pushed them past where least desired to go in their thoughts. The worst that could happen following a failed trial is awakening from meditation screaming and mentally broken.

#### Trial of Insight

The Trial of Insight was the last tests offered as part of the Trials of Knighthood. Installed in the Trials program after noting that, while a Paladin could take down a Pitfiend, Demon or any other enemy, they could be undone by common thieves, this test helped a Paladin to see what was really in front of their eyes through the use of spiritual guidance. Seeing through illusion, evaluating and individual's true persona, and unveiling lies are essential to any successful Paladin. To complete the test, Apprentices were forbidding from reviewing any of the possible puzzles in the Library of Ancients; such an advantage would make the test moot. The Trial might require an Apprentice to analyze and decipher the High Riddles of Dwartii, or decode broken text in scattered scripts. Sometimes, a field of stones would be laid out on the Trials Chamber floor and an Apprentice would be forced to locate the single grain of sand amongst it.

## Locations

### The Keep

    The Keep is a fortified fortress located in the Republic of Athus, and sits on top of the rocky mountainscape of Kingtonbury. Perched atop a rugged mountain, the Keep is an indomitable symbol of hope and righteousness. Its towering walls of stone are a testament to the unwavering dedication of the Paladin Order and the excellent craftmanship of Dwarven society. Commanding a panoramic view of the surrounding lands, the Keep exudes an aura of serentiy and authority.

The Keep's architecture combines the elegance of human craftmanship and the practicallity of fortification of the Dwarven forts. Its design is a reflection of the Paladin Order's values: steadfastness, honor, and protection. Tall spires crowned with glistening pinnacles reach for the heavens, while the inner walls feature intricate stained glass windows that depict tales of heroism and virtue. At the entrance, twin statues of armored paladins, weapons raised high, stand as silent guardians. These statues are magically imbued, their eyes glinting with divine energy that surveys all who approach. The grand gates are adorned with the radiant emblem of the Paladin Order.

Upon entering the Keep, visitors are greeted by the Hall of Valor, an expansive chamber adorned with banners displaying the crests of the Order's legendary champions. Statues of the founding Paladins, a symbol of unwavering devotion, stands at the center, inspiring all who pass by. Deeper within lies the Sanctuary, a solemn chamber where paladins gather to meditate and seek guidance from their deities. The walls are adorned with softly glowing runes that offer a sense of tranquility and connection to the divine. A central pool, fed by a natural spring, reflects the flickering candles, creating an otherworldly ambience.

Rising above the Keep is the Tranquility Spire, where the Council of Seven convenes. Within the Tranquility Spire lies the Hall of Knighthood, the very place where all Apprentice's come in a point of their lives to be knighted. Within its hallowed halls, decisions of utmost importance are made, oaths are sworn, and sacred artifacts are safeguarded. The personal chambers of each Council member is located within the Tranquility Spire, and as well as the Grandmaster's quarters, who in itself hold's many valuable secrets.

Beyond the main structure, the training grounds extend, meticulously maintained to hone the combat and tactical skills of the Order's members. An armory houses a dazzling array of weapons and armor, each piece carefully enchanted to aid paladins in their quests for justice. In the central courtyard, a serene Garden of Reflection offers a place of solace for paladins seeking respite from their arduous duties. Flowers and shrubs representing different virtues bloom in harmony, creating an oasis of serenity and contemplation.

Tucked away within the Library of Ancients inner chambers is the Well of Purity, a sacred pool infused with radiant energy. Paladins come here to renew their commitment to righteousness, symbolically washing away doubt and darkness. The waters are said to grant strength and resilience to those who partake in its ritual. The Keep stands not only as a physical stronghold but as a beacon of the ideals and virtues championed by the Paladin Order. Its walls have weathered storms and witnessed triumphs, each stone a testament to the valor of those who have sworn to uphold justice and protect the innocent.

### The City of Athus

Much like the Keep, the main headquarters of the Paladin Order, the branch office within the walls of the City of Athus is one the largest compounds that is owned by the Paladin Order. The Order's Branch Office in the City of Athus is to date the most succesfull in attaining and training new members of the Paladin Order, sending combat hardened Initiate to receive formal training in the Keep once the time is right. Although not as strongly protected as the Keep, the Branch Office is located within the Senatorial Disctrict within the walls of the Capital City and as such offer's great protection in times of need.

## History

### Formation

The formation of the Paladin Order beings as any other adventure in the world, 7 heroes banding together to bring good upon the world. The seven Paladins; **Kedros, Oath of Ancients. Xanvalor, Oath of Crown. Halphanis, Oath of Devotion. Dorfyr, Oath of Glory. Tyrphanis, Oath of Redemption. Panelor, Oath of Vengeance. Osminar, Oath of Watchers,** would all begin their adventures around the southerncoast in the Eastern Reaches. Though multiple heroic actions of the group of Paladins the word of their heroics would spread throughout the lands as more dangerous creatures seeking for worthy prey would begin to swell up in the Eastern Reaches. This led to the Paladins forming a coalition to defend the towns and villages plauged by evil. This coalition soon however became increasingly larger with more and more Paladins joining the cause of protecting the lands. The original members of the group would be seen as leaders and as time went on the Paladin Order would be formed.

### The Great Schism

The Great Schism was led by a formation of Paladins who would pledge themselves to the Oath of Conquest, becoming Hell Knights and fight for the Archdevil Raz'gornoth. With the Paladin Order ultimately rejecting such evil practices those who had pledged themselves to Raz'gornoth unleashed a catastrophic even upon the continent of Oraxus which would become known as the Fiend Wars. The Fiend War would last for centuries as the increasing Hell Knights would become more and more prominent throughout the lands. They would establish themselves as Lords and Rulers of towns and cities only for them to see their plans thwarted by the Paladin Order. The end of the Fiend Wars and the Great Schism was brought when Raz'gornoth the Archdevil of Gephis would enter the material plane of Titurion but was eventually struck down upon by the Paladin Order and sent back to the Nine Hells where a ritual was placed over the Hells to cut off Raz'gornoth's increasing influence of from the world and his Hell Knights. The centuries that followed was a period of a Dark Age as Oraxus began to heal from the wounds caused by the Hell Knights of the Great Schism. In present day, the sightings of Hell Knights are slim to none, but rumors of them still lurking in the shadows still remain.