Different approach for Paladins (and Religion)


Homebrew and House Rules


I've been working on the various pantheons in our campaign world... the 'oriental' continent worships spirits of which there are thousands, from ancestor spirits to water and air and tree spirits. In the southern continent it is more of a triumverate of primal forces - chaos, order and destruction.

On the main continent I have two primary religious groups worshipped amongst humans - the old Gods who are patterned after 'The Seven' from Game of Thrones (and are worshipped by halflings as well) and the One Faith which is set up as a old-school monotheistic religion similar to the Catholic Church in Roman times. Elves and dwarves revere their ancestors, and worship the greatest of their kind all of whom according to legend are descended from the divine.

I've begun allocating archetypes amongst the various faiths, and I've decided that Paladins as a class will exist solely as the militant arm of the One Faith... which preaches a gospel of charity and morality, but is both 1) anti-arcane magic as well as divine magic not from their faith as well as 2) the supremacy of the human race.

Its actually begun working out very nicely... Paladins are incredibly lawful and good, but there are some moral ambiguities and delimas when it comes to their church's stance on things away from 'civilized lands'...


What distinguishes chaos from destruction? Is chaos the creative force, then, with order as organization and structure?


This doesn't seem tremendously different from a Paladin point of view, unless yoy want to create variant Paladins for these others faiths, which could be a very interesting idea. Maybe these spirit-worshippers from the East have paladins that bond to specific spirits, like a mix between a domain and divine bond, that gives them different uses for lay on hands?

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