SirFlabberghaspy
Mandalorian Warrior and Skald.
This world, and all others, are in chaos. War, rape, abuse. The realms call for protectors, those who will
uphold the peace no matter the cost.
Paladins.
The defenders of peace, a true neutral organization built around housing those with no where to go, and training them to be the ultimate weapons of keeping peace. The Paladins are feared by all, and are legendary for their mysterious background. No one who isn't a Paladin knows where they gather, or how they train.
Paladins are capable of opening portals to any dimension, and spread peace throughout the lands that they claim to be under their protection.
-Rituals-
The Purge - The Purge is when a Mistress, one of the High Paladins, makes their way through multiple cities and towns to collect any children in orphanages. They sing their "Siren Song" and the children are lured to follow the Mistress through the town until they reach a nearby Paladin Stronghold.
The Trials - The Trials are multiple tests that evaluate the capability of an Acolyte, Strength, Agility, Intelligence, Magic, and Combat. If an Acolyte passes the trials, and makes it out of the Catacombs, they're successfully made into official Paladins.
The Mark - Paladins have an invisible mark only able to be seen by other Paladins, usually positioned on some place like the cheek, hand, etc. It serves as a symbol that represents that person, and shows that the person is an official Paladin.
Contracts - Contracts are what bind a Paladin's companion and said companion to the Paladin. The deal is that the companion will serve for a set amount of time, and will receive some kind of wanted reward in return. If a Contract is broken, the companion will be respectfully free of service, and the reward may be reduced, or simply cut off.
-Buildings-
Chapel - Where the Paladins gather to meditate and train on academic and magic-based skills. The library and cafeteria are based in the Chapel, and is where most Paladins hang out after missions, or mandatory trainings.
Garden - Every Paladin Stronghold has a Garden. Each flower in the Garden can be a different link, as most are hidden portals used to get in and out of the Stronghold. Other then that, the Garden serves as a place to hang-out, and train. The Garden is usually the largest part of any Stronghold.
Dormitory - The Dormitories are rooms made for the Acolytes, and are separated into girls and boys dorms. The Dormitories are relatively well-furnished, and are kept clean by magically living cleaning equipment.
Cathedral - The Cathedral serves as the headquarters of the Stronghold. Only official Paladins are allowed into the Cathedral. Personal rooms are kept for every Paladin there, and it is where they report to their higher-ups and socialize with their fellow Paladins. Missions are given to the Paladins through the Cathedral's "Officer", who is in charge of representing the High Paladins.
Forge - The Forge is where most weaponry and armor is made, and where already existing weapons and armor is upgraded by the Blacksmith, as there is only one in the entirety of a Stronghold. Blacksmiths are often resurrected blacksmiths who were legendary for the artifacts and weapons they made in their time.
Catacombs - The Catacombs are where the dead bodies of fallen Paladins are kept, and where the Trials take place, where Acolytes are evaluated. The Catacombs also serve as a secret bunker and or tunnel out of the Stronghold.
-Weaponry-
Scythes - Scythes are the least used weapon of the Paladins, but are still mastered by some nonetheless. They're extremely deadly when mastered, and can take down groups of enemies with little effort when wielded by a true master. Only the greatest of Paladins have been known to use Scythes, and the ability to use one is seen as a sign of greatness.
Chain-Poppers - Chain-Poppers are a weapon designed for the quick and witty. It involves a durable yet flexible chain of mithril, with two shotguns on each end. The shotguns are also built to be apart of a knife, so that the user can fire shots, but also cut enemies at closer ranges.
Choppers - Choppers are a fist-weapon that is also able to launch off of one's fist and strike an opponent from about fifty meters away. They're heavily-plated arcanite gauntlets, whilst having one large mithril oval over the gauntlets, the oval lined with a chain-saw mechanism, causing brutal devastation when a punch is landed.
Arm Cannons - Arm Cannons are as simple as they sound. Multiple projectile weapons lined along light gloves that let out deadly blasts of any kind of missile. Missiles range from arrows, to darts, guns, and even literal rockets. Arm Cannons also have one large cannon at the bottom of the hand, letting out one large arcane beam.
Silencers - Silencers are gigantic blades used by the heavier built Paladins. They can be made of any kind of material, and are usually forged by the user themselves. Silencer-wielders are often at the front lines of any battle, and are known to be very strong, and also usually agile.
Rapiers - Rapiers are thin and long blades used to pierce an enemy. They're often used by agile and dexterous Paladins, those with a great focus, discipline, and precision. Those wielding Rapiers can disable the muscles or organs of an enemy in seconds using quick strikes that are professionally-aimed.
-Ranks-
Acolyte - Paladins in training, they follow a rather strict schedule, and start training at the age of five, and usually graduate around the age of 18.
Paladin - A graduated Acolyte who does whatever they can to protect the world from Chaos, and keeping the peace at all costs. They're extremely skilled warriors, and serve those higher then them by going on missions that can either be extremely dangerous, or relatively calm.
Senior Paladin - Older Paladins who have much more experience then average Paladins. Seniors are generally respected by the Paladin community, and their insight is widely sought, even by High Paladins and those lower then them. Senior Paladins are a force to be reckoned with.
High Paladin (1-11) - The eleven High Paladins make the High Council, with one of them being the Mistress who finds new recruits for the Paladins. They vote on decisions, handle extremely important problems, and oversee the entire order of Paladins. The High Paladins are seen as father or mother figures by the Acolytes and newer Paladins, whilst Seniors and older Paladins generally view them as brothers and sisters in arms.
Master Paladin - Considered the "leader" of the Paladins, the Master Paladin has a place in the High Council, and is treated as the father or mother figure of the entire order. They're to represent the Paladins and what they're about, and is usually picked relative to their understanding of the order's purpose and culture, and also on their skill and relationship with the other Paladins. The Master Paladin leads the Paladins in times of war, and goes on very covert and dangerous missions that go on legendary scales. They're also the ones who must enforce peace between Paladin members, and carry out the punishments required against the person breaking said peace.
-Servants-
Servants are different kinds of creatures and spirits that aid the Paladins in any way possible. Other then beasts being summoned from another plane of existence by force, they willingly come to aid the Paladins for personal reasons, or Contracts, which bound them to service for something in return.
Seers - Seers are spirits bound by some kind of object, possibly being a mask,
sword, or gem, that bind them to the Outer Realm when put on in the Spirit
World. Because of the binding of their remaining life force solely in this object,
however, they can be banished to the Spirit World, or Limbo, temporarily until
they fix the object if said object is broken. Seers also usually aren't very fighter-esc,
but can be very aggressive and volatile if they encounter someone unfamiliar.
They're generally used by the Paladins as scouts, spies, sentries, or sometimes even
as substitute teachers.
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