#we should all draw our favorite characters in traditional clothes from our culture more often
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kappaology · 3 months ago
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something for indonesian independence day (august 17th. pretend it's still that date shhhhhh) featuring knight in traditional beskap
without filter + the reference! (found on pinterest. i was THISSS close to not making anything but something possessed me when i found it)
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merigreenleaf · 4 years ago
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Unexpected Inspiration Series: Concordia’s Art Magic
Blythe could only assume that if Adair was holding a paintbrush, the jar in his other hand must contain paint or ink. Then again, it was Adair. It could just as likely be grape jam. And to think, she'd finally got herself unsticky from Sol's glue fiasco this morning. With some trepidation, she held out her hand. Adair dipped the tip of his brush into the jar, then drew a quick blue swirl on her palm. At least that solved the mystery. It was, in fact, paint. "I wouldn't call a paint smudge much of a glow." "Give me a minute." This time Adair didn't return the brush to the jar and instead held the tip of the bristles just far enough away that they tickled Blythe's skin. She fought back the reflex to close her hand so she wouldn't disturb whatever it was he was trying. When nothing happened for a long while besides Adair gazing intently at her hand, Blythe mouthed to Etri, "What's he doing?" Etri tapped his finger against her wrist, calling her attention back down. She had expected nothing to change and hissed a sharp intake of breath when it had. The swirl was still there, but now there was an aura of purple about an inch away from her skin. When she moved her hand, the strange glow stayed with it. Etri leaned closer for a better look. She pried her eyes away in time to catch Adair looking pleased with himself in an embarrassed sort of way. "So all Weavers' hands look like this?" "Yeah, but not just our hands. Picture that covering your entire body and you get a better idea of how we glow." Blythe made a face and wiped her hand clean on the paint-stained cloth he handed her. "Blech. I'll pass." -Excerpt from an early draft of Colorweaver (Book 1)
Concordia as a whole is filled with artists, craftspeople, inventors, and creative hobbyists. The culture has art at its center and almost everyone joins in, even if it's just a way to pass the time rather than as a vocation. It's a drive passed down from generation to generation and the reason for this is that art magic runs deep in the blood of Concordians. History and myth have blended together into stories telling of how the first Concordians-- several struggling, displaced groups of people who joined together to survive-- asked for help in driving away a threat and to help keep their small population safe. Legends say that the constellations came down from the sky to teach magic to the people. Centuries later, these magics have become the nine types of art magic in Concordia.
(Info about the art magic below!)
Here are the types of magic. These are represented in the moodboard from left to right, top to bottom.
Wordweaving (Glow color: red) These Weavers work their magic into words, both spoken and written. These are the poets, the storytellers, the actors, the writers. They're the ones who can affect emotion or, in the case of my morally ambiguous main character, influence someone's thoughts for a short time. This is probably the most dangerous or easily corrupted of magics, but considering the tests that go into becoming a master artist and the checks in place after someone does, this hasn't been a huge problem. (Dray has just made it a problem by avoiding any real training, which is also not a usual thing-- nothing Dray has done with their magic is correct, if you get down to it, and it means that they are going to have Consequences sooner than later. But I digress.) Another example of how this magic can be used is in the scrolling marquee in front of the theater the characters visit in book 1.
Colorweaving (Color: purple) These are the artists whose tools are ink, paint, pencil, charcoal, etc. They're essentially illusionists with the ability to make what they draw/paint move around on whatever they're using as a canvas. Adair has this magic and while he'll sometimes use this to make animated paintings, his career as a cartographer has him creating interactive maps. As the series progresses, he figures out that if he paints on himself or someone else, he can change their appearance. He may even work out something that Colorweavers have forgotten they once knew how to do: by drawing on the air, it's possible to create a believable 3D illusion.  
Timberweaving (Color: dark green) Woodworkers and carpenters, obviously, but their magic does more than just allow them to make sturdy creations from wood. Not that this is anything to scoff at-- this is why the oldest Artisans' houses haven't fallen over despite being built on stilts and almost every generation adding a new room or even a new floor. This magic can also make wood as buoyant on air as it would be on water and is a frequent way transportation is built. Not all vehicles hover a few inches off the ground, but this does include the "float-wagons" my main characters call home. Those are something of a cross between a motorhome and a house and can be driven (albeit slowly) around.
Terraweaving (Color: orange) These are the Weavers who work with stone and clay, sculpture and pottery. Way back in Concordia's history there was a Terraweaver who used to sculpt trainable dog-sized animals to give companionship and help to those who needed it. Not just by way of a service dog-- one of the things she made for a gardener friend was a pet that doubled as a planter. The more traditional ways of working this magic are the ability to work stone as though it were soft clay and putting their magic into buildings to make them more steady and solid, much like the Timberweavers, or to make them resist fires.
Oreweaving (Color: red-violet) These Weavers frequently have chemical or heat magic and often use this to etch, shape, and manipulate metals. They're the jewelers, the smiths, and are probably the most "inventor" group of the bunch. Sol tends to use his light/heat magic in a similar way to how the arcane metalworkers would (softening and shaping metal in his hands), so there's some overlap here in terms of heat with the glassworkers. The reason for this is Oreweaving was originally a kind of lightning magic. You'll still find it used as a kind of "battery" when an Oreweaver works with a different type of Weaver on a project. This could be to extend the life of the magic in something else, because eventually all magic inside a creation will run out and need to be recharged, or it'll be a backup battery. Concordia relies on wind, water, and solar power, so magic is only ever a backup or a way to store power they already have.
Savorweaving (Color: pale green) The Weavers who work with food and drink. What they cook doesn't burn, produce stays fresh longer, herbs don't lose potency or flavor after they're dried, food keeps longer or can be made to be more filling. They're the reason Concordia has the equivalent of refrigerators. These artists can also influence the taste and strength of flavor, and I bet they can look at a person and guess what their favorite foods might be.
Glassweaving (Color: gold) This magic involves heat and/or light. These artists are the reason why Silveridge has so much stained glass! As well as using this to make super-strong glass, some Glassweavers use this magic directly by putting it inside glass globes to be used as lamps. Portable heating, like something to keep in your pockets to keep your hands warm? Probably also had a Glassweaver involved. Concordia's mail system is via pneumatic tubes that run about twelve feet off the ground, and while a few different kinds of art go into creating these, the tubes themselves are made of magically-influenced glass.
Songweaving (Color: blue) This magic involves sound and voice, although in terms of pitch and changing how you sound, not the verbal influence of the Wordweavers. I have a character in later books with this magic who can make her voice sound like anything, as well as throwing it so that the sound appears to be coming from somewhere else. This is also the reason that Concordians are able to record sound and music, as well as amplify it or play it at another location simultaneously.
Threadweaving (Color: blue-green) These are the fiber artists, the spinners, weavers (small "w"), knitters, tailors, etc. They can put their magic into clothing and fabric to make it warmer or cooler than it would otherwise be. (This suits Concordians well because current fashion calls for lots of layers of embroidered fabrics and they live in a warm climate.) This can also make clothing protective, usually against things like weather, but it is also how the Protectorates are able to stay safe without needing to wear something heavy that would look like protective gear. Remember the floating homes I mentioned earlier? Some of these are propelled via large fans, sort of like a hovercraft, but some are made with sails on the roofs. Whether it's land or sea, these sails can propel the vehicle forward even if there isn't much wind and can quite likely store some of the wind for later, should it be a still day.
Not everyone in Concordia has magic particularly strongly: some are only good at never burning what they cook, some have simply a pleasant singing voice, some are above average at writing poetry. Sometimes these people will make this part of their careers, sometimes it'll only remain a hobby they enjoy. If the magic is particularly strong, though, it requires additional training and those people are considered Artisans. There isn't a lot of difference between an Artisan and a craftsperson when it comes down to what they create; the only real difference is that an Artisan has magic as an extra tool, so their end results are different. Considering no two artists ever create exactly the same thing anyway, this means that there has never been more importance placed on the Artisans versus craftspeople. Each person will only ever have one type of art magic; even if they carry several types in their bloodline, one will be dominant and only this one will be usable. Each of the nine types of art magic has its own color that glows in both the artist and the creations they make. Only those with decently strong magic can see this, but it does mean that a lot of people, clothing, objects, and locations in Concordia have almost a stained glass look to them if it's something you can see. Part of the reason buildings in Silveridge are made with white stone is because of these glows. Silveridge is where a large percentage of the Artisans live, so it became a tradition to build and paint in white, then add colorful embellishments. Otherwise think about how badly paint colors might clash with the glows used to create the things in the city! Even if most people aren't really aware of how magic glows, they've embraced this aesthetic. Concordia, and Silveridge in particular, is all about aesthetics.
These are just some examples of what each kind of magic can do. Concordians are always coming up with new ideas-- sometimes those ideas work great, sometimes they fail spectacularly. Either way, the artists and craftspeople are constantly creating. Their art magic allows for greater technology than their world might have had without it. Concordia freely trades their creations, so most of their world has access, as well. At some point I'll talk more about Galanvoth, the country that considers itself Concordia's competition. 
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This moodboard is for @homesteadchronicles theme of “craftsmanship” because how could I not talk about Concordia and their art magic when most of my series involves this. :D In the future, I'd love to talk more about the Artisans, the history of Concordia’s magic, and just more world building stuff in general.
Tagging my series list! Let me know if you want on or off the list, it’s all good. And as always, please add me to any writing tag lists you have, whether you’re on my list or not. I love reading about writeblr projects. :)
@homesteadchronicles @ageekyreader @lynnafred @the-gay-hufflepuff @oceanwriter @desperatlytryingtowriteabook @muffindragon227 @theguildedtypewriter @toboldlywrite @wchwriter @dreameronthewind @shadow-maker @pen-for-sword @loopyhoopywrites @emptymanuscript @madmoonink @perringwrites @megan-cutler @elliot-orion @thatwriternamedvolk @indecentpause @writer-on-time @ravenpuffwriter @siarven @musicismymoirail @lady-redshield-writes @bluemartlet @reeseweston @worldbuildingwren @hiddswritingrefs @cay--scribbles @focusdumbass @enasroterfaden @missrobinswritings @joshuaorrizonte @zofiehelen @kainablue @kalis-scribbles @inspirited-goddess
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qm-vox · 5 years ago
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Let The World Never Falter - Playing Paladins in D&D
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(Pictured: Anastasia Luxan, Knight of the Tainted Cup, one of only two people in her friend group that are not evil-aligned. Her wife Aisling is not the other good-aligned person. Characters are from my novel Mourners: Scum of Shatterdown; art credit goes to J.D)
Paladins are one of Dungeons and Dragons’ most striking, and most controversial, character classes. Few character classes and character concepts capture the imagination as quickly or start arguments of such ferocity. I’ve been in this game awhile - I remember when D&D 3e was released - and paladins have been one of my most loved and most hated parts of D&D and its legacy systems that entire time. So here I am again, about to write a long-ass article offerin’ my perspective on paladins through the ages (hopefully highlighting the strongest parts of each vision of them), talk about their pitfalls and problematic elements, and offer some advice on bringing your own paladin to life.
While this article draws on my long experience with D&D and will be citing specific sources, it would not be possible without the help of some other people in my life. I mention Afroakuma a lot in the context of D&D, and our friendship has once again been invaluable here. @a-world-unmasked , also one of my oldest friends, has long been a source of ethical discussion and debate, especially about thorny questions of justice & mercy, amends, redemption, and punishment, and provided information on D&D 4e’s paladins and paladin-like classes. SSG Jacob Karpel, United States Army, brought a Jewish perspective on paladins and their themes into my life and has borne questions of faith, dogma, and tradition with remarkable enthusiasm and patience. @swiftactionrecovery provided further perspective on D&D 4e, and her current paladin (”paladin”; it’s complicated), Aurora, is a great example of a non-traditional take that is at the same time very on-brand. Emerald has long provided the service of beating my ass when I start getting stupid about my own values and beliefs, and @ahr42p‘s fascination with fantasy ethics has informed a lot of my own thoughts on the same. None of this would be possible without you folks.
This article’s title is drawn from Maverick Hunter Quest, written by Cain Labs & Hunter Command. It appears as the motto of the 10th Urban Unit; dedicated soldiers whose specialty was preserving lives, preventing collateral damage, and steering disasters away from the innocent.
None of my articles are quite complete without Content Warnings; the following will contain mentions and descriptions of violence (including state-sanctioned violence such as executions), mentions of high crimes such as slavery and forced conversion, discussion of religion in both fictional and non-fictional contexts, and discussion of fascism and fascist ideology. It is also the end result of more than 20 years of both passionate love for paladins and equally passionate hatred of the same. If you’re wondering what some of that has to do with paladins...well, you’re in for a ride.
So, without further ado, let’s get into...
The Order Of The Kitchen Table - Paladins Through D&D’s History
I hope you like walls of text because I am about to fuck you up with some.
D&D and Pathfinder have a long history with paladins, and they’ve changed a lot through the ages. The following is an overview of the different editions of paladins, what each introduced, and their strengths & weaknesses as a vision of paladinhood. Though the advice in this article is weighted towards 3.PF and 5e, it should in theory be applicable to any of these editions; I should also note that while Pathfinder 2e has its own version of paladins, I am not familiar enough with its vision of paladins to be able to speak on it in good faith. Let’s start with the oldest first, shall we?
AD&D 1e & 2e: Rise A Knight - 1e and 2e were fucking wild. The original incarnation of the paladin showed up as a sub-class of the cavalier, a warrior-group class which had an aura of courage, rode a horse, and had other ‘knightly’ abilities. Paladins had to be a cut above and beyond cavaliers, but unless they also violated the code of the cavaliers in addition to the paladin code, they would become cavaliers when they Fell rather than fighters, which was a bit of a better spot to be in. These paladins were very specifically part of the military arm of a feudal state, with all that entails, and had restrictions on what they could wear and what weapons they could use that were rooted in their social status. In point of fact, in 1e? Paladins couldn’t use missile weapons at all; bows, crossbows, and their kin were for “peasants”. These paladins had to tithe 10% of all income to a ‘worthy’ institution (usually a Lawful Good church of some kind, but other examples include hospitals, charitable initiatives, orphanages, and monasteries), had sharp limits on how many magical items they could own & of what kind, and were beholden to a strict code of conduct rooted in medieval feudalism & romantic ideals of chivalry. While the very original paladin had many of the iconic powers associated with them today (laying on hands, curing disease, an affinity for holy swords), it was not until AD&D 1e proper that paladins developed the ability to cast spells for themselves.
AD&D 2e’s vision of paladins was similar in many ways; they had the same powers, similar ability score requirements, and were similarly rare and elite. They had wealth limits, had to tithe from their income, could only own certain numbers and kinds of magical items, and had to be of Lawful Good alignment. Where things get interestingly different here is who becomes a paladin, and why. In both editions, only humans could be paladins, but where 1e required paladins to be drawn from or else become nobility (because they were derived from cavalier, which was all about status), 2e opened up many origins for paladins. The majority of these can be found in The Complete Paladin’s Handbook, just under 130 pages of nothing but paladins. Reading that book is a fucking trip; it was published in 1994, and while I am not gonna pretend that it’s woke or unproblematic, it has some stunningly modern takes. Do you expect to open up an old D&D supplement about paladins and find it defending poly relationships as valid? NEITHER DID I.
It’s important to note that in both of these editions, paladins lacked magical avenues of attack entirely; Smite Evil was a later invention, and paladin spells, in addition to coming online late in their career (9th level), were sharply restricted to a specific list that included no offensive magic whatsoever. Therefore, any paladin origin had to explain from whence one’s martial skills came, since you are in many ways a warrior more than anything else. There’s some expected ones; religious patronage, which ignores social status but requires an organized church that’s permitted to raise men under arms. Government sponsorship, generally conducted in urban areas where you can actually retain recruiters. Inherited title, if you wanna run a paladin that really hates Mom for forcing them into this. Mentors, for running paladins that are just straight-up shonen protagonists, and my personal favorite, DIVINE INTERVENTION, where one day your god starts talking to you but instead of filling your soul with martial skill she makes you sew training weights into your clothes and miraculously makes a bear live in your house so you can learn courage. It’s fucking amazing.
From those origins, anyone who manages to swear their oath and become invested with the power is essentially part of the nobility from then on; paladinhood marks them as an exemplar of noble ideals, which even in a non-romanticized culture sorta grabs the bluebloods by the short hairs. It’s a bit hard to argue divine right if you try to throw the embodiment of your supposed ideals out of your house. Since these paladins were often, though not necessarily, members of militant organizations they were generally expected to have superiors to whom they answer, a chain of command of which they are part, and to eventually construct a stronghold of some kind and put its services at the disposal of that organization in addition to utilizing it to serve the needy and defend the weak. 2e was a lawless and strange time in D&D, in which building such a stronghold and hiring followers was a class feature of warrior-group classes, and one of the paladin’s key benefits was the opportunity, but not the promise, to acquire some manner of holy sword, which which she gained powerful protections against evil that let her stand toe-to-toe with powerful spellcasters.
Tying all of this together was an in-depth exploration of the most complex and probably the most nuanced code published for paladins in any edition. Though the default was a rigid and inflexible code which defined acceptable behavior, associations, and even employees for the paladin, The Complete Paladin’s Handbook introduced an alternate method of handling code violations that ranked infractions by their severity & intent, and assigned penalties accordingly. Was it perfect? No. Not even a little. The Code was, is, and probably forever will be the most trash part of paladin. But it was a damn sight better than basically any incarnation before it, and most of them after. This code was broken down into (in order of importance), Strictures, Edicts, and Virtues. Strictures are the things a paladin must do and have simply to be a paladin; they must be Lawful Good, they must tithe to a worthy institution, they must abide by their wealth limits, and they must not associate (here meaning ‘serve, be friends with, or knowingly hire’) with evil people. Edicts are the commands of those to whom the paladin is sworn to obey; often this will be a church, a government, or both, but a paladin might instead or also swear to obey edicts given by their family, their mentor, their secular philosophy, or even their wider culture. Military commands and orders are edicts, but so are daily practices such as keeping a kosher diet, maintaining a family burial ground, or obeying a system of formal etiquette. A paladin freely chooses the source of her edicts, but once she’s sworn to obey she cannot selectively turn down a given edict unless it would conflict with one of her Strictures (for instance, if her king orders her to beat a helpless prisoner) or with a ‘higher’ source of Edicts (in general, a paladins religion or philosophy takes precedence over her liege or mentor, who in turn takes precedence over family or culture).
Virtues are where we get real interesting. Lemme quote The Complete Paladin’s Handbook, page 32:
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.
No system was attached to virtue ‘violations’, because they weren’t oaths to keep as such. Rather, virtues represented commitments to a paladin’s ideals and worldviews; they were the behaviors and values which someone serious about being a paladin would live by because that’s the kind of person they are. They were very Christian and very European in nature, tied up in Catholic ideas of knighthood from which paladins as a class were originally drawn, but there’s definitely a point to be made here. If you don’t walk your talk, can you call yourself a paragon? We’re gonna get into this specific topic more later in the article, when I start discussing other the virtues extolled by other kinds of warriors, but the ones listed and expanded on in this book are as follows:
Fealty - A paladin swears loyalty and service to, at minimum, a faith or philosophy that is lawful good in nature. This forms the foundation of her convictions and informs the kind of good she tries to do in the world. A paladin remains conscious of the fact that she is seen as an embodiment of those ideals, takes joy in her service, and pays respect to those to whom she has sworn her troth. Notably, this is not classic feudal fealty; a paladin swears service to institutions, not people, with some exceptions (generally in the form of paladins who swear fealty to their mentors).
Courtesy - Paladins strive to show respect by following social customs, being polite and well-mannered, and treating even enemies with dignity. A paladin responds to insults with grace, considers the feelings of others, and does not stoop to insults or slander. Remember the Kingsmen gentleman rules? That. This is just that.
Honesty - A paladin speaks the truth as she knows it. She is free to withhold information (especially from enemies), and may state that she would prefer not to answer when asked questions - or that she is ordered, enjoined, or otherwise required not to answer, if that is the truth - but does not intentionally mislead or deceive others. If you ask your paladin friend a question and they say they would rather not answer, think real hard about how bad you want their opinion.
Valor - Paladins display courage in battle. Given a choice between many enemies, a paladin chooses the most dangerous. If someone has to take a risk to defend the innocent, cover a retreat, or ensure the success of the mission, the paladin volunteers for that risk. A paladin only retreats from battle to fulfill a higher part of her ethos.
Honor - A paladin conducts herself with integrity even when no one is watching or when it is of no benefit to herself. She shows mercy, refuses to inflict undue suffering even on such wretched beings as demons, does not cheat or cut corners, and does not compromise her principles. The description of the virtue of honor contains the rawest line in the entire book: “It is an admirable act to comfort a dying friend, but an act of honor to comfort a dying enemy.”
The above are the ‘universal’ virtues a paladin is meant to embody. The book briefly touches on the idea that a paladin might also choose to uphold other virtues and work them into her Code of Ennoblement, the ceremony by which she is invested with the power of a paladin...or isn’t. The sample ‘bonus’ virtues provided are humility, chastity, celibacy, and my absolute favorite, industry, in which you swear to have no chill at all, ever, until the day you finally die, and instead spend all of your waking moments in some effort of self-improvement or work such as reading, building houses for the needy, repairing tools & equipment, and otherwise being completely incompetent in the art of self-care. It’s great, I absolutely love it.
Together, this code and the paladin’s abilities present a vision of classical knighthood, something like, oh...
https://www.youtube.com/watch?v=35GUTY_Gr14
That. A defender and paragon of medieval virtues, who lives to help others.
“Alright Vox, surely you’re reaching the end of AD&D 2e now?” you ask. “We’ve been through the mechanics, we’ve been through the vision of paladins as members of feudal states who are figuratively and legally ennobled by righteousness, we’ve even gone into more detail about the code than was strictly necessary. 3e time right?” AFRAID NOT, MY WILD RIDE DOES NOT END. AD&D 2e didn’t have feats, didn’t really have spell selection in this context, and while it had a sort of skill system (the Proficiency system, greatly utilized and suggested by The Complete Paladin’s Handbook) that was hardly a way to make one paladin feel mechanically distinct from others. So how did players do that? Ability score rolls and loot drops?
Nope! We had Kits.
Kits modify a class or multiclass combo (not relevant to this article, but as a f’rinstance, the original Bladesinger was an elf-only Fighter/Mage kit found in The Complete Book of Elves); they give it additional features and additional restrictions. They could, but did not always, have ability score requirements above and beyond the typical ones for their class, and they might also have backstory or roleplaying requirements. A kit might who your character is in the society of the game world, the abilities they brought to the adventuring party, or both. Like Pathfinder’s Archetypes, some kits would strip abilities from the standard class, but not all of them did so.
So what did paladin kits do? In short, they changed the kind of knight you were. An Errant, for instance, is kept on a long leash by their liege and does not often have to fulfill edicts - but in exchange, she’s on her own and cannot expect funding from the state. Ghosthunters, who specialize in the destruction of the undead, gain the power to dispel evil, immunity to paralysis, turn undead just as well as a cleric does, and get access to a holy sword a minimum of 2 levels earlier - but they can’t lay hands, cure disease, cast priest spells, or enjoy immunity to disease. Inquisitors (I know) are paladins who see magic as a good and benevolent force, which is corrupted - profaned, even - by the practice of evil magic; they’re similar to ghosthunters in a lot of ways, but also represent an organized philosophy. The Complete Paladin’s Handbook has 22 pages of kits for standard paladin alone, which you can mix and match to create your own unique take on the concept, plus information on “demi-paladins” - non-human fighter/clerics who slowly gain paladin powers in addition to their own. This was back in the day when certain races just could not be good at certain classes due to level restrictions or being unable to take those classes in the first place, but here was the first glimmer of D&D confronting some of its own bullshit; before this book, the implication was that no non-human race was moral enough to be a paladin.
There’s so much more in this book but I’m not gonna get into all of it or this article’s just gonna be a review of one supplement; if you can get your hands on a PDF or even a hard copy, I highly suggest it as a read. It’s not that I endorse its vision for paladins as being the best or as being objectively correct, because I don’t; the potential of paladins is much broader than this narrow vision of Christian feudalism. It’s that no other book, before or after, has paid such loving attention to who paladins are in the game world, including thought given to details like their mortality rate (paladins that manage to survive to 40 are forcibly retired in the hopes that they can teach the youngbloods to do the same), the economics of knighthood, meta-commentary about how the class’s aesthetic and presentation is built to enhance themes about the game and the setting, and even a chapter on weaving faith into your game world and thinking about your paladin’s relationship to her own. The great strength of AD&D 2e’s paladins is that they, more than any others, have this loving care devoted to them that makes them feel like a real part of the worlds in which they live, and their great weakness is a vision that is more narrow than it wanted to be. You can see the author grasping for something broader, something more inclusive, only for it to slip between his fingers.
D&D 3.5: Up From The Gutter - Ah, D&D 3.5, the demon that will not die. This game spawned a million spin-offs and heartbreakers, love for it contributed to the rise of Pathfinder, and it remains incredibly popular and played. It’s also garbage, but c’est la vie, c’est la morte. Its vision of paladin is not as detailed as AD&D 2e’s was, and its main innovations were mechanical in nature. However, 3.5 did offer some in-depth explorations on what it means to be Good-aligned that previous editions did not, and given the context that’s about to be important to talk about.
3.5′s vision of paladin mechanics was remarkably similar to 2e’s, with the most notable change being race selection (anyone can now be a paladin as long as they’re Lawful Good) and the addition of Smite Evil, which can be used a certain number of times per day to gain more accuracy and damage when attacking evil-aligned creatures. Paladins are still warriors, they still cure disease, lay on hands, detect evil, and own a horse; in other words, they barely changed. Unfortunately, the game changed, and this left paladins high and dry. I’m not gonna mince words: for most of 3.5′s run, paladins lagged so far behind in terms of combat prowess, skill selection, and general utility that they were essentially unplayable, including and in some ways especially against classic foes such as demons and dragons.
I’m not gonna get into why, because that is a separate and much angrier article that will spark a lot of controversy due to people who run their ignorant mouths like they know what the fuck they’re talking about, not that I’m bitter. The relevant part of this is that over 3.5′s run, paladin did in fact slowly improve. The Serenity feat, published in Dragon 306, (and much more easily available to you in Dragon Compendium) helped clean up the dizzying amount of attributes upon which they were dependent. Battle Blessing (Champions of Valor) made it easier to incorporate their native spellcasting into their play (though nothing ever quite solved their sharply limited spell slots), and Sword of the Arcane Order (Champions of Valor again) both opened up an alternate vision of paladins as a different kind of magical knight & offered broader utility in paladin’s spell list. The Prestige Paladin in Unearthed Arcana converted paladin from a base class to a prestige class, which let you build it off of more mechanically viable classes - further enhancing your ability to customize your paladin, especially since as a PrC you could stop taking Prestige Paladin at any time you felt you were sufficiently knightly. Access to these and other options eventually made paladin, if not good, at least viable, able to be played in most campaigns and pre-made adventures without undue worry or getting chumped out of basic encounters.
In all of their forms, these paladins still had a code. Observe:
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
You know all the horror stories you’ve read of DMs maliciously making paladins Fall, or miscommunications in groups leading to alignment arguments? The ones about youth-pastor paladin characters sucking all the fun out of a party? Meet the culprit. 3.5 did not have The Complete Paladin’s Handbook’s discussion on same-paging with your group to prevent these problems, and this vague code wording paired with immediate and extreme consequences didn’t do it any favors. That’s not to say that this code is unworkable, exactly, but trying to sit down and agree with 4-6 other adults on what ‘gross violations’ actually means is essentially the world’s shittiest round of Apples to Apples and your reward for it is resenting the character you just built.
And that’s the paladin part, which means we have to get into the “being good-aligned” part. Lemme tell you about Book of Exalted Deeds, a historically significant garbage fire of a book that is somehow both the best supplement released about Good and the worst supplement released about Good at the same time.
For those of you with the fortune to have never played 3.5, its books are like that a lot.
So, bad parts first: all the mechanics. Just all of them. The prestige classes? Bad. The feats? Generally bad. The redemption rules revolving around Diplomacy? Sloppy. Magic items? Bad. Spells? Look up an online discussion about sanctify the wicked and then get back to me on that one; they’re bad too. Ravages and afflictions (good-aligned poisons and diseases) were a bad idea that were also a case of stunning hypocrisy from a book whose stance was that dealing ability score damage is ‘needless cruelty’. Even the write-ups for the planar NPCs kinda make them into these basic bitch pushovers, which, you guessed it, is bad. There’s a lot to say against this book and you can find someone saying it in most open web forums if you want to take a journey into the godawful design of the liminal space between 3.0 and 3.5.
But the good stuff was real good. D&D had/has long been stalked by ‘ethical dilemmas’ such as the so-called Goblin Baby Problem, where players would ask if it’s good to let goblin children live since they would only grow up to become goblin adults. Book of Exalted Deeds was the first D&D publication to make a hard stance against racial genocide (hell of a sentence, I know), and it doubled down on The Complete Paladin Handbook’s implied stance that all forms of romance and sexuality are valid as long as they’re between consenting adults that respect one another. BoED strove to define Good not just as the avoidance of evil (”The utter avoidance of evil is, at best, neutral.”) but as actively striving to respect life, practice altruism, and make the world a better and more just place. While its take on ideas like forgiveness, redemption, and justice were not necessarily perfect, it went out of its way to try to offer nuanced takes on those ideas and to note emphatically that practices such as slavery and racism do not become good just because certain historical cultures thought they were at the time.
The other notable thing that Book of Exalted Deeds did for the idea of a Good alignment was firmly state on the record that NG and CG are just as valid and Good as LG is. The existence of paladins and their alignment-locked nature had long implied that Lawful Good was the “best” Good, or the “most” Good, but Book of Exalted Deeds didn’t just introduce material for characters that were paragons of other Good alignments, it provided examples of such characters in action. D&D is still somewhat stalked by that “Law is Good and Good is Lawful” problem, but BoED and other books in its niche (notably including Heroes of Horror - I know, it doesn’t sound like it but trust me - and Champions of Valor) helped push back against that problem and open the floor to other heroes.
I wouldn’t be wholly done talking about 3.5 paladins without mentioning Unearthed Arcana, which introduced the paladin of freedom (CG), paladin of tyranny (LE), and paladin of slaughter (CE). Their hearts were in the right place here, but all three of them were...better ideas than executions, as it were, without much to talk about for them. Still, they make good examples of 3.5′s great strength in paladins: breadth of concept. Ideas that were previously impossible as paladins became commonplace, including paladin-like characters who were not members of the class and which I would absolutely consider paladins myself. It didn’t stick the landing on the mechanics, but that’s just 3.5 for you; if you weren’t a dedicated spellcaster, chances are you were gonna have some manner of bad time. This idea of paladins from all walks of life, from all levels of society and all peoples, has become a cherished part of the popular conception of paladins and it absolutely should be brought forward to other editions.
Which, honestly? It was.
Pathfinder 1e: Two Steps Forward, One Step Back - Pathfinder 1e’s baseline paladin release was essentially 3.5′s in many ways. The key mechanical differences were a revamped Smite Evil (which finally made it effective against its intended targets), the aura line of abilities that begin adding additional effects beyond Aura of Courage at 8th level and up, and Mercies - riders for the paladin’s Lay on Hands ability that cause it to also cure status effects, which in turn greatly enhances the paladin’s utility as a support class. Pathfinder also cleaned up some of 3.5′s attribute problems by orienting all of paladin’s magical abilities to Charisma instead of splitting between Wisdom and Charisma. Another small but significant note is the alteration from ‘gross’ violations of the code to any violation of the code. “Gee Vox, that doesn’t sound like it would really help code problems,” you say, to which I reply: it absolutely fucking did not.
Once we leave core, we get quite a few quality-of-life improvements. Though Pathfinder 1e lacks Battle Blessing, it replicates some of its effects by having many swift-action spells in-house for paladin, notably including the Litany line. Pathfinder’s archetype system for class customization offers options for the paladin that further customize its concept, though on the balance it’s harder to mix and match archs than it was to do so with kits. Archetypes always trade something, so in taking an arch you will lose some part of the base paladin kit and gain something which replaces it.
Narratively, things get more specific outside of core as well. Paizo’s one-and-only setting, Golarion, is one in which paladins must swear fealty to a specific god they serve above all others, and their power is derived directly from that god, who can grant or withhold it as they see fit. These gods (generally LN, LG, or NG in alignment, though certain specific CG deities sponsor paladins who must still be LG themselves) offer their own codes of conduct, which their paladins must follow. A paladin may be obligated to oppose ‘heresy’ as vigorously as chaos or evil, which is an awkward fucking feel, and paladins in Golarion’s setting can be found working for organizations such as the Hellknights, or in the armed forces of nations that practice slavery and forced conversion. That’s not to imply that they’re not also depicted in unambiguously good contexts, but when it comes to establishing paladins (or, well...anyone...) as good-aligned people Paizo has a bad habit of dropping the ball.
Like 3.5, the great strength of the Pathfinder 1e paladin is customization, and in this case a more solid mechanical base in comparison to the rest of the game. Pathfinder similarly flounders in that its vision of paladins is narrow and not fully realized in the game world.
Discussion of Pathfinder 1e’s paladin wouldn’t be complete without mentioning the Anti-Paladin, the only “alternate class” to see mechanical support beyond its initial publication. Baseline anti-paladins must be chaotic evil and have abilities that are the inverse of the baseline paladin; similarly, anti-paladin has archetypes available that change it to different kinds and methods of evil. It has its fans, and in terms of playability it’s as good, if not a little better, than paladin, but on the whole I tend to break on the side of thinking that Good and Evil are not mirror images of one another, and thus an anti-paladin is inappropriate as an idea. At least, one done in this way, as an explicit reaction to a supposed paragon of virtue, as things are about to get real interesting in...
D&D 4e: The Knight Unshackled - D&D 4e built off of the foundations laid down by the Book of Exalted Deeds and Unearthed Arcana by completely removing all alignment restrictions from both paladin and its counterpart class, blackguard. This section will also need to talk about cousin classes to paladin; specifically, the Avenger and the Invoker. Let’s start from the top, shall we?
Paladins in 4e are predicament dommes defenders; they use their abilities to place Marks on enemies, who then suffer damage if they choose to engage someone other than the paladin (all defenders in 4e force choices of a similar nature, though the penalty for failing to make the ‘right’ choice is not necessarily damage). In 4e, paladins are not granted their power by gods, nor are they empowered by their faith in righteousness alone; in point of fact, 4e paladins have no restrictions on their alignment whatsoever and are the first paladins to be open in this way. Instead, a paladin in D&D 4e is invested with power in rites kept secret by individual churches. Once invested, that’s it, no take-backs; the paladin remains a paladin even if they forsake that church entirely. The other classes I’m gonna talk about - avenger, blackguard, and invoker - are similarly invested, with invoker being the exception in how they get invested, but not in their no-takebacks status.
So, what powers a paladin after that investiture? Virtue; specifically, caring about others in some way. An LG paladin empowered by their belief in justice might be a classic knight in shining armor, defending her allies in righteousness’s name, but an LE paladin empowered by the same virtue might easily turn totalitarian, determined to establish justice no matter who has to suffer and die. In this model, evil-aligned paladins are those who care too much about something, to the point where they trample and harm others to see it fulfilled.
Paladin’s inverse, blackguard, is a striker class focused on direct damage. They gain their power through vice, inward-facing desires such as greed, selfishness, lust, or five pounds of nachos in one meal (don’t @ me). Blackguards are also not restricted by alignment. A classically selfish blackguard, out for their own power and safety, might be an amoral mercenary who kills because they can’t be bothered not to, but a good-aligned blackguard who’s selfish is, well, Tiffany Aching: protecting the world because it’s her world and how dare you fucking touch it.
Avengers have more in common with barbarians than paladins, but are notable here for their commonalities with paladin as a divine warrior concept, and also for having bones in with the later Oath of Vengeance concept in D&D 5e. Avengers are invested to smite the enemies of their church; they tap into their power by swearing an oath against specific enemies, and then dissociate until those enemies in particular are dead at their feet. Are you really into Alexander Anderson from Hellsing? Do you want to explore the terrible consequences of power, consequences that might not have been clear when you signed up to become an avenger? This could be for you.
Lastly we have invokers, the odd duck out. They are ranged controllers who fight with pure divine power. Invokers are created directly by gods, but unlike the previous three have no associations with churches; instead, their job is to look out for threats to all of existence and make sure that they don’t happen. Even evil-aligned gods create and tend to respect invokers, because you can’t conquer the world and rule it as its Dread Master if there’s no world left to rule. Because invokers are invested by gods directly, they tend to have a lot in common with the divine intervention paladin origin mentioned waaaaay up there in the 2e section; you’re minding your own business when one day God goes “TIME TO LEARN HOW TO SAVE THE WORLD” and that’s just your life now.
D&D 4e’s paladins and paladin-like classes fully realize the breadth of concepts and characters that paladins could fulfill; they offer intriguing possibilities for roleplaying, engaging character and plot hooks, and mechanically distinct interpretations of divine power. In unshackling paladins from alignment, 4e opens them up to questions of heroism, conviction, and belief that were in many ways previously closed, especially because paladins in other editions were often made to Fall for asking those questions. Their big weakness is, well, being in 4e. It’s not that D&D 4e is a bad game - in many ways it’s the most honest edition of D&D, and certainly the most tightly-designed - but rather that 4e’s context is highly specific. It can be hard to find players or DMs familiar with it, might be frustrating to gain access to its books, and once you do adapting its material requires significant narrative changes if you remove it from the context of the Points of Light setting.
D&D 5e: This I Vow - D&D 5e’s paladin is, in many ways, a combination of and refinement upon previous elements. Like 4e’s, it is not restricted by alignment (though the three Oaths in core do suggest particular alignments). Like 3.5′s paladin, it combines magical power with martial skill, though 5e’s paladin is both more overtly magical and gains access to better spells, faster, than its predecessor. Though the paladin gains some warrior-type abilities (notably including their choice of Fighting Style and the Extra Attack feature), the majority of their abilities are supernatural in nature, including Lay On Hands (in the form of a pool of hit points that can also be expended to remove poisons and diseases), immunity to disease, an array of defensive and utility spells (as well as the Smite line for bursts of damage), a Divine Smite that trades spells for damage directly, and native auras that protect the paladin’s allies as well as herself. Their defining feature, however, is the Oath they select at third level, which defines what sort of paladin they are.
Your selection of Sacred Oath nets your paladin 2 utility abilities at 3rd level, an additional aura at 7th, a strong upgrade of some kind at 15th, and a capstone at 20th that neither you nor any other living being will ever see because 5e campaigns barely get to 14th, God forbid 20th. Each Oath also provides a set of tenets that you are meant to live up to, but unlike previous incarnations of a Code of Conduct 5e’s relationship to these tenets is more...human. The following passage is from the Player’s Handbook, page 83 (”Creating A Paladin”):
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior you have not yet attained.
Emphasis mine.
The baseline assumption for 5e’s paladins are believers in righteousness, whose faith in virtue empowers them to protect the weak, but more than any other edition, 5e recognizes that paladins are still people, who have flaws, strengths, and ambitions. Its Background system helps flesh out your character both mechanically and narratively, and material presented both in the Player’s Handbook and Xanathar’s Guide to Everything encourage you to think about the things that drive and oppose your paladin. Importantly, though the books say that evil paladins are rare, no actual alignment restriction on paladins exist, which opens up some interesting possibilities in terms of character creation. We’ll get more into that down the article a bit, when I talk about same-paging and refluffing.
Because Oaths come with both mechanics and an ethos, there is a strong incentive to create new Oaths for 5e if you want to embody a new ethos, but this may not always be strictly necessary. Additionally, the Player’s Handbook implies that paladins who flagrantly fail or abandon their oaths might become Oathbreakers (Dungeon Master’s Guide, page 97, under “Villain Options”), but this too may not be the correct move, especially in cases where a paladin abandons one set of high ideals for a different, but no lower, form of belief. We’ll get into that later too.
5e’s paladins are in the best mechanical position they’ve ever been in; they’re one of the strongest classes in the game line, easy to build and play, and difficult to fuck up. They have strong thematics with their abilities and especially their Oaths, and the way 5e encourages you to make your characters helps you realize them as people in the game world. The great weakness of this vision of paladins is customization; 5e lacks player options in many senses, and quite a few of those options are gated behind rules that may not be in use (such as Feats). It can be difficult, in many cases, to make two paladins of the same Oath feel different when the dice hit the table.
And at long last, we have finished the establishing-context section of this article, and can move on to the actual fucking article. I did warn you, way up top, that you were in for a ride.
Raise Thy Sword - Paladins At Your Table
The following section is meant to help you in making and fleshing out a paladin concept to play or even to use as an NPC. Most of the advice will be edition-agnostic; advice that isn’t will be marked as such. Also covered herein will be the related topics of same-paging, refluffing, and the common pitfalls that paladins have fallen into over the years (and how to avoid them).
Same-Paging - In Which We Communicate Like Adults
Same-paging is the practice of talking to your group in a way that helps set mutual expectations, and it’s something every RPG group should strive to do regardless of the system they’re playing in. You’ve probably done this to an extent before, as part of being pitched a game (”We’re going to do a dungeon crawl through the deadly halls of Undermountain”), during character creation, and the like. In the specific case of paladins, you want to talk to your group and DM about topics like alignment & alignment restrictions, your code of conduct or oath, and whether or not the group wants to handle things like ethical dilemmas and moral quandaries. Though paladins are famous for those last two, they’re certainly not a requirement; you can just as easily play a paladin in a campaign like Expedition to Undermountain or Princes of the Apocalypse where there is a very clear bad guy who needs to be stopped with enormous applications of violence and guile. However your group wants to play it is fine, but you want to be sure everyone’s on board for it and that you’re ready to rock. If your group signs on for a kick-in-the-door dungeon crawl and then the DM decides to make you pass a series of ethics tests, that DM is an asshole; likewise, if you agree that you want to explore the morals at the heart of your paladin’s ethos and then you just don’t do that, you’re causing the problem.
Who Is Your Deity, And What Does She Do? - Making Your Paladin
Once you and your group have communicated your expectations to each other (and, again, same-paging is something all groups should be doing regularly, not just ones in which you want to play a paladin), it’s finally time to start sketching out your concept! There’s many ways to start this, and while I personally tend to start at the roleplaying end (with ideas about who they are as a person and the themes I want to explore with them), starting with mechanical ideas, with questions, or even with specific dramatic scenes in mind, are also viable. That is to say, “I’m interested in how Aura of the Guardian (Xanathar’s Guide to Everything, page 39) can help me play a damage mitigation tank,” is just as valid as, “Kass, my character, was lifted from a life of crime by a paladin who reformed her neighborhood and campaigned against a corrupt system, and she’s striving to become a paladin in his image.” That said, if there’s one thing D&D and its related communities are good at it’s mechanical guides, so I’m not gonna try and write one here. We’d be here all day; instead, the following questions are things to consider for fleshing out your paladin’s backstory, personality, and goals.
Why did you become a paladin? The origins of your paladin will probably color how they think of their virtues, as well as how they think of evil. A beaten-down girl from the slums understands that kicking the shit out of muggers doesn’t give the downtrodden food, medicine, or roofs that don’t leak, while the third son of a noble family is in a position to understand the damage done by corrupt leaders and faithless lords. In addition to your background and home life, think about what motivated your character to become a paladin specifically. Were they mentored by an older paladin who saw potential in them? Recruited by the militant arm of a church? Did they grow up with stories of paladins and yearn to become the sort of person those stories were written about, or were they, perhaps, seemingly called to paladinhood without much conscious understanding of what it was?
Where did you learn to fight? Paladins are warriors, and even a paladin that Falls (for those campaigns that use Falling as a concept) remains a warrior. 5e paladins, the most overtly magical of all the available options, still spend a lot of time randomizing the atoms of evil with sharpened metal, and that’s a skill you only get through training and dedication. Who taught your paladin to fight? What’s their relationship with that teacher or organization, and how did it shape their ideas about violence? We all catch things off of our teachers, and your paladin’s instructor in combat will, for better or worse, be as big an influence on their life and ideals as their faith and family are. Don’t be afraid to get wild here; AD&D 2e had full-blown godly training montages where the voice of a god ran you through drills, and paladins join warlocks and sorcerers for being fertile ground for some of the weirdest shit. Did you fight daily duels against a stained glass knight only you could see? Did you find a scimitar in the gutter and pick it up to defend your friends from gangs? Were you bankrolled by an old man who later turned out to be a lich, whose motives you still don’t understand? Live your best Big Ham life if that’s the life you wanna live, this is the class for it.
How do you imagine good and evil? What does your paladin’s vision of a Good world look like? What is the face of wickedness that comes to mind when they’re asked to think of Evil? A knight from a kingdom plagued by portals to the Abyss is going to think of both of these things very differently from a gutter rat whose ascension came with a prosthetic hand to replace the one she lost to gangrene, to say nothing of differences in ideals when one factors in Law and Chaos. Your paladin doesn’t have to be perfect, or even, honestly, correct. Your classic ‘noble, but kind of a dick’ paladin (such as Corran d’Arcy in the novelization of Pool of Radiance: Ruins of Myth Drannor, who we’re gonna talk about more later because he’s a weirdly great example of an adventuring paladin) thinks of evil as evildoers, who must be Brought To Justice, which while not entirely wrong is lacking in important nuance. He may conflate manners with virtue, or allow his prejudices to color who he does and doesn’t think of as ‘good’, but that doesn’t change his fundamental desire to Do Good - a desire that could be the catalyst for personal growth. A flawed understanding of virtue and wickedness could be a great character arc for your paladin, especially if it dovetails with the themes of the campaign.
What do you enjoy? Paladins are still people (shocking, I know) and people tend to have hobbies, preferences, and goals. Xanathar’s Guide to Everything has some nice material to quickly flesh out some of those aspects of your paladin (a personal goal, a vice that tempts them, a nemesis that dogs their footsteps), and I highly encourage you to think about such things as well. Does your paladin crave glory, wealth, or revenge? What sort of things do they turn to when they want comfort, or to have a good time? Do they still practice a trade from their youth, such as painting or blacksmithing? The archetype of a knight looking for their true love (or at least a series of whirlwind romances that always seem to end in someone’s bedroom) is a staple, of course. These things don’t necessarily need to be sinister temptations that lead you away from justice; they can just be nice things you like, or comforts that sustain you in your long fight against evil.
How do you relate to your faith? Many settings (notably including Forgotten Realms & Points of Light in D&D, and Golarion in Pathfinder) explicitly link paladins to churches and patron deities, and even in ones where this explicit link does not exist you see paladins who fight in the name of their faiths, serve in the militant arm of their churches, and otherwise seek to live their lives in accordance with their religion. D&D’s history is also full of paladins whose relationship to their faith is more distant, more questioning, or even outright rebellious. In Eberron, for instance, a paladin might dedicate herself to the Kraken - an evil god embodying sea monsters and catastrophes - with her understanding of that faith being preventing monster attacks and protecting the innocent from hurricanes and tidal waves. A paladin might be retained by the Church of St. Cuthbert as a barometer for their own morality, trusted to leash his peers when their retribution grows out of hand & play the devil’s advocate against them, or a knight might simply try to live their lives in accordance with the ideals of beauty, joy, and wonder espoused by Sune Firehair, without being for or against the actual church. What or whom does your paladin believe in, and why? Remember as well that not all, or even most, faiths are particularly similar to Christianity, and as a result your paladin’s relationship to that faith might just be business as usual. A Jewish paladin arguing with God is Judaism working as intended; similarly, a paladin dedicated to the Aesir doesn’t get to act surprised when they come home one day and Freya is chilling in their bathtub with a glass of wine and a ‘small request’.
You Wouldn’t Download A Class Feature - Refluffing & You(r Paladin)
So: you’ve come up with your concept, you’ve asked yourself all the relevant questions, but damn, some things just seem to not be fitting. What do you do? It may be the case that refluffing - changing the flavor of a mechanical option to better fit your campaign or setting - may be the right move for you. Refluffing gets a lot of pushback from a certain school of tabletop gaming that believes the flavor of an option is part of its mechanical balance. These people are wrong and I encourage you not to associate with them, in particular because the first party publishers often refluff material for similar reasons. For instance, the setting of Eberron has ‘anything published in D&D has a home here’ as one of its meta-tenets, and in the process of giving many of those things a home it changed their identity. Those hordes of angry ancestor-worshiping elves? That’s refluffing elves. In 3.5 you can see explicit discussion of refluffing in Oriental Adventures, which...well...it’s a book that exists, let’s leave it at that. Oerth having an entire alternate Material Plane where all the mirror of opposition copies come from? Refluffing.
So, when do you refluff? An obvious example is when your group is comfortable with an option being on the table, but is not playing in the setting that option comes from (for instance, the Sword of the Arcane Order feat from Champions of Valor when you are not playing in the Forgotten Realms). Refluffing is also great for when the narrative you’re building for a character implies or requires certain mechanics, but the flavor of those mechanics does not fit that narrative. In the ancient past I briefly GMed a game where one of the PCs was a ‘barbarian’ - a mean-streets kid looking to make a better life for himself, whose Rage was just the fight-or-flight kicking in from living in the garbage parts of Waterdeep. The important things to keep in mind when you choose to refluff an option is to stay on the same page as the rest of your group, and also to not replace the original fluff with nothing; mechanics do help define flavor (they’re the tools with which you interact with the game world), but you still need some reason that your paladin casts wizard spells, or has the abilities of the Oath of Vengeance when the original version of that Oath doesn’t exist in this setting. A very common school of refluffing is changing the origins of one’s power; rather than pure faith, for instance, a paladin’s powers might come from her innate spiritual energy, or from the favor of kami rather than gods.
Refluffing is also great for playing paladins that don’t have levels in the class named paladin. This option is especially relevant in the context of 3.5 and Pathfinder, when it may be more suitable to the needs of the campaign for you to be playing a more powerful or versatile class. In this context, clerics especially make very competent ‘paladins’, as do wizards (you wouldn’t think so, but I’ve seen that campaign played), inquisitors, crusaders, and even druids depending on how your concept is. You don’t need Fall mechanics to follow a code, after all.
For What The World Could Be - Defining Your Paladin’s Ethos
More than almost any other aspect of the class, possessing and following an ethos has defined paladins through the ages. For many years, this was a very specific ethos based on European ideas of chivalry and Christian virtue, and there’s something to be said for it when done well (certainly the Arab warriors from whom Europeans acquired the code of chivalry were lauded for their honor and virtuous conduct, so at a bare minimum one set of folks following these ideals in the real world absolutely nailed it). This is not, however, the only set of high ideals to which a paladin might cleave or aspire, and many fine homebrewers, players, and dungeon masters out there have chosen to craft their own, or to represent their own beliefs in the game world. Many cultures throughout history and all over the world have retained elite warriors held to high standards of conduct, and those traditions are rife for representation as paladins.
I fully intend to provide some specific examples of ethea (evidently this is the plural of ‘ethos’, no I didn’t know that before I started writing this, yes it looks wrong to me too) beyond the ongoing D&D default, but before I do you may want to consider how your paladin relates to those high ideals. After all, these are virtues that your character holds dear, but not everyone does so in the same way. Does she believe that everyone would be better off if they tried to live up to her standards, or does she believe that only certain people should (or must) do so? Does she consider her virtues an impossible ideal, something to strive for rather than fulfill, or does she not harbor such doubts? Is your paladin an idealist, who believes in the power of Good in itself, or is she more cynical?
The answers to these questions don’t necessarily make your paladin less Good as a person. A warrior who believes that there’s always a selfish bastard reason to do the right thing, who sees Evil as suboptimal, could still be a paladin if they work to bring Good into the world. An idealist who still needs to learn about the real consequences of barging into complex problems in a morally complicated world is equally valid, to say nothing of just...playing a genuine in-the-bones Hero, here to Do The Right Thing. Each speaks to a different kind of virtue, and a different life that has led them to these choices, and each deserves their day in the sun. You might have a lot of fun playing someone whose view of what Good is, and why, is different from yours!
Some specific examples of ethea (god that looks so wrong) follow. For the sake of convenience I’m gonna skip anything that’s actually showed up in a paladin entry before, or I’m gonna be here until I die. I am also very much not a member of just about any of the cultures and/or religions I’m about to talk about, and while I have sought the advice and review of those who are, I’m not about to claim that I’m an expert. Any errors in what’s presented are mine, and not those of my friends & readers; I welcome correction and discussion.
Irish Celtic: Blood & Troth  - The ancient Celts were not a people shy about death, and excellence - skill, improvement, and genuine growth - in all of your crafts was one of their high virtues. In addition to excellence, a Celtic warrior was expected to be honest (to never tell a direct lie, and to keep all promises given), hospitable (to be a gracious host & and honorable guests, and defend the sanctity of the home), to be charitable with their skills and their worldly possessions (to give to the needy, defend the weak, and fight for the helpless), to display loyalty to their family, clan, and gods, and to be courageous. That last virtue is an interesting one, because it dovetails with excellence; it’s less about acting in spite of fear, and more about enjoying fearful situations and the call of battle. A paragon of Celtic warfare should love her job, perhaps even revel in it; she relishes combat and the mayhem of the killing fields. Paladins following these virtues are likely to be Chaotic in nature, skewing towards Chaotic Neutral as D&D thinks of these things, and prone to contemplation on concepts of obligation, truth, and the nature of political violence. The crows know that there is always a final answer to injustice.
Irish Celtic paladins are likely to look towards Fionn Mac Cumhaill as a role model; as warriors with magical powers of protection, defense, and healing, they would be valued as keepers of lore, wisdom, and art, more warrior-poet than berserker. If your paladin is part of a wider culture from which she derived this ethos, she was probably expected to both learn knowledge and pass it on to others, and to restrain more eager warriors in favor of cunning plans and clever tactics. Imagine the look on your party members’ faces when they meet your family and realize you’re the sane one; that’s the exact emotion you wanna look to create if you really want to bring this out in the classic vein.
Jewish: We Shall Serve The Lord  - Judaism places a lot of emphasis on the sanctity of life, restorative justice, and doing the good you can do here, and now, with what’s in front of you. Though there is no tradition of elite Jewish warriors in the vein of knights or samurai, Jewish citizens tend to serve under arms slightly more often (about 5% more often) than their countrymen, and defending the innocent & helpless is certainly one way to do good now. A Jewish paladin would be expected to uphold the sanctity of life (preservation of life is the highest calling; a Jew may do anything except deny God in order to preserve life), to practice the principle of Tikkun Olam (’repairing the world’, working actively to make the world around them a more just, peaceful, and pleasant one), to show compassion and generosity to others, to uphold and defend hospitality, to know the Torah and the Law, and, where necessary, to practice intelligent and purposed dissent and skepticism. In the context of D&D, such a character is not likely to be particularly scholarly (paladins haven’t needed a decent Intelligence score at any point in the class’s evolution), but they’re probably conversant in the techniques of reading and research, critical thinking, argument, and debate, if only through exposure. Jewish paladins are most likely to be Good, leaning Lawful, as D&D thinks of these things.
The Jewish ethos describes a set of minimum standards for a righteous person, the Noahide Laws, and greatly encourages you not to associate with any person or culture that can’t meet that standard. They’re honestly not hard to meet either; you basically have to not be a dick about God (don’t try to stop folks from worshiping, don’t spend your time mocking and blaspheming their faith), know that lying and murdering are wrong, don’t be a sexual predator, don’t eat animals that are still alive, and bother to establish a system of laws for self-rule. Though Judaism lacks an elite warrior tradition, you might look to people like Joshua, Judah Maccabee, or Solomon as inspirations for a Jewish paladin character; warriors known for their wisdom, determination, and and in many cases, self-sacrifice. Solomon is also notable as an example of someone who swore the Nazarite Oath, a promise to God to fulfill a mission or task, and to not rest until one has done so. Nazarites are held to higher standards than their peers, notably including the expectation that the object of their oath becomes their only goal until they get it done or die.
As stated before, I am not Jewish and while this information was provided to me by Jewish friends, it is far from complete. @oath-of-lovingkindness might be by to expand on it, if they’re comfortable doing so.
Kemetic Pagan: The Power Of Truth - It’s difficult to talk about how the ancient Kemetic faiths were practiced; there was a lot of strife between the various cults of the gods, sometimes backed by pharaohs who were willing to revise history to get their way about thing, and then the English got a hold of the records. The English getting a hold of your culture’s history rarely ends well for just about anyone. The modern practice of Kemetic worship places great emphasis on service and identity as a member of the community, the promotion and preservation of knowledge, learning, and education, opposing is/fet (’chaos’, here also very much including the breakdown of social bonds and the systems which sustain life), and truth. A Kemetic paladin would be expected to oppose chaos by sustaining or creating such systems (funding schools, founding a neighborhood watch, finding or creating jobs for the poor), defend the defenseless, further her own education and knowledge & teach the ignorant, to be honest and forthright in word and deed, and value strength and justice. They are likely to be Lawful, skewing towards Good, as D&D thinks of these things. For a society to be just, it must first be a society; preservation of the order (both natural and artificial) which sustains human lives comes first.
Kemetic paladins are unlikely to be priests or even to be formally part of a religious heirarchy, again because they have traditionally had issues being scholarly people; instead, they uphold ma’at (what is true, what is just, what is necessary; ma’at is the principle that establishes a community, that relates one person to all other people and defines obligations between them, and opposes chaos) by fulfilling roles that assist their community. Such a paladin might look to one of their patron gods as an example of both the behavior they wish to emulate and their role in the community. A defender and guardian who supports the rural folk might look to Sobek, whose great strength guards the Nile; a would-be hero who craves power and the glory that power might buy her could instead look to Set, who guards the sun-barge and tests the established order so that it can grow strong. This is an ancient faith with quite a few gods, and I haven’t even gone deep enough to say I’ve scratched the surface; if they’re comfortable doing so, @merytu-mrytw may be by to expand on this topic for those interested in learning more.
Samurai: Reaching For Heaven  - You knew we were gonna go here eventually. As famous as knights, and perhaps even more known for their strict code of honor, the samurai were the elite warriors of feudal Japan and members of its ruling class. A samurai was expected to be a warrior, to cultivate an appreciation for high arts such as calligraphy, poetry, and sculpture, to be a scholar or patron of scholars, and to otherwise serve their lord and establish justice in that lord’s name. Today the samurai ethos is often called Bushido (”the way of the warrior”), but that name and conception of their code of conduct is actually a relatively recent invention, dating back only as far as the 20th century. It has its bones in with a 12th century dramatization of a war between two proud clans, and the ideals embodied by the warriors of those clans. Notably, these ideals were considered unattainable; something to strive for, and in striving grow as a person, but not a realistic expectation for a living human in a physical body. I’m gonna go ahead and quote the breakdown of this code that was given to me, because I feel the long form is going to be helpful here. These were the things to strive for, if one wished to call oneself a samurai:
Your duty calls on you to die if necessary. Your honor is more than your life; to live in shame is worse than death. You are expected to be righteous - to have integrity, sincerity, and honesty. To display heroic courage - to be intelligently aware of risks, but to face them boldly, not rashly or foolishly. To be benevolent and compassionate - for you have strength of arms that others cannot fathom. To show respect, even to your enemy. Cruelty, mockery, showboating, boasting, these are against the samurai code. Your strength and stature come through how you stand in adversity, unyielding. To understand that there is no such thing as a promise, or "giving your word" - you do not speak unless you mean what you say. Meaningless words are for shameful people. To safeguard your own honor, for you are its judge - and you will know what will cause you to live in shame, which as noted above, is worse than death. To show loyalty and be dutiful - if you give your service to another, it is theirs to command, and if you set someone's life above yours, you cannot keep honor if you live and they die. To demonstrate self-control - excesses and wants are openings to great shame. Moral character lies in the desire being sublimated toward the better self and higher standing among men.
As the politics and culture of Japan evolved through the years, so too did attitudes towards, and understanding of, this code of conduct, but most dramatic and romantic depictions of the samurai ethos root back to something a lot like this. A paladin dedicated to this ethos is likely to be Lawful Neutral, bending towards Good, as D&D thinks of these things; it emphasizes the virtues of loyalty, duty, and the obligations of both lord and vassal to one another. It is particularly appropriate for characters who see high ideals of virtue as being an unattainable goal to strive for anyway, or for character-driven campaigns looking for high drama that comes from tensions between personal desires and societal expectations (you can see it used for this to wonderful effect in the Legend of Five Rings RPG, most recently published by Fantasy Flight Games).
There are of course many other potential sources for a paladin’s ethos; check out D&D 5e’s homebrew materials and the DM’s guild for just a few. If I didn’t include something here, I promise you that it’s because I’m either ignorant or not confident of my ability to speak on it even in this limited context, not because I was trying to deliberately leave anything out. As I said above, any errors here are mine, and I welcome corrections. I’m also eager to hear about other ethea and how they might be adapted for paladins, so if you’ve got some thoughts there, please, slap ‘em on! I’m quite literally begging to read your paladin takes!
That said, remember that these are real beliefs, that real people follow. If you’re looking to explore an ethos from a culture that is not your own, you should do so with respect and especially with consideration for others that might be affected. It’s one thing to realize 12 sessions into a campaign at your own house that you’ve been accidentally blaspheming someone’s religion; it’s quite another thing to realize that if you’ve been playing in a public place such as a library or a gaming store. Ask folks from the culture or faith in question about it if you can at all do so, and just...if you wouldn’t want someone to be depicting you in a particular way? Don’t depict them that way.
The Trolley Problem And Other Forms Of Psychological Torture - Paladins, Falling, & Alignment
All editions of paladins except 4e have some kind of rule for Falling; losing one’s paladin status and powers, generally because of violations of your code of conduct or a failure to maintain your alignment. 5e sorta-kinda has those rules in a “well if the DM says so” way, which is, in some ways, a worse situation to be in since it leaves the matter unclear. In particular, many editions of paladins require that you have and maintain a Lawful Good alignment, and completely strip you of all powers if you ever change alignment for any reason. If the above sections of this article didn’t make it clear already, I tend to break towards 4e’s school of thought and support unshackling paladins from both alignment and Falling mechanics for general play; they certainly haven’t been powerful enough in the meta to mechanically justify additional restrictions.
This isn’t to say that you can’t use Falling or the threat of Falling for interesting stories and excellent character moments, just that I personally feel that it’s not as necessary as some schools of thought seem to think it is. If you want to incorporate this idea into your campaign, make sure you bring that up when you’re same-paging with your group; it’s definitely one of those topics everyone wants to have a clear understanding about. From there, it’s on the DM to not be a dick about things. Using paladins to explore ethical dilemmas can be very rewarding, but putting one in an ‘impossible’ scenario is rarely any fun. For some great examples of using ethical dilemmas as a form of character growth and to explore the concept of morality, check out The Good Place if you haven’t already. Remember: it’s a game. The goal is to have fun, yeah?
Genocide Is Not An Ethical Dilemma - Common Paladin Pitfalls
This is the part of the article where I get very angry about things.
As I alluded to before, there have been some common pitfalls when it comes to paladins both in the history of their formal writing and in the way the fanbase has chosen to play and relate to them. This section is going to discuss those and what you can do about them, so without further ado:
Fascism  - Paladins have some unfortunate bones in with fascist ideology, particularly the Third Reich’s obsession with ‘will’, as well as the fascist preoccupation with the Crusades, the Crusades themselves, and with being members of social classes which are often oppressive in nature. You really do not have to go far to find some jackoff posting DEUS VULT memes about their paladin, and that’s a problem, first because fascists are bad, and second because that definitely misses the fucking point by a country mile. All editions of D&D and its legacy systems have struggled with this, but a shout-out goes to D&D 5e for publishing the Oath of Conquest, because we definitely needed to respond to this problem by creating an option that gives you heavier, more ornate jackboots to put on people’s necks.
So, what do you do about this? Well, for one thing if you find a fascist at your gaming table you throw them the fuck out into the street, and beyond that mainly you just...try not to play a fuckin’ fascist character. This isn’t really a problem you can solve at the table level, since it’s buried into the writing; all you can do is be aware of it, and not play into it. It shouldn’t be terribly difficult to not make a paladin who’s into kicking poor people and undermining the rights of sapient beings, yeah? Paladins tend to fall into these sorts of problems when they’re depicted as supporting strongmen, or as being the Special And Exalted People to whom the rules do not apply - basically the same situations that give superheroes as a genre their ongoing fascism problem. Keep a weather eye out.
Genocide - The two-for-one combo! Paladins have had a genocide problem as far back as AD&D 2e, where several had racial or religious genocide in their backstories. Sometimes those paladins Fell as a result, sure, but a disturbing amount of them didn’t. We also have such gems as, “A local paladin has started a crusade against half-breeds” (a plot hook published in Draconomicon for 3.5), that greentext story about the paladin and dwarf ‘bros’ who spend their free time murdering orc children, and everything that’s ever been written about how drow are characterized and treated by others. Now, in fairness to paladins, Dungeons & Dragons itself has problems with the themes of race and with its depiction of the morality of genocide, and paladins could be merely caught up in that. On a basic level, solving this issue is easy; don’t endorse genocide, don’t make edgy racist concepts to see if you can ‘still be good’. Even if that wasn’t already tired and worn, someone else already took that concept and went pro with it.
For more information about fantasy’s troubles with race and racial coding, I highly suggest this article & its sequel, as well as Lindsay Ellis’s Bright video.
Youth Pastor Syndrome - This one’s not as dire a problem as the other two; there’s a tendency to play paladins in a way that sucks the fun out of the rest of the group, either because you’re being a judgemental asshole in-character (and possibly out of it), or because they’re constantly having to tiptoe around you to get things done or do what they want in the campaign. In theory, same-paging should help solve this problem before it starts, and it honestly mainly stems from the various ‘association’ clauses in paladin codes through their history. An uptight paladin isn’t necessarily a bad concept, but make sure it’s the right concept for your group before you just go there. Your desire to run a particular character is not an excuse to shit on everyone else’s fun.
Sir Dumbass the Just - So this topic isn’t so much a ‘pitfall’ as something that doesn’t get talked about a lot. There has not been a single incarnation of paladin that is rewarded for investing in Intelligence; instead, they tend to crave Strength or  Dexterity, Constitution, and Wisdom and/or Charisma (depending on edition and build). Once your main three are solved, Wisdom is the next-most important ability score for an adventuring paladin, because it directly relates to detecting threats, seeing through illusions, and resisting mind control, which leaves Intelligence in the dust next to whichever one of Strength or Dexterity you didn’t pick. This means, more often than not, that paladins are going to struggle in scholarly pursuits, be bad at Knowledge-type skills, and otherwise be uneducated in many ways, which most assuredly influences both their internal culture and the sorts of people who become successful paladins. Give the matter some consideration when you’re making your own.
Lady Natasha Pointe-Claire of the Dust March - Paladins as NPCS
Related to what was discussed just above, not all paladins are necessarily adventurers. Though the image of the paladin as a knight-errant, wandering the world in order to defeat foul plots and punch demons in the asshole, is both valid and probably very relevant to paladin player characters, there are other roles that a paladin might fulfill in your campaign setting. Such paladins are still members of a warrior class, and will thus have things in common with player character paladins, but their different roles will encourage investment in other kinds of abilities and skills which might not lead to a successful adventuring paladin, but will lead to a pretty good life in the other job. The following examples are by no means exhaustive, but they should provide a good place for a DM to start if they wanna incorporate paladin NPCs into their games in roles other than fellow (or rival) adventurers. Mentor - Probably the most straightforward; this paladin was a successful adventuring paladin who ended up retiring due to age, injuries, or just to enjoy time with their loved ones/family/children rather than getting mauled to death by undead birds. Take a normal paladin build, ratchet them up into Middle Age or Old Age, call it a day. Such paladins are likely to be a lot calmer and more pragmatic than the younger set, with a combination of painful experience and perspective guiding the advice they give on how to fight evil and how to dodge the fireballs that evil be throwing.
Knight-Hospitaller - Hospitallers are healers, caretakers, and guardians of the sick, injured, and infirm. Such a paladin might help maintain a home for those who have been traumatized (abuse victims, soldiers, people laboring beneath magical curses), be employed at or run a hospital, or maintain a temple dedicated to a god of healing and medicine. Hospitallers tend to choose options that enhance their Lay on Hands ability, memorize more healing spells than attack or defense ones, and value Wisdom and Intelligence more highly than their peers, often at the expense of their Strength or Dexterity (or even their Constitution; paladins, being immune to disease, can afford to be surprisingly frail of body in this role).
Fortress Knight - These paladins have a lot in common with adventuring paladins, but are for one reason or another posted in one spot from which they do not leave. They might be the guardians of a frontier village, soldiers watching over a sinister portal, the personal bodyguards to a powerful noble, or any other role in which they take on a defensive, reactionary stance rather than actively seeking out new and exciting forms of evil. Fortress knights need a higher Wisdom and to invest in Perception-type skills, and will tend to focus on utility-type spells with a strong subtheme of attack; they need to be able to rouse the alarm, dispel magic on their allies, and keep an enemy pinned down.
Example Paladin - Corran D’Arcy
I promise you, your long journey through my article is almost over. I wanna talk about a specific paladin to kinda tie things together, as an example of some of these principles and ideas in motion and because Corran d’Arcy is just weirdly legit when he has absolutely no fucking reason to be. Corran appears in the novelization for Pool of Radiance: Ruins of Myth Drannor, written by Carrie Bebris. The book is based on the videogame of the same name, which in turn was made to celebrate the release of D&D 3.0. “Should I play this game?” you ask, to which I reply: absolutely fucking not, the game was a rough ride when it came out and it has not aged remotely well. 3.0 was rapidly updated to 3.5 because of deep and wide mechanical flaws that made the play experience almost physically painful, and converting it to a CRPG did not help that experience at all.
The book though? Excellent. Legitimately one of the best D&D novels. Spoilers for it follow, but I’d still suggest reading it if you get the chance.
The novel is told from the perspective of Kestrel, a petty thief trying to raise enough money to quit her life of crime and, ideally, die in bed of old age rather than of blood loss in some gutter. A series of poor and alcohol-related decisions leads her to volunteer to guard an evil pool of soul-stealing water, which is where she meets Corran d’Arcy, a paladin of Tyr and the third son of a noble family. The two get on like water and oil; to Kestrel, Corran is a pompous, classist piece of shit who judges her without knowing her, and to Corran, Kestrel is the exact kind of criminal and evildoer he so often fights in his day job. When another team opens a portal to beg for help while they’re being slaughtered, Corran quite literally throws Kestrel through it when she’s trying not to go, nearly killing them both.
This puts their professional relationship off to a bit of a distant start, as you might imagine.
Corran’s prejudice, as well as Kestrel’s more-justified-but-still-unhelpful resentment, hinder the party as they attempt to survive in Myth Drannor and defeat the Cult of the Dragon’s schemes there. Corran’s life of privilege has left him unfamiliar with Kestrel’s skills, and he consistently misuses those skills or forgets to ask for her opinion and expertise - to the detriment of the group. This painful oversight aside, however, Corran proves surprisingly practical; he works with the party’s wizard to create effective combat tactics, utilizes invisibility for surprise attacks against powerful foes, and coordinates well in the heat of battle; after all, the Cult of the Dragon is not taking requests for formal duels, and the fate of the world is at stake. Corran is polite even to his enemies, and openly negotiates with the minions and allies of the Cult in order to avoid combat - notably including drow houses that have made their homes in Myth Drannor. Through the course of the novel, he and Kestrel go from being openly antagonistic towards one another to developing a newfound respect, starting when Kestrel calls Corran out for endangering the party by refusing to retreat. Corran, in turn, forces Kestrel to confront the fact that she has been unhappy living her life with no purpose other than to die another day, a revelation that shakes her to her core.
Things come to a head when one of Corran’s decisions gets a man killed. Kestrel calls him out on it, accusing him - correctly - of hurting those he’s trying to protect by misusing her skills and ignoring the advice of his companions. Seeing his genuine anguish over these events softens Kestrel’s rage towards the paladin, enough that they essentially start their relationship over from the top with genuine change from both of them. A scene late in the book where Kestrel helps Corran find the confidence to attempt divine magic (a gift given only to ‘truly worthy’ paladins) cements what has finally become a trusting friendship.
Corran d’Arcy is an excellent example of a classic paladin archetype with life and humanity breathed into it. He has prejudices and insecurities; he feels pressured to live up to a long legacy of knighthood that intimidates him. At the same time, the virtues he lives up to reward him over and over again, from his bold valor (which sees to the defeat of many evildoers) to his courtesy and honor in social situations (which wins him unlikely allies in a ruined city overrun by wickedness). Though he starts out as a dick, Corran is not malicious, and it’s his genuine desire to do good by others that motivates the change in his behavior; when he learns that he is hurting his friends, he knows that he must change.
That’s the end of the article proper! I hope you found it informative and, more than anything, helpful in creating paladins for your game and campaign setting. I absolutely welcome questions, comments, critique, additions, and the like; my Ask box is open, and the Reblog button is right there.
That said, if you’re interested, Mister Vox’s Wild Ride is not yet over. I got bit by the homebrew bug halfway through this damnable thing, so here’s a paladin oath based on a family from my first completed interactive story, Dungeon Life Quest. Constructive critique of this material is also very welcome!
Oath of the la Croix (D&D 5e Sacred Oath)
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(River la Croix, journeyman necromancer and demonologist, ex-mercenary. Character is from Dungeon Life Quest, art provided by Domochevsky.)
The la Croix family have been necromancers for longer than they’ve been the la Croix; they laid down much of the foundations of modern necromancy, and have, through the ages, been tyrants, villains, refugees and, these days, heroes. To be a la Croix is not a matter of blood, but of commitment to the family’s ideals; one must be willing to help those in need, to serve the community, be a level head in times of trouble, to show respect for death and the dead, and to make hard choices with a calm heart.
Though most la Croix are necromancers, alchemists, healers, or summoners of various kinds, every now and again a paladin-like warrior emerges from the ranks of the family, often by adoption. Whether or not such cousins are ‘real’ paladins is a subject of languid internal debate in the family - no la Croix has ever fallen to the point where she lost her powers, but a few have managed to go mad enough with that power to end up hunted down by the rest of the family. The question doesn’t really need answering, but it’s fun to argue about after three cups of wine.
Tenets of the la Croix The high standards expected of la Croix paladins are also expected of anyone who chooses to bear the family name. You can give up the name at any time, but most la Croix children - by adoption or by blood - try to wear it with pride.
Life is for the Living, Death is for the Dead. No one chooses to be born, and very few people choose to die. Respect these truths. Take life when you must, but not cruelly, and never for personal gain. Remember that you, too, are alive, and deserve the chance to enjoy that life as all people do.
Your Name is ‘Somebody’. If there is a call for help, you are the one to answer; when you hear ‘somebody do something’, ‘somebody help me’, you are Somebody, child of Anyone. If you can’t help directly, do everything you can anyway. None of us deserve to be alone.
Serve, Not Rule. A la Croix’s place in her community is service to that community. We are not nobles, tyrants, or generals; we dwell among the common people to protect and shelter them, and to remind ourselves of all the ways in which we are alike. Our power makes us different, not better.
They, Too, Are Victims of Life. You do not know the struggles others go through, just as they do not know yours. All are condemned to live and to die, and deserve your compassion even when you are moved to strike them down for the greater good. Bury your enemies and give them their last rites as if they were your own family.
Oath Spells You gain oath spells at the paladin levels listed.
3rd - bane, false life 5th - darkness, gentle repose 9th - bestow curse, fear 13th - phantasmal killer, shadow of Moil* 17th - danse macabre*, planar binding
*appears in Xanathar’s Guide to Everything
Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options.
Ancestral Protection - You can use your Channel Divinity to call upon your la Croix ancestors for protection. As an action, you suffer damage equal to your paladin level; this damage cannot be prevented or reduced in any way. Then, you and all allies within 30 feet of you gain a bonus to armor class equal to your Charisma modifier for 1 minute.
Balefire Blast - You can use your Channel Divinity to scourge an enemy with death-in-flame. Make a spell attack against a creature within 30 feet. If you hit, that creature suffers necrotic damage equal to your paladin level, plus fire damage equal to your paladin level. If it dies within 1 minute of being hit, it counts as dying of old age in addition to its actual cause of death (usually meaning that it is much more difficult to bring back from the dead).
Necromancer’s Aura Beginning at 7th level, you radiate constant necromantic wards that protect you and your allies. You and allies within 10 feet of you have resistance to necrotic damage and radiant damage, and you make saving throws against effects which would kill you outright with advantage.
At 18th level, the range of this aura increases to 30 feet.
Friend of Death Starting at 15th level, you regain 1 spell slot of 3rd level or lower whenever a creature within 30 feet of you is reduced to 0 or less hit points. You can regain a number of spell slots this way equal to your Charisma modifier; once you reach this limit, you must finish a long rest to use this ability again.
Aphrael’s Chosen At 20th level, you gain the ability to enter a state of heightened necromantic power, in which you can channel far more sorcery than usual. As an action, you suffer damage equal to your paladin level, then begin channeling raw death magic for 1 minute. While in this state, you gain the following benefits:
- You are immune to all effects which would kill you outright - Whenever you cast a paladin spell, you can make a weapon attack as part of casting that spell. You are not required to make this attack. - Creatures make their saving throws against your spells with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
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comicteaparty · 6 years ago
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March 21st, 2019 CTP Archive
The archive for the Comic Tea Party chat that occurred on March 21st, 2019, from 5PM - 7PM PDT.  The chat focused on Asteroid 8082 by Will Quinn.
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Chat:
RebelVampire
COMIC TEA PARTY- THURSDAY BOOK CLUB START!
Good evening, everyone~! This week’s Thursday Book Club is officially beginning! Today we are discussing Asteroid 8082 by Will Quinn~! (https://asteroid8082.com/)
Remember that Thursday discussions are completely freeform! However, every 30 minutes I will drop in OPTIONAL discussion questions in case you’d like a bit of a prompt. If you miss out on one of these prompts, you can find them pinned for the chat’s duration. Additionally, remember that while constructive criticism is allowed, our focus is fun and respectfully appreciating the comic. All that said, let’s begin!
QUESTION 1. What is your favorite scene in the comic so far and why?
my favorite scene is probably at the beginning when corrina is getting a tour of the colony. i really love the design for the colony and how theres just like this conveyor belt that goes through the whole place. for the life of me i never wouldve thought of a design like that but it works so well in making it feel familiar, foreign, and futuristic
but i also like the door designs you see as they pass by because it still has that mark of needing to be kind of a sterile and effecient environment
but all around i really enjoyed how quickly and simply it built up the world in the background and really kind of drove home how corrina is in an entirely new situation
Knytt
Hmm, that's good to hear. I was worried about the sterility being too much
i mean, I'm used to drawing outdoor environments, so it was a challenge
Oh! I'm Will Quinn, by the way!
...
sorry, I forgot that wasn't clear on Discord.
RebelVampire
thank you for coming~! its nice to see a creator come by.
Knytt
well, I usually lurk around here
...but rarely comment
thank you for having me!
RebelVampire
another scene that i really enjoyed was the one where theyre kind of bantering over the hoverbike and corrina accepts the challenge and is like "nah i can drive." that was the moment where i truly felt that corrina was indeed a kid since she was trying so hard to look cool. but it was also a nice moment of vulnerability too in that way. like showing that you can be as mature as you want, but that doesnt mean peer pressure isnt there
Knytt
Yeah. Corrina really does try to act cool
And before that scene I guess she succeeded
RebelVampire
idk if she succeeded so much as a lot of scenes her uncoolness felt like it came from a different place of insecurity. like not so much peer pressure, but more from being alien to a new place and being insecure in her own adjustment
Knytt
Hmm, that actually reminds me of something.
When my spouse was reading the comic, she saw Corrina as the main character.
But my original idea was that Iris was (my spouse is an immigrant)
So I've always been curious about how people saw that
RebelVampire
i personally saw corrina more as the protagonist myself. not that iris wasnt a main character. but corrina felt more like the main of the main characters. but this is inherent bias that between the two, corrina was introduced first.
Knytt
I see!
Thank you
I should mention that chapter 3 was originally supposed to be the first chapter
RebelVampire
hmm, interesting. that def would have changed things then cause itd have been a lot more even.
but it is pretty even between the two as is. i just connected a bit more with corrina. i think it also has a lot to do that corrina feels like the more grounded character between the two. Iris as been on the asteroid for years upon years so none of the culture stuff feels weird to her or anything. Whereas Corrina is like "yup this is weird." and as an earthling who doesnt live on an asteroid, that is basically how you feel seeing everything. so corrina provides a really needed grounding influence for that reason. its a lot easier to understand how she feels in regards to the world and shes easier to sympathize with from the immediate start cause its kind of a fish out of water intro.
mathtans
Made it here. I rather liked the "no use of ozzes", just as one-off comedy.
Also the conversation near the start of "you live in one building?" "oh no, no... three".
Checking the backlog now. Yeah, the conveyer belt was a neat idea too. There's a lot of interesting science happening behind the scenes that comes out every so often, which is pretty neat.
RebelVampire
QUESTION 2. The comic’s setting is quite futuristic and different from Earth, causing a number of culture clashes for the characters. What ways of life on the asteroid interested you the most? What sorts of details did you notice in general in how the colony was culturally and physically structured? Of the culture clashes that occurred between the characters, which one did you find the most compelling and why? Which culture similarities did you notice remained between Earth and the asteroid colony? Why do you think those cultural elements and traditions stood the test of time? Last but not least, how similar or different do you feel other colonies would be?
hey math~!
i did enjoy that joke as well about the nah we live in three buildings
like that was supposed to be marketably better XD
mathtans
I think I see Corrina as the main, in large part because we see her arrive as the outsider. Outsiders are generally mains in stories, because stuff needs to get explained to them the way it needs to get explained to readers.
Also, she's from Earth, and so are we.
Hi Rebel & creator!
Knytt
Hi!
mathtans
One of the things that I found kind of interesting was the whole planet/asteroid loophole issue. Hadn't thought about how governing would work in that sense.
But there were also subtle details, like the colour of the sky on Earth.
RebelVampire
yeah i was really interested in the politics. especially cause they briefly mentioned a war and like...man. space wars already. thats a pretty heavy thing to admit in passing.
but it was interesting to see that there is some complicated governance stuff going on cause i feel thats reflective of how itd probably be in life
mathtans
I'm not sure I even picked up on the war aspect. It was more the trying to get rights and using ships as bargaining points.
It makes sense but I doubt I'd have thought of something like that.
Knytt
I'm glad someone liked these science/future bits, because I definitely spent a lot of time planning them! (compared to how often they come up, of course.)
And Math, there was a war mentioned briefly
mathtans
Yeah, that's always the lament of worldbuilding, you do all this stuff and then it never really comes up. The short strip about the gravity thing in between parts was a good way to do it though.
Oh, I don't doubt it, just mean it kinda sailed over my head.
Knytt
Actually, Iris's father was closely involved in the war, btw
RebelVampire
thats fair cause when i said it was mentioned in passing, i really mean it was mentioned in passing. but it was bad enough to cause some long lasting political effects for even their asteroid. and considering their asteroid is kind of out there, you can only imagine the effects it had on bigger colonies.
that is an interesting factoid
mathtans
Iris' father does seem the type
Knytt
I made an upcoming short comic where Corrina talks more about it
The war, I mean...
But it'll be in a printed anthology
mathtans
I wonder if the spacers know about trees and plants and stuff.
Though that reminds me of another interesting aspect, that whole idea of "wearing the clothes of another culture". And Iris is like, wear whatever.
RebelVampire
yeah i really liked how thinking of things like "oh that person is japanese" is considered archaic by iris
cause it opens up the question of at what point in someones heritage do they stop being one nationality and become another
and i liked seeing how that question had evolved in regards to space travel in the comic
cause space travel comes with a lot of huge punches in that arena
mathtans
Yeah, it's sort of a planet culture rather than a country culture.
But an asteroid isn't even big enough for a planet culture, so it's more of a mixed bag.
RebelVampire
yeah, but still i think the point stands. in that the comic really makes you think about what constitutes a culture and how a countries culture may no longer matter in the future. it may come to be entirely about each particular communities culture.
speaking of culture, i really liked the bit with corrina and iris arguing about child labor laws. i thought that was such an interesting piece of culture. but also sensible because generally a colony would need everyone pitching in to survive so it makes sense iris would help. not to mention i cant imagine theres much for a kid to do on an asteroid. yet, i also understand corrina's point. so it was just an interesting argument where both sides had some fantastic points even though nothing was solved.
mathtans
Community, that's a good way of putting it. And yeah, nice to have those grey debates where neither side is necessarily right.
Also, the way Iris summed it up later as "she concluded she was smarter than me" (or whatever it was) felt true to the age (whether it really is I dunno, but it felt that way).
Knytt
When I was writing a lot of these scenes, I was worried people would take it the wrong way, politically. I was trying to have sort of "grey" debates like you said, and I'm glad that came through
RebelVampire
yeah i think the comic did a great job of being more thought provoking than anything when it came to these sorts of areas. cause theres a lot to dissect.
like another moment i really enjoyed was how even though the asteroid is seemingly very disconnected from a lot of earth culture, everyone was still super stoked to watch some sports. so it was interesting to see how even when separated, older cultural phenomenons still kind of continue to be present. not to mention theres lots of one culture affecting another, even though its earth culture affecting colony culture in this case.
mathtans
That reminds me, the asteroid was always seemingly having internet troubles, yet the door to the food station room said "free wifi". I found that funny.
Knytt
Oh, that's right!
mathtans
It was also a bit amusing that when they finally got to watching the sports game, there was almost more interest in the field and the spectators.
RebelVampire
tbf wifi and internet are separate entities. you can have wifi without the internet. so not false advertising, just a useless service.
mathtans
Indeed!
I figure they bought the door surplus. One of those items they were paid money to take off someone's hands.
RebelVampire
QUESTION 3. Though filled with lots to say about culture, the story also has a strong focus on character. For what reasons do you feel Corrina and Iris struggled with their relationship initially? Between the two, which one did you identify with more in regards to their feelings? By the end, did you feel the two characters truly overcame their issues with one another? Or, did you feel that there would still be many moments of strife between the two? Equally so, between all three children characters, how do you think their perceptions of each other changed over the course of the story? Finally, which character did you enjoy the most overall and why?
mathtans
I will say that as soon as Corrina confused Iris for a boy, I was shipping them. Or a future them in a few years, at any rate. Gotta get my ships in there.
Though I think wondering if Iris was a "fanboy" was almost the greater faux pas. With the implication of Corrina's popularity in there.
As to which character I enjoyed more... that's tough. It really kind of depends. I think maybe overall I prefer Iris, but she does go a bit too far sometimes - or in the case of giving up on fruitcake, maybe not far enough - and in those cases I'm more for Corrina.
Knytt
Heh, if I ship them too, is that canon?? I definitely identify with Iris more, but I like Corrina better I think
RebelVampire
i think i overall identified more with corrina more just because i felt corrina was trying hard at least to make friends while looking cool. whereas iris was just a grumpy bear of insecurity. so between the two corrina felt more sympathetic. not to say corrina was perfect cause that whole "fanboy" thing made me think "girl turn it down a notch we get it youre very cool"
Knytt
Yea, both of them need to take it down a notch...
RebelVampire
but tbf, i think the reason that they struggled with their relationship is that theyre super similar. cause they both seem to be insecure and have a desperate need to appear cool to each other. but because theyre trying to achieve the same thing, they both come off kind of pompous and butt heads. cause even though they have the same goal, they each handle it super differently. cause corrina is focused on kind of raising herself up to appear cool whereas iris feels like she wants to just not be looked down on.
Knytt
I worked as a teacher before doing this, so I tried to make them seem like the kids I taught
in terms of their insecurities
mathtans
Heh, canon ship is now in. Yeah, Corrina's more sympathetic, but I kind of like how Iris is outspoken at times, like even speaking up about politics and things.
I teach high school, so I kind of know the feeling.
Meanwhile the guy is just basically clueless to all that.
Superjustinbros
Hello!
I hope I'm not too kate~
RebelVampire
hey super~!
yeah i agree, between the two i felt iris was perhaps more worldly and that while she might know all the tech stuff corrina does, shes way more versed in like social and political situations than corrina
Superjustinbros
...Wow I'm amazed at how much progress this comic made in only about almost a year of production.
And it finds a way to work in monochrome as well
mathtans
I'm with the commenter on that one strip by the way, where Joe was saying to Iris "Corinna's the only cute girl out here", I'd have kicked him.
RebelVampire
i really do think the black and white suits the world too. makes it feel more space like.
i was super surprised joe got away with that XD
mathtans
Yeah, that's a good point, what with space being black.
RebelVampire
not that i dont understand where joe is coming from. not that iris isnt cute, but iris is also his bestie so automatically not available or even on the consideration block.
Superjustinbros
“i really do think the black and white suits the world too. makes it feel more space like.”
I second that- makes me wonder what will happen if the main cast ever lands on a regular planet- will the story suddenly shift to color?
mathtans
Oh yeah, I get it, guy be clueless because he grew up around her. I suppose I shouldn't complain, he'd spoil the Iris/Corinna ship.
Knytt
I'm not sure I'd be good at drawing Luna or Mars...
There's a short comic about Corrina on Earth though
(also black and white)
Superjustinbros
oh lol I didn't realize the creators were here, heh.
Knytt
Hiya!
Superjustinbros
Well I think the black and white works regardless
Hiya!
There's a good usage of clever shading to show depth
mathtans
I kinda wonder what it is they study out there. Aside from each other.
Superjustinbros
(also I'm in love with the simple character designs and the bead eyes, they fit the style of the comic)
RebelVampire
yeah i was wondering that too. especially in regards to what corrina did to get labeled a genius and made an intern despite her age.
Knytt
Corrina's main area of study is physics
specifically "gravity manipulation", a relatively new field that Iris's father helped develop
Superjustinbros
Sorry if I'm not focusing on the questions atm, I'm kind of stuck in conversations in other chats.
mathtans
So she understands the gravity of the situation.
Superjustinbros
"gravity", heh.
Knytt
slow claps
RebelVampire
yes, so im sure shell stay grounded in her studies
mathtans
I suppose gravity's lighter on an asteroid, must make things easier to monitor for fluctuations.
RebelVampire
this reminds me that one moment i found really funny was when they were fixing the tower and then the thing they used to fix it was a fraction of the size of the original
Knytt
Yep. That's how technology!
RebelVampire
QUESTION 4. As a slice-of-life, sci-fi, there is a lot to be said about the comic’s approach to life. In what ways did you see our present day lives represented in the comic? Additionally, how did the comic affect how you think about the way we live life right at this moment? Given this comic is also set in the future, what scenarios from the story do you think are the most plausible that we’ll see in real life once we reach that level of space travel? Alternatively, what scenarios do you feel might change due to the length of time it’s going to take for us to get to that future? Overall, what is your ultimate take away from the comic’s message about life, people, or anything related?
yeah. that was a moment i indetified with iris tho. cause it made sense cause that is how technology do, but i was equally confused how it was meant to be replaced at first when they didnt have a giant thing with them
mathtans
That remark reminds me of the fear of heights. It's nice to have little things like that which characters have to overcome, or otherwise delegate.
Superjustinbros
If the future happens I don't want it to be on nothing but meteorites and other extraterrestrial masses of land.
Feels... lonely too in a way
mathtans
I like how they still do stuff we do, like try to watch sports, or bake fruitcakes. Even if they don't necessarily do it often.
(Resulting in ghosts speaking to you, eerie.)
RebelVampire
i enjoyed that fruitcake was still considered mostly awful
except by joe who has nostalgia glasses for it
mathtans
Heh, yeah. Also, Christmas, still a thing.
(Who won the 'war on Christmas' then?)
Knytt
I thought "of course they'll still have Christmas"! We don't sacrifice a goat anymore, do we??
Superjustinbros
lol
Space Christmas: The holiday of the Future
mathtans
Well, in Sweden they kind of do. (Google 'straw goat'.)
Knytt
I've seen those! they're cool
RebelVampire
speaking of xmas i found it kind of humorous that iris kind of assumed joe was just in some sort of cult
Knytt
Oh yeah, the Pilgrims
I imagine any religion would seem a bit cultish to Iris.
RebelVampire
tbf tho there is kind of a fine line between a cult and religion in some respects. so it makes sense for any child to not really necessarily understand the difference.
Knytt
yea
mathtans
As to character bonding, the ship is maybe starting at the end there with the having something to drink together while watching the fruitcake.
RebelVampire
of the scenarios we see, i actually think the lack of attachment to nationality is the most plausible for a real life future for us. cause its hard to be attached to that when the world is spread out.
you mean your corrina iris ship?
mathtans
yis. must have yuri ships.
Superjustinbros
I second that, Rebel.
RebelVampire
https://asteroid8082.com/comic/chapter-2-page-11/
cause personally i thought that ship started there
cause knowing iris' personality she tots thinks that looks cute but wont say so
mathtans
Heh. I'd forgotten about that moment. It was nice too.
Iris probably kept the clothes in case Corrina changed her mind.
RebelVampire
tbf where would the clothes go otherwise?
its a 3 building colony that doesnt sell anything according to iris XD
mathtans
Maybe someone will offload some dept store dummies.
Superjustinbros
oh boy we got ships in this comic? owo
mathtans
We can ship Joe with one of the dummies.
Knytt
Iris think she's cute. pay attention to the phrasing: https://asteroid8082.com/comic/chapter-3-page-7/
mathtans
Finally a cute girl.
Good point there.
Incidentally, I wonder if 8082 has any particular significance.
RebelVampire
look at that ship sail
Knytt
the number 8082? hmm, not a lot
Superjustinbros
space ships
ba da ching
Knytt
I wanted it to be like "there are a lot of other asteroids; it's not important enough to have a name"
RebelVampire
that is the impression i got. that it was just a no name number cause heck there be a lot of colonies and asteroids and stuff
mathtans
I wondered if there was some kind of filing system, like it was system 80 and they were on the 82nd rock or something.
Knytt
There is a system! Asteroid 8082 isn't the 8082nd asteroid.
RebelVampire
the 82nd rock from the sun
Knytt
the 8 at the beginning is the number designation for that charter
so that's right!
There are 8 charters. think I mentioned that... so there are no asteroids in the 9000's
RebelVampire
interesting
https://asteroid8082.com/comic/chapter-4-bonus-2/ off topic but before i forget, i really liked this bonus comic. it was nice to see that there was kind of no reasonable expectation for the kids to fix it. and it more seems like adults being adults and just wanting the kids out of their hair so they can work.
Superjustinbros
Yeah.
mathtans
Ahh, that makes sense.
Yeah, that extra comic was fun, but I think in part because they were keen on the outcome too. Happy ending all around.
(Until they learn of the crash.)
RebelVampire
yeah i was kind of sad we didnt get to see them react to that
the adults
cause i bet that was a scolding about hovercraft safety
Knytt
I thought of making a bonus comic where Joe gets his hat back...
mathtans
Other ship: Joe and his hat.
It was nice that Iris cared about getting it back, when he couldn't seem to vocalize it.
Before the end, also want to mention that some of the science behind the scenes is cool. Like what happened when that hatch opened, I hadn't thought about that stuff.
RebelVampire
yeah i was a little surprised corrina was so cold hearted seeming about it. not that i didnt understand her point, just was surprised. especially considering corrina was the one who was like "lets make fruit cake for joe"
mathtans
Also the initial visual of walking away from the ship itself is interesting, what with wondering about being able to breathe.
I don't think Corrina was cold hearted, it was more, I'm busy trying to fly this thing, let's deal with that another time.
Superjustinbros
Anyways since the CTP is ending soon, I'd like to wish the authors luck on the rest of the comic- it's coming along great so far and the artstyle is amazing and well-drawn.
mathtans
Woohoo for bonus content.
Knytt
Thanks everyone for coming and talking!
mathtans
Thanks for creating!
Knytt
Oh, and if anyone's interested in that prequel story on Earth, it'll be in this kickstarter anthology (we just went live today!) https://www.kickstarter.com/projects/386994989/planetside-anthology?ref=cbco55
RebelVampire
COMIC TEA PARTY- THURSDAY BOOK CLUB END!
Sadly, this wraps up this week’s Thursday Book Club chat for now. Thank you so much to everyone for reading and joining us! We want to give a special thank you to Will Quinn, as well, for making Asteroid 8082. If you liked the comic, make sure to support Will Quinn’s efforts however you’re able to~!
Read and Comment: https://asteroid8082.com/
Will Quinn’s Patreon: https://www.patreon.com/willquinnart
Will Quinn’s Twitter: https://twitter.com/willquinnart
0 notes
reinashin-blog · 6 years ago
Text
-empyre- research on Agnès Varda
Dear –empyre- subscribers,
My name is Reina Min Seo Shin, a first-year B.F.A student at Cornell University. As an aspiring artist, my interests surround painting, filmmaking, and semiotics; through my interest in evoking and exploring multiple senses in art, I am drawn to attempting multidisciplinary approaches in filmmaking, such as incorporating painting and drawing into films. In order to develop my understanding of filmmaking, I am currently enrolled in Professor Renate Ferro’s Introduction to Digital Media course. Through Professor Renate’s introduction to –empyre-, I have the opportunity to share my research online of Agnès Varda, one of my favorite filmmakers. As a cinephile, I am grateful for this experience because I have always wanted to be part of an online platform where I could discuss female filmmakers and share my interest in the French New Wave.
Agnès Varda was a Belgian-born French artist, film director, and a photographer. In terms of her educational background, she received a bachelor degree in literature and psychology from Sorbonne University and studied photography at Vaugirard School of Photography. In her early career, she studied art history at École du Louvre in order to become a museum curator. However, as she began to develop her interest in photography, she focused her career in becoming a photographer and later a filmmaker. Varda is known as the grandmother of French cinema; as one of the pioneering members of the French New Wave movement, she had 67 wins and 31 nominations from various renowned film festivals. Her active involvement in the field should be noticed as she produced more than 20 films, working as a director, editor, writer, cinematographer, actress, and producer. Her notable films are Le Pointe Courte (1955), Cleo from 5 to 7 (1962), Le Bonheur (1965), Vagabond(1985), and The Gleaners and I (2000).
Learning the history of the French New Wave is crucial in understanding many works of Varda; the French New Wave was an essential French film movement during the late 1950s and 1960s. Notable pioneers of this movement include Jean-Luc Godard, François Truffaut, Andre Bazin, and Claude Chabrol. They were against the classical French film and Hollywood’s classical state of filmmaking. Even though many French artists were intrigued by American filmmakers, such as Alfred Hitchcock, they were against the commercialized culture of Hollywood. French New Wave artists advocated the practice of hyper experimentation to the form; they would break conventional style by presenting jump cut, long shot, shooting on location for a cheap budget, and developing a new caméra stylo. Auteur Theory is one of the key elements of the movement, and this theory refers to the camera as the pen of the director. In other words, the theory suggests that the director should be the author of the film, where the director has the freedom to present his or her unique style through the art form. Within the movement, there were Right Bank and Left Bank Cinema artists. Varda was part of the Left Bank; although these groups of artists were not in opposition to each other, they had different preference in terms of style and focus. For instance, the Left Bank artists were more concentrated on finding the connection between cinema and other forms of art, such as literature.
Many of Varda’s works revolved around themes, such as presenting the inter-related connection between photography and film, capturing the outsiders, and showing her local life. As a multidisciplinary artist, Varda implemented photography in film and vice versa; this is clearly shown through her Cuban Photography series and her film Salut les Cubains (1963). When she was traveling to Cuba to produce a new film inspired by Chris Marker’s La Jetée (1962), she attempted to work on a new photography series that portrays the local culture of Cuba. Moreover, the artist often shed light on the people, places, and cultures that are apart from the mainstream culture. For instance, filming her travel to rural areas of France in Faces Places(2017) accurately supports this theme. The artist reminded the audience about the things we do not often easily recognize or appreciate. Aside from this theme, many backgrounds of Varda’s works located in France, where the artist narrated her local life. In order to portray these themes, she effectively utilized documentary visuals and diegetic sound. Also, there are vivid color schemes in multiple films, where they are shown through the characters’ clothing.
One of my favorite works by Varda is Faces Places (2017); in this film, the artist collaborated with another artist, JR. They traveled around the countryside of France and documented people’s stories and their production of murals in different villages. Inspired by the film, I plan to travel through the villages of rural South Korea, interacting with the villagers and the Korean traditional artists, and recording the challenges artists face as female South Korean artists. Besides making a 30-minute documentary, I want to form a network among these artists, so that we can support each other and provide opportunities to display our work in Seoul. Although Varda recently passed away due to cancer, her works, intellectual, and artistic achievements will continue to impact numerous aspiring artists around the globe.
Many thanks for allowing you all to share my research with you.
Best,
Reina Shin
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gcs2017-blog · 8 years ago
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Journal Entry #2: Chinatown
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For many students like myself, Chinatown=cheap foods, late night delivery and bubble tea. However, there is more to it than that. After exploring around Chinatown, it was very apparent the amount of culture and history surrounds the area and makes it the special place that it is.
From the moment you step off the train, as you stand on the platform and look out, immediately you can observe the mix between the old and the new. The first thing that stands out is the Chinatown Public Library. This modern structure, with its steel and glass fasçade that has a distinct verticality, stands out amongst the older structures of Chinatown. That and its shape. It is not a square building but an oval shape. These features set it apart in Chinatown and draws you to it. 
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When we were inside of the library, the same idea of verticality was present and yet, it made the space seem spacious and inviting and not boxy or intimidating. The walls were all painted white and here was a colorful mural on the second floor. The staircase leading to the second floor gave the appearance of being more of an extension of the walls than an actual stair case. I just got the feeling that it was a safe space, an inviting space and a place I would love to come a visit often and bring others with me. And although it was very modern in nature it still held elements of the Chinese culture. There were traditional Chinese paintings at the entrance of the building. It was not a traditional Chinese structure, but, there was still a connection between the library and its location in Chinatown. 
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Leaving the library, heading toward the other ends of Chinatown, we passed the sign that is located where you enter Chinatown from Archer Avenue. Similar to the signs you see when you enter different part of the state through the highways. Although in a sense, it marks your entrance into Chinatown and appears to be a welcome sign, it is a plaque that commemorates those the leadership of the Chinese American Development Corporation whose "financial support resulted in the successful development of Chinatown Square Mall". 
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The Chinatown Square Mall is a section of Chinatown that has many shop, bakeries, and eateries. There is also a hospital, as well as financial institutions and a T-Mobile to name a few. It has two levels and is one of the older structures in Chinatown although many of the shops are new and modern. This is the area that myself and many other Illinois Tech students are familiar with. What I noticed this time around was the zodiac statues that surround a large spacious area at the front of the square that faces Archer Avenue. The statues are of all the zodiac animals and they tell you the years of that animal as well as the traits of that animal and who they are compatible with. Some of these plaques were missing from the statues. I was born in 1996 and that was the year of the rat. My plaque was missing but I found out my zodiac sign earlier in my life. 
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Although there is much to be discovered in the square, there is also a lot of rich culture in as you go away from the square as well. Walking past the square, you enter the residential part of Chinatown. In this part, all the houses look nearly identical. The ones we saw appeared to town houses with garages and then there were also two story apartments connected with green spiral staircases. The color scheme and the design were all the same and yet the design of them gave them a unique flair I feel you couldn’t find anywhere else. It made the neighborhood look uniform and well put together. Some of the yards had little gardens or plants growing. Despite all the uniformity, there were 1 house we saw that was unique and intricate in design. It had a gate with cherubs at the top. These cherubs had a violin and a bow and arrow but there wasn’t’ a bow for the violin nor a string or arrow for the bow and arrow. There were three terraces and the color of the house was an ash grey and not red brick. The façade of the house was also textured stone. It was so unique and it looked as if it was there first and they just built all the other houses around it. There were benches beyond the gate that we could see and a little pond. The building looked as if it was purely a sort of art form. And it was sort of hidden so it felt like we had found a lost treasure.
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Moving past the neighborhood, just across the main tracks, you find yourself in Ping Tom Park. It is not very large. There is a pagoda by the water and a playground as well as trails. Although sort of sandwiched between 2 railroads, its very beautiful in its simplicity, peaceful and quaint. If it was warmer, I would have played in the park but that will have to be for another day.
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As we looped our way back around to the square and spent some time admiring so many of the stores and food, we came through the square and headed for the museum. As we crossed the streets toward the museum however, we came across the Chinese American Veterans Memorial. It was ebony stone engraved with gold lettering, making a statement without having to do much besides being there in the first place. The words “honor, duty, family, community and nation” are written above Chinese characters of what I believe are the English translations of the Chinese.  I felt as if this sort of solidified that connection of Chinatown to the United States. It gave off this statement of “We are Chinese, but we are citizens of America who have fought to protect this place we have claimed as out home.”
We also passed the St. Therese Chinese Catholic School. I should note that a lot of Chinatown was covered in red and green and gold. So, you can see that here with the school.
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The Chinese-American Museum of Chicago was originally 4 floors but due to a fire they now only have 2 floors packed with China’s History. The museum had to be one of my favorite parts. Not only because it was full of info but I absolutely loved the video. It was fascinating that as they would highlight the different topics on the history of the Chinese in Chicago, a light would shine on some of the objects both in front of us and there were some hidden behind the screen. It was really entertaining and made the video more interesting. Learning about dim sum and Chinese New Year and the medicinal herb store, I really enjoyed myself.  Walking through the museum, there was so much in such a small space. The clothing, the celebration of birth, acknowledgement of death, the ideas on longevity and marriage, and tradition. All of it was enlightening and gave me a better understanding of the Chinese culture.
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Coming from the museum, we walked through old Chinatown and saw Pui Tak Center. There was also this simplistic but nice mural that I took a picture of. As a final stop, after some delicious baked goods, we came upon the 9-dragon wall as we headed back to the red line. Probably the most colorful structures that I saw all day. Great end to our first field trip. 
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 All Photos Taken by Me 
-K.Nesbitt
map: http://theclassytraveler.com/little-chinese-corner-in-chicago/map-of-chinatown-chicago/
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