Thorntangle
First Post
I got such a great wealth of ideas in the thread about Polytheism in medieval europe , I thought I'd continue to probe for ideas on how to achieve a high degree on verisimilitude in a fantasy game.
Fresh off the subject of religion, I'd like to discuss the role of Clerics and Paladins in medieval europe. Religion in medieval europe was perhaps the most powerful aspect of day to day life. It shaped societies, molded world-views and spurred more killing and destruction than anything seen before. Clerics and Paladins are living, breathing agents of a deity. They walk the planet with the ability to heal, to discern truth and judge, to destroy. So, how would Clerics and Paladins fit into our medieval europe?
To address this question, I think we have to make some basic assumptions. In this post I'll make the assumption that Clerics and Paladins are uncommon - that there is not a cleric on every corner, or in every village for that matter. Of course, they could be quite common in some campaign worlds, which leads to a whole new set of theoretical issues.
In my opinion, a cleric or paladin, being the living representation of a deity to the average medieval european, would evoke great reverance and awe. They would wield enormous power and influence in almost all levels of society. Certainly much more so than some of the non-classed, lower hierarchy of the church. The appearance of a cleric or paladin on the streets could conceivably cause massive crowds to form and gather for a glimpse or a touch. Or conversely, people could flee in droves from the thought of a vengeful avatar of divine justice prowling the roads. A very powerful cleric or paladin could easily become the subject of direct worship much like the saints of our world.
Healing - The first and prime ability of a Cleric (and secondarily to a Paladin) is to heal. This alone has enormous implications and would lead me to believe that the life of a Cleric or Paladin would be highly structured and controlled. Access to and by the public would need to be restricted, much like that of a celebrity in today's society. To put this in context, think of this example: If your child/wife/parent were ill or injured in medieval europe, would you want to take them to a physician (sometimes a barber) or a powerful cleric? There is no doubt that a Cleric or Paladin would be constantly beseeched to provide healing unless a mechanism was in place to regulate access to divine healing.
Autonomy - Clerics and Paladins in D&D generally have a great deal of autonomy, mainly because it is desireable in the setting of an adventure game. However, it may or may not be realistic to expect this if they actually existed. As agents of a deity, they would also probably be agents of the church or state, depending on the organizational structure of their society (they would probably have more autonomy in a loosely structured society with no higher level authority organizations). A Cleric and Paladin would be a powerful tool in the hand of the church and/or state. One could make a strong argument that they would not be allowed to go on missions or adventures. Of course one could also make a strong argument that paladins are based on knights/crusaders and were meant to venture forth and were seen as the hand of god sent to do his work in distant lands. Regardless, I think to maintain a certain amount of verisimilitude A DM would need to come up with a compelling reason for the Cleric or Paladin to leave the side of the bishop/king besides the notion of slaying monsters and getting their gold.
Divine Agency - Another compelling argument that lends credence to the idea that Clerics and Paladins would be strictly controlled is that of divine agency. As we discussed in the previous thread, depending on the campaign world, a god may or may not communicate directly with his unclassed followers. However, a cleric is a direct conduit to a god (unless houserules deny augury, divination, commune, etc.). A cleric is a two-way radio to god. If I am a king and I need to make important decisions regarding the kingdom or I am a general and I am making important strategy decisions, it might be useful to get input from a god. I would not want my clerics fighting orcs in a dungeon. I would want them stationed with important leaders in my kingdom. And in a war this communication might not give any important advantage, but rather it might just keep me in the battle because the other side has clerics as well.
Given these factors, I don't think that playing a Cleric or Paladin is impossible. I just think that to achieve verisimilitude, a DM needs to provide a compelling reason for the Cleric or Paladin to be adventuring. A DM would also need to recognize the effect that a Cleric's or Paladin's appearance would have in their culture. Awe, fear, reverance, adoration, love, envy, hate. They would evoke a range of emotions wherever they travelled.
Fresh off the subject of religion, I'd like to discuss the role of Clerics and Paladins in medieval europe. Religion in medieval europe was perhaps the most powerful aspect of day to day life. It shaped societies, molded world-views and spurred more killing and destruction than anything seen before. Clerics and Paladins are living, breathing agents of a deity. They walk the planet with the ability to heal, to discern truth and judge, to destroy. So, how would Clerics and Paladins fit into our medieval europe?
To address this question, I think we have to make some basic assumptions. In this post I'll make the assumption that Clerics and Paladins are uncommon - that there is not a cleric on every corner, or in every village for that matter. Of course, they could be quite common in some campaign worlds, which leads to a whole new set of theoretical issues.
In my opinion, a cleric or paladin, being the living representation of a deity to the average medieval european, would evoke great reverance and awe. They would wield enormous power and influence in almost all levels of society. Certainly much more so than some of the non-classed, lower hierarchy of the church. The appearance of a cleric or paladin on the streets could conceivably cause massive crowds to form and gather for a glimpse or a touch. Or conversely, people could flee in droves from the thought of a vengeful avatar of divine justice prowling the roads. A very powerful cleric or paladin could easily become the subject of direct worship much like the saints of our world.
Healing - The first and prime ability of a Cleric (and secondarily to a Paladin) is to heal. This alone has enormous implications and would lead me to believe that the life of a Cleric or Paladin would be highly structured and controlled. Access to and by the public would need to be restricted, much like that of a celebrity in today's society. To put this in context, think of this example: If your child/wife/parent were ill or injured in medieval europe, would you want to take them to a physician (sometimes a barber) or a powerful cleric? There is no doubt that a Cleric or Paladin would be constantly beseeched to provide healing unless a mechanism was in place to regulate access to divine healing.
Autonomy - Clerics and Paladins in D&D generally have a great deal of autonomy, mainly because it is desireable in the setting of an adventure game. However, it may or may not be realistic to expect this if they actually existed. As agents of a deity, they would also probably be agents of the church or state, depending on the organizational structure of their society (they would probably have more autonomy in a loosely structured society with no higher level authority organizations). A Cleric and Paladin would be a powerful tool in the hand of the church and/or state. One could make a strong argument that they would not be allowed to go on missions or adventures. Of course one could also make a strong argument that paladins are based on knights/crusaders and were meant to venture forth and were seen as the hand of god sent to do his work in distant lands. Regardless, I think to maintain a certain amount of verisimilitude A DM would need to come up with a compelling reason for the Cleric or Paladin to leave the side of the bishop/king besides the notion of slaying monsters and getting their gold.
Divine Agency - Another compelling argument that lends credence to the idea that Clerics and Paladins would be strictly controlled is that of divine agency. As we discussed in the previous thread, depending on the campaign world, a god may or may not communicate directly with his unclassed followers. However, a cleric is a direct conduit to a god (unless houserules deny augury, divination, commune, etc.). A cleric is a two-way radio to god. If I am a king and I need to make important decisions regarding the kingdom or I am a general and I am making important strategy decisions, it might be useful to get input from a god. I would not want my clerics fighting orcs in a dungeon. I would want them stationed with important leaders in my kingdom. And in a war this communication might not give any important advantage, but rather it might just keep me in the battle because the other side has clerics as well.
Given these factors, I don't think that playing a Cleric or Paladin is impossible. I just think that to achieve verisimilitude, a DM needs to provide a compelling reason for the Cleric or Paladin to be adventuring. A DM would also need to recognize the effect that a Cleric's or Paladin's appearance would have in their culture. Awe, fear, reverance, adoration, love, envy, hate. They would evoke a range of emotions wherever they travelled.