The Paladin: Difference between revisions

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{{trope}}
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{{quote|''My good blade carves the casques of men,
My tough lance thrusteth sure,
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Because my heart is pure.''|'''Lord Alfred Tennyson''', "Sir Galahad"}}
 
Paladins are warriors [[Incorruptible Pure Pureness|dedicated to furthering the cause of all that is good]]. Holy crusaders, they combat the forces of evil wherever they are found, and [[We Help the Helpless|defend the helpless as much as possible]]. Above all else, paladins are ''[[Always Lawful Good|good]]''. An evil paladin is a literal contradiction of terms; a paladin that turns evil [[Fallen Hero|ceases to be a paladin]]. As holy warriors, they're almost always associated with [[The Order]], which are usually religious, or at least spiritual, in nature. While their Order may be tied to a [[The Church|specific church]], they are just as often dedicated to a [[The Force|more general power]] (frequently [[Light Is Good|The Light]]). As such, paladins are frequently [[Church Militant|Church Militants]]s and may have aspects of the [[Warrior Monk]]. When not part of [[The Order]], they will instead be a [[Knight Errant]].
 
Paladins tend to fall in the middle of the [[Sliding Scale of Idealism Versus Cynicism]]. They certainly believe that [[Humans Are Good]], but they tend to deal with most evil by hacking it into bloody chunks rather than trying to [[Heel Face Turn|redeem them]]. The archetypal paladin is a [[Lawful Good]] [[Knight in Shining Armor]] for whom [[Right Makes Might]], but this isn't always the case. Though always good, paladins are [[Good Is Not Nice|not always nice]]. They may even be a [[Knight in Sour Armor]] -- but—but never a [[Well-Intentioned Extremist]] or a [[Knight Templar]]. When faced with a [[To Be Lawful or Good]] dilemma, a paladin's best option is to [[Screw the Rules, I'm Doing What's Right|choose to do Good]].
 
A popular [[Fantasy Character Classes|character class]] in both [[Video Games|digital]] and [[Tabletop Games|tabletop]] [[Role Playing Games]], Paladins tend to be [[Magic Knight]] variants who focus more on [[White Magic]] and defense compared to the [[Magic Knight]]'s offensive spell-slinging. As such, they usually fill the role of [[The Big Guy|the tank]] in groups, though they may be able to function as a [[Combat Medic]] as well; when not working with a party, they're usually a [[Mighty Glacier]]. Paladins in games are usually very effective against evil enemies, particularly [[The Legions of Hell|demons]] and [[The Undead]] -- they—they almost always have the ability to use [[Detect Evil]] and [[Smite Evil]] against such foes.
 
[[Tabletop Games]] have a special relationship with the paladin, particularly [[Dungeons and Dragons]], which [[Trope Codifier|codified]] many paladin tropes. Tabletop paladins are stereotypically exceptionally prone to being [[Lawful Stupid]] or [[Stupid Good]], and [[Killer Game Master|Jerkass DMs]] are extremely fond of encouraging this by setting up [[Sadistic Choice|Sadistic Choices]]s invoking [[To Be Lawful or Good]]. As noted above, the correct answer is "Good," but don't expect that to make much difference against [[Screw the Rules, I Make Them|determined GMs]]. Ideally a Paladin's fall from grace should be a terrible punishment for choosing to perform either a genuinely Disorderly or Evil act, not the result of forcing a sadistic choice.
 
Compare [[Magic Knight]] (the more generalized and/or offensively-oriented counterpart to this trope), [[Combat Medic]] (who has healing as first priority and combat second), and [[The Paragon]] (the archetypical personality for a paladin).
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== Comic Books ==
* Priam Agrivar from [[DC Comics|DC]]'s ''Advanced Dungeons & Dragons'' and ''Forgotten Realms'' titles back in the 80s, one of the better fleshed-out examples of the classic D&D-style (AD&D 2nd Edition in particular) paladin -- completepaladin—complete with all-too-human failings (like lingering alcoholism) and doubts but ultimately the determination to prove himself worthy as well. Interestingly, he seems to owe formal allegiance to no specific faith or other organization, or if he does, it's never shown; he always appears as essentially his own man trying to do good as best he understands it, and his powers seem to work well enough regardless.
 
 
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* ''[[Warhammer 40000]]''
** [[Deconstructed]] with the Grey Knights chapter of Space Marines. They have loads of powers to fight daemons and are completely uncorruptable, but are [[Knight Templar|extremely ruthless]] in their mission. Given the [[Grimdark]] [[Crapsack World]] that ''40k'' is, they still manage to remain [[I Did What I Had to Do|somewhat sympathetic]].
** The Space Marines in general arguably have this flavour if seen [[Alternate Character Interpretation|sympathetically]], with their existence being militaristic and fighting in the most important warzones where needed, and generally their devotion to the cause of the Emperor and the Imperium (and by that extent, humanity in general) is encouraged to border on religious fanaticism (though also generally ''just'' off the mark from religion). Played dead straight by the Salamanders chapter, who are especially protective of Imperium citizens whenever the Salamanders see them, have their own chapter-personal cult which extols the values of self-reliance, loyalty and self-sacrifice, and mostly utilize flame weapons and [[Drop the Hammer|Thunder Hammers]] -- fire—fire and hammers being fairly common iconography of [[The Paladin]].
** As the military arm of the Ecclesiarchy (the Imperial state church), the Sisters Of Battle also fit this role.
* In ''[[Rifts]]'' there are a lot of people that ''seem'' like paladins, but the real deal comes from the Wormwood supplement in the form of the Apok, whose literal class description is incorruptibility. They get absolute immunity to all manner of effects, but in classic ''Rifts'' style, they look like demon hobos. Also interesting because they are required to have been evil and truly repented, rather than being good from the start.
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* ''[[Warcraft]]'' paladins are the [[Trope Codifier]] for good but not [[Lawful Good]] paladins that follow "the Light" instead of a specific deity. They also tend to retain their powers as long as ''they'' think they're doing good, which can lead to some [[Knight Templar|unpleasant]] [[Well-Intentioned Extremist|things]]. Originally, they were members of [[The Order]] of the Silver Hand, until said order got decimated after the fall of Lordaeron. They later served the Argent Crusade, and their respective factions, the Alliance or Horde in general.
** The ''Warcraft III'' paladins were defensive/supportive hero units which supported their allies through healing, and armor-boosting aura, and a mass resurrection ability. They also had the ability to personally become completely invincible for short periods of time and their healing spell could [[Revive Kills Zombie|heavily damage enemy undead]] units and most demons.
** The ''[[World of Warcraft]]'' paladin is a melee class with healing and auras, with specs that allow them to be a dedicated [[Stone Wall|shield-bearing guardian type]] (Protection), a [[Combat Medic]] (Holy), or a more light-focused [[Magic Knight]] (Retribution). The class is available to humans, dwarves, blood elves, and -- asand—as of ''Cataclysm'' -- any—any race with hooves and a tail.
* The Paladins of ''[[Battle for Wesnoth]]'' are [[Warrior Monk]] types who, like the White Mages of the setting, serve the philosophy of good itself, with no religious connotations. They start out as regular Horsemen who later level-up to Knights, and can then choose to either maximize their combat power by becoming Grand Knights or to acquire basic healing skills and [[Smite Evil]] abilities to become Paladins. While they are not as strong in melee as the Grand Knights, and not as good healers as White Mages, they are fast, can still very hard with their lance charges, and have 'arcane' anti-magic damage and resistances that make them very good at fighting the undead.
* The Paladin tank of ''[[Command & Conquer: Generals]]'' has the personality (no surprise considering that the USA faction is [[Lawful Good]] in this game) and has the ability to tank missile shots with a defensive laser.
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** ''[[Knights of the Old Republic (video game)|Knights of the Old Republic]]'': Being a Star Wars game, it has a lot of Jedi, which are pretty much [[Recycled in Space|Space Paladins]]. {{spoiler|And like in Neverwinter Nights, poster girl jedi Bastilla will fall to the Dark Side, but can be saved.}}
*** The trend is continued with the Jedi Knight class in ''[[Star Wars: The Old Republic]]''.
* ''[[Dragon Age]]'' has the Grey Wardens, who are very paladin-like in flavor, but aren't locked into any given mechanical build. Also of note are the Templars, who have a bit of paladin feel (hunting down demons and errant, usually evil mages) but who invoke [[Good Is Not Nice]] due to the game's [[Crapsack World]]. However, Templars are rather un-paladin-y in that they're sadly prone to becoming [[Knight Templar|Knight Templars]]s and running into [[Light Is Not Good]]. Alistair, being both a Grey Warden and an ex-Templar with tank combat abilities, anti-magic, and (eventually) [[Smite Evil]], is the game's best example of the trope; he manages to combine Light, Good, and (mostly) Nice, though he's certainly willing to [[Shoot the Dog]].
* Flynn in ''[[Tales of Vesperia]]'' (especially the [[PlayStation 3]] version) is the first true paladin style character in the series.
* The ''[[Civilization IV]]'' mod ''[[Fall From Heaven]]'' has paladins. The player must be good to use them. Given the [[Crapsack World]] the game is, [[Good Is Not Nice]].
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* The Brotherhood of Steel in ''[[Fallout]]'' has a rank called Paladin. Depending upon whether you're talking about the [[Fallout|West]] [[Fallout 2|Coast]] [[Fallout: New Vegas|Brotherhood]], the [[Fallout Tactics|Midwestern Brotherhood]] or the [[Fallout 3|Eastern Brotherhood]], a paladin may or may not act out this trope.
* [[Mickey Mouse]] in ''[[Kingdom Hearts]]'' has every aspect of this trope but the title.
* ''[[MARDEK]]'' has Vehrn, a Paladin of YALORT.<ref>The god who created Belfan ([[The Hero|Mardek]]'s home), Anshar ([[Higher-Tech Species|Rohoph]]'s home), and several other planets.</ref>. He is ''devastating'' against the undead, but is [[The Fundamentalist|insufferable]] if you allow him to get on the subject of Yalortism.
* The Paladins in ''[[Quest for Glory]]'' differ from the standard version trope in that they are openly [[Neutral Good]] from the start; the Paladin mentor Rakeesh defied the rule of law in his homeland because he thought it was narrow-minded and would only cause a needless war. The Paladin class is unlocked at the end of ''[[Quest for Glory II]]'' if you finish the game with high enough [[Karma Meter|Honor]], and is effectively a Fighter with nice bonuses like [[Healing Hands]], protection from evil, and [[My Significance Sense Is Tingling|a danger sense]], plus some optional quests that go above and beyond the main plot.
* Artix Von Krieger from ''[[Adventure Quest]]'', ''[[Dragon Fable]]'' and other games of the same company subverts the concept. He has a ''compulsive'' need to smite any undead creatures he comes across, and ''[[Adventure Quest Worlds]]'' reveals that {{spoiler|Artix is the Champion of Darkness, and as such cannot use the light-based magic of a Paladin. Instead, he was trained in the ways of the Undead Slayer, whose power and purpose is to free the souls of those enslaved by undeath}}.
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== Web Comics ==
* ''[[The Order of the Stick]]'' has a city teeming with paladins, Azure City. They give us the whole range of Paladins, from the [[Lawful Stupid]] [[Knight Templar]] Miko, to the more balanced Hinjo, who while still a bit of a stickler for the rules is [[Reasonable Authority Figure|willing to hear both sides and try to be as fair as possible]], all the way to resident [[Memetic Badass]] O-Chul, who exemplifies "always take the ''good'' option".
* ''[[The Water Phoenix King]]'' has Commander Corva, who fits this trope very well. She's not [[Lawful Stupid]] by any means, and though often [[The Quiet One]], a [[Deadpan Snarker]] when she does say anything -- fittinganything—fitting, as [[Fantasy Pantheon|her deity is a storm god]] who likes to make bad electricity-related puns.
* ''[[Goblins]]'' also has paladins of various roles. Most of them tend toward [[Lawful Good]] or [[Lawful Stupid]], but one of them, the infamous dwarven paladin [[Knight Templar|Kore]], is [[Complete Monster|one of the most evil characters of the series]], despite having the full range of paladin powers available to him. Big-Ears, by contrast, is a perfect reconstruction of the trope; he chose his class to defend the weak and is prone to [[Tender Tears]].
* In [[Familiar Ground]], [http://www.familiar-ground.com/2009/03/23/respect-his-authoritay/ the horse's human]
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