Editing
5e Forsaken Gods: Knight-Errant Saul Ahriman
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Person== '''How do your fellow clergy members view you? You would be well acquainted with one another being high ranking members of the church. Name one thing people like about you and one thing people dislike about you.''' I suppose there are two main reactions to Saul. The first is to be impressed that a man of the sword is so learned. The second is to be amused - or perhaps insulted - that an intellect as limited as Saul's dares to think it can enter debate with the real masters. Once you get to know him, you find that he is by and large interested in what is best for people; but he is committed to his pursuit of philosophy, which sometimes can seem to amount to little more than pointless hypothesising. On the other hand, he is not brash nor rash; a quality that is surely to be applauded in all warriors. '''Why are you in the church? How does your commitment to your faith influence your decisions?''' The Knights of the Church are a long-standing tradition. Saul was tapped at an early age for the life of knighthood, being chosen to be a squire from a family working in the city. He inherited the diligence of a scribe from his father, but his newly elevated station gave him access to libraries and experts, and that ignited in Saul an unquenchable desire to be amongst them. So it was that he served and trained as a squire by day, and burned the midnight oil reading tracts and treatises by the realm's greatest philosophers. He finally graduated into knighthood when his master became too old to ride out any longer. Rather than seek a domain of his own, Saul decided to take on the mantle of Knight-Errant, the role of which is act as a sort of wandering sheriff to the people in the protection of the Church's interests. He is steeped in the dogma of the faith and his philosophy resolves around it. Philosopher's ask, "what is good?" - and God has the answer. Philsophers ask, "what is real?" - and God has the answer. That doesn't mean the answers are obvious, or without need of analysis; but God remains the centre of all things. '''Describe one portion of your duties to the church - this could be daily tasks, personal ritual, etc.''' Ahriman is a Knight-Errant. This means that, instead of having a dominion over which he has lordship and to which he must give protection, he is engaged indeterminably on a quest. Typically for the Church, his quest is to travel the land, smite darkness and evil and root out the Church's enemies, and resolve any conflicts between the faithful which may need the sharp edge of reason. In truth he has been a while in the city; this last of his duties seems to have kept him quite busy, and he has found himself lodged in debate between merchants on the proper way to resolve spoiled goods; supporting the local Watch in hunting down murderers and bandits; and passing summary judgement for minor infractions.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information