Paladin Drama

Paladins prefer their own company. It's nice to be around people who get it - who understand the weight of the vows and who don't constantly challenge you with their moral ambiguities. Each has sworn the Oaths:
- Service. Do whatever is asked of you, unless asked by an Enemy.
- Resolve. Do not allow an Enemy to live.
- Integrity. Never knowingly lie.
In practice, the Oaths seem to respect subjectivity. As long as they are observed to the letter, paladins have a broad remit to interpret the specifics while still retaining their divine powers and without being smote by heavenly law. Anyone can be declared an Enemy at any time, for any reason. Outside of the truly desperate, the common folk know this and steer clear.
Over time, various paladin orders have emerged. It's not that their vows differ; it's how they conduct themselves. Each has developed specific etiquettes, cultural practices that allow them to exist alongside one another without bloodshed. These orders do not mix. Situations where they have been forced to operate side by side are the frequent subject of tragedies.
Some examples include:
- The Laughing Cavaliers. To a Cavalier, the idea of making a request is seen as a great joke, to be met with boisterous laughter. They really believe it. Only a petitioner who insists triggers the Oath. Cavaliers are among the paladin orders most likely to be seen cavorting in courtly circles.
- The Wax Host. Each Waxen Knight deafens themselves by dipping their head in hot wax, resulting in a distinctive "crown" like a swimmer's cap. Avid beekeepers and candlemakers, they keep silent holds and refuse all verbal communication. It is rumored that they communicate internally through a language based on the subtle inclination of their heads.
- House Brais. House Executors employ a caste of scribe-squires to serve as a buffer between them and the world. Petitioners must submit their requests via the appropriate forms, seeking approval from interlocutors who translate them into achievable and acceptable tasks. The paladins of House Brais are above graft, but the squires are decidedly not.
- The Cibrán School. Paladins of the school organize themselves in strict tutorial arrangements. A Master has one student, known as a Mouth, who has yet to swear the Oaths. Communication with a Master must go through their Mouth. Socialization outside of these intimate student-teacher relationships is orchestrated through dramatic and ritualized ceremonies, typically when Mouths graduate to full paladin status.
Running a Schism
What happens when two paladin orders clash? Or when two paladins within an order clash? These are deeply contagious events that rapidly spiral into collateral damage. The following procedure takes a Turnerian approach:
- Breach. There is a public violation of an order’s code of etiquette. Someone gets declared an Enemy. Identify who declared whom an Enemy and what the request was.
- Crisis. The paladins ask their friends for support. Factions form; the breach expands until the widest possible social unit is divided. Identify what groups each party was attached to - friend groups, paladin orders, and external organizations. These groups are now alienated from one another.
- Redress. The community engages in some kind of action to address the crisis. This can involve juridical, political, or ritual processes, frequently a duel arranged by the two factions between the original parties. The issue at stake is whether the broader social groups declare one another Enemies as well.
- Reintegration or Schism. Make a reaction roll, modified by any PC actions (up to +3 for successful negotiation and intervention or -3 if they fan the flames). On a cautiously or outright friendly result, the two groups come together and return to something like their original social arrangement. On a neutral or hostile result, the two factions explode into violent conflict, then diaspora.