Warden
Description: The Warden works for a noble, king, or wealthy land-owner, and is charged
with managing and protecting a tract of land owned by his overlord. He keeps his
overlord's land free of monsters, guards against spies and trespassers,
intervenes when natural disasters occur, and sees to the welfare of the animal
population. While a Warden may operate alone, making decisions as he sees fit, he
ultimately answers to a higher authority.
Areas overseen by Wardens vary by size and geography, depending on their
overlords' holdings and interests. A Warden may be in charge of a game reserve or
oversee a parcel of farmland. He may supervise a private park, or be responsible
for undeveloped property in the mountains or desert. The size of a guarded land
may range from a few square miles for Wardens just beginning their careers, to
vast estates for high-level Wardens. Generally, as a Warden's experience
increases, so do the boundaries of the land he supervises.
Requirements: As a representative of a greater lord, a Warden is required to deal
diplomatically with a variety people from all walks of life. Therefore, a Warden must
have a minimum Charisma of 12. A Warden cannot be of chaotic alignment.
Primary Terrain: Any, though Forest and Plains are the most common. The primary terrain
should correspond to the area the Warden is first assigned to supervise.
Role: In most societies, Wardens occupy positions of modest status, comparable to
those of mid-level bureaucrats or well-to-do merchants. Some are members of the
military, but more often, they're aides to government officials or affluent
civilians. Wardens tend to hold the same job for life.
A Warden serves his lord with the loyalty of a good soldier. He tends to be
fastidious in his behavior and strictly law-abiding, which also makes him a bit
inflexible. To most Wardens, rules are rules, and there's not much middle ground.
When an adventuring party enters a Warden's guarded area, he may agree to
assist them for the sake of expediency; the sooner the party leaves his area, the
sooner things will get back to normal. Conversely, a Warden may seek out a party
to help with a particularly difficult task, such as ridding the guarded area
of destructive creatures or locating a treatment for a crop disease. Depending
on the circumstances, a Warden may journey anywhere in the world; he is not
bound to remain in his guarded area. However, a Warden will not undertake any
adventure without direct orders from, or with the express permission of his overlord.
Other members of an adventuring party may find a Warden to be cordial but
distant. A Warden's loyalties lie primarily with his overlord, not with his
companions, and this can create stress for party members who insist on comradeship.
Some Wardens are also prone to homesickness; the further an expedition takes him
from his guarded area, the more anxious and sullen he may become.
Nevertheless, a Warden's dedication and professionalism can only enhance a
party's effectiveness. Many comply unwaveringly with orders from the party leader,
offer pointed advice when needed, and fight courageously on the battlefield.
Secondary Skills: Armorer, Bowyer/Fletcher, Farmer, Forester, Groom, Weaponsmith,
Woodworker/Carver.
Weapon Proficiencies: Recommended: Bow (any), crossbow (any), quarterstaff, pole arm (any), spear, sword (any).
Nonweapon Proficiencies: Recommended: Agriculture, Carpentry, Engineering, Etiquette, Falconry*, Heraldry, Hunting,
Languages (Modern), Reading/Writing, Riding (Land-based), Stone Masonry.
Armor/Equipment: Wardens have no special armor or equipment requirements. Depending on the
affluence and generosity of the overlord, Wardens may have access to the finest
equipment money can buy, such as gem-studded shields and onyx-tipped arrows. As a
rule, Wardens take meticulous care of their gear, spending much of their free
time honing their blades to razor-edge sharpness, and polishing their armor
until it gleams like silver. Wardens affiliated with the government may wear
elaborate uniforms emblazoned with medals, ribbons, and other service commendations.
Species Enemy: Any, though the species enemy is often a creature that plagues the Warden's
guarded land or torments his overlord (in human lands, this is likely to be
brigands).
Followers: Any.
Special Benefits:
Stipend: A Warden in good standing with his overlord receives a monthly stipend
commensurate with his responsibilities and experience. Warden salaries average 30-50
gp per month, plus a monthly bonus of 10 gp times the Warden's level.
Expenses: When undertaking an expedition on behalf of his overlord, the Warden may
receive a small stipend to cover his expenses. A typical stipend ranges from
100-500 gp, depending on the length of the expedition, the level of the Warden, and
the generosity of the overlord. The Warden may spend these funds only on goods
and services directly relating to the success of the expedition. In lieu of
money, the Warden may receive loan of a mount, weapons, or equipment necessary for
the undertaking.
Annual Boon: Once per year, the Warden can ask the overlord for a boon. It is traditional
that this be granted insofar as the resources of the overlord (and the
judgement of the DM) allow, although exceptionally greedy or ill-considered requests
will reflect badly upon the Warden.
Reaction Bonus: When representing his overlord, a Warden receives a +2 bonus
to his reaction checks with all good and neutral characters of high social
status (including aristocrats, government officials, and affluent citizens),
regardless of their culture or whether he's met them before.
Special Hindrances:
Accountability: A Warden is held fully accountable for any actions that may reflect badly on
his overlord. Should the Warden break the law, insult a noble, or otherwise
behave improperly, his overlord will demand an explanation. An unsatisfactory
explanation will result in a reprimand at best, and termination of his job at
worst. A terminated Warden is forced to abandon this kit, suffering all of the
penalties described in the Abandoning Kits section elsewhere in this chapter.
If a Warden receives expenses (as detailed in his Special Benefits), he must
make a full accounting of his expenditures and return any excess funds at the
conclusion of his expedition. Should a discrepancy be discovered, the Warden may
be fined or imprisoned. If he's been given special equipment instead of or in
addition to expenses, all items must be returned in good condition. Otherwise,
money may be deducted from the Warden's stipend to replace them, or the overlord
may confiscate an equivalent amount of the Warden's goods.
Overlord Demands: A Warden is always subject to orders from his overlord. Some orders are
critical, others trivial, but all must be followed in order for the Warden to remain
in good standing. Failure to comply with an order may result in a variety of
penalties, ranging from fines to termination of employment.
An overlord may require the Warden to carry out a special order in conjunction
with his primary assignment, or a Warden may receive burdensome duties as part
of his regular job. In all cases, the DM decides when the overlord makes a
special demand, the type of demand, and the penalties for violation. Some sample
demands of a Warden:
· When an expedition takes the Warden far from home, he must take along a young
relative of the overlord who wants to see the world. The Warden accepts
responsibility for the relative's safety and behavior.
· While on an expedition to a distant land, the Warden must make contact with a
long-lost friend of his overlord and extend an invitation to visit.
· At all times and wherever he goes, the Warden must display a banner bearing
the insignia of his overlord.
· In times of austerity for the overlord, the Warden must turn over some or all
of the treasure he collects on an adventure.
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