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.

Table of Contents