You are the eyes of the wardens of the wood. As part of an elite order of long range scouts, you routinely operate alone and unsupported for extended periods of time into the deep reaches and the manifest zones of Khorvaire. You are tasked with monitoring and reporting the status of tribes, planar gates, extraplanar threats and druidic factions.
- Skill Proficiencies: survival, Athletics
- Tool Proficiencies: Herbalism kit
- Languages: Choose one of Draconic, Giant, Goblin, or Sylvan
- Equipment: A warden insignia, a hunting trap, an herbalism kit, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp
Feature: The web
You are part of a vast intelligence network that tracks events and threats within and without the Eldeen reaches. The Wardens are the liaison of the wilderness tribal cultures and the cultures of civilization. As such, the Wardens are empowered to enforce order, provide aid, and define borders among the loose conglomeration of tribes, nomadic bands and agrarian villages, townships and trading posts that make up the Eldeen reaches. They maintain a web of scouts, spies, informants, couriers and informal diplomats that are outside of the regular political structure and intrigues of the five kingdoms dragonmarked houses. As a Warden scout, you can always find a local farmer, fisher, hunter or other rural folk friendly to the wardens. You can expect to be given what food and lodgings are available for a discounted price. Furthermore, as you bring tidings, you will be given information, access to maps and the locations of food, water, springs, and supply caches in the local area, (up to 100 miles). The network keeps these secret caches in barns, ruins, cabins, caves, hunting stands and other likely and unlikely places throughout khorvaire and even beyond.
Spell List
For you, the spells on the Warden Scout Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Suggested Characteristics
Warden ways aren’t the ways of cosmopolitan folk, and the Wardens have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan cultures of Khorvaire.
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Personality Trait |
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1
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Unlike people, the beasts of the wild are friends who won’t stab me in the back.
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2
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Go ahead and insult me — I dare you.
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3
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I scorn those who can’t survive away from the comforts of the city.
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4
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Don’t tell me I’m not allowed to do something.
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5
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Laws are for people who are afraid to face their inner beasts.
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6
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I smear the blood of my enemies over my skin.
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7
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I was, in fact, raised by maaka.
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8
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HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.]
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Ideal |
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1
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Clan. My clan is all that really matters. (Any)
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2
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Anarchy. No person or law or custom can tell another what to do. (Chaotic)
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3
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Nature. We weren’t born tame or domesticated, so we shouldn’t have to live that way. (Neutral)
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4
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Might. The strongest are meant to dominate the weak. (Evil)
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5
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Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)
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6
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Tradition. The Old Ways must be preserved and upheld. (Any)
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| d6 |
Bond |
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1
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I am determined that one day I will lead my clan — or a new one.
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2
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I would give my life for my clan chieftain.
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3
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The chieftain of another clan has a grudge against me.
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4
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I am devoted to a sacred site in the midst of the rubblebelt.
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5
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My weapon is made from the first raktusk I ever hunted.
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6
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GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.]
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Flaw |
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1
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If you question my courage, I will never back down.
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2
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HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.]
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3
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I’m as stubborn as a batterboar.
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4
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I’m so convinced of my superiority over soft, civilized people that I’ll take great risks to prove it.
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5
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I’m easily manipulated by people I find attractive.
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6
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I’m not actually all that angry.
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