Rogue Games Tabbloid -- July 27, 2009 Edition

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27 July 2009

Today’s Tabbloid PERSONAL NEWS FOR [email protected]

ROGUE FEED

excavated parallel trenches some 40-feet apart, and these trenches provided drainage for the road. Then using the material taken from the trenches, a foundation twenty feet wide was raised three feet above ground level. Embedded into this foundation the crews placed 6-inch thick slabs of granite. The road was built as straight as possible, and instead of going around hills, the road cut through them.

[Lost Works] Roads and Road Wardens of the Empire JUL 26, 2009 07:53A.M. I never realized how much Warhammer FRP things I wrote. I think this is one of my favorite pieces I did, and it appeared in Warpstone.

Sigmar then commissioned the building of the Altdorf-Middenheim Road in 30 IC. The project provided a much-needed link between the northern and southern regions of the Empire. Unlike the Old Dwarf Road project, the Altdorf-Middenheim road was not paved. Instead, a fifty-foot wide swath of forest was cleared, and the existing footpath expanded to allow wagon traffic. Other Emperors followed Sigmar’s lead and commissioned road-building projects as well. It was Sigismund the Conqueror who the saw the need of roads to aid in his military campaigns. The first road he commissioned was the Old Forest Road in 500 IC. Sigismund needed a way to easily move troops from the northern regions to the southern boarders. Seeking the aid of the dwarfs, the Old Forest road was built similar to the Old Dwarf Road. It took four years to build the road since the construction process suffered many setbacks. The majority of these set backs were due to the raids conducted by tribes of goblins. The humans and dwarfs suffered large causalities, but they succeeded in finishing the road.

Roads and Road Wardens of the Empire The roads in the Empire are few in number, but very well traveled. Contrary to popular belief the maintenance and patrolling of roads is not a function of the Empire. Instead, this falls on the shoulders of the individual provincial governments. Each province maintains the roads within their boarders, as well as protecting all travelers. To ensure the safety of all travelers, provinces have created road wardens. Road wardens patrol the roads and are often the only form of law seen in remote regions of a province. This article deals with not only road wardens but also the roads of the Empire. Development of Roads You can trace the development Empire roads to the first Emperor Sigmar Heldenhammer. When Sigmar began the forging of the Empire, he saw the need for roads. Roads, he opinioned, would not only make it easier to move troops and goods, but as a way to unify all regions of the Empire. The first roads were nothing more then simple footpaths or forest trails. Sigmar saw a need to take these established trails and make them permanent.

Sigismund also commissioned the construction of the Great North Road in 503 IC. The road plan called for it too not only link Talabheim to Middenheim, but Middenheim to Marienburg. With campaigns in the Wasteland, Sigismund needed an easy route to move troops to the north. The Altdorf-Middenheim Road was good, but was quickly becoming congested with increased traffic. To remedy this, a second route to Middenheim was needed, as well as a land route into the Wasteland. Construction took place in two phases. The first phase took three years and linked Talabheim to Middenheim. To speed up the process, a hard packed dirt road some 40 feet in width was created. When the road was completed in 508 IC, the second phase of the project started. Built following an existing forest trial, it was widen by 40 feet. The road was finished in 513 IC, and would have been finished sooner if it were not for a few problems. The first problem was the constant attacks from the wood Elfs of the Laurelorn Forest.

The first major road built was the Old Dwarf Road. Seeing the growing Empire, the dwarfs saw the need to have an easy to travel land route into the Empire. The dwarfs offered to build the road, and in return, all dwarfs would be free to use the road, and furthermore charged no type of tariff while using it. Sigmar in turn wanted the construction process to be a way for both the humans and dwarfs to work together. He stated that as long as his countrymen were involved in the process they could proceed. Humans and dwarfs worked together in the building of the road, and the humans learned many new construction techniques. The dwarfs, because of the project, solidified their relationship with the humans.

The Elfs were opposed to roads being built near their lands. The road would provide easy military access for the new human empire. In addition, it offered the promise of immigration into what was at the time elf lands. The humans were also clear-cutting much of the forest to provide for the construction of the road. The Elfs employed many acts of sabotage and tried to halt construction, but they had little success. The Elfs finally withdrew deeper into the Laurelorn Forest, and strengthened

Construction began in 11 IC and it took five years to complete the project. Starting from the Black Fire Pass, the road reached the city now known as Wurtbad. Typical of Dwarf construction, the road was built to last, and at the time was an engineering marvel. The human/dwarf crews first

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their boarders. The second major problem the construction crews faced was the fact that Sigismund wanted the road built through the middle of the Schadensumpf. This vast marsh hampered the construction and caused many deaths among the const4rcution crews.

traveled them. The rivers of the Empire have always been important, and with the deterioration of the roads, not to mention the danger road travel posed, many turned to the river for the transportation of goods and people. Rivers proved to be safer so many provincial rulers moved to utilizing the rivers. Some rulers still saw a need to maintain their roads, but lacking the necessary funds, the efforts were mainly superficial. Remote regions close to the river saw little need to maintain their roads and shifted their focus to the rivers. It would not be until Magnus the Pious that the roads once again would became important.

In 530 IC Siegfried the Lawgiver commissioned the rebuilding of the Altdorf-Middenheim Road. The road that dated back to the time of Sigmar had become the major link between Altdorf and the north. It was a heavily traveled road, and though maintained could not handle the large amount of traffic. Siegfried wanted the road built similar to the Old Dwarf Road. It was to be widened to fifty feet, and raised five feet above ground level. In place of granite slabs, granite bricks were laid into the roadbed, and kept in place using a fast drying mortar. An agreement was reached with the dwarfs and two teams of construction crews arrived in the Empire to begin building the road in 531 IC.

Magnus realized the importance of the roads. He saw the need to link towns located away from rivers to towns located by the rivers. It was easier for a merchant to ship goods by land between Talabheim and Averheim then it was to transport them by water. As a result, Magnus attempted to take control of the roads back. All regions that benefited by having roads opposed this. With the growth of the forces of Chaos, Magnus also needed a way to move troops quickly and efficiently throughout the Empire.

To speed up construction two crews were assembled, one in Altdorf and one in Middenheim. A bet was placed on which crew would reach the midway point first. The mixed human and dwarf crews worked hard and fast, both wanting to be the first to finish. Three years to the day of the start of construction, the Middenheim crew reached the half waypoint, and exactly two minutes behind was the Altdorf crew. In the spirit of comradeship, the two crews laid the last brick, which was made out of gold, together. A regular brick painted gold quickly replaced this brick. The original gold brick was taken away, and its current location is unknown. With the placing of the golden brick, the last major Empirial roadwork project ended.

In the years before Magnus being declared Emperor in 2304 IC, provincial rulers were free to levy what tariffs, or tolls they wanted. Many provinces got wealthy off the road tariffs they employed. To make matters worse, there was no uniform toll, and merchants faced different tolls depending on province or location within the province. The more important the road was, the higher the toll was. In addition, the closer you came to a major city, the higher the toll would be. With the apparent end of the easy money provincial leaders fought vigorously against Magnus’ gambit. Teamsters and coaching companies lobbied loudly for a standardized road toll, and were in favor of Magnus’ plan. To drive home their point many teamsters and coaching companies went on strike. They refused to deliver goods or people until there was a standard road toll. Faced with two angry factions, Magnus acted and acted quickly.

A period of much road decay took place between 1111 IC and 1124 IC and this were due to the Skaven invasion. While the Black Plague had a death grip on the Empire, the Skaven leaped at the opportunity to invade. The Skaven used Warpstone mines to destroy many roads and bridges. With a lack of funds, and the Skaven demolition work, the road network suffered. It would not be until 1124 IC when Count Manfred Skavenslayer would drive the Skaven out, which led to his being elected Emperor. With the Skaven threat over, the long, slow process of rebuilding the roads began.

In 2330 IC Magnus declared that control of the roads in the Empire would stay with the provinces. In addition, provinces would be allowed to keep all road tariffs under the stipulation that provinces levy a standardized toll set by the Emperor himself. Magnus went further and decreed that provinces must provide for the safety of all travelers. This meant that they were required to maintain the roads and provide for road wardens to protect all travelers. The money for road maintenance and for the road wardens would come exclusively from the collected tolls. The agreement was ratified in 2337 IC and the current system has been in place ever since.

When civil war rocked the Empire in 1359 IC much would changed. Roads became important for not only the movement of supplies and troops, but also a means to deprive the enemy of their supplies and reinforcements. In 1547 IC the Empire found itself with three Emperors and three times the amount of confusion. The roads were still maintained, but the days of massive road building projects were at an end. Whatever road building did take place was small and typically involved making forest trails easier to navigate for carts and wagons.

Today the roadways are well maintained and well patrolled. Many of these roads have also begun to be repaving, and currently there are a number of dwarf construction projects underway. There are many small roads cutting across the Empire, but these roads are often nothing more then two travel worn ruts, or footpaths that through the years of use have become recognized as roads. Currently in discussion is a proposal for construction of a road from Karak Kadrin to Wurtbad. This has caused a debate over who will pay for it. Ostermark is a poor province and the cost could break the treasury. Stirland, though wealthier then Ostermark would be hard pressed to come up with the needed capital to finance

In 1980 IC, the Dark Ages as the scholar’s refer to them, settled across the Empire. The granite slabs that paved certain roads were pulled up and used to build more useful structures, and all of the roads began to deteriorate. More importantly, bandits and other groups plagued the roads, and the areas outside of the cities became a no man’s land. There were communities that existed outside of the city limits, but the majority of the people stayed within close proximity to the major cities. Roads, for the most part, became deserted and only the brave, desperate, or foolish

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such an undertaking. The Empire has suggested that they finance the project together, and that they would control all tolls levied along it. This suggestion has not been warmly welcomed.

but also to their luck. The next rung of leadership is captain. Based in rural villages and cities, captains administer the day-to-day operations of the patrols. A typical captain supervises between six to ten warden patrols. Captains ensure the tollbooths are staffed, the wardens are paid, and arrested criminals are dealt with. Promotion to the rank of captain is earned, and only the most skilled achieve this rank. Typically warden captains have seen six to eight years of service, and have seen things that would have broken a lesser man. Captains are rotated to a new posting every two to three years, and the theory behind this is that it minimizes corruption. This is normally not an issue, but there have been cases of captains working with criminal rings, or worse with slavers.

Road Wardens The group charged with the task of maintaining the peace along the Empire’s roads is collectively known as road wardens. From protecting tollbooths, to enforcing imperial laws in remote roadside villages, wardens serve a very important function. Wardens are not found in every province, and are mainly located near the interior of the Empire. Middenland, Hochland, Reikland, Stirland, Nordland, and Ostland are the only provinces that fund and maintain road wardens. Even for these provinces the commitment to their wardens varies.

At the upper level in the warden chain-of-command is the Warden Commander. Based in the province’s capital, they are responsible for the running of the entire operation. The provincial ruler appoints the Commander to the post, and generally the term of service is six years. In theory this position is based on merit, and only the best are appointed to the post. This is not always the case, and the position in some provinces has become political. It is often not what you know, but whom you know, and some Commanders have attained this position through money and not merit.

Warden jurisdictions begin where the city limits end, and this is generally recognized as ten miles. Within city limits, wardens take a subordinate role to the city’s watch or local militia. If wardens arrest a criminal outside of their jurisdiction, law requires them to turn the prisoner over to the local authorities. In addition, wardens are not allowed to enforce laws or arrest criminals within the city limits without the approval of the local magistrate. When investigating a crime within the city limits, wardens are required to contact local authorities and turn the investigation over to them. The above only applies to the major cities or towns in the Empire. For towns or villages without an organized watch, road wardens take the lead in maintaining the peace.

Each province maintains their own wardens, who patrol only the roads within their province. This proves a problem when a suspect crosses provincial boarders. There are many rivalries between regions and nowhere is this more apparent then in the ranks of road wardens. There is no cooperation among the different groups, and to make matters worse they compete when it comes to the apprehending criminals. The worst case of this rivalry is the one that exists between the Middenland and the Reikland wardens.

Wardens are typically organized in patrols of five, with four wardens being led by a sergeant. The size of patrols can vary and are subject to local conditions, such as bandit activity, greenskins, or Chaos. These groups patrol the roads, staff the tollbooths, and maintain the peace in small villages along the road. Patrols are on duty for four weeks and then enjoy a one-week rest period. While on patrol, wardens can stay at any coaching inn and receive free meals. Furthermore all inns must keep at least two rooms available for wardens at all times. Though many inn owners complain about this requirement, they see the benefit of having a constant warden presence in their common rooms. Along major roadways, warden patrols are constant and travelers and villagers can typically expect to see a warden patrol everyday. Along minor roads, travelers and villagers can expect to see a warden patrol every d3 days. While spending a night at a coaching inn, the traveler will find a warden patrol resting for the night. Major roads are those found on the Empire’s map. These roads are paved and link the major population centers together. Minor roads are smaller, and tend to be small footpaths or cart trails.

The origin of this feud goes back to the notorious coaching inn murders of 2498 IC. Over a three-year period a serial killer was stalking the coaching inns along the Altdorf-Middenheim Road. The killer targeted women, and murdered a total of twenty by the time he was apprehended. The killer was discovered and fled on horseback toward the south, with a Middenland warden patrol in pursuit. The killer’s horse threw a shoe, fell, and broke its leg. While the killer was pinned under the horse, the Middenlanders went to arrest him but were stopped by a group of Reiklander wardens who had arrived at the scene. As it turned out, the killer had crossed the border into Reikland, leaving the Middenlanders with no jurisdiction in the case. The killer was taken into custody, and credit for the capture went to the Reiklanders. This event started the feud and to this day both groups are bitter rivals.

The daily life of a warden is filled with constant travel on horseback. Wardens are under paid for the dangers they face. From finding bandits and outlaws, to fighting the forces of Chaos, a warden is in constant danger. All wardens travel with, and report to, a sergeant. Sergeants are either chosen by age or merit, but often times a healthy donation to the Retired Warden Fund aids in advancement. Sergeants have seen much in their time with the wardens, and tend to be grizzled veterans. To survive long enough to become a sergeant is a testament not only to their ability,

The provincial rulers provide for the funding of wardens. By law, all tolls must go to both road improvements and to the wardens. For some provinces, the value of their roads and wardens is high, and extra money is spent on them. For most provinces, however, wardens are poorly equipped and funded. Because of the low pay it is difficult to find qualified candidates to join. Once a candidate joins the wardens they face either no training, or a lot of training. Reikland and Middenland place a high value on their wardens and all candidates face a six-month training

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period before they are assigned to their first patrol. For Hochland, who is desperate for wardens, new wardens receive one week of training before they are sent out.

Typically the wardens of Reikland, Middenland, Nordham and Averland use crossbows, and this is due to the stopping power of the crossbow is the major reason that this is used. Stirland wardens are split in the use of bows and crossbows. For wardens patrolling the roads the crossbow is the weapon on choice. The bow is preferred for wardens stationed at tollbooths, or assigned to a village posting.

Daily Life of the Warden The warden’s day begins at sunrise, when after a quick breakfast, they saddle up and begin their patrol. From looking for criminals, to checking the integrity of the road, a warden spends most of their day on horseback and protecting travelers. Wardens look for signs of outlaws, and signs of other threats, namely Chaos. Wardens investigate crimes that take place along the roads as well. Typically they patrol twenty-miles a day, and this is usually the distance between coaching inns.

The most important item to a road warden is a horse. Horses are vital for the work that wardens do. One reason for wardens to be based in villages and in tollbooths is so the wardens have a place to raise and train horses. All horses are owned by the wardens and are signed out to the individual warden before going on patrol. Horses are very well cared for, and it is joked among the Hochland wardens that the horses are better cared for then the wardens. There have been reports of some warden captains selling horses for a profit. In all these cases the captain was caught and punished. The typical punishment for a horse thief is the stripping of title and then twelve years of hard labor. In Nordland the punishment that a captain faced for selling warden horses was death.

The general rule told to all new wardens is that there is no normal day. Patrolling is not an easy life, and the months spent on the road changes a person. A warden is worn from the weather and from the sights he has seen. It is a hard life, and only those who are strong survive it. Wardens wanting a more predictable day seek a tollbooth assignment. Wardens stationed at tollbooths find their days relatively stress free. Two shifts keep twelve-hour watches, and they stay at the booth to ensure that the collected tariffs are safe. Wardens also work to stop the transportation of illegal contraband. All merchant wagons and coaches are inspected, and in the event illegal goods are found the items are seized and the person arrested. It is not unheard of for the guilty party to bribe their way out of a jam. When not checking wagons and coaches for illegal contraband, or protecting the toll collector, and tolls, there is little for a warden to do. It is a common site at many tollbooths to see wardens sitting around and it is hard to distinguish who is on duty and who is off.

Views on the Road Wardens There are many different views when it comes to wardens. For most, wardens exist in the background and the general populace has little to do with them. Villagers outside of the cities, and those who live and work along the roads are the ones who come in direct contact with wardens. The opinions differ among the provinces. Reiklanders and Middenlanders have a love-hate relationship with wardens. The roads are relatively safe in these provinces, and this is due to well-trained and well-funded wardens. The wardens work hard to ensure the safety of not only travelers, but also residents along the province’s roads. Unlike other regions, wardens of these regions actively seek out outlaws and other threats that plague the countryside. For the common man wardens, though they can be a bit over zealous, are a blessing. The wardens help keep them safe, and ensure that all threats are dealt with. Merchants, and other unsavory types, despise wardens due to their enforcement of laws and tariffs. Innkeepers personify this love-hate attitude as well.

Perhaps the best assignment for a warden is the village assignment. Compared to a road assignment, this is relatively safe and easy. This is a common assignment for the provinces of Reikland and Middenland. There are many small villages along the major and minor roads of a province, and the wardens take on the role as village watchman. They train and organize the militia, and work to enforce the law. As their counterparts stationed at tollbooths, village wardens work twelve-hour shifts. Unlike their tollbooth counterparts these shifts are busy. From tracking down roaming monsters, to mediating disputes between villagers, most wardens find their days anything but dull. In addition these wardens are called to fight roaming bands of greenskins, or end the threat of Chaos to their assigned village.

Due to provincial law, all inns must provide rooms and meals to all patrolling wardens. As a result all inns set aside two rooms for the wardens, which the innkeeper never sees a profit. In addition, wardens like to eat and drink and thus the innkeeper incurs another expense. Typically innkeepers provide the worst food and worst rooms to wardens. After all, the law does not require for the freebies to be good, or of a high quality. Despite their complaints, the mere presence of a warden in the common room is often enough to keep everyone well behaved. If trouble does happen, the wardens are there to quickly step in and deal with.

A warden’s uniform is simple in design and consists mainly of a tabard emblazoned with the province’s crest. These tabards are worn at all times when the warden is on patrol or on assignment. In addition to the tabard provinces provide their wardens with a chain mail shirt. This shirt is the property of the province and must be returned when the warden leaves service. Provinces also provide the warden with two pairs of pants and a pair of boots each year.

Wardens are a common sight along the roads of Reikland and Middenland. Citizens of both provinces and are accustomed to dealing with them. Their provincial governments value the wardens and they ensure that they are well funded and supplied. Also surprising is the desire of many to join the ranks of the road wardens. Both groups have

All wardens are issued a hand weapon as well as a bow or crossbow. Most wardens use swords, but there are some who prefer a mace or a hand axe. Bows and crossbows are issued depending on the province.

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little trouble when it comes to getting new members, and they have the luxury of turning people away. The same cannot be said for other regions.

Franz Leber has been with the wardens for close to fifteen years. From his first days as a warden, Franz realized that there was no profit in his job. Instead, real money could be made from smuggling, slaving, and even highway robbery. The early years as a warden, Franz made many contacts with petty bandits and smugglers. He agreed to ignore their lawbreaking, and warn them of possible arrest if they cut him in to the profits. As Franz rose through the ranks of the Wardens, he became privy to knowledge that he passed on to his associates. This information dealt with schedules when the collected tariffs would be picked up from the tollbooths.

Nordland does not have many wardens, and cannot support as many. Their wardens tend to be poorly trained and ineffective in preventing crimes along the roadways. Many wardens in Nordland tend to ignore lawbreakers if donations to warden charities are paid. Innkeepers despise wardens and resent the amount of free drink that they receive. To make matters worse, wardens do a poor job of stopping trouble in the inns, and are often the cause of many bar fights. Because of the lack of funding, many wardens have no problem with receiving bribes. The organization is corrupt from the top down, and good wardens are quick to leave, or mysteriously disappear. For most, wardens are nothing more then legalized outlaws.

As Franz grew older he became a known figure of organized crime in Nordland. As he was promoted to more important positions, Franz used this to good effect with his connections. It was when he was appointed captain and assigned to Grimmenhagen that Franz consolidated his power. He organized the various smugglers and outlaws into a collation. To ensure that his group was provided for, some were appointed to positions in Franz’s staff. Some outlaws were even made wardens and assigned to duty in tollbooths or on road patrols. This ensured that the group could hide behind the law, and aided in their criminal efforts. Franz was careful not to attract too much attention to his actions. He did work to locate criminals and bandits, but these were rivals to his crime empire. Franz gained a reputation of being tough on criminals and he was relentless in tracking down bandits and arresting smugglers. Though the funding for wardens is minor, Franz managed great results with little funds.

Ostland does not see the need to provide for a more skilled force. It is expensive to maintain a group of wardens similar to Reikland, and Ostland is not wealthy enough to fund and support such a large group. Instead they rely on paramilitary groups, and mercenary to maintain the peace in the boarders. The wardens that Ostland does have mainly stay to the main roads. They are over worked, underpaid, but despite this do a good job. Innkeepers in Ostland also treat wardens better then most areas. The food is very good, and they make sure to send wardens off with enough to eat while they are on the road. Another interesting trend is that inns now are keeping three rooms free so that wardens have more room when they are resting at night.

Five years ago Warden Commander Chedwic Malkowsky was found murdered in his bed. Franz was called to investigate the murder and bring the killers to justice. Sensing his chance to rid himself of a rival, Franz took to the investigation. He and his investigators discovered that Commander Malkowsky was linked to a cult dedicated of Slaanesh, and was accidentally killed during a ritual. His men uncovered the secret temple, and in a daring midnight raid killed them all. Herald a hero; Franz was appointed to the position of Warden Commander. No one knew the truth behind the murder and investigation.

Averland, Hochland, and Stirland views on wardens are similar to what is found in Reikland and Middenland. Both provinces have many roads and there is a need to patrol them. Unfortunately both provinces do not have enough money to fund as many wardens as they want. For those who have dealings with wardens the general opinion is that they do a good job with their limited resources. The complaint for most coaching companies is that wardens in these areas are not that responsive and there is never one around when you need one. As a result coaching companies are beginning to fund their own groups who are responsible for ensuring the safety of coaches. This has caused many problems, namely the lack of jurisdiction these groups have. Innkeepers complain that they are not a regular presence in their common rooms, and when they are there, want to do nothing but sleep. Villages, who are lucky enough to have wardens stationed there, really have no complaints and view them as a welcome addition to their communities.

Commander Malkowsky was suspicious of Franz, and secretly investigated him. He was close to discovering his crime ring, and was about to level charges against him. Franz got word of this and had Malkowsky not only killed, but made sure he was discredited as well. He framed the murder on a rival smuggler who had left Franz’s organization so that he could run his own smuggling ring. To ensure that there would be no reprisals he informed Commander Malkowsky of Franz’s dealings. Before he could act Commander Malkowsky was murdered, and all the evidence pointed to the smuggler. Provincial law allowed for the killing of all Chaos cultists if they threatened the safety of the province. Therefore, Franz labeled the smuggler and his group as worshipers of Slaanesh, and pinned the murder on them. Franz and his men killed the rivals, and suffered no effects from their actions.

Wardens of Nordland Based out of the provincial capital of Salzenmund, the Nordland Wardens are a corrupt group. Due to the lack of funding that Baron Weiner Nikse provides many seek other avenues to earn a living wage. Generally this translates into taking bribes and ignoring lawbreakers. This has changed with the appointment of Franz Leber to the rank of Warden Commander.

The Nordland Wardens are a corrupt group. They ignore everything but the threat of Chaos and the only way to see justice or escape it is by donating funds to various Warden Charities. Due to the lack of funding the province provides their wardens; they soon learn the value of bribes

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and graft. Not everyone in the Nordland Wardens is bad, there are some who believe in their job and the work they do. Sadly, the corrupt wardens overshadow the good ones. Wardens who are tired of the dirty dealings and attempt to shine the light on the corruption often find themselves permanently removed from duty.

two warden patrols are based here at all times. The office is where payroll is kept and sent out every month. Franz’s day is filled with various administrative duties as well as insuring his crime ring continues to make a profit and remain hidden. Aiding him in this is Georg Marx. Georg is Franz’s right hand man and has been with him from the start. Georg’s job is simple, to ensure the empire stays hidden, and that any hint of its existence is covered up.

Though some within the provincial government have their suspicions that Franz is corrupt, no one has been able to find any evidence. The reason is that Franz is very careful. Through his running of the crime ring, Franz has grown very wealthy. Yet Franz goes to great lengths not to display his wealth openly. He is very modest in public life, and argues for more funding to help the wardens. Franz is a cold calculating man, and he is quick to use his wardens to end threats to his position. There are rumors that Franz and the wardens are corrupt, and there is a running joke that the Nordland Wardens only investigate a crime if it affects their purse. Still no one as of yet has been able to discover if Franz and his wardens are bad.

The town of Beeckerhoven is the major timber producing area in Nordland. Because of this, four patrols are stationed here and help protect the baron’s interest. The warden’s are lead by Captain Mikhail Blum, and he is a good man. Blum has been assigned to the town for three consecutive tours, and is well respected by the town. For the past two years Blum has been investigating increased bandit activity in the region. He is also suspicious that there may be some corruption within the Wardens’ but has no idea of Leber and his crime ring.

The uniform of Nordland wardens consists of a mail shirt and blue pants. Instead of the tabard, Nordland wardens wear a yellow sash draped across their chest. The sash rests on the left shoulder and ends at the right hip. The sash is emblazoned with a black horse with a setting sun behind it, which is the crest of the Nordland Wardens. This crest dates back to 2353 IC when the wardens were founded. The sash also displays the rank of the warden. For Wardens the sash is worn with only the crest. Sergeant’s rank is displayed with a single horizontal bronze bar. A single silver bar above the bronze bar displays Warden Captain’s ranks. Warden Commander’s ranks is displayed by adding a gold star above the silver and bronze bar. Years of service are designated by the addition of a blue stripe to the base of the sash. For every five years of service another blue stripe is added to the sash.

Smaller, but equally important, is the town of Grafenrich. This timber producing area also has four patrols stationed here, and Captain Klaus Dor commands them. Klaus is a high-ranking member of Franz’s crime ring and before joining the wardens was known as the Red Mask. The Red Mask was a highwayman who plagued the Middenheim-Erengrad Road, and during a two year span killed many. When the Red Mask began to target smugglers loyal to Franz, the Warden Commander was quick to deal with the troublemakers. Found and brought to Salzenmund, the Red Mask was given the choice of joining Franz’s ring, or stand trail for his crimes. It did not take long to reach a decision. The Red Mask stood trail, and was executed for his crime. Around the same time Klaus joined the wardens and set the record for the quickest promotion in Warden history.

When wardens are attending important ceremonies or events they wear their dress uniform dubbed stiff necks. The uniforms derive their name from the high-necked color of the shirt that keeps the wardens’ neck held high. The pants and long jacket are dyed blue color and the shirt is white. A yellow ceremonial sash is worn draped from the left shoulder to the right hip. Beside the Warden crest, rank designation, and years of service designation, any medals that the warden has earned is pinned to it. Only Wardens and Sergeants wear the jacket while dressed in the Stiff Necks. Warden Captains wear a ceremonial breastplate from which draped across the chest is the ceremonial sash. Warden Commanders also wear a ceremonial breastplate as well, in addition to a helmet topped with blue plume.

The town of Oldenlitz has two patrols stationed here, and Captain Dagmar Noll leads them. Dagmar is corrupt and he helps with the smuggling operation of Franz. Dagmar I ineffective and lazy, and does not do a good job of keeping his men in control. Two months ago a Warden Road Patrol discovered smuggled Brettonia brandy in the warden’s barn. Franz is angry with this, and is slowly starting the process of bringing Dagmar and his corrupt group to justice. The village of Seucheshof has one warden patrol stationed here. The patrol is led by Sergeant Rudolf Zauberlich, who once a leader of a small group of bandits. The bandits joined with Franz after they were caught stealing from Nordland tollbooths. For a year the group caused much trouble, but they impressed Franz with their daring. The bandits were caught and were hanged for their crimes, and Rudolf was assigned to the remote village. Besides protecting the village Rudolf organizes all coach robberies and petty coaching inn thefts.

The headquarters of the Nordland Wardens is located a mile west of the provincial capital of Salzenmund. Based out of Fort Prahlen, this is where the majority of all active duty wardens are sent out on patrol, as well as new wardens receives their training. Captain Albrect Krugen runs the fort and is responsible for the training of new recruits as well as supervising the ten warden patrols that begin all road patrols from here. Located in the city of Salzenmund is the Warden Headquarters. This is where the management of the entire warden organizations takes place. This is also where Warden Commander Leber secretly runs his criminal empire. The headquarters is in a modest two-story brick building and

The village of Grimmenhugen has no warden presence at all. This small coaching village relies on a volunteer militia to protect the area. The reason behind the lack of warden presence is the case of Axel Lungenburg. He and his men were deviants and abused their power while protecting the village. To make matters worse the group ran a slavery ring out of the warden station. When word reached Franz he was

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quick to arrest the five. Franz is looking for the suitable patrol to watch over the village.

The most rewarding type of campaign is the village assignment. Here the PCs are stationed in a small remote village and all the action deals with protecting the inhabitants. This type of campaign offers the players a chance to interact with a recurring cast of NPC villagers, and offers the GMs many triggers for adventures. From missing children to roaming packs of Beastmen, the village assignment is rich with potential.

Currently there are thirty warden patrols stationed throughout Nordland. A majority of them is corrupt and has ties to Franz’s criminal ring. The ones who are not on the take are over worked with the task of protecting the province. The general feeling among the populace is that the only way to have a warden appear is by dropping a few Crowns.

Posted in Games, thoughts Tagged: Fourth Millennium, Gaming, Lost Works, thoughts, thousand suns, Warhammer FRP

Warden Campaigns GMs wishing to run a warden campaign can easily do so. The career of Road Warden is already described and can be found on page 36 in the WFRP rulebook. For road warden sergeant, the GM can use the Mercenary Sergeant profile on page 101. GMs can use the Mercenary Captain profile for PCs who are promoted to the rank of Warden Captain. Warden Commander is a position that should not be granted to PCs. If a GM wishes to promote a PC to this position, the PC automatically becomes a NPC.

ROGUE FEED

REVIEW: Sanctum of the Stone Giant Lord JUL 26, 2009 06:28A.M.

PC patrols do not necessarily have to be limited to the warden profile. Any PC, regardless of career, can seek admission into the ranks of Road Wardens. Thief careers might seek to join to escape the authorities, while wizard apprentices, or even 1st Level Wizards, might seek to join to cure their desire for adventure. Coachman who either have quit, or have been fired, can easily adapt to the life of a warden. Warden PCs, regardless if they are using the profile, are refereed to as Wardens. They also enjoy the following benefits: free meals and room while on duty, monthly income, and accommodations while off duty, and training. It is required by law for all inns to provide for all patrolling wardens. In addition, inns must provide both food and drink as well. Warden PCs also earn a salary of 5 Crowns a month. Wardens also are provided a horse, weapons, armor, and basic clothing while in service. These are issued when they join and must be returned once they leave the service of the Wardens. While off duty, wardens are given a place to stay in the barracks, while sergeants are given their own private quarters. Captains, majors and commanders are given their own house. All of this is located at the warden’s base in each major city. These compounds are located in the outskirts of the city, and serve as staging grounds for all patrols. Commanders and their staff are located in the provincial capital within the city limits. By far the most adventuresome warden campaign would be one based on the road assignment. Road assignments offer PCs a chance to do much, and the GM is free in creating numerous adventures for his players. Typical adventures can deal with mutant attack on coaches, or tracking down slavers plaguing the small villages in a region. More involved adventures can deal with investigating mysteries along the road. There are also many opportunities for role-playing event with travelers along the roads, and guests in the coaching inns. For ideas on the type of encounters refer to “Low Life on the Highway” from Warpstone 8.

It’s rare that I get a feeling of déjà vu while reading a contemporary old school product, particularly adventures. Yet Sanctum of the Stone Giant Lord by R.C. Pinnell did just that. While reading it, I felt almost transported back to the summer of 1980 when I was subjected to the tender mercies of my friend’s older brother, who ran us through the Gseries of modules. It was our first experience with high-level AD&D so we were all given pregenerated characters — I played Cloyer Bulse the Magsman, a rare example of my ever playing a thief — and I’m not

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ashamed to say we had no idea what we were doing.

density is high, much like the G-series adventures. Indeed, the entire look of Sanctum is clearly modeled on the monochrome G modules, from the two-column layout to typographical conventions (bolding the names of magic items, for example). Artwork is sparse but extraordinarily welldone by Rachel Drummond, reminding me of no particular old school artist but nevertheless possessing all the hallmarks of the best illustrations from the early days, right down to the historically plausible armor worn by the fighters on its cover.

As happened so often when my friend’s brother refereed us, our forays against the giants ended rather badly, but, rather than dissuade us from ever again attempting these classic modules, they only emboldened us further. The following year, after some of my friends’ characters, including Morgan Just, had legitimately reached the appropriate levels for Against the Giants — I never owned the monochrome cover modules like my friend’s brother — I ran these modules, along the D-series sequels, and we had a blast. Many PCs met their doom in these modules, but many others survived and some of the most enduring memories I have of the early days of my gaming are associated with the Giants/Drow adventures.

As people know well, I’m usually very down on products that too closely mimic the look of older ones, but I’m not bothered in this particular case. Sanctum of the Stone Giant Lord is self-avowedly the result of “a laborious love affair” by author R.C. Pinnell, as well as an homage to Gary Gygax’s own pioneering modules and to whom this adventure is respectfully dedicated. It’s thus the best kind of nostalgia product, one that transports one to “the good ol’ days” without either apology or qualification. That gives the whole thing a very primal quality that’s frankly intoxicating to guys like me who remember the G-modules with fondness. Sanctum of the Stone Giant Lord is in no way the equal to any of its inspirations, but it’s a fitting companion to them and a great example of how those early modules fired the imaginations of young people to such an extent that they’re still involved in this hobby 30 years later.

Strangely, one of those memories is the presence of many stone giant “visitors” in both modules G1 and G2. Though neutral in alignment according to the Monster Manual, these modules intimated that the stone giants had taken an interest in the actions of their hill and frost giant cousins and were maintaining contact so as to determine whether or not to join the Drow-instigated campaign against the local human settlements. I remember this, because Morgan Just, a renowned slayer of giants, vowed to investigate the stone giants’ involvement in such villainy and to make them pay if they’d aided the other giants in any way. Morgan never did follow up on his vow — he had bigger fish to fry, if I recall — but I still remember wondering about the implied involvement of the stone giants in that epic collection of modules.

Sanctum of the Stone Giant Lord is available in both print and PDF form for $7.05 and $1.25 respectively.

Apparently, I wasn’t the only one to wonder about this, as Sanctum of the Stone Giant Lord treats this very topic, offering up a single-level dungeon that can easily be used as an adjunct to the G-series. Designed for characters of 10th-14th level, Sanctum, like its illustrious predecessors, is tough going, with many, many tough opponents and other nasty surprises. That’s because the eponymous sanctum isn’t an abandoned ruin but rather a hidden religious site for the stone giant clans. Consequently, the place is crawling with giants, their allies, and servitors, which will complicate any attempt to enter it without raising an alarm.

Presentation: 7 out of 10 Creativity: 7 out of 10 Utility: 6 out of 10 Buy This If: You’re a fan of the G-series and are looking for a well-done companion to those classic modules. Don’t Buy This If: The G-series modules do nothing for you.

Also like its predecessors, Sanctum is a location-based adventure with a minimum of plot. The characters could intend merely to raid the stone giants’ fortress to “teach them a lesson,” but there’s more going on here than meets the eye, with the chief shaman behaving oddly and unusual envoys whispering in his ears. Some no doubt would see this as a weakness of the module and I’ll grant that even its thin plot is less well detailed than it ought to have been (only a handful of sentences even allude to what’s going on in the Sanctum). Nevertheless, one of Sanctum‘s great strengths is its true modularity; it can easily be dropped into any campaign and used in a variety of ways, which is, to my mind anyway, the mark of the best modules. That’s not to say that Sanctum of the Stone Giant Lord is perfect — I have some qualms about the large number of magic items in its treasure hoards — but it does very effectively evoke the look and feel of its predecessors and inspirations. Obviously, that’s a pretty limited goal and not to everyone’s tastes. Though the module is only 12 pages long, its text

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