Witchwarden Charter


Savage Tide Adventure Path


This is a document I sent to the player of the Wizard PC in my game, who is deciding whether or not to join up with the Witchwardens. Thought a few people might be interested. This is not strictly in keeping with how the Witchwardens are presented in Dungeon, but it might offer a few ideas...

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Historically, the Witchwardens were 'Wardens of Witches' - spellcasters who, in more tumultuous times, banded together to protect their good name against those who would use magic destructively, so as to prevent stigma attaching to the profession as a whole and to preserve their own places in polite society. As they have become more of an accepted institution, particularly under the current stewardship of Witch Lux Seoni, their role has slowly evolved towards 'Wardens who ARE Witches' - an organisation or magic-users that both monitors magical activity and acts to protect Sasserine as a whole. While they do not offically answer to the Dawn Council, the two bodies tend to work toward similar ends more often than not. The Witchwardens volunteer a certain amount of time and magical power to the service of the Council, and in return, they are permitted to govern their fellow mages as they see fit, outside the laws of the city. This arrangment is ripe for exploitation on the part of the Witchwardens, but while there is a certain amount of disquiet (particularly among non-member wizards and soap-box social reformers), as yet the Witchwardens have not abused their power so heinously as to motivate the Dawn Council to confront them over it.

The three sworn duties of the Witchwardens are as follows, in order of priority:
1) Protect Sasserine from the excesses of one's own magic.
2) Protect Sasserine from the excesses of others' magic.
3) Protect the position of mages in general as respected citizens of Sasserine.

There are two levels of Witchwarden membership - signatory and guildsmage. A member may choose which level of membership they wish to adopt and may change between the two at will (but within reason).

At the basic, signatory level of Witchwarden membership, you are expected to uphold the three above duties. Basically, this means that if you commit any magic-related crimes in the city, the Witchwardens will get custody of you rather than the Watch (a rather intimidating prospect), that you are expected to intervene (in an appropriate manner) should you happen across any magic-related emergency, that you are expected to render any assistance reasonably requested by the legitimate authorities of the city (being asked to dispel a magical trap for the Watch is 'reasonable', a request to craft a +5 flaming sword for the Watch commander is not), and that you agree to be drafted to the defense of Sasserine in case of war. Also, unless you are at least a signatory member, Witchwardens are barred from selling, trading or giving magic items or spells to you.

At the guildmage level, you become subject to the chain of command of the Witchwardens (routinely, not just in emergencies). Lady Smokeheart interprets the third duty to mean that the Witchwardens should do their best to protect and benefit Sasserine so as to gain respect from the populace, and has issued orders to that effect. A guildmage is generally required to perform 2 days a week service for the city and/or the Witchwardens - accompanying guard patrols, ensuring that the city's magical defenses are up to scratch, making sure that all the enchanted light towers remain lit, enchanting items for the use of the guild or the Dawn Council, examining strange or unusual magic to see if it's dangerous, etc, etc. A guildsmage is entitled to a small room or study in Witchwarden tower for a modest fee, use the Tower's laboratories and libraries of arcane lore, and once they have proven themselves in service to the Tower, borrow magic items from the Tower's treasury for short times and specific purposes. They can also arrange for tuition under the guidance of more powerful wizards (this tuition counts as service to the tower for those wizards).

For distinguished service, signatory members can be rewarded with spells, items, or access to the libraries for set periods of time. Generally, access to books of lore is limited by the Circle a wizard has attained (ie, the highest level of spells he can cast). However, the Witch or the Wardens may remove these privileges if a member has neglected his duties or has displayed behaviour contrary to the goals of the Witchwardens.

The head of the Witchwardens is the Witch, currently Lux Seoni, Lady Smokeheart. The Witch controls the policy of the guild in most areas. Her power is balanced by that of the Wardens. There are five Wardens at any time, and they can strip the Witch of her title by a vote of four to one. When the post of Witch or Warden comes vacant (through death, removal, or resignation), a replacement is selected from the guildmages - by the Wardens if a new Witch is required, and by either the Witch or the Wardens (depending on the untamperable flip of an artifact known as the Coin of Two Faces) if a new Warden is required. Candidates are selected from among those guildsmages who have attained the highest circle of magic among the current membership. The serving Witch cannot be selected as a new Warden, and no serving or past Warden may be selected as a new Witch. A guildsmage's oath of office demands that the guildsmage must not owe allegiance or fealty to any other organisation, so no Witch or Warden may ever hold an position in the governing hierarchy of the city.

Along with the title and political power, the office of the Witch and the Wardens come with the use of certain powerful magic items - the Witchknife, and the Warden's Hands respectively. Little is publically known about these items, though it is widely believed that each of them allows the bearer to know the locations of all of the others at all times, among other, more deadly powers.

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