Archive for October, 2011


Green Wardens

   Posted by: Galen Dilby    in Factions

Green Wardens Standard

Green Wardens Standard

The Green Wardens are a group of self-appointed guardians of the wild places between the cities, towns, settlements and communities of the Wolds.

The Wardens are made up primarily of druids and rangers, but their ranks include all kinds of adventurers and every race of free people found in Aerda. Membership in the Wardens is strictly by invitation only. Their symbol is that of a leafless tree surrounded by a circle. Pendants, brooches and rings will often bear this symbol, indicating membership in the Wardens.

Upholding peace and order and yet answering only to themselves, the Wardens serve no one in particular and yet everyone. Despite their independence, they cooperate fully with good-aligned local leadership and with the Wolds monarchy, in general. And for their cooperation, assistance and excellent reputation, they are tolerated and even celebrated by the good-aligned governments of the Wolds.

Isolated farmsteads, lonely hamlets and frontier villages are the primary beneficiaries of the Green Wardens’ efforts. However, in a broader sense, all of the Wolds benefit from their actions as scouts and frontier peacekeepers.

The Wardens regularly put down brigands, poachers, monsters, encroaching goblinoid tribes and other malefactors. They have, in times past, also alerted the monarchy to imminent invasion of enemy forces from the troubled lands south of the Redharrow Wastes.

Though the Green Wardens operate under the control of no municipality, they are nonetheless highly organized and follow a very rigorous self-governing structure. Centers of operation are located in woodland areas throughout the Wolds, particularly in the larger forests of Ardwyn, Hornwood and Straddlewood. These centers are called enclaves and are typically led by a high ranking druid or ranger. Each enclave consists of a fortified community so well hidden by natural forest and sylvan magic that it can only be discovered, unguided, by a druid or a third level (or higher) ranger whose favored terrain is forest. Enclave locations are carefully guarded secrets.

Each warden belongs to a particular enclave and answers to its leadership. The details of Green Warden leadership are clouded in secrecy. At various times throughout the year, a moot may be called for one or more enclaves, in which each associated warden must return to their respective enclave for a meeting to discuss Warden business and the general state of the wild places they patrol.

Each warden acts, more or less, autonomously, but always seeks voluntarily to harmonize with the efforts of other Wardens, their enclave and other enclaves. During times of crisis, when the centralized coordination of large-scale efforts is warranted, individual wardens, or groups of wardens, may be given very specific instructions or missions which they are expected to carry out with military-like compliance and expediency.

Communication between wardens takes many forms: intricate and highly secret trail signs scratched into trees, rocks or hard-packed earth, smoke signals, carrier birds, magical messaging, etc. In any case, the wardens communicate with each other in such ways that only other wardens would even know that communication is taking place. It is in this way that the Wardens can so swiftly and quietly coordinate their work across large distances without being noticed.

Any act of an evil nature may be grounds for a member to be expelled from the Green Wardens’ membership.



   Posted by: Galen Dilby    in Races

Though every dwarf can trace his bloodline back to the mountainous highlands of Kar Mog, north of Westrel, dwarven communities can be found in nearly every mountain range in Aerda. The unique ability of dwarves to carve out – quite literally – an existence in the most inhospitable of mountain environments has given them a special advantage in colonizing the harsh places of the world.

Dwarven families tend to be patriarchal and quite large. Complex and distant familial relationships that might go unrecognized in human families are quite often given special names and significance among dwarves. For example, in human families, the father of a sibling’s spouse has no special name or significance, but to a dwarf, that person would be called a “greatfather”.

The head of each dwarf family, or “clan”, is called a chief or chieftain. When several families join together through marriage or other arrangements, the chieftains will choose among them a leader called a laird. The laird settles disputes among chieftains and holds his position until challenged by another chieftain for leadership. The challenge is usually settled by nonlethal combat or some other mutually agreed upon contest.

From the group of lairds is chosen the high king, who resides, by dwarf law, in the dwarf city of Bannock in the high peaks of of Kar Mog. In a fashion similar to that of each laird, the position of high king is held until challenged by an opposing laird, and the dispute is settled in the same way.