The Social Organizations: The Guardians of the Shield

Allied to the Knights of the Banner and the House of Healers, the Guardians of the Shield are a well-trained and highly-organized group of men and women dedicated to the Crown, to the service of the Sar, and the protection of the Realm's cities and citizens.

Officially recognized by Sar Regenta X in 888 CE, the organization actually began in Sarhall during the unlawful reign of Sar Wescan V, who assassinated Regenta IX to take the thrown. The town guard and members of the Royal Banner, led by Lord High Seneschal of Sarhall named Turun (a Curi name meaning "wall" or "shield"), helped in the removal of the usurper king. To this day, the Lord High Seneschal of Sarhall is still the commander of all the Guardians. Furthermore, as part of their official recognition, the white mistics of Sarhall evoked a great calling to grant Guardians special powers similar to those gained by the Knights of the Banner.

The Guardians serve as elite members of the city guard all across the Realm. They often rise quickly through the ranks to become sergeants and captains of the militia. They wear their golden surcoats with honor and pride--the symbol of the Guardians is a shield emblazoned with a radiant sun. The Guardians are the upholders of the law, the bringers of justice, and the protectors of the innocent. If not serving in a town or city, members of this stalwart organization are often assigned to guard caravans, ambassadorial trains, and royal ships. They are friend and protector of the House of Healers and the Silver Guild.

A character of Rule of Knowledge cannot become a Guardian of the Shield. All Guardians must wear at least 6 hit-point armor at minimum on their torso, though chain mail is preferred, and they favor the arms combination of long sword and shield. The Guardians follow a simple code, based on the hero-knight Sir Ilius's Ten Codes of Honor:

1) Thou are a keeper of law and justice. Thou shall uphold the laws of the land and loyally serve the Crown.
2) Thy city is thy charge. Thy charge is thy honor. To bring harm to thy charge is to harm thyself and thy honor.
3) Thou shall always aid and protect the innocent, the young, the weak, and the weary.
4) Thy shall follow a strict code of authority and provide honor and respect to those deserving by their station.

The requisites for the Guardians of the Shield are as follows (calculated for Rule of Arms):

RANK

REQUISITES

POINTS

GAINED BENEFITS

Guardian, 1st Rank

Immunity to Fear 1
Leadership 1
Courtier 1, Streetwise 1
History 1, Nautical Lore 1
Tracking 1, Aid 1
Waylay 1
Organization 1

27

• membership
• Organizational perk: Wealth (stipend of 1 Crown per rank per event)
• Organizational skill: Looting 1
• Organizational ability: invoke Light x 3 a day at will

Guardian, 2nd Rank

Immunity to Fear 2
Leadership 2
Courtier 2, Streetwise 2
History 2, Nautical Lore 2
Waylay 2, Aid 2

30

• Organizational ability: invoke Translation x 3 a day at will

Guardian, 3rd Rank

Immunity to Fear 3
Leadership 3
Courtier 3, Streetwise 3
History 3, Nautical Lore 3
Waylay 3, Aid 3

45

• Organizational ability: invoke Detect Traps x 3 a day at will

Guardian, 1st Officer

Leadership 4
Courtier 4, Streetwise 4
Aid 4
Constitution 1
Feat of Strength 1
Organization 2

58

• awarded Guardian's Shield (permanent magical shield, cannot be destroyed)
• Organizational ability: invoke Truthspeak x 3 a day at will
• Organizational perk: Wealth (stipend increased to 5 Crown per rank per event)

Guardian, 2nd Officer

Leadership 5
Courtier 5, Streetwise 5
Aid 5
1st Primary Skill 2
any Language
Constitution 2
Feat of Strength 2

61

• Organizational ability: invoke Detect Magic x 3 a day at will

Guardian, 3rd Officer

Leadership 6
Courtier 6, Streetwise 6
Aid 6
Constitution 3
Feat of Strength 3

72

• Organizational ability: invoke Seal/Unseal x 3 a day at will

Guardian, 4th Officer

Leadership 7
Courtier 7, Streetwise 7
Aid 7
Constitution 4
Feat of Strength 4

89

• Organizational ability: invoke Awaken x 3 a day at will

Guardian Sergeant

Immunity to Fear 5
Aid 8
1st Primary Skill 3
Tracking 3
Status 1
Organization
3

91

• Organizational ability: invoke Detect Invisibility x 3 a day at will
• awarded Guardian's Weapon (permanent Electrum weapon)
• Organizational perk: Wealth (stipend increased to 10 Crown per rank per event)
• Organizational perk: issue a Warrant for Arrest

Guardian Lieutenant

Immunity to Fear 7
Aid 9
1st Primary Skill 5
Tracking 5
Waylay 4

96

• Organizational ability: invoke Mend x 3 a day at will

Guardian Captain

Immunity to Fear 8
Leadership 8
History 5, Aid 10
1st Primary Skill 7
Tracking 7

116

• Organizational ability: invoke Heal Critical Wound x 3 a day at will
• Organization ability: Physical Defense level 1

PRIMARY SKILLS: Armorsmithing, Legend Lore, Mineral Lore, Music Lore, Plant Lore, Poison Lore, Weaponsmithing

A First Officer Guardian is often awarded a permanent magical shield that functions as per the fourth level Earth spell Greater Shield. Upon reaching the rank of Guardian Sergeant, a member is awarded a permanent magical weapon usually enchanted with the third level Earth spell Electrum. These items are considered personal and cannot be taken from the character nor can they be used by anyone else than the Guardian.

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