Some of you may be familiar with my home campaign. I’m running this campaign in my own setting, and though I’m incorporating quite a bit from the core D&D mythos (deities, some place names, the cosmology, and so forth), a lot of what I’m using is my own creation. I call this setting Wild Blue; it’s just a name that sticks in my head, probably because airships are a common mode of transportation in the setting. At any rate, I’m starting a recurring column on this blog, in which I’ll share a piece of my setting with you. Anything I share under this column will also likely go up on my campaign wiki, for those who read it.
The organization known as the Queen’s Wardens started off as a religious organization, back before the Demesne had a name. Back then, the territories now known as the Demesne were colonies of the Ludannese Empire, a vast empire across the sea that the people of the Demesne have long since lost contact with. The Queen’s Wardens were formed by Queen Fariah, one of the Emperor’s many queens, and–more importantly–the one who had been entrusted to oversee the colonization effort.
The original purpose of the organization was twofold. The first was to tend to the spiritual needs of the various colonies. Each Warden was a fully ordained priest of Bahamut, Pelor, or Avandra, regardless of that Warden’s particular skill set; investiture was part of the ceremony of joining. The second purpose of the Wardens was to protect the colonies from outside threats, such as monsters, pirates, and bandits. The Wardens were very much a militant organization, and most Wardens were trained far better than the average soldier, though there were considerably fewer of them.
Eventually, Queen Fariah rebelled against the Ludannese Empire, seceding from it and creating the Demesne. The Empire showed a token effort to reclaim the colonies, but they had more pressing matters to attend to on the homefront, so the Demesne was largely forgotten and left to its own devices. The Queen began relying more and more on the Wardens to keep the peace; not everyone was happy with her decision.
Over the years, the nature of the organization shifted. Pragmatism forced the Wardens to accept skilled individuals of different faiths, or even people who did not follow any particular god. As more and more of these individuals were inducted, the Wardens became less and less a religious organization. At the same time, they were given the authority to enforce local and royal law, as well as to hunt down and detain criminals. Eventually, some Wardens were given missions to recover important relics or powerful magic items, to root out the lairs of powerful monsters, or even to perform covert missions such as theft or assassination. The Wardens became a multipurpose organization, though the organizations overarching goal was always to further the goals of the Queen and, by extension, the Demesne at large.
As it stands now, the Wardens are a sort of state-sanctioned adventurer’s guild. They still have the authority to enforce laws, and they are still given assignments and are expected to comport themselves in a manner befitting their station. They are, however, given an extremely long leash, and nearly all Wardens are free to accept private contracts whenever they are not actively undertaking a mission for the Queen.
As a tool for running a game, the Queen’s Wardens make for a great way to start a campaign off. If all of your players belong to the Wardens, then there’s a built-in reason for them to be adventuring together. In addition, you can use the Wardens to occasionally introduce and incentivize adventure hooks, while still allowing your players free reign to do what they want to most of the time. You can also grant benefits based on their standing within the organization, and based on their level. For example, the PCs in my home game are all Journeyman Wardens now, and I’ve told them that this entitles them each to requisition a potion of healing once per level. As they increase in level, this benefit will as well. During the paragon tier, you could increase the value of the potion, and you might consider giving each PC one free casting of the Raise Dead ritual during their career. As you move into epic tier, they’ve likely outgrown the organization somewhat, if they don’t run it outright by that point. If they do run the Wardens, feel free to give them commensurate benefits (such as the ability to send other people on missions).