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The
Caretakers, the Protectors
Copyright 1999 by Brant
Casavant
NB: The Guardians were first introduced in the Planes
of Conflict Player's Guide.

"Purity
and morality are not things to be forced. In forcing
goodness upon people who do not wish to be good the whole
philosophy behind being good is lost. It is the opinion
of this speaker that when a creature is forced to do
something it does not like, it resents what is being
forced upon it. Case in point: just as a slave resents
being forced to toil for his master, a person who is not
good by nature resents being forced to be good."
"Although
I agree with my esteemed colleague that the ideals and
philosophies of morality must be spread, I do not believe
that the Order of the Planes-Militant's doctrine is the
correct method of establishing goodness throughout the
multiverse. Example: the Brethren have been establishing
cells of their agents in the various good-natured planes,
such as Bytopia. The cells' mission is to preach that
which is good and lawful to the inhabits of those planes.
But are these missions not exercises in futility? Those
individuals who do not follow the ideals of the Brethren
will, as suits their nature, ignore the preaching and the
sermons of the Order, while those who already follow the
tenets of the Brethren's philosophy will, of course,
listen and follow. Therefore, the idea that by 'spreading
the word' people will follow is inherently flawed, for
those who do not wish to listen, won't. And those are the
individuals that we are attempting to reach with our
message."
"It
is the belief of the Guardians that we must simply defend
that which is already good. By protecting planes such as
Elysium, as well as other good-natured planes, burgs,
temples and the like, we prevent the spreading of
wickedness to those areas which are pure at heart. Those
people who wish to live good, pure lives may find their
way to our strongholds of hope, and through that, we are
spreading the word. In the end, it is not about spreading
and enforcing morality throughout the planes, but simply
providing a blueprint, an example, by which others may
make their own decisions and, gods willing, decide
appropriately."
-- Excerpt from
a debate between Prince Azlan, Prince of the Guardians,
and Indigo the Stutter, of the Order of the
Planes-Militant, over what is the best possible way to
spread goodness.

"Who are we
to decide who must and mustn't be pure at heart?"
-- Ratim the
Quick, a Caretaker

Sect
History
The
Caretakers are a very old sect, dating back a dozen
centuries or more. It is believed that the first
Guardians were simply good-aligned mortals who followed
the guardinals around, aiding in their battles as best
they could and helping in any way possible. These
proto-Guardians, as it were, admired and respected the
guardinals, who their mortal followers saw as the epitome
of goodness. Mortals began flocking around the guardinal
species they respected most -- ursinals, avorals,
leonals, et al. These individuals began spreading out
across the planes, defending the weak and accomplishing
all sorts of good deeds. A great deal of them stayed in
Elysium, however, protecting that plane from evils that
were too trivial for the guardinals to combat, but
dangerous enough not to be left to their own
devices.
It
wasn't long before these righteous defenders began to
recognise each other as such. Whenever two of these
people met they would tell each other of news from across
the planes, as well as what they had been doing for the
past couple of months. They still weren't a sect,
however, just an affiliated group of like-minded folks.
It wasn't until about a dozen centuries ago that the
group finally organised itself into a sect, under a
brilliant elven leader named Risk Ty-Thall. The
newly-formed sect took up the name "Guardians", to
reflect both their respect for the guardinals and to
summarise what exactly they did. They were Guardians,
protectors of those who could not protect them
themselves, and defenders of untainted good.
The
Guardians policies did not change with their organisation
as a sect, however. Guardians still wandered the planes,
coming and going as they pleased. No "sect headquarters"
was established, nor were any councils or legislative
bodies established. In fact, the only council ever formed
by the Guardians in their early years was to discuss what
the sect symbol should be, and that council only lasted
two or three weeks. But besides that, business was
conducted as usual. Whenever two Caretakers met, they
would exchange stories and news, and then be on their
way. Their formation as a sect only granted them a title,
a name by which all others could address them.

The
Sectol
The
sectol of the Guardians is referred to respectfully as
"the Prince, in reverence the leonal Prince of the
guardinals. The Prince is a leader in name only -- he
does not declare crusades, announce sect policy, or give
orders. He simply acts as the primary representative for
the Caretakers. If a cause is worthy enough, a Prince can
summon all the Defenders from across the planes to
Elysium. There, the Prince is expected to explain the
situation, and lead the effort, be it offensive or
defensive. It is exceedingly rare for a Prince to summon
all the Guardians back to Elysium, although it has
happened on a few occasions.
To
become a Prince is an exceedingly confusing process. The
Prince is not elected by his peers, nor does he have to
endure a trial by combat against the previous Prince, nor
is he selected by the previous Prince. When an old Prince
dies or resigns, word gets around to the other Caretakers
through word of mouth. Then, individual Caretakers start
saying who ought to be Prince and why. They spread their
opinions to other Caretakers, who then argue it, agree
with it or form a compromise, and then spread that
opinion to the next one. After a year or so, all the
Guardians are in agreement that so-and-so should be
Prince, and then that person is. Somehow, this system
works, and has worked for many centuries now.
The
current Prince of Guardians is a half-elven fighter-mage
named Azlan. Azlan has been Prince for little over fifty
years now, and is one of the most powerful Princes to
grace the Guardians with his allegiance. The half-elven
Prince can be found wandering Elysium's layers with a
large retinue of mage advisors and warrior bodyguards,
keeping up with the current chant and looking out to help
those in need.
Azlan
Male half-elf planar
Prince of the Guardians and 13th-level
fighter/mage
Neutral Good
Str: 16
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Int: 18
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HP: 63
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Dex: 18
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Wis: 25
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AC: -1
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Con: 15
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Cha: 17
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THAC0: 8
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Spells/Level:
5 / 5 / 5 / 4 / 4 / 2
Equipment:
Amulet of Defence +5, Ring of Protection +2, Longsword
+3, Staff of the Magi
Spellbook:
(* denotes spells usually memorised)
1st: Armour, Avoid Planar
Effects*, Burning Hands*, Cantrip, Charm Person,
Comprehend Languages, Detect Magic*, Detect Undead,
Friends, Jump, Magic Missile*, Protection from Evil*,
Shocking Grasp
2nd: Continual Light*,
Detect Evil*, Detect Invisibility*, Flaming Sphere,
Knock, Know Alignment*, Melf's Acid Arrow*, Web*, Wizard
Lock
3rd: Dispel Magic*,
Fireball*, Fly, Gust of Wind, Haste*, Hold Person*, Hold
Undead, Lightning Bolt*, Water Breathing
4th: Emotion*, Evard's
Black Tentacles, Fire Shield, Ice Storm*, Leomund's
Secure Shelter, Polymorph Other*, Wall of
Ice*
5th: Bigby's Interposing
Hand*, Conjure Elemental*, Major Gate Ward*, Telekinesis,
Teleport*, Wall of Iron
6th: Anti-Magic Shell,
Chain Lightning*, Control Weather, Reincarnation, True
Seeing*
Sect
Headquarters
Elysium,
the plane of ultimate good. Law and Chaos do not matter
here -- all that matters is the accomplishment of
good.
The
Guardians do not have a central headquarters per se, but
all Defenders recognise Elysium as their "home plane" for
two reasons. First, it is the home of the guardinals,
which all Caretakers acknowledge as being the epitome of
what true goodness is. Second, Elysium is, in the minds
of the Guardians at least, the home of absolute good. It
is not tainted by the strict nature of Law, nor is to the
random hodgepodge Chaos. It is simply good. For these
reasons the Prince of the Guardians generally makes him
home on Elysium, to symbolise the relationship that all
Guardians have with their parent plane.
Role-playing
the Guardians
Role-playing
a Guardian is rather simple, although being a Guardian is
anything but easy. The Caretakers are a laid back group,
and don't expect too much from their members. Therefore,
a Caretaker player-character will never have to worry
about being ordered around by some high-up berk, nor are
they restricted to their home plane, like the Anarch's
Guild is. A Defender player-character can latch himself
onto any adventuring/mercenary group he wishes. He may go
and do whatever he desires -- so long as it is
accomplishing some form of good. Although there are no
rules forbidding Guardians from fraternising with evil
berks, most Caretakers tend to stay away from them
anyway. The two philosophies simply clash too
much.
A
Defender player-character is generally a very relaxed
fellow. He won't force his beliefs on anyone who doesn't
ask him about them first, and he'll strive to protect
innocence from corruption and wickedness. Although a
Caretaker player-character will never embark on an
evil-smiting crusade, he won't stand idle by and let a
village of peace loving peasants get massacred by a
baatezu squadron.
Membership
The
Guardians don't have any real membership requirements. If
a person wants to join the sect, he'll get in somehow.
Sometimes a Guardian-wannabe will bump into a real
Caretaker, who'll introduce him to the ways of the sect.
Sometimes he'll journey to Elysium where a friendly
petitioner will show him to the house of the local
Defender. It doesn't really matter, though, because
anyone who wants to join, will.
Now,
one would think that this kind of system would lead to a
lot of spies and infiltrators among the Guardians, but
nothing could be farther from the truth. Evil and selfish
berks don't want to join the Caretakers -- why spend all
your life defending people and places you really don't
care too much about? Evil characters are generally too
self centred to want to join such a giving sect, which
means that only good characters join. The Guardians'
philosophy is just to strict for evils to
enlist.
Structure
None
to speak of. Unlike other sects and factions, the
Guardians don't have a pyramid of leadership. They only
have the Prince, who acts as a representative for his
sect when among other groups. Each Guardian is
independent and free, expected to do his job as a
Caretaker without having to be given orders from a
boss.
Allies
& Enemies
Due
to their go-with-the-flow attitude, the Defenders get
along with pretty much everyone.
But
I did say "pretty much". There are some factions that the
Guardians don't get along with, and the feeling is
mutual. The Guardians can't stand the Harmonium and Order
of the Planes-Militant, with their in-your-face attitudes
and my-way-or-the-highway philosophies, nor do they like
Doomguard and the Bleakers, because of their inherently
"evil" nature. The Guardians don't organise any kind of
opposition to these groups, though. They simply try to
avoid them.
Advantages
& Disadvantages
The
Guardians let their members roam free, and hardly ever
place responsibilities or duties upon their shoulders.
Therefore, Guardian player-characters don't have to worry
about being bossed around by higher-ups.
And
because the Guardians are such a widespread sect,
information about the goings-on in the planes spreads
pretty quick. If there's something that a Defender
player-character wants to know, then he can make short
work of finding it out simply by asking other
Defenders.
The
final advantage to being a Guardian is their reputation.
Among the good-aligned planes, the Guardians are accepted
as friendly, helpful individuals who should be respected
and, in turn, helped if possible. Among the evil-aligned
planes, however, being a Guardian is hardly a good
thing
The
primary drawback to being a Caretaker is the necessity to
neutral. Guardians are not allowed to engage in
politicking or machinations of any sort -- they must
constantly strive for the higher good. A Defender must
always strive for the greater good, and cannot dedicate
themselves to any of good's "alternate" forms.


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