The Journal of T'Shula

Grey Warden Rank Heirarchy
"The nominal leader of our order is the First Warden, but you can expect little assistance or guidance. Even those close to The Fortress of the Grey learn to suffer alone. The murmurs are true--the First Warden is often embroiled in the politics of the World and has little opportunity to consider other matters. I believe it is a matter of survival, not of political self-interest.
--From a confidential report for the Grey Warden Captain of The Northern Continent

The order of Grey Wardens is commanded by the First Warden in The Fortress of the Grey. Below the First Warden is a Warden General, which acts as the 2nd in Command as well as General of the Grey Warden Army, should the need arise to bring the full might of the Grey Wardens to humanity's aid. Reporting to both the First Warden and the General Warden are 2 Captains of the Grey, 1 in charge of all Grey Warden Activity on each Continent. The First warden receives all political reports and the Warden General receives all recruitment, military, rumor's, etc. he then determines what would be of interest to the First Warden. Reporting to the Captain of the Grey's are Warden Commanders. These may be based on Region, City, Mission, etc. Only a Warden Commander and above has been properly trained to conduct the Joining Ritual and therefore Warden-Commanders are periodically assigned to go out and recruit fresh talent for the ranks. Apparently, small numbers make for a simple hierarchy, as no other ranks have been mentioned; the other members appear to follow a less formal "pecking order" determined by seniority (decided by time of Joining).
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The Grey Wardens
The Grey Wardens are an ancient order of warriors of exceptional ability dedicated to fighting Evil and injustice in all of the world. They are headquartered in the very place of their founding, a location kept secret by all but the most trusted, but maintain a secret, watchful presence in most of the areas within the Northern and Southern Continents as well. Their Fortress is rumored to be located in the Northern most reaches of the Northern Continent, however all adventurers that have ventured to find them or have stumbled upon them have met 1 of 3 ends. Death, Servitude, or, if found worthy, the invitation to join. The Grey Wardens are known for ignoring a recruit's race, class, social, national, and even criminal background if they deem the person valuable in terms of character or ability. Despite being invited to join by the Warden's, the Joining Ritual results in 1/2 it's participants dying. this is believed to be because not all are strong enough to hold fast against the taint of evil. Those not strong enough to hold the line against evil, fall to it. Regardless of their small numbers, the Grey Wardens have been instrumental in turning some of the greatest battles and most important decisions made, although unknown to most participants, and thus are vital to the survival of the world as a whole.

When an individual joins the Grey Wardens they are stripped of their past, forgiven of all their crimes, all their achievements ignored, and are given a new identity and new family. The Joining Ritual, which consists of the drinking of Demonic Blood, is similar to reincarnation. The ritual both kills you and brings the worthy back to life. No longer as the person you were, but as a Grey Warden. Each Grey Warden has been infected to his very core with an Evil or Demonic Taint. This infection generates a sort of 6th sense in the Warden for detecting and tracking Evil and/or Demonic presence (Demons and anything with an evil alignment). The Warden is able to determine the approximate strength (very powerful/not so powerful/etc) of the Evil as well as an approximate distance (close/far) and direction (N/NW/S/SE/etc) to said presence. If the evil is powerful enough it can gain glimpses into the Warden's mind (thus allowing the Warden glimpses into it's mind as well), however if the presence is weak enough the Warden may view glimpses of said weak creatures mind in his/her dreams without giving said weak creature a view into the Warden's mind.
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