Hai. I am tirelessly (not really) working on my great campaign and have been making this rough draft to flesh out the Roadwardens. It's a solo campaign and the main character is a Roadwarden. Now I am at a bit of a loss and just wanted some comments and opinions about my ideas.
Thanks in advance
The state of the Roadwardens in the Reikland
Their organisation
The Imperial Roadwardens in the Reikland are generally more organised than their counterparts in other provinces of the Empire. Serving in one of the oldest and richest parts of the Empire they have more money to spend on men and equipment and are closer to regular militia units compared to the lone adventuring Roadwardens of other parts of the Empire.
On the other hand they have a stricter hierarchy, more regulations and more eyes on them. For instance, any given Roadwarden group is tasked with a particular stretch of road and are expected to not wander about beyond it.
Their numbers
Imperial Roadwardens patrol the highways and main roads in groups of six, one of which is the sergeant. Within the group they are then further divided in pairs and given a specific part of the group’s jurisdiction to safe guard. This on paper; in practice the life of a Roadwarden, even one serving in the very centre of the Empire, is short and brutal. The Grey Mountains looms on the horizon and if not fighting the greenskins the ‘wardens frequently find themselves fighting ambushes from beastmen, mutants and bandits under the oppressing shadow of the Reikwald.
This means that any given group rarely is at full strength and as a result is hard pressed to cover their whole jurisdiction. However, being a ‘warden has ever been a job for hard men and the sergeants are well used to making do with what they got, even though they are supposed to come back in when under strength. Many an adventurer from the Reikland has started his or her days being field promoted to the ‘wardens. Any successful sergeant has long learned to spot a likely recruit on the roads and inns.
Famous and important leaders and persons
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Their resources
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The laws they uphold and the power they wield
Roadwarden legal powers in the Reikland as per edict from the Elector Count of Reikland and Emperor Karl Franz in the year of Sigmar 2478
Article I
The powers to pursue, detain, and arrest any known fugitive or suspicious person that they encounter.
Article II
The power to stop, question, and inspect the goods and cargo of, any citizen who travels on a road, highway, or legally recognized path of the Empire. This right does not extend to rivers and other waterways.
Article III
The right to freely cross into any province or private land, excluding territory directly controlled by an Elector Count or a territory that has men marked off-limits by the council of the Elector Counts. This right applies only on roadways and legally recognized paths – once a Roadwarden passes the borders of a settlement, town, or city, he is subject to its laws.
Article IV
The right to use lethal force, both when pursuing suspects and in self-defence.
Roadwardens who kill a suspect whilst in pursuit must answer to their superiors and explain why the death occurred.
Article VII
The right to muster able-bodied citizens for the creation of posses in order to aid in the pursuit and arrest or elimination of threats. They can deputize individuals for short periods of time.
Article XI
No citizen may stop or hinder a Roadwarden in his duties.
A Roadwarden cannot be stopped and searched by regular authorities unless severe evidence can be put forth against him.
A Roadwarden must be able to produce his legally obtained writ upon asking and within reasonable time.
Article XVII
A Roadwarden must report any and all suspicious activities observed during the course of their duties.
Article XX
Priests of the recognized Cults of the Empire, as well as Cultists on pilgrimage, may not be stopped or hindered by a Roadwarden, although they must answer questions posed to them.
Article XXVI
No Roadwarden can allow a Greenskin, Beastman, Mutant, servant of Chaos, or practitioner of the Dark Arts to live. Willingly allowing one to escape can result in torture, interrogation and/or death.
(most of the articles are taking from a WFRP2 supplement btw)