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Warder bonds

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#1) 

Warder bonds

Post Number:#1  Postby The Keeper » 01 Oct 2009, 08:49

If you've spent any time in Robert Jordan's world (Wheel of Time) you are probably familiar with his concept of the Warder. I have borrowed this idea and added some of my own stuff to it.

Below is a list of positives and negatives to the Warder bond, but I'm also going to mention the flip side of bonding as it applies to those who use it to enslave rather than bond. Note that on Kell, my Warders are referred to as Wardens. A Warden bonds with his Ward. The bond is mutually beneficial (except in the use of it by the Lorn church). Wardens and this type of bonding are exclusive to Thanetia, although it does exist in the Cyr Domains. Lastly, there are certain NPCs that have the knowledge of the rite but are not natives or citizens of Thanetia.

The Naoighiallach I have used before. (Xacanthemlyr) They are bonded slaves, usually magic users. The bond is much like Lan and Moirane’s in The Wheel of Time series, except that this bond is not voluntary. Naoighiallach means “nine slave” or “nine hostage,” depending on your outlook. The rite to bond takes nine people. 5 clerics and 4 mages and is a Lorn church specific rite. It has to be done right with the exact ratio and amount of people. Otherwise the bond is weakened or the bondee is killed or mentally lamed. There is a fast bonding where only 2 clerics and 1 mage is used but the result is temporary only. The rite CANNOT be performed without any mage at all as this ingredient is necessary. Many, MANY attempts to bond have been tried using various ratios and amount of people. Only these two ratios/amounts have ever worked. An attempted bonding with no mages results in backwash (damage is real) on the clerics and no harm to the subject, so it’s never attempted. The ritual will not work period without a cleric. The use of other ratios are rare and even more rarely are those ratios used as a weapon with intent to harm a subject. The reason for that is that the rite still requires the use of power and the end result is often unsatisfactory in comparison to the effort spent.

Unlike the bonding rites of the Lorn church (which are actually quite rare), Warden bonding is a simple process between two people. The warden and the ward. The ward is the initiator and he/she speaks a ritualistic bonding spell. Simple, but it will bond the warden to the ward for the rest of the guardian's life. Note that this ritual is treated with the utmost respect as it involves almost a total surrender of privacy between warden and ward. Trust is paramount and serious thought should be given by both indivduals before bonding. Many bonding ceremonies are highly involved and ritualistic (beyond the simple spell) and are performed with great sanctity. Lastly, note that the ritual cannot be forced. If there is a lack of willingness at all the bonding will fail. Note that only the ward may transfer a bond, or release the bond, both of which are simple spells as well. However, transfer requires a willing recipient and releasing a bond results in severe mental trauma and depression to the ward. Rarely is a transfer of a bond desirable by the ward and most wards never wish to release a bond except under dire circumstance or some other very serious consideration. It is highly irregular to the point of impossibility for either a ward or warden to engage in marriage to anyone other than whom they are bonded to. The nature of the bond is at least as strong if not stronger than that between mates. Further, usually neither ward or warden are interested in anyone else and except where a third person may also be bonded, this simply does nothing but cause strife. Physical or unmeaningful relationships with anyone other than the ward are meaningless to both the ward and warden, hardly bear mention and in all cases do not induce jealousy.

Individuals may bond more than one person. The same importance applies. However, note that the bonuses and negatives will be split evenly between the total number of wardens bonded, up to the CON bonus of the ward (rounded down (there IS a limit). The ward HOWEVER gets the same bonuses doubled, tripled and so on as wardens are added. The good side of that is that more wardens bonded make the ward more powerful. However, the downsides when they apply can kill a ward. Death of a ward while bonded to more than one person can have devastating effects. Any ward that bonds more than one warden will take real damage where either no damage or concussion damage is indicated below.

As should be extremely evident as this point, bonding more than one warden is a dangerous (but rewarding) proposition and should only be considered by those strong enough to handle any negative effects.

Here are the positives/negatives.

Warder Bond Positives/Negatives

1. Slowdown of aging. Age one year for every 20 years.
2. +20 DB, defending ward (battle awareness)
3. +10 DB general combat (not cumulative with #1 when defending ward (battle awareness)
4. +10 RR anytime – permanent
5. +15 OB anytime – permanent
6. +20 all following skills:
a. Primary (group)
b. First aid
c. Fletching
d. Foraging
e. Frenzy
f. Subduing
g. Tracking
h. Trap building
i. Flora Lore
j. Herb Lore
k. Poison Lore
l. Philosophy/Religious Doctrine
m. Tactics
n. Combat (group)
o. Deadly (group)
p. Perception (group)
q. Survival (group)
7. Use of Ward’s PPs (ward makes ESF at level of guardian)
8. Ward may cast through Guardian (guardian makes ESF at level of ward)
9. Ward knows exact guardian location within 12 feet (unerring)
10. Guardian knows exact ward location within 12 feet (unerring)
11. Ward/guardian can sense thoughts of the other - Note that this is NOT mind reading! Both may sense what the other is thinking, but they do not mind read the other. Emotions are much stronger through this and are easily recognizable. Both will always know what the other is feeling but not necessarily why.
12. All bonuses provided by bond are reduced when ward takes damage – stop at zero
13. Ward feels all pain/stress/wounds/hunger/etc that guardian suffers (but does not take actual damage)
14. All bonuses become negatives if ward is bound/unconscious/incapacitated.
15. Guardian suffers A stress crit once every 12 hours when more than 30 miles from ward. Crit severity increases one level/12 hours for every 10 miles thereafter. Any damage from crit tables is concussion only. Guardian may not be reduced to negatives or rendered unconscious. However they may be incapacitated by loss of concussion hits. Zero hits means guardian is conscious, but immobile. Ward will not suffer any of this but will have panic attacks once every 12 hours (RR versus Fear). Ward will do anything to reduce this panic.
16. 15 may be mitigated by spells or adrenal meditation, etc. But guardian will still suffer any negatives from stress crit tables.
17. Guardian suffers any diseases/afflictions that are present in the ward. RR’s may be made but success only reduces the severity of the feeling.
18. Guardian gains any extra sensory awareness’ that ward has at partial bonus RR versus essence when gaining knowledge. Failure is -1 per each point of failure to all rolls for 1-4 hours.
19. Guardian has general difficulty focusing on any activity that is not somehow related to service to ward. -5 to ALL rolls when performing any action/skill/RR if that action/skill/RR does not pertain to service to the ward. -25 if the skill is requiring Self Discipline.

Death of Ward
All bonuses from bond become negatives. Guardian suffers B stress crits once every 12 hours and feels all effects. If in combat, guardian is stunned. Guardian may parry to protect him/her self, but will go as fast as possible in the most direct route to the last known location of the ward.

RR versus Con. 1 pt of Con loss for every 5 of failure. Extreme grief. Loss of bond/feeling with ward. All bonuses from bond remain negatives for 3 months at which point they may start to be mitigated. Even if they are mitigated there is a -5 permanent negative to all actions. This may not be mitigated by spells, magic items or objects. Guardian has a permanent sense of melancholy. Rebonding is the only thing that will ultimately prevent gradual slow death. Aging will become 2 years for every 1 year at this point.

Death of Guardian
Ward feels tragic grief. -5 to all actions for 1 year. -1 to all actions permanently or until a new warder is bonded.

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#2) 

11-24-2013

Post Number:#2  Postby The Keeper » 25 Nov 2013, 18:20

Minor edits, below…

Warder Bond Positives/Negatives

1. Slowdown of aging. Age one year for every 20 years.
2. +20 DB, defending ward (battle awareness)
3. +10 DB general combat (not cumulative with #2 when defending ward (battle awareness)
4. +10 RR anytime – permanent
5. +15 OB anytime – permanent
6. +20 all following skills:
a. Primary (group)
b. First aid
c. Fletching
d. Foraging
e. Frenzy
f. Subduing
g. Tracking
h. Trap building
i. Flora Lore
j. Herb Lore
k. Poison Lore
l. Philosophy/Religious Doctrine
m. Tactics
n. Combat (group)
o. Deadly (group)
p. Perception (group)
q. Survival (group)
7. Use of Ward’s PPs (ward makes ESF at level of guardian)
8. Ward may cast through Guardian (guardian makes ESF at level of ward)
9. Ward knows exact guardian location within 12 feet (unerring)
10. Guardian knows exact ward location within 12 feet (unerring)
11. Ward/guardian can sense thoughts of the other
12. All bonuses provided by bond are reduced when ward takes damage – stop at zero
13. Ward feels all pain/stress/wounds/hunger/etc that guardian suffers (but does not take actual damage). Ward may take stress crits if the situation is appropriate.
14. All bonuses become negatives if ward is bound/unconscious/incapacitated.
15. Guardian suffers A stress crit once every 12 hours when more than 30 miles from ward. Crit severity increases one level/12 hours for every 10 miles thereafter. Any damage from crit tables is concussion only. Guardian may not be reduced to negatives or rendered unconscious. However they may be incapacitated by loss of concussion hits. Zero hits means guardian is conscious, but immobile. Ward will not suffer any of this but will have panic attacks once every 12 hours (RR versus Fear). Ward will do anything to reduce this panic.
16. 14 may be mitigated by spells or adrenal meditation, etc. But guardian will still suffer any negatives from stress crit tables.
17. Guardian suffers any effects of disease/affliction that are present in the ward. RR’s may be made but success only reduces the severity of the feeling.
18. Guardian gains any extra sensory awareness’ that ward has at partial bonus RR versus essence when gaining knowledge. Failure is -1 per each point of failure to all rolls for 1-4 hours.
19. Guardian has general difficulty focusing on any activity that is not somehow related to service to ward. -5 to ALL rolls when performing any action/skill/RR if that action/skill/RR does not pertain to service to the ward. -25 if the skill is requiring Self Discipline. Guardian find it impossible to perform any action that would be opposed by or detrimental to the ward. It is possible to overcome this, but the skill check will automatically be set at Virtually Impossible.

Death of Ward
All bonuses from bond become negatives. Guardian suffers B stress crits once every 12 hours and feels all effects. If in combat, guardian is stunned. Guardian may parry to protect him/her self, but will go as fast as possible in the most direct route to the last known location of the ward.

RR versus Con. 1 pt of Con loss for every 5 of failure. Extremely severe grief. Loss of bond/feeling with ward. All bonuses from bond remain negatives for 3 months at which point they may start to be mitigated. Even if they are mitigated there is a -5 permanent negative to all actions. This may not be mitigated by spells, magic items or objects. Guardian has a permanent sense of melancholy. Rebonding is the only thing that will ultimately prevent gradual slow death. Aging will become 2 years for every 1 year at this point.

Death of Guardian
Ward feels tragic grief. -5 to all actions for 1 year. -1 to all actions permanently or until a new warder is bonded.

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#3) 

Re: Warder bonds

Post Number:#3  Postby The Keeper » 24 Dec 2013, 15:20

12.24.2013

Additional notes from MasterBook (my GM notebook): Warden gains Guardian Ways to 10th level. RMCI, Page 29. No cost, automatic gain. Enemies are defined as those that threaten Ward.

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Re: Warder bonds

Post Number:#4  Postby The Keeper » 27 Nov 2014, 13:25

11.27.2014:

Note, that despite the numbers and rules listed here, I am not intending to get in the way of good gaming. All of this is mainly to provide structure to the bond and the act of bonding so the player has a reference point to go by.

The gamemaster is therefore at his discretion. If PCs are bonded and follow the spirit of the process then there's really no need to hit them over the head with all of this. Assuming that doing that would not be a dramatic application of the rules.

In any case, if the GM find obsessive application of the rules it may indicate that the PCs never really should have been bonded. Should that be the case, talk it over with your players and resolve the situation with them. A mutual dissolution of the bond with no penalties can be achieved when both parties are in agreement as it implies that there was never really anything there to begin with.

I do not mention in this article the benefits or penalties regarding the Naoighiallach as that is a separate article and that bond (or enslavement) is an entirely different matter.

Lastly, being able to sense thoughts should not be interpreted as mind-reading. It's not. It's simply an ability to sense what someone is thinking or feeling, nothing more. In that respect the perception is all feeling. I.e., if a ward is quietly angry, the warden can sense that, but not why, or at who or what, or what specifically the ward's angry thoughts are (although the warden can make good educated guesses to all of this depending on the situation). It's mainly just a heightened sense of the awareness we all have when being around a person we like for a long time.

One final comment. Nothing in this thread should be construed as intent to force intimacy between ward and warden. Nothing in this thread should be construed as intent to force a particular sexual orientation. I do mention in the first post that the bond is as strong as that between mates (marriage). However, my intent in mentioning that was to show the durability of the bond rather than indicate a particular level of desire between the two.

Intimacy can and often does occur between warder and warden, particularly because through the bond there is a surrender of privacy and the bond makes marriage to anyone other than the two difficult. However, again the strength of the bond is about it's resistance to breaking or separation not about desire.

In short, the bonding process is not to be interpreted as some sort of love spell.

With that said, the relationship between ward and warden is entirely up to them. Gender, race, love, desire and sexual orientation have nothing to do with the actual bonding. Mutual respect and appreciation for each other's character are the only things that count.

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