1. Organizations

Guardians of Rusheme

Druidic Sect

When the pirate lords established their outpost in Stormreach, an old hill giant came to them. She called herself Rushemé, and she warned them of an ancient curse upon the land. When the captains dismissed her tales, the crone departed peacefully and never approached the pirates again. A group of giants was camped nearby, and the trade goods they offered were a boon to the human settlers. This tent city remained as the new Stormreach took shape, and it came to be known as the Tents of Rushemé. The giants of this place are peaceful folk, and the majority of them are hill giants; the lords of Stormreach doubt that these dim-witted creatures could be hiding any great secrets.

They are mistaken.

Rushemé was not the name of a woman. It is a concept: the peaceful spirit of the land, the resting soul of Xen’drik. The wandering nomads who carry the name seek to live in harmony with the land and to avoid the horrors unleashed in the past. For most, this is a matter of holding to the simple nomadic lifestyle. But a few take on greater duties. They are shamans and storytellers, who tend to restless spirits and record the rise and fall of the unwise. And a few among them are champions who ensure that when doom rises once more, it is confined to those who set it in motion. These are the Guardians of Rushemé.

Most of the Guardians of Rushemé are giants, but a few among the little people have been brought onto the path. For all their strength, the giants are a simple folk and rarely reach the heights of skill that a player character can attain. The elder known as Gaulronak has a keen eye for the potential that lies within the smaller races. When he sees someone who is truly worthy, Gaulronak shows her the way to Rushemé.

Joining the Guardians

Those who have a bond to the natural world or to the realm of spirits are most welcome among the Guardians of Rushemé. Druids, rangers, and spirit shamans (CD) are all respected for their gifts. Preservation of knowledge and the telling of tales are equally important, and bards have a role to play in the order. Wizards and artificers are rarely accepted, since dabbling into the arcane has brought great tragedy to Xen’drik.

Although anyone can seek membership in the Guardians of Rushemé, not even a rushem’dal can grant this status. The initiate must find a connection with Rushemé itself by way of an adventure that leads the character into the wilds of Xen’drik. A seeker could be tasked to overcome a lingering fiend from the Age of Demons, to speak with the roc Kraa’ark Lors (page 128) and obtain his blessing, to earn the trust of one of the oldest drow priests of Vulkoor, or to face any challenge the DM deems appropriate. A rushem’dal can set an adventurer on this path; however, the attempt is doomed to fail unless the character has an affiliation score of at least 0 when all one-time modifiers are applied.

Playing a Guardian

For a Guardian of Rushemé, it is important to understand the concept of Rushemé itself. The rushem’dal say that the land has a soul, and that all lesser creatures are manifestations of that greater spirit. When mortals die, they return to the land to be reborn. Some concepts are strong enough to exist as independent spirits; in the eyes of Rushemé, the drow deity Vulkoor is simply one of these lesser spirits, the essence of the Scorpion. As a Guardian, you must come to recognize and respect these powers, from the land itself to the minor spirits that guide your comrades.

But darkness covers the land. The soul of Xen’drik is riddled with cancers, horrors produced by epic magic and the wars of the elder giants. These ancient curses and twisted spirits cannot be destroyed, and it’s not always possible to prevent the foolish from unleashing this darkness. In such cases, all that can be done is to record their folly and ensure that a small disaster does not spread into a greater cataclysm. So it is with Stormreach. The rushem’dal know that it is only a matter of time before the city falls. You might disagree, and the elders will not fault you for trying to save your people; perhaps you will postpone their doom for a few more decades. But ultimately your duty lies beyond Stormreach, ensuring that when it is destroyed, the terrors unleashed do not spread to the world outside.

In choosing this path, you have become a bridge between two worlds. You are an adventurer from a civilized nation, a force that seeks to expand and explore. But you are also a guardian of ancient traditions, aware of the fact that there are things best left unknown and that progress isn’t always for the best.

If you are a humanoid in a society of giants, you might feel like an interloper. However, the other Guardians look to your spirit, not your body, and they consider you a younger brother. As a young Guardian, it is your duty to learn as much about the land as possible. You must find out which spirits can be placated and which must be opposed, memorize the tales of the past, and come to terms with the many threats of the shattered land. If you are good, you approach your duties with compassion, seeking to protect the innocent for as long as you can. If you are evil, you might be more pragmatic; in maintaining the peace, you protect yourself.

Combat

The Guardians of Rushemé seek to avoid unnecessary violence. They win their battles through observance of rituals and preservation of knowledge. If you are a nongiant, you take a more active role—fighting fiends instead of limiting the damage that they cause. What is most important is to use knowledge as a weapon rather than relying on brute force. Understand what you face. Learn what has defeated it in the past. Act with wisdom instead of anger, and you are following the path of Rushemé.

Advancement

Advancement within the Guardians of Rushemé is a question of spiritual evolution. You rise by carrying out missions for the rushem’dal, but the elders do not promote you; rather, as you serve the cause, your bond to the land grows stronger until you attain the next rank on your own.

Missions

The Guardians of Rushemé watch troubled areas, recording the fate of those who are drawn to the darkness and refuse to see the risks. They perform rituals that they believe hold these forces at bay, limiting the impact of the Du’rashka Tul (SX 53) and similar disasters. These might just be superstitions, but the Guardians believe that these patient measures, gathering knowledge and following tradition, are vital to the protection of the world. A ritual mission might involve transporting a stone idol a thousand miles, following as precise a path as is possible considering the Traveler’s Curse (SX 25). Although the act might seem meaningless, the elders believe that it reinforces the lifeline of Xen’drik itself.

Sometimes, however, more direct action is required. In the recent past, the Guardians gathered en masse to oppose the Battalion of the Basalt Towers (page 125). But the giants of Rushemé are peaceful folk, ill prepared for such battles. This is where you come in. You are a child of a violent and chaotic world, a world of metal and magic. Your people have upset the balance of things, and that makes it your role to set things right. You might have to face the binders of the Basalt Towers or other natives of Xen’drik. But you are more likely to deal with the actions of foreigners—dwarves who have dug too deep, humans who have pressed too far, even yuan-ti or dragons who have come from afar and upset the balance. In the eyes of the elders, this is what has brought you to Xen’drik. You are the agent of balance, the force that will undo the damage caused by others of your kind.

On rare occasions spirits of the land, beings that advise and empower through divine channeling, choose to speak to a Guardian of Rushemé. This is a great honor, and the manifestation of such a spirit is typically the beginning of a long and dangerous struggle.

Guardians of Rusheme in Stormreach

The Guardians of Rushemé are a source of warnings and information. They will not save Stormreach, but they might reveal information the humans need to save themselves (or at least survive for a few more years). The organization as a whole is a passive force, but individual champions—whether human or giant—might step in to assist adventurers. And extraordinary events such as the Basalt Towers’ attack on Stormreach could drive Rushemé to action, placing an army of giants alongside the adventurers.

Although similarities abound between the Guardians of Rushemé and the Gatekeepers or the Ashbound druids, they are not the same. The Guardians know that arcane magic is a path to destruction, but they believe a wizard has a right to walk that path; a Guardian will simply record his downfall and seek to limit the harm he causes to the truly innocent. Beyond this, although the Guardians make use of natural magic, they revere the power of Rushemé—the spirits of Xen’drik. The true nature of this force is a mystery. Clearly some force empowers the Guardians and can even engage in divine channeling. Perhaps it is the continental soul the giants believe it to be. Or perhaps Rushemé is the spiritual host of the titans, ancient and mighty beings who bound their souls to Eberron in their quest to escape death. Perhaps it is a force from Lammania, or a lord of Thelanis toying with mortals. The true nature and motive of Rushemé can have a tremendous impact on the role of the Guardians in a game.

Many among the rushem’dal blame the dragons for the downfall of Xen’drik and the original blow to the soul of the land. They say that the gift of magic was a hostile act—that the dragons knew what would happen, and gave the giants the tools required to destroy themselves. The elders also oppose those foolish enough to seek to regain this power, including the Scriveners of the Sky, the Dominion of Purity, and the Battalion of the Basalt Tower. The inhabitants of the Tents of Rushemé are largely a passive force, but explorers in the depths of Xen’drik could easily encounter a team of jungle giant (SX) rangers determined to prevent them from crossing an ancient line.

Only a few Guardians live among the Tents of Rushemé. The rushem’dal of Stormreach is a venerable giant named Gaulronak (N male hill giant druid 6). Although the giants know of the important role that he plays and respect his wisdom, Gaulronak rarely reveals his influence. He sells fruits and rare herbs at a tent near the city gate, sharing stories with anyone who will listen. He has lived in the region for almost two hundred years, and he possesses remarkable intelligence and charisma for a hill giant; he has befriended the merchants and citizens of the city and served as a liaison between the Tents of Rushemé and the Storm Lords on numerous occasions. Now and again, he repeats the warning that his grandmother brought to Stormreach, cautioning the Storm Lords that they could still escape their doom, but his words are always dismissed.

Gaulronak is the watcher of Stormreach, but a second rushem’dal occasionally comes to the city. Kularket (N female jungle giantSX spirit shamanCD 9) is one of the strongest spellcasters among the Guardians. Her tribe lives in the heart of the deepest jungles, but she occasionally uses transport via plants to visit Gaulronak and study the cursed city. During the Fire Storm, Kularket led the forces of Rushemé in their stand against the Basalt Towers. Kularket prefers to avoid dealing with the little people, but she might assist adventurers who have become champions of Rushemé.

Structure

The Guardians of Rushemé follow a simple hierarchy. Members are expected to heed the wisdom of those of higher rank, but they are never required to obey them. Rank is a matter of spiritual advancement, and personal politics don’t enter into it. Most Guardians are hill giants, stone giants, and jungle giants (SX 77).

In addition to guiding the Guardians, the rushem’dal serve as community leaders for the giants around them. They are expected to provide guidance and to help their people live in harmony with the land. Lower-ranking members gather knowledge and perform the rituals that preserve the spiritual balance.

The role of champion is one that stands outside of rank. Those chosen for active duty can be rushugan or rushem’dal; it is the spirits that call a hero to battle, and it is not for the elders to decide if the call is justified.

NPC Reactions

Few people outside the tribes of Rushemé have any real understanding of the Guardians and their duties. As a result, most people are indifferent toward agents of Rushemé. Within tribal communities, a known Guardian of Rushemé will receive a friendly reaction. Since the Guardians can recognize one another, they are helpful to others of the order.