Thegn (Character Kit)

Thegn 
Classes: Fighter, Ranger. 
Description: Thegns are the professional military of Anglo-Saxon society. They can be guards employed by eoldermen, the nucleus of any fyrd mustered by their lord, or the elite King's Thegns—the nearest equivalent to the knight. 
Role: The duties of a Thegn to his lord include aiding and organizing the fyrd, administrating the Ceorls who labor in the lands of the eolderman, and performing all military duties (such as guard duty) that lie outside the battlefield of war (i.e., those duties that are still required while no fyrd is in existence). Of all the fighting types of Anglo-Saxon culture, the Thegns are the most likely to engage in adventure, performing missions for their lord, including such traditional adventuring pursuits as keeping the land free from human and humanoid incursion and guarding trade routes. 
Secondary Skills: Although a good proportion of Thegns have been bom into the ranks of the military, some have also been elevated from the social ranks of the Ceorls. Thus, any secondary skill is relevant to characters taking this kit. 
Weapon Proficiencies:
* Required: Spear, Ax (sparte or francisca—treat as handaxes). Other weapons a Thegn may leam the use of include scramasax (dag¬ ger), seax (short sword), framea (lance), and bow (long or short). A handful may still practice the use of the falx, an old, two-handed sword with a curving blade in common use from the first centviry B.c. by Celtic and Germanic tribal warriors (treat as a longsword, in terms of weapon speed and damage). 
Nonweapon Proficiencies:
* Recommended: Armorer, Bowyer/Fletcher, Etiquette (especially for King's Thegns), Hunting, Leatherworking, Seamanship, Weaponsmithing. 
Equipment: Thegns are not limited in terms of what equipment they may own. They must initially purchase at least one weapon (spear or seax), a suit of armor (usually some form of chainmail), and a shield (small or medium). 
Special Benefits: Thegns carry all the benefits of their class. Thegns of the Fighter class may specialize normally, and, if using the Player's Option rules, they may take proficiency in Armor and Shield use. Any Thegn of 5th level or above may, subject to the campaign, be called upon to enter the ranks of the King's Thegns. King's Thegns have no living expenses beyond those required for the upkeep of land they own, since the king houses and feeds his warriors. They must, however, tithe 15% of all treasures they gain, whether from adventuring in the name of their king, or from battlefield spoils. At 9th level, a Thegn who has performed well might be elevated to the position of eolderman, unless the character previously followed the Ceorl kit. 
Special Hindrances: Thegns are bound by honor and duty to their lord. They cannot refuse an order from their superiors. The penalty for doing so is execution on a charge of treason. Wealth Options: Thegns receive the standard 5d4 x 10 gp for initial funds. Any remaining funds can be retained or converted into land. 
Races: Only Anglo-Saxons and alfen who are posing as Anglo-Saxons may become Thegns. Although any member of any race who has performed great service to a king or eolderman may hold the title of Thegn, they can never follow the Thegn kit.
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