
The castle was lost long ago, but the outlaw’s oath has never accepted its defeat.
At a Glance
- Identity: Fulk FitzWarin
- Race: Human, returned from the Otherworld
- Role: Legendary Marcher outlaw knight returned from beyond ordinary time
- Age: Appears about 40; historically lived centuries earlier
- Alignment: Chaotic Good
- Region: Whittington Castle, Shropshire and the borderlands
- Campaign status: Historical figure of an earlier century; supernatural return is campaign fiction
Fulk knows the wild marches and the secret doors of their castles as few living men do. Lords call him a bandit; poor travellers remember a mounted knight who rode between them and the tax collectors. He speaks of an English king long dead and recoils when told how many winters have passed.
Fulk FitzWarin was a historical Marcher lord and outlaw, celebrated in the medieval romance Fouke le Fitz Waryn. His death belongs to the thirteenth century, not 1454. This entry explicitly treats any direct appearance as a supernatural survival or return, not a historical claim.
Game Statistics
Original rules conversions, adapted for the campaign’s living legends and returning spirits.
Fulk FitzWarin
Medium Humanoid (Human), Chaotic Good
AC 18; Initiative +2; HP 102; Speed 30 ft.
Skills Athletics +7, Intimidation +6, Survival +5; Senses passive Perception 14; Languages English; CR 6; PB +3
Actions
Enchanted Longsword (+1). Attack Roll: +7; Hit 9 (1d8 + 4) slashing. Its enchantment is part of Fulk’s Otherworld return, not an established historical possession.
Outlaw’s Charge (Recharge 5–6). After moving at least 15 feet straight toward a foe, Fulk may make one additional longsword attack against it.
Reactions
Legendary Escape (1/Day). After an attack misses this NPC, they move up to 10 feet without provoking opportunity attacks.
Fulk FitzWarin — 5e / 2014
AC 18; HP 102; Speed 30 ft.; CR 6; Languages English
Str 17 (+3), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Enchanted Longsword (+1). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing.
Outlaw’s Charge (Recharge 5–6). After moving at least 15 feet straight toward a foe, Fulk may make one additional longsword attack against it.
Legendary Escape (1/Day). When missed by an attack, move 10 feet without provoking opportunity attacks.
Fulk FitzWarin — Pathfinder 1e
CR 7; Human fighter 8; Init +6; Senses Perception +12
Defense
AC 20, touch 12, flat-footed 18; hp 97; Fort +7, Ref +8, Will +6
Offense
Speed 30 ft.; Melee enchanted +1 longsword +12 (1d8+4); Special Outlaw’s Charge
Statistics
Str 17, Dex 14, Con 16, Int 12, Wis 14, Cha 16; Base Atk +8; CMB +11; CMD 24; Skills Perception +12, Stealth +11, Survival +11, Bluff +10; Feats Dodge, Improved Initiative, Weapon Focus
Fulk FitzWarin — D&D 3.5e
CR 7; Human fighter 8; Init +6; AC 20, touch 12, flat-footed 18; hp 94; Fort +7, Ref +8, Will +6
Base Attack +8; Grapple +11; Attack enchanted +1 longsword +12 (1d8+4/19–20); Abilities Str 17, Dex 14, Con 16, Int 12, Wis 14, Cha 16; Skills Spot +11, Listen +11, Hide +10, Move Silently +10; Feats Improved Initiative, Dodge, Weapon Focus
What Is Fulk FitzWarin Doing Now?
A claimant has uncovered a charter granting Whittington to a family that ought to have vanished. At the same moment, Fulk returns from a long-forgotten Otherworld road carrying a sword which cannot be drawn in daylight.
Encounters and Adventure Hooks
- Fulk asks the party to find his descendants before his enchanted years run out.
- A castle cellar leads to a hall in which the same feast has been served for centuries.
- A modern sheriff possesses Fulk’s outlaw warrant, still bearing a perfectly fresh seal.
Personality and Relationships
Bold, fiercely loyal to companions and impatient with deceit from officials; prone to treating recent governments as usurpers of a better, vanished order.
The heirs of the Marcher castles, guardians of ruined woodland roads and rivals who would prefer that a centuries-old charter remain buried.
Equipment and Rewards
Mail hauberk, enchanted +1 longsword, shield with weathered heraldry, old parchment warrant and a black horse that knows roads no map records. The NPC’s finest reward is an introduction, refuge, knowledge or a desperate favour: none is guaranteed to survive a double-cross.
Other Encounters
Fulk first appears outside Whittington as a mounted knight who cannot explain why the castle’s banner has changed. The current lord’s guards move to arrest him for presenting a centuries-old outlaw warrant. The party must decide whether to conceal him, bring him before the lord or test the castle cellar where the knight claims to have lost a single night’s journey.
Connections and Sources
Robin Hood · Hereward the Wake · Welsh Marches · British Isles NPCs · Fulk FitzWarin
This NPC is a campaign adaptation. Literary characters, historical individuals from previous centuries, supernatural survivals, game statistics and newly invented events are distinguished in the text.
Mythical and Historical Context
Fulk FitzWarin was a historical Marcher lord whose outlaw exploits became the subject of the medieval romance Fouke le Fitz Waryn. He belonged to the twelfth and thirteenth centuries, not to 1454. His arrival in this campaign is therefore an explicit Otherworld return, built around the still-dangerous memory of castles, land grants and oaths. Read about the historical outlaw and literary romance.
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