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Dominus Magisterium--Law and Order in The D&D Campaign
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<blockquote data-quote="Eosin the Red" data-source="post: 186336" data-attributes="member: 168"><p>I use a two fold method of LE in my homebrew.</p><p></p><p>If a town has an organized guard, I usually make them 2-3 level on average with commanders in the 6-8th range. While still not a threat to a powerful party, it gives pause to the PCs.</p><p></p><p>Where there is not an organized standing watch, the rule of law is handled by a noble lord and his men at arms. The main prosocuter of justice (usually not the noble) will be 5-9 th level depending on the power and wealth of the noble. These hardy marshalls know when to cut and run for reinforcements. They usually have 1-4 levels of Woodsman/Armsman/Wanderer, allowing them great versitility.</p><p></p><p></p><p></p><p>The second teir of LE is a knighthood of 12 + 1 men. They stand outside the law (in a manner of speaking) and were formed to defend against the abuses of the crown and the nobility. An Authorian like king had the foresight to realize that not all of the nobility and royalty would respect the commoners. In a kingdom where the nobility had the right of challange, painful travesties of justice are frequently performed by challanging those who could not defend themselves. The king outlawed all champions - except for the Knights of Shiel. They could interviene on any persons behalf, accepting the challange for them. They keep their number at twelve but always reserve a spot for the king who is an honorary member. Not all of the knights are combat machines but 3-4 are widely feared throughout the realms. The men wear similar armor and mask - never letting those who might be more daring know who exactly they face.</p><p></p><p></p><p>The Knights are very thin, with only 12 members - but players know that they have a 6th sence for brutal tomfoolery. They also maintain a network of spies and friends who keep them informed.</p></blockquote><p></p>
[QUOTE="Eosin the Red, post: 186336, member: 168"] I use a two fold method of LE in my homebrew. If a town has an organized guard, I usually make them 2-3 level on average with commanders in the 6-8th range. While still not a threat to a powerful party, it gives pause to the PCs. Where there is not an organized standing watch, the rule of law is handled by a noble lord and his men at arms. The main prosocuter of justice (usually not the noble) will be 5-9 th level depending on the power and wealth of the noble. These hardy marshalls know when to cut and run for reinforcements. They usually have 1-4 levels of Woodsman/Armsman/Wanderer, allowing them great versitility. The second teir of LE is a knighthood of 12 + 1 men. They stand outside the law (in a manner of speaking) and were formed to defend against the abuses of the crown and the nobility. An Authorian like king had the foresight to realize that not all of the nobility and royalty would respect the commoners. In a kingdom where the nobility had the right of challange, painful travesties of justice are frequently performed by challanging those who could not defend themselves. The king outlawed all champions - except for the Knights of Shiel. They could interviene on any persons behalf, accepting the challange for them. They keep their number at twelve but always reserve a spot for the king who is an honorary member. Not all of the knights are combat machines but 3-4 are widely feared throughout the realms. The men wear similar armor and mask - never letting those who might be more daring know who exactly they face. The Knights are very thin, with only 12 members - but players know that they have a 6th sence for brutal tomfoolery. They also maintain a network of spies and friends who keep them informed. [/QUOTE]
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