EN World City Project: Protecting the City (Guard Submissions)

Conaill said:
Can we get some sort of quality ranking of the different groups? Roughly in terms of average level and mix of PC vs NPC classes. Here's the way I see them:

1) Elite Guard
2) Dwarf-Guard
3) Outland Rangers, Order of the Winter Storm
4) City Guard
5) City Watch
6) Militia

And just to remind you of the average class demographics:

Paladin (Elite?), Ranger (including Outland):
1x 9th level, 1x7, 2x5, 2x4, 8x2, 16x1

Barbarian (including Winter Storm):
1x9, 1x8, 2x5, 2x4, 8x2, 16x1

Fighter, Warrior:
1x12, 1x9, 2x6, 2x5, 4x3, 12x2, 24x1
+ 350 War1 (5% of remaining population)

So 30 each of Paladin, Ranger, Barbarian. 46 Fighters, ~400 Warriors. We probably want to reduce the number of Paladins, put most of the Rangers in the Outland Rangers, and most of the Barbarians in the Order of the Winter Storm. All of the Elite Guard would be Fighters, plus some of the Dwarf-Guard. Officers of the lower-ranked groups would be high-level Warriors (i.e. grizzled veterans, rather than adventuring hero material).

That looks good (don't have to be exact but we should try to stay close to those numbers)

Figure for a large portion of the Military to have some sort of archery skill (Bow or Crossbow) as that would be the best way to fight from the wall, and most city watch members would probably use clubs for breaking up fights and such.

The Outland Rangers would all be leveled Rangers, Druids or Rogues slanting towards most being Rangers. The 9th level Ranger would probably be the level of the head Ranger, so they would all be below that level. A write up on the Outland Rangers will probably show up in a couple of days. The Captain of the Elite guard will be a Dwarven Defender (either the 9th or 12th level fighter) so if anyone has a idea for that NPC feel free. There will be a Captain of the Guard and a Captain of the Watch too. We will also need a write up on Sebastiano Palmora the General of the Armies (from Tonguez post on the first page of the Government thread).

Then there are Private guards, Caravan guards and other mercenary groups that may be outside the city. (Don't forget to reference if they belong to the Guild of Guards or not)

If anybody has any Ideas for bad guys in the wilderness or unfriendly tribes those would probably need to be at least mentioned here too.
 

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lalato said:
I hope this doesn't throw a monkey wrench in the proceedings... but we've been talking about the city's population without much thought to the region's population. The total area population is roughly 40,000. Wouldn't this increase the number of guards around?

--sam

There will probably be small forces here and there outside the wall (maybe a couple of guardtowers protecting the small communities of farmers and herders) and some nobles may have guarded estates outside the city. I think the City Defenses are at a workable number right now, the surrounding population would generate guards and warriors to protect itself not the city.

How far beyond the walls does Lady Kelvin control? In her sphere of control the local pockets of guards would most likely be loyal to her, ouside of that radius they would be loyal to who they were protecting.
 

jdavis said:
Town Militia

The Mor’s End town militia is made up of volunteers who aid the city in time of need. They must have their own weapons and armor and are responsible for their own training in how to use them. They must be able to organize very quickly in case the town is attacked or riots break out. They also help when disaster strikes the city, such as fire or flood. At present the militia numbers nearly 500 strong. In return for their service Militiamen get (well I don’t know what they get, can fill this in later). Wealthy or Noble houses normally contribute leaders or captains to the militia, for many this is a figurehead position they use to show off their civic pride in doing their duty to the city, generally these nobles fail to show when the Militia is called up unless it is convenient for them at the time.

jdavis, do you mind if my NPC, Dalvar Hammersmith, from my Trades and Craft submission, called The Downpour Alehouse, becomes the Captain of the Militia. After all, it'll need a captain and he's high enough to warrent being put in that position.

Basically my idea is that he has just been promoted to the position and with the added responsiblity, he spends less and less time dealing with the day-to-day running of The Downpour and more time dealing with militia matters. (Not a big deal since his wife and his partner's wife pretty much run the place anyway.)

I'll repost him here with some addition information about how he became the Captain of the Militia.

Cheers!

KF72
 

The only two other communities listed by Knightfall so far are Lalaton (where the heck did that one come from?), pop. 500, and Kul Moren, pop. 800.

Allies: Kul Moren (pop. 800), sand barbarian traders.

Enemies: Orcs, goblins, yak folk.
 

Conaill said:
Lalaton (where the heck did that one come from?), pop. 500

We needed a fishing village with a population of 500 so I figured I'd include a name for it too. The name pays homage to Minisiter Lalato.

:D
 

By the way, looking through the excellent Hollowfaust and these are some numbers:
Population: 22,000
Stygians (Elite Guard): 300
City Guard: 500 + 250 volunteers who take shifts on city walls.
Secret Police: 40
Unfailing (Mercenary force): Not listed
And of course the undead that the city rely on for protection, including a necromantic dragon!

Sundabar from The Silver Marche, former Dwarf Fortresss:
Population: 14,000
Army:
Shieldsar: 2,000 (!!)
Stone Shields (city watch): 200
The Watchful (Police): 50
The Argent Legion: 200

Everlund
Population: 21,500
Army: ~ 1,200
City Watch: ~200

Also jdavis, as Minister of Military affairs, you can nix or change what you don't like. Yes, EVEN MINE. ;)

(Ok right now should it be Winter Storm or Winter Wolves? Wolves sounds cooler but I thought it was quite cliche.)
 
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Military NPC Submission! (Crosspost from Craft & Trade Submission thread!)

Captain of the Militia
Dalvar Hammersmith, male dwarf War10: Medium-size Humanoid (dwarf); HD 10d8+30; 87 hp; Init +1; Spd 15ft. (20ft. base); AC 16 (+1 Dex, +5 armor); Melee +1 dwarven battleaxe +11/+6 (1d10+4); SQ dwarf traits; AL LG; SV Fort +7, Ref +3, Will +3; Str 16, Dex 12, Con 16, Int 10, Wis 11, Cha 14.
Skills and Feats: Climb +3, Diplomacy +3, Handle Animal +4, Intimidate +6, Jump +1, Profession (soldier) +5, Ride +5; Exotic Weapon Proficiency (dwarven waraxe), Leadership, Power Attack, Skill Focus (profession: soldier).
Equipment: Belt pouch (20gp), breastplate, cold weather outfit, +1 dwarven battleaxe, traveler’s outfit, waterskin, war pony w/ bit & bridle, military saddle, saddlebags.

Dalvar Hammersmith was born to a prominent clan of warriors in Kul Moren. He was raised to fight from an early age and is an expert with his traditional clan weapon, a dwarven waraxe. Thus, he felt more than qualified to become a member of the Royal Guard in Mor’s End and left Kul Moren and his clan behind.

Once in the human-dominated city he joined the Guild of Guards and was soon on his way to becoming one of the most stout, reliable members of the guild. However Dalvar became bored with guard duty and soon was forgetting to show up for assignments, as he spent more and more time in the city’s many taverns pestering adventurers and travelers for news from beyond the walls of Mor’s End. The guildmaster at the time, Henry Wilhelm, told Dalvar to either give up his obsession or leave the guild. Dalvar left the guild and everyone is glad he did. Now a successful tavern owner Dalvar can spend time doing what he loves most – chatting with adventurers and travelers, when he has the time.

For Dalvar wasn’t content to let his fighting skills go to waste. He is a proud member of the militia and has recently been promoted to captain. The previous captain, Alex Backfield, retired from the militia last year to his stedding several miles northeast of Mor’s End. Backfield chose Dalvar for the position and both the Castellan and Lady Kelvin agreed. Dalvar often visits the retired old captain for advice, realizing the man’s experience is still valuable to the city.

The added responsibilities of being the Captain of the Militia tend to keep Dalvar away from The Downpour during the day, as he and his personal squad of men spend a lot of time on active duty and helping the local watch. This has allowed him to seek out interesting escapades, such as cleaning out monstrous vermin from the city’s sewers to riding with the Outlands Rangers on rare occasion. He’s eager for the chance to prove himself and to hopefully turn the standing militia into a more crack fighting force.

Most of the time he helps run drills throughout the city every six months or so. He believes in being prepared for anything and takes his new responsibilities very seriously. He has matured to the point where he understands what is needed from him as Captain of the Militia. Gone is the easily distracted young dwarf that once dallied from tavern to tavern, although he still enjoys a good night of revelry and story telling. As long as any active members of the militia show up on time the next day, they are welcome to sit and have a mug of Dwarven Strongheart with their captain in his tavern.

Plot hook: Rumors are floating around that a foreign force is marching towards Mor’s End to lay siege to the independent city-state. The commanders of the military aren’t sure what to make of the rumors. Dalvar and his men are put on constant alert but Dalvar would like to get Alex Backfield’s advice on the current situation, as well as some strategic information the retired old captain and he discussed the last time he visited him. However, his responsibilities as captain means that he has to stay in the city and he can’t spare any militiamen to go to the Backfield stedding.

He knows of the PCs, as they have visited his tavern on occasion. He asks them to go to the Backfield Stedding and take some important plans for the Alex to look over. They are to get a written response from Backfield, as well as anything else he’s been working on for Dalvar, and return with the documentation to the city. In reality, Dalvar considers Alex to be a mentor and would prefer it if the old man came back to the city, for a while, just in case the rumors turn out to be true. He asks the PCs to try and convince Alex to come back with them. However, Alex is a stubborn man and the PCs might very well get caught outside the city defending the old man’s stedding, from an invading army, if they can’t convince him to come back to Mor’s End. Regardless, Dalvar needs the information Alex is providing.
 
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Krug said:

[i
Also jdavis, as Minister of Military affairs, you can nix or change what you don't like. Yes, EVEN MINE. ;)


So far so good, I like to justify my own choices too and I am always open to anything. As of yet nothing is written in stone, numbers can fluctuate as more information is brought in, I would really like to nail down the structure of everything and then fill in the details so keep throwing those numbers out. I am still working on trying to get a military budget draft together, all these sodiers won't be cheap. Of course from a Military standpoint you can never have enough men.

Captain of the Militia
Dalvar Hammersmith

Great, looks like he can have the job.
 

We dive into more magical territory:

The Clay Watch

A hundred years ago, when Mor's End was just starting to emerge, the Dwarf Mage-smith Igdar Worhelm created seven Clay Golems that he gave to the City. The Golems were equipped with baskets that their riders or controllers, could ride in. These baskets were large enough to fit anything up to Dwarf size. Though most of the Golems were given to Dwarves who would reside in this new city, Igdar decided to pass two each to the gnomes and halflings as well as he believed it was not wise to favour one race over another.

The Golems were divided amongst seven Houses, and the Lady decided that they would police the streets and to be used in the defense of the town when necessary. The seven houses were to be paid an equal fee by the city for doing so.

So that was how it went... for a while. Eventually, the seven Houses became increasingly divided and petty, and squabbled amongst themselves over matters of duty and work. House Drekan claimed House Silas never bothered with controlling the peace, instead the halfling guildmaster Rtuni (a halfling) was more intent on spending his days drinking and playing Gullystone, and House Imar demanded a higher fee for patroling the Squats.

House Culder's Highmaster Fherl retired his Golem, claiming it would be more helpful to conduct experiments on it to find out how to build new ones, which led to the ire of the other houses as well as the present Castellan, who balks at paying a fee for work not done. Fherl, of course, claims it is for the long term good and they should not be so short-sighted; the Golems are unable to police the city like they were used to. By making new ones, Mor's End would not suffer as badly as it has.

The Seven Houses meet monthly in front of the Tower of Clay, used by Igdar during the period where he built the Golems. Open shoving and finger pointing are evident, and the townsfolk frequently gather to watch the heated debates.

The present seven houses:
Culder controlled by Fherl, Dwarf Expert
Drekan controlled by Mistar, Female Gnome Mage
Silar controlled by Rtuni, Halfling Rogue/Mage
Imar controlled by Gharl, Dwarf Ftr
Phal controlled by Igt, Dwarf Sorcerer
Linbak controlled by Miel, Halfling Druid-Rgr
Nitstar controlled by Ghal, Gnome Rgr-Exp

Plot Hooks:
One of the controllers has been replaced by a shape-changed kobold, eager to wreck havoc. He will continue to use the Golem to patrol the streets, but is seeding dissent amongst the houses.

One of the Golems is destroyed and chaos ensues. Who will patrol the area that it used to? The house is disgraced but the controller employs the party to investigate whodidit.

A new Golem has been created! But there's something wrong with it. It runs amok and guess who has to stop it...

No time to stat them out right now... the Golems should have rapid healing abilities as long as they are in Mor's End
 

Well, I'm back from Melbourne and I spent some time on my flights thinking about the Outland Rangers...

I've read some concerns about there being an Outland Warder so I'm not sure what to do about that one yet, but I'll be putting together some of the details about the Rangers ASAP (ie next day or so) and post it here...

watch the space...!

:)
 

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