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

Although I find the golems imaginative... I have serious reservations about having them in a fairly "low" magic city as Mor's End. They just don't seem to fit with what we're describing everywhere else.

If everyone else loves the idea, I'll shut up, but I think the golems seem quite a bit "out there".

--sam
 

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I don't know much about golem creation... what sort of level mage does it typically take to create one of these puppies? I'd say if it's 10th-12th or so it *might* be appropriate.

But I agree, this would be the highest piece of magic we've got in the city so far, and it would definitely make it less scaleable. One solution might be to provide alternative stats for the golems: in one version they may be nearly falling to pieces for example.
 

I summoned a chart to help everyone visualize the way the military around Mor's End might be organized. I see from the above that this is a running discussion so all items in the chart are flexible. (I'm merely providing assistance:)

Minister of Military Affairs...can you provide me with specific totals of the below groups?
Also, is the reporting structure correct as you all see it so far?
I'll update as the thread continues. I'm finding charting this info out is making it a lot easier for me to follow along.

Yours in all wizardness.

gary:)

chart deleted here and moved further down thread:)
updated 3/18/03...
 
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wizardoftheplains said:
I summoned a chart to help everyone visualize the way the military around Mor's End might be organized. I see from the above that this is a running discussion so all items in the chart are flexible. (I'm merely providing assistance:)

Minister of Military Affairs...can you provide me with specific totals of the below groups?
Also, is the reporting structure correct as you all see it so far?
I'll update as the thread continues. I'm finding charting this info out is making it a lot easier for me to follow along.

Yours in all wizardness.

gary:)

Beat me to it but your chart looks much better than what I was working on.

There will be a Captain of the Watch and a Captain of the Guard under the General, they will be responsible for the group in their title, they will be career military men where the General will be more of a political appointment (although I am sure he is capable). Dalvar Hammersmith is the Captain of the Militia, that is a purly volunteer based group. The Muster has probably not been called in years if not decades, it is for emergencies only. The Kul-Moren Dwarves serve under treaty and have their own commander, they report to the council as part of the treaty. The numbers look correct (as they stand now). Your chart looks very good.
 
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Conaill said:
I don't know much about golem creation... what sort of level mage does it typically take to create one of these puppies? I'd say if it's 10th-12th or so it *might* be appropriate.

But I agree, this would be the highest piece of magic we've got in the city so far, and it would definitely make it less scaleable. One solution might be to provide alternative stats for the golems: in one version they may be nearly falling to pieces for example.

Creating a clay golem requires a 16th level caster, they also don't heal on their own (requres a healing spell of 6th level or higher to heal damage). I think it would be good to have them stated with over 100 years of wear and tear on them and nobody around that can actually make a replacement. You could have them stated as new and as old and broken down and let the DM decide which fits what he wants (or he can decide to go with completly non functional relics of the city's founding). There could be a scenario for them as functioning and doing a good job or a scenario as barely functioning relics that cost more to fix than they are worth but are still pushed by the houses that control them in order to maintain their position, or they could be big bird feeders at the department of antiquities that are mentioned only as background material.
 

Payroll for army

Elite 16 troops 1168 gold a year, 1 captain 180 gold a year
(2 silver a day rate for elite; captain gets 5 silver a day)

City Guard 60 troops 2190 gold a year 1 Captain 180 gold a year
(1 silver a day rate for guards; 5 silver a day for captain)
*Doesn’t take into account any extra made by squad leaders or sergeants.

City Watch 60 troops 2190 gold a year 1 Captain 180 gold a year
(1 silver a day rate for watch; 5 silver a day for captain)
*Doesn’t take into account any extra made by patrol leaders.

General 365 gold a year
(1 gold a day rate {+ anything he can make off his political position})

Total Payroll for Army= 6453 gold a year.
(This is just rough payroll it doesn’t take into account uniforms or equipment upkeep, wall repair, housing cost, food cost or upkeep for mounts.)
 


Sparguard Keep

Sparguard is a small three story watchtower a days walk from Mor’s End. It is built on the northern bank of the lake. Sparguard was built as an early warning tower for Mor’s End and to protect the local peasants and herders. It has the capacity to house 25 soldiers but at this time only has 6 soldiers and 4 untrained boys manning it. The Outland Rangers often use Sparguard for a staging area for their patrols.

The tower has room on the first level to house up to 50 peasants for very short periods of time, it has a cistern in the cellar which is fed by the lake, thus insuring they always have fresh water, they keep several days worth of stores on hand at all time in case of attack.

Captain Eli Aramus is presently the captain of the keep; he is a career soldier whose parents were farmers in the area. He is well liked by the locals although they are upset that he does not have enough men to regularly patrol the area. Captain Aramus son is one of the boys in training at the tower.

The keep is in bad shape and the soldiers spend most of their days repairing the aging structure. Herders have taken over the stables area behind the tower and use it for sorting their livestock before taking them to market. This is also a staging area for local farmers preparing to take their crops to market. The third floor of the tower has a large fire pit for signaling the locals in time of trouble, the fire is supposed to be built large enough so that it can be seen from the city but there hasn’t been a major attack in some time from this direction and there is some concern that there might not be anybody at the city watching for a signal fire anymore.
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Captain Eli Aramus; male human War3: CR 2; Size M; HD 3d8+3; hp 23; Init +1 (+1 Dex); Spd 30 ft.; AC 16 (+1 Dex); Attack +5 melee, or +4 ranged; SV Fort +4, Ref +2, Will +1; AL NG; Str 14, Dex 12, Con 13, Int 13, Wis 11, Cha 11.
Skills and feats: Appraise +2, Balance +3, Handle Animal+4, Hide +1, Intimidate +6, Jump +7, Listen +2, Move silently +1, Sense motive +1, Spot +2; Alertness, Power attack, Weapon focus (longbow).
Weapons: Longbow; Longsword.
Armor: Chainmail
 

chart update 3/18/03
keep the changes coming:)

gary
 

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