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EN World City Project: Protecting the City (Guard Submissions)
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<blockquote data-quote="GladiusNP" data-source="post: 779364" data-attributes="member: 10574"><p>I'm going to add my vote to those who aren't thrilled about 'The Order of the Storm.' They don't really seem to add anything, except for complicating matters futher. The logic behind allowing a self-governing, independent force of trained warriors to work within the city is pretty flimsy – would the U.S. accept a trained group of Russian red army expatriates, and let them keep their gear in exchange for fighting for America? Of course not. (This is also my problem with the Whitecloaks in the WoT series – seems unrealistic to have a massive army just sitting around, unaffiliated with anyone). </p><p></p><p>Granted, the Pope did have his Swiss Guard, but they have / had a strong tie to the church through their faith. (All must be catholics). The Byzantines did use Norsemen as guards, but I’m not sure on how widespread this practice was. </p><p></p><p>On the other hand, I like the Kul Moren dwarves, since they make sense – and have genuine ties to the city, as do the outland Rangers (do any of these guys ride horses?). The Order of the Storm also begins to drift well outside of Mor’s End, what with involvement and ties to the Northern kingdom. The fewer detailed links we have to the outside world, the easier / more flexible this city will be for use in a campaign. </p><p></p><p>Anyway! Enough criticism. With regard to power projection beyond the walls, this is the perfect role for adventurers in Mor’s End, sent out to investigate what the rangers discover. Marcus Fleetfoot may have the power to do this, issuing warrants for the arrest of particularly notorious bandits, hiring adventurers to sort out a yak-man raiding band, or just hunting down a particularly cantankerous owl-bear. Good quick source of work if the DM is short on time / ideas. </p><p></p><p>Here’s my idea for the tower of the Kul Moren dwarves. </p><p></p><p>Built as the original watch-tower to protect the first settlers at Mor’s End, the Kul Moren garrison is the north-most tower in the city. Originally a small keep, the Kul Moren tower now houses the 40 dwarven members of the city watch. Being somewhat shorter than the other towers on the wall, it also has a fairly squat base – it’s probably the strongest tower. The stonework is also noticeably better, being granite that was imported from the north. It’s a round tower, and has a platform on top with permanent slate hoardings stretched out over the ground below. </p><p></p><p>The first floor is an open room, after a small door (only 5 feet), which leads out to the town, and is always guarded by two dwarves. A ladder on the opposite wall to the entrance leads up to a platform which runs along the far wall – providing a plkace for archers to fire upon those who enter. The ladder also lead onto the second floor, which is mainly used for storage (especially siege defenses, such as buckets of sand, torches, arrows, bolts, some weapons), but also has two doors to the top of the wall. The ladder continues up to the top platform, where a ballista has been mounted, and the hoardings are. </p><p></p><p>Below the first floor is the barracks, with a common hall with fifty beds, a dining hall (the ladder runs into this), and a kitchen, all built below ground. This basement is lined with cobblestones, even on the walls. It’s usually kept poorly-lit, but the dwarves never have much trouble. Off-duty guards are usually found here, or in their favoured tavern in the dwarven section of town.</p></blockquote><p></p>
[QUOTE="GladiusNP, post: 779364, member: 10574"] I'm going to add my vote to those who aren't thrilled about 'The Order of the Storm.' They don't really seem to add anything, except for complicating matters futher. The logic behind allowing a self-governing, independent force of trained warriors to work within the city is pretty flimsy – would the U.S. accept a trained group of Russian red army expatriates, and let them keep their gear in exchange for fighting for America? Of course not. (This is also my problem with the Whitecloaks in the WoT series – seems unrealistic to have a massive army just sitting around, unaffiliated with anyone). Granted, the Pope did have his Swiss Guard, but they have / had a strong tie to the church through their faith. (All must be catholics). The Byzantines did use Norsemen as guards, but I’m not sure on how widespread this practice was. On the other hand, I like the Kul Moren dwarves, since they make sense – and have genuine ties to the city, as do the outland Rangers (do any of these guys ride horses?). The Order of the Storm also begins to drift well outside of Mor’s End, what with involvement and ties to the Northern kingdom. The fewer detailed links we have to the outside world, the easier / more flexible this city will be for use in a campaign. Anyway! Enough criticism. With regard to power projection beyond the walls, this is the perfect role for adventurers in Mor’s End, sent out to investigate what the rangers discover. Marcus Fleetfoot may have the power to do this, issuing warrants for the arrest of particularly notorious bandits, hiring adventurers to sort out a yak-man raiding band, or just hunting down a particularly cantankerous owl-bear. Good quick source of work if the DM is short on time / ideas. Here’s my idea for the tower of the Kul Moren dwarves. Built as the original watch-tower to protect the first settlers at Mor’s End, the Kul Moren garrison is the north-most tower in the city. Originally a small keep, the Kul Moren tower now houses the 40 dwarven members of the city watch. Being somewhat shorter than the other towers on the wall, it also has a fairly squat base – it’s probably the strongest tower. The stonework is also noticeably better, being granite that was imported from the north. It’s a round tower, and has a platform on top with permanent slate hoardings stretched out over the ground below. The first floor is an open room, after a small door (only 5 feet), which leads out to the town, and is always guarded by two dwarves. A ladder on the opposite wall to the entrance leads up to a platform which runs along the far wall – providing a plkace for archers to fire upon those who enter. The ladder also lead onto the second floor, which is mainly used for storage (especially siege defenses, such as buckets of sand, torches, arrows, bolts, some weapons), but also has two doors to the top of the wall. The ladder continues up to the top platform, where a ballista has been mounted, and the hoardings are. Below the first floor is the barracks, with a common hall with fifty beds, a dining hall (the ladder runs into this), and a kitchen, all built below ground. This basement is lined with cobblestones, even on the walls. It’s usually kept poorly-lit, but the dwarves never have much trouble. Off-duty guards are usually found here, or in their favoured tavern in the dwarven section of town. [/QUOTE]
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