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<blockquote data-quote="Neil the Knight" data-source="post: 7056783" data-attributes="member: 6801269"><p>Next up we have the City Guard. Depending on how the party conduct them selves, the City Guard may be an asset or a hindrance. If the party manage to stay out of trouble with the law the Guard may act as a patron faction, granting quests as well as supplying information. If the party prove to be disturbers of the peace, the Guard will offer them nothing.</p><p></p><p>I went looking for some well laid out laws that would suit the setting, such as those of 14th century Florence, but could not find anything concrete. So instead I will lay out a general guideline I've put together which is a combination of Atlas Games' Crime & Punishment and Green Ronin's City of Freeport. </p><p></p><p>Here are a few common crimes and punishments:</p><p></p><p>Crime - 1st offence, 2nd offence, 3rd offence, 4th offence</p><p>Arson - Flogging, Imprisonment, Death</p><p>Arson, Government - Flogging, Death</p><p>Assault - Flogging, Hard Labor, Imprisonment</p><p>Blackmail - Fine, Flogging, Hard Labour</p><p>Bribery - Fine, Flogging, Imprisonment</p><p>Burglary - Flogging, Imprisonment, Hands Cut Off</p><p>Counterfeiting - Flogging, Hard Labour, Imprisonment</p><p>Demon Worship - Exile</p><p>Embezzling - Fine, Hard Labor, Flogging, Imprisonment</p><p>Espionage - Imprisonment, Death/Exile</p><p>Fraud - Fine, Fine, Hard Labor, Flogging</p><p>Impersonating a Government Official or Noble - Hard Labor, Flogging, Imprisonment</p><p>Murder - Imprisonment, Death</p><p>Murder Mass - Death</p><p>Perjury - Fine, Flogging, Exile</p><p>Piracy - Flogging, Imprisonment, Death</p><p>Prostitution - Warning, Fine, Fine, Imprisonment</p><p>Public Drunkenness or Lewdness, Warning, Fine, Fine, Imprisonment</p><p>Rape - Flogging, Imprisonment, Death</p><p>Rioting - Flogging, Exile, Imprisonment</p><p>Robbery - Flogging, Imprisonment, Hands Chopped Off</p><p>Sedition - Flogging, Exile, Death</p><p>Slavery- Imprisonment, Exile/ Death</p><p>Tax Evasion - Fine, Hard Labor, Flogging, Imprisonment</p><p>Treason - Imprisonment, Death</p><p>Trespassing - Fine, Fine, Hard labor,Flogging</p><p>Unsanctioned Gambling - Fine, Fine, Hard Labor, Imprisonment</p><p>Usury - Fine, Fine, Hard Labor, Imprisonment </p><p>Vandalism - Fine, Flogging, Hard Labor, Imprisonment</p><p></p><p>Murder is a fairly serious crime in any society but can take many forms depending on the severity of local law. To keep things as simple as possible, in Endhome there are two cases where killing someone is considered to be a crime and a serious one at that. The first is when a person is slain solely in the interests of personal gain, as when the cutthroat kills a noblewoman for her jewels. The second is when the victim is killed without being given any sort of opportunity to defend them self, which is traditionally what assassination and murder are all about. Dueling is strictly forbidden but if some one is killed in self defense or in the presute of the law, the Guard will question the party but probably not arrest them. But if bodies begin to pile up where ever the party goes the Guard may begin to be less Lenient.</p><p></p><p>I touched on a few of them above but being a trading port city there are countless obscure laws concerning business and commerce, but for game purpose I don't feel the need to lay them out.</p><p></p><p></p><p>City Guard</p><p>Source: LCoB, SoG (Lord of Keys)</p><p></p><p></p><p>Game Purpose: Patron and Resource Faction</p><p></p><p></p><p>Faction Type: Company</p><p></p><p></p><p>Goal: To defend Endhome's sovereignty from external forces, as well as to enforce it's laws within its boundaries.</p><p></p><p></p><p>Background:</p><p>Endhomes's political neutrality is one of the cities greatest assets. It does not get dragged into wars or conflicts which allows it to trade with whom ever it pleases. The general of the garrison, who's official title is Lord of Keys, oversees the City Guard. They are ultimately responsible for both the defense of the city from external forces as well as the enforcement of law within the city walls.</p><p></p><p>The city is surrounded by a 20ft high stone wall complete with parapets and walkways. Two patrols walk circuits beginning at the West gate, one (the southern) heading counter clockwise, and the other (northern) heading clockwise. Once they reach the mouth of the Gaelon river, the patrols turn around and retrace their steps until they meet again at the front gates. There are over a dozen watchtowers dotting the wall as well. Each tower is manned by 4 archers, a light catapult and two engineers.</p><p></p><p>Critical to Endhome survival is its rigorous defense. The Senate is keenly aware of the strategic appeal of the cities location, and although many nations benefit from Endhome neutrality, still others would love nothing more than to capture the city and reap it's many treasures. Thus, Endhome maintains a garrison of no less than 3500 soldiers, which include foot soldiers, archers, engineers, and a small cavalry. Endhome even maintains a small but elite navy. In times of war, this number can swell to over 6000 for at the age of 18 every male citizen of the city must join the City Guard for two years. After his term is over he may be called upon in times of need to defend the city. There are two ways to avoid conscription. Either by joining the Wizards Academy or to study at one of the Temples. Though if the city was to be threatened it is an unspoken understanding that the arcane fire power of the Wizards Academy, and the Divine healing of the clergy would be brought to bear. </p><p></p><p>Endhome's neutral attitude extend to its policies and laws with in its walls, as much as it's attitude and politics out side the city. The City Guard is happy to allow people to go about their business as long as it does not disturb others. This makes the law a largely passive force, It is there to resolve conflicts and maintain order, but also are simply designed with the best interests of the people in mind. As a result, most citizens will solve their own problems in accordance with the law, without actually calling upon the official representatives of justice. That said the people are not afraid to use the forces of the law nor the law afraid to step in when it sees it necessary; they just rarely see the need, and the government prefers not to interfere unless it has to.</p><p></p><p>Endhome uses legislative law, that is to say, it is overseen not by a religious group but by a secular body. There are no juries. The prosecution presents their case first (usually the Sargent in charge of the investigation) then the defence. The accused may hire a lawyer but if unable the city provides one. Then the prosecution and the defendant may call witnesses if they wish and after which each side is allowed a closing statement. The Judge then comes to a verdict. Upon reaching a verdict the judges word is final, there are no appeals. Everyday crimes are presided over by one of the Chief Justices. If the matter involves nobility, capitol punishment or exile, the Lord of Keys looks after it.</p><p></p><p>The City Guard patrol the streets night and day. A "Patrol" consist of a Sargent and 4 Foot Soldiers. A patrol is stationed at each of the three gates. The gates are closed each day at dusk, and re opened each morning at dawn. Wile they are closed there is still a man gate at the base which allows foot traffic through. During the day a retinue of one Sargent and six foot soldiers are stationed in large common areas around the city such as the bazaars and markets. </p><p></p><p>In general the City Guard do not bother to much with the southern warehouse and slum district. Some of the residence there make their living doing menial work many more beg, borrow or steal their way through life. At night the streets become home to thugs and gangs. As long as the residence keep to themselves the guard choose to let things be.</p><p></p><p>As long as the various criminal enterprises of the city such as the Quinchino's, the Crimson Daggers and the Black Water Company maintain a low profile and do not disrupt general commerce in the city the City Guard turn a blind eye to their miss deeds.</p><p></p><p>The city barracks is located in South Western Endhome. This enclosed compound houses all of the cities soldiers. The cross shaped central structure is the administrative building which house offices as well as the Lord of Keys and Captains quarters. One of the surrounding buildings is the smithy, another the stables, and yet another the mess hall. The remainder house the soldiers by type. The city dungeon is contained beneath the compound and it's only access is through the cellar of the administrative building. When not on patrol many of the City Guard may be found drilling in the court yard of the barracks.</p><p></p><p>The standard issue foot soldier uniform consist of a Cabasset helmet and a set of chain mail. A black tabard is worn overtop which bears the symbol of Endhome, two gold keys crossed. It is cinched at the waist by a simple leather belt which holds a short sword. Their main weapon is a pike and they also carry a light cross bow. Sargent's wear much the same uniform except their tabards bear a gold band along the shoulder. They carry long swords and a whistle. A captains tabard has vertical a golden seems along the edge of the tabard. Archers wear a Norman helm and a padded vest which is hidden under a standard issue tabard. They have long bows and short swords. Engineers wear a similar uniform to the archers except they wear a kettle helm. On top of the various defensive siege equipment they operate, they also keep a light crossbow and short sword handy. The cavalry wear open faced burgonet helms and breast plate with a standard issue tabard over top. They carry Spears and long swords.</p><p></p><p>The Foot soldiers or Guardsmen, report to Sargent's, who double as detectives. The city is split up into quadrants. Each have a designated captain. The wall and gates have their own captain. The Sargent's report to their respective captain, and the 5 captains report to the Captain of the Guard who reports to the Lord of keys.</p><p></p><p></p><p>Members:</p><p>Hulmuth Bruil, Lord of Keys</p><p>Never one to care much for the pomp and circumstance of nobility, when Hulmuths conscription term was over he stayed on with the Guard, much to his father, Vanth Bruil's dismay. He worked hard and seemed to have a nack for it, as he made his way through the ranks.</p><p></p><p>Then, several decades ago when Hulmuth was still a captain, the Quinchino's beat the Bruil's in a vie for higher standing amongst the noble houses. When Hulmuth refused to use his standing in the guard to come to his families aid, his father revoked his birthright and cast him out of the family, even taking Hulmuths bastard son, Argen, as his new heir.</p><p></p><p>One day after a hard day's duty at the Guard, Hulmuth was unwinding at a local watering hole when he met a gorgeous merchants daughter. After many more pints, the two ended up back in Hulmuth's bed and in a fluke conceived a son. A few months later when the girls father came knocking on Hulmuth's door demanding he take responsibility for the child and marry his daughter, Hulmuth refused, not wanting anything to distract him from his career. He payed the family off to stay quiet, and so Argen's was born a bastard.</p><p></p><p>Contrary to his noble up bringing Hulmuth is a man of the people and feels as though the Guard is there to protect the common and vulnerable of the city. He does not grant any special privileges to nobility.</p><p></p><p>Hulmuth is a master tactician not just on the battlefield but also in social circumstances. He isn't one to beat around the bush and always, cuts to the chase. He has an uncanny ability to always ask the right questions. He is clean shaven with well kept short, dark brown hair and hazel eyes. His broad shoulders suit a military uniform. On an average day he wears a simple white tunic and trousers under a black tabard with a double lined vertical golden hem. In the center is embroidered the crest of his office. If he suspects trouble, he donns a gleaming set of full plate.</p><p></p><p></p><p>Bragger Bondhome Captain of the Guard</p><p>Bragger has been in the city watch for so long he cant remember a life where he wasn't giving or taking orders. As Hulmuths second in command Bragger is in charge of most of the day to day runnings of the gard. He wears his beard neatly trimmed and his Armour is always in perfect repair, that isn't to say he doesn't make good use of it. His booming baritone voice commands the immediate attention, respect and absolute loyalty of all of his men. Above all his attention to detail and stickler for conduct keeps the guard in tip top shape.</p><p></p><p>As the only demi-human to hold a seat of authority in Endhome he tries to avoid the company of other dwarves knowing that his place is now amongst men, and he doe not want to jeopardise that. From time to time after a dozen pints or so he has been known to stumble down to the Frothy Beard, a dwarf bar, and wax nostalgia about life in the mountains. He tells a sad tail about loosing his liege lord but in the morning he will deny any of it</p><p></p><p>Elon Lestrade, Chief Justice</p><p>Though there are roughly half a dozen Chief Justices in Endhome, if the party end up in court it will be Judge Lestrade who is presiding over their trial.</p><p></p><p>He is a stonch old fashioned man well into his 60's. He is a little hard on hearing so he may comically miss hear things, or may ask people to repeat things two or three times. His ears may be failing him but his mind is as sharp as it ever was. Lestrade knows the law down to the letter. This is not to say he wields it blindly but uses his years of experience and wisdom in every ruling.</p><p></p><p>Lestrade has white sparse hair and two big bushy eyebrows which he puts to great use when talking. He walks with a cane but refuses any help to get around.</p><p></p><p></p><p>Samuel Drigum, Desk Sergeant</p><p>Everyone who comes to the City Guard administrative offices needs to sign in with Desk Sargent Samuel Drigum. The circumstances in which you come to through the administrations doors will determine his demeanor towards you. For example If you come in manticals for crossing the law he will be particularly gruff. On the other hand If you come enquiring or to collect a bounty, he is the friendliest of people. He has a particular soft spot for the children and the elderly, and is will gladly go above and beyond for them.</p><p></p><p>Being at the forefront of the offices Samuel is a man with his ear to the ground. He has an uncanny ability to get people to open up to him and confide secrets. If there is a rumor circulating around town, Samuel has heard it, though some of the rumors he may know are just that and may prove to be false. This makes Samuel a great detective but as a father of 6 he took a desk job out of harm's way.</p><p></p><p>Sargent Dringum sports a Bushy read beard and soft blue eyes, unless he is dealing with criminals, in which case his glare becomes as sharp as icicles. Samuel always has time for a good joke and in turn always has one ready to go him self. His laugh is loud and boisterous.</p><p> </p><p></p><p>Face: Desk Sergeant Samuel Drigum</p><p></p><p></p><p>Relationships:</p><p>Only superior is the Senate. </p><p></p><p>The Lord of Keys does not grant nobles any special favors and has a Particular distain for, Gaspar, Quinchino's and Bruil.</p><p></p><p>Though Hulmuth will not refuse an order from his superiors such as the Senate or the Governor but is weary if he feels like he is being used as a pawn for political ends.</p><p></p><p></p><p>Notes:</p><p>The office crest is blazon thus Sable, two keys saltire or surmounted by a portcullis between two towers argent</p><p></p><p></p><p>Quest Notes:</p><p>Under increasing pressure from Ranlan to keep sewer works going but since the rats have been armed it is becoming a huge drain on resources to keep up with their superior numbers.</p><p>(Rat Brood)</p><p></p><p>Warehouse break ins. Locks are picked from the inside. No sign of forced entry. Not enough resources to properly follow up.</p><p>(Rat Brood)</p><p></p><p>Not enough resources to go chasing down a band hidden in the woods.</p><p>(Greentree)</p><p></p><p>On going investigation for missing book.</p><p>(MGK)</p><p></p><p>Beggers are going missing but without family to follow up, a low priority.</p><p>(Slaving Priestess)</p><p></p><p>Swordfish was reported stolen by the harbor master. No leads and no interest by Pulanti to follow up.</p><p>(HfCDM)</p><p></p><p>If the PC's have successfully completed a few of the other quests and prove their good intentions and mettle Hulmuth will grant them an audience if they come inquiring about the missing Scions, But he couldn't care less about the noble brats. He is however concerned about the distraction the disappearance have caused, particularly given the increased orc raids going on around fools pass (begin after Greentree are dealt with). He informs the party that the guard sargent of the northern gate reported a party of six heavily cloaked individuals leaving the gate late at night five days ago. Judging by the supplies they planned a lengthy trip. the officer spoke only with relatively well-known adventure named Dorn Crowsheild and saw no reason to impede their passage. If the PC's do decide to head north Hulmuth asks the party to report back about the orc activities there but offers no reward. (SoG)</p><p></p><p>If the party can get Bragger to open up he will admit that Just before the Scions went missing Bragger was at the Frothy Beard and over heard Dorn Crowsheild talking about "his younglings" setting out on their first "real" adventure. (SoG)</p></blockquote><p></p>
[QUOTE="Neil the Knight, post: 7056783, member: 6801269"] Next up we have the City Guard. Depending on how the party conduct them selves, the City Guard may be an asset or a hindrance. If the party manage to stay out of trouble with the law the Guard may act as a patron faction, granting quests as well as supplying information. If the party prove to be disturbers of the peace, the Guard will offer them nothing. I went looking for some well laid out laws that would suit the setting, such as those of 14th century Florence, but could not find anything concrete. So instead I will lay out a general guideline I've put together which is a combination of Atlas Games' Crime & Punishment and Green Ronin's City of Freeport. Here are a few common crimes and punishments: Crime - 1st offence, 2nd offence, 3rd offence, 4th offence Arson - Flogging, Imprisonment, Death Arson, Government - Flogging, Death Assault - Flogging, Hard Labor, Imprisonment Blackmail - Fine, Flogging, Hard Labour Bribery - Fine, Flogging, Imprisonment Burglary - Flogging, Imprisonment, Hands Cut Off Counterfeiting - Flogging, Hard Labour, Imprisonment Demon Worship - Exile Embezzling - Fine, Hard Labor, Flogging, Imprisonment Espionage - Imprisonment, Death/Exile Fraud - Fine, Fine, Hard Labor, Flogging Impersonating a Government Official or Noble - Hard Labor, Flogging, Imprisonment Murder - Imprisonment, Death Murder Mass - Death Perjury - Fine, Flogging, Exile Piracy - Flogging, Imprisonment, Death Prostitution - Warning, Fine, Fine, Imprisonment Public Drunkenness or Lewdness, Warning, Fine, Fine, Imprisonment Rape - Flogging, Imprisonment, Death Rioting - Flogging, Exile, Imprisonment Robbery - Flogging, Imprisonment, Hands Chopped Off Sedition - Flogging, Exile, Death Slavery- Imprisonment, Exile/ Death Tax Evasion - Fine, Hard Labor, Flogging, Imprisonment Treason - Imprisonment, Death Trespassing - Fine, Fine, Hard labor,Flogging Unsanctioned Gambling - Fine, Fine, Hard Labor, Imprisonment Usury - Fine, Fine, Hard Labor, Imprisonment Vandalism - Fine, Flogging, Hard Labor, Imprisonment Murder is a fairly serious crime in any society but can take many forms depending on the severity of local law. To keep things as simple as possible, in Endhome there are two cases where killing someone is considered to be a crime and a serious one at that. The first is when a person is slain solely in the interests of personal gain, as when the cutthroat kills a noblewoman for her jewels. The second is when the victim is killed without being given any sort of opportunity to defend them self, which is traditionally what assassination and murder are all about. Dueling is strictly forbidden but if some one is killed in self defense or in the presute of the law, the Guard will question the party but probably not arrest them. But if bodies begin to pile up where ever the party goes the Guard may begin to be less Lenient. I touched on a few of them above but being a trading port city there are countless obscure laws concerning business and commerce, but for game purpose I don't feel the need to lay them out. City Guard Source: LCoB, SoG (Lord of Keys) Game Purpose: Patron and Resource Faction Faction Type: Company Goal: To defend Endhome's sovereignty from external forces, as well as to enforce it's laws within its boundaries. Background: Endhomes's political neutrality is one of the cities greatest assets. It does not get dragged into wars or conflicts which allows it to trade with whom ever it pleases. The general of the garrison, who's official title is Lord of Keys, oversees the City Guard. They are ultimately responsible for both the defense of the city from external forces as well as the enforcement of law within the city walls. The city is surrounded by a 20ft high stone wall complete with parapets and walkways. Two patrols walk circuits beginning at the West gate, one (the southern) heading counter clockwise, and the other (northern) heading clockwise. Once they reach the mouth of the Gaelon river, the patrols turn around and retrace their steps until they meet again at the front gates. There are over a dozen watchtowers dotting the wall as well. Each tower is manned by 4 archers, a light catapult and two engineers. Critical to Endhome survival is its rigorous defense. The Senate is keenly aware of the strategic appeal of the cities location, and although many nations benefit from Endhome neutrality, still others would love nothing more than to capture the city and reap it's many treasures. Thus, Endhome maintains a garrison of no less than 3500 soldiers, which include foot soldiers, archers, engineers, and a small cavalry. Endhome even maintains a small but elite navy. In times of war, this number can swell to over 6000 for at the age of 18 every male citizen of the city must join the City Guard for two years. After his term is over he may be called upon in times of need to defend the city. There are two ways to avoid conscription. Either by joining the Wizards Academy or to study at one of the Temples. Though if the city was to be threatened it is an unspoken understanding that the arcane fire power of the Wizards Academy, and the Divine healing of the clergy would be brought to bear. Endhome's neutral attitude extend to its policies and laws with in its walls, as much as it's attitude and politics out side the city. The City Guard is happy to allow people to go about their business as long as it does not disturb others. This makes the law a largely passive force, It is there to resolve conflicts and maintain order, but also are simply designed with the best interests of the people in mind. As a result, most citizens will solve their own problems in accordance with the law, without actually calling upon the official representatives of justice. That said the people are not afraid to use the forces of the law nor the law afraid to step in when it sees it necessary; they just rarely see the need, and the government prefers not to interfere unless it has to. Endhome uses legislative law, that is to say, it is overseen not by a religious group but by a secular body. There are no juries. The prosecution presents their case first (usually the Sargent in charge of the investigation) then the defence. The accused may hire a lawyer but if unable the city provides one. Then the prosecution and the defendant may call witnesses if they wish and after which each side is allowed a closing statement. The Judge then comes to a verdict. Upon reaching a verdict the judges word is final, there are no appeals. Everyday crimes are presided over by one of the Chief Justices. If the matter involves nobility, capitol punishment or exile, the Lord of Keys looks after it. The City Guard patrol the streets night and day. A "Patrol" consist of a Sargent and 4 Foot Soldiers. A patrol is stationed at each of the three gates. The gates are closed each day at dusk, and re opened each morning at dawn. Wile they are closed there is still a man gate at the base which allows foot traffic through. During the day a retinue of one Sargent and six foot soldiers are stationed in large common areas around the city such as the bazaars and markets. In general the City Guard do not bother to much with the southern warehouse and slum district. Some of the residence there make their living doing menial work many more beg, borrow or steal their way through life. At night the streets become home to thugs and gangs. As long as the residence keep to themselves the guard choose to let things be. As long as the various criminal enterprises of the city such as the Quinchino's, the Crimson Daggers and the Black Water Company maintain a low profile and do not disrupt general commerce in the city the City Guard turn a blind eye to their miss deeds. The city barracks is located in South Western Endhome. This enclosed compound houses all of the cities soldiers. The cross shaped central structure is the administrative building which house offices as well as the Lord of Keys and Captains quarters. One of the surrounding buildings is the smithy, another the stables, and yet another the mess hall. The remainder house the soldiers by type. The city dungeon is contained beneath the compound and it's only access is through the cellar of the administrative building. When not on patrol many of the City Guard may be found drilling in the court yard of the barracks. The standard issue foot soldier uniform consist of a Cabasset helmet and a set of chain mail. A black tabard is worn overtop which bears the symbol of Endhome, two gold keys crossed. It is cinched at the waist by a simple leather belt which holds a short sword. Their main weapon is a pike and they also carry a light cross bow. Sargent's wear much the same uniform except their tabards bear a gold band along the shoulder. They carry long swords and a whistle. A captains tabard has vertical a golden seems along the edge of the tabard. Archers wear a Norman helm and a padded vest which is hidden under a standard issue tabard. They have long bows and short swords. Engineers wear a similar uniform to the archers except they wear a kettle helm. On top of the various defensive siege equipment they operate, they also keep a light crossbow and short sword handy. The cavalry wear open faced burgonet helms and breast plate with a standard issue tabard over top. They carry Spears and long swords. The Foot soldiers or Guardsmen, report to Sargent's, who double as detectives. The city is split up into quadrants. Each have a designated captain. The wall and gates have their own captain. The Sargent's report to their respective captain, and the 5 captains report to the Captain of the Guard who reports to the Lord of keys. Members: Hulmuth Bruil, Lord of Keys Never one to care much for the pomp and circumstance of nobility, when Hulmuths conscription term was over he stayed on with the Guard, much to his father, Vanth Bruil's dismay. He worked hard and seemed to have a nack for it, as he made his way through the ranks. Then, several decades ago when Hulmuth was still a captain, the Quinchino's beat the Bruil's in a vie for higher standing amongst the noble houses. When Hulmuth refused to use his standing in the guard to come to his families aid, his father revoked his birthright and cast him out of the family, even taking Hulmuths bastard son, Argen, as his new heir. One day after a hard day's duty at the Guard, Hulmuth was unwinding at a local watering hole when he met a gorgeous merchants daughter. After many more pints, the two ended up back in Hulmuth's bed and in a fluke conceived a son. A few months later when the girls father came knocking on Hulmuth's door demanding he take responsibility for the child and marry his daughter, Hulmuth refused, not wanting anything to distract him from his career. He payed the family off to stay quiet, and so Argen's was born a bastard. Contrary to his noble up bringing Hulmuth is a man of the people and feels as though the Guard is there to protect the common and vulnerable of the city. He does not grant any special privileges to nobility. Hulmuth is a master tactician not just on the battlefield but also in social circumstances. He isn't one to beat around the bush and always, cuts to the chase. He has an uncanny ability to always ask the right questions. He is clean shaven with well kept short, dark brown hair and hazel eyes. His broad shoulders suit a military uniform. On an average day he wears a simple white tunic and trousers under a black tabard with a double lined vertical golden hem. In the center is embroidered the crest of his office. If he suspects trouble, he donns a gleaming set of full plate. Bragger Bondhome Captain of the Guard Bragger has been in the city watch for so long he cant remember a life where he wasn't giving or taking orders. As Hulmuths second in command Bragger is in charge of most of the day to day runnings of the gard. He wears his beard neatly trimmed and his Armour is always in perfect repair, that isn't to say he doesn't make good use of it. His booming baritone voice commands the immediate attention, respect and absolute loyalty of all of his men. Above all his attention to detail and stickler for conduct keeps the guard in tip top shape. As the only demi-human to hold a seat of authority in Endhome he tries to avoid the company of other dwarves knowing that his place is now amongst men, and he doe not want to jeopardise that. From time to time after a dozen pints or so he has been known to stumble down to the Frothy Beard, a dwarf bar, and wax nostalgia about life in the mountains. He tells a sad tail about loosing his liege lord but in the morning he will deny any of it Elon Lestrade, Chief Justice Though there are roughly half a dozen Chief Justices in Endhome, if the party end up in court it will be Judge Lestrade who is presiding over their trial. He is a stonch old fashioned man well into his 60's. He is a little hard on hearing so he may comically miss hear things, or may ask people to repeat things two or three times. His ears may be failing him but his mind is as sharp as it ever was. Lestrade knows the law down to the letter. This is not to say he wields it blindly but uses his years of experience and wisdom in every ruling. Lestrade has white sparse hair and two big bushy eyebrows which he puts to great use when talking. He walks with a cane but refuses any help to get around. Samuel Drigum, Desk Sergeant Everyone who comes to the City Guard administrative offices needs to sign in with Desk Sargent Samuel Drigum. The circumstances in which you come to through the administrations doors will determine his demeanor towards you. For example If you come in manticals for crossing the law he will be particularly gruff. On the other hand If you come enquiring or to collect a bounty, he is the friendliest of people. He has a particular soft spot for the children and the elderly, and is will gladly go above and beyond for them. Being at the forefront of the offices Samuel is a man with his ear to the ground. He has an uncanny ability to get people to open up to him and confide secrets. If there is a rumor circulating around town, Samuel has heard it, though some of the rumors he may know are just that and may prove to be false. This makes Samuel a great detective but as a father of 6 he took a desk job out of harm's way. Sargent Dringum sports a Bushy read beard and soft blue eyes, unless he is dealing with criminals, in which case his glare becomes as sharp as icicles. Samuel always has time for a good joke and in turn always has one ready to go him self. His laugh is loud and boisterous. Face: Desk Sergeant Samuel Drigum Relationships: Only superior is the Senate. The Lord of Keys does not grant nobles any special favors and has a Particular distain for, Gaspar, Quinchino's and Bruil. Though Hulmuth will not refuse an order from his superiors such as the Senate or the Governor but is weary if he feels like he is being used as a pawn for political ends. Notes: The office crest is blazon thus Sable, two keys saltire or surmounted by a portcullis between two towers argent Quest Notes: Under increasing pressure from Ranlan to keep sewer works going but since the rats have been armed it is becoming a huge drain on resources to keep up with their superior numbers. (Rat Brood) Warehouse break ins. Locks are picked from the inside. No sign of forced entry. Not enough resources to properly follow up. (Rat Brood) Not enough resources to go chasing down a band hidden in the woods. (Greentree) On going investigation for missing book. (MGK) Beggers are going missing but without family to follow up, a low priority. (Slaving Priestess) Swordfish was reported stolen by the harbor master. No leads and no interest by Pulanti to follow up. (HfCDM) If the PC's have successfully completed a few of the other quests and prove their good intentions and mettle Hulmuth will grant them an audience if they come inquiring about the missing Scions, But he couldn't care less about the noble brats. He is however concerned about the distraction the disappearance have caused, particularly given the increased orc raids going on around fools pass (begin after Greentree are dealt with). He informs the party that the guard sargent of the northern gate reported a party of six heavily cloaked individuals leaving the gate late at night five days ago. Judging by the supplies they planned a lengthy trip. the officer spoke only with relatively well-known adventure named Dorn Crowsheild and saw no reason to impede their passage. If the PC's do decide to head north Hulmuth asks the party to report back about the orc activities there but offers no reward. (SoG) If the party can get Bragger to open up he will admit that Just before the Scions went missing Bragger was at the Frothy Beard and over heard Dorn Crowsheild talking about "his younglings" setting out on their first "real" adventure. (SoG) [/QUOTE]
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