Militarist
Militarists either work within a formal military structure, or fight for pay on an individual basis. Militarists are often respected or feared, depending on the nature of their organization. High-ranking Militarists are often paid handsomely, as their skills can decide battles or even wars. Lower-level Militarists make great warriors, mercenaries, and guards.
It is not unheard of for militaristic individuals to accompany adventurers on dangerous missions. These tasks are said to keep the mind sharp and skills honed, especially in times of relative peace.
Guard
Public officers of the law in cities and large settlements, guards protect the populace from the dangers both inside and outside the walls. If it looks like guards spend their time loitering and playing cards, its because most of the time the mere presence of a guard is enough to make petty criminals move along.
Guards occupy a variety of stations, ranging from lowly bar bouncers to royal men-at-arms who protect the royal family and their most prized possessions.
Rank 1 - Town Militia
You have joined the local town militia out of necessity or desire. Either way, your duties have included many sleepless nights on watch, and many tedious days spent idly standing guard.
Holdings: A bunk bed to sleep in at your stationed guardhouse. Sensitive information relating to an unsolved murder that you have not told anyone about.
Progression: Solve a crime or uncover a major smuggling route.
Rank 2 - Captain of the Watch
Your dedication to your city has not gone unnoticed, and you have been promoted to Captain of the Watch. You now lead a small detail of guards who follow your orders.
Holdings: Access to the keys to the city gates. A group of militia guards to train and organize as you see fit.
Progression: Catch a renowned criminal before they can escape the city, or another act worthy of a promotion.
Rank 3 - Palace Guard
You have shown initiative and critical thinking under strain in leading your guard detail, and have been suitably promoted to the rank of Palace Guard. Your loyalty is highly valued, and your discretion is even more so. Your focus has shifted from keeping the peace to protecting the most important places and people in the city.
Holdings: Free lodging on the grounds of the palace or other place of work. Unquestioned access to restricted areas of the city. Permission to view the casefiles of ongoing investigations and past crimes. You can also access documents detailing guard routes and rosters.
Progression: Save a VIP from an assassination attempt, rescue a kidnapped princess, or anything of equal import to be promoted.
Rank 4 - Lord Commander
You now command the entire law enforcement system of your area, with accompanying fortresses and militia. You stand as the final authority for most executive and judicial problems in your region, making you the physical embodiment of the law. When the leaders of your city need protection or want a crime investigated, they go through you.
Holdings: Command of the entire guard hierarchy within your area, with the authority to conscript new militia and impose martial law within a region or town. Command of a fortress within a major town or city, granting you access to weapons, defensive siege equipment, and squadrons of guards under your command. You report directly to the highest officials, and have the ear of the monarch on matters of the city’s defenses.
- Skill Proficiencies: You gain proficiency in Perception and choose an additional proficiency in Animal Handling, Athletics, Insight, Intimidation, or Survival
- Tool Proficiencies: One type of gaming set
- Equipment: Manacles, pipe and tobacco box, a gaming set you are proficient with, a badge of office, and 10 gp
Upon spending an hour asking around, and succeeding on a medium-DC Wisdom Perception check, you can find a contact within the local constabulary or guard hierarchy. This contact begins as friendly to you and will answer questions you have regarding local wanted criminals, law enforcement, and ongoing or previous investigations.
Suggested Characteristics
Use the tables for the criminal background below as the basis for your guard’s traits and motivations, modifying the entries when appropriate to suit your identity as a guard.
For instance, your bond might involve other guards or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
| d8 | Personality Trait |
|---|---|
| 1 | I always have a plan for what to do when things go wrong. |
| 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
| 3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
| 4 | I would rather make a new friend than a new enemy. |
| 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
| 6 | I don’t pay attention to the risks in a situation. Never tell me the odds. |
| 7 | The best way to get me to do something is to tell me I can’t do it. |
| 8 | I blow up at the slightest insult. |
| d6 | Ideal |
|---|---|
| 1 | Honor. I don’t steal from others in the trade. (Lawful) |
| 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
| 3 | Charity. I steal from the wealthy so that I can help people in need. (Good) |
| 4 | Greed. I will do whatever it takes to become wealthy. (Evil) |
| 5 | People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
| 6 | Redemption. There’s a spark of good in everyone. (Good) |
| d6 | Bond |
|---|---|
| 1 | I’m trying to pay off an old debt I owe to a generous benefactor. |
| 2 | My ill-gotten gains go to support my family. |
| 3 | Something important was taken from me, and I aim to steal it back. |
| 4 | I will become the greatest thief that ever lived. |
| 5 | I’m guilty of a terrible crime. I hope I can redeem myself for it. |
| 6 | Someone I loved died because of a mistake I made. That will never happen again. |
| d6 | Flaw |
|---|---|
| 1 | When I see something valuable, I can’t think about anything but how to steal it. |
| 2 | When faced with a choice between money and my friends, I usually choose the money. |
| 3 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. |
| 4 | I have a “tell” that reveals when I’m lying. |
| 5 | I turn tail and run when things look bad. |
| 6 | An innocent person is in prison for a crime that I committed. I’m okay with that. |
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