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Greyhawk

The Great Kingdom is sundered, collapsed into chaos after the terrible Greyhawk Wars. An insane overking, advised by a malefic priesthood and conversing with fiends atop his malachite throne, slew and revivified
many of his local noble rulers as animuses, undead creatures of cold, hateful passions.

Great armies once the envy of the Flanaess wander the
lands as freebooting mercenaries and pillagers, stripping the once-abundant treasures of this great nation.
More than 300 years of slow degeneration and decline have climaxed in an appalling tragedy. Hundreds of
thousands of men, women, and children have perished, and many more will follow in the years ahead.

12.01.2008

The Foothill Watchmen


Symbol: An emblazoned lion’s head, with two cross swords and a hammer in the middle. The Lion represents the Foothill Watchman's courage, the two cross swords represent battle, and the hammer represents justice. Most fighters and clerics have their shields emblazoned; wizards usually have their spell books emblazoned. The other classes typically have a brooch or cloak that has the emblazoned symbol.

Background, Goals, and Dreams: Lord Brisken, general of the imperial army was sent forth to raze the land to expand the empire some one hundred years passed. He was quit successful, driving out the orcish raiders that dwell in these lands that are now Muskrad, and becoming its first Lord. Lord Brisken’s brother-in-law, Lorin Helm became a powerful weapons merchant for Lord Brisken's Militia and eventually training Brisken's men. When the orcish lords came for revenge, they completely took Muskrad by surprise and killed or drove off all the Muskrad’s people into hiding. Brisken and Lorin where held up within the stone temple walls of St. Cuthbert. The Orcs were without the weapons to destroy the temple, making Brisken and Lorin safe from an early demise. Lorin outwitted the orcish warlord into a dual of combat, winner would take Muskrad. Brisken insisted to battle the orcish warlord, Lorin disputed but was at a loss, he was not as skilled in melee combat as himself. Brisken and the Orc Warlord where locked in combat for days, with Brisken finally beheading the warlord after the third day. Brisken fell to his knees and declared true Lordship and the orc invaders all left. Alone, Brisken fell to the ground, unconscious and then died in Lorin’s arms. Lorin called forth the people back to Muskrad, announcing Brisken's first son, Themden the new Lord, and then finding his new guild to support the lords of the future of Muskrad, The Foothill Watchmen. There main goal is to protect the Lord of Muskrad at all cost, and also are hired for help to solve problems with bandits that raid Muskrad’s merchants that travel the roads to and from Muskrad.

Motto: To serve all, but love only one.

Enemies and Allies: The known enemies of the Foothill Watchmen are the bandits that roam the countryside destroying and plundering the merchants and farmers around Muskrad. There seems to be no order to these rogue bandits, but rumors throughout Muskrad tell of a gathering of power.

Members: Lord Valkum Gratz, a veteran fighter and merchant lord in Muskrad rules wisely as the Helmslord of the Foothill Watchmen. He recruits all manners of professional citizens to the guild, most serving as salesmen, accountants, trainers, and some watchmen, some elite working as the Foothill Watchmen, if qualified enough. The guild is especially desperate for divine and arcane casters.

Type: Fighting Company

Category: Social

Scale: The Foothill Watchmen Guild has influence in Muskrad and the surrounding country side.

Affiliation Score Criteria
+1/2 Character Level /Expertise and Power
+1/Base Attack Bonus +5 or higher
+1/Can Cast 3rd or 4th level spells
+2/Can Cast 5th or higher spells
+2/Recruits a arcane or divine caster in the guild
+1/Completes a mission assigned by the guild
+1/Completes a mission as the group leader that is assigned by the guild
+1/4 per hit die /Has apprehended a Roaming Bandits
+1 per hit die /Has apprehended a Bandit leader
-4/Acts in a manner befitting of the evil alignment
-4/Consorted with the Roaming Bandits
-10/Commits a crime with Muskrad

Titles, Benefits and Duties: As you advance through the hierarchy of the Foothill Watchmen, you gain access to riches and begin to enjoy the benefits of nobility, while accepting the duties thereof.

Foothill Watchmen Score
5 or lower: No Affiliation
6-10 Footman: The Foothill Watchmen recognize you as a potential ally in the struggle to maintain order throughout Muskrad, and gives you a gold insignia ring of the Watchmen. In addition, a Watchmen Knight will be assigned to you as an advisor, and counsilor, she will also train you to be more tough, grainting you the bonus feat, Toughness.
11-19 Watchman: You earn 100/ gp a month from the guild. Also, you are inducted into the Foothills Watchmen elite and now are granted +2 Bonuses to Diplomacy, Bluff and Intimidate within Muskrad and surrounding areas. Making a name for yourself caught the eye of the Roaming Bandits, and now despise you, gaining a +1 moral bonus to damage when attack you. Inaddition you have ventured the surrounding hills enought to learn tricks to survive within the hills and is granted a free bonus feat, Survival (used only for the Foothills).
20-29 Watchmen Knight: You command the services of 4-6 Watchmen (EL 8), but must donate 10% of your treasure to the guild. Your reputation extends beyond the Foothill Watchmen and into the general populous, grainting the +2 Bonuses to Diplomacy, Bluff and Intimidate to the people of Muskrad.
30 + Watchmen’s Councilor: 1 time a week you can borrow any magic weapon or armor with a value of 18,000 gp or less from the Foothill Watchmen’s armory.

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