Death Guard Organization in Dawn of Others | World Anvil

Death Guard

Their duty is keeping the camp safe. The Death Guard performs everyday security tasks. They rarely act outside Necropolis Proper and do not pay much attention to Necromantic Caverns. They are a peacekeeping force; responsible for solving crimes and apprehending criminals. They ensure that Zombies are not making it past the Outskirts. They are generally responsible for upholding the law. They have the authority to impose punishments for crimes without the benefits of a trial which are reserved for those of the upper ranks of factions or social affleunance.   Clad in heavy armor and fueled by righteous zeal, the soldiers of the Death Guard take up steel against the corruption and lawlessness that gnaw at the soul of Necropolis. Combining the force of law with the military strength to back it up, the Death Guard work to forge Necropolis into a just society, a safe and healthy community for all. From garrisons throughout the sprawling city, disciplined, stalwart soldiers are dispatched to stand firm against zombie raids, Necromancer corruption, and the subtle influence of more mundane criminals.

Diplomacy

Members of the Death guard are generally trusted and well regarded within the settlement. The Death guard is seen as a positive and trustworthy organization that is working to help the citizens. Most feel that they are making Necropolis a better place. In general, the Death Guard maintains a neutral relationship with the other factions within the settlement. Their authority is rarely openly challenged.

Death Guard Characters

  • Alignment: Usually good, often lawful
  • Suggested Races: Any
  • Suggested Classes: Grounder, Gunslinger, Heavy, Marshal, Medic
  • Suggested Archtypes: Brother of Blood, Man at Arms, Militarist, Field Medic, Driver
  • Suggested Ladder: Veteran, Warrior
Consider the Death Guard for your character if one or more of the following sentences ring true:
  • You are drawn to the ideal of the knight in shining armor.
  • You like playing duty bound and disciplined fighters.
  • Smiting foes with holy wrath fills you with righteous joy.
  • You want to protect the innocent and fight for justice.

Joining the Death Guard

If your character was born and raised in Necropolis, you can choose this background instead of those listed in the Ultra Modern Redux rule book.   As a new recruit to the Death guard, you were sent to the prestigious Military Academy for training. Your life there was tempered in the forge of guard discipline, devotion, and zeal. Your training regimen was deliberately harsh, to weed out the uncommitted. You lasted to the end, and now you begin your adventuring career ready to put everything you have learned to use in the guard’s service. Depending on whether you focused on martial training, studied magic, or pursued both courses, your path will look somewhat different.

Martial Training

The bulk of the Death Guard consists of human soldiers. If you are a non-magical combatant you’ll fit right in among the ranks, with a promising career path ahead of you — promotion through the ranks, with opportunities for special assignments.

Magical Study

If you are a spellcaster, you can find a place as a combat mage in the Death guard, called a Battle Mage. These mages use spells to clear the way for the guard’s combat troops. Path of Flame magic is often favored amonst these mages.   If you prefer the Path of Life magic over the Path of Flame magic of the Battle Mages, you can become a Medic Mage. These combat healers are an essential part of the Death Guard, using a combination of magic and mundane medicine to close wounds and restore strength.

Military Magic

If you are among the few who can combine the martial training of a soldier with magic you can join the ranks of the Elite Guard. Fueled by a healthy dose of righteous zeal, the Elite Guard commands a great deal of respect in the Death Guard.

Background: Death Guard

Your life is devoted to the service of the Death Guard and consecrated to the work of establishing justice and peace on the streets of Necropolis. You might be a true believer, inspired by the example of the Captains, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Death Guard parent, succumbed to the persuasion of a charismatic recruiter’s lofty promises, or were drawn in by the prospect of a life of action.
  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set
  • Languages: Choose one
  • Equipment: a trinket from the table below, a set of common clothes, and 2 credits
  • You have Renown 1 and Rank 1 within the Death Guard.
 

Feature: Garrison Station

You have an established place in the hierarchy of the Death Guard. You can requisition simple equipment for temporary use, and you can gain access to any Death Guard garrison in Necropolis, where you can rest in safety and receive the attention of medics. You are also paid a salary, which combined with free lodging in your garrison enables you to maintain a poor lifestyle between adventures.

Suggested Characteristics

The Death Guard is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership’s devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion’s work.

Contacts

The ordered structure of the Death Guard offers abundant opportunities to make friends — and rivals — in higher places. You might have close friends in other factions.   Roll twice on the Death Guard table (for an ally and a rival) and once on the Non-Death Guard Contacts table.

Society functions only if people do their duty and respect the chain of command.

General Biases

These are the biases that members of this faction typical hold.

Positive Biases

They favor lawful characters as they admire those who have a strong sense of justice. This triggers for a character who has been known to have been supporting or defending the law or is associated with any faction that has a repuation for upholding the law.

Negative Biases

They distrust those who are chaotic in nature. This triggers for a character who has been known to have been breaking the law or is associated with any faction that has a reputation for breaking the law.
Founding Date
30SE
Alternative Names
The Guard
Demonym
Guaridians
Location
Controlled Territories
Manufactured Items
Related Items
Organization Vehicles
Notable Members

As we contemplate the vast amount of work to be done for justice and peace in this world, we trust that we will find the grace to accomplish , to believe in, and to hope for the greatest things. As we gather here, we look for grace in the smallest things, and are sustained by our confidence in [the Divine's] presence in our work and our gatherings.
- St. Peter Faber, SJ



Injustice anywhere is a threat to justice everywhere. We are caught in an inescapable network of mutuality, tied in a single garment of destiny. Whatever affects one directly, affects all indirectly.
- Martin Luther King



It is a denial of justice not to stretch out a helping hand to the fallen; that is the common right of humanity.
- Seneca the Elder



Throughout history, it has been the inaction of those who could have acted; the indifference of those who should have known better; the silence of the voice of justice when it mattered most; that has made it possible for evil to triumph.
- Haile Selassie


Never forget that justice is what love looks like in public.
— Cornel West

Allies

Many within Necropolis consider the Death Guard an extension of the Necromancers rather then a seperate faction.

Neutral

Neutral

Neutral

How Do I Fit In?

As a member of the Death Guard, you are subject to the orders of your superior officers. You go where they tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it’s either because you have proven yourself capable of working without close supervision or because you’re a rebellious sort who is willing to disobey orders now and face the consequences later.

Rank and Renown

By gaining renown as a member of the Death Guard, you can ascend through an ordered series of ranks within the guild. Promotion always requires the approval of a superior officer. It is a reward for services rendered to the faction, rather than an automatic consequence of increased renown. In addition, certain positions become available to you when both your renown and your character level reach certain thresholds.

Rank 1: Private

  • Prerequisite: Renown 1 or higher in the Death Guard and Level 1
At this rank, you are seen as just entering the faction and are considered to be inexperienced. You are one of many amongst the rank and file, a nameless number. You gain access to the Garrison.
  • You are given a Death Guard insignia.
  • Your salary is enough to maintain a modest lifestyle, including private quarters in the garrison.

Rank 2 within the Death Guard: Corporal

You have proven that you have mastered the basic skills needed to function within the Guard. You must now choose your path within the Gaurd by choosing one of the following special ranks.

Special Rank: Death Rider Coporal

  • Prerequisite: Renown 3 or higher in the Death Guard, 2nd level or higher, proficiency in one handed small firearms. Cannot become a Battle Mage or a Medic Mage.
Death riders are mounted on motorcycles to patrol Necropolis as a regular reminder of the Death Guard and their concern for justic within the settlement.
  • You are assigned a Guard Motorcycle to use as you see fit.
  • You become profiecent in two handed small arms if you are not already.

Special Rank: Battle Mage Coporal

  • Prerequisite: Renown 3 or higher in the Death Guard, 2nd level or higher, Vigor 8 or higher. Cannot become a Death Rider or a Medic Mage.
You have demonstrated that you are capable with weilding the Dark and have joined the ranks of those that use magic in the name of the Guard. While those within the Path of Flame are strongly favored, any Dark Sequence is permitted with the ranks of the Battle Mage.
  • You gain access to The Fabrigia Institute so that you may further your magical studies.
  • The path cost for the Path of Flame is 0 for you and you may choose one of the root spells without paying its cost.

Special Rank: Medic Mage Coporal

  • Prerequisite: Renown 3 or higher in the Death Guard, 2nd level or higher, One Root spell for the Path of Life. Cannot become a Death Rider or a Battle Mage.
You have demonstrated that you are capable of tending to the falled and have joined the ranks of those that use this healing power in the name of the Guard. Those within the ranks of the Medic Mages always know spells from the Path of Life, but often know spells from other paths as well.
  • You gain access to The Fabrigia Institute so that you may further your magical studies.
  • You are provided training from other Medic Mages and become proficient in the Medicine Skill. You maintain this proficiency even if you are dismissed from the ranks of the Medic Mages.

Rank 3 within the Death Guard: Seargant

As you continue to rise through the ranks, you will continue to advance within your chose branch.

Special Rank: Death Rider Seargant

  • Prerequisite: Death Rider, renown 5 or higher in the Death Guard, Level 5 or higher.
You love your motorcycle and consider it an extension of yourself. It is as important in combat as your gun.
  • You gain the ability to perform a Love Tap with your motorcycle. As an action, you can make a ram attack against another vehicle or creature with your vehicle. (see Ram). If you hit, you deal 1d8 additional damage. If you are already able to perform a Love Tap, your additional damage increases to 1d10.
  • You are given a Silver Feather to use as you see fit.

Special Rank: Battle Mage Seargant

  • Prerequisite: Battle Mage, Renown 5 or higher with the Death Guard, Level 5 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Battle Mages. Your knowledge of the Dark grows and your ability to wield it increases.
  • You gain access to the Dark Lore
  • You may choose a Path of Falme tier 1 spell without paying its cost.

Special Rank: Medic Mage Seargant

  • Prerequisite: Medic Mage, Renown 5 or higher with the Death Guard, Level 5 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Medic Mages. Your knowledge of the Dark grows and your ability to wield it increases.
  • You gain access to the Dark Lore
  • You gain proficiency with the Drug Kit and are provided with a Drug Kit to use as you see fit.

Rank 4 within the Death Guard: Leutenant

As you continue to rise through the ranks, you will continue to advance within your chose branch.

Special Rank: Death Rider Leutenant

  • Prerequisite: Death Rider Seargant, renown 10 or higher in the Death Guard, Level 7 or higher.
You have developed a relationship with your motorcycle that borders on obsession. You have given your motorcycle a name and consider it a trusted ally.
  • You gain access to vehicle modifications as described in the Ultra Modern Redux source book. You must pay the listed price for these modifications.
  • You gain the ability to perform a Signature Move with your motorcycle. As a bonus action, gain a +3 bonus with Dexterity (vehicle operation) checks until the end of your turn. If you already have Signature Move, the bonus increases to +5.

Special Rank: Battle Mage Leutenant

  • Prerequisite: Battle Mage Seargant, Renown 10 or higher with the Death Guard, Level 7 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Battle Mages. You have tested your skills in combat and proven yourself capable. Your knowledge of the Dark grows and your ability to wield it increases.
  • You may choose a Path of Falme tier 2 spell without paying its cost.

Special Rank: Medic Mage Leutenant

  • Prerequisite: Medic Mage Seargant, Renown 10 or higher with the Death Guard, Level 7 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Medic Mages. You have proven your ability to aid others during combat. You can maintain a level head while under fire. Your knowledge of the Dark grows and your ability to wield it increases.
  • You gain proficiency with the Medical Kit and are provided with a Medical Kit to use as you see fit.
  • As an action, you can expend one use of the medical kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. They gain 1 hit point.
  • As an action, you can spend one use of the medical kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Rank 5 within the Death Guard: Captain

As you continue to rise through the ranks, you will continue to advance within your chose branch.

Special Rank: Death Rider Captain

  • Prerequisite: Death Rider Leutenant, renown 25 or higher in the Death Guard, Level 10 or higher.
You consider your motorcycle to be an actual extension of yourself, a prt of who you are. There is no seperating you from this machine.
  • Vehicle modifications as described in the Ultra Modern Redux source book now cost you 25% less than the listed price.
  • You gain the ability to perform a Counter Maneuver. If a vehicle or creature hits your moving vehicle with a physical attack (ram or a melee attack), you can make a ram attack against the target as a reaction (see Ram). If you hit, you deal 1d8 additional damage. If you can already perform a Counter Maneuver, the additional damage increases to 1d10.

Special Rank: Battle Mage Captain

  • Prerequisite: Battle Mage Leutenant, Renown 25 or higher with the Death Guard, Level 10 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Battle Mages. You have tested your skills in combat and proven yourself to be remarkable as compared to other Battle Mages. Your knowledge of the Dark grows and your ability to wield it increases.
  • You may choose a Path of Falme tier 3 spell without paying its cost.

Special Rank: Medic Mage Captain

  • Prerequisite: Medic Mage Leutenant, Renown 25 or higher with the Death Guard, Level 10 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Medic Mages. You have proven your ability to aid others during combat. You can maintain a level head while under fire. Your ability to aid your allies borders on the mariculous. Your knowledge of the Dark grows and your ability to wield it increases.
  • You gain the ability to perform Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rank 6 within the Death Guard: Colonel

Multiple Colonel's each take responsibility for a District or Subdistrict within Necropolis. While these Colonels become responsible for all of the Death Guard within that district, they still continue to rise within their specialty. The chosen specialty of the Colonel is often seen as the favored branch for that district, affording those mebers additional favor with the populace of that district or subdistrict. When decisions for Necropolis as a whole is required, that authority falls upon the Colonel of the Necromancer District as they are generally regarded as the leader of the faction.

Special Rank: Death Rider Colonel

  • Prerequisite: Death Rider Captain, renown 50 or higher in the Death Guard, Level 15 or higher.
Your machine has taken on spiritual meaning and you treat it as a divine object.
  • Vehicle modifications as described in the Ultra Modern Redux source book now cost you 50% less than the listed price.
  • You gain the ability to perform Drop The Hammer. As a bonus action, you gain a +5 bonus to speed until the end of your turn. If you can already perform Drop the Hammer then your bonus speed increases to +10.

Special Rank: Battle Mage Colonel

  • Prerequisite: Battle Mage Captain, Renown 50 or higher with the Death Guard, Level 15 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Battle Mages. You have tested your skills in combat and proven yourself to be remarkable as compared to other Battle Mages. Your magical abilities are a kin to those told of in legends. Your knowledge of the Dark grows and your ability to wield it increases.
  • You may choose a Path of Falme tier 4 spell without paying its cost.

Special Rank: Medic Mage Colonel

  • Prerequisite: Medic Mage Captain, Renown 50 or higher with the Death Guard, Level 15 or higher.
You have trained within the halls of The Fabrigia Institute and within the ranks of the Medic Mages. You have proven your ability to aid others during combat. You can maintain a level head while under fire. Your ability to aid your allies is considered to of legendary merit. Your magical abilities inspires others. Your knowledge of the Dark grows and your ability to wield it increases.
  • You gain the ability of an Inspiring Leader. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

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