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Brelish Garrison

The Brelish Garrison in Ardev is a fortified stone structure standing on a slight rise, overlooking the town and the nearby roads. With its sturdy walls and watchtowers, the garrison serves as a base for the local Brelish soldiers tasked with keeping order and guarding against threats from the Mournland and Darguun. The compound includes barracks, a training yard, and a small armory. Soldiers can often be seen drilling or patrolling the town's edges. Inside, the garrison commander handles town security and sometimes hires adventurers for dangerous missions that require more than a soldier's touch.   Captain Aldren Harrow (Garrison Commander): A stern, middle-aged man with a neatly trimmed mustache and a military bearing, Aldren is dedicated to keeping order in Ardev. He’s always on the lookout for competent adventurers to handle delicate missions that his troops are too few or too obvious to manage.   Talia Var (Quartermaster): Talia is a no-nonsense woman in charge of the garrison’s supplies. She has a soft spot for anyone who brings back rare materials from the wilds, often willing to trade military-grade gear or potions for the right finds. She might ask the party to retrieve an ingredient for her.   Sergeant Brynn Torvik (Patrol Leader): A gruff war veteran with a missing eye, Brynn is a familiar face on the streets of Ardev. He’s suspicious of adventurers, seeing them as troublemakers, but he knows the area well. Brynn might grudgingly ask for the party’s help if a serious threat arises.   Kara Finnegan (New Recruit): Kara is a young and eager recruit who sees adventurers as heroes. She often sneaks out of the garrison to hear their stories at the Rusty Lantern. She could be a source of minor gossip or need the party’s help if she gets in over her head with a dangerous mission.   Job Offers: The garrison commander is seeking adventurers to investigate strange movements along the Mournland border, or to mediate a brewing conflict with a nearby Darguun tribe.   Prisoner Transfer: The party is asked to escort a dangerous prisoner to a larger city for trial. Things take a turn when an ambush attempts to free the prisoner en route.   Training Sparring Match: Soldiers invite the party to participate in friendly sparring matches, offering a chance to hone combat skills or gather information from the garrison troops.   Distressed Refugees: A group of ragged travelers from the Mournland seeks shelter at the garrison, claiming they saw something horrifying in the fog. Their stories could hold clues to a greater threat.   Missing Patrol: A routine patrol has not returned, and the commander wants the adventurers to find out what happened. The search may lead them into dangerous territory near the Mournland.

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