Guard
Guard
To be a guard in Enderlin is to stand where order meets uncertainty, bearing the weight of law, duty, and vigilance day after day. While kings, councils, and guildmasters write decrees, it is the guard who enforces them—boots on cobblestone, spear in hand, eyes always searching. From the crowded marketplaces of Portavira to the wind-scoured walls of frontier towns, guards are the first line between stability and chaos.
In the south of the Kaiserreich Mittemark, guards patrol beneath the Firelight Beacons, scanning the desert horizon for raiders, smugglers, or signs of distant war. In the feudal realms of the Kingdom of Cormerault, they serve noble houses directly, enforcing local law and maintaining order among serfs, merchants, and rival banners. Farther afield, in places like Ormagrát in the far north of Hrafngard, the immense fortress built atop an ancient dragon’s lair, guards train under harsher conditions—defending not only against bandits and beasts, but against threats that whisper of older, darker powers.
Life as a guard is one of discipline and repetition, but also judgment. Recruits learn to read people as much as terrain: spotting fear in a crowd, tension in a tavern, or danger in a traveler’s silence. They memorize patrol routes, signal calls, and emergency drills, standing watch through rain, heat, and bitter cold. Bonds form quickly among those who share long nights on the wall or tense hours holding a line during unrest. For many guards, loyalty to their unit becomes as strong as loyalty to crown or city.
Not all guards remain at their posts forever. Some grow weary of routine and seek adventure beyond the walls they once defended. Others carry their training into new roles—mercenaries, caravan escorts, city officials, or soldiers of fortune. A few struggle with the moral weight of their duties, questioning whether the laws they upheld truly served justice, or merely power.
To be a guard in Enderlin is to watch both inward and outward, to protect against threats seen and unseen, and to learn that peace is rarely loud or glorious—but is earned, day by day, by those willing to stand the line while the rest of the world sleeps.
Ability Scores
Strength, Intelligence, Wisdom
Feat
Alert
Skill Proficiencies
Athletics, Perception
Tool Proficiency
Choose one kind of Gaming Set
Equipment
Choose one of the following options:
A) Spear, Light Crossbow, 20 Bolts, Gaming Set (same as above), Hooded Lantern, Manacles, Quiver, Traveler’s Clothes, 12 gp
B) 50 gp

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