City Guard of Waterdeep Organization in Not Forgotten Realms | World Anvil

City Guard of Waterdeep

The City Guard was a militia organization made up of soldiers responsible for defending and patrolling the great city of Waterdeep   The City Guard was a militia organization made up of soldiers responsible for defending and patrolling the great city of Waterdeep.   A city guard of Waterdeep.   Base of Operations: Castle Waterdeep (C76), Guard Armory (C47), Guard Barracks (C19, D56, N1), Piergeiron’s Palace (C75), various towers and gatehouses surrounding the city.   City Guard (Expansive Government): AL LN, N LG; 100,000 gp resource limit; Membership 1,200 (can grow up to 12,000 by recruiting mercenaries in times of war Mixed (humans 770, shield dwarves 130, elves [all kinds] 110, lightfoot hal flings 70, half-elves 55, gnomes [all kinds] 30, half-orcs 25, others 10  

Organization

  A City Guard patrol was typically led by a captain or sergeant.  
 

Ranks

  The City Guard had specific titles for the members of their forces:     Rank City Guard Title   Private Trusty   Sergeant Vigilant   Lieutenant Shieldlar   Captain Aumarr   Major Valabrar   Colonel Torsin   Major General Commander   Lieutenant General Varies depending on duty   General Warden of Waterdeep  
 

Duties

  The City Guard's duty was to investigate foreign threats to Waterdeep and to protect the city against them. Their duties included guarding the city's gates, important locations, and citizens. City Guards could be found posted at Castle Waterdeep, Piergeron's Palace, the city walls, and its surrounding countryside.  

Equipment

  Around 1357 DR, soldiers of the City Guard wore yellow scale armor under green cloaks and tabards and carried a shield. Both tabard and shield bore the symbol of Waterdeep, a crescent moon reflected over a bay, surrounded by seven stars. They wielded longswords, daggers, and darts coated with a paralytic poison. On missions outside, they were also armed with bows.  
  Around 1372 DR, Waterdeep's City Guards wore a uniform of polished chainmail covered with a tabard in black cloth with gold trim. They carried various weapons as their posts would require, including longswords, shortbows, shortspears, shortswords, daggers and rods (i.e., masterwork clubs).  
 
 

Salary

  Service for 6 gp per month (1372 DR).   60 gp per month (1491 DR)  

History

  One day in the Year of the Prince, 1357 DR, a huntsman informed the City Guard of a magical tower erected within a single day, a full day's hard ride north of Waterdeep's Trollwall. A City Guard patrol, including Pern, investigated and attempted to scale the tower. Imgig Zu, master of the tower, animated his gargoyle minions to attack the guardsmen.   Later that year, when the skies over the city darkened and an interdimensional wormhole (from the Great Door) disgorged a swarm of gargoyles and kenkus over the city, a City Guard troop and Khelben "Blackstaff" Arunsun arrived to hold them off.   The City Guard serves as Waterdeep’s army, defending the City of Splendors from attack and patrolling the surrounding coun-tryside. The Guard also serves as bodyguards for Piergeiron and as honor guards for visiting diplomats. Contingents of the Guard and the Watch jointly man the city gates; the Guard controls access, while the Watch observes those who enter, pursues fugi¬tives, and escorts visitors into the city.   Authority Figure: General XXXXX   Requirements:You are expected to serve an average of 30 hours per tenday, standing guard, drilling, or patrolling. (Many Guards serve more.)   Favored in Guild Fringe Benefit: You learn tactics for fighting alongside other Guards. Whenever you are adjacent to another Guard, you both gain a +1 competence bonus to AC.   The uniform of the Guard is brightly polished chainmail, covered by black tabards with gold trim. Guards carry weapons appropriate to their posting, such as longswords, rods (treat as masterwork clubs), shortbows, shortspears, short swords, and daggers.   The Guard’s ranks and command structure are similar to that of the City Watch, except the army is apportioned not to wards but to various garrisons along the city wall, in Castle Waterdeep, Piergeiron’s Palace, and in the surrounding countryside.      

Uniform of City Guard

  The uniform of the Guard is brightly polished chainmail, covered by black tabards with gold trim. Guards carry weapons appropriate to their posting, such as longswords, rods (treat as masterwork clubs), shortbows, shortspears, short swords, and daggers. The Guard’s ranks and command structure are similar to that of the City Watch (detailed below), except the army is apportioned not to wards but to various garrisons along the city wall, in Castle Waterdeep, Piergeiron’s Palace, and in the surrounding countryside.  

SAMPLE CITY GUARD

  A Guard patrol consists of twelve members: a civilar (captain or lieutenant), an armar (sergeant), and ten Guardsmen or Guardswomen. Rein¬forcements rushing to a scene of a dispute might be on horseback.   Use the 4th-level fighter and 2nd- level fighter NPCs from the Dungeon Master's Guide (page 117) to represent the typical guard civilar and armar, respectively.  

City Guard

   

Structure of City Guard

 

1st Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

2nd Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

3rd Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts   Daggerford, Way Inn - 120 members - ten squads    

4th Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

5th Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

6th Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

7th Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

8th Company

  Commander: , XXX members, XXX squads, role - light infantry / heavy infantry / special forces / light cavalry / heavy cavalry / scouts  

City Guard Patrol outside Waterdeep

  Standard patrol: Mounted 1 Shieldlar (knight), 8-12 Trusty (veterans)  

City Guardsman, Standard

  Limitations: City guards, no matter what rank or type of duty, are all warriors (fighters, paladins). They must all have minimum scores of 12 in Strength and Constitution.   Description: A Waterdhavian guard is a soldier of the army of Waterdeep, dedicating his or her service to defending the Lords and the people and property of the City of Splendors. People can join the guard after thorough physical and mental examinations, and they initially enlist for two years. After that, they can choose to resign their commission or stay for an additional two-year period.   Role: The guard stands ready at all times to supplement the watch in all matters, helping to keep order within the city. They man the walls and watchtowers, the catapults, the jails, and the gates of the city. A guard officership is considered a worthy position for many young lesser nobles.   Weapon Proficiencies: The following are minimum weapon proficiencies, but are not exclusive; they reflect the standard guard weapons: Mace, short bow, short sword.   Tools Proficiencies and SKills: The following are suggested skills for guard members to learn; they are not mandatory for the rank-and-file: Mounts (land), Athletics, Waterdeep Lore I (whether native or outsider; see below).   Equipment: Mace, scale mail, short bow, short sword; any additional nonstandard equipment is up to the player. Guard uniforms are silver scale mail covered by a black tabard and cloak with gold trim and the gold seal of Waterdeep on their chests (and shields if on wall duty).   Special Benefits & Hindrances: For general benefits and drawbacks of all guardsmen (officers and special troops included), see the Limited Campaigns section below.   Races: Any; in times of trouble, Lord Piergeiron will allow the addition of mercenaries to the guard, sometimes supplementing the troops with humanoids, lizard men, and a rare giant or two.  

City Guardsman, Air Corps

  Limitations: As standard guardsman.   Description: As standard guardsman, though these soldiers are the elite forces that ride the griffons and provide aerial defense for the city.   Weapon Proficiencies: As above, though a flail or mace or a spear are mandatory weapons needed to fight on griffonback.   Tools Proficiencies and SKills: The only additional proficiency for these guardsmen is Mounts (air). This compulsory proficiency is limited specifically to griffons, though riders can train on other flying animals later.   Equipment: As above, including all proficient weapons.   Races: Humans, elves, half-elves; all other races are too small or too big to be effective griffon-riders.  
 
 
 

City Guardsman, Naval Brigade

  Limitations: As standard guardsman.   Description: As standard guardsman, but these guards who man the harbor towers are a bit less orderly and more rowdy than their inner city counterparts (though they are no less honest or law-abiding). The “mariners” keep watch on the harbor’s islands and towers, man and maintain the raker fleet, and coordinate antismuggling patrols with the mermen forces in the harbor. Their main barracks and command center are on Deepwater Isle in the Inner Fort.   Weapon Proficiencies: As above standards; mariners can also be adept at using crossbows (both standard and the heavy ship variety), harpoons, nets, and tridents.   Tools Proficiencies and SKills: Guardsmen of the naval brigade are required to learn the following skills during their first tour of duty (Athletics is mandatory for entry): Navigator Tools, Vehicles (sea, big).   Equipment: As above, including all proficient weapons.   Races: Any (including mermen and mermaids in the harbor).  

City Guardsman, Officer (any troop type)

  Limitation: Officers need Intelligence scores of 12 or better. These skills are prerequisites for officers ranks: History, Mounts (land).   Description: Guard officers tend to be veterans from the ranks or are young nobles with political commissions. The two types of officers work well together and form a superb command structure for the guard (aside from the veterans good-natured needling of young noble lieutenants).   Weapon Proficiencies: Long bow, long sword, mace, and spear or one type of polearm.   Nonweapon Proficiencies: Upon gaining the rank of an officer, characters can learn the following skills: Waterdeep Lore I (for non-native officers), Waterdeep Lore II, and Waterdeep Lore III.   Equipment: As above, including all proficient weapons.

Структура

Ranks


 
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Тип
Military, Other
Другие названия
The Guard
Уровень подготовки
Trained
Уровень ветеранства
Experienced
Место
Контролируемые территории

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