BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

5. Sheernobb Guard House

The Sheernobb Guard House stands as a crucial bastion of security and order in the gnome village of Sheernobb. Tasked with maintaining the safety of the village and its surrounding areas, the guard house is pivotal in responding to the rising bandit activity affecting merchant wagon caravans along the 'Long Road'. This article explores the history, roles, and key figures of the Sheernobb Guard House, highlighting its importance in the region's political and social landscape.
As you approach the verdant hills of Sheernobb, the landscape changes, giving way to a charming village nestled within the lush greenery of the Kron Hills. The road narrows and winds through the dense forest, guiding you towards the heart of the gnome settlement. The air is filled with the earthy scent of the forest, mingled with the faint aroma of roasting potatoes and fresh ale.   Just as you begin to take in the quaint beauty of the village, you are halted by a group of gnome guards. They are small in stature but carry an air of authority, their eyes sharp and watchful.   "What business do you have in Sheernobb?" one of the guards demands, stepping forward. His tone is not hostile, but it carries the weight of someone who has asked this question many times before.   You explain your purpose, whether it be seeking refuge, trading goods, or simply exploring the village. The guards listen intently, nodding occasionally. Once satisfied with your explanation, the leader of the group speaks again.   "Very well, you may enter," he says, gesturing towards the village with a gloved hand. "But be warned, we keep a close eye on all newcomers. For accommodations, we recommend the Honey Haven Tavern. It's suited for humans and will be a comfortable place for you to stay."   He pauses for a moment, studying you with a keen eye. "If you have any questions or need to speak with someone in charge, you can find Headgnome Glennddarc at the Sheernobb Moothall. It's the largest mound in the village, you can't miss it."   With that, the guards step aside, allowing you to continue your journey into Sheernobb. As you proceed, the bustling activity of the village begins to unfold before you. Small burrow homes dot the hillsides, their doors intricately carved and inviting. Gnomes go about their daily routines, casting curious glances your way.

Location and Structure

The Sheernobb Guard House is strategically located at the entrance to the village, serving as the first line of defense against potential threats. It is a sturdy stone building, well-fortified and equipped with lookout towers that offer a commanding view of the surrounding area.
Interior Layout
  • Entrance Hall: Welcomes visitors and travelers, where guards conduct initial questioning and inspections.
  • Duty Officer’s Office: Central command hub where patrols report and receive their orders.
  • Armory: Stores weapons, armor, and other equipment necessary for the militia.
  • Barracks: Provides sleeping quarters for the guards on duty.

History

Founding and Evolution
The Sheernobb Guard House was established shortly after the founding of the village, evolving from a simple watchtower to a comprehensive militia base. It has grown in response to increasing security needs, especially given the recent spike in bandit activity.
Significant Events
  • Expansion: Over the years, the guard house has been expanded to include additional facilities such as an armory and barracks.
  • Bandit Incursions: The guard house has played a critical role in repelling bandit attacks and protecting merchant caravans.

Roles and Duties

Guard and Patrol Duties
The gnome militia is responsible for stopping and questioning all travelers entering Sheernobb, ensuring that only those with peaceful intentions are allowed through.
Patrols
  • Daily Patrols: Regular patrols around the village and along nearby roads.
  • Special Missions: Led by Meldreeb Keeleene, focusing on safeguarding the exclusive Keeleene Gem mines and responding to specific threats.
Reporting
  • To Duty Officer: All patrols report their findings and any incidents to the duty officer stationed at the guard house.

Bandit Activity on the 'Long Road'

Current Situation
The 'Long Road,' stretching from Etterboek to Ostverk, has seen a significant increase in bandit activity, posing a severe threat to both human and gnome merchant wagon caravans.
Challenges
  • Rising Threats: Bandits have escalated from minor harassment to fully-fledged robbery, targeting travelers and merchants.
  • Impact on Trade: The security of the 'Long Road' is vital for trade, with the bandit activity threatening economic stability.

Political Relationships

Local Politics
The guard house is integral to Sheernobb's local governance, coordinating with village leaders to ensure the safety and stability of the community. Regional Influence
  • Verbobonc, Viscounty: Works with Viscounty officials to address security concerns and seek support for increased patrols.
  • Neighboring Regions: Collaborates with neighboring villages and gnome settlements to enhance regional security and trade stability.
Key Political Figures
  • Headgnome Glennddarc Keeleene: Coordinates closely with Captain Gnonsbim and Meldreeb Keeleene to protect the village.
  • Merchants and Traders: Engages with traders to ensure safe passage and address any security concerns.

Relationships

Community Bonds
The guard house fosters a sense of security and stability within Sheernobb, ensuring that residents feel protected and safe.
External Relations
Merchants: Works to secure safe trade routes and protect merchant caravans from bandit threats. Neighboring Villages: Maintains alliances with neighboring communities to enhance regional security and mutual protection.
Staff Dynamics
  • Captain Gnonsbim: Leads with a strategic mind and strong sense of duty, ensuring that the guard house operates efficiently.
  • Meldreeb Keeleene: Provides critical intelligence and leads patrols, enhancing the village’s security efforts.

Opinion Quotes

"With these bandit problems, it won’t be long before the merchants will have to arm themselves."
"The Headgnome has cautioned against sending out a force, fearing it would leave Sheernobb vulnerable."
"This situation would not be happening if the Viscount had not pulled back the Mounted Borderer patrols in the Kron Hills."
"Bandit activity has steadily increased, from minor harassment to full robbery."
"The town shop had a whole shipment taken not long ago."
"Folks along the border are abandoning their farms due to talk of war with the Kron Hills."
"Something needs to be done soon; the bandits will only grow bolder."
Captain Gnonsbim explains the empty Mounted Borderer outpost
As you gather in the corner of the Honey Haven Inn, a grizzled gnome approaches, his weathered armor patched but polished, and a faded emblem of the Mounted Borderers visible on his chest. He introduces himself as Captain Gnonsbim, a retired officer who once served at the abandoned way station. His voice carries the weight of disappointment as he speaks.
"Let me be blunt with you," he begins, leaning on the table with a creak of his old gauntlets. "When Viscount Wilfrick ordered the Mounted Borderers to pull back, we didn’t just leave the way station behind—we left Sheernobb to fend for itself. It wasn’t my choice, nor was it the choice of the men and gnomes under my command. We followed orders, as soldiers do, but that doesn’t make it right."   Gnonsbim’s face tightens, his gaze distant as he recalls the moment. "We were told it was a matter of strategy. The Viscount needed more forces at Fort Emridy, they said. But here? Here we had bandits circling like vultures and caravans getting picked apart. And now...now we’ve got Hill Giants stomping down from the Lortmil Mountains, smashing anything they like and taking what they please. Who’s here to stop them? Nobody, that’s who."   His fist clenches as he glares at the table. "The folk of Sheernobb are tough—we’ve always had to be. But without the Borderers, we’re stretched thin. Merchants don’t trust the roads anymore. Goods that do make it through are scarce or overpriced. And those giants? They’re not just stealing cattle and food. They’re tearing apart homes. Lives."   Gnonsbim looks up at you, his eyes fierce. "I’ve seen what’s left of some of those caravans. Burned wagons. Dead gnomes and humans alike. And you know what makes it worse? The whispers from Verbobonc—that the gnomes are cheating merchants or hiding treasure. Lies! We’re being raided and blamed for it all the same."   He straightens, his voice lowering but not softening. "Sheernobb needs help. Desperately. The Viscount’s forces won’t return, and the bandits and giants won’t stop until there’s nothing left of this village. If you’ve got the skill—and the will—we could use a hand. Not just for us, but for every merchant who dares to ride these roads."   Gnonsbim lets the silence linger for a moment, then gives a sharp nod. "Think it over. But don’t take too long. Every day we wait, we lose more lives, more hope." He turns to leave, his steps heavy with the burden of a leader who was forced to abandon his post—and his people.
Captain Gnonsbim Sheernobb Guard by 3orcs
"The guards of Sheernobb are vigilant and ready. We protect our own."
Captain Gnonsbim
  • Fighter level 5
  • HD5, HP 35, AC 17
Captain Gnonsbim is a stern yet fair leader, known for his strategic mind and unwavering commitment to Sheernobb’s safety. His experience and dedication have earned him the respect of his peers and subordinates.
  • Personality: Stern yet fair, with a deep sense of duty and commitment to Sheernobb’s safety. Known for his strategic mind and unwavering loyalty.
  • Background: A seasoned warrior with years of experience in defending Sheernobb from various threats.
  • Motivation: Driven by a desire to protect his village and ensure the safety of its residents.
  • Political Relationships: Maintains close ties with Headgnome Glennddarc and Meldreeb Keeleene, coordinating efforts to enhance village security.
Gnome Town Guards
  • Fighter level 1
  • HD1, HP 7, AC 15
Jibnap, Knirkir, Clakneg, Slabbneert, Slimpit, Smansnurt: each dedicated to their role in maintaining order and safety in Sheernobb.

Scouting Company

  • 1d4+1 gnome scouts
  • 1 gnome lieutenant
Diplomat and Scout RangerMeldreeb Keeleene
  • Role: Leads patrols from the guard house, ensuring the safety of roads and the protection of the Keeleene Gem mines.
  • Personality: Fast-talking and scatterbrained on the surface, but a shrewd and keen observer.
  • Background: An experienced diplomat and ranger with a deep understanding of the region’s dynamics.
  • Motivation: To secure favorable trade deals and protect the village from external threats.
  • Political Relationships: Reports directly to Headgnome Glennddarc, playing a key role in village politics and security.
Duties and Opinions on Bandit Raid Problems
  • Duties: Leads the village militia, coordinates patrols, and oversees the guard house’s operations.
  • Opinions: Frustrated by the increasing bandit activity and the lack of sufficient response from regional authorities. Advocates for a proactive approach to addressing the threat, despite concerns about leaving Sheernobb vulnerable.
Type
Guard post / house
Parent Location
Owning Organization
Opinions and Comments
 
  1. "With these bandit problems, it won’t be long before the merchants will have to arm themselves."
  2. "The Headgnome has cautioned against sending out a force, fearing it would leave Sheernobb vulnerable."
  3. "This situation would not be happening if the Viscount had not pulled back the Mounted Borderer patrols in the Kron Hills."
  4. "Bandit activity has steadily increased, from minor harassment to full robbery."
  5. "The town shop had a whole shipment taken not long ago."
  6. "Folks along the border are abandoning their farms due to talk of war with the Kron Hills."
  7. "Something needs to be done soon; the bandits will only grow bolder."


Cover image: Sheernobb Banner by 3orcs

Comments

Please Login in order to comment!