[Royal Guard] Royal Guard Primer file

Dan dan at arangoth.org
Fri Oct 26 09:50:42 CDT 2007


I've had a few requests to send this out from people who've lost their 
original copy. Attached is the primer file I send out to all new members 
of the Royal Guard with useful information to help play your characters. 
If you still have your copy handy, you get a gold star. If you can't 
find it, save this copy somewhere handy where you can refer to it when 
you need it.

--Dan
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This file should tell you everything you need to know about being a Guard. If I've forgotten or overlooked anything, please feel free to email me with questions. I encourage Guards to work together both IC and OOC to make RPing an enjoyable experience. This shouldn't be the job from hell. It can be frustrating, since a lot people take out their latent hostility towards real life police and authority figures in general on the Guard. Either we're lazy, corrupt, and ineffective, or we're evil fascist stormtroopers. And some times, you have to deal with LordBadass, the smirking assassin in the rafters who wants everyone to notice how cool and evil he is, but not have to suffer any consequences for that. Get your friends involved, and get some criminals that don't mind being caught by the Guard, or make a criminal yourself and give your fellow Guards something to do. 

Anyway, without further ado, I present:

"MORE THAN YOU EVER WANTED TO KNOW ABOUT BEING A GUARD"

CONTENTS:
(You can use ctrl-f to find one of these headings and jump directly to that section.)

I. -UNIFORM REGULATIONS-
II. -PROCEDURE-
III. -RANKS AND ROSTER-
IV. -ORGANIZATION-
V. -BOUNTIES-
VI. -AWARDS AND COMMENDATIONS-
VII. -RESPONDING TO INCIDENTS-
VIII. -ARRESTS- 
IX. -INVESTIGATING CRIMES-
X. -DETENTION-
XI. -MISCELLANEOUS EQUIPMENT- 
XII. -WHO THE HELL IS IN CHARGE AROUND HERE, ANYWAY?-
XIII. -PROMOTIONS- 

I.   -UNIFORM REGULATIONS-

Guard formal/parade/banquet uniform is black tunic, pants and boots, with a grey stripe down the crease of the pants, grey cuffs on the tunic, and a grey cloak clasped by a pin that denotes rank. Grey armbands embroidered with the Guard's insignia are worn on the upper arms over the tunic. Officers above the rank of Corporal are given a silver-braid stripe down the side of their pants, and silver braid trim on the tunics. Officers above Lieutenant are given a gray silk sash to wear under their swordbelts. Decorations are worn on the right breast. Guardsmen are issued ceremonial daggers, while Non-Commissioned Officers are issued straight broadswords. Commissioned Officers are issued ceremonial curved Khalar sabres. If approved by the captain, issued ceremonial blades may be replaced with other blades that the guardsman supplies for the formal uniform.

Magic-using Guards may substitute a black robe for the tunic and trousers of their dress uniform if they so desire. The robe has grey trim at the cuffs, collar, and hem for guardsmen; officers' robes have a pattern of dragon scales embroidered on the trim in silver thread. Spellcasters carry carved wooden staves as ceremonial weapons; officers carry staves with a silver dragon's head ornament atop it. 

Uniform on patrol does not have to conform with the formal dress standards of the guard, though the gray cloak is required, as is the insignia pin. Alternately, a pair of gray armbands embroidered with the Guard's insignia can be substituted for the cloak in hot weather. The rank pin can be worn on the breast or the belt if the cloak is not worn, so long as it is prominently displayed. Individual equipment and armor are allowed on patrol. Because the guards tend to be highly trained in their unique abilities, equipment for patrols is not standardized and left to the individual guard's discretion.


II.  -PROCEDURE-


Guards of Non-Commissioned Officer rank and above are entitled to assume command of a situation based on seniority. Issues that arise as the result of conflict between guards is to be resolved AFTER the arrest/emergency situation is dealt with. Guards are subject to a chain of command, though guards wishing to file complaint against a superior may submit directly to the Captain and Commanders as opposed to submitting report through a superior they have a complaint against. Frivolous complaints will be dealt with as a disciplinary matter against the complaintant, and so discretion and forethought are advised before making accusations.

Upon arrest, subjects are to be dealt with expediently, brought before a magistrate immediately for sentencing. Subjects that are unruly may be quelled with the necessary force to do so, necessary force being at the arresting guard's discretion. 

Guards do not have the burden of proof when making an arrest. The burden of proof is only to become an issue after the arrest has been made. Anyone may be arrested on reasonable suspicion by the guard. Guards are also expected to show discretion on whether or not to arrest, and are empowered to decide when or not a matter is serious enough to deem intervention. However, guards are encouraged not to accept the help of outside, unlicensed by the crown agencies in dealing with a matter, as such groups are not accountable for their actions except in a court of law and have been proven, in the past, to be of a fickle and often dangerous and disruptive nature. The nature of confrontations of this sort where third parties involve themselves is such that a guard force may be forced to deal with the antagonists and the third party at the same time to avoid collateral damage done by the third party in their attempts to 'help' a situation.

Guards are barred from drinking on duty, except for when the air is cold or there is rain and the guard has been on patrol, in which case the guard in question is alotted the equivalent of one mug of beer, glass of wine or cup of whiskey.

III. -RANKS AND ROSTER-

Ranks are divided into three classifications.

GUARDSMEN:


     1. Arms-Recruit/Spell-Recruit - Rank for new guards. Promotion to next rank is automatic after a month of experience or through extraordinary proficiency or valor. Promotion to higher ranks can occur for those with uncommon skills or of previous experience. Rank is denoted with the basic uniform insignia, a silver dragon rampant on a black enamel shield. 

     2. Armsman/Spellcaster - The basic rank of the Arangothian Royal Guard. Denoted by one white sword for Armsmen and a white swirl for Spellcasters under the dragon on the insignia of the uniform. 


NON-COMMISIONED OFFICERS:


     3. Arms-Corporal/Spell-Corporal - The first significant promotion awarded to newer guards and with it, they have some degree of authority over Recruits and Armsmen/Magi. Denoted with two crossed white swords for Arms-Corporal and two white swirls for Spell-Corporals.

     4. Arms-Sergeant/Spell-Sergeant - The next step in the advancement of the guard, selected officers are given some measure of authority over Recruits, Armsmen/Magi, and respective Corporals. Sergeants typically lead squads of Guards, or are responsible for several two-man patrols of Guards in a particular area of the city. Sergeants also head up the details posted to guard specific locations, such as the treasury or the granaries. Denoted by two crossed silver swords for Arms-Sergeants and two silver swirls for Spell-Sergeants.


COMMISSIONED OFFICERS:


     5. Arms-Lieutenant/Spell-Lieutenant - Experienced Guards achieve this rank and are given some measure of authority over Recruits, Armsmen/Magi, Corporals and respective Sergeants. Lieutenants are responsible for all Guard activity within a particular district of the city during their shift. Denoted with one gold sword for Arms-Lieutenants and one gold swirl for Spell-Lieutenants under the insignia of the guard on the uniform. 

     6. Arms-Commander/Spell-Commander - Rank held by two people, who are personally chosen by the captain to act as commanding officers for guards when the captain is not present. One Commander will oversee operations from the main Guardhouse, while the other will command the Wharf Patrol. Denoted by two crossed gold swords under the symbol for the Arms-Commander and two gold swirls for the Spell-Commander.

    7. Captain of the Guard - The head of the Royal Guard in Drache. Held only by one person. Denoted by a gold crown over the dragon's head. Appointed by the Sithire or Lord Protector.

IV. -ORGANIZATION-

The current strength of the Royal Guard is approximately four hundred individuals in the city of Drache. Royal Guard operations are divided into two precincts, the Upper and Lower City, each of which is overseen by a Commander. Approximately three hundred Guards operate out of the Main Guardhouse, which is located in the BlkDragon District in the Upper City. Guards from the Main Guardhouse patrol the BlkDragon District, the Market District (where the Merchant's Square is located), the Royal Church district, West Drache, the Mingit District, and the Forest Reserve. The Main Guardhouse also stations guard details at Castle Black (to protect the royal treasury, castle granary, and royal armory), the Guard's armory, the Podar ul Sinetattel (the Sithire's administrative headquarters), the Chancellery, and the Royal Church granary. In addition, Guards serving in administrative positions and as jailors for the Guardhouse's dungeon levels are counted among the Main Guardhouse's numbers. Deployment of Guards is tracked on a large slate in the Guardhouse, indicating whether a given guard is in the Guardhouse, out on patrol, or off duty. This is done so that if a guard doesn't show up for work or fails to check in before going home at the end of his or her shift, the absence will be noted and investigated. 

The remaining one hundred Guards make up the Wharf Patrol, whose base of operation is the Wharf Garrison. The Garrison is built around the Wharf granary, which was already a heavily fortified structure to protect the city's grain supply from fire and looters. The garrison contains holding cells for prisoners, though these are usually used to hold drunks until they sober up, or temporarily hold prisoners until they can be transferred to the Guardhouse's dungeons. The Wharf patrol is responsible for the Wharf District, Red Lantern District (including the Xiunlan Quarter), and the Back Alley. The Guard doesn't often venture into the Back Alley, since doing so usually turns out to be more trouble than it's worth. Wharfers receive a 10% bonus to their salary for hazard pay. The Wharf Commander can request additional manpower from the main guardhouse when needed. 

V.  -BOUNTIES-


OFFENSES AGAINST THE CROWN:


    High Treason:  300  Bank Crowns
    Conspiracy against the Crown/Church:  200 Bank Crowns
    Murder of Crown/Church Official:  200 Bank Crowns
    Assault of Crown/Church Official:  50 Bank Crowns (100 w/weapon/intent to kill)
    Kidnapping of a Crown/Church Official:  175 Bank Crowns
    Impersonation of a Crown/Church Official:  125 Bank Crowns
    Arson against a Crown/Church Building:  60 Bank Crowns
    Burglary of a Crown/Church Building:  25 Bank Crowns
    Theft against Crown/Church:  30 Bank Crowns
    Escaping Custody:  100 Bank Crowns
    Resisting Arrest:  40 Bank Crowns
    Guilding/Organization of an Unlawful Militant Faction:  200 Bank Crowns
    Disobeying a Crown Official: 40 Bank Crowns
    Sedition: 50 Bank Crowns
    Obstruction of Justice: 50 Bank Crowns

OFFENSES AGAINST THE CITIZENS:


    Treason:  150 Bank Crowns
    Conspiracy:  100 Bank Crowns
    Murder:  100 Bank Crowns
    Manslaughter:  50 Bank Crowns
    Rape:  100 Bank Crowns
    Attempted Rape:  60 Bank Crowns
    Arson:  20 Bank Crowns
    Assault:  20 Bank Crowns  
    Forgery:  10 Bank Crowns
    Slavery:  50 Bank Crowns
    Kidnapping:  75 Bank Crowns
    Armed Robbery:  20 Bank Crowns
    Grave Robbery:  30 Bank Crowns
    Theft:  10 Bank Crowns
    Grand Theft:  20 Bank Crowns
    Burglary:  10 Bank Crowns
    Destruction of Property:  15 Bank Crowns
    Membership in an Unlawful Militant Faction:  25 Bank Crowns
    Attempted Murder: 40 Bank Crowns

VI. -AWARDS AND COMMENDATIONS-


Royal Guards who show courage or devotion to duty or sacrifice themselves for the good of the people of Drache are now eligible for a series of awards and commendations. Such commendations are worn on their dress uniform's right breast. This is by no means the final list of available awards, but is the current list. More commendations may be added to the list as is necessary. (Commendations are awarded on the basis of reports submitted. So be sure to file reports! :) )


AWARDS


      1. Order of the Gray Stag: The highest award for valor in the realm, this is awarded by the King's will alone to those he deems worthy of the award, often for a personal service rendered to him or for a great service done. Not lightly earned, the award comes with a knighthood and a stipend, as well as a black and grey ribbon and a representation of a stag standing upon a hill etched into a blued steel medallion. This award is worn only above all other awards.


      2. Wound Badge, aka "The Shishkabob": This badge is common throughout the ranks of the guard and is a grim reminder of the perils of the job at hand. Known as "The Shishkabob" because of its representation of a heart pierced with a sword, this badge is awarded in three grades. The first grade, copper, is given to a guard automatically upon his first wounding, making the copper badge the most common of guard awards. The guard recieving the award traditionally gets a pat on the head from his commander and is welcomed to the guard. The second grade, silver, is given upon taking five wounds and traditionally includes a party to celebrate veteran status at the Scuffed Boots Tavern. The third, gold, is given upon twenty wounds and usually involves a party at the Scuffed Boots that entails not only guards drinking heavily, but magistrates, the Captain and the Lord Protector. (Muns are expected to keep track of their own wounds, I can't do this for you. The award is retroactive.)


      3. Steadfast Warrior/Champion of the Realm Medal: The standard Guard award for valor in the line of duty, the Steadfast Warrior of the Realm, the lesser class, and the Steadfast Champion of the Realm, the greater class, are awarded to guards considered to have provided a service, either in apprehending a criminal or in doing their duty, that could be considered to have been a particularly courageous encounter. As this is a new award, they have not been awarded in any great number, nor are they awarded retroactively. The Steadfast Warrior of the Realm medal is a small representation of a knight's helmet, in silver, whereas the Champion's medal is in gold. With these awards comes a small monetary award.


***IMPORTANT STUFF HERE***

The following sections are of a more OOC nature than the preceding ones, and deal with some practical matters to help Guards on the job.

VII. -RESPONDING TO INCIDENTS-

  1. If your Guard PC is already in the channel when a fight or other incident of potentially illegal nature occurs, he or she should intervene. 

  2. If your Guard PC is not currently in the inn, ask the parties involved in private msg if they would object to a Guard showing up on the scene. An exception to this is if another character playing in the inn sends for a Guard to handle the situation. In that case, your PC should respond. 

  3. When intervening in a fight or other situation that may require force to resolve, always give the criminals a verbal warning and a chance to surrender peacefully. 19 times out of 20, it won't work. If you've given them a chance to surrender peacefully before the fight, however, the criminals don't have a leg to stand on when they cry about the Guard being a bunch of ruthless fascist thugs. 

  4. When getting involved in a fight in the inn, it's generally a good idea to move the fight to another channel as quickly as possible, especially if the inn is busy. IC, your Guard is moving a violent confrontation away from innocent non-combatants so they don't end up as collateral damage. OOC, it's easier to keep track of the fight when it's not interspersed with unrelated RP. It's also courteous to people who might not want to be caught in the middle of a small war.
 
  5. Note that the Guards are frequently outmatched by the more powerful creatures that frequent BDI, so be careful about picking your battles. We don't want you to resort to GodPCing to combat GodPCs. Our model here is that the Guard are more or less ordinary people working together to combat the supernatural menaces that threaten Drache. As Royal Guards, you'll be representing the channel IC, so you ought to set an example for others, rather than stoop to their level and match powergaming for powergaming.

  6. Some people may not be happy about the Guard intervening, but if it occurs in the inn, the scene is open to outside intervention. (It's a public channel, after all.) If you get blown off or powergamed on, talk to an op about the situation. We will speak to responsible individual(s) and resolve the situation. If there are no ops available, save a log of the incident and email it to comments at blkdragon.com. That address automatically forwards to all the channel operators. 

  7. The IC laws on the books concerning demons and the undead ARE NOT an excuse to start witch hunts or hound players whom you do not like. Remember that the purpose of RP is having fun, and some times, you have to let IC logic slide a bit. When possible, live and let live if a demon/undead PC isn't causing trouble and isn't drawing attention to himself/herself. Yes, I think that good vampires and demons are lame, but constantly trying to attack and kill people's PCs only causes OOC bitterness. If your PC is determined to removing the scourge of the undead or of demons from BDI, make it a plot, and not a personal vendetta. Talk to the muns of your potential prey, and try to work something out. 

  8. On that note, it's always a good idea to talk to the muns of criminals your Guard may be trying to apprehend. Playing a Guard is like playing any other character, and playing out an arrest is like playing out any other scene. It works much more smoothely when both muns are on the same page. Now, some people aren't going to be cooperative, no matter how nice you are. You may be surprised how many people are willing work with you, though. 

VIII. -ARRESTS-

  1. If your character has arrested a criminal in the inn, please post an incident report to the Royal Guard Mailing list (royalguard at arangoth.org). The report doesn't have to be long, but it should include the name of the criminal, the charges, a brief summary of what happened, and whether the criminal has been sentenced, or is awaiting trial. 

  2. If your character attempted to arrest a criminal and he/she escaped capture, please post an incident report to the Royal Guard Mailing List. The report doesn't have to be long, but it should include the name of the criminal, the charges, and a brief summary of what happened. The Captain or the Lord Protector will place a bounty for the wanted individual if circumstances warrant it. 

  3. We don't like to let a character sit and rot in jail indefinitely, so we try to process cases with as much expediency as possible. If a Magistrate is available (Ask the ops about which characters play Magistrates), a summary trial can be conducted immediately and sentence meted out. If a magistrate is not available, you can work out the sentence with the criminal's mun privately. For most crimes, some combination of fines and flogging are acceptable punishments. If you work out a sentence with an arrested individual, just include that in the arrest report. Sentences are normally carried out at dawn on the day following the arrest, so the criminal character can appear in the inn again the next day. If the criminal's mun is really insistent about playing their character again, they can bring the PC back into the inn after a few hours. 

4. For major crimes like murder and rape, or in cases where the criminal's mun requests a trial, you MUST inform us that a prisoner is being held at the Guardhouse awaiting trial so we can organize a trial. Please get their email address so we can contact them about setting up a trial date. Please note that IC trials are a huge pain in the ass to orchestrate, so we try to keep them to a minimum. As the arresting officer, your responsibility does not end until the criminal is sentenced. You remain the point of contact for the criminal about the status of their trial, since only Guards and bounty hunters can send messages to the Royal Guard ML. 

IX. -INVESTIGATING CRIMES-

From the code of laws on the channel website: 

Edict 23 - Concerning Investigation of Crimes, and the Interrogation of Suspects: 

     1. After arresting a being suspected of a crime, the Royal Guard has full authority to search the home and property of the suspect for evidence. The Royal Guard may only seize items that have a direct connection to the investigation at hand. If evidence of other criminal activity beyond that of which the suspect is already accused is discovered, it may be seized as well. 
     2. The Royal Guard may use magic, psionics, or similar means to aid in investigations and interrogations as long as any powers used on the suspect do not cause any permanent damage to the suspect's mind. 
     3. Torture is forbidden as a method of interrogation or punishment, except in cases of High Treason. If torture is used to extract a confession in cases of High Treason, the confession is not immediately admissible evidence. The suspect must be questioned again 48 hours later while not under torture or threat of torture. If the suspect repeats the confession, it is considered valid. If the suspect does not repeat the confession, it is considered invalid. No suspect can be subjected to torture more than once every thirty days. 
     4. The Guard may not attempt to extract confessions by withholding food or water from the suspect. All suspects must receive sufficient food and drink to sustain them until the time of their trial. Injured or ill suspects must receive medical attention sufficient to sustain them until the time of their trial. 

** Please note that the information of magical or psionic interrogation are not sufficient evidence to obtain a conviction alone. Some judges remain deeply suspicious of supernatural powers like magic, so the results of a magical/psionic interrogation are at best a supplement to other evidence. If a fight happened in the inn and you have logs, we can say that we have eyewitness testimony from Rantan, Dulcina, or Paetines, the channel bots. 


X. -DETENTION- 

  1. Each Guard is issued one (1) pair of null magic shackles to use for restraining arrested individuals for transfer to the Guardhouse's dungeon. These shackles are quite heavy, and should be able to hold just about anyone with less than GodPC strength. These shackles prevent the captured individual from using magic, and also prevents others from using magic on him/her. It might be a good idea to explain the nature of the shackles in your RP posts up front, so that RandomSmirkingVillain doesn't teleport himself out of captivity with a waggle of his eyebrows. 

  2. The main Guardhouse is a large, fortified stone building located just down the street from the BDI. There is also a smaller garrison in the Wharf District, which serves as a base of operations for patrolling the more dangerous parts of the city. The Wharf Garrison contains cells for holding prisoners, but they are generally only used as a temporary measure. Typically, they're used to hold drunks until they sober up, or more dangerous prisoners only until they can be transferred to the more secure dungeons in the main Guardhouse. 

  3. A standard cell in the Guardhouse's Dungeon levels has thick stone walls, and a heavy steel door with an observation window covered by bars. Cells may or may not have a window, which is reinforced by steel bars and magical wards.  A narrow slot at floor level allows the Guards to slide a tray with food and water into the cell. Cells do not have beds that could potentially be disassembled by prisoners and made into makeshift weapons. Rather, a slab of stone protrudes from one wall of the cell, and is covered with a straw mattress. Each cell is also equipped with a chamber pot that drains into Drache's sewer system. Some cells are fitted with shackles on the wall to restrain particularly violent prisoners. 

  4. The entire Guardhouse is magically warded to prevent teleportation (or other forms of supernatural travel) into or out of the Guardhouse. Please inform criminals of this at the time of their arrest so they don't just poof out of existence. If they want to attempt an escape, they should inform us, and we'll play it out as a scene. Criminals who just escape as if the Guardhouse had a revolving front door will be dealt with by the ops. This is a personal peeve of mine. 

  5. For particularly nasty prisoners requiring more security than a standard cell:

Edict 22 - Concerning Extraordinary Methods of Imprisonment: 

     Extraordinary means may be taken in the case of criminals of an extremely dangerous nature. The Guard may, at the option of the commanding officers, enact such defensive measures as: 

       1. Chemical or magical sedation 
       2. Containment in cells with magically-electrified bars 
       3. Physical restraint with ropes, chains, or shackles 
       4. Containment in temporal stasis fields - This is only used in the case of criminals awaiting trial. While in the state of stasis, the subject remains frozen in a moment of time. Years of confinement may seem to take no longer than the blink of an eye. For this reason, it is not a practical punishment for convicted criminals, as it takes away the punitive effect of incarceration. 
       5. Use of Mage Collars and Psi Dampeners - Both of these devices are very similar in form and function, in that they prevent prisoners from using magic or psionic abilities. Both take the form of reinforced metal collars, with a number of thin triangular blades resting vertically against the inside of collar. The Mage Collar is made from the same strange alloy and imbued with the same enchantments as the Guard's null-magic shackles, and like the shackles, it prevents the prisoner from using magic, and also prevents anyone else from using magic upon the prisoner. The Psi Dampener is a metal collar set with pieces of a crystalline substance mined in Ruthmarna which has the effect of shielding the mind from psionic powers, as well as preventing the wearer from using any psionic abilities. Both collars have three separate locks which must all be unlocked to remove the collar. Attempts to tamper with the collar will activate magically-implanted defenses: the blades on the inside of the collar will fold out into a horizontal position, cutting into the neck of the wearer. At the same time, the collar will begin to magically constrict. If tampering attempts are not ceased very quickly, the collar may very well decapitate its wearer. 
       6. Use of geas enchantments on individuals sentenced to labor to prevent them from escaping during their period of labor. 
       7. The Guard may use whatever means they deem necessary to hold suspected criminals until their time of trial, or to incarcerate convicted criminals so long as the methods do not amount to torture. The Guard is free to devise new security measures for the keeping of prisoners as they see fit. 

XI. -MISCELLANEOUS EQUIPMENT-

Guards have the following available to them:

1. Weapons/armor: When the Royal Legion disbanded several years ago, the Guard took over a substantial portion of its armory. Characters who don't have their own weapons and armor, or would like pick up some new equipment can scrounge up just about any sort of mundane military equipment. The armory may also include weapons and armor confiscated from criminals, so exotic or even magical equipment might *occasionally* be found in the armory.

2. Training: While many Guards are already accomplished warriors or wizards, green recruits aren't left to fend for themselves. Arms training and basic hand-to-hand combat skills are taught by veteran Guards. If you can't find a PC mentor, there are always NPCs available. Novice spellcasters can receive training through the Royal University.

3. Housing: The Guard took possession of the Royal Legion's former barracks in Drache, so free housing is available for Guards who need it. There's very little privacy in the barracks, but at least it's warm and dry. 

4. Healing: The Guard would have a frightening mortality rate if they were unable to provide medical treatment to injured Guards. There is an infirmary in the main Guardhouse with a staff of full time healers to patch up Guards who've been beaten within an inch of their lives.  

5. The Guard used to keep a small number of Griffons for use as flying mounts. Lord Protector Mistwinter transferred the Griffons to the Border Watch, however, citing the greater territory to be covered. The former rookery has been transformed into a kennel, and the Guard has Khalar Herding Dogs available for use as attack dogs for members of the Wharf Patrol. The kennel is overseen by a woman named Paxida, who trains the dogs, and also trains Guards to work with them. Wharfers who'd like to be considered for this new program should make a request to the Captain of the Guard. While this is intended to augment the Wharf Patrol and help keep Guardsmen safe in the worst parts of the city, the dogs are not a substitute for a human partner. For more information on the Khalar herding dog, see: http://www.akc.org/breeds/belgian_sheepdog/index.cfm for information on the breed's real world counterpart. Paxida also has bloodhounds available for tracking suspects and searching out contraband, available for duty as needed.

XII. -WHO THE HELL IS IN CHARGE AROUND HERE, ANYWAY?- 

1. The Captain of the Guard is the head off all Royal Guard forces in the city of Drache. He is supported by two Commanders, one at the main Guardhouse, and one at the Wharf Garrison. The current Captain of the Guard is Lucius von Stahl. The current Commander of the main Guardhouse is Jervais Darkthorne, and the Commander of the Wharf Patrol is Zesstra Riknueth. 

2. While Drache has the largest contingent of the Royal Guard by far, there are detachments stationed in every city and town in the provinces of Transdariania (where Drache is located), and Arania (to the southwest). Each detachment has its own captain. In small villages, one member of the Royal Guard will be stationed as the Sheriff (Aptentrod), generally assisted by deputees from the local lord's private guards. 

3. The Border Watch patrols the countryside, particularly the roads and the kingdom's borders. The Watch and the Guard cooperate when necessary, but their jurisdictions generally don't overlap much.

4. The Lord Protector oversees both the Royal Guard and the Border Watch, and has full authority over both organizations. The Lord Protector typically only takes direct command of the Royal Guard in times of crisis, after a declaration of martial law has been issued. Marnuth Elgabralk is the current Lord Protector.  

5. The Lord Protector is appointed by the Sithire (Arangothian for Duke/Duchess/Governor), which serves as the governor of the provinces Transdariania and Arania. The Sithire trusts the Lord Protector and the Captain to do their jobs, and generally doesn't have much of a direct impact on the Guard, except when it comes to passing new laws to enforce, or appropriating funding. Nisa Folvati is the current Sithire.

6. The Chancellery is the judicial arm of the government in Drache. The Guard usually cooperates closely with the Chancellery, though there have been incidents of friction in the past. The Chancellery is overseen by the Lord Chancellor, who is appointed directly by the King. The Lord Chancellor appoints the Magistrates, who try suspects arrested by the Guard. The current Lord Chancellor is Marcion Aldenbar, King Arlok's second cousin and a former member of the defunct Regency Council.

 7. The Ninxek Miradairoth, or Ninxek for short, is Arangoth's secret police. It is jointly overseen by the Lord Protector, the Chancellor, the Captain of the Guard, and the Sithire. The Ninxek recruits and manages spies and informers to provide intelligence, both foreign and domestic, to the various branches of the Arangothian government. For more info on the Ninxek, email muninfull at earthlink.net or /msg MunInFull on IRC.

The Guard roster and laws of the kingdom are available on the channel website. Go to the Arangoth section, then click on the Royal Guard link. 

XIII. -PROMOTIONS-

In all the years I've played a member of the Guard, we've never managed to find a perfect method to handle promotions. I've tried to make the process as fair as I can, and I'd like to explain what goes into my reasoning when deciding to bump people up in the ranks.

1. Active Guards. If I see you playing a lot, or your Guard posts a lot of incident reports   and arrest reports to the ML, or you write stories about your guard in action to the ML, I'm much more likely to promote your Guard to a higher rank. 

2. Plot Events. Guards who are present for major plot events and participate may receive promotions and/or decorations for exceptional service. Several Guards were promoted for their actions fighting the undead during the Mist War, as were several Guards who performed important service to Lucius during Lytia Seward's attempted coup. 

3. Seniority. This is pretty low on my priorities, but if I have to choose between two Guards who seem fairly evenly matched, I'll generally choose the Guard who's been on the roster longer if they've been consistently active. 

If you feel that your Guard has been passed over for a promotion, email me and we'll discuss it. It's almost always due to oversight on my part, since I can't be on all the time, and may forget things your Guard has done. 

* Note: If a Guard is inactive for long periods of time (generally six months or more) or if a Guard resigns and wants to return to duty later, I'll generally bring them back at one rank lower than their previous rank. A former Sergeant would return to duty as a Corporal, etc. 

AND FINALLY:

       YOUR SUGGESTION COULD BE HERE! E-MAIL dan at arangoth.org or muninfull at earthlink.net with suggestions!


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