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Guard Tower Guard Room

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The small stone room is warm and close, thick with the scent of sweat, stale ale, and old food. A round wooden table dominates the center, lit by guttering candles. An old, worn map of the region lies spread across it, weighed down by mugs and a dagger.

Along one wall, a rack of spears stands neatly arranged beside a pair of shields and bundled arrows. The space is tidy—just enough to pass inspection—but clearly lived in.

One of the following is present with another guard: Arlen Vorth, Olin “The Tankard” Greybuckle, and/or Teagan “Silkhand” Varnell

Equipment in the room:

  • 4 spears

  • 2 shields

  • 2 longbows

  • Several dozen arrows

The room is functional, not disciplined. Signs of idleness, half-eaten bread, empty tankards, scattered dice, suggest comfort has replaced vigilance.

Encampment

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Just inside the city gate sits a small cluster of tents and stacked gear. Spears rest in bundles, shields lean against crates, and two low fires burn in iron braziers. A few guards move about the camp—sharpening blades, checking packs, speaking quietly as they prepare for patrol.

The scent of smoke and damp marsh air lingers.


This encampment is the staging ground for patrols into the Hool Marsh, along the coast, up the Dunwater River, and into the Drowned Forest. Patrols rotate through here before and after assignments.

Use this location to:

  • Deliver rumors from returning patrols

  • Post jobs or escorts

  • Introduce tension within the guard


Smuggling

Minor thefts from the barracks have gone unnoticed, mostly small weapons, arrows, and light gear. The items are quietly funneled out through marsh and coastal routes.

Possible hooks:

  • Military-issued gear appears in a smuggler’s cache

  • A nervous guard hints at missing inventory

  • A patrol’s losses don’t add up

This post can become a pressure point between loyalty and corruption.