Skip to main content

Larm's Militia: The Home Guard

Larm is not a walled settlement, and it is easily accessible to merchants, travelers, and scoundrels, alike.  To make up for this vulnerability, the noble houses from far off Dolmvay provided bodies to travel north and join the ranks of a small town guard.  These initial recruits were often too young, too old, or too self-interested to be of much use.  As Larm's population and ambitions expanded, it became clear that something approaching a standing army would be required.

According to the founding charter signed by the noble houses of Dolmvay, Larm was forbidden from raising its own army.  But a purely defensive militia was technically permissible under the law.  This loophole was all that the early Magistrates of Larm needed, and by village proclamation, the Home Guard was created.  

The Home Guard protects Larm from outside threats, both real and perceived.  They protect Larm's economic interests in the forests, the hills, along the river, and in the fields.  Merchants are assured that their goods will make it to market and that their investments will be protected.

Guard Captain Gylan Allard leads the Home Guard and sees to it that it is only slightly corrupt.  There is pride in protecting one's home, there is honor in defending the innocent, but at the end of the day, a man needs to make a little coin for himself.    

Over the years, the Home Guard has grown to 100 men and has chased down bandits, rousted out highwaymen, and even subdued a monstrous owlbear that was devouring the fall harvest in the apple orchards.  But the recent threats posed by the sabotage of the copper mines and the strange Witch Trees are pushing the Home Guard to its limit.


Comments

Popular posts from this blog

Larm: The Lay of the Land

From the previous post we know that the authors of Labyrinth Lord gave us very little to work with in the published description of our beloved Larm.  We know that it is a farming and mining community.  We know that it is a river community.  And we know that it has a 100-man militia.  This information is enough to get us started, for it implies certain things about our frontier community. First, being some 140 miles (14 hexes) from the grand city of Dolmvay, we know that Larm must be largely self-sufficient.  To feed and support the 1,000 residents, Larm's farmers must be raising both crops and livestock.  Looking at the general terrain, we see that Larm is located in hill country to the east, and river valley to the west.  It is likely that Larm's farmers tend flocks of sheep and cattle, harvesting the wool and leather in addition to the meat of the animals.  In addition, the access to the river suggests that Larm has no shortage of fishermen. Sec...

Solo RPG Report: Procedurally Generated Dungeon

Working on a new side project that will hopefully intersect with the solo rpg format.  I'm using the random dungeon generator tables from the 5e Dungeon Master's Guide to create a fresh dungeon for the heroes to explore.  Here are the results for the first room (rolling under the "Starting Area" table on page 290). Of note is the fact that the entry chamber to this underground ruin is somehow in "pristine" condition.  The open passageway to the north and the wooden door to the east are interesting for sure.  But what really catches my attention is the locked/barred stone door to the west.  

Senger's Crossing

The frontier village of Larm occupies a prime location on the eastern bank of the river, giving it easy access to the surrounding forests, fields, and hills.  Larm is truly prospering, but there is one small annoyance that continues to raise the ire of the Magistrate and the Home Guard.  Across the river, less than one mile from Larm's town square, sits a crumbling old manor house and a few old cottages, known simply as "Senger's Crossing." The swift current of the river allows the sturdy barges laden with Iron Pine timber, copper ore, and surplus crops to be sent down river to Dolmvay.  But the river also marks the boundary between the lands claimed by Larm and the ancestral homeland of the Isvirin hill tribes.  Larm wishes to bring the western shore under its control but does not wish to alienate the hill tribes.  In the midst of this diplomatic stalemate, Moritz Senger saw an opportunity. Moritz approached the hill tribes and got permission to develop the old...