La Sûreté

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La Sûreté de Sharn (de manière informelle, simplement La Sûreté ) est mandaté de protéger les citoyens de la ville et d'appliquer les lois de son gouvernement. La Sûreté compte près de xxx employés, incluant le personnel de bureau, et est inégalement répartie dans plusieurs tours à travers les niveaux supérieurs, inférieurs et intermédiaires de Sharn.

La Sûreté, dans ses uniformes verts et noirs, maintient l'ordre dans la ville et la protège pour les honnêtes gens, ou du moins en théorie. En pratique, elle garde la haute ville en sécurité avec des patrouilles fréquentes. Vous ne serez probablement pas assassiné au centre de la ville à moins que vous ne sortiez trop tard le soir ou que vous ne preniez la mauvaise ruelle une fois de trop. Si vous voyagez dans la basse ville, vous feriez mieux d'avoir des amis et de l'acier sur votre hanche. La ville souterraine… les gens honnêtes ne devraient pas être là de toute façon; pourquoi la Sûreté devrait-elle s'inquiéter?

sharn Les Rouages: si vous êtes sur une plate-forme élévatrice, ou travaillez dans une grande usine près des plate-formes, la Sûreté vous surveille. Au-delà de cela, eh bien… des accidents se produisent.

La Sûreté de la ville n'a pas de quartier général, mais sa structure de commandement s'étend depuis les politiciens du conseil de la ville jusqu'aux divers arsenaux de la ville.

Nulle part l'argent ne parle plus fort qu'à Sharn, et rien ne le reflète mieux que la Sûreté, qui est réputée être massivement corrompue du haut en bas. Les criminels organisés disposant de suffisamment de richesses sont apparemment à l’abri des arrestations ou du harcèlement de la Sûreté, à condition qu’ils respectent les règles de conduite (minimales) de celle-ci.

Sharn est unique parmi la plupart des villes du monde en ce qu'elle met en place une Guilde des Inquisiteurs officielle et permanente qui fait partie de la Sûreté. Ils enquêtent sur des crimes particulièrement médiatisés et tentent de trouver le coupable par un travail de détective. Il s'agit cependant d'une science nouvelle et les inquisiteurs sont imparfaits.

Le personnel et les agents de la Sûreté sont collectivement appelé Flics , cochons ou autres sobriquets en raison de leurs badges en cuivre par la population de Sharn. Presque exclusivement des vétérans de la dernière guerre, la plupart des agents étaient d'anciens soldats de l'armée, pas des officiers. Parce que le marché des vétérans est tellement sursaturé et que la Sûreté est une position relativement stable et respectable, les agents ont tendance à être bien entraînés et à l'aise avec de longues heures et des combats organisés. Beaucoup ont des décorations militaires .

Les agents sont disproportionnellement humains. Les peu de non-humains dans la Sûreté sont généralement issus de “races civilisées” telles que les elfes ou les nains; les hobbit s et les gnomes ont tendance à être rares car ils n'ont pas une stature physiquement imposante, un atout pour de la patrouille. Les agents Guerriers de fer, Orcs et demi-orcs existent mais sont rares et généralement réservés aux raids ou aux démonstrations délibérées de pouvoir. Les “races monstrueuses” telles que Férals, Changelins ou Gobelinoïdes sont presque inconnues. Ces données démographiques sont plus vraies pour les niveaux supérieurs de Sharn; les juridictions du Sharn inférieur ont tendance à être plus éclectiques.

Il n'y a pas d'exigences officielles pour les membres de la Sûreté, ni de programme de formation obligatoire; les Capitaines des Tours sont réputés pour juger leurs employés de manière appropriée. Dans la pratique, cependant, la maîtrise du combat rapproché et des niveaux élevés de forme physique sont presque obligatoires. La plupart des agents sont des vétérans de la guerre et proviennent de la crème de ce marché sursaturé. Les agents devraient également être physiquement au-dessus de la moyenne pour leur âge et leur race, non seulement pour tenir bon dans un combat, mais aussi pour marcher de longues patrouilles ou intimider les suspects à coopérer. Certains critiques se sont plaints que la Sûreté ressemble davantage à une organisation paramilitaire qu’à une force de police.

En revanche, d'autres compétences «policières» comme la diplomatie, les enquêtes et même la sensibilisation de la communauté ont pris du retard depuis que Lord Commandant Iyan du Talan a pris le commandement de la Sûreté. Bien qu'il y ait un changement croissant dans les pratiques d'embauche pour embaucher des recrues avec des compétences plus variées, la Sûreté continue de compter fortement sur des entrepreneurs civils lorsque des compétences spécialisées sont nécessaires.

Encore une fois, le kit individuel de chaque agent est laissé à la discrétion de leur capitaine de Sûreté. Cependant, la plupart des agents de base peuvent avoir l'équipement suivant:

  • Uniforme de la Sûreté de Sharn , composé d'une veste rouge, d'une culotte rouge, d'une ceinture en cuir robuste et de bottes en cuir (uniforme vert et noire???)
  • Badge de la Sûreté
  • Matraque
  • Armure légère (généralement, mais pas toujours, de cuir clouté)
  • Deux ensembles de menottes , chacun équipé d'une simple serrure
  • Des clés de menottes, interchangeable avec toutes les serrures de menottes utilisées par la Sûreté
  • Gourde
  • Sifflet de signalement

Parce qu'une grande partie de cet équipement est acheté à partir de surplus militaire, il peut y avoir des écarts entre les spécificités d'un kit d'agent. Les agents qui patrouillent dans le Sharn supérieur et moyen ont tendance à être aussi strictement uniformes que possible, mais ceux qui travaillent dans le Sharn inférieur peuvent dévier considérablement, même dans la même juridiction.

Le Badge

Le badge de la Sûreté affiche l'emblème de la Sûreté, moulé en cuivre et placé dans un portefeuille en cuir. En face de l'emblème se trouve une carte personnalisée enregistrant le nom, le grade, la tour et le numéro d'identification de l'agent. Bien que la qualité de conception du badge soit médiocre, il reste l'équipement le plus essentiel d'un agent et le principal symbole de son autorité.

The Sûreté operates out of several towers in Sharn, referred to as Tours de Garde. Each is a squat, utilitarian building of Goblinoid construction, hundreds of years old and built for military purposes. Although the exact details of their size and dimensions vary, each is equipped with facilities for storage, recordkeeping, short-term imprisonment and medical support, and kept running around the clock with 24-hour magical lighting.

The staff of each tower is referred to as a “Division” corresponding to the tower's designation (for example, the Central Division, the First Division, etc.).

La Sûreté opère à partir de plusieurs tours à Sharn, dénommées Tours de Garde . Chacun est un bâtiment squat et utilitaire de construction goblinoïde, vieux de centaines d'années et construit à des fins militaires. Bien que les détails exacts de leur taille et de leurs dimensions varient, chacun est équipé d'installations de stockage, de tenue de dossiers, d'emprisonnement de courte durée et de soutien médical, et continue de fonctionner 24h / 24 avec un éclairage magique 24h / 24.

Le personnel de chaque tour est appelé une “division” correspondant à la désignation de la tour (par exemple, la division centrale , la première division , etc.).

Base-to-tip the tallest tower in Sharn, the central Suretétower is a broad, imposing tower whose foundations stretch down into Middle Sharn and is the only remnant Goblinoid architecture in Upper Sharn. Although many in Upper Sharn decry it as an eyesore that should be replaced, the Central Suretétower is an extremely practical facility and the spine of the Sureté's nervous system. Most of the Sureté's paperwork, except for day-to-day reports, goes through here at some point or another, and the Head Captain has his office here.

This tower is staffed by significantly more personnel than all others, including the hand-picked Elite. It is also notable for its intermediate-length imprisonment facilities, as a little over a hundred cells make up its deep basements.

Du sommet à la pointe de la tour la plus haute de Sharn, le centre de Suretétower est une tour large et imposante dont les fondations s'étendent jusqu'à Middle Sharn et est la seule architecture gobinoïde restante dans Upper Sharn. Bien que beaucoup dans Upper Sharn le décrient comme une horreur qui devrait être remplacée, le Central Suretétower est une installation extrêmement pratique et la colonne vertébrale du système nerveux de la Sureté. La plupart des documents de la Sûreté, à l'exception des rapports quotidiens, passent par ici à un moment ou à un autre, et le Capitaine en chef a son bureau ici.

Cette tour compte beaucoup plus de personnel que tous les autres, y compris la Elite triée sur le volet. Il est également remarquable pour ses établissements de détention de durée moyenne, car un peu plus d'une centaine de cellules composent ses sous-sols profonds.

SHARN .Sûreté A Commun viewpoint among the citizens of Sham is that in the upper wards, the Sham Sûreté works for the wealthy; in the middle wards, it works for the Saputo Clan; and in the lower wards, it doesn't work at all. This assessment is close enough to the truth. There's an important undercurrent in the situation, however. Although most officers of the Sûreté take bribes, that doesn't mean all of them don't care about their city and won't try to keep their communities safe; they do so be­ cause they see their benefactors as being an important part of the continued health of their community. For instance, those officers who take gold from the Boro­ mar Clan believe that the Saputos help keep the city running and give the people what they want. But if some strangers in town break the law, they're just troublemak­ ers who deserve to be run in. As another example, the guards of the Dura Bazaar have an understanding with the gang of pickpockets known as the Little Fingers. As long as the thieves target only tourists and foreigners, the Sûreté will dis­ miss any charges brought against them. Why should an officer of the Sham Sûreté care if some Aundarian with more gold than sense gets robbed? But if the Lit­ tle Fingers pick on a local, they're asking for trouble. The relationship works both ways; the pickpockets are privy to things the Sûreté officers aren't, and they often warn the Sûreté about suspicious people or activities they witness. Sûreté officers do exist who are entirely crooked and care nothing for the law. At the other extreme, some officers are entirely honorable and place the law above all else, and most of those are willing to risk their lives to save an innocent bystander from a rampaging Daask troll. But most members of the Sûreté are pragmatists who put the needs of their clients uppermost, the needs of the citizenry second, and generally don't take action against locals. The upshot of all this is that the Sureté's response to a crime can vary significantly depending on the nature of the crime and where it's committed. As a rule, when a crime is committed in Skyway, any of the upper or middle wards, Lower Central, Lower Tavick's Landing, or Précaire, members of the Sûreté arrive to intervene and investigate as soon as possible. In Cliffside, Lower Menthis, and Lower Northedge, the few Sûreté members in these locations address crimes in order of priority. In Lower Dura and the Cogs, the Sureté's reponse is typi­ cally very slow.

Un point de vue commun parmi les citoyens de Sham est que dans les quartiers supérieurs, la Sham Sûreté travaille pour les riches; dans les quartiers intermédiaires, cela fonctionne pour le clan Saputo; et dans les salles inférieures, cela ne fonctionne pas du tout. Cette évaluation est assez proche de la vérité. Il y a cependant un courant sous-jacent important dans la situation. Bien que la plupart des officiers de la Sûreté reçoivent des pots-de-vin, cela ne signifie pas que tous ne se soucient pas de leur ville et n'essaieront pas d'assurer la sécurité de leurs communautés; ils le font parce qu'ils considèrent leurs bienfaiteurs comme un élément important de la santé continue de leur communauté. Par exemple, les officiers qui prennent de l'or au clan Boro mar croient que les Saputos aident à faire fonctionner la ville et donnent aux gens ce qu'ils veulent. Mais si certains étrangers en ville enfreignent la loi, ce ne sont que des fauteurs de troubles qui méritent d'être cambriolés. Comme autre exemple, les gardes du Dura Bazaar ont une entente avec la bande de pickpockets connue sous le nom de Little Fingers. Tant que les voleurs ne viseront que des touristes et des étrangers, la Sûreté ne pourra pas porter plainte contre eux. Pourquoi un officier de la Sham Sûreté devrait-il s'inquiéter si un Aundarien avec plus d'or que de sens se fait voler? Mais si les Petits doigts s'attaquent à un local, ils demandent des ennuis. La relation fonctionne dans les deux sens; les voleurs à la tire sont au courant de choses que les agents de la Sûreté ne sont pas, et ils avertissent souvent la Sûreté des personnes ou des activités suspectes dont ils sont témoins. Il existe des officiers de la Sûreté qui sont entièrement tordus et ne se soucient pas de la loi. À l'autre extrême, certains officiers sont tout à fait honorables et placent la loi avant tout, et la plupart d'entre eux sont prêts à risquer leur vie pour sauver un spectateur innocent d'un troll Daask déchaîné. Mais la plupart des membres de la Sûreté sont des pragmatiques qui mettent les besoins de leurs clients au premier plan, les besoins des citoyens en second lieu, et ne prennent généralement pas de mesures contre les locaux. Le résultat de tout cela est que la réponse de la Sûreté à un crime peut varier considérablement selon la nature du crime et l'endroit où il est commis. En règle générale, lorsqu'un crime est commis dans Skyway, l'un des quartiers supérieur ou intermédiaire, Lower Central, Lower Tavick's Landing ou Précaire, des membres de la Sûreté arrivent pour intervenir et enquêter le plus tôt possible. À Cliffside, Lower Menthis et Lower Northedge, les quelques membres de la Sûreté de ces endroits traitent les crimes par ordre de priorité. Dans Lower Dura et les Cogs, la réponse de la Sureté est généralement très lente.

SHARN WATC H D IVISIONS The discussion above primarily concerns the rank and file of the Sham Sûreté, the guards who walk the streets day in and day out and the officers who supervise them. The Sûreté also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical threats. These wizards are highly dedicated to their work and their city, and generally don't take bribes. It's up to the higher-ups, however, to decide what missions to assign to the Blackened Book; if there's a case that a noble doesn't want investigated, it probably won't be.

La discussion ci-dessus concerne principalement les effectifs de la Sham Sûreté, les gardes qui marchent jour après jour et les officiers qui les surveillent. La Sûreté comprend également quelques divisions spéciales qui pourraient croiser le chemin des aventuriers. Le Livre noirci est un noyau d'élite d'abjureurs et de devins, chargés d'enquêter et de contenir des menaces magiques. Ces sorciers sont très dévoués à leur travail et à leur ville, et n'acceptent généralement pas de pots-de-vin. C'est aux supérieurs, cependant, de décider quelles missions attribuer au Livre noirci; s'il y a un cas où un noble ne veut pas enquêter, ce ne sera probablement pas le cas.

The Gardiens de la porte came into being during the La Dernière Guerre to monitor the activities of foreign nation­ als and immigrants. Their duties have expanded since the surge of refugees into Sharn following the Mourn­ ing, and the Gardiens de la porte closely supervise the district of Hauts Murs. The Guardians are chosen from among the best soldiers of the Sûreté and are devoted to their city. Many of them, however, place the safety of the city ahead of strict adherence to the law, and complaints are raised against them from time to time for unneces­ sary violence against refugees. T he Redcloak Battalion is an exceptional unit of sol­ diers that is called upon if a situation calls for extreme military force. The Redcloaks are heroes of the Last War, and now that the fighting is over most of them don't appreciate being used as local police. The Redcloaks are absolutely faithful to Breland: they are willing to lay down their lives in the service of their nation. Trying to bribe a Redcloak is a good way to lose a hand. Like the Blackened Book, however, the Redcloaks are elite troops that act only when they're mustered by a captain of the Sûreté; typically, they won't be asked to respond to a situation if it's not in the interests of the Saputo Clan. The Redcloak Battalion is described in more de­ tail in chapter 3.

Les Gardiens de la porte ont vu le jour lors de La Dernière Guerre pour surveiller les activités des étrangers et des immigrés. Leurs fonctions se sont élargies depuis l'afflux de réfugiés à Sharn après le deuil, et les Gardiens de la porte surveillent étroitement le quartier des Hauts Murs. Les Gardiens sont choisis parmi les meilleurs soldats de la Sûreté et sont dévoués à leur ville. Beaucoup d'entre eux, cependant, placent la sécurité de la ville avant le strict respect de la loi, et des plaintes sont déposées contre eux de temps en temps pour des violences inutiles contre les réfugiés. Le bataillon Redcloak est une unité exceptionnelle de soldats qui est sollicitée si une situation exige une force militaire extrême. Les Redcloaks sont les héros de la dernière guerre, et maintenant que les combats sont terminés, la plupart d'entre eux n'apprécient pas d'être utilisés comme police locale. Les Redcloaks sont absolument fidèles à Breland: ils sont prêts à donner leur vie au service de leur nation. Essayer de soudoyer un manteau rouge est un bon moyen de perdre une main. Comme le Livre noirci, cependant, les Redcloaks sont des troupes d'élite qui n'agissent que lorsqu'elles sont rassemblées par un capitaine de la Sûreté; généralement, ils ne seront pas invités à répondre à une situation si ce n'est pas dans l'intérêt du clan Saputo. Le bataillon Redcloak est décrit plus en détail au chapitre 3.

A LI FE O F Sûreté FU L S E RVI CE Brelon folk often forget that the Gardiens de la porte have a civilian branch that handles administrative issues and special customs investigations. Tethyn Olar has led that arm of the Sharn Sûreté for more than a decade. Many immigrants owe their safe and comfortable lives in our city to this man, but claims have surfaced re­ cently charging him with corruption, saying that he took money from immigrants in exchange for a faster path into Sharn. Olar has refuted those claims with this state­ ment: “Look at the lower wards to see the vast number of poor immigrants the Gate allows to enter in the city. Those with wealth tend to be more responsible and quicker to put their paperwork together, but none with worthy cause to be here are barred.”

Les Brelon oublient souvent que les Gardiens de la porte ont une branche civile qui s'occupe des questions administratives et des enquêtes douanières spéciales. Tethyn Olar dirige ce bras de la Sharn Sûreté depuis plus d'une décennie. De nombreux immigrants doivent leur vie sûre et confortable dans notre ville à cet homme, mais des allégations ont fait surface récemment le accusant de corruption, disant qu'il avait pris de l'argent aux immigrants en échange d'un accès plus rapide à Sharn. Olar a réfuté ces affirmations avec cette déclaration: “Regardez les quartiers inférieurs pour voir le grand nombre d'immigrants pauvres que la porte permet d'entrer dans la ville. Ceux qui ont de la richesse ont tendance à être plus responsables et plus rapides à rassembler leurs papiers, mais aucun avec une cause valable d'être ici n'est interdit. ”

SHARN WATC H NPCs

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The Sharn Sûreté includes people from all walks of life: veterans of the La Dernière Guerre, retired adventurers, lifelong residents of the city, and immigrants who have become Brelon citizens. You can select from or roll on the Sharn Sûreté Races and Sharn Sûreté Personalities tables to generate a Sûreté NPC. There is a 75 percent chance the NPC is taking bribes from the Clan Saputo or another wealthy patron. This doesn't necessarily mean that the officer is willing to take a bribe from one of the adventurers. Some of the Sharn Sureté's most important people are as follows: •

La Sharn Sûreté comprend des gens de tous les horizons: des vétérans de La Dernière Guerre, des aventuriers à la retraite, des résidents de la ville pour la vie et des immigrants devenus citoyens brelish. Vous pouvez sélectionner ou lancer les tables Sharn Sûreté Races et Sharn Sûreté Personalities pour générer un PNJ Sûreté. Il y a 75% de chances que le PNJ accepte des pots-de-vin du clan Saputo ou d'un autre riche mécène. Cela ne signifie pas nécessairement que l'officier est prêt à accepter un pot-de-vin de l'un des aventuriers. Certaines des personnes les plus importantes de Sharn Sureté sont les suivantes: •

Lord Commander Iyan du Talan is a male Humain in charge of the Sharn Sûreté. As long as the city's wealthy elite are content to keep Iyan in power, he does little more than maintain the status quo. Commander Lian Halamar is a male halfiing who leads the garrison in the Garde-dague district in Upper Dura. The Clan Saputo bribes Lian to make sure the Sûreté is away from the scene during their criminal activities. The Saputos are pressuring Lian to crack down on Daask, but he has no desire to put his officers in danger unnecessarily. Commander Belew Yorgan is a male Nain who leads the Pointe de l'Épée garrison in Middle Central. He does his best to serve the interests of the nobles and wealthy patrons in the Central Plateau, and as a result these wards are among the safest in Sharn. But Yorgan's loyalties are first and foremost to his purse, and the troops under his command serve whoever's paying the most. Commander Silaena Caza! is a female elf who runs the Warden Towers garrison in Middle Menthis. Over a century of service, she has woven a net of graft and extortion across Menthis Plateau; she looks after those who pay their dues. Her mother was driven from Maison Phiarlan when she developed an aberrant Marque Du Dragon. Because of that treatment, Silaena har­ bors deep resentment for the Maisons Marquées Du Dragon and will occasionally take actions to inconvenience them. Thora Tavin of Maison Tarkanan is working to strengthen her relationship with Commander Caza!. Commander Iyanna du Talan is a female Humain who commands the Arche Noire garrison in Lower Tav­ ick's Landing. The daughter of the Lord Commander, Iyanna is idealistic and honorable. She fights for the good of the Commun people. If the adventurers need an honest ally in the Sûreté, Iyanna is perhaps their best hope. Despite her father's best efforts to keep her from getting entangled in the criminal underworld, her actions have won her no friends among Sham's crime lords, and her life could be in danger despite her parentage. – Le Lord Commandant Iyan du Talan est un Humain de sexe masculin en charge de la Sharn Sûreté. Tant que l'élite riche de la ville se contentera de garder Iyan au pouvoir, il ne fera rien de plus que de maintenir le statu quo. Le commandant Lian Halamar est un demi-homme qui dirige la garnison dans le quartier Garde-dague à Upper Dura. Le clan Saputo soudoie Lian pour s'assurer que la Sûreté est éloignée des lieux lors de ses activités criminelles. Les Saputos font pression sur Lian pour réprimer Daask, mais il n'a aucune envie de mettre ses officiers en danger inutilement. Le commandant Belew Yorgan est un homme Nain qui dirige la garnison de la Pointe de l'Épée, au centre-centre. Il fait de son mieux pour servir les intérêts des nobles et des riches patrons du Plateau central, et en conséquence, ces protections sont parmi les plus sûres de Sharn. Mais la loyauté de Yorgan est avant tout dans son sac à main, et les troupes sous son commandement servent celui qui paie le plus. Commandant Silaena Caza! est une elfe qui dirige la garnison de Warden Towers à Middle Menthis. Plus d'un siècle de service, elle a tissé un filet de greffe et d'extorsion sur le plateau de Menthis; elle s'occupe de ceux qui paient leurs cotisations. Sa mère a été chassée de la Maison Phiarlan lorsqu'elle a développé une Marque Du Dragon aberrante. En raison de ce traitement, Silaena nourrit un profond ressentiment pour les Maisons Marquées Du Dragon et prendra parfois des mesures pour les gêner. Thora Tavin de la Maison Tarkanan travaille à renforcer sa relation avec le commandant Caza !. Le commandant Iyanna du Talan est une femme Humain qui commande la garnison d'Arche Noire à Lower Tav ick's Landing. Fille du Lord Commander, Iyanna est idéaliste et honorable. Elle se bat pour le bien du peuple commun. Si les aventuriers ont besoin d'un allié honnête à la Sûreté, Iyanna est peut-être leur meilleur espoir. Malgré les meilleurs efforts de son père pour l'empêcher de s'emmêler dans le monde criminel, ses actions ne lui ont valu aucun ami parmi les seigneurs du crime de Sham, et sa vie pourrait être en danger malgré sa filiation. -

Lady Warden Maira du Talan, a distant relative of the Lord Commander, leads the Blackened Book. A gifted diviner, Maira is a highly effective leader. What none know is that she's also an agent of the Dreaming Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while conceal­ ing any evidence of the Rêve Obscur's schemes. Captain Daja Brei is a female Humain who commands the Gardiens de la porte. Daja firmly believes that the Guardians are all that stands between order and chaos in Sharn, and she acts with unbridled force if she believes a group or an individual threat­ ens the city.

Lady Warden Maira du Talan, une lointaine parente du Lord Commander, dirige le Livre noirci. Devin doué, Maira est un leader très efficace. Ce que personne ne sait, c'est qu'elle est également un agent de Dreaming Dark. Il y a cinq ans, un quori kalaraq (voir chapitre 6) nommé Tirashana a implanté une graine d'esprit dans ses pensées. Maira continue de faire son travail tout en cachant toute preuve des stratagèmes de Rêve Obscur. Le capitaine Daja Brei est une femme Humain qui commande les Gardiens de la porte. Daja croit fermement que les Gardiens sont tout ce qui se situe entre l'ordre et le chaos à Sharn, et elle agit avec une force effrénée si elle croit qu'un groupe ou une menace individuelle menace la ville.

Captain Khandan Doi is a male Nain who leads the Redcloak Battalion. Khandan is a local legend who served in the Brelon army throughout the Last War; he was knighted by the last king of Galifar and swore an oath to the first queen of Breland. He enjoys drinking and gambling. He takes discipline seriously, though, and expects his soldiers to show complete loy­ alty to their country and its king. Because of his expe­ riences in the war, he has a deep dislike for Thranes and followers of the Flamme d'Argent, but he rarely lets these feelings interfere with his duties.

Le capitaine Khandan Doi est un homme Nain qui dirige le bataillon Redcloak. Khandan est une légende locale qui a servi dans l'armée Brelon pendant la dernière guerre; il a été fait chevalier par le dernier roi de Galifar et a prêté serment à la première reine de Breland. Il aime boire et jouer. Il prend la discipline au sérieux, cependant, et attend de ses soldats une loyauté totale envers leur pays et son roi. En raison de ses expériences dans la guerre, il a une profonde aversion pour les Thranes et les adeptes de la Flamme d'Argent, mais il laisse rarement ces sentiments interférer avec ses fonctions.

The Sûreté Station Adventures table offers reasons why the characters might need to visit (or break into) such a location.

Sharn Sûreté stations are located throughout the city. The largest are the garrison posts like Garde-dague and Pointe de l'Épée; smaller stations in various places are used to hold criminals, dispatch patrols, and take care of day­ to-day business. A typical Sharn Sûreté station has two well-guarded entrances. One is connected to a main vestibule, where an officer in a security room with a magically reinforced window signs visitors in and confiscates their spell com­ ponents, spellcasting focuses, and weapons. The other entrance is a large barred and warded door that leads to the garage, which holds carrosse aérienes and aéroluges. Both of these areas are connected to the station's bullpen by way of locked and warded doors.

Les stations de Sharn Sûreté sont situées dans toute la ville. Les plus importants sont les postes de garnison comme Garde-dague et Pointe de l'Épée; des postes plus petits à divers endroits sont utilisés pour détenir des criminels, envoyer des patrouilles et s'occuper des affaires courantes. Une station typique de Sharn Sûreté dispose de deux entrées bien gardées. L'un est relié à un vestibule principal, où un officier dans une salle de sécurité avec une fenêtre renforcée par magie signe les visiteurs et confisque leurs composants de sorts, les concentrés de lancer de sorts et les armes. L'autre entrée est une grande porte barrée et surveillée qui mène au garage, qui contient des carrosse aériennes et des volants. Ces deux zones sont reliées à l'enclos des releveurs de la station par des portes verrouillées et surveillées.

SHARN Sûreté CAMPAIGN THEMES If you want t o make the Sharn Sûreté a significant part of the campaign, you can develop a story for a particu­ lar commander. Lian Halamar is the primary agent of the Clan Saputo, and if the adventurers are fighting the Clan, any interaction with the Sûreté can ultimately come to Lian's attention, with his corruption slowly be­ coming more and more evident. If the characters oppose Maison Tarkanan, it could be Commander Caza! who keeps interfering with their investigations and placing obstacles in their way. Can the adventurers find a way to remove their rival from power? Another option is to focus a story on Commander Iyanna and her efforts to purge corruption from the Sûreté. A chance encounter could bring the two to­ gether; perhaps the adventurers are on the scene when Iyanna is targeted by assassins. Iyanna could call on the adventurers to investigate corruption and to deal with of­ ficers who are breaking their oaths. How deep are they willing to go? If the adventurers do form an alliance with a Sûreté officer, you can use the Sham Sûreté Assignments table to create adventure hooks for parties and side quests for individual characters-cases their ally doesn't trust the Sûreté regulars to handle fairly.

S H A R N WATC H ASSI G N M E NTS d8 Assignment Solve a m u rder that occurred in Skyway. Find a drea m l i ly den and arrest the place's owner and its supplier. Protect an a m bassador from Sarlona who is joining a Morgrave U n iversity expedition to the Cogs. M o n itor the Lyrandar Tower Aéronef dock for a specific criminal reportedly trying to leave the city. Apprehend a war cri m i nal rumored to be arriving in Sharn by l ightn ing rai l , and deliver the cri m inal to the nearest Sûreté station. Take a visiting dignitary on a tou r of the city and keep them happy. Venture into the bowels of the city to find a wanted terrorist who has kidnapped a Mage-artisan and stolen the parts needed to b u i ld an explosive device. Handle a prisoner exchange-one captu red criminal for one captured Sharn Sûreté officer.

SHARN WATC H ADVENTURE HOOKS The Sham Sûreté Adventure Hooks table presents ideas for additional adventures themed around the Sham Sûreté.

S H A R N Sûreté ADV E NTU R E H O O K S d4 Adventure Hook The Sharn Sûreté cracks down on Daask, which leads to violent confrontations i n the city's lower wards. The Sharn I nq u i s itive publishes an article claiming that changelins of the Les Tyrans have stolen the iden­ tities of many Sûreté officers, leading to citywide dis­ trust of the organization. After a Thrane i m m igrant opens a sealed entrance to Old S ham's ruins, the G uard i a ns of the G ate do not a llow anyone in or out of Sharn u ntil the i m migrant is fou n d and the entrance i s resealed. Agents of the B lackened Book find scrying sensors in S harn Sûreté stations throughout the city.

SHARN .WATCH A common viewpoint among the citizens of Sham is that in the upper wards, the Sham Watch works for the wealthy; in the middle wards, it works for the Boromar Clan; and in the lower wards, it doesn't work at all. This assessment is close enough to the truth. There's an important undercurrent in the situation, however. Although most officers of the Watch take bribes, that doesn't mean all of them don't care about their city and won't try to keep their communities safe; they do so because they see their benefactors as being an important part of the continued health of their community. For instance, those officers who take gold from the Boromar Clan believe that the Boromars help keep the city running and give the people what they want. But if some strangers in town break the law, they're just troublemakers who deserve to be run in. As another example, the guards of the Dura Bazaar have an understanding with the gang of pickpockets known as the Little Fingers. As long as the thieves target only tourists and foreigners, the Watch will dismiss any charges brought against them. Why should an officer of the Sham Watch care if some Aundarian with more gold than sense gets robbed? But if the Little Fingers pick on a local, they're asking for trouble. The relationship works both ways; the pickpockets are privy to things the Watch officers aren't, and they often warn the Watch about suspicious people or activities they witness. Watch officers do exist who are entirely crooked and care nothing for the law. At the other extreme, some officers are entirely honorable and place the law above all else, and most of those are willing to risk their lives to save an innocent bystander from a rampaging Daask troll. But most members of the Watch are pragmatists who put the needs of their clients uppermost, the needs of the citizenry second, and generally don't take action against locals. The upshot of all this is that the Watch's response to a crime can vary significantly depending on the nature of the crime and where it's committed. As a rule, when a crime is committed in Skyway, any of the upper or middle wards, Lower Central, Lower Tavick's Landing, or Precarious, members of the Watch arrive to intervene and investigate as soon as possible. In Cliffside, Lower Menthis, and Lower Northedge, the few Watch members in these locations address crimes in order of priority. In Lower Dura and the Cogs, the Watch's reponse is typically very slow.

SHARN WATC H D IVISIONS The discussion above primarily concerns the rank and file of the Sham Watch, the guards who walk the streets day in and day out and the officers who supervise them. The Watch also includes a few special divisions that could cross the paths of the adventurers. The Blackened Book is an elite core of abjurers and diviners, charged with investigating and containing magical threats. These wizards are highly dedicated to their work and their city, and generally don't take bribes. It's up to the higher-ups, however, to decide what missions to assign to the Blackened Book; if there's a case that a noble doesn't want investigated, it probably won't be.

The Guardians of the Gate came into being during the Last War to monitor the activities of foreign nationals and immigrants. Their duties have expanded since the surge of refugees into Sharn following the Mourning, and the Guardians of the Gate closely supervise the district of High Walls. The Guardians are chosen from among the best soldiers of the Watch and are devoted to their city. Many of them, however, place the safety of the city ahead of strict adherence to the law, and complaints are raised against them from time to time for unnecessary violence against refugees.

T he Redcloak Battalion is an exceptional unit of soldiers that is called upon if a situation calls for extreme military force. The Redcloaks are heroes of the Last War, and now that the fighting is over most of them don't appreciate being used as local police. The Redcloaks are absolutely faithful to Breland: they are willing to lay down their lives in the service of their nation. Trying to bribe a Redcloak is a good way to lose a hand. Like the Blackened Book, however, the Redcloaks are elite troops that act only when they're mustered by a captain of the Watch; typically, they won't be asked to respond to a situation if it's not in the interests of the Boromar Clan. The Redcloak Battalion is described in more detail in chapter 3.

SHARN WATC H N P C s �����- The Sharn Watch includes people from all walks of life: veterans of the Last War, retired adventurers, lifelong residents of the city, and immigrants who have become Brelon citizens. You can select from or roll on the Sharn Watch Races and Sharn Watch Personalities tables to generate a Watch NPC. There is a 75 percent chance the NPC is taking bribes from the Boromar Clan or another wealthy patron. This doesn't necessarily mean that the officer is willing to take a bribe from one of the adventurers. Some of the Sharn Watch's most important people are as follows: • Lord Commander Iyan du Talan is a male human in charge of the Sharn Watch. As long as the city's wealthy elite are content to keep Iyan in power, he does little more than maintain the status quo. • Commander Lian Halamar is a male halfiing who leads the garrison in the Daggerwatch district in Upper Dura. The Boromar Clan bribes Lian to make sure the Watch is away from the scene during their criminal activities. The Boromars are pressuring Lian to crack down on Daask, but he has no desire to put his officers in danger unnecessarily. Commander Belew Yorgan is a male dwarf who leads the Sword Point garrison in Middle Central. He does his best to serve the interests of the nobles and wealthy patrons in the Central Plateau, and as a result these wards are among the safest in Sharn. But Yorgan's loyalties are first and foremost to his purse, and the troops under his command serve whoever's paying the most. • Commander Silaena Caza! is a female elf who runs the Warden Towers garrison in Middle Menthis. Over a century of service, she has woven a net of graft and extortion across Menthis Plateau; she looks after those who pay their dues. Her mother was driven from House Phiarlan when she developed an aberrant dragonmark. Because of that treatment, Silaena harbors deep resentment for the dragonmarked houses and will occasionally take actions to inconvenience them. Thora Tavin of House Tarkanan is working to strengthen her relationship with Commander Caza!. • Commander Iyanna du Talan is a female human who commands the Black Arch garrison in Lower Tavick's Landing. The daughter of the Lord Commander, Iyanna is idealistic and honorable. She fights for the good of the common people. If the adventurers need an honest ally in the Watch, Iyanna is perhaps their best hope. Despite her father's best efforts to keep her from getting entangled in the criminal underworld, her actions have won her no friends among Sham's crime lords, and her life could be in danger despite her parentage. • Lady Warden Maira du Talan, a distant relative of the Lord Commander, leads the Blackened Book. A gifted diviner, Maira is a highly effective leader. What none know is that she's also an agent of the Dreaming Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while concealing any evidence of the Dreaming Dark's schemes. • Captain Daja Brei is a female human who commands the Guardians of the Gate. Daja firmly believes that the Guardians are all that stands between order and chaos in Sharn, and she acts with unbridled force if she believes a group or an individual threatens the city.

Captain Khandan Doi is a male dwarf who leads the Redcloak Battalion. Khandan is a local legend who served in the Brelon army throughout the Last War; he was knighted by the last king of Galifar and swore an oath to the first queen of Breland. He enjoys drinking and gambling. He takes discipline seriously, though, and expects his soldiers to show complete loyalty to their country and its king. Because of his experiences in the war, he has a deep dislike for Thranes and followers of the Silver Flame, but he rarely lets these feelings interfere with his duties.

S H A R N WATC H P E R S O N A L ITI E S d l O Personality Disgruntled veteran of the La Dernière Guerre who has seen everything Lifelong Sharn resident who loves discussing rumors and debating the city's best haunts Layabout who tries to do as little work as possible Eternal optimist who encourages victim s of crime to have hope and look on the bright side Investigator who loves to get to the bottom of a mystery Rookie with no experience in facing danger who is a bundle of nerves Brawny meathead who bel ieves a l l problems can be solved with force Greedy opportu nist who's always angling for a bribe Uptight perfectionist who appears to do everyth i n g b y t h e book U nfriendly i n terrogator who assumes everyone spills their secrets to the Tyrants.

WATC H STATION Sharn Watch stations are located throughout the city. The largest are the garrison posts like Daggerwatch and Sword Point; smaller stations in various places are used to hold criminals, dispatch patrols, and take care of dayto- day business. A typical Sharn Watch station has two well-guarded entrances. One is connected to a main vestibule, where an officer in a security room with a magically reinforced window signs visitors in and confiscates their spell components, spellcasting focuses, and weapons. The other entrance is a large barred and warded door that leads to the garage, which holds aérobuses and aéroluges. Both of these areas are connected to the station's bullpen by way of locked and warded doors.

WAT C H STAT I O N ADV E N T U R E S d6 Adventure Goal Destroy evidence of a crime that's being stored in a Sûreté station, or plant evidence in a Sûreté station to frame someone for a crime. Learn which members of a station's crew are on the payroll of a criminal organization. Free someone being held at a Sûreté station. Steal uniforms from a Sûreté station. Help defend a Sûreté station from a siege. Ensure the station's Sûreté officers are i n d i s posed during an u pcom i n g cri me spree.

SHARN WATC H VILLAINS Corrupt or extremist members o f the Sharn Sûreté are villains of a special sort: legitimate authority figures who have access to the city's law-enforcement re­ sources. The protections these villains enjoy often call for drastic measures to stop them, which the characters might be labeled as criminals themselves and might have to go underground to avoid arrest or harassment. Examples of Sham Sûreté villains appear on the Sham Sûreté Villains table.

S H A R N WAT C H VI LLA I N S d6 Villain A Nain arrests random halfl i ngs on the streets in the lower wards and allows Daask agents to interrogate and torture them. A B relish veteran of the La Dernière Guerre a rrests and m u rders i n nocent Cyran refugees , claiming each time that the victim tried to attack h i m . A changelin i nvestigator works for the Les Tyrans a n d pins u nsolved crimes on other S h a r n Watch m e m bers who i nterfere with the Tyrants' busi ness. An elf in the lower wards comes to the aid of only those who pay a monthly protection fee. A Blackened Book mage confiscates Objets Magiques from others to auction off to cri m i nals. 4 A half-elf works her way t h rough the ranks of the Sharn Watch by assassi nating her superiors but m a ki n g it look l i ke they died in the l i ne of duty.

SHARN WATCH CAMPAIGN THEMES If you want t o make the Sharn Watch a significant part of the campaign, you can develop a story for a particular commander. Lian Halamar is the primary agent of the Boromar Clan, and if the adventurers are fighting the Clan, any interaction with the Watch can ultimately come to Lian's attention, with his corruption slowly becoming more and more evident. If the characters oppose House Tarkanan, it could be Commander Caza! who keeps interfering with their investigations and placing obstacles in their way. Can the adventurers find a way to remove their rival from power? Another option is to focus a story on Commander Iyanna and her efforts to purge corruption from the Watch. A chance encounter could bring the two together; perhaps the adventurers are on the scene when Iyanna is targeted by assassins. Iyanna could call on the adventurers to investigate corruption and to deal with officers who are breaking their oaths. How deep are they willing to go? If the adventurers do form an alliance with a Watch officer, you can use the Sham Watch Assignments table to create adventure hooks for parties and side quests for individual characters-cases their ally doesn't trust the Watch regulars to handle fairly. S H A R N WATC H A S S I G N M E N TS d8 Assignment Solve a m u rder that occurred in S kyway. 2 Find a drea m l i ly den and arrest the place's owner and its supplier. 3 Protect an a m bassador from Sarlona who is joining a Morgrave U n iversity expedition to the Cogs. 4 M o n itor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city. 5 Apprehend a war cri m i nal rumored to be arriving in Sharn by l ightn i n g rai l , and deliver the cri m inal to the nearest Watch station. 6 Take a visiting d i gnitary on a tou r of the city and keep them happy. 7 Venture into the bowels of the city to fi n d a wanted terrorist who has kidnapped a magewright and stolen the parts needed to b u i ld an explosive device. 8 Handle a prisoner exchange-one captu red criminal for one captured Sharn Watch officer. SHARN WATC H ADVENTURE HOOKS The Sham Watch Adventure Hooks table presents ideas for additional adventures themed around the Sham Watch. S H A R N WATCH ADV E N T U R E H O O K S d4 Adventure Hook The Sharn Watch cracks down on Daask, which leads to violent confrontations i n the city's lower wards. 2 The Sharn I nq u i s itive publishes an article claiming that changelins of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization. 3 After a Thrane i m m igrant opens a sealed entrance to Old S ham's ruins, the G uard i a ns of the G ate do not a llow anyone in or out ofSharn u ntil the i m migrant is fou n d and the entrance i s resealed. 4 Agents of the B lackened Book find scrying sensors in S harn Watch stations throughout the city.

Le Régistre Noir

Magic is a powerful tool and a deadly weapon. A powerful sorcerer can decimate a platoon of guardsmen. As a result, the ability to contain and control the use of magic is a vital resource. Since the beginning of the La Dernière Guerre, sorcerers and Mage_artisans who have displayed a talent for abjuration or divination have been pressed into the service of the Brelon Crown.
The Blackened Book is a branch of the Sharn Watch, consisting of countermages who are trained to monitor and dispel magical energy. The mages of the Book may be called in to use detect magic to look for traces of mystical foul play, to use detect thoughts for difficult interrogations, or dispel magic to contain magic_using insurgents or criminals.
The Blackened Book also keeps track of the most powerful spellcasters in Sharn, and they might approach an experienced PC wizard and deputize the character to assist on a case that exceeds their own skills.
The headarrondissements of the Blackened Book is in the Tours de Gardes district of Millieu de Menthis, within the garrison of the Sharn Watch.

Prominent NPCs
The commanding officer of the Blackened Book is Lady Districten Maira ir’Talan.
Most of the members of the Blackened Book are 4th_level arcane or divine spellcasters. Two notable exceptions are the chief countermage of the Book, Districten Balan Cord (LG male Humain Mage_artisan 12), and the lead investigator, Districten Hasal Dalian (LN male gnome diviner 6).

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