Sentinelle Maréchal
Guilde des Épées Certifiées member, Guilde des Défenseurs member and a Sentinel Marshal.]] The Garde Maréchaux are form of law enforcement run by Maison Garda. They are a specialized form of mercenary, bounty hunters empowered to enforce the laws of Galifar across Khorvaire. They were granted the right to cross any border by the King of Galifar, but when Galifar collapsed into civil war the rulers of the Cinq Nations agreed to let the Garde Maréchaux continue to pursue their prey across all nations, to maintain a neutral lawkeeping force that would be respected throughout Khorvaire.
Maison Garda has arrangeld with other Maisons Marquées Du Dragon for Garde Maréchaux to receive free transport on Élémentaire Aéronefs, Train Fulgurants and Orléans caravans during active duty.
Known Garde Maréchaux
The Sentinel Marshal By Jeff LaSala Illustration by Kieran Yanner I swear to uphold and defend the Code of Galifar with heart, mind, soul, and steel until Galifar is reunited and at peace. I swear to follow the Code and to administer it justly and impartially, without respect to wealth or position, throughout the Cinq Nations and beyond. — Opening lines of the Sentinel Marshal oath
Hailing from an ancient line of warlords and mercenaries, Garde Maréchaux are the quintessential elite in law enforcement in Eberron. Contracted to pursue criminals across national borders and beyond into uncivilized realms, they are an international police force dispensed by Maison Garda. The Sentinel Marshals hold a reputation of honor, courage, and neutrality unrivaled by traditional chivalric agencies. Where royal courts, churches, and noble houses produce knights sworn to feudal lords, Maison Garda produces knights sworn to the immortal ideology of a vanished kingdom. Their devotion to justice is second to none. The life of a Sentinel Marshal is far from easy, and even the men and women who meet its formidable standards seldom choose it. Most marshals travel constantly, work alone, and regularly cross blades with ruthless outlaws. More than mere soldiers of Maison Garda, they are agents of justice and the law, warrior-diplomats who traverse physical and political hazards every day. Garde Maréchaux aren’t flawless in their actions. They are, however, expected to be.
History and Marshal Law
Nearly a thousand years ago, Roi Galifar III instructed the patriarch of Maison Garda to form an elite order numbering no more than three hundred swords to assist the Galifar Guard in upholding the law. Further charged with bringing fugitives to justice, the Garde Maréchaux were assembled from the most venerated heirs of the house and became well known throughout the great kingdom. Many of these noble warriors were household names who others looked up to or feared. Where Maison Garda was Galifar’s shield, the Garde Maréchaux had become its blazing sword, striking down enemies of the realm within and without. Upon the death of Roi Jarot in 894 AR and the dispute over his succession, Maison Garda and the Marshals struggled to smother the sparks of war. But when bloodshed could not be quelled and the La Dernière Guerre raged in earnest, the Marshals turned their efforts to the conduct of the war and universal observance of the Galifar Code of Justice, hoping to restore order when the kingdom was reunited. Galifar was not restored. Under the Treaty of Fort-du-trône in 996 AR, which ended the centurylong conflict, the Marshals retained their role as officers of the Code. They were granted the right to cross national boundaries—hard lines that now divided the continent—to enforce the laws of the Code and punish those who defied it. As a branch of the world’s most powerful mercenary organization, the Garde Maréchaux operate by contract. Although they are authorized to enact justice beyond the auspices of the Maisons Marquées Du Dragon, enforcing the Code of Galifar and even the Korth Edicts, they are not above the law. At first blush, Marshals—who are hired to capture or kill outlaws—might seem comparable to bounty hunters, but they live by an imperial oath and high moral standards. Yet Marshals are not expected to work for free; they might serve the ideals of justice, but the lords of Garda earn lots of coin in the process. Marshals cannot be hired for just any mission. Only proven criminals or malevolent monsters are pursued, and if there is any doubt as to the target’s guilt, Marshals might be instructed to arrest, not slay, their quarry. They are enforcers hired to track down criminals, not to determine guilt or solve mysteries, and yet justice is not always so easily served. Sometimes it begets investigation, and many Marshals, becoming invested in their work, make an effort to look beyond the obvious or readily apparent. Today, fewer than two hundred Garde Maréchaux exist. Only nine reside regularly in Sharn, the City of Towers, with three or four stationed in most major cities of Khorvaire at any given time. Their central offices are located in Tour Sentinelle in the city of Karrlakton, and all Marshals inevitably return there to report, train, or receive new assignments.
Marshals and the Code
The jurisdiction of the Garde Maréchaux is extensive but not without limit. The Galifar Code of Justice recognizes and protects Les Douzes sovereign nations acknowledged by the Treaty of Fort-du-trône. Beyond these lands—in places such as Droaam, L'Ombre Marches, and Xen’drik—a Sentinel Marshal carries only as much authority as he or she can exert. For example, a Marshal has the right to apprehend a criminal in Cap-Tempête if the crime was committed on Brelon soil, but the Marshal should expect no support from the Seigneurs des Tempêtes. The Code of Galifar includes laws that forbid murder, theft, assault, fraud, smuggling, dueling, the misuse of magic, and even treasure hunting without a letter of marque. Resisting arrest carries steep penalties, and Host save the criminal who dares to kill a Sentinel Marshal. The full wrath of the law will follow such a wrongdoer for life. The Code does not protect all creatures. It does not cover criminals (who forfeit all rights), the Mort-vivant, and citizens of nations not recognized by the Treaty of Fort-du-trône. For example, slaying a Féral from Muraille-Grise in the city of Sharn carries no penalty. The killing is not considered murder in the eyes of the Code because Droaam is not a sovereign nation.
A Marshal’s Career Path
Not everyone can become a Sentinel Marshal. Under normal circumstances, only blood members of House Garda qualify. A Marque Du Dragon is not required, but those who possess one enjoy a measure of esteem that their peers must work harder to achieve. An heir of Garda who aspires to become a Marshal usually begins as a member of the Épées Certifiéess Guild, then transfers to the Guilde des Défenseurs. Exemplary performance in both of those services earns an applicant consideration as a full-fledged Sentinel Marshal. A proven soldier must Démontrate honor, obedience to the chain of command, and dedication to the Galifar Code of Justice. Exceptions to this career path can be made, but only with direct sponsorship by one of the ruling lords of Tour Sentinelle. Ultimately, it is merit, not age or family connections, that determines a Marshal’s status. All Garde Maréchaux report to the Lords Seneschal and, nominally, to Baron Breven.
Signs of Authority
A Sentinel Marshal is required to identify hersElfee and her office when making an arrest. The uniform of a Marshal is a black or purple surcoat worn over armor. The cloth is sewn with silver thread and emblazoned with elements of the Garda crest. Marshals are not required to wear this uniform at all times, but it’s helpful when one needs to invoke one’s authority. For times out of uniform, each Marshal is issued an elaborate badge of office. For one, it might be a special document sealed in a metal case. For another, it might be a brooch displaying the chimera heads of the Garda coat of arms and worn as a cloak pin. When a Marshal has Démontrated exceptional service, her superiors might give her an honor blade. Honor blades represent the glory of Maison Garda and the special veneration of the Garde Maréchaux. Such weapons are never sold, and a Sentinel Marshal who finds an honor blade in the possession of anyone other than a Marshal is required to recover it. Sentinel Marshal Honor Blade Level 5+ Rare Members of Maison Garda recognize this bright blade as a badge of respect and a shield against enemies of the law. Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Weapon: Heavy blade or light blade Enhancement Bonus: Attack rolls and damage rolls Critical: +1d8 damage per plus Properties F While holding this weapon, you gain an item bonus to initiative checks equal to the weapon’s enhancement bonus. F When you use this weapon to reduce a nonminion enemy to 0 hit points, you gain temporary hit points equal to 5 + the weapon’s enhancement bonus. Utility Power ✦ Encounter (Free Action) Trigger: You hit an enemy with an attack using this weapon. Effect: Until the end of your next turn, you gain a +2 power bonus to all defenses against the enemy.
Adventuring Marshals
Garde Maréchaux undertake many types of missions and have many reasons to travel. They receive assignments within Garda enclaves throughout Khorvaire and sometimes beyond, such as in the house’s Cap-Tempête enclave. Between missions, a Marshal’s time is her own. She can travel with allies provided that she checks in at Garda outposts whenever possible. In times of crisis, Garde Maréchaux have the power to deputize worthy allies—especially other warriors or other members of Maison Garda—to assist them. This title does not grant allies the full authority of a Sentinel Marshal, but it legitimizes their presence and recognizes their aid if the mission is later scrutinized. Depending on the circumstances, a Marshal’s allies might be debriefed afterward, rewarded for their efforts, and asked to help again. A typical assignment for a Sentinel Marshal is to find (and kill, if necessary) a known and dangelrous criminal. Such criminals are usually of the worst sort—the ones who leave town, consort with unsavory fellow outlaws, make fiendish alliances, and don’t play fair. Garde Maréchaux are also special operatives, not just law officers. One might be asked to assist in a diplomatic mission to Droaam, seize a shipment of Xen’drik relics from pirates on the Mer du Tonnerre, or save an Eldeen village from a dragon roused by the Seigneurs Des Cendres. Having a Sentinel Marshal in the party provides an excellent plot device for the DM. Marshals also receive pay and rewards for each job they take, which is a means for your DM to deliver treasure. Baron Breven d’Garda might have special items in his vaults or connections that can be used to reveal where such items might be found. The missions assigned to you, as an adventuring Marshal, are suitable for your skills and those of your known associates and regular deputies. If you are a rogue, you might be ordered to infiltrate a thieves’ guild and slay the vampire lord that rules it. If you are a fighter, you might be sent to defeat an ettin terrorizing Breland’s western borders. You’re not always on duty, so you can go on adventures that have nothing do with your house. Nor are you required to chase down a cutpurse in the streets or arrest a merchant you see committing fraud unless you’ve been hired to do so. Yet you retain the right to enact justice whenever you deem it necessary. Some Marshals are callous about their authority, enforcing the law only in certain cases or when they’re required to do so. Others cannot stand idle when they witness even the pettiest crimes. It’s up to you to decide where you fall on the spectrum of justice. Remember that you don’t have to kill every foe. Sometimes you’re the good guy who drags the bad guys back to the city to face the music. But just as often, you need to be the judge, jury, and executioner who gets the job done by any means necessary. Usually, a fugitive’s head is proof enough that he’s no longer a threat.


