King's Citadel of Breland [Archive] - Wizards Community

Post/Author/DateTimePost
lostone

09-24-04, 01:42 PM
Since there is limited info on this I was curious how others viewed it, maybe dealt with it in their campaign? My group at the end of our last session managed to get themselves an invitation to join (one player specifically sought them out after reading up on Breland), and I'm at a loss :). I see them somewhat like a cross between the musketeers and secret police. I'm assuming they'd swear an oath, maybe a Geas, but would their loyalty be to the throne/crown or to the man (king) himself? What else would the oath include? What kind of tests/training would the recruits undergo before being considered full-fledged members of the Citadel?

Historical examples would help, but also ideas for tests including magical problems (have to get into a magically sealed room and that kind of stuff), etc.
Dauntless

09-24-04, 11:55 PM
I see them somewhat like a cross between the musketeers and secret police. I'm assuming they'd swear an oath, maybe a Geas, but would their loyalty be to the throne/crown or to the man (king) himself? What else would the oath include? What kind of tests/training would the recruits undergo before being considered full-fledged members of the Citadel?

Historical examples would help, but also ideas for tests including magical problems (have to get into a magically sealed room and that kind of stuff), etc.

As to what exactly the Citadel entails, thats up to you. However in my game, they serve a mixed purpose, and I like to compare them to some american agencies.

The King's Shields are basically the secret service, but they also serve the same jobs that US Marines at embasies do, in providing protection to very specific people or locations.

The King's Darklanterns are equivalent to the CIA. Mostly intelligence/counter-intelligence, and they occasionally can perform a mission if it needs to be of the utmost secrecy.

The Swords and Wands, while technically seperate, can both be called upon by local operations folks, the same way that US Army and Air Force cooperate under the direction of a regional commander. The Swords form a strange mix of FBI and special forces.


The loyalty is, by rule, to the legitimate monarch of Breland. Therefore, if someone attempted a coup or the like, they wouldn't stand idly by and accept a new ruler. If there were a populist uprising, it would certainly be more difficult, as the numerous paladins mentioned would have a moral dilemma on their hands. Side with the people, or with their duty?


As for getting in, I suspect there would be a thorough background check, then an academy. For the most part, I am having them train their own. Most of their new members come from the military, though some may be plucked from adventuring bands if they seem worthy enough. However worth is not measured just in skill, but also in dedication to Breland. Once they go through the training, they eventually get placed in low-security jobs and have to work their way up. For a member of the Swords for instance, they'd start equivalent to an FBI field agent, doing internal matters. Eventually if they prove capable over the course of years, they'd move onto more interesting and secret jobs.
RaidingPartyGames

01-06-06, 04:33 PM
The next few should be 'testing' missions.
1) See the Animatrix for the offer about switching alliances. Have a mission or two testing alliances.
2) Test combat ability. Nonfatal in practice, but there might be politics in the barracks that leads to something else.
3) Infiltration. Join a gang, get an item, or somesuch.

Depending on the character goals, I'm seeing these all coming together in a 'test turns deadly, goodguys are way over their heads' sort of scenario. As such:

-Give a dash of military structure. At least one night in the local barracks, more if the party doesn't have a 'home base'. That night is a chance to brush shoulders with fellow Citadel members (one or two the wrong way), and maybe a hint at conspiracy or corruption. One or two 'training sessions' with mock swordfights, unarmed combat, scaling walls ("You maggots won't get dinner until you ring that bell!"), etc.
-Give an assignment that involves protecting a public figure. It's supposed to be a routine or even boring assignment, but public figure somehow accumulated enemies. Or mebbe the child of such. Or even better with the conspiracy thread, you were assigned to protect public figure while their family member went unguarded; despite an obvious (and probably failed with our heroes on guard) attack on public figure, family member was secreted away with nary a clue, and somewhere close to where public figure was attacked.
-Chief berates the heroes for not taking family member into account ("The Citadel is always alert! Devour it all, we won't be blindsided like that! What is wrong with you people? Now go get him/her/it back!") Assigns them to go undercover... the inquisitives have managed to discover that small group X was involved. And noone else can know that family member was taken, so the heroes have to be careful in their investigating.
-At this point, mysterious cloaked figure might show up and offer them clues, but can't tell them too much because of Them.
-Heroes manage to infiltrate (or invade) stronghold of small group X. They're far richer or more powerful than they should be, bearing the support of Large Group Y. And family member has already been spirited away to them.
-Large Group Y is far better organized than small group X, and it should be impossible to just bust in the front door or infiltrate. However...
A) They can ask the Citadel for support at this point. It could be distraction while they come in somewhere other than the main tower, it could be rings of shapeshifting, or other plans... however it is, any magic items need to be returned, and they'll refuse an all-out assault (although if a strike team is suggested, a handful others will be assigned to join, mostly warriors but one locksmith, magewright, and/or medic(expert Skill focus(Healing) w/eternal wands of cure) as well... fill in any holes in the party. Unfortunately, thanks to the traitor, the item is likely to be cursed somehow, and if there is a strike team the traitor will be part of it and switch sides when guards from Large Group Y shows up.
B) If the heroes make it in on their own, mad props to them. Extra RP experience.
C) If they completely founder, mysterious stranger can get involved to get them in, but this'll put him in view of Large Group Y and there should be a dramatic death scene for him shortly thereafter.
-Once inside, after one or two guard encounters, they discover family member, who tells them that Large Group Y has public figure. Public figure couldn't stand losing family member, and submitted to Large Group Y. Public figure is now on the way to place with an honor guard from Large Group Y to wreak havoc using diplomacy and influence/magic powers/theories of the arcane/the royal seal. Heroes have to stop them along the rain-covered skybridges of Sharn or hundreds die.