Table of Contents
La Maréchaussée de Défense Royale
Authority and the Law
Constables are invested with the authority of the king, and so are
granted great leeway in their pursuit of justice and safety. While
normal police must acquire warrants before they can search a building, RHC constables are trusted to not abuse their authority, and so can act as swiftly as needed. However, they are required to fill
out proper paperwork and give testimony justifying their actions.
A constable who uses his power for personal gain — or to harass
anyone of political clout without good reason — will find himself
penalized, demoted, and possibly even in prison.
Constables are expected to take suspects alive whenever possible.
Do note that the Fifth Edition rules allow characters to choose to
subdue an enemy rather than kill it when it’s reduced to 0 hit points,
so long as they use a melee weapon and are within 5 feet of the
target. Execution is a likely punishment if a trial deems a suspect to
be an enduring threat, though some criminals with political value
might be kept under special house arrest, as long as they do not
actively pursue plots against Risur.
Every constable has access to binding ropes as well as handcuffs
(albeit not quite as advanced as the modern variety). Most hand-
cuffs include gold wire or thread, which can be tied off after the
cuffs are closed to prevent creatures from teleporting while wear-
ing them. In special cases, mage-cuffs can be requisitioned.
Constables can usually hand over arrested suspects to the police,
though the RHC headquarters in Flint does have specially pre-
pared cells to handle more dangerous criminals. These cells are all
lined with enchantments similar to those of mage-cuffs, and are
surrounded by rings of gold and bricks baked with salt and other
warding agents. When needed, even more specialized items can be
used, such as chains that can hold incorporeal entities or prevent
shapechanging, hoods that block gaze attacks, and sigils to nullify
innate energy threats like flaming elementals.
When it comes to interrogations, this is not a modern police
force. Characters who choose to be enlightened and use less-vio-
lent approaches can often get what they need with less hassle, but
threats and actual violence are common tools when trying to make
suspects talk, and most superiors won’t bat an eye as long as no one
is seriously injured or dies.
Loyalty to Risur
The RHC recruits from police, military, universities, and many other sources of talent, occasionally even accepting foreign applicants.
In addition to requiring extensive background checks, recruits
must undergo a magical inquisition. The king grants each branch’s
local director the ability to test the loyalty of all who would apply to
join the constabulary.
A candidate who agrees to
undertake the test opens their
mind so the director may sense
their true intentions. If they
have any ill will to Risur, its
people, or its leaders, it will be
revealed. More importantly, the
candidate must show a devotion
to protecting Risur. Risur need
not be the primary concern of
the applicant — people are expected, after all, to value their
family, friends, even careers — but
this precaution has kept the RHC
from ever having produced a traitor in the thirty years it has been
active.
Hierarchy and Teams
Approximately twenty constables are active in the Royal Homeland Constabulary’s Flint directorate, supported by almost a hundred researchers, office assistants, laboratory technicians, security guards, carriage drivers, and the like.
Leadership
The Flint branch is run by Lady Inspectress Margaret Saxby, a
former superstar investigator who cracked many famous cases, be-
came the darling of the public, and earned herself a knighthood.
During the Fourth Yerasol War she married a young nobleman,
acquiring clout among aristocratic circles. When the then-director
of Flint’s branch of the RHC lost favor in a scandal, she easily won
the appointment to take his place.
Lady Saxby leads her branch with incisive intelligence and an ex-
perienced intuition for determining which of her constables should
pursue which threats. On the other hand, some complain that her
confidence borders on megalomania. On several occasions underlings who have become a bit too popular for her liking have received
transfers to less prestigious postings.
At nearly fifty, Lady Saxby remains quite fit and retains youthful
beauty. She demands authority wherever she goes, and uses many
subtle reminders to let people know who is boss. For example, there
is only one (expensive, comfortable) chair in her office: hers.
Units and Oversight
Saxby’s role as director often has her dealing with bureaucrats and
nobles, and while she officially is also the Chief Inspector, she leaves
most affairs of investigations to Assistant Chief Inspector Stover
Delft, who oversees four units of constables and coordinates their
activities.
A local Flinter in his early 40s, Delft gets squinty and condescending when his authority is questioned, but he recognizes talent
and good work. Since his own days as a constable, Delft has served a
vital role handling logistics; in the past few years he’s even acquired
a modicum of leadership skill. He often expresses pride for three of
his old underlings who went on to head spy cells overseas.
Delft chews leaf of Nicodemus, and thinks he looks charming if
he grins while sucking the juices. He walks with a cane because a
mimic tore a chunk out of his leg fifteen years ago. He has a habit of
poking inanimate objects with his cane before he gets too close to
them, and spitting on them when he wants to be extra sure.
Other Prominent NPCs
Some other constables in the Flint branch include.
- Carlao, a human veteran of the Fourth Yerasol War who proudly wears his plate armor even in the city. He’s something of a director’s pet, and acts as Saxby’s trusted aide.
- Serena, a human tinkerer who often crafts gadgets useful for spying and “wet works,” but is surprisingly cheery, seeing all female constables as her sisters.
- Kaea, an eladrin evoker widely distrusted by the local fey and druids after she went undercover among the skyseers to expose a vekeshi murderer.
- Dima, a dwarf priest with an unhealthy fondness for filing paperwork.
- Josiah, a human sniper constantly fiddling with his rifle when he’s not on mission seducing people of interest.
- Gaethan, a half-elf ranger whose ability to speak with the dead has made him a bit addled and unreliable, having to carry a notebook to remind himself of his daily affairs.
Headquarters
Located in Central District, the Flint branch of the RHC has one
primary headquarters building, plus three satellite buildings containing libraries, laboratories, and more supplies and offices. The
main headquarters has two floors, plus a basement for captured
suspects. The jail has only twice reached capacity in the past thirty
years.
Most rooms have gas-lit lamps either along the walls of in re-
cesses in the ceiling.
First Floor
1. Entrance. At least two guards are on duty at all times.
2. Lower Hallway.
3. Western Stairwell.
4. Eastern Stairwell.
5. Interrogation Rooms.
6. Quartermaster Office.
7. General Supplies. Door locked. Quartermaster can access.
8. Evidence. Door locked. Requires paperwork to access.
9. Secretary Pool.
10. Guard Room. Each room typically has another two guards.
11. Morgue.
Second Floor
12. Inspector’s Desks.
13. Delft’s Office.
14. Support Offices.
15. Break Room.
16. Upper Hallway.
17. Saxby’s Office.
Basement
18. Holding Cells. At least two guards are on duty at all times.
19. Magic Cells. Spellcasters are kept here. The cells are
enchanted to function like mage-cuffs; any attempt to use
magical powers sounds an alarm and deals 10 force damage
to the prisoner. A golden ward also blocks teleportation and
summoning. Two columns glow with pale white light, which
grants everyone within 5 squares resistance against all
energy types.