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S'ren-ja Guard

3 posts · started by 13448084441612174104 on Aug 08, 2014 · 326 views · in Backstage
@DaedratAug 08, 2014
Aug 08, 2014 at 04:39 PM #1
As the ruling body of S'ren-ja, the Sugar-Claw Clan, transitioned from a criminal organization to governing its own town, certain issues arose. Chiefly, the matter of security. In the beginning, mercenaries were hired as temporary protection. With constant Thalmor attacks and the expenses of starting a new town, the cost of coin soon grew too great to employ mercenaries. Out of the many that would not fight without pay, a few remained to provide protection to the others, giving way to the formal S'ren-ja Guard.

True to its roots, the S'ren-ja Guard not only protects the citizens of S'ren-ja but also functions as a mercenary company, often being hired as protection for the many trade caravans that pass through the town. While Clan members join its ranks, the S'ren-ja Guard is independent of the Clan in all matters with the exception of trials.

Guard Captain: The leader of the S'ren-ja Guard. Ultimately responsible for enforcing the town law and providing protection to residents. In the absence of the Clan Favored, Clan Alpha, or Clan Mother, the Guard Captain wields the unique power to exact punishment for crimes even if not a member of the Clan. Guard Captains are chosen not by social standing or merit, but their prowess in combat during a fighting tournament. The victor of this tournament may exercise the power to choose another as Guard Captain.

S'ren-ja Guard: S'ren-ja Guards are bound, not by contract, but honor to protect the residents of S'ren-ja against any threat. Though they are paid, they are expected to continue in service even if the town is not able to afford them any gold in desperate times. Guards are only permitted to enforce the laws of S'ren-ja while wearing the Guard Tabard, so all are aware of their purpose.

The following is posted on the Thinking Tree in the center of town, clearly visible to all that care to look:

Crime and Punishment in S'ren-ja

Crimes in S'ren Ja are punishable in a variety of ways depending the severity of the crime and if you're a repeat offender. From fines that vary in price through to prison time, community service, flogging and even banishment and execution in most extreme cases.

Punishment is to be left to the judgment of the Guard or Clan Mother.
  • Skooma in liquid or crystal form is illegal.
    The Illicit Drug known as Skooma in any of its forms, is Illegal in S'ren Ja. Possession is punishable through fines, prison time and community service. Manufacture of Skooma in any form is punishable by the size of the operation, with confiscation and destruction of all goods and materials gained from it and the lab(s) used in it, as well as prison time and community service. Banishment and being turned into the Warrior Guard or Dominion Guard is reserved for those who are repeat offenders and those in large scale production.
  • Moon Sugar is perfectly legal.
  • Theft is a debatable offense.
    Taking items without permission may or may not be an offense. If the thief invoked the formal Rite of Theft as according to Bosmeri practices, the terms of the Rite are to be sorted out between the two parties. Instances of theft in which the Rite of Theft was not invoked may be brought to the guard, who will mediate between the two parties. Community service, jail time, or a fine may be issued to the thief, depending on the severity of the crime.
  • Banishment from the town is always offered as an alternative punishment to execution as it is considered more severe.
  • Assault is punishable unless the attack is a duel or sparring match
    Assault is considered a provoked or unprovoked attack on another individual or individuals with weapons or unarmed outside a formal challenge, which are to be done only unarmed with no magic or weaponry allowed. Depending the severity it can be a night in the cells with a fine to a very hefty fine and several nights in jail. Repeat offenders will be flogged and put in a stockade.
    Challenges in unarmed combat are legal and to be observed but not stopped unless a weapon is drawn on either side and in which case they are to be separated and stopped.
  • Necromancy is illegal.
    Necromancy, defined as raising or manipulating the dead or spirits to do your bidding in any form, this includes the creation of undead skeletons, zombies, liches, wraiths, ghosts, vampires and revanents is without any doubt illegal. Punishment for anyone caught performing such profane acts will be banished or killed on sight. Flogging will be used for those on a lesser scale.
  • Creatures of the night are to conceal their faces under hood or mask.
    Vampires deemed sane and stable are protected by the town guard, though they must conceal their condition. This practice will protect the stable vampire from the assumptions of visitors who might think they are dangerous or malicious. The condition of all vampires under the protection of the guard will be monitored. Vampires displaying a loss of sanity or an increase in dangerous behavior risk imprisonment. Vampires who attack others, kill others, or turn others into vampires will be met with more severity than usual assault or murder charges, typically the execution of the offending vampire.


Criminal Trials
A Clan Mother, Clan Alpha, Clan Favored, or Guard Captain are permitted to reside as judge in criminal trials. Should one not be available or decline to preside, the next in line is offered the Right of Judgement. The presiding judge is given total confidence in criminal trials, including weighing of evidence, hearing witnesses, and determining punishment. Only one with a higher Right of Judgement may preside over the trial of one another with Right of Judgement.

S'ren ja Guard Command Staff
S'ren Ja Captain: Kad'ra 'Kade' Thorkan
Second in Command: Alijham
Third in Command and Guard Trainer: Kath Mckaar
Field Sargent: Do'Zhar
Prison Warden: BbGeargo

The Guard has Seven ranks within the Guard that you may reach during your employment with the S'ren ja Guard. Each one has a set pay rate and conditions to meet to obtain that rank, Junior Guardsman, Senior Guardsman, Warden, Field Sergeant, Second Lieutenant and First Lieutenant. All guards get paid based on rank and have the potential to earn danger pay and claim any bounties set out by the town itself.
Ranks are explained as follows:
Guard Captain: Responsible for running the S'ren ja Guard, working with the Clan Mother, Favored and Clan Alpha on dealing with threats to the city as well as local crimes and investigations. The Guard Captain is also responsible for organizing the Town Militia.
First Lieutenant: Second in command to the Guard Captain, they are responsible for running the Guard and maintaining unit cohesion and coordinating with the Guard Captain and acting as Guard Captain in his/her stead if they are indisposed or otherwise unavailable. Guards are to report to them to help deal with any possible problems that may arise.
Second Lieutenant: Third in command and responsible for training the Guard. Same duties as the First Lieutenant and guards are to report to them if any problems may arise. Whichever is available.
Field Sergeant: Lowest in the ranks of command, the Field Sergeant is responsible for dealing with the guard, organizing patrols and making sure everything is running smoothly with the guardsmen on the ground. First individual Guardsmen are to approach if anything is needed or gone wrong. Also responsible for helping train the Junior Guardsmen.
Prison Warden: The Prison Warden is in charge of maintaining everything within the prison and dealing with the prisoners and their cells. This includes feeding, dealing with injuries and any other issues that come up. He has the same authority as the Field Sergeant concerning the prison and all Guards and Field Sergeant are to defer to him. He is to be informed of when prisoners arrive and how long they are to be held.
Senior Guardsmen: Senior Guards are individuals whom have been within the guard for longer than three months and proven themselves trustworthy to the Lieutenants and Field Sergeant and been promoted from Junior Guard. They are responsible for meting out justice to those who do wrong against the town and clan and break the laws.
Junior Guardsmen: New recruits into the Guard, the Field Sergeant is responsible for helping train these new individuals. They share the same responsibilities as Senior Guards. Must check in with the Field Sergeant with reports.
Payrates are as follows: Guard Captain: 200 Gold p/week Lieutenants: 175 gold p/week Field Sergeant: 150 gold p/week Prison Warden: 150 gold p/week Senior Guardsman: 125 gold p/week Junior Guardsman: 100 gold p/week
Guard Recruitment: Potential Guardsmen are to be put through a small theory test to judge their personality to see if they are good fits for what we seek within the Guard. They need to show forthought, unwillingness to take bribes and have good judgment when dealing with certain situations. More than one question must be administered to get a varied response. If they pass the theory tests the candidates must pass a physical test, 20 Push ups, 20 sit ups, three laps around the thinking tree and a test of their fighting skills. They MUST have some ability to fight outside of brawling. Examples are as follows: You find an individual high on Skooma in the street whilst on patrol, they're strung out and you can see a bottle on them of the stuff. What do you do? Whilst on Patrol you encounter a vampire feeding on someone in public, what do you do? You spot a Thief stealing a loaf of bread from a Merchant, said thief looks malnourished and a bit ragged. He knows he's been caught when he spots you, what do you do? You find a skooma dealer dealing the stuff in an alleyway. You've caught him and the indivudual he's currently selling to. Knowing he's been caught as does his friend and to keep you silent he offers you two months wages. Do you take it or do you arrest them?

The Prison is Warded against magical manipulation and tampering, along the bars are engraved with tiny runes and magical inscriptions which empower the wards. These wards negate magic use within the cells themselves through making the inside of the cells a Null Zone. They carry a command word however that is only known to the Warden, the First and Second Lieutenants and Guard Captain. Each cell has an individual word for it so they can be turned off and on individually, from outside or within the cells. The cell bars themselves are made from reinforced steel making them extremely difficult to bend or break.

The gate locks themselves are made from reinforced steel with copper pins and spring systems made from different blacksmiths across Elsweyr. They can only be unlocked from the outside and the bars nearest them are smaller and closer placed together to lessen the risks of lockpicking.

Rules of the S'ren ja Guard:
1. When on duty all Guardsmen are to wear the tabard for it is the uniform, no uniform, not on duty.
2. Guardsmen are to not drink liquor of any kind whilst on duty, drunk guards are not good for what we wish to promote.
3. When handling any arrests and investigations all guardsmen are to fill out reports for the Command staff and other guards to read and be aware of. (This is a major OOC one that needs to be done for communication purposes. So that everyone in the guard and RP officers are aware of what is going on. Use the template provided for ease of use, make a thread in the Storylines, Journals and Stories forum with the Name of it and date of the report. If you have more reports concerning the same situation post them in that thread.)
4. Guardsmen are to always be professional when dealing with citizens, guests and prisoners alike.
Guard Name: Date of Incident: Witnesses: Incident Details:

Edited Sep 19, 2014 at 04:22 PM by 0

FenirKAug 11, 2014
Aug 11, 2014 at 03:13 AM #2
Shere'Khaann reads the notice, and cuts the pouch containing hsi skoom from hsi belt. He tosses it in the air a couple times before throwing it as far as his arms would allow.
TryynityAug 11, 2014
Aug 11, 2014 at 04:30 AM #3
Suggestions Only

Punishments for less than banishment is needed, to be really enforced to add to realism maybe.

Minor
Fines?
Service Penance - menial labor?
Stocks?

Major
Corporal - carried out by the guards once judgement is passed.
egs
Stealing from the clan - cut of a paw/hand?
Treason/Insubordination - Flogging?

Ultimate
Banishment/Execution

Edited Aug 11, 2014 at 04:31 AM by 0