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NPCs › Marshedge's marshal: the town bought peace by hiring its last bandit.
Brennan
- 3
- armor
- 12
- HP
- steel sword d8+1 (close, 3 piercing)
- damage
The Council judged it cheaper to pay him than to hunt him down. Brennan — onetime leader of the bandit Claws, now Marshedge's marshal — is the coercive peace that decision bought.
He has no vote on the Council but pushes its members around. He runs The Guard through a mix of ex-Claws loyalists, old-timers, and new recruits — tensions he exploits. He consults the miller's wife (a necromancer) in secret and takes a cut from the thieves' guild that nominally doesn't exist.
How he operates
- Identify and exploit a weakness
- Choose the best person for the job
- Hide his true strength or position
- Out-think and out-maneuver
Hooks for play
- A loyalist of the old Guard has gone missing; his granddaughter blames Brennan
- Brennan offers the PCs a job that would put them on the wrong side of an Old Family
- An ambitious ex-Claw moves against him and the town teeters
Appearance: A rangy man in his mid-forties with a bandit's posture — weight on the back foot, head slightly tilted, eyes that catalogue exits before they look at faces. A scar runs along his jaw from somewhere behind his left ear. He wears a marshal's iron-tipped staff like he is still deciding what it is for.
HP 12 · Armor 3 · Damage steel sword d8+1 (close, 3 piercing)
Instinct: To maintain or increase his power
Moves
- Identify and exploit a weakness
- Choose the best person for the job
- Hide his true strength or position
- Out-think and out-maneuver
GM notes
Solitary, organized, hoarder, cautious, devious. The strongest single figure in Marshedge politics; everything in town routes through or around him.
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This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.