Showing0entries
Sorted A-Z
NPCs

Brennan

Marshedge's marshal: the town bought peace by hiring its last bandit.

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

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.