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.