A list of all current guardsmen and the command structure can be
found here. In general, the Guard isn't run strictly, though there are a handful of expectations that every member is meant to fulfil:
PurposeThe Guard ultimately exists to protect the people of Hadriel against harm, whether it is from monsters, their environment, the gods' manipulations, or occasionally, each other. All guardsmen are expected to be able to work together.
UniformEach member is given a blue sash to wear while on duty in order to mark them out as a guardsman. Undercover/Irregular guardsmen are exempt from this.
Patrols, HQ shifts and manning the watchtowersGuardsmen are expected to do a daily patrol around the city and take shifts standing watch in the watchtowers. Additionally their HQ must be manned at all hours. Actual hours worked are left to your discretion. Undercover/Irregular guardsmen are exempt from manning HQ and the watchtowers.
ReportsICly guardsmen must fill out a report for every patrol and incident they work. OOCly these are handwaved unless you'd like to use a report as a springboard for a plot, at which point we have
a form to fill out.
Assisting new arrivalsOnce a month, when new arrivals show up in the Colosseum, guardsmen are stationed inside the Colosseum to help fight off the monsters and extract newcomers safely. They are also expected to direct any injuries parties to either the Clinic staff waiting just outside the Colosseum, or if there are none, directly to the Clinic.
Crisis protocolsEvery so often an event comes that places the whole city in peril. On these occasions either Henry or Nick will post a call to arms on the network. Guardsmen are expected to report in and make every effort to protect Hadriel's residents, whether by fighting monsters, escorting people to safety, defending safe zones, running supplies or protecting Clinic staff as they do their work.
Every guardsman must install
an application (which
GPS functionaility was later added to) on their phones upon joining the Guard. In emergencies it is activated and it will prompt guardsmen to check in at a touch on a consistent timed schedule. This serves a tactical purpose: those who don't check in are considered casualties. It's switched off at the end of the crisis.
If a guardsman does not respond to the network post and/or fails to check in, this will be ICly followed up.
Please remember to
let us know if a guardsman is out of action!
There are a few additional pieces of information it's useful to know.
HeadquartersAs of the move to the Tundra, the Guard HQ is connected once more with the Clinic. Here is a description of the building itself:
Side by side with the Clinic, a sign on the exterior declares this building the Guard's headquarters. Inside, a couch provides somewhere for visitors to wait, in clear sight of the collection of tables and chairs that serve as the office just off to the right. Beyond the office is a small meeting room and a separate lounge for guardsmen. To the left side is a large, open training space, at the back of which stands a storage room. A set of stairs lead up to the roof. The roof serves as the northern watch point. Like the watchtowers it's sheltered from the elements and has windows that allow a clear view and ranged defense.
We keep an up-to-date status of the HQ
here, for your reference. If HQ is altered/damaged in one of your threads, please remember to report it!
WatchtowersAs of January 2018, three watchtowers have been constructed to watch over the borders of the city. Here is a description of them:
Three sentinels positioned at the east, south and west edges of the city, these simple watchtowers stand taller than their surroundings, though they are dwarfed by the Spires. A single door provides access into a watchtower, which can be barred from the inside. The lower floor contains the stairs up to the top floor and a small room sparsely furnished with a single table, two chairs and a chest for storage. The top floor has windows looking out over each cardinal direction, the right size for archers or gunmen to shoot from. The watchtowers are manned and maintained by the Guard, but public access is rarely restricted.
ResourcesAt HQ, characters can find the following: stashes of weapons from the Armory, a small supply of ammunition for guns.
AlliesCurrently all guardsmen should consider the Clinic and the Fire Brigade allies. For more information about the Clinic see
undersupplied. For more information about the Fire Brigade see
underequipped.
Known EnemiesCurrently all guardsmen should consider the Null their enemy.
Finally, keep in mind that the Guard is a framework for you to make use of as you will — don't be shy about using it to facilitate your plots or expand your CR!
Every other month or so, an open post will be posted to the log comm covering from the 10th to the 9th of the following month. These are optional, but will allow more opportunities for interaction.