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The Constabulary of Glantri City

by Ohad Shaham

Q&A
1014 AC

City watchmen.
Ignorant fools in the way of the PC heroes? Certainly not in THIS city.

The crafty coppers of Glantri City are the most hardy and clever people in the business. They don't eat and nor sleep until the last crook is put behind bars (or under Black Pudding), until all subversive activities are crushed (or at least silenced) and until everyone pays their bloody taxes!
Some say that the constabulary is a tool of the vile magocracy, and that is sometimes true, but mostly the constables are there to fight chaos and protect the common man.
The people of Glantri can sleep soundly in their beds- brave men and women patrol the streets... ...and so does a terrible winged creature of darkness.
What does the constabulary do?
"To serve and protect, keep the peace and the council's laws, stop forces undermining the magocracy and be ever vigilant".
That is the official vow of the constabulary, but what does it mean?
The constables of the capital are in charge of patrolling the streets and maintaining law and order including mundane tasks such as monitoring the pedestrian and gondola traffic. The coppers arrest criminals and bring them to judgment, and try to combat the powerful groups of organized crime that thrive in the city.

They are also in charge of locating and destroying nests of anti-government organisations, and they act as a counter intelligence body.

-----------------

Typical tasks and forces (report by sergeant Drandon)

Daytime:

Tower of Sighs (5 constables, 2 sergeant, 1 lieutenant, 1 chief +10 soldiers) 7 guard posts (7-11 constables +1 sergeant each)

-office work, public complains, arrests, local patrols

City gates monitors (2 constables +1 sergeant/lieutenant +10 soldiers)

Traffic Control in Merchant Quarter (2 constables, 4 in rush hour)

3 Regular daytime patrols (each with 4 constables+1 sergeant/lieutenant)

Police Gondola (4 constables +1 sergeant)

Nightime:

Tower of Sighs (2 constables, 1 sergeant, +10 soldiers)

7 guard posts (2 constables each)

8 regular nighttime patrols (1 constable + 5 soldiers) On call Police Gondola (4 constables +1 sergeant)

Special Tasks: Stakeouts (2 constables )- one or two every night on average Raid (5 constables, possibly with 10 soldiers)- once every week on average

Major Raid- (up to 50 constables, possibly with military assistance) - once every other month on average

Undercover Agents- about 2-3 constables are involved in continuous subterfuge activities in any given time How many constables are there? 166 personnel achieve all the tasks mentioned above:

1 chief

4 lieutenants

21 sergeants

140 constables

Almost all staff give12-hour shifts a day at least. The chief works desperately to convince the council he needs more.
How does the constabulary work with other bodies?
The military
Year round, there are 4 banners of military forces from 4 of the nation's armies stationed in the city. There are almost 500 soldiers stationed in the city in the spring-summer season and approximately 400 in fall-winter.
If so many armed men are in the city, why do we need a constabulary?
The answer has a lot to do with the demography of the highlands. The soldiers of Glantri come from all over the different principalities, and with the rotation system, there is no way the units can keep up with the local criminal population. A soldier is not a match for a clever thief in the crowded streets and the busy waterways. The constables are city folk. They know the terrain, they are sharp thinkers and they are better equipped to operate in urban surroundings.
The banners stationed in Glantri City are in charge of securing the walls and gates of the city, patrol the surrounding farms and countryside on horseback, train at The Citadel and be on call in case there is any serious uprising.
Also the captains of the banners must assign 2 classes at daytime and 5 classes at night to assist the constabulary (see above). If any extra troops are needed, the Chief must feel out several forms to be approved by the captain of the appropriate banner.
If there are disagreements between the officers (who are considered to be the same rank), only the Supreme Judge can issue a warrant that forces the captain to deliver the men. Of course, the captain of the banner can petition to his army's commander (the prince) and than the final words lies with the Warden of the Marches. Needless to say this almost never happens.

Private Guards

The third (legally) armed group in the city is the various private guards. All nobles have hired fighters on pay for practical reasons, and some of the richer commoners have them too. These men and women receive licenses from the city to hold arms and to wear armour. Not working for the council, these mercenaries normally deal with criminals only if they encounter them breaking in to their masters' homes. But they do prove useful to some extent. Mercenaries have a tendency to follow orders. Some constables play on that and deliver orders to local private guards with a stern voice. This often helps the constable to receive backup and information in a crime scene. Legally, the constabulary has no more power over private guards than any other citizen. They do however like to take a poor guard's weapon license and tear it apart if a confrontation arises.

Inspectors of the Utterance

These undercover agents of the bureaucracy often clash with the constabulary. The inspectors hand the constabulary many reports (some of them just) on citizens who violated the Right of Utterance or spoke in public without a license.
Chief Hollyander (see below) does not regard 'The Utterance' as one of the more important laws. The inspectors accuse the constabulary of being lenient against dangerous offenders. The inspectors have a sympathetic ear with lieutenant Hume (see below).

Magistrates and Officials

The multitude of laws and city regulations can give any person in his right mind a terrible headache. That is why most of the magistrates and bureaucrats of the city are not in their right minds. Magistrates pore an overflow of information on the constabulary, and listen to no feedback (unless it is filled up in triplicate). The constables deal with this in one of several methods; 1. The hard way: try and balance the different laws while keeping posted with the latest news from parliament. Very few constables choose this way.

2. The easy way: pick the most appropriate law or regulation that suits the situation. Only arrest people who break laws you know exist.

3. The dangerous way: grow a conscious. Follow it instead of any other directive.

Are the constables really aided by undead monsters?
Yes. There is one such creature that lurks in the dungeons of the Tower of Sighs during the day and at night it's bat like silhouette can be seen masking the stars. The creature is an evil being called a nightwing. It is bound to the will of the Supreme Judge of the council by powerful incantations made by several council members (the only one of those who is still around is prince Morphail of Boldavia). It is one of the most powerful undead beings in existence. Besides being nearly unbeatable in combat, it has special powers that prove useful in a magic reach nation such as Glantri. It has the power to see invisibility, it is immune to most spells and effect and worse -it can drain magical items.
The creature current orders from prince Jherek are to patrol the city's sky all night and obey the chief of the constabulary. Chief Hollyander despises the thing. No one in the constabulary has magic strong enough to effect the creature if anything goes wrong and the thing could destroy the city if it was ever let loose. However prince Jherek does not allow for the discontinuation of the creature's service. Each evening the chief words out these commands for the nightwing:

"Fly over the government district alone. Do not fly lower than 60 feet above the highest tower. Only attack creatures that pose a serious threat to the life of the wizard princes. Never kill." Hollyander knows that there are very few creatures that pose any threat to the wizard princes. The chief does not know of this fact, but a contingency spell is cast on the creature. If it ever gets loose or when it spots "prey", princes Carnelia, Jherek, Harald, Isidore, Morphail, Urmahid and Dolores receive a mental note.
[DM's note: if you are using the net almanacs, Dolores becomes Supreme Judge in 1015. She dispels the contingency and casts a new one, with herself as the only address of the message...] How to recognise a copper?
When a constable is on official duty and not undercover he/she wears a triangular badge made of silk on the right side of the chest: a green eye in front of a golden hourglass. In addition when a constable wants to be seen (like when directing traffic) she wears a stretch of yellow cloth tied over the left shoulder and right thigh, and a pointy yellow hat.
Part for the badge, constables in Glantri don't have any official uniform and dress in diverse ways, befitting the nation they serve. However, it is quite easy to recognise a constable by his weaponry. Most constables know how to use a hand-crossbow. This weapon is small, fast and good at close range. For melee (or for threatening melee), coppers use the faithful rapier- light, elegant and stylish. A constable wears light armour if any. Metal armour in a city of canals is an invitation for the grim reaper. There are many exceptions to the rule as you can see in the next section.

So who are these constables anyway?
Most Prominent Constables:
(By Rank)

Chief Constable Jeffrey Hollyander
Human male Rogue 14, Neutral Good

Chief Hollyander was appointed by Prince Jherek Virayana 5 years ago. Not the prince's favourite man but an experienced copper nonetheless, chief Hollyander soon proved to be an excellent choice, if not for the Supreme Judge then for the city of Glantri. Jeffrey is a real peoples man with uncanny diplomatic skills. The chief was known to stop brawls between Flaemish and Ethengar gangs, and to persuade powerful mages not to blow each other up. Some attribute this amazing to his Darokinian ancestry. Hollyander's dogma consists of keeping the peace in the city by distinguishing the real troublemakers from the mere pests. In addition, he tends not to get involved in the impossible hunt for the plethora of covert organisations in the city, especially the ones that are sub-legal, semi-legal, para-criminal, noble sponsored and so on. He knows that with his current personnel he can't win against them all, but prefers to be on top by knowing everything. Unlike previous chiefs he is a field person and knows that the way to be informed is by hands on dealings with the populace instead of magical scrying from the top of a tower. Jeffrey likes to be present in every hot pursuit, every raid and every bust. When it comes to the most dangerous of offenders he was known to battle them himself and almost always bring them down. Chief Hollyander has gained the (questionable) respect of the Fellowship of the Pouch, and they see him as and honourable opponent. He also has personal friends with the Sisters of the Private Houses, which he uses as one of his information sources.

Str: 11 Int: 13 Wis: 16 Dex: 13 Con: 9 Cha: 19

Feats: Alertness, Dodge, Mobility, Expertise, Improved Disarm, Leadership, Weapon Finesse (Rapier).

Special Rogue Abilities: Evasion, Sneak Attack (+7d6), Uncanny Dodge (+2 against traps, can't be flanked), Slippery Mind, Extra Feat.

Skills: Bluff +6, Climb +6, Decipher Script +6, Diplomacy +17, Disable Devise +6, Disguise +6, Gather Information +11, Hide +6, Intimidate +6, Listen +16, Move Silently +6, Profession (constable*) +17, Search +11, Sense Motive +11, Spot +16, Swim +6, Use Magic Devise +11, Use Rope +6.

Languages: Thyatian (Glantri), Taraldaran.

Normally Carried Items: Rapier +2, silvered dagger, studded leather armour, Ring of Protection+2,

Lieutenant Rosalind Duchenne
Human female Fighter 9, Neutral

A senior constable for many years, Rosalind shares Jeffrey's ideas about officers in the field and confronting perpetrators head-on. But that's where the similarity ends. A woman of few words, lieutenant Duchenne believes that the only good lawbreaker is a dead one. She is in concord with lieutenant Hume about the harsher hand that needs to be taken against all covert organisations and all criminals from thief-prince to petty pickpocket.
In combat, Rosalind goes for the jugular. She likes to lead medium bands of constables to the perps' hideout and take the bleeding survivors out for questioning. Her nickname in the underworld is "the Iron Gauntlet" and she likes it very much. Lieutenant "Iron Gauntlet" is top on the 'to kill' list of lord Ratibus, the king of beggars (see GAZ3 or GKoM for information on lord Ratibus and the "Beggars' Court").

Str: 13 Int: 11 Wis: 16 Dex: 16 Con: 11 Cha: 12

Feats: Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Hand Crossbow), Improved Initiative, Improved Critical (Dagger), Lightning Reflexes, Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse (Dagger)

Skills: Intimidate +7, Profession (constable) +5, Search +3, Spot +3

Languages: Thyatian (Glantri)

Normally carried items: scimitar +1 keen weapon, dagger +2, boots of water walking, hand crossbow (20 normal bolts, 5 silver, 1 red flare), leather armor+2.

Lieutenant Yarul Dazent
Human male Fighter 10 Lawful Neutral

A veteran of many battles and a man who put many dangerous people (and creatures) behind bars, Yarul is a very good copper. A member of a working class family of Boldavian cobblers, he keeps good ties with the commoners of the city, especially the large ethnic group of Taraldarans.

Str: 18 Int: 13 Wis: 11 Dex: 14 Con: 13 Cha: 10

Feats: Alertness, Dodge, Endurance, Exotic Weapon Proficiency (Hand Crossbow), Improved Unarmed Strike, Deflect Arrows, Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Track.

Skills: Heal +5, Jump +5 Listen +3, Profession (constable) +10, Search+3, Spot+3

Languages: Thyatian (Glantri), Taraldaran

Normally carried items: Short sword +2, Studded Leather+2, Hand Crossbow +1 (20 regular bolts, 5 silvered, 1 red flare)

Lieutenant Frenzin Hume
Human male, Wizard (enchanter) 12, Lawful Evil

Hume is the self-proclaimed leader of the "old school" constables. As such, he thinks the constabulary is a much too important to be playing "cops and robbers". As he sees it, the constabulary is first and foremost the body that battles the undercover agencies of enemy countries, monitors for subversive activity and enforces the reign of the Council of Wizards. He follows the laws of the city to the letter but interoperates them as he sees fit. Hume hates "field work" and says that the true job of the constable is in the office and in the deepest dungeon. He is also the official torturer of the "Tower of Sighs". A powerful enchanter, Frenzin Hume combines magic and intimidation in a very Glantrian way to reach results with captives. The mundane torture devices that adorn his office are mostly for show, although he knows very well how to use them. Some nobles prefer to bring prisoners directly to Frenzin for "private" interrogations, without informing the chief of police. When the time is right, Frenzin will use this to offer himself as the next chief before the council.

Str: 9 Int: 17 Wis: 17 Dex: 10 Con: 11 Cha: 9

Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Silent Spell, Still Spell, Exotic Weapon Proficiency (Hand Crossbow), Exotic Weapon Proficiency (Shurikin), Point Blank Shot, Spell Focus (Enchantment).

Skills: Alchemy +5, Bluff+4, Gather Information+4, Heal+4 Intimidate+5, Knowledge (Arcana)+5, Knowledge (guilds and brotherhoods in Glantri)+6, Profession (torturer)+5, Scry+5, Sense Motive+10, Spellcraft+10

Languages: Thyatian (Glantri), Flaemish, Ethengari, Elvish (Belcadiz)

Normally carried items: Wand of Cold, Cloak of Protection (+4), (shadowelven) sacrificial dagger +2 of Slaying, Boots of Levitation, hand crossbow (10 regular bolts, 5 with paralysing poison, 5 with lethal poison), and numerous acids, poisons and antitoxins.

Normally carried spells: 5/6/6/6/4/4/3

0- Ray of Frost, Daze, Detect Magic, Prestidigitation, Read Magic

1- Hold Portal, Shield, Unseen Servant, Identify, Hypnotism, Cause Fear

2- Arcane Lock, Protection from Arrows, Detect Thoughts x2, Hideous Laughter, Misdirection

3- Silenced and stilled Charm Person, Dispel Magic, Tongues, Hold Person, Suggestion, Lightning Bolt

4- Mental Probe of Sighs (Wilhelm Bhes's spells), Scrying, Emotion, Fire Shield.

5- Major Creation, Contact Other Plane, Feeblemind, Sending

6- Legend Lore, Mass Suggestion, Circle of Death

Lieutenant Pedro de Asesalpha
Elf (Belcadiz) male, fighter 16, chaotic neutral

Pedro, a rich merchant's son, has originally joined the constabulary in order to fight his father's hated enemies at the "Guild of Thugs". Young by elven standards but a master swordsman and a clever man-hunter, he soon became one of the most prominent defenders the city has ever had. However, Pedro is hell to work with, and prefers to hunt criminals down by his own instead of having to work in a team. The only reason he rose to the rank of Lieutenant is that his father's generous donations were far more important to the previous chief of police than human relations. De Asesalpha is neutral in the ongoing conflict that exists between the chief and lieutenants Hume and Duchenne. In fact he doesn't really care how the laws of Glantri are interpreted. He only works to fight what he perceives as crimes against the people- theft, murder, rape and not much else.

Str: 13 Int: 14 Wis: 12 Dex: 15 Con: 11 Cha: 14

Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Expertise, Improved Disarm, Whirlwind Attack, Improved Initiative, Lightning Reflexes, Quick Draw, Weapon Finesse (Rapier), Weapon Focus (Rapier), Weapon Specialisation (Rapier).

Skills: Balance+6, Bluff+4, Climb+6, Disguise+4, Escape Artist+4, Hide+4, Intimidate+3, Jump+6, Profession (constable)+4, Move Silently+3, Swim+3

Languages: Thyatian (Glantri), Elvish (Belcadiz)

Normally carried items: Rapier +3, Elven Cloak, Elven Boots, Ring of Freshness (continuously emitting the "Finery and Freshness" spell effect), 3x Potion of Flying, Bracers of Defence (+2),

Sergeant Xemus
Rakasta (Mountain Pardasta) male Fighter 11, Lawful Neutral

Xemus (no last name) is one of the proud few rakasta who make permanent homes in the city of canals (two others- a male and a female, are employed as guards for hire). A vary competent fighter he joined the Monster Hunters' Union at a young age. Than disaster struck. His parents died by the hands of hooligans- self-proclaimed monster hunters. The murderers were soon apprehended and arrested; charged with hunting humanoid creatures without a license. Outraged, Xemus used his connections in the guild to make sure that the murderers will receive proper punishment. The MHU lobbied at parliament for Xemus's cause (and for making an example for other non-union hunters...) and managed to correct the sentence from 3 months imprisonment to death by black pudding exposure. Xemus has left the MHU for a job in the constabulary. He is a very strict cop, and no one gets a second chance with him. Xemus has better relations with Lieutenant Duchenne and Lieutenant Hume than with the chief, and he will support one of these two if they try to take over the constabulary.

Str: 16 Int: 11 Wis: 13 Dex: 19 Con: 13 Cha: 14

Feats: Alertness, Ambidexterity, Blind Fight, Combat Reflexes, Dodge, Mobility, Endurance, Exotic Weapon Proficiency (Hand Crossbow), Improved Initiative, Lightning Reflexes, Weapon Specialisation (claws), [low-light vision]

Skills: Balance +4, Climb+8, Jump+4, Listen+4, Profession (constable)+4, Spot+4

Languages: Thyatian (Glantri)

Normally carried items: hand crossbow (20 normal bolts, 5 silver, 1 red flare), Steel Claws +2, Ring of Delay Poison (3 times per day caster level 5)

Sergeant Bignen Glut
Lupin (Hound of Klantyre) male Ranger 7, Neutral Good

Bignen's family came to the city from the mountains to become vermin hunters. The job was not up to scratch for Bignen who wanted to fight the REAL vermin of the city. At the age of 15 he joined the constabulary.
Sergeant Glut is very clever and likes to track criminals down, usually at night. He manages to treat all of the human and elf civilians as equals and is respected by most. He is a staunch supporter of chief Hollyander and he shares the chief's views about law enforcements and the required "hands on" approach.

Str: 12 Int: 10 Wis: 18 Dex: 12 Con: 9 Cha: 16

Feats: Track, Ambidexterity, Two-Weapon Fighting, Alertness, Exotic Weapon Proficiency (Whip), Improved Two-Weapon Fighting, Run, [Scent]

Skills: 40 Climb+4, Diplomacy+2, Heal+4, Hide+4, Listen+4, Search+4, Sense Motive+2, Swim+4, Use Rope+4, Wilderness Lore+4

Favoured Enemies: +2 against vermin, +1 against humans.

Languages: Thyatian (Glantri)

Normally carried items: whip (masterwork), rapier, studded leather armour, 2x Potion of Healing, Elven Cloak

Normally carried spells: 2

1- Alarm, Delay Poison

Sergeant Billow Drandon
Human male Wizard 3 Lawful Good

Young Billow is the secretary of the constabulary. He has an office at the Tower of Sighs and is always found there or in one of the other constabulary towers around the city. Drandon is one of the only people in Glantri who knows all the laws and regulations the city has and keeps up with changing fads in lawmaking. Drandon came to this position after being kicked out of the Great School because his scholarship ran out. He suffers hollers from the impossible Lieutenant Hume just so he can save enough money to get back to school.

Str: 9 Int: 18 Wis: 9 Dex: 11 Con: 10 Cha: 10

Feats: Scribe Scroll, Spell Mastery (Comprehend Languages, Feather Fall, Levitate, Knock), Brew Potion, Run.

Skills: Alchemy+7, Appraise+3, Knowledge (arcana)+6, Knowledge (history)+6, Knowledge (nobility)+6, Knowledge (bureaucracy and law)+6, Profession (bookkeeping)+6, Spellcraft +6

Languages: Thyatian (Glantri and ancient imperial dialects), Taraldaran, Flaemish, Sindhi

Normally carried items: Scroll of Magic Missile, Ring of Arcane Armour, Boots of Water Walking.

Normally carried spells: 4/3/2

0- Mage Hand, Mending, Detect Magic, Read Magic

1- Identify, Sleep, Message

2- Locate Object, Levitate

Sergeant Luarantina Erewan
Elf female Wizard (diviner) 5/ Rogue 5 Lawful Good

While traditionally the highest ranking diviner in the constabulary is supposed to remain in her office and scry the city for crime, Luarantina a young and devoted constable prefers chief Hollyander's "hands on" approach. Besides, she is not versed in the truly powerful spells and was only a student in the Great School (under Wilhelm Bhes) for a couple of years. Instead she leads small groups of constables on reconnaissance missions. She also has contacts with various people around the city (especially in the entertainers quarter) who serve as her eyes and ears.

Str: 9 Int: 14 Wis: 17 Dex: 14 Con: 8 Cha: 15

Feats: Scribe Scroll, Craft Wand, Enlarge Spell, Spell Focus (divination), Iron Will, Lightning Reflexes.

Skills: 82 climb+6, gather information+12, listen+10 move silently+6, open lock+6, profession (constable)+6, search+10, sense motive+10, spellcraft+6, spot+10,

Languages: Elvish (Erewan), Thyatian (Glantri)

Normally carried items:

Normally carried spells: 5/5/4/2

0- Detect Poison, Flare, Detect Magic (x2), Read Magic

1- Comprehend Languages, Detect Secret Doors, True Strike, Colour Spray, Spider Climb

2- Locate Object, See Invisibility, Invisibility, Knock

3- Clairaudience/Clairvoyance, Slow

Sergeant Feenden Black (aka goldknuckles)
Human male, Rogue 11, Neutral

This fearless man has recently infiltrated the "Fellowship of the Pouch". He is a master of disguise and used to have many careers along the years, this is the first legal one. He is loyal to chief Hollyander but his main motive for joining the force was boredom and not patriotism. He hopes to gain the trust of the Fellowship's bosses in order to get close enough for an arrest (or assassination). So far he is just breaking into houses for the fellowship without ever meeting the bosses in person.

Str: 13 Int: 12 Wis: 17 Dex: 15 Con: 10 Cha: 13

Feats: Dodge, Improved Initiative, Iron Will, Quick Draw, Run

Skills: Balance+6, Bluff +14, Climb+11, Disable Divice+11, Disguise+14, Escape Artist+11, Hide+6, Jump+6, Listen+6, Move Silently+6, Open Lock+14, Profession (constable)+6, Sense Motive+6, Spot+6, Swim+6, Tumble+6, Use Rope+6

Normally carried items: Thieves' Tools (masterwork), Dagger+2, Ring of Protection+2,

Sergeant Belog Tranberg
Human male, Fighter 6, Lawful Neutral

There are no dwarves in the principalities, but sergeant Belog comes close. Hailing from Leenz, Belog came to Glantri City after several years of service in the first army. He is a fanatic follower of the law and of proper conduct and thinks that it is his mission in life to rectify the ways of the cities hectic residents. A very strict man, he agrees with lieutenant Hume on most matters. The chief assigns him mostly to crowd control missions, acknowledging his talent for calming down mayhem. He is also a good liaison to any of prince Jaggar's banners stationed in the city.

Str: 16 Int: 12 Wis: 10 Dex: 11 Con: 18 Cha: 9

Feats: Endurance, Exotic Weapon Proficiency (Hand Crossbow), Exotic Weapon Proficiency (Net), Great Fortitude, Power Attack, Improve Bull Rush, Sunder, Weapon Focus (Net), Weapon Specialisation (Morningstar)

Skills: climb+7, profession (constable)+8, ride+7, search+8, wilderness law+7

Languages: Thyatian (Glantri, Hattian), Taraldaran

Normally carried items: Morningstar+1, net (masterwork), studded leather armour, hand crossbow (20 regular bolts, 5 silvered, 1 red flare)

Sergeant Rolanda Tenenpano
Human female, Rogue 2/Wizard (illusionist) 6, Neutral Good

Rolanda is a staggeringly beautiful woman of Caurenzan descent. As an illusionist she could have made an excellent undercover agent, but she prefers a more above ground mode of action. Sergeant Tenenpano is a follower of chief Hollyander's hands-on approach. She likes running down offender, confusing or obstructing them with her spells. Many of her male subordinates have fallen in love with her, but she tries to keep all her relationships within the force professional only. In secret, she is the lover of lord Tito di Mateo, the cultural attaché at the Thyatian embassy. If anyone found out she will be let off with disgrace, and there will be much rejoicing with the Glantri Paparazzi.

Str: 8 Int: 15 Wis: 11 Dex: 16 Con: 12 Cha: 11

Feats: Scribe Scroll, Dodge, Exotic Weapon Proficiency (Hand Crossbow), Iron Will, Spell Focus (Illusion), Silent Spell, Spell Mastery (Magic Missile, Fly)

Skills: 56 climb profession (constable), knowledge (arcana), search, spellcraft, spot, swim

Languages: Thyatian (Glantri and Caurenze), Elvish (Belcadiz), Flaemish.

Normally carried items: Hand Crossbow +1 (20 regular bolts, 5 silvered, 1 red flare), padded armour, rapier, Dagger+1

Normally carried spells: 5/5/5/3

0- Resistance, Ghost Sound, Open/Close, Detect Magic, Prestidigitation, Read Magic

1- Hypnotism, Magic Missile, Change Self, Silent Image, Reduce

2- Acid Arrow, Web, Minor Image, Mirror Image, silenced Ventriloquism

3- Stinking Cloud, Illusory Script, Haste

Constable William McNell (aka "The Kilted Beast")
Orc male, Fighter 5, lawful good

The Kilted Beast is a name given to constable McNell by some of the more uneducated crooks of the city. In fact, Mr. McNell is one of the most cultured and humane constables that patrol the streets.
He was adopted (actually bought) at the age of 3 months by the famous Serah McNell- a powerful wizardess and an expert in paramagical sciences. Serah was trying to prove to her colleagues at the GSoM that she could bestow magical ability to the most unlikely candidate, even a monstrous humanoid such as an orc (this was before the time of New Kolland). Her 20 year project called "Nurture over Nature" was a failure. She was not able to find any magical talent in her orcish child, but she did find that she could love him as a son, and give him the advantages of upper-class rearing. Knowing that her son was not ever going to be a success in the gentry, she suggested he would find a job that pleased him. William chose the job of a public defender.
In the force he found true friends among his co-workers, although he still frowns upon ill manners and incivility. Chief Hollyander requested that he carried a great axe for shock value, although William prefers more elegant weapons. He has many magical items that his mother supplied for his safety, and has access to many more.

Str: 21 Int: 11 Wis: 12 Dex: 10 Con: 15 Cha: 11

Feats: Blind Fight, Endurance, Exotic Weapon Proficiency (hand crossbow), Improved Unarmed Strike, Weapon Focus (Great axe).

Skills: heal +2, knowledge (nobility and etiquette)+2, knowledge (arcana)+2, spellcraft+2, profession (constable)+4, spot+4, Swim+4

Languages: Thyatian (Glantri)

Normally carried items: studded leather armour, great axe, hand crossbow (20 bolts, 5 silvered, 5 magical +2 of Holding), Rapier +1, ring of fire resistance, ring of protection +1, Kilt of Invisibility (3 times per day, caster level 14)

*Profession (constable): like other profession skills, this one is a mix of several knowledge skills. It encompasses knowledge of the people and places of the city, laws and regulations, crime fighting tactics and so on. Because all of the NPC's presented here are fulltime constables, give them this skill as a class skill.