From a letter to Gordon Malcolm (Beren Gerhardt)...
31/12/86
to June '44
The appearance of Made-in-Abominationland guns gives you further arguments for the expansion of the Guard, which is quite stretched even without the abominations shooting back. However you are rather running into a problem of manpower. Even the few expansions that you managed to sneak thru on the back of the restructuring and organisation of the Blitzpatrol are running into trouble for lack of bodies rather than money. There just aren't enough people (er, men) in NJ (van der Lubbe comments that you've got one of the best per head of population native forces he's ever seen) for many more to be recruited even if they could be found without collateral economic damage (if you'll pardon the 20th century-ism).
The course taken by most towns - hire of mercenaries - is not open to you for obvious political reasons except for individuals on basis of technical necessity (van der Lubbe, van Rijn). Discussions between van der Lubbe, you, Volger, van Rijn and Grimmelshausen and such like have identified the following possibilities (comments/further ideas welcome):-
1) Attract ex-NJ caravan guards into service - while you are unlikely to be able to pay enough compared with their `active' pay, you can pay on time, no `inactive' reductions and with a retirement gratuity or pension added might be enough to swing it for the elder experienced men looking to settle down for their last active decade.
2) Set up a draft of all militia serving perhaps a month a year. May be problems with planting/harvest times though and probably an unpopular change given the currently volunteer status of the militia at the moment. You put them through some drills after church on Sundays - pike, fire fighting, and occasionally let them fire a couple of rounds from a big gun to keep their interest - free beer at your expense afterwards (and two for the real guardsmen who help you - they need it). You can reclaim that of course.
3) Withdraw the Guard from all patrolling duties - replace with neighbourhood watch schemes of responsible citizens, and a riot squad of guards in strategic locations through the town. In fact this is similar to (2) by the back door and certainly the most politically acceptable as it costs no more money and has the advantage of people directly protecting their own property.
September-March
Things are fairly quiet up to January - just routine arrests for heresy, preaching without a licence, illicit prayer meetings (even some petty crime). After that there is nothing at all. By the beginning of March you're going round saying 'I don't like it - it's too quiet.' You are, of course, right. On March 1st, traditional start to the adventuring season, Axel Grossenmist leads a party mostly composed of tough mercenaries out. Five days later Axel, in bad shape, returns with only two of those he set out with and the mule the two had been guarding. The story as told to Praise-the-Lord at Southfort before Axel was confined to his sickbed is as follows:
They were out to the ridge and spire by the road to the south, investigating a sighting late last year ('43) of ogres, mindful of the proximity to the field of Oxen-Run. They found a tunnel complex (apparently a secret back-door) that reminded Axel of certain other places he and Praise-the-Lord have been (if you don't know of it PtL should be able to tell you about a place on the S bank of the Jordan a couple of days upstream - the general word to adventurers is 'let well alone' for there is some powerful and nasty magic there - relic of empire?). Despite the misgivings he had at this they investigated further, eventually discovering an arms and powderstore in the control of ogres and hobgoblins.
Confused fighting followed (something to do with the effects of firing a couple of cannon in a very confined space) and eventually the magazine blew. Only Axel had got out in time. You sent the Blitzpatrol (all 4 + PvR) to go look-see what else might be thereabout, recruiting some mercenaries at Southfort, and accompanied by the Volunteer Patrol for some heavy firepower.
The site of the explosion appeared to have caved-in but close inspection revealed that it had been helped with pickaxes. It was felt that there would be no point in trying to make a way through the obstruction, of unknown thickness, so the investigators retreated to the fresh air (it was still a bit smoky). They then circumnavigated the entire ridge (2 days) and indeed saw more hobgoblins, though not where they could be dealt with (they were up a cliff when the patrol was down etc.) until a couple drew attention to themselves by firing a gun...
These delivered a message to the effect 'this is ours, go away and we won't kill you, meddle if you dare'. Not wishing to challenge the creatures on ground they had very likely prepared (and who knows how many there were beyond the two seen) the patrol made off a little way before returning to the ridge by another route and by their diligence and perseverence (not to mention foolhardiness in some cases) identified the probable main entrance to the complex. They found reason to believe that it was covered by concealed cannon though and dared not force the passage.
The Blitzpatrol returned to NJ, mission completed, and reported. The rest however went ride about on a sweep through the fringes of the lands SW of the castle, E of the road. They met evidence of an extensive abomination trading network well south but extending to a metal manufactury somewhat towards NJ (already hinted at from the guns Lotte Luuk discovered back in September '43 and other information (PtLG & GV trip August 43 before the former rejoined the Guard saw but couldn't reach a mine in the goblin badlands (3 days S of NJ) eventually fighting through 60-70 gobs, hobs and bodach to get away).
Over April/May there were several trips in that general direction by merc/adventurers [Giant vs Merc Lancers: score draw, both sides retired hurt]. Eventually Gustav Volger plus one of his small falconet cannon (~1 lb), Praise-the-Lord Grimmelshausen to fire it (you gave permission), Lotte Luuk to look for something to fire it at, Sebastian Kurtz (Derek Ross) an ex-NJ small-time merchant with a supply mule, various Volger servants to polish the gun and feed the horse carrying it, and a merc whose name escapes me (Donald Ross) set out in mid May to make a serious effort to locate the gunworks. They returned 3 weeks later having failed in that, but with good news all the same. Again things were a little difficult near the suspected works and they chose not to risk losing the cannon in an embarrassing place. Heading S out of the badlands they outdistanced pursuit along a previously located (LL) track through the plain lying south of the badlands. They also noticed something on the trail behind them - a large mass visible at tens of miles (clear day and it was coming over a hill) which they thought it better to evade - the tracks later were of wagons and horses, though there are rumours of centaurs in those parts...
This track lead from somewhere in the west (?) several days east to a marsh/lakeland and a landing stage. Backing off a little they set up the cannon in ambush on the trail and waited to see what might happen by. They let past a squad of hobgoblins (seemed pretty organised and professional if such a thing might be said of abominations, possibly Steelback's, inspecting the track?) as small game, and indeed they were right. Just as they were coming to the end of their supplies (in fact starting on mule steak) there came a small convoy of three wagons from the direction of the landing. They were heavily guarded by human mercs.
Due to the setup (servants guarding horses to the rear, Lotte unfortunately sent the wrong way to keep a watch) the four ambushers plus gun didn't seem too good odds vs 14 well spread mercs and they were about to keep the head down, possibly track them, when Volger recognised von Dreiden riding the middle wagon. A muttered consultation came to the conclusion with great misgivings that the chance was too good to miss. Volger shot von Dreiden, who fell back into the wagon which Grimmelshausen sprayed with grape to be sure and taking the driver. Which left 3 veteran mercs each. Then the wagon blew up. Praise-the-Lord estimates that there must have been at least 3 barrels of powder in it, and what with the grapeshot and von D's cheroot...
This made things somewhat easier and the mercs were mopped up with little trouble, and 1 (deaf) prisoner taken to boot! The party headed for home, quickly, were pursued by centaurs who delivered a cryptic message 'Tell your masters we'd welcome a rematch.' after questioning the party on their roll in the destruction of the mercs, to which apparently satisfactory answers were given (and it was explained in great detail and emphasis to Volger's servants that it was permissible to talk to abominations in order to trick them into not taking your soul for their master below).
Trials and tribulations were not yet over however, as they found their easiest course home would take them by the Castle that so many adventurers have come to know and love in days past. No longer. For since mid '43 it has been known to be grossly haunted by the ghosts and spectres of undead abominable spirits (the releasing of which has been laid by some to the door of certain witches - fled of the town almost exactly a year ago of this writing - though none knew at the time that it was any other than chance at the time). Encamping themselves at what they fondly reckoned to be a safe distance from the main pass below the castle being roused about midnight by Grimmelshausen in a state of great unease wherefore they prayed but were assaulted by a demon knight in modern armour, and pistol charged with hellfire (which did for the councillor's cannon and nearly himself) before prayers and musket balls drove it off whereupon it enacted a strange ritual combat with another knight of olden aspect who rode from the east.
Both then made off as if hurt, as Luuk attested had happened before her eyes upon a previous occasion. This was the last event to beset them, and they returned to NJ upon June 6th - which brings you slap bang up to date as that was run 29/12/86. Interrogation of the prisoner will commence once d&d #30 is out of the way and if he regains his hearing and wits both having blown away from him in the explosion.
The Guard Reorganisation
Some thoughts consequent to your treatise on the subject: Obviously I've acted on many of your comments re Beren personally, and your report has been presented and partially implemented with the restrictions mentioned. For layout of defences see enclosed map (unfortunately the mapper died in the magazine explosion). Your personal finances are in good shape for which I have assumed Beren Gerhardt is as honest as might be expected in the period (ie he stays bought - joke!) not grasping but will do and accept favours. Actual cash money sums I will not go into, having decided after a couple of attempts that detailed economics are a bad idea (particularly those as complex, tangled even as say, Gustav Volgers...). If you want to spend massive amounts outwith your income I'll warn you of possible consequences. However your official Captain's pay is between 15 - 25 M/week
Current Guard numbers:
Southfort Garrison - 2 doz
Riverfort Garrison - 9 men
Blitzpatrol - 4 men
Powderstore - 1 doz
Heavy Guns - 3 doz
Wall guns + patrols - 12 doz
Any of those could do with increasing, but the last figure is the real headache - that covers 24hr policing (very low cover by modern standards but still a 24hr presence in 8 districts of the town) plus the walls, the guard barracks, and fields. The Command Hierarchy within the Town Guard is:
Captain ! Master Gunner ! ! -----------+-----------| ! ! ! Undercaptain ! |------Powdermaster ! ! ! ! ! ! [Blitzpatrol] ! [Gunners] [Guards]
Ranks thereafter: Sergeant, Senior Guardsman, Guardsman, Recruit possibly pre-fixed with Gunner as appropriate (slightly higher pay).
The Master Gunner is, of course, only employed in an advisory capacity equally you'd have to have a very good reason to give orders concerning the gunners without consulting with him first. Obviously matters of general guard business that also involve the gunners are another matter. There is a potential problem there, though your relationship with vdL has been nothing but good, and even were it not his contract runs out soon.
To specific NJ problems: Reserve officers, particularly the Volunteer Patrol.
To a man they want nothing to do with becoming a formal part of the guard, even if retaining their volunteer status. They see themselves as Gentleman Volunteers (sort of Yeomanry though again that is a non-period term that I don't want to introduce) not reserves which is felt to lower their status. Indeed they feel so strongly about this that they are about to petition the council to change the VP charter !removing!u their right to expenses for official VP activities (Gentleman Volunteers should be capable of paying their own way) retaining only the Captain as a full time organiser and paid by the council. Even Capt Brock has hinted that he'd be unable to continue in the post were it part of the Guard.
...spies and agents - perhaps I haven't emphasised the fact but they are there, for how do you think the various plotters religious sub-sects were found over September - end '43 period. It is not though on such a formal basis as you propose in town and with memories of the Calvinist Guard still strong you might be better advised to leave it that way. As to out-of-town `intelligence' that is probably best left to PtLG who has some idea on who to and how to talk from his merchant year. In this he may occasionally need funds - unless demands become exorbitant you should be able to accommodate this from the normal Guard allocations - this isn't so much a matter of diverting funds, rather there is no practice of strict accountancy in the Guard (or NJ as a whole) and the council pretty much give you a block sum to run the Guard with and assume you know what you are doing with it.
As it is there is a scheme he's spoken to me about, that might leave Southfort-based intelligence self funding, involving `nationalising' a whorehouse as an intelligence gathering operation in the Southfort (I assume that would be a good place for your respected ancestor to assist...) but there is a bit of a problem there for as part of the deal with Merchants Hoffmann whereby they paid a large proportion of the cost of the fort is that they have a slice of all non- agricultural enterprises down there for the next five or so years. I'm looking for ways round it though as it is such an obviously good idea.
It may be that PtLG will have to add it to his private business interests in that region. Hoffmanns are unlikely to worry as long as they get their cut and if his interest becomes known it makes him look much more like the normal venal corrupt copper that the merchants are used to dealing with in other towns. He might even be well advised to put the squeeze on (non-Hoffmann) traders to complete the picture, just so everyone `knows' how to deal with him. I must remember to put that to him. Current guard structure at Southfort has PtLG as 2ic to a long-serving sergeant who looks after the guns and workers in the fields that are springing up nearby. PtLG deals with the Merchants, mercs, therefore the Southfort village and keeping it as quiet as possible.