Guide to the Bitra Guard

Written June 24, 1995 - Modified September 24, 1995 by Steve Mohundro (mohundro@eskimo.com) AKA Dibny (Guard Captain), Clark (now Cl'rek, previous member of the Guard)
Note: This was sent to the PernMUSH wizcorp for comments. As a result of their response it has been reworked slightly and may soon be the official Guard policy. It was originally written specifically for the Bitra Guard, but the new document should be applicable to Guards in any Hold across PernMUSH. As a reader, you may object to some of this document, but remember it is based on how the Guard at Bitra Hold has been run.

Clearly there should be some rule for weapons, the general Guard role and the power each member wields within a Hold. These are issues every Hold must consider before organizing an organization like the Bitra Guard.

-- Steve Mohundro 9/24/95


Introduction

In the past, Hold Guards have often been portrayed like something directly out of the Real World. Since the Guard of Fax's day was portrayed as a sort of private army, powerful enough to take control of a number of Holds, roleplay has often been organized with this structure. Yet it should seem logical that, after Fax died and his power gone, the Holders, Craftmasters and Weyrleaders would have agreed to limit the power of any one Holder and with that the Guard as well.

A Guard, therefore, cannot be a legion of men (and women) powerful enough to decimate other Holds. In the 10th Pass time of PernMUSH, the largely autonomous Weyr Council, Holders Conclave and Craft Council exist to handle internal problems and find solutions so a "standing army" at a Hold could not be justified.

Guards on PernMUSH

A Hold Guard is not a military, but rather sort of police force, very similar to a small-town, personal force. A Guardsman, by being someone to defend the harmony of the Hold, becomes a staff person of the Hold. Guards hold normal patrols in the Holds they serve, helping out visitors, children and subduing the incidental criminal activity.

Crime, although exaggerated in some portions of the books to further the plot, is probably not really a widespread thing within Holds. Bitra is one exception because it attracts a number of gamblers and cheats, but most Holds will have little in the way of internal criminal activity.

When the current Pass approached, a number of Holdless began banding together as renegades. These renegades might infiltrate a Hold and steal items from the stores, or kidnap livestock among other violations of general order. Renegade activity is something the Guard of any Hold needs to watch, because any thefts can mean loss in resources for their own Hold. One must remember, however, that renegade activity is usually rare - being more pronounced during the turns leading up to the current Pass.

One other duty a Guardsman might serve as is escort to leaders visiting the Hold or the Holder as he/she travels. Members of the Guard therefore must be very trustworthy because they would be the ones the leaders would trust their lives. Leaders are at risk from many different sources, including jealous, power-hungry heirs and renegades set on sending a Hold into chaos to their own advantage.

Guard Weapons, Skills

According to policy, swords are not canon weapons on PernMUSH. In fact, many weapons one would see in other feudal/medieval settings would not be seen on Pern. Guardsmen should, therefore, know how to use the few weapons that do exist on Pern. Yet, they should also be able to perform their duties with little help from weapons. Guardsmen should use their brains and hand-to-hand combat skills to subdue most threats.

Being a Guardsman requires some sort of writing ability. Guardsmen do not have to be harper apprentices, but must be able to convey important events in the Hold to their superiors.

On duty within the confines of the Hold, the Guardsman should probably not even need to carry a weapon. Within a Hold, the most likely weapon would be a small one like a dagger or slingshot, and a Guardsman should be trained well enough to be able to subdue someone with their own strength and agility, using the weapon only as a backup.

At the same time, if Guardsmen have a reason to patrol in the outer reaches of a Hold's territory, they would carry their weapons in case they become outnumbered. One must remember, though, that while Hold Guard might sometimes look like an army, it is merely a defensive force.

One other duty of the Hold Guard is only carried out during Threadfall. A Hold Guard also coordinates, and sometimes assists, the ground crews when Thread falls over the Hold. Likewise, in any other natural disaster such as flooding, storms, famine or plague, Guardsmen provide assistance with refugees, sandsacks, etc., whatever is needed to assist other staffers of the Hold.

Guard Ranks and Positions

Each new Guard recruit is usually classified as a "Guard Cadet." A Cadet will undergo physical training where personal strengths will be enhanced. Cadets go on patrol with other, more experienced Guardsmen in different areas of the Hold. At this time, reports on the character traits of the Cadet will be filed and taken to the Guard Captain.

The Captain will study these reports and at some point promote the Cadet to full Guardsman status. This is the rank most Guards will remain in the rest of their careers. Guardsmen patrol, train, run drills and generally are the most important part of the Guard.

Certain individuals of Guardsman rank may have special status within the Guard. These people are called upon by the Captain to supervise other guards or perform special duties. These duties might be to serve as a Quartermaster (a Guard who keeps track of the weapons, uniforms, runners and other equipment). Others with skills of subtly and keen observation may be called upon from time to time to serve as a special investigator if undercover work is needed to keep the Hold's peace.

The Captain outranks all other Guards and directs the other Guard leaders. He or she is usually promoted from one of the special leadership positions in the Guardsman rank by the Holder. The Captain answers only to the senior Steward, Headwoman and the Holder. The Captain is effectively a part of the senior Hold Staff, and must represent the Hold accordingly. He or she may be sent to other Holds, Crafthalls or Weyrs to deliver sensitive information, although the Hold Harper will most likely perform that duty through his Craft.

Guard Size, Juristiction

For a major Hold such as Bitra, a Guard will still be a small portion of the total population. The typical Guard consists of a Captain, three to five (1-3 PC and the rest NPC) Guardsmen with special positions and the rest normal Guardsmen and Cadets. While within the Hold only a small number of patrols would be conducted at once, with one Guardsman in each patrol. If the Hold is bordered on an unpopulated area known for sheltering renegades, two-person patrols near those areas would also be possible. During a Gather or Festival, more guards may be on duty at one time.

The "Law" a Guard enforces is generally a common law (i.e. no stealing, assault, etc.) plus any particular rules a Holder may want enforced. Also, the Guard of one Hold is largely autonomous from other Guards, although it may consider a liaison or periodic meetings between the two to coordinate activity and exchange information. For example, Bitra Hold currently does not have relations with the Guard of the closest Hold, Benden.

Guard Guarters, Pay

Although the Guard is essential for a safe Hold, the quarters are sparse. All but the Captain sleep in the Barracks, a large set of rooms within the Main Hold (usually). The Captain may sleep in this area or in a room off the Barracks, as long as it is close to the ranks. Cots and small presses for personal effects, as well as two sets of uniforms for each member of the Guard are all that is provided.

Guards are paid a paltry sum of a few marks each sevenday depending on their rank, but are provided clothing, food and shelter as part of the job. The exchange is the respect most Holders show for the Guard keeping Hold life as peaceful as possible during a Pass. Second to Dragonriders in some ways, the Guard of a Hold must defend Pernese to the death, and in exchange gain the admiration of these same Pernese.

Roleplaying a Guard Character on PernMUSH

A player of a Guard character must spend some time roleplaying patrols, gaining some sort of expertise, etc. Each Guard Cadet trains and finds some sort of activity within the ranks which suits them the most. This is an excellent way to develop your character as he or she discovers personal strengths and weaknesses.

A Guard Captain's player has little more influence on Hold policy than a Cadet, and all players of Guard characters can initiate plots themselves. The Captain acts as a coordinator to make sure plots within the ranks are agreed upon by all parties and approves plots involving criminal actions. The Holder has the final say in any tinyplot matters, but anything that will effect the cohesiveness of the guards should be brought to the attention of the Captain.

Remember also that the Captain is not there to run plots on their own, neither is he/she physically capable of keeping track of every plot in the Hold. If something happens in roleplay which affects guards in any way, +mail the Captain this as a pseudo-report so he/she can keep up to date as they would In Character.

The ultimate goal is not to become Captain (it's a thankless job), but to find something your character is good at and make it fit In Character. If being a leader is what you're good at, show this. If being a follower is, this is good, too.

Avoid angstful plots with maiming, multiple murders, etc. If it's a good impetus for roleplay, a dead body with a mystery surrounding it is great. Coordinate with close-by Weyrs as they are often willing to conduct Hold- Weyr plots. Renegade activity is a decent excuse for Guardsmen to use, but keep the story consistent (Nabolese border, etc.) to maintain continuity.

Any Guard character can recruit others to join the Guard, but the Captain or Holder are the only ones who can add the person to the knot. Either can approve entry into the Guards. When recruiting, be careful if the player is completely new. They should know what they're getting into. Emphasize that a Guard is not a warrior in the classic sense - we don't want any sword and sorcery types.


Text by Steve Mohundro, (c) 1995. Dragonriders of Pern theme and setting used with fond reverence. Pern is Copyright (c) 1996 Anne McCaffrey


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