organizations
City Watch of Grand
The law enforcement and defensive body of Kingdom Grand. In the era c. 100 ADW, they are structured with officers such as lieutenants (e.g., Darnik De Roche) and are accountable to the Council of Grand. They maintain supply caches in warehouses throughout the city.
Featured In Modules
This lore entry is featured in the following adventure modules:
- A Flashy SmileFollowing up on leads from the attack on The Copper Wake, the Adventurer's Guild investigates the mining town of Red Hawk at the behest of the Council of Grand. They confirm the town is the headquarters for the Road Thieves Guild and confront the Guild Master, Rath "The Gilded Maw".
- Aggressive BorrowingThe City Watch of Grand requests aid from the Adventurers Guild to stop a thief from raiding their supply warehouses. The party, working with Lieutenant Darnik De Roche, discovers the culprits are Burrowlings, a race of small humanoids, being forced to steal by an Aurumvorax Den Leader that had taken his mate and pups hostage.
- All Sales FinalWith the Industrial Market sabotage traced to Biscuit, Master Thalin Fernstride grimly declares him a kill-on-sight fugitive and sends every guild party across Kingdom Grand to find him before the City Watch of Grand can. After a citywide search and a frantic chase through markets, alleys, and warehouses, the party corners Biscuit, where a brief moment of clarity reveals he is a thrall bound by a soul contract to Aurelian before he is forced to attack—and the heroes learn that ordinary magic cannot cure a soul contract. Thalin privately offers a way to spare him, subduing rather than killing him, so the guild can free him another way.
- Ash House GoblinsThe Council of Grand hires the Adventurer's Guild to clear the infamous and supposedly cursed Ash House of its traps for demolition. Inside, the party discovers a tribe of Ash House Goblins who have made the house their home.
- Street RatsThe Adventurer's Guild is tasked by the City Watch of Grand to investigate a band of young, elusive pickpockets in the city markets. The investigation reveals the children are part of the Road Thieves Guild and are using Hidden Tunnels from the old faction war to escape capture.
- Supper and SurpriseLady Mardell, a noblewoman, discreetly hires the Adventurer's Guild to act as security at a dinner party, fearing a theft. The target is The Grand Grimoire of Grotesqueries, a book on monster anatomy she recently acquired.
- The Locket and the LedgerLieutenant Darnik De Roche of the City Watch of Grand hires the Adventurer's Guild to recover a brass-and-glass locket—a keepsake from his late wife—stolen by a westbound caravan fleeing into the desert toward New Arcanum. Tracking the caravan, the party ambushes a patrol of soulbound Thrall Grunt outriders, scouts a broken-down wagon, and confronts the soul broker Cassius. The locket proves to be collateral for a soul contract that would turn its owner into a thrall if not reclaimed in time, opening a new arc into how New Arcanum's soul contracts operate. Cassius, who prizes sentiment over gold, would rather bargain a Writ of Exchange than fight, and Darnik quietly pays extra to recover other trinkets he knows to be soul-contract collateral.