The Marshals
Freedom is a hard thing to hold onto. When the tyrant-mages fell, their infrastructure fell with it. The Order of Smoke did what it could to keep things running smoothly, but Wresnet is a big place, and it was hard to keep the peace while replacing an entire government system that had been in place for ten thousand years.
Out of this chaos came the Marshals. Empowered by the budding government of Wresnet, they wander the fractured nation and act as the law in a lawless world. Wherever they go, they fight to bring justice to the wicked, to support those that wish for honest prosperity, and to mediate when mediation is called for.
Structure
For a government organization, the Marshals keep things surprisingly loose. Most people interact with Wanderers, who are the Marshals that journey Wresnet and help where they can. There are also Dispatchers, who coordinate operations with Wanderers and send them to specific places when needed. The Quartermasters handle equipment and research. All of these groups answer to a council led by the Marshals-General, the promoted leadership of the organization.
Assets
Besides hiring and training exceptional agents and adventurers, the Marshals are unique in that they are one of the only organizations that openly employs arcane magic users. While wizardry is still illegal and strictly dealt with, Dream-touched sorcerers and Song-touched bards do exist in the Marshal's ranks. They are required to be accompanied by a non-arcane Marshal and are equipped with specialized explosive collars in case of a betrayal, but they are still granted greater freedom than many of their kind.
Vox Iustitiae
Type
Government, Law Enforcement
Notable Members
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