Faces of Rust Moon – The Marshals

Hello, Everyone! This week’s article is a quick introduction to one of the factions you can meet in the Rust Moon Territory! If you haven’t already, you can get the Rust Moon Primer for free here to find writeups on this faction, along with the Outlaws, Missionaries, Lycans, and Prospectors of Rust Moon!

In a region as disparate as the Rust Moon Territory, you can expect to find a wide variety in the attitudes of its government agents. All Marshals are appointed by the Governor and operate out of Fort Tempest’s offices, but more often than not, active Marshals will be found on the road rather than an assigned office within the fort’s walls.

The most optimistic Marshals tend to be the busiest. These well-meaning agents of the Governor tend to be fresh hires or appointed from out East to the Edge of the World. Spread thin by bandits, Lycan attacks, and other threats to the Territory, a Marshal’s work is never done. As a result, their ranks are often supplemented with hired mercenaries and bounty hunters, who may prove more zealous for the coin than the satisfaction of a job well-done.

On the other hand, some Marshals are corrupt or apathetic to the people of Rust Moon and their struggles, and find their way behind a badge to make quick money. Some extort small towns for cash in exchange for their protection, or make deals with bandits for lax enforcement in exchange for a cut of stolen goods. When this occurs, some regions of the Rust Moon Territory find themselves defended by vigilantes instead of agents of the law.

The Governor. Governor Raphael Armitage Flint is a charismatic, if quiet, individual. He won over the people of the Rust Moon Territory in a political campaign by promising military aid to ailing homesteaders, but this aid has yet to materialize three years into his service as Governor. Instead, Flint appears preoccupied with mining operations in the furthest reaches of the Territory.

Pearce Grayforge

Pearce Grayforge is a beleaguered Marshal who has petitioned for the Governor’s aid several times. Grayforge has taken to hiring mercenaries to try and keep the peace using funds misappropriated from Fort Tempest. His time may be up, though – he has diverted money from Flint’s latest mining operation near the Stone Palace, and the Governor is none too happy about seeing his dig interrupted.

Pearce Grayforge

Heritage: Dwarf.

Profession: Rust Moon Marshal.

Description: Pearce wears his polished Marshal’s badge with pride. He wears what would look like a smart military uniform, but it cuts a strange silhouette due to his muscular physique. Other Marshals snicker behind his back for holding to a dress code when he’s in the field so often.

Traits: “As a sheriff, I just had to find the bad guy and lock them away, but as a Marshal, it’s getting to be too big of a job to do alone.”

Ideal: “Justice should be simple and straightforward – the more nuanced it is, the more likely it is that something goes wrong.”

Bond: “The people of Rust Moon put their trust in me as a Marshal. I can only hope I live up to it.”

Flaw: “If the Governor isn’t going to keep his promise to protect the people of the Territory, I’ll do the next best thing and use his resources to do it.”

Pearce Grayforge

Medium Humanoid (Dwarf), Lawful Good

AC 16 Initiative +3 (13)

HP 52(8d8+16)

Speed 30 ft.

STR 14/+2/+2 DEX 16/+3/+3 CON 12/+1/+1

INT 12/+1/+1 WIS 8/-1/-1 CHA 8/-1/-1

Skills Perception +1

Gear Dagger, Rifle, Studded Leather Armor

Senses Passive Perception 11

Languages Common

CR 2 (XP 450, PB +2)

TRAITS

Covering Fire. When Pearce hits a target with a ranged weapon attack, all creatures other than Pearce have partial cover from that target’s attacks until the end of the target’s turn.

ACTIONS

Multiattack. Pearce makes two Dagger or Rifle attacks.

Dagger. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) Piercing damage.

Rifle.  Ranged Weapon Attack. +5 to hit, range 150/600 ft, one target.  Hit: 8 (1d8+4) Piercing damage.


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