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5. Mounted Borderer Station - Anshan

Timber stacks, rope hoists, and a half-raised platform over a stone footing. Boots out on patrol, bunks half-empty, standards tight. Law rides from here.

Read-aloud (arrival)
Wet timber stacks, a creaking rope hoist, and scaffolding climb the stone base of the rising tower. Hammer blows answer each other in a tired cadence. Planks lean in tidy ranks; rope hoists creak on a half-built tower whose stone base sweats with marsh damp. A notice board is stabbed with reed-splinters and a dozen rough hands. Two Mounted Borderers stand at the gate rail—steel caps, shortbows cased, cudgels at hips—while a sergeant keeps one eye on you and one on the workers hauling planks through the mud.
Gate Guard: “State your purpose in Anstan—trade, patrol support, or looking for trouble.”
Sergeant (without looking away): “Keep those planks moving! Lash the brace, then the pin—no, in that order.”
Sergeant (to you): “Weapons stay sheathed and peace-bonded in the yard. If you’re carrying trophies, keep them bagged.”
Gate Guard: “You’ll report to Captain Roanik. He will want your route, what you’ve seen on the road, and anything that smells like raiders.”

The post at a glance (map notes)

  • Gate rail & yard: Open rail, hitch posts, two feed bins under a lean-to; blackwater puddles everywhere (difficult terrain when rushed).
  • Stone tower base: Square, 20 ft a side; interior stores, ladder well, and a roofless ring of merlon stubs.
  • Scaffolding: Two levels of staging, rope & pulley, tarred lashings; Athletics/Acrobatics DC 12 to move at speed; DC 14 in rain.
  • Bunkhouse shed: Eight cots, usually three free; boot-rack, oil chest, oaths carved into a beam.
  • Stable strip: Four stalls; tack hook with spare steel caps and two tower shields (loaners).
  • Board & desk: Bounty notices, patrol rota, a slate with bridge status, and a brass stamp for receipt of reports.

Who’s in charge

Captain Para Roanik

Brisk, even, and allergic to surprises. Treats civilians like provisional scouts until proven otherwise.

  • Tone to the PCs (2nd person, quick): “Names first, business second. If you’re headed east, you’ll report back what you see. If you’re not, say so now and I’ll sleep easier.”
  • Powers & remit: Keep roads open, suppress banditry/smuggling, act as justice in the field, and haul noble offenders before the Viscount if needed. Values small, efficient teams, high readiness, and clean chain of custody on intel.
  • Supply tie-in: This site’s expansion rides on Sir Simon Milinous’s network—stone, nails, and drafts routed from his holdings; politics are… present.

Services, gear, and expectations

  • What they’ll sell (at cost): oil flasks, twine, nails, canvas bandages, 1 day coarse rations, torches; rare loan of a tower shield.
  • What they’ll trade for: solid intel (map marks, tracks, tokens), labor on scaffolding/bridge, escorting a plank train from the mill.
  • What they won’t share: troop schedules or patrol timings (“Information is coin I can’t spare.”).
  • Report protocol: Speak to the desk, hand over one physical proof (track sketch, token), get stamped receipt; serious items go by rider to Ostverk for the Longriders’ files.

Personnel you’ll meet

  • Desk sergeant (“pen-hand”): makes the yard run; has the brass stamp and the dry humor.
  • Quartermaster’s lad: all elbows and inventory tags; can scrounge a coil of good rope if you didn’t waste his time.
  • Two lance pairs in rotation: shortbows cased, steel caps, studded leather; one veteran with chain and his own opinions. (Ranks run Trooper → Sergeant; officers by Knight grades.)

Hooks & micro-scenes

  • “Boards for the Bridge.” Escort ten planks from Alston’s Mill and hold the span while they nail. On a failure, the bridge groans and drops a rail—Dex save DC 12 or go knee-deep.
  • “Raise the Platform.” Help rig the next staging tier: Tools (Carpenter’s), Athletics, or Survival checks (3 successes before 2 failures). Success buys you a day of rations each and Roanik’s attention.
  • “Floodlight.” Fog pushes at dusk; Roanik wants the tower beacon lit and sighted. Spot checks at height; on a fail, you glimpse a silent watcher in reed-color just before it slides away.
  • “Justice in the yard.” Two villagers and a netter argue over a leech barrel. Mediate (Persuasion/Intimidation) to avoid cudgels and debt notes.

Law, fealty, and where this post sits

  • Fealty: Borderers swear directly to the Viscount; on the ground they liaise with nobles but retain arrest and field-justice powers. Expect friction but firm courtesy.
  • Local nobles: Outpost expansion is logged under House Milinous provisioning; land itself lies on House Asbury’s marches. Paper travels both ways; Roanik keeps it tidy.

If steel comes out (battle features)

  • Scaffold lanes: Narrow; Acrobatics DC 12 to avoid slipping when dashing.
  • Rope hoists: Use Object to drop a sandbag (1d6 bludgeoning, prone on failed Dex save DC 12).
  • Shield rack: Two tower shields count as half cover for a 5-ft square if planted.
  • Yard puddles: Difficult terrain; a forced march through the yard risks a thrown shoe (lose 10 ft speed for an hour unless tended).

Rewards & relationships

  • Roanik’s regard: Deliver a clean, timely report or complete a site job → Dispo +1; at +2, she’ll vouch your Mirewatch Writ of Custody as “useful to patrols.”
  • Borderer favor (minor): One free message-carry to Ostverk with your seal added to the dispatch pouch.
  • Material: “Scout’s bundle”—oil, twine, 10’ pole, and a stamped chit for one stable night in Verbobonc depots.

Mounted Borderer Patrol

North–South Stream Trail (Fens of Tor)

A lean, mobile screen riding the stream’s bank to keep the marches quiet and the Viscounty safe.

Standard Complement
  • Patrol size: 4 riders (a lance pair ×2) led by a sergeant. In surge conditions, 6–8 with a junior officer.
  • Mounts & tack: Marsh-conditioned light horses, high pommel saddles, reed-waders (canvas wraps) for fetlock/cannon, feed for 2 days.
  • Kit (each rider): shortbow w/ 20 arrows, cavalry spear or light lance, arming sword/hatchet, studded leather or chain shirt, steel cap, rattle-string (tin/shells), 50 ft rope, 2 oil flasks, poncho, insect veil, 1 day coarse rations.
  • Shared gear: pole hooks, collapsible plank slats (4), small hand-axe, tarred canvas, signal horn, 2 spare horseshoes, field chalk, beacon kit (pitch-pot & wick).
Daily Pattern (typical)
  • Dawn: Stand-to at nearest high point, horn check with nearest post/tower.
  • Morning leg (southbound or northbound): Ride single file along the stream trail, scouting 30–60 ft ahead. Mark fresh sign with blue chalk and a twig flag.
  • Noon: Water/hoof check in shade; rotate point rider; quick plank repair on bad boardwalks.
  • Afternoon leg: Cross-check side ditches and culverts; question gatherers/herb-cutters; log livestock losses.
  • Dusk: Establish a noise ward (rattle-string, kettle tap, drip line) and a small smokeless beacon if visibility drops; bivouac on known knolls.
Rules of the Road (SOP)
  1. Names first, business second. Civilians hailed, not harried. Trophies stay bagged.
  2. Weapons sheathed in settlements. Bond blades at gates; report at the desk for stamp/receipt.
  3. Silence kills. Maintain continuous noise at night (hymn hum, rattle-string, drip line) to deter “things that drink quiet.”
  4. Do not chase into open fen at night. Track, mark, report. Live riders carry better news.
  5. Every plank is a promise. If a boardwalk fails under your horse, you replace it or flag it before moving on.
Signals
  • One short horn: Halt/eyes up.
  • Two shorts: Form line, shields front.
  • Long & short: Beacon or smoke up.
  • Rattle-string fast tap: Night watch rotation; keep the ward alive.
Likely Contacts & Responses
  • Gatherers & leechers: Offer road advice; buy info with a water skin refill or escort to next flag.
  • Eel-oil runners / smugglers: Confiscate oil, cut culvert boards, leave writ at tavern.
  • Striders of Fharlanghn: Accept blessings, request trail conditions; reciprocate with safe bivouac notes.
Threat Book (swamp dangers)
  • Stirge clouds: Target mounts first. Response: torches, oil smoke, shield two-by-two; drive off rather than slaughter near herds.
  • Quaking mats / sink patches: Probe with polehooks; lay plank slats; never cross at a trot.
  • Lizardfolk scouts/raiders: Test you with javelins then fade. Mark spoor (webbed toeprints, reed fetishes), fall back to firm ground, call for a second patrol before pursuing.
  • Bog-owl & fen-cats: Harriers at dusk; keep mounts masked/hooded; loud clap to break stoop.
  • Will-o’-wisps & false lights: Treat steady hovering lights as hostile; form up and keep talking; no single riders to investigate.
  • Rot-fever & bite-rot: Clean wounds with boiled water + sweetflag; report fevers to parish for tincture.
  • Whispered quiet (unnatural hush): Immediate noise ward; rotate sentry every 20 minutes; no whispered councils—speak normally or sing.
Interaction with PCs (use at the table)
  • Challenge:Halt at the rail. Names first, business second. Purpose on the stream road?
  • If cooperative: Share today’s pins (fresh spoor, broken planks, missing gatherers), sell at-cost kit (oil, twine, torches), request a bridge/boardwalk assist.
  • If entering the fen proper:No night pursuits and report by dusk—Captain Para will want your map marks and any tokens.

Mounted Borderer Station-Anshan by 3orcs

One-glance summary
  • Type: Outpost yard + scaffolding watch-tower under construction
  • Chain: Mounted Borderers (answering to the Viscount), in the orbit of House Milinous for supply and oversight; sits on House Asbury’s marches.
  • Officer: Captain Para Roanik, Knight Commander-equivalent for this post; calm, professional, “names first, business second.”
  • Why it matters: Only standing force between the thorpe and the Fens; courthouse, message desk, and mustering point rolled into one.

Captain Para Roanik by 3orcs
Captain Para Roanik Borderer Officer
  • AC 17 (chain, shield)
  • HP 45; Longsword +5 (1d8+3), Shortbow +4 (1d6+2)
  • Veteran statline with Perception +5, Survival +5
  • Commanding Presence (as bless 1/short rest; only on allies’ skill checks tied to patrol tasks).

Parent Location
Owner
Owning Organization
Characters in Location
Table quotes (fast use)
  • Roanik: “Names first. Business second.”
  • Desk sergeant: “Ink is cheap. Mistakes aren’t.”
  • Lancer: “If it’s quiet, keep talking. The marsh listens.”

Bounty & notice board (sample pins)
  1. Raiding feelers south road (shallow ambush pits, twine fetishes).
  2. Cattle harriers (stirge swarms at dusk; drive off without slaughter earns goodwill).
  3. Missing gatherers—two blue flags found knotted on the north bank trail.
  4. Contraband eel-oil (untaxed): whispers of a culvert run after moonrise.
  5. Lights across the flats three nights running; lanterns don’t hold that steady.
    (Payment in coin, fodder, or written thanks redeemable in Verbobonc depots.)



Cover image: Thorp of Anshan by 3orcs

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