How many City Guard?

fusangite

First Post
My campaign contains a city of 14000. Understanding that there are various guards specifically controlled by guilds, temples, etc., how large do people feel the city guard would normally be?
 

log in or register to remove this ad

Depends on the city, and what kind of guard you mean, whether or not they have to deal with bandits, etc.

As well as the kind of government, both local and otherwise.

A city that is relatively safe and secure, with little worries of bandits or crime in general, could have as few as 20 or so full-time guardsmen.

More than 400 (about 3%) would be severe crime, problems with bandits, an authoritarian state, etc.

There might also be a fire brigade of some sort which could count.

Typically what happens is the 'guard' is a trained militia that can be raised when needed - they normally otherwise contribute to the economy, except for duty depending on culture. This can actually be quite a significant portion of the population if need be. If a city was worried about invasion, this would be a more likely case.

The full timers are there to deal with the occasional jerks, of course, as well as other inevitable issues in such a population. Part-time guards are for riot control and invasion.
 

Wow, tough question. Lots of variables to consider. I'd say one guard (in varying capacities) for every 100 people. That would include some sleepy warehouse night watchman with a dog as well as the grand high poobah's personal gaurd.

You may want to check out A Magical Medieval Society: Western Europe by Expeditious Retreat Press. They cover a lot of stuff like that.
 

"Enough to keep the PCs in line." (:

Ambient Press' (?) "Everyone Else" actually has three or so types of town guards, from seasoned veterans to guys carring pointy sticks.

I used to just have the town guards show up when the PCs were causing too much trouble. Funny, how they always did it very loudly out in the open... (:


Cedric.
aka. Washu! ^O^
 


i was wondering the same thing myself so i did a little research [albeit these figures are from a modern society, not a fantasy medieval society; in my opinion the d&d setting works best when you try to apply what we know about the actual world we live in and transfer that to a fantasy setting rather than trying to make assumptions about a medieval society [that most of us have a rather poor understanding of] and trying to transpose that into a fantasy setting]]. new york city, a city with a population of about 8,000,000 and about the level of crime [in my estimation] of the "average" fantasy city [that is to say, there are murders and other violent crimes though most of the citizenry doesn't live in fear, rough neighborhoods, elite wealthy neighborhoods with low crime, and a visible police force that seems to have crime pretty much in check] has a police force of about 39,500. so, for my campaign city of 100,000, i scaled this down to a city watch of 500, keeping roughly the same ratio. for your city of 14,000 you could go with about 70 members of the town guard in addition to those private guards and what [comparable to building security, diplomatic bodyguards, etc in ny?].
 

Thanks everyone for your input. I ended up deciding to constitute the guard force for the city and its eight surrounding boroughs so that the total population increased to 21000; I decided on a City Guard of 236 members.

I needed to do this because tonight's episode involved this season's villains, the former mages' guild who have been turned into vampires trapping a large portion of the city guard contingent for the purpose of turning them.
 

A city of that size should also have a few high-level characters who may not actually be members of the guard, but who can appear on really short notice if needed. At least, this is dictated by the logic of the game where even 100 low-level guardsman can't do much against a group of mid-to-high-level adventurers.

Otherwise the 1% of the population estimate for a standing guard force seems to be a good rule of thumb.
 

1% to 3% of population for a LG city.
3% to 6% of population for a N, NG, CG city.
6% to 9% of population for a NE or LE city.

CE there is no law! :)

You can add or go the high end based on the nature of the city. Ports, Minning, Trade, will also effect number of guards.
 
Last edited:

The city being used in my current campaign has a population of 17,500. It has a regular guard force of 120, which is divided into three squadrons of 40, with at least one squadron on duty at all times. They are separate units that are affiliated with the regional army. This army is headquartered about 100 miles to the northeast, with a force of almost 400 at that location. There is also a regional navy, which usually has at least 2 of their 8 naval ships docked in the city. The naval forces have no guard authority in the city itself, but can be activated if needed. The current campaign (the "League of Assassins Story Hour) involves major threats to the city, so the regional army has been pulled in and 4 of the naval ships are nearby.
 

Remove ads

Top