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'''1755AE–1800AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard "Strike Wards".
'''1755AE–1807AE''': ''Ysarra Redmantle'' – Veteran of the Mechinsgate Defense; created elite Copperguard "Strike Wards".




'''1800AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by the King halfway through his final term.  
'''1807AE–1818AE''': ''Ambrose Caelock'' – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by King Frederick Caelock halfway through his final term.  





Revision as of 17:51, 5 February 2026

Copperguard
Noimg.png
Official Name The Order of the Verdigris
Common Name The Copperguard
Pronunciation Or-dah of the Ver-dee-gree
Leader Calibur Ashford
Membership 150,000

Overview

What is now known throughout the Kingdom of Galudon as the Copperguard Enforcers—a prestigious and storied law enforcement body—is the culmination of over a thousand years of tradition, service, and royal mandate. Few remember that this institution began in Ortim as the Order of the Verdigris, an ancient brotherhood sworn to defend the early Humans of Pannotia from both internal unrest and the dangers of the wilds. The Order of the Verdigris followed early Galudonian settlers to what is now Ironhurst almost 700 years ago. In 1124 AE, the Order was formally restructured by royal decree into the Ironhurst Metropolitan Enforcers, becoming a vital shield against civil disorder and a sword against the dangerous fauna and lingering arcane threats that plagued the region. However, over centuries this name has fluctuated with each new monarch.

Under the modern reign of King Frederick Caelock, the force was reimagined and renamed the Copperguard Enforcers—a title that honors its origins, with “verdigris” referring to the green patina on aged copper, embracing the name by which it’s commonly known: The Copperguard. In 1825 AE, just a few years later, King Frederick reinstated its Royal Charter following extensive discussions with his brother, Prince Ambrose Caelock—a former Commissioner of the Order and a highly respected figure within the Order of the Verdigris. This marked a complete restructuring of the organization, merging its traditional roots with its modern identity, while the public continued to refer to it simply as The Copperguard. Still overseen by a Lord Commissioner, the central Copperguard structure has been broken into various Departments, each with its own Commander and all under the umbrella authority of the Order’s Lord Commissioner.

Though modernized, the Copperguard retains its historic role as the Kingdom’s primary force for law and order. Once revered as a pillar of stability in Ironhurst, it now faces a deepening recruitment crisis, with declining numbers weakening its presence. Crime festers in the city’s Maw and impoverished districts, presenting again the recurring threat, not of monsters, but of neglect and growing disillusionment.

History

Established in the wake of the Great Equilibrium in the year 11AE, the Order of the Verdigris emerged as a stabilizing force amid the chaos that followed. The world beyond was still reeling—shattered ecosystems, arcane turbulence, and fractured nations left humanity’s future uncertain. Within the human homeland of Ortim, however, a flicker of order remained. It was under the leadership of the legendary soldier Aedan Varinhold that the Order was born. Elevated to the newly-forged title of High Custodian, Varinhold laid the foundation for a lawkeeping brotherhood steeped in valor, discipline, and sacred duty. The Order’s purpose was threefold: to uphold the laws of the nascent Ortimic governments, to combat rising threats—both mortal and monstrous—to humankind, and to defend the borders against the dark unknowns pressing in from beyond.

Wearing copper-inlaid armor that tarnished to green, the Order’s name—Verdigris—became symbolic of resilience through time and corrosion. Their role quickly expanded from city watch to national safeguard, evolving into a revered institution across Ortim’s many nations.

By 50AE however, the cracks in Ortim’s stability deepened once more. Signs of ecological and arcane collapse began to resurface. Harvests failed beneath sickly, starless skies. Waters frothed with unnatural tides. Sea creatures—twisted, unrecognizable—washed ashore in droves. Whispers spread that the Great Equilibrium had not truly held; its balance merely delayed the inevitable. It was clear that the events had left a marking effect that still lingered, decades after its conclusion.

As fear took hold, the Order of the Verdigris once again stepped into the breach. Charged with defending crumbling Kingdoms, they stood as bulwarks against escalating threats. In the face of this encroaching ruin, many of Ortim's sages, nobles, and its surviving citizenry came to a fateful conclusion: the homeland must be abandoned to better handle the threats plaguing them from Aesox itself. With little power to prevent this, the Kingdoms of Ortim could only stand helpless as it watched the majority of its population prepare to leave the country. Thus began the Great Migration—a desperate, unprecedented exodus of humanity across the seas to the distant and largely unknown continent of Aesox.

The Order, now fractured into regional cohorts, served as guardian-legates, fleet marshals, and protectors aboard the massive flotillas. Their centuries of experience—especially in surviving arcane anomalies and wild incursions—proved instrumental in establishing footholds upon Aesox’s shores. These early settlements would some day flourish to become the major Human nations we know today, all thanks to the stalwart protection of the Order.

Between 488AE and 522AE, the Order undertook what would later be termed the Twilight Marches—a series of long-range expeditions into the interior regions of Aesox. The objectives of these marches were threefold: to explore and chart uncolonized territory, to establish diplomatic or defensive buffers with non-human polities, and to identify new resources necessary for the sustainability of emerging kingdoms.

Among the most notable figures of this era was High Custodian Theryn Fernmourne, whose successful defense of the frontier valley now known as the city of Saltzpyre-upon-Barrow is widely credited with securing the location of the future Kingdom of Fernmourne. His leadership marked a turning point in the Order’s evolution from a migratory defense force to special regional policing forces, before his retirement to become the first King of Fernmourne.

In the centuries following, the Order of the Verdigris endured—but in steadily diminishing numbers. With the completion of the Great Migration and the stabilization of early human settlements across Aesox, the Order found itself without the unifying mission that had once defined its purpose. Many of its members, inspired by the example of High Custodian Theryn Fernmourne, chose to lay down their roaming arms and establish themselves as localized peacekeeping forces, evolving from continent-spanning protectors into more static enforcers of law and civic order.

This transition was in many respects both inevitable and necessary. The Dwarven Incursions—a series of frequent and violent raids from subterranean and mountain strongholds during the 8th century AE—required experienced warriors to remain stationed in growing human nations. These regions, birthed from the settlement period of the Migration, now required permanent protection rather than itinerant defenders.

Many former members of the Order, disillusioned or drawn by the opportunity for autonomy, formally severed ties and established new guilds and martial orders, adapted to the political and geographical realities of their respective regions. This fragmentation marked the first true schism in the history of the Order of the Verdigris and initiated a long decline in its influence, resources, and unified identity. By the turn of the 11th century AE, the Order had become increasingly regarded as a relic—respected for its foundational role in the survival of humankind, but functionally obsolete in a world that had moved beyond the trials of exodus and exploration. Its role in active governance and defense had largely been supplanted by regionally organized forces.

The fortunes of the Order began to shift in the early 1070s AE, when the remaining adherents—those who still upheld the original tenets of service, vigilance, and expedition—were approached by three of the most powerful aristocratic houses in western Aesox: House Caelock, House Abberton, and House Credge. These aristocratic families, seeking to expand their influence and populate a strategically significant but as yet uninhabited island off the western coast of Aesox, proposed a joint venture. The surviving leadership of the Order, recognizing both the peril and potential of the mission, entered into extensive negotiations with the families. A formal accord was eventually reached: in exchange for committing to the colonization and protection of the island, the Order would receive substantial financial and logistical support.

The agreement was more than a mere transaction. For the Order, it represented a final opportunity—perhaps even a last chance—to restore its relevance, renew its founding purpose, and demonstrate that the virtues of vigilance, adaptability, and sacrifice remained vital, even in a world no longer defined by mass migration or existential peril.

The first major hurdle for the Order came in the form of the evacuation or destruction of dangerous native fauna in the South-West, where the great ships had made landfall. These creatures posed a significant threat to the fragile early settlers, and their removal was essential to ensure the safety and viability of the burgeoning colony. Only after this was accomplished could the foundations of the first permanent settlement, Ironhurst, be laid.

Shortly after disembarkation, a new crisis emerged: an outbreak of Collopox, a virulent and little-understood disease. The Order was swiftly tasked with enforcing strict quarantine measures. All inbound ships were ordered to remain moored offshore for forty days to prevent the illness from spreading like wildfire among the vulnerable settler population. During this period, healers and apothecaries worked feverishly to develop a cure using samples from those already affected on land. It was amid this turbulence that Ironhurst’s first immigration and health laws were drafted and ratified by the Triumvirate families of Caelock, Credge, and Abberton. These founding laws empowered the Verdigris Order with legal authority to oversee enforcement. Once the worst of the infection was contained, the Order began patrolling the settlement’s streets under Triumvirate directive, ensuring that the fragile order of the new society held firm.

In the decades that followed, the Verdigris Order remained steadfast in its duties, evolving into a central pillar of Ironhurst's civic life. They became both wardens of justice and bulwarks against external threats, adapting to a world in which crises became more political than survivalist. Their presence, once provisional, became expected—woven into the everyday rhythms of Ironhurst. This continued until the rise of Bernard Abberton, who was crowned the first King of Galudon. It was under his son, Prince Liam Abberton, that significant reform took place: in 1124 AE, Liam championed legislation that formally codified the Verdigris into the Ironhurst Metropolitan Police Force. The move was controversial and widely opposed within the Order. Many of the older members, disillusioned by what they saw as a betrayal of their ancient traditions and a subjugation to royal bureaucracy, returned to Aesox in protest. Yet those who remained within the newly minted Metropolitan continued to uphold the Order’s original tenets—vigilance, adaptability, and sacrifice—despite the change in name and structure. Tradition endured, even as the institution evolved.

In the inaugural year of the Police Force, crime was a surging problem within the Capital of Galudon. The first year of founding was a treacherous one, with riots that almost caused an earthquake across Galudon over policies passed by the founding families of Galudon. The police were tasked with quelling riots across the city for months across the summer seasons. The winter rolled in, and so did more unrest as famine ravaged through the city, killing 7,500 citizens within the poor districts of Ironhurst. Within hours aristocratic families within the city reported having bottles, rocks, and bricks thrown at their luxurious estates of wealth. Soon those rocks turned to burning objects which caused several tragedies. Overall just in the ruckus of the riot, 25 citizens were killed. A major boost to the legitimacy of the Metropolitan was their handling of this situation. The inaugural Commissioner, Prince Liam Caelock dispatched forces to several homes to break up the crowds of riots, arresting and notably not escalating tensions with the roaring crowds. No people were injured aside from guardsmen in this incursion. This occasion would go down in Galudonian history as the Evening of Serenity After The Storm.

Years after this incursion, as the industry began to develop within Galudon and Ironhurst respectively, so too did trust within the city's localized police force, former buyers remorse from the families who incurred the founding soon faded as a calm populace presided within the city's walls.

However, decades of peace seemingly fell to a close when in 1197AE, a criminal uprising within Rattletrap threatened the city's absolute safety. The mounting growth of several gangs in Rattletrap led to a tricky power balance between the city's rich and poor. The Police had grown complacent with their jobs, this mounting pressure blowing to a head when hundreds of gang-affiliated members flooded the streets toward the legacy parliament building, where they intended to surround the parliament until a negotiation was had between the current governance and the leaders of several Criminal Organizations within the city. Most notably, infamous Crime Lord Sage Westhorn was at the head of this uprising.

The newly elected Commissioner Reimar von Ichk was tasked to deal with the chaos, with him all available guardsmen to parliament for defence. It was here a battle of blood ensued for a little under an hour, several Metropolitan forces being wounded on the day, with two passing from the brutal confrontation. The insurrection attempt in the end proved futile. The Copperguard with relatively superior equipment and tactics from their Commander seemed to shine through. Wariness crept into the poor districts of Rattletrap and the Underground, reverberating like an echo throughout the brick walls. The police in the months following would clamp down harshly on the growing Criminal base within the city, openly raiding Rattletrap on numerous occasions throughout the year 1197AE and even into the following year.

The next couple of centuries passed with relative calm. Though major crimes did occur from time to time, the Ironhurst Metropolitan Police—descended from the old Verdigris Order—handled each one with swiftness, discipline, and tact. Their quiet competence helped ensure that the peace endured, and the authority of the monarchy remained largely unchallenged.

That stability was shaken in 1346AE when the last male heir of House Abberton succumbed to a rare cymrinite-related illness. With no direct successor to inherit the crown, the balance of power shifted decisively. House Caelock, long relegated to matters of regional governance and often the administrative backbone of Galudon, seized the opportunity. Although technically subordinate to the monarch, the Caelocks had, in practice, wielded immense influence across the Kingdom, particularly in the northern provinces where royal presence was historically light. Their popularity among the people was considerable—largely earned through their pivotal role in unifying the disparate former Four Kingdoms into one solid Galudonian Kingdom. Many still credited them with securing victory in the wars of consolidation, a legacy that resonated incredibly deeply with the populace.

When civil unrest erupted—spurred by factions still loyal to the now-defunct crowns of the old kingdoms—newly crowned King Wilhelm Caelock moved swiftly. Recognizing the fragility of his claim and the need for an institution both respected and feared, he conferred a new Royal Charter upon the Metropolitan Order. This charter not only reaffirmed their role as guardians of the realm but also restored and codified many of their ancient Verdigris traditions, long neglected under the Abberton reign.

Under this renewed mandate, the Metropolitan was revitalized. Over the course of six tense months, they joined forces with loyalist Caelock troops to quell the uprisings, dismantle insurgent cells, and re-establish order. Their campaign was methodical and relentless—but also tempered by the institutional memory of the Order’s original values. By year’s end, peace had returned, and the Caelock transition of power was secured, smooth in its final execution and widely accepted by a weary but reassured public.

In 1578AE, a masked individual was thought to have broken into several wealthy estates throughout Irronhurst. It was much later in the evening, hours teetering toward Midnight when Captain George Farrack received a letter in strange handwriting. Reddish coloration appeared to be written within the blood, the individual in the letter claimed to have kidnapped members of both the government and Royal Family in Princess Anika Caelock, who had been to the city for a tour of the city’s annual summer festival.

The individual in question would go on to be identified as Sylas Markeson, an infamous Galudonian serial killer who reigned with terror from 1557AE until his inevitable demise in 1580. The Captain urgently rang the alarms and bells, however a notable loss was the absence of the Commissioner, who was in the midst of a hearty battle with a disease. No interim Commissioner had been established. Captain Farrack rallied all available to the parlay location mentioned within the letter, however, he only brought a small contingent force, ordering the rest to stay a mile off of the location to not cause things to go awry.

It was here where absolute heroic ability took over. Whilst approaching from a distance, alongside his other Captain Alistair Kirk, being an archer himself and seeing an easily accessible flank, Captain Farrack would go on to propose to his fellow policeman to approach the figure. While a former member of the military's reconnaissance unit, from which he garnered many skills, Captain Farrack only narrowly managed to sneak to a flank position, where he readied his arrow. He waited calmly, until a signal was provided by his fellow guardsman. On the shot, he took out the leg and knee of Sylas Markeson, causing him to fall to the ground, where he was promptly arrested.

The main force a mile off was given the signal to roll in and raid the house where Markeson had held the notable members of Galudonian society. Only after freeing the women did the men discover the absolute horrors of a serial killer, and the national story took off from there as whispers of bodies being pulled from the house by the handful swept the city like wildfire. Markeson would go on to face trial for the murder of 12 citizens, as well as the kidnapping and endangerment of a member of the Royal Family. He was sentenced to death in 1580AE, on June 15th.

Most recently, after the rebranding under Commissioner Sibyllad Lykke, the Metropolitan Police Force was re-marketed into the Copperguard Enforcers in 1824 AE by King Fredrick Caelock. In one of Galudon’s most trifling years in centuries, members soon found themselves at the head of one of the biggest scandals in the kingdom's history.

After the sounds of a gunshot were heard at the Parliament, the city sat on the edge of their seats. Soon, a radio broadcast of Alexandre Silva rang throughout all of the city's active speakers, citing that the Field Marshal had been shot by the then Prime Minister Bilbur Brumsfield. Copperguards were quickly dispatched to oversee the investigation of the assassination of such a notable figure of Galudonian society and statehood. The resolution for this event would be solved in the long term.

However, what came were riots that shook all through Ironhurst. Political dissidents and people from impoverished and plagued quarters of the cities stormed public buildings, destroying them and wreaking absolute havoc, some buildings going up in flames from the unrest. Dozens were arrested for these actions as Copperguard members slowly combated the rioting amongst the populace.

Since then, the Copperguard has cycled through a succession of Commissioners, each bringing their own approach, but none able to fully adapt to the Kingdom’s evolving challenges. In mid-1825 AE, Prince Ambrose Caelock—a former and devoted member of the original Order of the Verdigris—successfully petitioned his brother, the reigning King, to fully disband the Copperguard and restore the Order of the Verdigris.

Ambrose’s proposal was bold: to reconstitute the Order not as a single-purpose enforcement body, but as a network of specialized divisions. Each division would share equal authority to uphold peace and law, yet possess a unique operational focus tailored to counter the rising tide of modern crime. The aim was to blend tradition with innovation—reviving the Order’s ancient virtues while addressing the complexities of a changing world.

Despite concerns from Princess Lyra Caelock, who feared the disruption such a dramatic reshuffle might bring, the King ultimately agreed. Thus, the Order of the Verdigris—still referred to as the Copperguard Enforcers—was reborn into the form recognized today.

General Structural Hierarchy

The Order of the Verdigris retains most of its present day hierarchy however with formal titles from the previous order still being recognised as well. Departments are permitted to create informal titles for their own ranks up to the rank of Captain however the Lord Commissioner and Commander titles must remain the same. The Order follows the following hierarchy in respect of overall authority:

  • Lord Commissioner [High Custodian of the Verdigris] - The Lord Commissioner is tasked with oversight of the Copperguard, managing day-to-day tasks and paperwork capacities of the city's guard force. The Commissioner is also tasked with processing cases and maintaining a record of all cases taken by the Copperguard. The Commissioner is also the primary discipline within the Copperguard and holds authority over all Departments. The Lord Commissioner also convenes the Council of Commanders at Cannonade prison and holds a veto over all decisions made by other Commanders save for when the Council itself is unanimous on a decision. The Lord Commissioner can only be replaced by the Mayor and holds tenure for 3 months only.
  • The Royal Executioner - The Royal Executioner is a staff played NPC responsible for approving, denying and carrying out of advanced punishments such as maims or executions. The Royal Executioner may be contacted by a Commander of the Copperguard Enforcers whereby the Commander believes that the punishment for a crime fits that of the Royal Executioner’s duties.
  • Commanders [Verdigris Marshals] - Commanders are the major authority over their specific department. Commanders are responsible for rank ups and rank downs within their own Departments as well as disciplining unruly Copperguards within their ranks, managing their department’s arrest reports, and issuing patrol routes. They are expected to hold fortnightly gatherings of their forces, keep the Department updated with goings on within the Commanders Council, and ensure that the Lord Commissioner’s will is carried out.
  • Verdigran Sentinels [aka Captains] - The Captains of the Copperguard are tasked with several things. Secondary in the line of command within their department, the Captain is tasked with maintaining order over other groups of Guards beneath them within their respective Department. The Captains are also primary detectives within the Copperguard, tasked with overseeing cases.
  • Copperwarden [aka Officers]- Officers are fully-fledged, tenured members of the Guard force. Officers are permitted to patrol alone as they choose. Officers are afforded basic day-to-day Policing duties, defined below.
  • Oathlings [aka Cadets] - The lowest rank within the Copperguard Order, Cadets are permitted official Law Enforcement powers so long as they patrol with a member of the Copperguard with the rank of Officer or above.

Previous High Custodians of the Verdigris [Lord Commissioners]

11AE–58AE: Aedan Varinhold – Founder and First High Custodian. Led settlers' defense during the Faunal Convergences.


58AE–122AE: Mira of the Bronze Helm – One of the few female High Custodians in early history; known for taming the landscape in Eastern Aesox which would then become modern day Salytern and Wybrera.


122AE–174AE: Orric Hansen– Known for brutal efficiency, expanded rural enforcement posts across Aesox.


174AE–231AE: Caelen Durren – Instituted the Oath of Seven Vows, still recited by new inductees.


231AE–294AE: Seris Thornhall – Oversaw the quashing of the first Vampiric raids on what is now modern day Holzweald.


294AE–343AE: Theobald Graymark – Noted for his severe anti-magic reforms after the Vampiric Raiding Incidents.


450AE–488AE: Theryn Fernmourne – Architect of the first Verdigris Divisions; restructured regional command, High Custodian of the Verdigris during the Twilight Marches and first crowned King of Fernmourne.


488AE–558AE: Jareth Quindle – Known for his “Silent War” with northern Aesoxian bandit kings.


558AE–626AE: Elenya Wyrdglass – First Custodian to allow mages within the Guard ranks, overturning Theobald Graymarks legacy.


626AE–682AE: Harrow Fairfax – Instituted use of Copperbadges; gave the force its iconic symbol.


682AE–758AE: Thomund the Ironchest – Famous for dual-wielding shields in battle. Memorialized in Solgardsborgs capital.


758AE–882AE: Lira Sunshade – First Venyra High Custodian. Known for brokering peace with Outercliff tribes of the Kingdom of Salytern.


882AE–950AE: Damon Suthraen – Oversaw early bureaucratic bloat; paved way for further reformation.


950AE–1024AE: Garrick Volenheim – Initiated the transition into Ironhurst Metropolitan Enforcers (1124AE).


1024AE–1089AE: Isember Hollowborne – Famous for overseeing the first central command structure for the Order in Galudon, Cannonade.


1089AE–1160AE: Liam Abberton – Son of the first King of Galudon Bernard Abberton; cemented Royal control.


1160AE–1201AE: Reimar von Ichk – Formed the first beast-response division after the Eastern Breach of Galudon’s first defensive walls by Lycanthropes, put down a notable insurrection against Parliament by Crime Lord Sage Westhorn.


1201AE–1250AE: Viera Dalmure – Celebrated for rooting out corruption in the force’s elite ranks.


1250AE–1322AE: Rufin Talebar – Expanded precincts into Rattletrap, known for a war-like approach to crime.


1322AE–1381AE: Helra Windmoor – A reformist; beloved by lower ranks, assassinated under suspicious circumstances.


1381AE–1429AE: Dovren Tallowgrave – Reversed many reforms; oversaw years of unrest and harsh suppression.


1429AE–1490AE: Selwyn Edrast – Rebuilt the force's image after decades of brutality.


1490AE–1543AE: Maera of the Three Vows – Instituted psychological and magical screening for recruits.


1543AE–1602AE: Jorund de Tarbora – Rumored to have been a Keldwikean agent; never confirmed.


1602AE–1650AE: Sardun Draegur – The “Silent Custodian,” rarely seen, feared for internal purges.


1650AE–1701AE: Luthien Stonebranch – Restructured the force into new divisions based on aptitude for specific forms of city defence..


1701AE–1755AE: Ansel Crowley – Introduced formal military hierarchy and new recruitment systems.


1755AE–1807AE: Ysarra Redmantle – Veteran of the Mechinsgate Defense; created elite Copperguard "Strike Wards".


1807AE–1818AE: Ambrose Caelock – Brother to King Frederick Caelock; known for instituting four-year term limits and election standards for Lord Commissioners and spearheading anti-corruption reforms within the Order. Re-elected 5 times before being forced to resign by King Frederick Caelock halfway through his final term.


1818AE–1822AE: Archibald Himmelsby – Attempted to have the Copperguard officially integrated into the Galudonian Military. This attempt failed. Instituted 3 month term limits for Lord Commissioners.


1822AE–1823AE: Bilbur Brumsfield – Thought to have been elected due to a bureaucratic error, Brumsfield’s tenure was marked with a sizable uptick in corruption and stagnation amongst the Copperguard.


1823AE-1823AE: Charles Verlice – Rarely seen, his rise to office’s only true note is the full delegation of authority to Captain Sybillad Lykke before he opted to resume military duties elsewhere. Tenure lasted 3 months.


1823AE–1824AE: Sybillad Lykke – First Orcish Lord Commissioner. Spearheaded recruitment processes during a significant downward spiral of Copperguard members.


1824AE–1825AE: Alistair Churchthorn – First undead Lord Commissioner. Alistair headed the Order for a lengthy spell, and was responsible for taking charge of city defences during the Dwarven bombings of Ironhurst in 1825AE.


1825AE–1825AE: Alexandre Silva – Known for ruthless interrogation techniques and for heading the Order during a period of severe unrest in the Kingdom.


1825AE–Present: Calibur Ashford – The first openly registered Cursed Lord Commissioner.

Traditions

  • The Oath of the Seven Vows: While this tradition was briefly passed over, High Custodian Caelen Durren instituted it over a thousand years ago, and it has since been revived as a means to pay homage to the Order of the Verdigris’ ancestral roots. All new cadets of the Copperguard Enforcers are legally required to take this oath upon joining the order, as a means to show their dedication to being the sword and the shield of the Kingdom of Galudon. The Oath itself is split into Seven distinct vows. These are as follows:
The Vow of the Path

I shall go where others dare not, from mountain vale to broken coast, I walk the forgotten and the feared, that others may follow in safety. I shall keep vigil where others sleep.

The Vow of the Watch

Through Darkness, hunger, and the howl of things unknown, I remain unmoved, unblinking and unafraid.

The Vow of the Shield

I shall place myself between danger and the defenseless. Let my body break before theirs, and my name fall into silence, so that others may endure.

The Vow of the Word

I shall speak truth in courts and camps alike. No tyrant, no kin, nor commander shall silence what justice demands be said.

The Vow of the Lineage

I shall honor those who came before, and prepare the way for those yet to come. Their stories are my strength; my steps, a promise to the future.

The Vow of the Flame

I shall not retreat from the fire. In calamity or chaos, in war or wandering, I will remain when others scatter, and rise when others fall.

The Vow of Verdigris

I shall bear the weight of time. As copper endures and changes, so too shall I be weathered, but unbroken; changed, but never faithless.


  • Coppersignets are a vital piece of identification for members of the Order, dating back to the founding of the Order of the Verdigris. Reinforced with Ferrovita, these signets are essential for activating and operating the Copperguards' Advanced Armory Equipment, ensuring it functions only for its rightful bearer. Historically, the copper component of each ring also serves as a visual indicator of seniority. A bright, shiny orange hue signifies a newly initiated oathling—often called a "shiny"—while the deepening green patina from natural oxidation reveals a long-serving veteran of the Order.
  • The Recognition Before the Verdigris Flame is a formal award ceremony conducted to honor members of the Order for acts of valor, distinguished service, significant contribution to the stability and safety of Galudonian society, or more commonly, to initiate new members of the Order formally. The event is held within the Hall of Oaths, a ceremonial chamber housed in the Order's central stronghold of Cannonade Prison. At the center of the Hall burns the Verdigris Flame, a symbolic brazier believed to have been continuously lit since the Order’s founding in the 1st century AE. The flame represents the enduring vigilance of the Order. Recipients are formally presented by their commanding officer, after which the Oath of the Seven Vows are read aloud by the honorees to assembled peers. The honoree then approaches the flame, placing their hand above its heat (without making contact) to symbolically accept their newfound oath. This process is repeated each time an honoree is also presented with a new accolade or reward.
  • The Elevation of the Shield is the official promotion ceremony within the Order of the Verdigris. It marks the formal advancement of a member to a higher rank and is regarded as both a practical and spiritual reaffirmation of one’s commitment to the Order’s ideals. The ceremony begins in the Hall of Oaths with the Summons of Merit (A recognised writ by the Lord Commissioner summoning a member to Cannonade for reward), wherein the candidate is called forward and publicly recognized for their service record. The commanding officer delivers a testimonial, and symbolic tokens may be presented—these often include medals or letters of witness of great deeds from comrades. At the core of the ceremony, a ceremonial copper shield is placed before the kneeling candidate. The presiding officer, often a Commander or the Lord Commissioner, strikes the shield three times with a sword, each strike corresponding to a formal declaration of the new rank. The candidate then rises and repeats an abridged version of the Seven Vows to affirm continued loyalty.

Departments

Departments within the Copperguard Enforcers operate as distinct units, each led by its own Commander and functioning independently from one another. Despite this autonomy, all Departments fall under the overarching authority of the Lord Commissioner and the Council of Commanders. While they share the same core law enforcement powers, certain Departments are granted additional rights specific to their roles.

Cooperation between Departments is allowed but not mandatory, as each reports directly to the Lord Commissioner. Every Department with four members or more has its own headquarters and issues unique uniforms, though all enforcers are identifiable by their chestnut-colored scarves and Copperbadges and Coppersignets, which must be worn at all times.

Although each Department may use different titles within its internal hierarchy, all must follow the standard Copperguard rank structure recognisable to the public—typically including Cadet, Officer, and Captain, with all Commanders simply referred to as “Commander.” Rank distinctions may be visually reflected through minor uniform details such as colored trimmings or linings.

Departments all share the same jurisdiction, however some departments may be granted additional rights that provide them with certain privileges over particular districts that other departments may not have. Notwithstanding, all Copperguards must transport prisoners to Cannonade Prison. While all Departments may have their own holding cells, all prisoners must be transported to Cannonade within 12 hours. All Departments also require their own Group Page on the Gears of Galudon Discord, which will list their Departmental aesthetic, lore, uniform identifiers as well as their rights and current members (Listed in order of hierarchy).

The Lord Commissioner also has their own contingent of Copperguards. These are Copperguards who are not formally part of any Department or lack the numbers to create their own. Moreover, if a Department drops to two members or lower, they will automatically divert back to being part of the Lord Commissioner’s Copperguard Contingent with the same basic rights and privileges as all other Copperguards, but will be required to wear the standard Copperguard uniform and will operate directly out of Cannonade Prison.

How to become a Copperguard

So you want to become a Copperguard? If you do, there are a number of ways you can do so. If you are starting out solo, you may apply to join an existing department. Each Department will have its own group thread on the Gears of Galudon discord server, which will have its own application template and will be reviewed by its respective Commander. You can apply in said thread, and tag the Commander of that department to review your application. If it is accepted, you are then formally made a member of the Copperguard!

Moreover, you can also apply directly to the current Lord Commissioner of the Copperguard to operate as a Departmentless Copperguard Enforcer. This means you will wear the standard Copperguard uniform and operate directly under the Lord Commissioner. You must contact the Lord Commissioner in-game or over discord to commence this process. If you are unaware who the current Lord Commissioner is, please make a ticket and staff will provide their discord username.

If you have more than four players that want to be part of the Order as its own separate Department, you may apply to create your own via Discord Ticket. You must follow the below application Template to make a Department, and this is true even for Copperguards who already belong to an existing Department.

Username of Applicant: The Minecraft username of the applicant.

Character name/sheet of Applicant: The Character name and approved character application of the individual applying.

Department Name: The preferred title of your Copperguard Department.

List of all members: A full list of all members usernames, character names and approved Character applications.

Existing Criminal offences of any members: Names of characters with descriptions of any arrests/warrants made against them.

Aesthetic: The overall aesthetic of the Department you would like. This can be as detailed as you please.

Requested Rights: These are your preferred additional rights. You may list up to 3 but Staff have the final say on what rights you will get.

Uniform Design: Describe what your uniform will look like and/or provide a minecraft skin base for it.

Preferred District to Base: Which district would you like for your base to be made in. This may have to change depending on Gameplay staff’s input.

Law Enforcement Powers

All members of the Copperguard regardless of their Department have the following rights:

  • Copperguard members above their respective Cadet rank are permitted to arrest and process those who are actively breaking the Ironhursts’ Law.
  • Copperguard members are permitted to use as much force as is reasonable to detain a person suspected of committing a crime. Reasonability can be determined by a Magistrate of Galudon’s Judiciary.
  • The right to open and maintain investigations into peoples and organizations suspected to be engaged in criminal conduct.
  • The right to openly carry police equipment and weapons while on active duty and patrol.
  • The right to seize any personal belongings of an individual deemed to be evidence of their criminal offenses.

The Lord Commissioner of the Copperguard Enforcers has the following rights, in addition to the previously mentioned ones:

  • The right to cordon off entire districts of the city for the purpose of investigating criminal activity and anti-crown sentiments.
  • The right to issue cease and desists to businesses suspected of engaging in criminal conduct pending criminal investigation.
  • Is charged with issuing and managing weapon permits to the citizens of the capital.
  • The right to issue radio broadcasting permits to individuals wishing to broadcast within the confines of Galudonian Law.
  • The ability to, upon agreement with the Lord Protector of the Galudonian Military, enforce military lockdown and Marshal Law in emergency situations.

Equipment

The Copperguard provides all its enforcers with general standard issue equipment. All Enforcers, regardless of Department or rank are issued with the following equipment below:

  • Class VI Revolver: A six-shot revolver, finished in silver and black, issued as the standard sidearm. Reliable and durable, it is designed to assist in law enforcement operations and the protection of civilians. Should the Copperguard not have Firearm Proficiency, this grants immediate knowledge of Firearms, allowing them to roll normally. Upon a successful strike, deal 1d8 Damage.
  • Departmental Uniform: Each officer is issued a uniform bearing the distinct colors and insignia of their respective Copperguard Department. Accompanying the uniform is a chestnut-colored scarf, marked with a unique identification number woven along its length for individual tracking and ceremonial distinction.
  • Copperbadge: A metallic identification badge affixed to the chest of the uniform. It serves as the officer’s legal proof of authority and rank, recognized throughout the Kingdom of Galudon.
  • Coppersignet Ring: A finely wrought copper-lined signet ring embedded with Ferrovita, a reactive alloy attuned to its wearer. This ring is essential for activating and synchronizing Advanced Armory Equipment, and doubles as a symbol of sworn duty to the Order.
  • Standard Restraints: A pair of Ferrovita handcuffs to conduct arrests of those who violate Galudonian Law. These cuffs adapt to fit all size wrists and are indestructible. Additionally, if it detects the restrained individual attempting to cast magic, it will emit a shock of electricity to incapacitate the caster.
  • Galvan Baton: Specially engineered electrical batons capable of both blunt force application and controlled electrical discharge. Designed for safe subdual of suspects in volatile situations. See the Galvan Surge Unique Combat Skill further below.
  • Field Journal & Stylus: A waterproof field log for case notes, reports, and witness statements. Some versions double as coded ledgers readable only by authorized signet rings.
  • Lumencrank: A compact, wrist-mounted light source powered by low-grade Steamtech. Emits adjustable beams of soft or piercing light—crucial for patrols in unlit quarters or subterranean routes.
  • Filter Mask: A lightweight respirator for protection against chemical agents, airborne toxins, or arcane pollution. Often deployed during riot control, quarantine, or thaumaturgic disturbances.
  • Signal Whistle: Known informally as the Brasscry, this is a finely crafted copper whistle designed to emit a piercing, triphonic tone that can cut through city fog, riot noise, and industrial clamor.
  • Triage Box: Compact first-aid pack including bandages, antiseptics, antitoxins, and an emergency Collopox inoculation vial—standard for officers in high-risk districts. Designed purely for emergency aid to facilitate the transport of the injured to more well equipped medical facilities, this Triage Box is able to heal a person as an action from Incapacitated to 3 Hit Points. Can be used on one individual per day.
  • Enforcers Primer: A pocket-sized legal compendium containing summaries of Galudonian law, jurisdictional boundaries, and protocols—frequently updated by the Galudonian Legislature.

Advanced Armory Equipment

The Copperguard have access to unique armory equipment. These are staff made lore items, which only Copperguards may use. These items can be withdrawn from the Cannonade Prison armory at any time, but every requisition must be recorded in the armory's logbook. Equipment is limited—what remains in the armory is all the Copperguard can access and they will not be restocked. If an item is lost or stolen, it is gone permanently. Criminals who defeat a Copperguard can steal these items and trade them for rewards in the Crime System. As such, requisitions should be made with care, used wisely and logged in the armory logbook. These items have unique boons that can be used in combat, and often also have effects that can assist in combat against Magic and those with Curses.

When using Copperguard advanced armory equipment, the Copperguard must include the item in their rp/emotes by ensuring the item is in their hand and typing [i] to reveal the item in the chat. For example Mattigan Wrayburn: "Stop there, hands up!" The man exclaimed, aiming his [i] at the feeling criminals. The [i] will be replaced with the item name and description of whatever is in your main hand at that time.

Unique Combat Skills

Similar to other Combat Skills available to certain Talent Point investments, members of the Copperguard Enforcers are granted 3 additional Combat Skills unique to their Order. These may only be used by current members of the Copperguard Enforcers and only while in uniform. Only one of these Skills can be used per Copperguard, per combat encounter.

  • Verdigris Hailcry - Nearby Copperguard within a 5x5 block square centered on the user can take one hit that turn without taking any damage. This Skill can be used in reaction to a successful attack against another Copperguard. This Skill cannot be used on the character using it. A Copperguard can only benefit from this Ability once per Combat.
  • Chain of Command - The Copperguard overwhelms a target within a 5x5 block square centered on the user with rapid fire shots to the sky causing all non Copperguard targets within to fall prone for one turn.
  • Galvan Surge - The Copperguard strikes out against an opponent within melee range with their Galvan Baton set to full voltage. The Copperguard must roll their Strength Ability Total against the target's Dexterity Ability Total for it to hit. If successful, the attack does 4 points of damage only but also disrupts the target's magic or cursed abilities until the start of the user’s next turn If the target is in any Transformation, it instantly reverts them back.

Membership Benefits

The Copperguard is a well respected institution within the Kingdom of Galudon. As such, members enjoy special benefits for their work within the Order. Below you will find a list of said benefits.

Magnate Benefits

  • Any Magnate family or group that has an active member in the Copperguard are granted a significant influence boon that will reward additional provinces.
  • Any Magnate family or group that has an active member in the Copperguard are permitted to list their Copperguard family member in their progression orders to provide additional protection and investigative power to an order relevant to those traits.

Progression Benefits

  • Characters that are members of the Order may utilise Copperguard contacts in progressions to access additional information and secrets regarding a particular topic.
  • Characters that are members of the Order generally are awarded more sway and leeway with the NPC population of the Kingdom, and can even gain access to notable NPC’s where their reason for doing so is well explained.
  • Characters that are members of the Order may, once per progression, investigate a particular province for criminal activity. If any criminal activity is occuring within that province at the time of the progression, the information regarding that activity will be made public in the progression.

In-Game Benefits

  • Active Copperguards will be paid a wage by the State in the form of Progression currency each month. This number is subject to the discretion of the Mayor of Ironhurst.
  • Active Copperguards will be paid a wage by the State in the form of In-Game currency each month. This number is subject to the discretion of the Mayor of Ironhurst.
  • Copperguards who achieve an accolade, such as completing a high profile investigation or succeeding in defending/recovering a district from Criminals through raids, may receive custom Lore items as trophies for their actions.

Accreditation
Writers Nath_n, BillyTheScruffy
Processors Ashurism, BillyTheScruffy, Vegemiite, Bimberi, Marytha
Last Editor BillyTheScruffy on 02/5/2026.