For about a century the Southeastern most Duchy of Redleaf was more or less overlooked by most people of importance in the Kingdom. It was known to be overrun by aggressive Orcs and greedy rebellious counts, and provided few goods or services that could not be obtained elsewhere at a lower price. The most that could be said for Redleaf is that it was a decent source of hardened soldiers for the crown, and that its two river crossings would serve as a decent buffer to protect more important territory should the Goblins ever decide to push through Orcish lands and open an eastern front against the kingdom.
This began to change 18 years ago, when Sylvester Riverland inherited the title of Duke from his father, who suffered a nasty goblin hex while serving on the western front which rendered him mentally unstable and unfit to rule. Sylvester quickly proved to be a hyper-competent leader, and within the first six years of his reign had driven most of the more nasty Orcish clans off his lands and beaten the Kinkaid family, long time rebels and troublemakers, into submission.
With his land secure, Duke Riverland then completed The Winding Path, a long planned and often delayed road up the treacherous cliffs of the Ironheart Range on his western border, opening up travel and trade with the dwarven city states and the Western half of the kingdom. With relative peace and a steady stream of taxable income secured, Sylvester embarked on his most ambition scheme - an expensive long term plan to modernize his military and expand his holdings into the untamed Orc infested jungles south of the Roe River, the generally acknowledged Southeastern border of the Kingdom.
These plans were slowed when a new Count came into power over the lands where The Winding Path crosses the border into Dwarven lands and promptly stifled trade by imposing ludicrously high taxes on imports and exports. This reduced the Duchy's income stream greatly, and slowed construction on many key components of the Duke's grand scheme. Sylvester was annoyed by this development, but by no means deterred; He was positive that even at a reduced speed his work would be completed within his lifetime. He was dead wrong....
You were visiting your best friend, Countess Horton of Southjungle County, when you received news of your husband's death. The exact details are a bit inconsistent from witness to witness, but the gist of it was that Sylvester allowed Prince Rubricon, a wretchedly unpopular and almost universally loathed member of the royal family, to enter Cleanriver Castle with a large retainer of exotic mercenaries. Once inside, the Prince's men promptly eliminated your husband's guard and seized your home. Once in control, the Prince publicly exposed your Husband's longstanding affair with his General, Count Glen Horton of Southjungle County, before promptly lopping off Sylvester's head for sodomy. He then disinherited all your children as 'probable bastards', save for your eldest daughter Chasity with whom he eloped to name himself Duke of Redleaf.
The week following your Husband's death proved to be a mix of relief and Chaos. Count Horton managed to fight his way to freedom, liberating a good chunk of your household, including your younger children, in the process. You attempted to send word to Farquad, your eldest son, Sylvester's heir, and an employee of the Kingdom's embassy in distant elven lands, but the messengers were rather quickly intercepted by the Prince's mercenaries and returned minus their heads. Some of the soldiers from Cleanriver County, the land your husband ruled over directly, abandoned their posts to seek you out, but Count Horton assimilated them into his own forces rather than let them pledge service to you.
As time passed, reports began to come in from the rest of the Duchy. The vast majority of the Counts who once answered to your husband have accepted Prince Rubricon as the legitimate Duke and pledged fealty to him. Only the two Southernmost counties have rejected the takeover, and remain committed to returning control of the Duchy to your family. To make matters worse, each of these two 'loyal' counts have clear ulterior motives and will likely prove difficult to control.
Much like yourself, Count Glen Horton seeks to avenge your husband, but unlike you it seems the brilliant general has succumbed to rage. He has sworn to slaughter all the treacherous Counts who have given their loyalty to the prince, many of whom you are sure are merely afraid to cross the crown, as well as your daughter Chasity whom he believes to be in on the Prince's plan rather than a victim of it. To further complicate matters, although you have long since made peace with your husband and Count Horton's relationship, the two of you are far from friends.
Count Kinkaid of Roe River County is little more than a common troublemaker. Until your husband was able to strong-arm them into behaving, his family had spent decades trying to impress the local orcs and gain control over more land through acts of petty thuggery and outright treachery. Count Kinkaid claims that he had come to respect the honorable strength of your husband, and is repulsed by the prince's cowardly behavior, but you are quite sure that his declaration of loyalty to you is little more than a means of reverting to old behaviors while retaining a degree of legitimacy.
The final kicker is that serious bad blood exists between these two remaining 'loyal' counts. Count Horton's father called for your husband to exterminate the entire Kinkaid clan for their crimes, and carried out the slaughter of a few Kinkaid households without Sylvester's approval. It will take a miracle to get your allies on the same page and restore what rightfully belongs to your family, but you are confident that you are the right woman for the job.
...
Character CreationFirst Name:Maiden Name:You don't get to marry a future Duke without coming from pretty good stock yourself. Although you doubt your birth family would go so far as to risk crossing the crown by raising a host to fight on your behalf, it is reasonable to assume that they will provide you some support if you can get in touch with them... on top of whatever retainers and gifts they have already given you. Choose One.
Highwall: The Highwall family of the Royal Duchy has been responsible for running the day to day affairs of the royal capital, a city with more than twice the population of any county in Redleaf within its walls, for several generations. They are wealthy, and close political allies of the crown. You are fairly sure that most members of they royal family are closer to your father and brothers than they are to Prince Rubricon. House Highwall is known for its wealth, political acumen, administrative skills, and ties to the crown.
Goldwrench: The Goldwrench family controls The County of Many Castles in the Godtouched Duchy far to the north. The County of Many Castles is home to the headquarters of the High Masons, one of the Kingdom's four priestly orders. The High Masons are engineers and artificers who use divine magic to aid in their craft, and The Goldwrench family exerts a high level of political and economic control over these sought after priests. House Goldwrench is known for its Stockpile of Magical Items and influence over the High Masons.
Eye'OStorm: While many highborn families from Tradewind (the Duchy just to the north of Redleaf) own a fleet or two, The Eye'OStorms own major stakes in both the Shipwright and Mariners guilds, giving them intel on (and a cut from) almost every voyage that originates or terminates at one of the Kingdom's ports. Their foes often fall victim to pirates, and their friends a fair rate and safe passage on any transaction regarding the sea. House Eye'OStorm is known for its wealth, influence over trade, and its link to foreign mercenaries and crime.
Valorpit: The Valorpit family hails from the Wild Duchy, an enchanted land that borders the elven nation far to the Northeast, where they own a series of taverns and gladiatorial arenas. The Valorpits are famous for raising mighty beasts in their kennels, and fighting them in their arena. This process of constant training means the family produces many great heroes, and they are not shy about marrying or adopting those who prove their worth regardless of Birthright or even Race. House Valorpit is known for the heroes and beasts it produces.
Intrepid: The Intrepid family of the Hollowground Duchy proudly trace their roots to Drowish surface colonists who inhabited what would become the kingdom before man crossed the sea. As one of the few lines that still practice Drowish Matriarchal Succession, Intrepid males are expected to serve as merchants or diplomats to the underground races, or as loyal servants to their powerful female siblings and cousins. Unpredictable magic still flows in their blood. House Intrepid is known for inborn magical ability, strong female leaders, and ties to the underground races.
Bonedust: Counted among the few human families who are capable of peaceful relations with the goblins to the south and the monsters to the west, The Bonedust family of the Frontline Duchy (now only a short trip west across dwarven lands thanks to the road your husband built) is both depended upon and mistrusted by the crown. The Bonedust compound is a hotbed of illegal dark magic, but the family is too valuable (and fearsome) to prosecute. House Bonedust is known for its ties to night creatures, goblins, and foul magic.
Pence: The Pence family are the third most influential clan in the Southern counties of Redleaf Duchy, with holdings in Southjungle County (where they own a fishing fleet) and Roe River County (where they partake in mercenary work). The Pence family stand to gain greatly from the late Duke Riverland's modernization and expansion scheme; they were promised control of the new County that is to be eventually carved from the jungle. What House Pence lacks in wealth, power, and prestige, they make up for by actually being present in the area.
Your Youth:Marriage between highborn in the kingdom usually takes place when the bride in her mid teens and the groom somewhere in his twenties. Luckily for you, due to a marriage pact that the previous generation was unable to honor, Sylvester was engaged to marry you from birth, in spite of the fact that you were four years his elder. This meant that you got to enjoy the single life for about a decade longer than most women of your station, and didn't find yourself at the altar until shortly after your 26th birthday. Needless to say you got into some adventures in the meantime... Choose Two.
A: You joined the Steel Sisterhood, a priestly order of warrior women. You spent the requisite 3 years learning to fight, cast, and pray at at the order's cloister in the mountainous Godtouched Duchy, and saw some combat once your training was complete. You start skilled in Heavy Armor, Swords, Lore of the Human Pantheon, Preaching, Priestly Manners, and Divine Magic focused on healing and empowering yourself and others in battle. You start with some connections to other members of your order.
B: You joined the Dread Knights, a co-ed priestly order of terrifying riders. You spent the requisite 3 years learning to fight, cast, and pray at the order's cloister in the cavernous Hollowground Duchy, and saw some combat once your training was finished. You start skilled in Riding Exotic Mounts, Animal Care Taking, Unarmed Combat, Lore of the Human Pantheon, Lore of the Deep Pantheon, Priestly Manners and Divine Magic focused on warping your body into natural weapons and armor. You start with an exotic mount and some connections to other members of your order.
C: You engaged in activity that one would expect from a single male highborn of your age rather than a lady. You spent a good number of years jousting, dueling, enjoying the hospitality of important nobles, and courting multiple lovers. You start skilled in Heavy Armor, Horseback Riding, Swords, Lore of the Kingdom, Rhetoric, Courtly Manners, and Seduction. You start with scattered connections to nobles across the kingdom, as well as an adult bastard child.
D: Knowing that you were fated to be Duchess of Redleaf, you spent years familiarizing yourself with the people and land you would eventually rule over. You explored the mountains to the west, treacherous seas to the east, fought alongside and against the local orcs, and learned to know the roads, castles, towns and forts of the duchy as well as the back of your hand. You start skilled in Light Armor, Knives, Archery, Sailing, Mountaineering, Navigation, Lore of Redleaf Duchy, Common Manners, and Orcish Manners.
E: Many young nobles flirt with the criminal underworld, but you dove in head first and didn't look back until your wedding day. You spent short stints as a Cutpurse, Housebreaker, Pimp, Thug, Assassin, and even Street Level Boss for several criminal organizations across the kingdom. You start skilled in Knives, Stealth, Climbing, Lock Picking, Intimidation, Criminal Manners, and Bookeeping. You start with scattered connection to criminals across the kingdom.
F: You spent five years studying the various mineral arts in one of the Dwarven Cities deep under the Ironheart Mountains. Once you picked up their language, the Dwarven Masters taught you how to Smelt, Smith, Cut, Transmute, and Enchant metal, stone, and gems far faster than any human could teach you. You start skilled in Masonry, Jewelry, Furnace Operation, Lore of Dwarven History, Dwarven Manners, Alchemy, and Mineral Enchantment. You start with connections to several dwarven merchants and tradesmen.
G: You spent four years as a prisoner to the Goblins at a Dark Fortress, and as a noble they treated you well and taught you some of their magic. Although the true black arts of Necromancy and Summoning are reserved for the Goblin men, you were still able to learn Herbalism and Hexes from your captors. You start skilled in Deception, Demon Lore, Lore of Goblin History, Goblin Manners, Herbalism, Potion Brewing, and Hex Weaving. You start with a few connections in hostile goblin lands.
H: You talked your parents into hiring you a ship and crew, and spent six years of your youth exploring the exotic reaches world. You had a few close scrapes, but eventually returned with exotic treasures, friends, and knowledge. You start skilled in several forms of exotic weaponry, Sailing, Ship to Ship Combat, Smuggling, Cartography, Manners of the High Sea, Tattoo Enchantment, and Lore and Divine Magic relating to several exotic deities. You start with several exotic servants and treasures.
I: As a young girl your nose was always buried deep within a book, and this changed little as you aged. Eventually you reached the conclusion that not even the language barrier was a valid excuse to keep you from a good story, and hid yourself away for years to master new written languages and consume the stories unlocked by this knowledge. You start Skilled in all lore common to the kingdom and neighboring lands, and literate in all written languages used within the Kingdom. You have scattered contacts with scholars across the Kingdom.
J: Although you knew you would eventually have to leave your kin, you took a heavy interest in the affairs and business of your family. You start with skills, possessions, retainers, contacts, and perhaps other bonuses related to the maiden name selected above. This does not stack with selection I under married years.
Your Married Years:Sure, going through pregnancy and childbirth five times is both rough and time consuming, but seeing as you were more than wealthy enough to hire help raising your children, and your husband was generally too busy managing political, military, and extramarital affairs to disturb your efforts, the last 21 years of your life have been anything but unproductive. Choose Two.
A: On several occasions you have lead troops on your husbands behalf. In the early years of your marriage you clashed with the dangerous Orcish Clans and violent Kinkaid sponsored riffraff your husband sought to control. Since then you have spent two 8 month long stints leading the forces of Redleaf Duchy against the Goblins on the distant Western front. You start beloved by the soldiers of the Duchy, and deeply respected by the local orcs. Any mundane combat skills you picked up in youth are improved, and you start skilled in Military Command and Military Tactics.
B: The magics of nature are typically considered to be the art of the common man, and are rarely practiced by the nobility. Some noblewomen including yourself, however, use their free time to study nature magic anyway, as mastering it can increase one's understanding of other, more acceptable, magical arts. You have the reputation as one of the most skilled Magi in the entire Duchy, and have attracted several students. Any magical skills you picked up elsewhere are improved, and you start skilled in any two of the following nature magics: Fire Elementalism, Water Elementalism, Frost Elementalism, Air Elementalism, Earth Elementalism, Druidism.
C: Not content to merely hold the single title of Duchess, you have taken up an important role in your husband's court. The exact role you get is determined by your maiden name and the choices you made in youth. You are deeply respected by the nobility of the Duchy, and other surviving members of your husband's court may seek you out. Any Social, Lore, and/or Administrative skills you picked up in youth are improved. You start skilled in the Law of the Kingdom and Courtly Manners (If you did not already obtain the skill in youth)
D: Combining your skills, experience, cunning, and inside knowledge of your husband's ambitious agenda, you have crafted a large, diversified, and profitable business empire over the years. Although you are sure the Prince will do his best to dismantle your financial interests, some of your investments are well hidden and others are beyond his reach. You start with a steady source of income, and a good number of business contacts spread across the duchy and neighboring lands. Any Criminal and Trade skills you picked up in youth are improved. You start skilled in Negotiation, Delegation, and Tradesman Manners.
E: Your husband was not the only unfaithful one in the marriage. Behind Sylvester's back (and later with his knowledge once you found out about his behavior), you turned your bedchamber into one of the key tools towards meeting both your personal and his political goals and desires. Many men, and even several women, have fallen victim to your charms since you became Duchess, and be it through blackmail or continued affection you exert complete control over a handful of these lovers. Even approaching middle age, you are considered the most desirable women in the kingdom. You start with several contacts who are lovers totally bent to your will.
F: You spend a lot of time traveling to visit and keep up with old friends and family members. To you, the past is not so distant, and growing up is a poor reason to abandon those you were close to in childhood. You are much closer to the contacts gained from your youth and maiden name than you otherwise would be. Some might even send help unsolicited upon hearing of your plight, and others might even be willing to risk crossing the crown and fight directly on your behalf. Any 'manners' skills you gained in youth are improved.
G: You were a Duchess of the people, spending much time attending feasts and celebrations across your land and rubbing elbows with the commoners under your protection. Eventually you began to go above and beyond what would normally be expected of a Duchess, and began to attend even lesser events, such as the weddings, baby showers, and funerals of commoners across the Duchy. As a result, you are fanatically beloved by your subjects. You start skilled in Crowd Manipulation and Image Management. You are sure that the commoners will flock to take up arms on your behalf, or even plunge the Duchy into the chaos of an outright revolt, if you merely ask.
H: Chasity, your second child, is a very intelligent young lady, but she had already developed a reputation for being distant, cold-hearted, and amoral by age six. Blaming yourself for this, since then you have put extra time and effort into raising and teaching your children. You share both an inseparable bond and your values with your three youngest children chosen below. You have also managed to teach them some of the skills you possess.
I: You never let your marriage or title prevent you from spending time practicing and supporting the business and traditions of your birth family. You start with skills, possessions, retainers, contacts, and perhaps other bonuses related to the maiden name selected above. This does not stack with selection J of your youth, but skills and contacts gained here count as being 'gained in youth' for the purposes of bonuses given by your other choice under this spoiler.
Your Children:Your eldest son and Sylvester's rightful heir, Farquad, is 20 years old and has worked at the distant Kingdom Embassy to the elves for the last five years. He lives with an elf woman named Moonsnow and has given you two half-breed bastard grandchildren. Rumors have spread over the last few years that he has no interest in inheriting the Duchy, and although this isn't true, he has confided to you in writing that if forced to choose between the Duchy and the family he has built for himself, he would choose the later. This complicates things as it has been arranged for him to marry a young woman from the Royal Duchy once she completes her training at the cloister of the Steel Sisterhood in two years.
Chasity, your eldest daughter, is 18 years old, and to the best of your knowledge has eloped with her father's killer. She openly desires control of the Duchy for herself, and has proven to be somewhat of a genius when it comes to disposing of politically vulnerable Counts and replacing them with her young and inexperienced friends. You wouldn't put trying to unseat her father past Chasity; She is one of only a handful of people who knew of the Duke's Bisexuality, but you can't imagine her wanting Sylvester dead or aiming to marry a twice divorced prince in his fifties most notable for alienating the rest of the royal family and being generally disliked by pretty much everybody he comes across.
You have three younger children as well, and are quite thankful that Count Horton rescued them from whatever fate the Prince was planning. Each has potential in their own way, and you could see any of them making a fine Duke or Duchess if neither of the two oldest work out. Choose Three.
...
Devon, Age 12: A young boy who is something of a prodigy when it comes to Divine Magic. He is in training to join the Inquisition, a priestly order devoted to rooting out criminals, night creatures, practitioners of dark magic, and the worship of unsanctioned gods. He is supposed to be sent to the Inquisition's Cloister when he turns 13 in six months, but seeing as he is already more talented than most Cloister graduates, there is talk of sending him to the High Masons or Dread Knights instead to let him master two orders.
Prudence, Age 9: Prudence was a spoiled and unambitious child with romantic dreams of marrying another highborn and living out her life in comfort. Her world, and yours, were turned upside town a bit over a year ago when she was attacked by a Werelemur and suffered its curse. Now she turns into a monster for three days each month. On the brightside her condition grants her superhuman dexterity and lower body strength, but she understands that it is now unlikely that you can arrange a good marriage for her, and this breaks the girls heart.
Sylvester 'Ju-Ju' Jr., Age 11: Much like his sister Chasity, Sylvester Jr. is very intelligent, but emotionally distant and in possession of a questionable grasp of morality. Whereas his sister prefers to get in over her head in political machinations, Ju-Ju is fascinated by highly illegal dark magic. You have caught him raising dead rats on several occasions, but the boy keeps the true extent of his forbidden knowledge and power a closely guarded secret.
Thrift, Age 17: Thrift is a talented archer and respected veteran who has already served two tours of the Western Front. Last year she used the money she earned ransoming off Goblin prisoners to buy her way out of the marriage you arranged for her, and confided to you and Sylvester that she prefers the company of women. Thrift plans to move to exotic Titan Rock, where same sex relationships are accepted, Once she figures out how to get her lover, Felicity Kinkaid, out of the marriage she is stuck in.
Dean, Age 15: At your uncles request, you sent Dean away to learn your families business when he was only five. He learned the skills and values of your bloodline well, but your husband had to call him back home two years ago when rumors began to circulate that his older brother didn't want to inherit the Duchy.
Faith, Age 13: Several years ago, an exceedingly lucrative offer for Faith's hand in marriage was made by the heir to a crime syndicate from the distant Rising Islands. Faith, a lover of adventure, demand that her betrothed send someone to tutor her in the arts of the shadow warrior so that they might fight together someday. Recently she has begun to demand that she be allowed to take up mercenary work and put her skills to the test, but her father forbade it; With Sylvester no longer around to stop her however, you can only imagine the sort of trouble Faith might get into.
Toby 'Tob', Age 6: Your Half-Orc bastard son Toby is the result of a bad decision you made shortly after learning of your husband's cheating. Most people outside the household believe him to be your seamstresses son. Half Orcs grow up quick, so Toby is already built like a young man and a steady hand with the warhammer and greatsword. He is highly intelligent, but too attached to you to leave home and pick up a trade, so you have been considering hiring him some sort of tutor.
Joy, Age 16: Joy is now a full fledged member of the Steel Sisterhood, and has just returned safely from her first trip to the western front... pregnant. Joy doesn't know who the father is, and is rather frightened that it might belong to a Goblin prisoner she took advantage of. Fortunately she had an arrangement with her husband, a local minor noble, that they could each see other people while she was at war. You find her burning desire to take the battlefield and avenge her father to be slightly worrisome - she seems more concerned with the fact that she is having trouble fitting into her armor than that she is risking the well being of her baby.
Grant, Age 14: Grant's lack of concern regarding his image and reputation is starting to become an issue. Most of his friends are commoners, some even Orcs, and he openly practices the commoner arts of fire and water elementalism. He has openly professed his love for the daughter of a lowborn jailer, and mocks the 8 year old daughter of Duke Graves who he is supposed to someday marry as a 'stupid inbred'. He is a skilled duelist, and relishes any opportunity to make any fellow highborn look foolish, and has offended many of your friends and allies by proposing that the King's war against the Goblins is 'nothing but an errand for suicidal fools'.
Fortune, Age 10: Fortune was born with sightless eyes that constantly glow yellow, a birth that was shortly followed by a meteor strike which annihilated the castle stables. Things didn't get any less strange about the girl from there; As she grew, Fortune began to announce disasters halfway across the kingdom at the moment they occurred, demonstrate an encyclopedic knowledge of the cultures and biology of the Deep Races, and refused to make friends her age claiming that she will die relatively young and does not want to hurt any more people than she has to when she does so. The scholars you have had look her over claim she is marked by Tetha, a forgotten Drowish Goddess.
Base of Operations:You need a place to stay while you husband's killer controls Cleanriver Castle. Luckily a handful of dwellings spacious and important enough to house what is left of your family are available in the two 'Friendly' counties. Pick One.
Castle Horton: A well built modern human castle on a small island near the shore of a large lake. Castle Horton is the seat of power in Southjungle County, and home to Count Glen and Countess Miri Horton. Miri is one of your best friends, so you visit often and are close to the staff and court, but your relationship with with the Count is frosty at best so gaining influence here might be a challenge. The Castle's location makes it tough to besiege and is home to a permanent Garrison of 150 men, and as Count Horton is entrusted to command large numbers of the Duke's troops, there are often 3 to 4 times that many defenders available.
Riverwatch: A massive walled complex containing several ancient Orc Forts, a Castle from the early age of man, and a handful of modern mansions. Riverwatch is the seat of power in Roe River County, and home to Count Phineas and Countess Charlie Kinkaid. Phineas has offered you a position on his court if you choose to move into Riverwatch with him; You know he would love nothing more than your endorsement of whatever hell he chooses to raise in the Duchy. Riverwatch is protected by high walls, and the Kinkaids keep the number of troops they have on hand at any given time a closely guarded secret. Most of the other Counts guess around 800, but point out the compound could easily sleep up to twelve thousand.
Silver Hole Den: Luxurious Dwarven Style living quarters built into a depleted silver mine. The Den is designated as the office and home of the mayor of Silver Hole, a town in North Roe River county that sits on the intersection of Caiman Road (which leads to North Bank City and Orcish Lands) and the recently completed Winding Path. The town was built and settled around an old mining complex by investors who speculated that it would become a wealthy trading post thanks to Winding Path. This has yet to happen. Count Kinkaid just had the most recent mayor executed for supporting the Prince's overthrow of your husband, and if you move in you will be expected to run the town, which has a guard force of about 70 and is further protected by regular patrols of the roads.
Fisherman's Home: A large historical mansion at the top of a hill in Northeast Southjungle County, overlooking a town and a lake. Fisherman's Home is the ancestral home of House Pence. The current resident, an Elderly Widower named Truesdale Pence, is more interested in running the family fishing fleet than fulfilling his duties as mayor of the town of Basin Lake, which he would pass off to you or a family member in exchange for living space in his home. The Town has a guard force of 140, and Lord Pence has 30 house guards watching over his mansion.
[Your First Name Here] Sands: A brand new mansion commissioned by your husband in Penceport, a brand new city under construction at the Mouth of the Roe River, that Sylvester hoped to make into a major naval port and the capital of the new County he planned to extablish south of the river. The town's mayor, Lady Natalie Pence, is spread thin between the construction, her Orcish Neighbors, trying to attract shipbuilders, and the recent werelemur epidemic, and likely wouldn't mind whatever help your could offer. The town is protected by 80 men and three fully manned warships.
Groghall: One of many Orcish Mead halls built in North Bank City by Orcish Chieftains looking to prove their wealth. North Bank City, the largest city in South Readleaf Duchy (3rd largest in the Kingdom if you count non-human residents who outnumber citizens almost 3:1), is ruled by Mayor Gregory Rothwell, a blatantly corrupt official who ultimately answers to the Kinkaid Family. The owner of the mead hall, a minor Chieftain named Gruel who fought alongside your husband, does not reside there full time, and has offered you control of the 60 Hardened Warriors he keeps in town if you agree to do him the honor of living under his roof. The city is protected by 400 guards, and at any time is home to 4000-6000 other armed individuals including private guards, mercenaries looking for work, and Orcish warriors in the service of Chieftains who keep property in town.
Jaguar Hold: An ancient fort in the heart of Southjungle County rendered redundant by newer forts built along the Counties' northern border. Although no longer used for military purposes, Jaguar hold is now home to a group of Inquisitors investigating the Duchy's recent werelemur epidemic. The man in charge of leading these Inquisitors, Sir Carl Gorden, is the former police chief of one of the major cities in the Royal Duchy, and was demoted and reassinged for crossing Prince Rubricon - It may not be too hard to talk him into forsaking his duties to aid you. The fort is only home to a garrison of 15 men, but each is a trained war-priest of the Inquisition.
Sweet-Trap: A beautiful, comfortable, but notoriously indefensible palace built on the south bank of the Roe River, technically just outside the kingdom's borders. Historically used by brash young nobles willing to risk Orc attack to throw parties outside the reach of the law, since your husband drove the more dangerous Orcish tribes far from the border, however, it has served as the retirement home for Count Horton's physically infirm and elderly father. The Palace is home to 20 guards, but cannot house any more than that without firing the servants and putting troops in their quarters. Sweet-Trap's reputation of being tough to defend only holds true against the Orcs and other jungle nasties; The prince would have to find a way across the Roe River if he wanted to come after you there.
Kinkaid Crossing: A good sized fort on the Roe River that used to serve as the primary crossing into Orcish lands. Although technically abandoned, your husband had allowed a decent sized group of commoner mages to move in and grow magically potent herbs in the courtyard on the condition that they maintain the place and prevent it from falling into ruin. Their leader, Tarn Thristle, specializes in the study of the difference between the Orcish and Human practices of nature magic. There is technically no garrison at this location, but there should at least be a good dozen or so mages around at any given time.
Riverland Crossing: This key pillar of your husband's moderniation process is a large fort recently constructed on the Roe River that serves as the new primary crossing into Orcish lands. Although already functional, the fort is incomplete with two more towers and another drawbridge in the works. The large garrison answered directly to your husband, but with him gone you suspect that there will be some sort of power struggle between the four officers who lead the many troops there; The toll collected here made up 20% of the Duchy's income last year, so you expect everybody to want a piece of that pie. The fort is garrisoned by 600 men, with each key officer controlling 150.