The Writcatchers
The company was founded in the aftermath of the North Gate mutiny and the Cinder Riots, when the Crown needed trained pursuers but could not justify rebuilding a large domestic army. For its first decade, the Writcatchers mostly tracked deserters, bandits, and armed smugglers. The company gained a reputation for returning captives alive and keeping accurate records, though critics said it treated justice as a matter of paperwork. Its watershed moment came during the Salt Road affair, fourteen years ago. A provincial magistrate hired the company to arrest a suspected caster accused of poisoning a well. The original warrant ordered an investigation and explicitly required the suspect alive. A replacement copy, delivered by a royal courier, authorized immediate execution. Pursuing the changed order would have been profitable and legally defensible; instead, Marshal Dain Keld halted the expedition and sent a Reader back to the capital. The delay let the suspect escape, but the inquiry revealed the magistrate had altered the warrant to silence a witness to his own poisoning scheme. The Crown pardoned the company for its refusal and affirmed that its members could reject an order with an altered or uncertain chain of authority. The ruling made the company famous and difficult to control. In the years afterward it expanded to cover the kingdom, added spell-aware specialists and civilian Readers, and built a network of safe lodgings with local partners. It also began taking broader contracts, including recovery of stolen magical objects and protection of witnesses. The company now insists it is a professional service rather than an army, yet its command structure, military habits, and demand for a royal mandate keep drawing it into state politics. Its founding promise remains on paper, but its members disagree about whether careful procedure can still protect them from serving an unjust cause.
The Writcatchers
- Type
- Mercenary Company
- Size
- 104 members
- Reach
- National
- Base
- The kingdom's capital
Overview
The company was founded in the aftermath of the North Gate mutiny and the Cinder Riots, when the Crown needed trained pursuers but could not justify rebuilding a large domestic army. For its first decade, the Writcatchers mostly tracked deserters, bandits, and armed smugglers. The company gained a reputation for returning captives alive and keeping accurate records, though critics said it treated justice as a matter of paperwork. Its watershed moment came during the Salt Road affair, fourteen years ago. A provincial magistrate hired the company to arrest a suspected caster accused of poisoning a well. The original warrant ordered an investigation and explicitly required the suspect alive. A replacement copy, delivered by a royal courier, authorized immediate execution. Pursuing the changed order would have been profitable and legally defensible; instead, Marshal Dain Keld halted the expedition and sent a Reader back to the capital. The delay let the suspect escape, but the inquiry revealed the magistrate had altered the warrant to silence a witness to his own poisoning scheme. The Crown pardoned the company for its refusal and affirmed that its members could reject an order with an altered or uncertain chain of authority. The ruling made the company famous and difficult to control. In the years afterward it expanded to cover the kingdom, added spell-aware specialists and civilian Readers, and built a network of safe lodgings with local partners. It also began taking broader contracts, including recovery of stolen magical objects and protection of witnesses. The company now insists it is a professional service rather than an army, yet its command structure, military habits, and demand for a royal mandate keep drawing it into state politics. Its founding promise remains on paper, but its members disagree about whether careful procedure can still protect them from serving an unjust cause.
How it began
The Writcatchers began after the North Gate mutiny, when the kingdom's exhausted border regiments were dissolved without back pay. Their discharged soldiers drifted into a capital still frightened by the recent Cinder Riots, in which uncontrolled magic and a bungled military response killed hundreds. A former quartermaster named Heddan Vale proposed that veterans take paid contracts to pursue armed fugitives, but only under written warrants that stated the charge, the authority issuing it, and whether the captive must be brought in alive. Their first commission was to capture a deserter who had stolen a pay chest. He turned out to be a young soldier carrying the names of officers who had sold provisions during the mutiny. The founders returned him alive and delivered his evidence too. That choice won them their first public trust, and taught them that a warrant could be both a tool of justice and a weapon of power.
How to know them
Dull blue, Bone white, Oxide red
- A folded warrant, representing lawful authority that can be opened and inspected
- A white iron manacle, representing restraint rather than vengeance
- A red stitch, representing the names of the dead kept in the record
Standing
What they say they want
What they are doing now
Where it leads
The Writcatchers want a kingdom where dangerous fugitives can be pursued without turning every arrest into private vengeance or political murder. Their public vision is a trained, accountable corps that can be hired under law. Their deeper ambition is to make the company indispensable enough that no monarch, magistrate, or rival military order can quietly erase it.
How others see them
Many officials consider the Writcatchers dependable, expensive, and irritatingly meticulous. Rural communities often value their willingness to return captives alive, though some remember collateral damage from past pursuits. Among veterans they are respected as a place to belong after service, while spellcasters may see them as soldiers who have learned just enough law to make a manhunt look respectable.
People
6 ranks
Marshal of Warrants
Controlled and pragmatic, with a habit of asking who benefits before asking who is guilty. She can seem cold because she will not promise what she cannot deliver.
- The Iron Table5 members
A council of elected veterans and appointed legal readers. It approves dangerous contracts, reviews complaints, sets policy, and can overrule the Marshal by a three-vote majority. Seats are staggered to prevent a single commander from replacing the whole council.
- Marshal of Warrants1 member
Commands the company, negotiates with the Crown, and carries final responsibility for accepting a contract. The Marshal cannot personally authorize an execution or alter a warrant's terms.
- Warrant Captains12 members
Lead field companies of four to eight members, choose routes and tactics, and file a written account after every capture or failure. Captains may refuse an unsafe order but must explain the refusal to the Iron Table.
- Readers and Pursuers28 members
Readers examine warrants, interview witnesses, track legal authority, and maintain case records. Pursuers investigate, scout, negotiate, and make arrests. Many members can perform both functions.
- Shieldhands41 members
Protect field teams, secure prisoners, escort witnesses, and guard the headquarters. The title is an old infantry term, kept because many recruits come from disbanded regiments.
- The Muster17 members
New recruits serving a probationary term. They learn restraint, custody procedure, first aid, and how to tell a valid warrant from a forged or politically tainted one.
Other key members
- Osric Flint Senior Warrant Captain and likely challenger for the Marshal's seat
- Mairwen Chief Reader and keeper of the warrant archive
- Kett Shieldhand sergeant and quartermaster
- Sgarn Probationary Pursuer whose past may connect to the Ashen Ledger
How they are organised
- Demonstrate a record of service, practical field skill, or a civilian specialty valuable to investigations.
- Agree to obey the written terms of a warrant and to report any change in those terms before acting when circumstances allow.
- Accept that a captured suspect is not automatically guilty, and that personal grudges cannot be written into a contract.
- Complete the probationary Muster and pass exercises in tracking, custody, testimony, and de-escalation.
- Disclose any close ties to a current target, a warrant-issuing official, or a competing organization.
Relations
8 factionsThe Crown's circuit judges issue sealed warrants and accept captured suspects for trial. Their partnership is strained whenever a warrant appears politically convenient.
Operations
What they do
How they do it
Services for hire
- Warrant PursuitA negotiated fee based on distance, risk, and whether the target must be brought in aliveA pursuit under a verified warrant, including investigation, tracking, and arrest where possible.
- Witness EscortUsually paid by the hiring authority; witness testimony and a valid legal request are requiredTemporary protection and escort for witnesses who face credible threats connected to a case.
- Custody GuardA daily rate plus expenses, with the scope recorded in writingA small trained detail to guard a route, courthouse, transfer, or other lawful prisoner movement.
- Watch InstructionOften reduced for towns that provide lodging or reliable local guidesInstruction for local watch members in tracking, safe restraint, record keeping, and handling dangerous suspects. Spell-specific procedures are treated as custom practices, not guaranteed counters to magic.
What they can do
What they have
Where they are weak
Territory
Headquarters
The kingdom's capitalThe company's central house occupies an old royal tally office in the capital. Its rooms are practical rather than grand: a public contract hall, an armory with locked sections, cells built for brief custody, a map room, and a quiet chamber where members can record a pursuit's dead and missing. The front door bears the company's emblem, while an iron-bound cabinet in the council room holds the original North Gate muster roll.
Lands they hold
Outposts
- The Mile HouseA fortified coaching yard on the north roadNamed for its former role as a royal mile marker station. It provides remounts, a protected place to interview travelers, and a temporary holding room.
- The Reed PostA decommissioned watch post near the western marsh roadNamed for the reed-cutting trade once carried out nearby. It watches the causeway and helps teams track fugitives who travel by boat.
- The Petition RoomA rented office beside the southern courthouseA plain name from its original use as a public petition office. Readers check local records, meet legal officials, and hear complaints against the company.
Secrets
Plot hooks
5 hooks- 1The Wrong Name on the WritPersonal, low to moderateReward: Coin, access to the company's records, and a favor from a Warrant CaptainA character's former comrade has been named in a warrant for a magical attack. The warrant is valid on its face, but a witness insists the accused was miles away. The company hires the characters to verify the claim before a field team arrives.
- 2One Cell, Two CaptivesLocal, moderateReward: Payment, witness protection, or a useful lead about the Ashen LedgerA captured caster is due to be transferred at dawn. The local jailer has secretly replaced the prisoner with an impostor, and the company suspects the switch was arranged to conceal the real captive's identity. The characters must find the missing prisoner without turning the town against the company.
- 3The Split SealRegional investigation, moderate to highReward: Royal favor, a formal company contract, or evidence that can disrupt a rival factionThe Iron Table has received two apparently authentic warrants for the same person: one orders a public trial, the other orders an immediate execution. Both bear royal seals. The company asks the party to identify which order was forged before a rival force acts.
- 4The Muster SignalCampaign-scale, highReward: A lasting alliance, the recovered muster roll, or leverage over the company's leadershipA company team has disappeared while tracking a wanted spellcaster through an abandoned military district. Their last report mentions a signal used during the North Gate mutiny, a signal that should no longer exist. The party can recover the team, discover who revived the old network, or decide whether to protect a deserter hidden there.
- 5Alive Means TroubleRegional, highReward: A major fee, public notoriety, or a chance to change the company's charterA provincial ruler offers the characters a fortune to kill a dangerous caster before the Writcatchers can make an arrest. The target is guilty of real crimes but also holds evidence of the ruler's involvement. The company needs the party to keep the captive alive, while the ruler controls the roads and can brand them criminals.
Work they offer
What gets in the way
Rumours
Media
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