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Lardis Longsaddle

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Lardis Longsaddle is the head and commander of the Otari town guard, a ~50-something veteran originally from Absalom with roughly 25 years of experience on that city's watch [S11]. He first appears befriending Cid, whom he had trained earlier and trusts, offering martial training, gear-upkeep crafting work, and bounty-board jobs [S11]. As the Gauntlight crisis escalates he extends the party a contracted intern/patrol role at ~5 sp/day [S14], then flags them down during the graveyard emergency to explain the guard's stretched capacity, pointing out Menhem's manor and the Gauntlight cupola visible from the coast [S18]. He carries a tired cynicism into lower-stakes matters — posting a 10-gold bounty on Carman and hinting he might lose the key to her cell — and returns a recovered sword to the library [S19]. After the arsonist Carman is brought in and skeletons fought through town, he offers genuine thanks, mourns lost guardsmen including Chad, and promises a monument [S20]. His harder edge surfaces as one of three judges at Rajani's trial, where he is "a bit heavy handed" and eager to over-punish [S24], and again at Carman's trial, where he is openly hostile and the last holdout against leniency before conceding when she pursues honest confession [S25]. The party later weaponizes his name as a litmus test to expose impostor guards [S26], and Cid invokes it at the gates of Absalom to lend the group credibility [S35]. As of [S60], Lardis does not appear directly; the recap reference filed under this entry actually describes a bearded devil (Barbazu) the party killed, from which Venris looted a Drover's Band — a likely transcription crossover rather than the captain himself, leaving the Absalom-gate moment of [S35] his last firm appearance [S60 00:04:36].

Recorded status active · Last seen S60

Why this matters now

Latest recorded development
  • S60 A bearded devil and his exploding minions the party killed last session, referenced in the recap. Venris looted a Drover's Band off it. Likely the same Barbazu type encountered again this session. [S60 · 00:04:36 · turn 0029]

1 open hook remain on this record.

Recent appearances

Open hooks

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Full history

Show the complete record (10 sessions)
First seen [S11 · 02:52:40 · turn 1660] · All sessions S11 S14 S18 S19 S20 S24 S25 S26 S35 S60

Story

Lardis Longsaddle, Head of the Otari Guard

Lardis Longsaddle enters the campaign as the institutional backbone of Otari: an experienced commander who has traded the scale of Absalom's city watch — where he served some 25 years — for the quieter demands of a small harbour town [S11]. He is introduced through Cid, whom he had trained earlier and continues to trust on a "helpful-for-life" footing; Lardis reciprocates by offering personal martial instruction (his "real man's technique"), crafting-based earn-income work maintaining gear, and a standing invitation to bring in names from the bounty board [S11]. He is pragmatic rather than warm, and a tired cynicism runs underneath all his appearances. His name is transcribed inconsistently from the outset, a running ambiguity around his identity.

When the Gauntlight situation begins to demand the party's involvement as semi-official operatives, Lardis formalises the arrangement. Working through Veve, he extends a contracted intern/patrol position paying roughly 5 silver per day, quietly acknowledging that the guard cannot cover everything and that outside help is welcome even if unofficial [S14]. This dynamic — the party as capable auxiliaries the guard relies on but cannot fully accommodate — defines much of his relationship with the group.

As the undead crisis breaks into the open streets, Lardis is visibly strained. He flags the party down, explains that the guard is already committed to the graveyard perimeter and cannot vacate all other posts, and orients them toward the threat by pointing out the Gauntlight cupola visible from the coast alongside Menhem's manor [S18]. He is solving a logistics problem, not asking for heroism, and his manner reflects that.

The harder side of his character comes through in the aftermath of individual incidents. He posts a 10-gold bounty for Carman with the dry hint that he might simply lose the key to her cell, references an old, wearying posting in a place called "Upsilon," and returns a recovered sword to the library [S19]. When the party delivers the arsonist Carman and survives a night of skeleton fighting, he thanks them with apparent genuine feeling, acknowledges the guardsmen killed — naming Chad specifically — states that the town will erect a monument, and directs them on to the mayor [S20]. The gratitude is real, but he moves on quickly; this is the job.

The trial arc brings him into the most uncomfortable institutional role he occupies. At Rajani's trial he sits as one of three judges and is noted for being "a bit heavy handed," inclined toward over-punishment as a default posture [S24]. At Carman's trial he is openly hostile to the defence throughout and is the last of the three judges to move off a punitive position — yet when Carman herself pushes for honest confession rather than a softened legal defence, Lardis finds something in that he can respond to and ultimately empathises with her [S25]. Beneath the institutional hardness is someone who respects directness and can be reached by it.

His Absalom origins give the party a practical tool. When they need to test whether a group of guards are genuine Otari personnel, they use Lardis's name as the probe — real guards would know it instantly; the impostors, who pretend to know him while not actually knowing who he is, do not [S26]. The credibility extends outward when the party reaches the gates of Absalom and Cid name-drops Lardis's prior service there to establish the group's bona fides with the gate guards [S35].

As of [S60], Lardis does not appear directly. The recap reference filed under his entry instead describes a bearded devil — a Barbazu — the party slew the previous session, from which Venris looted a Drover's Band; this is almost certainly a transcription crossover rather than the captain himself, leaving his last firm appearance the Absalom-gate moment of [S35] [S60 00:04:36].

Recorded beats

  • S11 Commander of the Otari garrison; a ~50-something veteran of Absalom's city watch with 25 years' experience. Seen before at the graveyard. Befriended by Cid (helpful-for-life), he offers martial/warfare training ('real man's technique'), crafting-based earn income (gear upkeep), and asks the party to bring wanted criminals from the bounty board. [S11 · 02:52:40 · turn 1660]
  • S14 Otari's head guard. Previously trained Cid and trusts him; offered the party (via Veve) a contracted intern/patrol guard role earning ~5 sp/day. Name is transcribed inconsistently. [S14]
  • S18 Cid's friend and the Head of the Otari Guard. Flags the party down during the crisis, explains the guard is prepping the graveyard but cannot abandon all posts, and notes Menhem's manor and the Gauntlight cupola are visible from the coast. [S18]
  • S19 Head of the Otari city guard; tired and cynical, references a prior posting in 'Upsilon.' Posts the 10 gold bounty for Carman, hints he may not be merciful (could 'lose the key'), and returns the sword to the library. 'Lardis'/'Laris' appear to be the same person as Captain Longsaddle but the identity link is inferred. [S19]
  • S20 Otari garrison figure who thanks the party for bringing in the arsonist Carman and for fighting skeletons the prior night. Notes the town lost good men, including Chad, and will erect a monument. Directs the party to the mayor. [S20]
  • S24 Leader of the Otari guard and one of the three judges for Rajani's trial. Described as 'a bit heavy handed' and eager to over-punish. [S24]
  • S25 One of the three trial judges and apparently Otari's captain of the guard / head guard, to whom the sword was returned at the scene. Openly hostile to Carman and the defense throughout; the last holdout against leniency, but ultimately empathized with Carman pushing for honest confession despite his lawyer. [S25]
  • S26 The head of the Otari/town guard, himself originally from Absalom. Used by the party as a test name to expose the fake guards, who pretend to know him while not actually knowing who he is. [S26 · 01:35:47 · turn 0814]
  • S35 The Otari guard captain, name-dropped by Cid at the Absalom gates as someone who once served as a guard in Absalom — used to lend the party credibility with the gate guards. ASR pairs him with a 'Lesmin' (possibly a second name or confusion). [S35 · 02:54:15 · turn 0810]
  • S60 A bearded devil and his exploding minions the party killed last session, referenced in the recap. Venris looted a Drover's Band off it. Likely the same Barbazu type encountered again this session. [S60 · 00:04:36 · turn 0029]