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THE LAST CAMP
Neutral (city watch — Mithaniel Marr at officer level, mixed below)
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Freeport Militia is the standing city watch of Freeport, commanded by Sir Lucan D'Lere from his keep in West Freeport. The Militia controls the gates, patrols the docks, and arbitrates the surface-level disputes between the city's good and evil factions. On paper they are neutral; in practice they enforce a hard race line at the gates and tolerate the Dismal Rage and Bloodsabers far more than they tolerate Trolls, Ogres, Iksar, or Dark Elves walking the streets.

Sir Lucan's grip on Freeport is the central political fact of the Antonican east. The Militia answers to him, and he answers to no one. The Knights of Truth tolerate him because the alternative is open civil war; the Coalition of Tradesfolk pays him because he keeps the docks open.

Lore

The Militia was founded as a neutral city watch and has gradually been bent into Sir Lucan's personal instrument. Lucan himself is a fallen Paladin — formally still recognized as a Knight of Marr by the Knights of Truth chapter, informally regarded as a tyrant by most of the city's good-aligned residents. He keeps the city standing by playing the Knights of Truth against the Dismal Rage and the Bloodsabers, taking tribute from all three.

Day to day, the Militia kills bandits, breaks up Indigo Brotherhood pickpocket rings, and arrests Befallen-aligned cultists when convenient. They will not move against the Dismal Rage or the Bloodsabers without Lucan's explicit order, which historically has not come. Adventurers who want a relationship with the Militia work the bandit kill list; adventurers who want a relationship with Lucan work much darker quest chains.

Internally the Militia is structured around the three gate detachments (East, North, West) and Lucan's personal guard at the West Freeport keep. The gate detachments answer to gate captains; the captains answer to Lucan directly. This structure makes off-the-record favors and quiet exceptions trivial to arrange — a Lucan-issued safe-conduct token is worth more than any amount of grinding in the wrong direction.

Why grind it

Militia faction unlocks safe gate passage for off-canon races, vendor access in East Freeport, and warrior class trainer access for characters whose race would otherwise be killed at the gate. For Iksar, Troll, and Ogre characters, Militia faction is also load-bearing for any cross-Antonica travel — without it, Freeport is closed and the only reliable bypass is the long Highpass route.

The Indigo Brotherhood kill chain is the canonical efficient grind, the same one that builds Coalition of Tradesfolk and Knights of Truth standing. Militia faction also tracks closely with anti-bandit work in Befallen and the Commonlands; killing bandits, gnolls, and The Last Camp raiding parties on the Antonica road grants steady Militia gains and unlocks the gate captain bounty quests once standing is high enough.

Notable NPCs

  • Sir Lucan D'Lere — Militia commander, presides from his keep in West Freeport
  • Gate captains posted at the East, North, and West Freeport gates
  • Lucan's personal guard at the West Freeport keep — for darker quest chains
  • Militia couriers who handle cross-Antonica delivery and bounty paperwork

Faction path

+faction

  • Militia-issued bandit bounty quests — Befallen bandits, Highpass thieves
  • Killing Indigo Brotherhood members in Freeport, Highpass, or the Commonlands
  • Militia gate-officer turn-ins — sealed letters, courier deliveries
  • Killing Crushbone Orcs raiding parties on the Antonica road
  • Lucan-aligned dark questlines (high-tier, long chains)

-faction

  • Killing Freeport guards or Militia officers
  • Aiding Indigo Brotherhood questlines
  • Aiding Befallen necromancer quests
  • Open theft inside Freeport (caught by guards)
  • Killing Coalition of Tradesfolk merchants

The Last Camp any-race-class adjustments

Freeport Militia is the wall most off-canon characters slam into first. Iksar, Troll, Ogre, and Dark Elf characters of any class start hostile and are killed on sight at all three Freeport gates. The standard recovery path is to camp the Indigo Brotherhood quest chain at Highpass Hold and Befallen for several levels, accumulating Militia faction at a safe distance, before attempting any approach to a Freeport gate. Once Indifferent, vendors will sell and gate guards will tolerate passage; do not engage in any city-internal questing until at least Apprehensive. Good-aligned races of any class generally start positive.

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