
Sheriff's Office


Founded: 1834 | Founder: Isaac Mercer (First Sheriff)
Sheriff: Ezra Calhoun
Type: Law Enforcement, Jailhouse

Overview
The Shadewood Hollow Sheriff’s Office, built in 1834 under Sheriff Isaac Mercer, was meant to be a symbol of justice but has since become a house of compromise under Monaghan’s control. The creaking floors have borne the weight of righteous men, drunkards, and Monaghan’s enforcers alike.
Isaac Mercer, the town’s first sheriff, was known as “The Rock of Shadewood” for his unshakable resolve. He didn’t need guns or threats — his steady stare and unyielding presence were enough. Mercer fined Monaghan’s men as easily as he jailed miners, earning Monaghan’s ire. When two feuding families took knives to the street, Mercer walked into the fray and bled before anyone dared challenge him. He led rescue searches and once spent days tracking a missing child through Graven’s Hollow, returning with something colder in his eyes. His end wasn’t dramatic. One day, he hung up his badge and walked away. Some say he went east, others say west, and some believe he walked straight into the Hollow. No one knows for sure.
Every sheriff since has lived in Mercer’s shadow, none more so than Sheriff Ezra Calhoun. People call him “the quiet man with loud eyes”, a man who bends but never breaks. Born to a logger and midwife, he grew up tracking in Graven’s Hollow, where patience beat speed. As sheriff, Calhoun walks a fine line between peacekeeper and survivor. When Monaghan’s men drag fathers from homes, Calhoun stands by, jaw tight, hands still, eyes burning with all the words he can’t say. But those who watch closely know his defiance is quiet but sharp. When a miner’s widow was cheated, she got her money after Calhoun “talked” to the foreman. When Monaghan’s men searched for a debtor, Ezra sent them in the wrong direction.
Unlike Mercer, Ezra bends to survive, and the town judges him for it. Some see him as Monaghan’s puppet; others see him as the last chance Shadewood has left. He’s still standing, and that’s enough for now.
But the most haunting story of the Sheriff’s Office belongs to John "The Raven" Cole, a deputy who refused to bend. They called him “The Raven” because he was everywhere — on rooftops, at back doors, and in places he wasn’t supposed to be. John didn’t play by Monaghan’s rules. He investigated “disappearances” Monaghan wanted buried. When Paul Reade went missing, John tracked his trail to a shaft Monaghan wanted sealed. He demanded an arrest, but Calhoun told him to stand down. John didn’t.
That night, John walked into the Black Lantern Saloon alone. Three of Monaghan’s men were drinking at a table. John sat down and said, “You’ve got ’til sunrise to run.” Two of them did. The third was found face-down in the creek.
A week later, Monaghan's men dragged John from his house as his wife screamed and son cried. They marched him to the Oak of Judgment, where nooses wait for thieves and debtors. John was neither, but that didn’t matter. The rope went over the branch. As they tightened it, John locked eyes with Calhoun and said, “You’ll see me again, Ezra.” When they kicked the barrel, his body swayed for three days before anyone cut him down. The rope’s scar still marks the bark of the oak.
The Sheriff’s Office has seen men like Isaac Mercer, John Cole, and Ezra Calhoun carry its weight. Mercer was the stone. Cole was the raven. Calhoun? He’s the reed. But reeds don’t break. Not always. If Calhoun ever stops bending, Monaghan better run.
Secrets & Lore
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The Cell: An iron-barred cell, reinforced with iron from Gideon Vance’s forge, known as "the debtor's box.” It’s unofficially reserved for men Monaghan wants silenced. Its lock is newer, stronger, and reinforced with cold iron, suggesting it was meant to hold more than just men.
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The Oak of Judgment: The old oak where John Cole was hung in town. The bark still bears the rough groove of a noose, and locals say you can feel the imprint if you run your fingers over it. Some believe the tree "remembers" injustice, and those who touch it before their trial are fated to hang.
Sheriff's Office Roles
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Deputy – A junior lawman tasked with patrols, breaking up bar fights, and assisting in arrests. Deputies often do the sheriff's "dirty work."
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Weekly pay: $3.50
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Senior Deputy – A more experienced deputy trusted to handle bigger cases, oversee junior deputies, and act in the sheriff's absence.
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Weekly pay: $5.00
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Sheriff – The top authority in law enforcement, responsible for upholding the law, keeping order, and dealing with Monaghan's "requests."
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Weekly pay: $10.00
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Bounty Hunter – Hired to track down wanted criminals for the sheriff's office, paid on commission when fugitives are captured.
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Weekly pay: Varies based on bounty.
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How the Bounty System Works
The Sheriff’s Office operates a bounty system to maintain law, order, and control in Shadewood Hollow. Bounties are placed on fugitives, criminals, and wanted individuals who have committed crimes against Monaghan Mining Co., the town, or its citizens. Players have the opportunity to engage in bounty hunting roleplay, track down wanted targets, and turn them in for a reward.
How to Issue a Bounty
Bounties can be issued by Sheriff Calhoun, Monaghan's Enforcers, or even citizens with valid reasons. Here’s how it works:
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Crime Occurs: A player or NPC commits a crime (theft, assault, sabotage, etc.).
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Bounty is Placed: Sheriff Calhoun or an authorized official (like a deputy or Monaghan enforcer) posts a "Wanted Poster" at the Sheriff’s Office, saloon, and town notice boards.
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Bounty Details: The poster includes -
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Name/Alias: The target’s name or known alias.
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Crime Committed: What the person did to earn the bounty (theft, sabotage, arson, etc.).
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Reward Amount: The payout for capturing or turning in the target.
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Status: Wanted Alive, Dead or Alive, or Dead Only.
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Bounty Hunters Are Notified: Word spreads. Characters seeking the bounty will be notified IC through roleplay posts, notices at the sheriff's office, or NPC whispers around town.
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The Hunt Begins: Bounty hunters track the target, subdue them, and bring them back to the Sheriff.
Types of Bounties
Not every bounty is the same. Here are the types bounty hunters might encounter:
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WANTED ALIVE: The target must be captured and returned alive. Killing them forfeits the bounty.
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DEAD OR ALIVE: The hunter can bring back the target dead or alive, but the "alive" option may pay more.
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DEAD ONLY: Some targets are deemed too dangerous to keep alive. Proof of their death (a personal item, a head, or a marked coin) is required for the bounty.
Who Can Be a Bounty Hunter?
Any player can roleplay as a bounty hunter. Whether you’re a local logger, miner, rogue drifter, or someone down on their luck, you can take up bounty hunting. Some may do it for coin, others for personal reasons, and a few to settle old scores. Supernatural beings (like werewolves, shapeshifters, and vampires) can also take on bounty hunter roles, but their abilities may draw suspicion if overused.
Step 1: Claim the Bounty
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Visit the Sheriff’s Office or the local notice board.
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Find the "Wanted Poster".
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Read the name, description, and reward for the target.
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Notify the Sheriff or a deputy IC that you are pursuing the bounty, or simply declare it during your roleplay before setting off.
Step 2: Collect Your Reward
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After turning in the bounty, the Sheriff (or an NPC) will pay out the reward.
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Bounty payouts are based on the difficulty of the target and the nature of the capture (alive pays more than dead).
Rewards and Payouts
Bounty payouts depend on the danger and difficulty of the target. Here’s a rough outline of reward tiers:
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Low-Risk Bounty: $0.50 cents to $1.00 (petty thieves, drifters, and first-time offenders)
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Mid-Risk Bounty: $5.00 - $10.00 (repeat criminals, wanted rebels, or troublemakers)
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High-Risk Bounty: $20.00 - $100.00 (murderers, high-profile targets, and supernatural beings)
Equipment
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Bounty Board: A list of "local opportunities" (both legal and questionable). Townsfolk can take on odd jobs or bounties.
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Law Enforcement Equipment: Reinforced shackles, patrol lanterns, signal whistles, and hunting rifles.
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Detainment Supplies: Holding cell keys, rope bundles, heat-resistant cell doors, and cool water pails.
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Tracking Kits: Small leather kits containing chalk, string, and small stakes for marking tracks in dirt and gravel.
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Animal Track Cards: Illustrated guide to help deputies identify animal tracks (and recognize "when it's not an animal").
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Prisoner Meal Kits: Small meal kits of bread, cheese, and dried meat, rationed for long-term detainees.
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Cell Dividers: Wooden dividers used to separate prisoners if more than one is detained.
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Gallows Bell: A brass bell used to signal the town of an impending execution.
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Ink Stamps for Wanted Posters: Rubber stamps with "WANTED" emblazoned on them to mark posters quickly.
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Press Wax & Seals: For sealing letters, case files, or official correspondence with the sheriff’s mark.
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Deputy’s Badge (Hand-Forged) (Rare): Hand-forged badges made from silver-infused iron.
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Binding Manacles (Rare): Shackles with Hollowroot fiber lining, rumored to "dampen" supernatural abilities in certain prisoners.
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Witch’s Nail (Rare): A single, long, iron nail kept on hand to "ward off" any prisoner suspected of witchcraft.
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Investigator's Journal (Rare): A leather-bound book said to have belonged to a former sheriff who vanished under mysterious circumstances. Contains old case notes and cryptic symbols.
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The Raven's Noose (Rare): A fragment of rope from the hanging of John "The Raven" Cole. It is said that "no man who wears it escapes his fate."
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Calhoun's Bone Knife (Rare): A small, curved bone-handled knife gifted to Sheriff Calhoun by Cordelia Greaves. It is said to "know the difference between man and monster."
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Deputy’s Promise Coin (Rare): Silver coin handed down from deputy to deputy, carried as a symbol of duty. Rumored to grant protection in times of great danger.
Notable Figures
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Isaac Mercer (Founder): Shadewood’s first sheriff, known for his even-handed justice and unshakable resolve. His name is still spoken with reverence, but none of his successors have fully lived up to his legacy.
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Ezra Calhoun (Current Sheriff): Known as "the quiet man with loud eyes," Calhoun walks the line between peacekeeper and survivor. His heart lies with the people, but his hands are tied by Monaghan’s power.
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John "The Raven" Cole (Former Deputy): Hanged in 1871 under orders from Monaghan, Cole's ghost is said to linger near the Oak of Judgment.