TEXT: ________________________________ 
  has acquired the following 
   
  Yeomanry Militia Enlistment 
  Version 3.2 
   
  Circle One: 
   Infantry  
  Archery  
  Cavalry 
   
  The Yeomanry Militia is the backbone of Yeoman Army and society as a whole.  As such, nearly all common men and women in the 
  Yeomanry own at least leather armor, a hand weapon, and a bow or crossbow of some kind, and they know how to use them well. Due to the 
  incentives that a person receives for serving in the Yeomanry militia, enlistment is entirely voluntary, and the Yeoman government has never 
  had any trouble meeting their needs for manpower.  Because of its voluntary nature, morale is very high and the soldiers are both proud and 
  energetic in their work.  Distrust of its neighbors, combined with a strong sense of pride and nationalism, means that the Yeomanry refuses to 
  import mercenaries to defend its people and resources.  
   
  Prerequisites 
  • 
  The PC must have been created with the Yeomanry as its home region and must still be as such.  PCs who change regions to the 
  Yeomanry must remain so for one year before joining the militia. 
  • 
  Proficiency in the longspear, shortspear, halfspear, light crossbow, or heavy crossbow. 
   
  Requirements 
  • 
  At any time, a Militia soldier may be required to perform in a military capacity.  This may mean being “activated” during regional scenarios 
  and being expected to perform the adventure without any form of paid compensation (other than booty gained during the adventure).  
  This may also mean being drafted into units during duty” unless the particular mission allows for undercover work times of war.    
  • 
  A Militia soldier must provide and wear a red tabard as a “uniform.”  This does not carry a gold piece cost.  The uniform must be worn 
  when “on duty” unless the particular mission allows undercover work. 
  • 
  A Militia soldier must provide and be able to use proficiently a hand weapon of some sort.   
  • 
  Enlistment in the militia costs twelve (12) time units (TUs) per year.  This TU expenditure must be noted on an Adventure Record and 
  signed by a LG judge or Triad member.  Upon three years of service (36 TUs), the bearer is entitled to Yeomanry Citizenship, which 
  entails the right to vote and the possibility of land possession.  Failure to spend these 12 TUs by the end of a given calendar year leads 
  to suspension of Militia status for the next calendar year.  
   
  Benefits 
  • 
  A Militia soldier may enjoy an “Adventurer’s Standard” lifestyle in regional adventures at no cost.  It is assumed that the PC utilizes the 
  local barracks or garrison for his daily food and shelter.  Check the "none" box for the TU spent in militia service and write "Militia" in the 
  notes section of the Adventure Record.  If you use the one of the various Craft skills at the end of a regional adventure to generate gold 
  or create items, you MUST pay the lifestyle costs for any TUs spent doing that—the Militia will not allow this on its time. 
  • 
  A Militia soldier is given leather armor and a spear (half, long or short—player choice) free of charge, and, should they be lost or broken, 
  they may be replaced free of charge as well.  Abuse of this ability may result in expulsion from the militia.   
  • 
  Any Yeomanry regional adventure with military significance (as will be clearly stated in the scenario) counts towards the 12 Time Units 
  designated for annual Militia service.   
  • 
  Hard working and upstanding militia members have the possibility of promotion to officer status.  Subsequent ranks include Yeoman of 
  the Militia and Serjeant.  A Militiaman of lower rank is expected to follow the orders of a higher-ranking officer concerning Militia matters, 
  although members are expected to act in a responsible manner at all times. 
  • 
  Once the three years of service is complete, militia members may "muster out" or continue their military service as a full-fledged member 
  of the Yeoman Army, with further benefits. 
  • 
  A Militia soldier displaying his insignia is allowed a +1 circumstance bonus on any attempts to alter the mood of a Yeoman NPC (see 
  DMG, p. 149), or when making Diplomacy or Intimidation checks concerning law-abiding Yeomen.  This bonus increases to +2 for 
  officers. 
  • 
  All Militia members have access to the following Feat: Remain Conscious (MotW).  In addition, other feats are accessible based on militia 
  specialization.  They are: Infantry—Hold the Line(S&F); Archery—Sharp Shooting(S&F); and Cavalry—Knockdown(S&F).  Officers also 
  gain access to Dwarf’s Toughness (MotW). 
  • 
  Furthermore, militia members have access to the following items, and may purchase them at normal cost: General: Duom (S&F), Duom 
  (MW)(S&F), Everburning Torch, Mithril shirt, Stone of Alarm, Suregrip (T&B); Infantry--Gauntlets of Ogre Power; Archery--Arrows of 
  Sleep; Cavalry--Horseshoes of Speed. 
  • 
  Militia PC’s may upgrade any magical weapon, armor, or shield to a +2 enhancement bonus per the DMG.  
  The member must pay the cost difference between the old item and the improved one.  This may be done 
  to as many weapons as they like.  If capable of crafting the new item, the member may pay only half of this 
  difference along with 1 XP for each 25gp spent.  
   
   
   
  Judge Signature ____________________________ 
  RPGA # _______________  Date ______________ 
  Convention ________________________________                        
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/Archived Files/YeomanryMilitiaCert_3.0.pdf