TEXT:  
   
  Gran March Military Version 3.0 
  Protectors of the Commandant, of the country, and of the region 
   
  A Gran March Meta-campaign Organization written by the Gran March Triad 
   
  Organization Alignment(s)   
   
  Any non-evil 
  PC Organization: 
  Yes 
   
  For Commandant and Country, I do solemnly swear that I will serve with true faith and 
  allegiance in the Gran March military, that I will support and defend Gran March against 
  all enemies foreign or domestic, that I take this obligation freely without reservation or 
  purpose of evasion, and that I will discharge my duty well and faithfully, by my honor and 
  by my god. 
  Oath of Induction, Gran March Military. 
   
  Gran March is a militaristic state whose primary historical purpose is the protection of the Sheldomar 
  Valley from invasion by either humanoids or Baklunish forces. It should come as no surprise that the 
  military dominates Gran March society. The populace is phenomenally patriotic and service to the state is 
  seen as both honorable and desirable. This document covers Gran March Military organization by 
  describing military service, unit composition, troop dispositions, tactical doctrine, and military justice. It 
  further details the effects of the military service requirements on PCs in the campaign.   
   
  Organization 
   
  The organization of the Gran March Military can best be described in terms of its implementation of 
  military service and the composition of its units. How each of these facets contributes to military 
  organization is described below: 
   
  MILITARY SERVICE 
   
  • 
  Conscription 
  All able-bodied male citizens of Gran March are drafted into government service when they reach 
  the age of majority, which is 15 for humans (for demi-humans, it is the lowest starting age given in 
  the Player’s Handbook). The vast majority of these conscripts are placed in the military. Those 
  who may be physically unsuited are put to work in clerical (office work) positions. Those unfit by 
  reason of temperament are placed in the work battalions building roads and draining swamps. 
  Only those who are so impaired that service of any kind would be impossible are released. This 
  includes the severely crippled, the blind, and the severely mentally retarded. It is an indication of 
  the intense patriotism of the population that even those that fall into this category often beg to be 
  found able. The tale is told round many a hearth of the blind bard Riccman whose song is said to 
  have turned the tide at the battle of Habler’s Pass.  
   
  Females are given the option of service but are not conscripted. Female conscription has become 
  a hot topic among the ranking officers, but given that young females provide the backbone of the 
  workforce, this is unlikely to occur in the near future. 
   
  The Gran March government considers citizens who do not make themselves available for 
  service to be traitors and will punish them by death unless they can show good cause for their 
  actions. Non-citizens entering Gran March for an extended period are given a choice. Males of 
  suitable age (falling below the limit for middle age for their race as published in the Player’s 
  Handbook) must either report for service the next Mustering Day (see the Important Dates 
  Section) or they and their families must move on as soon as practical. Those who do serve (and 
  their families) become citizens by virtue of this service. 
  
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  By treaty, sylvan elves of the Dim Forest are exempt from conscription. However, they are 
  permitted to join voluntarily and many do so in order to receive training and the other benefits of 
  service. 
   
  • 
  Basic Training 
  The first year of a conscript’s service is spent in basic training, which is conducted by the 
  Electors’ troops (see below).  This involves training in all forms of combat (foot, mounted, and 
  archer) as well as classes in literacy, military history and protocol, tactics, and logistics. There is 
  also a great deal of drill. During this period, those recruits who show special talent are noted. At 
  the end of one year, those recruits are sent for further training in their specialty.  The military is 
  always on the lookout for those who show magical aptitude (whether indicated by a special 
  relationship with one of the gods or by an ability to channel other types of magic) and all recruits 
  undergo a test for this. 
   
  Nobles undergo a modified training as it is assumed that they already posses fundamental 
  training in fighting. Therefore, their training focuses more heavily on tactics and logistics.  
   
  The upshot of all this is that all soldiers can read, can ride, and can command in battle in 
  extremis. This serves to give commanders a great deal of flexibility on the battlefield 
   
  On the Mustering Day following basic training, the conscript is assigned to the unit that best fits 
  his or her skills.  
   
  Soldiers assigned to the Spellcaster Corps undergo an additional year of training before being 
  assigned to regular duty.  They are also required to serve an additional year in their initial 
  enlistment term (not to exceed the seven year maximum) in order that the army may receive full 
  benefit from this additional training investment. 
   
  • 
  Ranks 
  Commoners make up the enlisted ranks, which include: 
   
  o 
  Recruit 
  o 
  Soldier 
  o 
  Corporal 
  o 
  Sergeant 
  o 
  Staff Sergeant 
  o 
  Line (Pride, Quiver) Sergeant 
  o 
  Senior Staff Sergeant 
  o 
  Senior Army Sergeant.  
   
  In the officer ranks, the occasional talented commoner can rise to the rank of Lieutenant. 
  Although not unheard of, it is very rare for a commoner to rise to the level of Captain. All Colonels 
  are knights (although not necessarily of the Watch or Dispatch). If an army is required, a Knight 
  Field Marshall is appointed. This is considered a great honor. 
   
  Pay for each rank (above a subsistence allowance of 12 gp per TU on duty) is as follows: 
   
  o 
  Common Soldier: 5 sp/week of active duty (1 sp/day minus expenses) 
  o 
  Support Specialist: 10 sp/week 
  o 
  Combat Specialist: 20 sp/week 
  o 
  Corporal: 10 sp/week  
  o 
  Sergeant: 20 sp/week 
  o 
  Officer: 40 sp/week 
   
  
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  • 
  Awards 
  Awards for valor in increasing order are The Baronial Medal of Valor (5 sp/year), The 
  Commandant’s Shield (3 gp/year), The Sword of the March (10 gp/year), and The Sign of 
  Trilesimain (20 gp/year) (this is only given posthumously).  
   
  • 
  Pensions 
  The families of those killed in battle receive a pension of 30 gp annually. Those who are injured in 
  service so badly that they cannot work receive a pension of 25 gp annually. The various awards 
  also include pensions, which are cumulative with those above. Therefore the family of a recipient 
  of the Sign of Trilesimain receives 50 gp annually from the state.  
   
  • 
  Reserves 
  All former military personnel are considered to be in the reserves for “as long as they may 
  profitably serve.” Reservists are organized into local groups called militias. Besides providing call-
  up duties and maintenance of military training, these also serve as social clubs. Also, Graduates 
  of Syrloch are reserve personnel and will be called up after the militias. 
   
  UNIT COMPOSITION 
   
  The military organizes its smaller units by function with three main branches. These branches are as 
  follows: 
   
  • 
  Infantry 
  The average infantryman wears leather armor and wields a longspear as his main weapon, with a 
  short sword for close-in combat. A unit of eight infantrymen is called a File. One of these eight is 
  a Corporal who is upgraded to studded leather armor. 
   
  Six Files form a Platoon. The senior Corporal of each Platoon is promoted to Sergeant. A 
  Sergeant is armed with a greataxe or greatclub, carries a crossbow, and is protected by scale 
  mail. The Platoon is led by a Lieutenant riding a light war-horse, wearing chainmail, and armed 
  with a long sword and shield. All together, a Platoon has 49 men. 
   
  Two Platoons form a Pikeline. In addition to these, a Pikeline has one Line Sergeant (armed as 
  Sergeant) and is led by a Captain (armed as Lieutenant). Therefore, each Pikeline is composed 
  of 100 men. 
   
  Note that this basic structure is followed for both cavalry and archery units. 
   
  • 
  Cavalry: The average cavalryman rides a warhorse. He wears chainmail and fights with long 
  sword, crossbow, and lance (heavy for Medium-sized personnel, light for Small). In cavalry units, 
  neither Corporals nor Sergeants are armed in a significantly different manner from the common 
  trooper. A Captain is usually in full plate armor and his horse (a heavy warhorse) is also armored 
  unless the tactical situation demands otherwise. 
   
  Cavalry platoons are called Squadrons. Two Squadrons form a Pride. Cavalry Prides are defined 
  as light, medium, or heavy. This designation is based on tactical necessity. Light units posses all 
  unarmored, fast horses. They are used for scouting or harassing enemy encampments. Medium 
  cavalry is used for most jobs. In a medium unit, the horses are heavier (if slower) and the 
  Captain’s horse is armored. If battle is imminent, especially if the other side has a concentration 
  of archers, all horses can be armored. This makes the unit “heavy.” All cavalry Prides are capable 
  of fighting in any given mode although some do prefer one over the others.  
   
  • 
  Archery: Archers are armored with leather. They are issued light maces for hand-to-hand combat 
  although they are trained to avoid this. Where they shine is in the use of their longbows. A 
  Corporal wears studded leather armor and a Sergeant has scale mail. Officers are armed and 
  mounted in a fashion similar to their counterparts in the infantry.  
  
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  An archery platoon is called a Half Quiver. Two Half Quivers form a Full Quiver (or simply, a 
  Quiver).  
   
  There are two sizes of units above the size of a Pikeline as follows: 
   
  • 
  Battles 
  Units are usually deployed in Battles, which are formed by combining two Prides, one Pikeline 
  and one Full Quiver. In addition to these four hundred soldiers, a Battle has two support units: the 
  Transport Platoon and the Headquarters Unit.  
   
  Thirty wagons with Teamsters are joined by ten Artisans (smiths and wrights of various sorts) and 
  ten Cooks to form the Transport Platoon, which provides everything the Battle needs to stay 
  supplied and in fighting order. These men usually are unarmored and they carry light maces and 
  light crossbows. They are trained to fight.  One Lieutenant from the Headquarters Unit is 
  designated as Quartermaster and commands the Platoon.  
   
  Those units needed for support or overall command are in the Headquarters Unit. A Knight 
  Colonel commands each Battle. Knight Colonels ride warhorses and use weapons and armor of 
  personal choice (which are always of superior quality and even occasionally magical).  The 
  Knight Colonel has a staff consisting of one Captain, two Lieutenants, one Senior Staff Sergeant, 
  and four Staff Sergeants. All of these are armed in the infantry manner 
   
  Attached to the Headquarters Unit are ten Scouts (occasionally a ranger or rogue), ten Musicians 
  (occasionally a bard), ten Spellcasters (most often priests, but a few wizards or sorcerers are 
  available), and ten Engineers. The non-spellcasters have leather armor, hand weapons, and light 
  crossbows. The priests are armed and armored according to the tenets of their religion, while the 
  wizards and sorcerers are issued daggers and light crossbows and are generally not armored at 
  all.  
   
  Each Battle is officially referred to using a number assigned at the time the unit was formed. 
  Battles typically adopt their own nickname after they have been first proven in combat.  Although 
  this practice is officially discouraged, even the commanders frequently use these informal names 
  because of the pride and unity they represent. The first seven Battles formed are seldom moved 
  from their original duties of garrisoning the two major cities and guarding the borders, but other 
  Battles that have been added in these areas are often reassigned as need dictates. 
    
  • 
  Armies 
  In times of crisis, Battles can be joined to form Armies. The only current Army is assigned to the 
  occupation of Hochoch and the reclamation of Geoff. This is the Army of Retribution. 
   
  It consists of 10 Battles commanded by Knight Field Marshall Dispatcher Alicia Helanasdotter, 
  Most Indomitable Minotaur (human female, Pal8/KoD4), who has dedicated her life to the cause 
  of Geoff’s freedom.  She fights with the legendary bastard sword Glynal-don (“Giant Slayer”). She 
  is renowned throughout the valley for both her ferociousness and her tactical abilities.  
   
  Besides the 10 Battles, there is an Army headquarters unit. This consists of Helanasdotter, three 
  Knight Colonels, five Captains, twelve Lieutenants, one Senior Army Sergeant, six Senior Staff 
  Sergeants, and twelve Staff Sergeants, as well as forty of each Combat Support troop type 
  (Scouts, Musicians, Spellcasters, and Engineers.) 
   
  Finally, in addition to the main forces, there are three Special Forces units in Gran March. These are as 
  follows. 
   
  • 
  The Pathfinders: This elite 200-man unit of rangers and scouts is based in Shiboleth, although 
  they can be found wherever the March has interests.   
  
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  • 
  The Mountaineers: Composed mostly of dwarves, this force, 300 strong, is charged with the 
  defense of the Lortmils.  
   
  • 
  The Couriers: The best 150 riders in the March form the courier service. By use of horse 
  switching stations and relay riders, they can spread news to all corners of the realm in less than a 
  week.  
   
  All three Special Forces units are dealt with in detail in their own documents. 
   
  Philosophy and Credo 
   
  The military’s values are best represented by their doctrines on tactics and on their code of military 
  justice. 
   
  TACTICAL DOCTRINES 
   
  On the battlefield, the commanders of Gran March are trained to think flexibly and to adapt to changing 
  situations. However, the Battles are designed to fight in what has come to be known as “The Gran March 
  Style.” 
   
  In the Gran March Style, the cavalry is deployed to force the opposing units to form up more tightly. Once 
  this is done, the archers (who are screened behind the infantry) rain arrows onto the massed formations. 
  The cavalry rides down any units that break formation. After the opposing force is decimated by arrow 
  fire, the infantry advances into the center while the cavalry attacks the flanks. This battle-tried method 
  requires great discipline but is highly effective. Any time the March is required to re-deploy troops, the 
  following doctrine is adhered to: the closest unit meeting the needs of the crisis is deployed and local 
  reserves are called up to handle the re-deployed units’ duties until such time as another active unit can 
  replace them. 
   
  MILITARY JUSTICE 
   
  A well-disciplined force is a prerequisite to the tactical doctrine adopted by the March. Because of this, 
  the Code of Military Discipline lays out stiff penalties for infraction. One distinction the code makes is 
  whether “a unit” is “threatened” (in battle or having reason to believe attack is imminent) or “non-
  threatened.”  These terms are defined as follows: 
   
  • 
  Unit 
  During peacetime, a unit is a group of soldiers that is either formally part of a larger unit (for 
  example, a File directly assigned to a Platoon) or detached for a special detail (such as a 
  scouting party formed from personnel within a Battle). They are part of the chain of command 
  through their commanding officer or NCO, who in turn answers to his superior officer. Groups of 
  soldiers that are off-duty or that are working independently of each other are not considered a 
  unit.  
   
  Recently, there have been some issues regarding what active-duty status means in terms of 
  playing a scenario. In response to these issues, we have written up some guidelines for handling 
  military PCs on active duty during play.  
   
  o 
  During an adventure, all military PCs who are using military TUs for the adventure are 
  considered to be on active-duty and thus subject to orders from the chain of command. 
   
  o 
  All active-duty PCs in an adventure are considered to be a detached unit of the Gran 
  March military. The detached unit forms up at the beginning of the adventure and 
  disbands at the end of the adventure. If the unit has not been given specific orders at the  
  beginning of the adventure, it can be assumed to be on patrol. Those PCs with Caravan 
  
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  Duty are considered temporarily detached to this unit. 
   
  o 
  The senior NCO (or officer if present) is in command of any active-duty unit. Here is the 
  order of precedence: 
  1. Rank (Lieutenants outrank other NCOs) 
  2. Time in grade (How many continuous TUs has each PC had at  
  their current rank? This includes "extra TUs" that the PC did not  
  spend in previous years since achieving that rank. Each NCO and  
  officer should track precisely how many TUs they have been at their  
  current grade.) 
  3. Total number of commendations. 
  4. Special criteria for determining command as specified in the scenario itself (such 
  as ranks in a skill considered necessary for completion of the given mission). 
  5. Total class 
  6. Volunteering for duty (If there are two PCs are equal in all other respects and one 
  volunteers for the leadership position, that one is senior for the duration of that  
  unit). 
  7. Random assignment (if all other factors are equal, the DM  
  calls each candidate to make a single D20 roll, with the highest one  
  getting the duty assignment). 
   
  o 
  All active-duty units will adhere to the code of military justice, as specified in the military 
  document. Any active-duty soldier who breaks this code will be subject to military justice. 
  The one caveat of higher-ranking PCs giving orders to lower-ranking PCs is that, if those 
  orders are illegal (such as killing an unarmed and surrendering opponent) or threaten the 
  unit's mission, then those officers and NCOs are subject to military justice and typically 
  are treated more harshly than common soldiers or specialists. Now, what does that mean 
  to you, the PC unit commander who has to deal with subordinates? Unless you are in a 
  threatened situation, you should work towards a course of action where everyone in the 
  unit is onboard.  
   
  Issuing orders should be the last resort and used only where there is a demonstrated 
  need to do so. The direct order should be the powerful-but-little-used club. Otherwise, if 
  used capriciously, that officer or NCO could be facing charges of his own. There had 
  better be a good reason for bringing someone up on charges. Military HQ has little time 
  for frivolous charges and will come down hard on those who make them. Two famous 
  Cuthbertian sayings may help guide your hand.  They are “Speak softly, but keep a large 
  cudgel handy,” and “Capricious behavior brings knots to the heads of those lacking 
  wisdom.” 
   
   
  o 
  Unless reactivated by a Gran March officer, Gran March veterans are not required to 
  form up with an active-duty unit at the table. Veterans, however, can volunteer for 
  temporary reactivation. The activation should be noted in the Play Notes section of the  
  AR for future reference.  
   
  Activated personnel receive upkeep and pay at a level equal to their rank for the duration 
  of this temporary service. They also have the opportunity to receive both commendations 
  and demerits as active-duty personnel. Personnel have the potential of being promoted, 
  however, only the TUs for which they were activated count towards time in grade. No 
  other benefits, however, such as feat acquisition are available from the military for 
  reserve personnel. 
   
  o 
  If an active-duty unit exists at a table where PC members of a military-affiliated 
  organization such as Syrloch are also present, those PCs are also considered to be 
  activated into the unit with a minimum rank of Combat Specialist, unless the PC has 
  
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  obtained a higher rank. Such activation has the same benefits and responsibilities as 
  noted above for reactivated veterans. 
   
  o 
  Officers (those with Lieutenant or higher rank) can reactivate personnel if ordered to do 
  so through the chain of command. With one exception, orders for reactivation have to 
  come through the chain of command. In most scenarios, NPC officers have orders to do 
  whatever is necessary to resolve their situation. This includes reactivation of the local 
  reserves. PC officers, unless directed by a higher-ranking officer, do not have standing 
  orders for reactivating the reserves. Thus, a PC lieutenant cannot activate other PCs 
  without receiving orders to do so from higher up the chain of command. The only 
  exception is in the case of Electors and the Commandant himself. The Commandant or 
  an Elector can reactivate reserve personnel without having to go through the chain of 
  command. 
   
  o 
  Military PCs not using military TUs in an adventure are considered to be on leave. They 
  do not have to form up with an active-duty unit unless reactivated by a Gran March 
  officer, but can volunteer for temporary duty in the unit. Those military PCs that are also 
  part of a military-affiliated organization such as Syrloch, however, have their leaves 
  automatically cancelled and are immediately recalled to active-duty within the unit. 
  Reactivation of personnel on leave (either voluntarily or under orders) does not use 
  military TUs (your PC cannot be forced to use military TUs in an adventure). 
   
  o 
  Infractions of military justice committed by active-duty personnel shall be reported to 
  Military HQ through the chain of command. If a Triad member is present at the event 
  where the infraction occurred, the accuser notifies that Triad member as soon as possible 
  so that the Triad member present can either make an on-the-spot decision during the 
  event or defer a decision until consulting with some or all of the remaining Triad 
  members. If a Triad member is not present,  
  the accuser should try to locate the most senior soldier present at the event and notify 
  this superior of the infraction. The superior then investigates and make a report to the 
  Triad on the incident. This report will include contact information for all personnel involved 
  in the infraction (accuser, accused, and any Gran March witnesses) and can include a 
  recommendation regarding the determination of guilt and any applicable punishment. A 
  superior cannot make decisions regarding the determination of guilt or punishment, only 
  recommendations for the Triad to consider. The Triad will then contact all involved in the 
  incident and after reviewing testimony will render a final determination of guilt and 
  applicable punishment. 
   
  o 
  These rules are for units consisting of Gran March personnel only. Military personnel 
  from allied nations are not subject to these rules, except where bound by treaty to do so. 
   
  • 
  Non-threatened 
  Minor infractions in a non-threatened situation are usually met with additional work, following the 
  doctrine of “punish the group.” This means that a whole File is given punishment detail. This 
  serves to make sure that the soldiers keep each other in line.  Some officers will dock an 
  individual soldier’s pay instead of punishing an entire group in certain circumstances. 
   
  Serious offences (being away without leave, disobeying a direct order, or striking a superior 
  officer) are punished by flogging.  Second offences result in reassignment to a work battalion.  
   
  • 
  Threatened  
  If a unit is threatened, punishment becomes much more severe. Even minor infractions can lead 
  to a flogging and any action that imperils the unit or any serious offence can result in execution by 
  hanging. 
   
  
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  One other important aspect of military justice is the division of spoils of war.  Soldiers that participate in a 
  successful engagement of enemy forces are allowed to claim the spoils, which are to be divided equally 
  between all members of the involved unit. Division of spoils of war is typically limited to those directly 
  involved in the action where the items were gained, so PCs should not have to split the treasure earned 
  from a successful military mission with NPCs. 
   
  The effect on PCs is that PCs on active duty will be told if a scenario represents a “threatened” situation 
  when the background information establishes this before the scenario begins.  This status may change 
  during the course of the scenario.  Active-duty PCs participating in an adventure using military time would 
  do well to assume that any situation where combat is taking place or may be imminent would be 
  considered “threatened.” Infractions by military PCs should be reported to the Triad, who will assign 
  punishment. This is part of the cost of active military service.  
   
   
  Day-to-Day Activities 
   
  The daily activities of soldiers in the military are much as one would expect. Those in threatened areas 
  (such as Hochoch or the Principality of Ulek) see combat action on an almost daily basis. Those units in 
  untamed areas (such as the Dim Forest or the Rushmoors) see action, but it is typically from the denizens 
  of those regions. The units in the “rear areas” (mainly the interior of Gran March), which compose the 
  majority of the military, however, are usually on patrol or in garrison, which are usually quite boring. 
   
  Important Dates, Holidays & Ceremonies 
   
  The first day of Richfest is Mustering Day. All men who have served their term (usually three years, but up 
  to seven years in time of war) are released from service and all conscripts are accounted for and 
  assigned to their training units. They are told to report on Reaping 1. The effect of this is to make Richfest 
  filled with wild parties as some celebrate their newfound civilian life while others have one last fling. For 
  one week, therefore, the military is reduced by up to one-third of its full strength.  Militia companies are 
  put on alert to be ready to mobilize in the event that an enemy would seek to take advantage of this 
  opportunity. 
   
  Headquarters / Major Power Centers 
   
  There are 18,000 troops in the Grand Army of the March. This number is exclusive of trainees and 
  reservists. Approximately 54,000 reservists and trainees can be called up and made ready for duty in a 
  week.  
   
  • 
  Active Units 
  The active troops in Gran March are spread across the Sheldomar Valley.  They are engaged in 
  duties ranging from patrol and garrison to active combat. 
   
  o 
  The Army of Retribution: The army is 5200 men strong and is based out of Hochoch. The 
  Army of Retribution comprises the 8th, 11th, 13th, 14th, 16th, 22nd, 25th, 26th, 28th, and 29th 
  Battles, which have been reassigned from reserves in Hookhill, Shiboleth, and the border 
  patrols. 
   
  o 
  Independent Battles: There are nineteen independent Battles of 500 men each. These 
  are deployed as follows: 
   
  � 
  3 Battles garrisoning Thornward (15th, 21st, 24th) 
  � 
  3 Battles garrisoning Hookhill (1st, 2nd, and 19th) 
  � 
  1 Battle garrisoning Shiboleth (3rd) 
  � 
  1 Battle patrolling greater Bissel. (17th) 
  � 
  1 Battle assigned to patrol each border (4th on the north, 5th on the west, 6th on 
  the east, 7th on the south) 
  � 
  1 Battle patrolling the road between Shiboleth and Hookhill (12th) 
  
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  � 
  1 Battle patrolling the road between Buxton’s Crossing and Orlane (20th) 
  � 
  1 Battle assigned to the pacification of the Dim March (10th) 
  � 
  1 Battle assigned to the pacification of the Rush March (9th) 
  � 
  3 Battles assigned to provide combat support to the Principality of Ulek (18th, 
  23rd, 27th). 
   
  o 
  The Commandant’s Own: This elite Battle is composed of the best of the best. They carry 
  the banner of the March. Membership in this unit can only be gained in scenario and 
  special mission play.  
   
  o 
  Baronial Prides: Each baron has a Pride assigned to him or her. These are referred to as 
  “The Baron’s Own” and are given the honor of carrying the baronial standard. 
  Membership in these units can only be gained in scenario and special mission play.  
   
  o 
  Electoral Files: Each Elector is assigned one infantry File as well as a Sergeant and a 
  Lieutenant. The main purpose of these troops is to help with the training of recruits and 
  militias. They are also available for whatever duty the Elector requires. Membership in 
  these units can only be gained in scenario and special mission play. 
   
  o 
  Pathfinders: This 200-man force is based in Shiboleth. 
   
  o 
  Mountaineers: This unit, numbering 300, is based in Ander’s Falls, the Cragmor Baronial 
  seat. 
   
  o 
  Couriers: These 150 riders are spread throughout the country and abroad. 
   
  o 
  Administrative: Approximately 150 soldiers are involved in the administration of the army. 
  These take care of things like payroll and purchasing.   
   
  • 
  The Reserves 
  Reservists are attached to a militia unit. They train in whatever the specialty of that unit is. Note 
  that the reserve units provide a great deal of the support troops that would be needed in an all-out 
  war. Syrloch Graduates (when activated) typically form up as a unit under the Spellcaster Corps. 
   
  History 
   
  Military units have always been a part of Gran March history, but the first mention of a Gran March 
  military starts with the establishment of Gran March by King Malv II of Keoland –161 CY. At that point, all 
  Keoish units in the area came under the command of the new Commandant, Pravis Hindelford. 
  Commandant Hindelford reorganized the units into Battles and their supporting units. At this point, 
  however, most special units such as spellcasters came from the Keoish military and the Battles still had 
  its chain of command ultimately terminate at the Keoish throne. 
   
  As such, Battles of Gran March were often drawn into disputes with Keoland. Gran March forces, for 
  example, fought the Baklunish during their incursions in the early 300’s.  The violence only escalated 
  when, in 348 CY, Tavish the Blackguard issued his “Wealsun Proclamation” which began a long period of 
  Keoish imperialism. Gran March served as a staging area for the Kingdom of Keoland’s northern troops 
  as part of a series of wars of conquest.  
   
  The breaking point occurred, however, with the death of then-Commandant Berlikyn, whose ineptness 
  eventually resulted in his demise during the Small War with the Archclericy of Veluna. After this debacle, 
  King Tavish IV of Keoland signed an edict that allowed the local nobility to elect one of their own as 
  Commandant in 483 CY. This autonomy allowed the military, whose overuse by Keoland had worn, but 
  not broken, them down, to reorganize and strengthen. Future Commandants would add a Spellcaster 
  Corps and other elite units to replace the ones brought in from Keoland. Thus, the military would be 
  
  Military 3.0 
   
  10 
   
  strong enough to face the conflicts that would occur, including the Greyhawk Wars and leading up to the 
  current conflict with the giants of Geoff. 
   
   
  Allies 
   
  The military has the respect and admiration of the Commandant, the local nobility, and most of the 
  commoners in the country. The populace recognizes that they live in a dangerous crossroads between 
  major powers and that a strong military is important for their survival. What conscientious objectors there 
  is in Gran March still serve their country in the work battalions. 
   
  As the military also helps maintain the security on the trade routes as well as the borders, members of the 
  merchant class also look favorably on them. Often, these groups will have contracts with the military for 
  providing material, such as the Herdmaster’s Guild making a deal on horses for cavalry units.  
   
  The major churches also tend to support the military as it guarantees by force their freedom to exist and 
  operate in the country. The more vocal supporters are the Churches of Heironeous and St. Cuthbert. 
  Heironeans always value valor in battle, while the Cuthbertines are in favor of any organization that 
  maintains law and order. Only the followers of Trithereon and Obad-Hai have occasional objection to their 
  activities. 
   
  Both the Knights of the Watch and the Knights of Dispatch are on good terms with the military. As noted 
  above, the commander of the Army of Retribution, Knight Field Marshall Dispatcher Alicia Helanasdotter, 
  Most Indomitable Minotaur is a mid-level Dispatcher. There are also other Knights and their squires 
  serving in the ranks. 
   
  Finally, the military maintains strong ties with the Hospitalers, despite their seemingly contradictory 
  missions. The military is grateful for the Order’s help in moving refugees away from the front lines. This 
  allows military caravans to concentrate exclusively on supporting the troops. The military also appreciates 
  the intelligence that the Order obtains from refugees during their counseling. 
   
  Rivals 
   
  Many militia companies have a “friendly foe” rivalry with active duty units. As veterans, such militia 
  personnel look forward to opportunities to best their counterparts. Of course, during combat, such rivalry 
  is put aside for mutual survival on the battlefield. The Army of Liberation and the Army of Freedom also 
  seek to test their mettle alongside that of the Army of Retribution in the fight to liberate the Grand Duchy 
  of Geoff from the forces of the giants. 
   
  Foes 
   
  The foes of the military are those who currently oppose Gran March with force. Thus, the primary foe at 
  the current time is the giant forces that currently occupy the Grand Duchy of Geoff. After supporting the 
  liberation efforts for years, direct combat with the giants finally occurred on Marcher soil in CY 592 with 
  the sneak attack and subsequent of Orlane by the giant forces. This occupation proved to be short-lived, 
  however, as the 20th Battle and the 31st Provisional Battle with cavalry elements from the 10th Battle 
  forcibly ejected the occupation forces into the Dim Forest during the Battle of Orlane. 
   
  The Dim Forest also holds the radical elvish group known as the Free Band. This group is dedicated to 
  stopping the military road project through the forest. To date, there has been no major engagement with 
  military units, but only occasional raiding of the work camps. Recent events indicate, however, that there 
  could be a possible escalation of violence in the region. 
   
  The Rushmoors hold the rumblings of natural terrors, remnants of the Spidered Throne’s demesne, and 
  Flan natives who grow ever-restless at the draining of the swamp to create arable land. There have also 
  
  Military 3.0 
   
  11 
   
  been rumors in the last couple of years of bands of lizardfolk and goblins forming within the mosquito-
  ridden marshes. 
   
  The military also has forces in the Principality of Ulek engaged in combat with the non-human forces from 
  the Pomarj. These forces have been long-standing enemies of Gran March since the Hateful Wars. It is 
  rumored, however, that the Principality may request additional assistance from its ally. 
   
  Heraldry/ Symbol 
   
  Every Battle has its own flag.  Service ribbons are attached to the unit standard for each assignment in 
  which the Battle serves and to represent unit citations for particularly exemplary service by the Battle as a 
  whole.  The oldest Battles have hundreds of multicolored ribbons attached to their standards, some so old 
  and frayed that it is impossible to tell what their original coloration was or for what meritorious service they 
  were received. 
   
  Requirements  
   
  Military service requirements dominate the culture of Gran March and player characters are not immune 
  to this. Players have three choices for their characters:  
   
  1) to have completed service (either through active military service or through the work gangs);  
   
  2) to be female, a Dim Forest sylvan elf, or an older immigrant and be excused from service; or, 
   
  3) be an active duty member of the armed services. This document will cover all three options in 
  some detail and players will be expected to make an appropriate choice for their characters.  
   
  WORK BATTALIONS 
   
  Those who are deemed mentally or physically unfit for service are placed on work gangs performing the 
  civil engineering tasks for which Gran March is famed. A number of skilled artisans also are assigned to 
  the work gangs and, because of temperamental and religious requirements, most druids also end up 
  there. In addition, a number of monasteries dedicated to peaceful pursuits accept whole tasks to perform 
  in order to gain exemption for their acolytes (i.e., they staff and command their own work battalions).  
   
  PRIOR SERVICE  
   
  Player characters may have served a three-year (or longer) stint in the military or on the work gangs. 
  Those who have mustered out of the military prior to play are assumed to have undergone basic training 
  and to have served with honor; therefore, all former military PCs gain Martial Weapon Proficiency: 
  Longspear and Literacy (both essential elements of basic training).  Military veterans and their immediate 
  families receive the full rights of citizenship.  The PC gains no other benefit from his service, has 
  mustered out at the rank of Soldier, and is subject to call up for reserve service at any time. See the 
  Citizen of Gran March document for more details. 
   
  SERVICE IMMUNITY  
   
  No female PC of any race is compelled to serve at the present time; however, they may serve (or have 
  served) at their choice. Also male PCs who are immigrants are immune from service requirements if they 
  have reached middle age prior to immigration (human, 35 years; dwarf, 125 years; elf, 175 years; gnome, 
  100 years; half-elf, 62 years; half-orc, 30 years; halfling, 50 years). Finally, sylvan elves who reside in the 
  Dim Forest are not required to serve because of past agreements with the Gran March government, but 
  many do join in order to fight the humanoids who are invading their territory. Note that those who invoke 
  immunity to service do not gain the citizenship benefits thereof.  
   
  ACTIVE SERVICE 
  
  Military 3.0 
   
  12 
   
   
  Military service contains a wealth of requirements and benefits that affect PCs of different classes in 
  different ways. Each branch has different requirements: 
   
  • 
  Common Soldiers 
  Soldiers are the bulk of the force, and make up the infantry, cavalry, and archers. To be a soldier, 
  a person must: 
   
  � 
  Must be proficient with longspear (halfspear, if size Small), light crossbow, any 
  lance, and any sword. 
   
  � 
  Must have at least one rank in Ride. 
   
  � 
  Must have a minimum total net modifier from physical attributes (Str, Dex, Con) 
  of +0 and a minimum total net modifier from mental attributes (Int, Wis, Chr) of -2. 
   
  � 
  PCs with Point Blank Shot and a proficiency in any bow (not crossbow) are 
  assigned as archers. PCs with four ranks of Ride are assigned to the cavalry. 
  PCs with both are allowed to choose.  (Note that though there is a degree of 
  cross training, characters are placed where their skills most benefit the military.) 
   
  • 
  Support Specialists 
  Those personnel who provide support to the various combat units are known as Support 
  Specialists. There are three types of Support Specialists in the military: 
   
  o 
  Artisans: Artisans manufacture and repair those items that the army needs to function. To 
  be an artisan, a person must: 
   
  � 
  Must have at least four ranks in one of the following Craft designations: 
  Armorsmithing, Bowmaking, Blacksmithing, Carpentry, Cobbling, 
  Leatherworking, Wainwrighting, or Weaponsmithing.  
  � 
  Minimum Int bonus of +1.  
  � 
  Must be proficient in light crossbow and light mace. 
   
  o 
  Cooks: Cooks prepare the food for the army and thus have the following requirements: 
   
  � 
  Must have at least four ranks in Profession (Cook).  
  � 
  Minimum Wis bonus of +1.  
  � 
  Must be proficient in light crossbow and light mace. 
   
  o 
  Teamsters:  Teamsters move the supplies that keep the army going and have the 
  requirements below: 
   
  � 
  Must have at least four ranks in Handle Animal. 
  � 
  Minimum Str bonus of +1. 
  � 
  Must be proficient in light crossbow and light mace. 
   
  • 
  Combat Specialists 
  These specialists provide direct support to a combat mission: 
   
  o 
  Engineers: Combat engineers are responsible for overseeing the construction of military 
  fortifications and siege equipment. 
  � 
  Must have at least four ranks in Profession (Siege Engineer). 
  � 
  Minimum Wis bonus of +1.  
  � 
  Must be proficient in light crossbow, any sword, and longspear. 
   
  
  Military 3.0 
   
  13 
   
  o 
  Musicians: Musicians keep up morale, and help communicate orders. 
  � 
  Must have at least four ranks in Perform, and include the ability to perform on 
  any two of trumpet, flute, and drum. 
  � 
  Minimum Chr bonus of +1. 
  � 
  Must be proficient in light crossbow, any sword, and longspear. 
   
  o 
  Scouts: Scouts keep the army safe, by locating and reporting the position of enemy 
  forces.. 
  � 
  Must have at least four of the following skills, at a minimum of two ranks each:  
  Listen, Spot, Wilderness Lore, Move Silently, Hide, and Climb. 
  � 
  Must be proficient with light crossbow and any sword. Proficiency in kama, kukri, 
  or siangham can for the sword requirement.  
  � 
  May not have Int or Wis penalties. 
   
  o 
  Spellcaster Corps: Spellcasters support and supplement the army in numerous ways. 
  � 
  Must be able to cast 1st-level spells as a cleric, wizard, or sorcerer. 
  � 
  Initial term of service is increased by one year to account for additional training 
  (see above).  This means that PCs in the Spellcasting corps must serve for an 
  additional two years, just like everyone else. 
   
  If you don’t qualify for one of these assignments, you go to the work gangs.  PCs in work gangs are 
  out of play.  Any PC who does not qualify for a military specialty or exemption must be assumed to 
  have completed their work gang service to be available for play. 
   
  Benefits 
   
  Those who are members of the military on active-duty have the following benefits: 
   
  • 
  Characters receive the set of benefits appropriate to their starting class, to represent the basic 
  training all members of the military receive.  Characters only ever receive the benefits granted by 
  their starting class, regardless of later multiclassing. 
   
  o 
  Barbarian 
  � 
  Literacy 
  � 
  Profession (Soldier) becomes a class skill for as long as you remain an active 
  member of the military 
  o 
  Bard 
  � 
  Ride becomes a class skill for as long as you remain an active member of the 
  military 
  � 
  Martial Weapon Proficiency (longspear)  
   
  o 
  Cleric 
  � 
  Ride becomes a class skill for as long as you remain an active member of the 
  military 
  � 
  Martial Weapon Proficiency (longspear) 
   
  o 
  Druid  
  Due to the requirements of their religions with respect to weapon use and armor, all  
  druids are granted special exemption and placed with work gangs. Usually they are put in 
  charge of the gangs, especially those involved in clearing the wilderness. They are 
  charged with making these projects fit in with the local environment.  Druids of a more 
  civilized bent may be assigned to provide agricultural assistance. Most druids are not 
  happy with this task and very few make this a career choice.  
   
  o 
  Fighter 
  
  Military 3.0 
   
  14 
   
  � 
  Faster track for promotion. Soldier to Corporal requires 3 commendations and 
  Corporal to Sergeant requires 9 commendations.   
  � 
  Can start as Corporal if you have served at least 3 years and have a net +2 
  modifier to your mental abilities (Int, Wis, Chr) 
  � 
  Profession (Soldier) becomes a class skill for as long as you remain an active 
  member of the military 
  � 
  +2 competence bonus to Profession (Soldier) as long as you remain an active 
  member of the military 
   
  o 
  Monk 
  Much like druids, most monks choose to serve in the work gangs rather than perform 
  military service. Gran March usually assigns whole orders certain tasks and relies on the 
  head of the order to see that his monks accomplish this. A few monks do become 
  members of the Scouts and those monks who qualify may choose this option (see above 
  for qualifications). 
   
  Those that do serve in the Scouts receive the following benefits. 
  � 
  Ride becomes a class skill for as long as you remain an active member of the 
  military 
  � 
  Martial Weapon Proficiency (choice of any one of longsword, shortsword, light 
  mace, or longspear) 
   
  o 
  Paladin 
  � 
  Faster track for promotion as noted for fighters above. 
  � 
  Can start as Corporal if you have served at least 4 years and have a net +3 
  modifier to your mental abilities (Int, Wis, Chr) 
  � 
  +2 competence bonus to Profession (Soldier) as long as you remain an active 
  member of the military 
   
  o 
  Ranger 
  � 
  +2 competence bonus to Wilderness Lore within the bounds of Gran March 
  � 
  +1 permanent Influence Point with all members of the Gran March military for as 
  long as you remain an active member of the military 
   
  o 
  Rogue 
  � 
  Ride becomes a class skill for as long as you remain an active member of the 
  military 
  � 
  Martial Weapon Proficiency (longspear) 
   
  o 
  Sorcerer 
  � 
  Ride becomes a class skill for as long as you remain an active member of the 
  military 
  � 
  Martial Weapon Proficiency (longspear) 
   
  o 
  Wizard 
  � 
  Ride becomes a class skill for as long as you remain an active member of the 
  military 
  � 
  Martial Weapon Proficiency (longspear) 
   
  Note: All small PCs should substitute halfspear for longspear.  
   
  • 
  All PCs who are currently in the military are assumed to have finished training and are ranked as 
  Soldiers, Corporals, or Specialists, depending on class and the career specialty to which they are 
  assigned. They owe two more years worth of service, at the end of which they may opt out or 
  apply for a second term of three years. However, they are eligible for promotion.  Promotions may 
  be granted under the following conditions. 
  
  Military 3.0 
   
  15 
   
   
  o 
  Must have been in grade at least 24 game months (104 TUs).  This time requirement is 
  halved for fighters and paladins. 
  o 
  Most Gran March military scenarios will have an opportunity to receive a commendation. 
  Record any commendations received on your ARs. 
  o 
  It takes 4 commendations to move from Soldier to Corporal and 12 more to move from 
  Corporal to Sergeant, from Support Specialist to Corporal, or from Combat Specialist to 
  Sergeant. Once you have the necessary commendations, you must have the Triad sign 
  off on your promotion. These will not be hard to gain and the Triad will allow these 
  promotions most of the time. 
  o 
  One Influence Point from the military, an Elector, or the Commandant can be spent in 
  place of one commendation for promotion. 
  o 
  Promotion to the rank of Staff Sergeant and above will be handled in scenario and 
  special mission play only. 
   
  The following ranks exist in Gran March: 
   
  o 
  Recruit (only possible for PCs through demotion) 
  o 
  Soldier, Support Specialist, Combat Specialist 
  o 
  Corporal 
  o 
  Sergeant 
  o 
  Staff Sergeant 
  o 
  Line (Pride, Quiver) Sergeant 
  o 
  Senior Staff Sergeant 
  o 
  Senior Army Sergeant 
  o 
  Lieutenant 
  o 
  Captain 
  o 
  Knight Colonel 
  o 
  Knight Field Marshall 
   
  Note: Combat Specialists who receive promotions become Sergeants rather than Corporals (and 
  require 12 commendations for promotion to that rank), in recognition of their special training.   
   
  • 
  PCs receive pay according to their rank and have the privileges thereof. Note that Support and 
  Combat Specialists receive special pay levels but are equivalent to Soldiers in rank.  All active 
  duty military characters are subject to chain of command. They must accept orders from those 
  above them and give orders to those below. Failure to follow orders or giving an NPC orders that 
  are not in keeping with good military discipline and necessity should be reported to the Triad and 
  will be dealt with severely. 
   
  Characters playing in scenarios for which they have spent their non-military TUs are considered 
  to be “on leave” and are not subject to orders.  Players may, at their discretion, be considered on 
  leave if they spend non-military TUs for any adventure outside of Gran March, even if it would 
  normally have qualified for play using military time. 
   
  Members of the military receive the following pay per week. 
   
  o 
  Recruit – 0 sp 
  o 
  Common Soldier – 5 sp 
  o 
  Support Specialist – 10 sp 
  o 
  Combat Specialist – 20 sp 
  o 
  Corporal – 10 sp 
  o 
  Sergeant – 20 sp  
  o 
  Officer – 40 sp 
   
  
  Military 3.0 
   
  16 
   
  While participating in scenario play, you receive one week’s pay at the beginning of the scenario 
  for each TU required for the scenario. This pay is not limited by a scenario’s treasure cap.  Note 
  that the military provides basic living expenses; therefore, all enlisted ranks receive free 
  Adventurer’s Standard upkeep and officers receive free Rich upkeep as a subsistence allowance. 
  The character can pay the difference to move to a higher upkeep if they wish. 
   
  Characters who qualify for a new military assignment may switch duties immediately without 
  consulting the Triad.  If, for example, your character qualifies as a Soldier (Infantry) when first 
  entering the military but later qualifies as a Soldier (Archer), Scout, or member of the Spellcasting 
  Corps, you may switch to the new assignment at any time.  Such transfers do not affect rank for 
  anyone above the rank of Soldier/Combat Specialist/Support Specialist, but the character 
  receives all other benefits as befitting the new assignment. 
   
  • 
  Characters receive the following equipment as personal gear and may use it on their adventures. 
  They are required to replace it at cost if it is destroyed. This equipment may not be sold, only 
  returned to the Quartermaster if it is no longer desired. If a character chooses to use this 
  equipment, it should be noted on the character’s AR just as if he owned it. 
   
  o 
  Common Soldiers (infantry): 
  � 
  Leather armor 
  � 
  Short Sword 
  � 
  Longspear (halfspear for small PCs) 
   
  o 
  Common Soldiers (archers): 
  � 
  Leather armor 
  � 
  Light mace 
  � 
  Longbow (shortbow for small PCs) 
   
  o 
  Cavalry (all ranks): 
  � 
  Chainmail 
  � 
  Longsword 
  � 
  Light crossbow 
  � 
  Heavy lance (light lance for small PCs) 
  � 
  In Gran March regional scenarios, use of a light warhorse. 
   
  o 
  Specialists (all except Sorcerers and Wizards): 
  � 
  Leather armor 
  � 
  Light mace 
  � 
  Light crossbow 
   
  o 
  Sorcerers and Wizards: 
  � 
  Dagger 
  � 
  Light crossbow 
   
  o 
  Corporal: 
  � 
  Studded leather 
  � 
  Short sword 
   
  o 
  Sergeant: 
  � 
  Scale Mail 
  � 
  Greataxe or Greatclub 
   
  Officers are required to furnish their own equipment out of personal wealth. This equipment must be 
  equal or superior to the arms and armor listed previously for their rank. 
   
  
  Military 3.0 
   
  17 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) in the 
  Spellcaster Corps have access to the following magic spells, with training costs described in the 
  Costs section: 
   
  o 
  From Defenders of the Faith: 
   
  (Divine spellcasters only) Blessed Aim, Burial Blessing, Curse of the Brute, Divine Flame, 
  Recitation, Weapon of Deity  
   
  o 
  From Tome and Blood:  
  (All spellcasters) Eagle’s Splendor, Energy Immunity 
   
  This list is small as members of the Spellcaster Corps are encouraged to belong to a particular 
  church (for divine spellcasters), the Bardic Guild (for bards), or Syrloch (for other arcane 
  spellcasters). Characters only have access to spells on the class list for their own class; this 
  benefit does not, for example, give paladins or druids access to the cleric spells listed above. 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have access 
  to the following feats, with training costs described below: 
   
  o 
  From Sword and Fist: 
   
  Expert Tactician, Hold the Line, Improved Overrun, Knock Down, Monkey Grip, Power 
  Lunge, Rapid Reload, Sharp-Shooting,  
   
  o 
  From Defenders of the Faith: 
   
  Improved Shield Bash  
   
  o 
  From Tome and Blood: 
  Eschew Materials, Greater Spell Focus 
   
  o 
  From Song and Silence: 
  Athletic, Dash 
   
  o 
  From Masters of the Wild: 
  Clever Wrestling, Dwarf’s Toughness 
   
  In addition, personnel in the Spellcaster Corps have access to the following feats, with training 
  costs described below: 
   
  o 
  From Defenders of the Faith: 
   
  (Divine spellcasters only) Divine Might, Divine Resistance, Divine Shield 
  (All spellcasters) Reach Spell 
   
  o 
  From Tome and Blood:  
  (Arcane spellcasters only) Arcane Defense, Arcane Preparation  
  (All spellcasters) Augment Summoning, Cooperative Spell, Delay Spell, Energy 
  Substitution, Sculpt Spell 
   
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have access 
  to the following magic items as per the Living Greyhawk Campaign Sourcebook: 
   
  o 
  Dungeon Masters Guide 
  +1 chain barding (1,450 gp) (cavalry and officers only) 
  +2 chainmail (4,300 gp) (cavalry and officers only) 
  +2 full plate (5,650 gp) (officers only) 
  +2 leather armor (4,160 gp)  
  
  Military 3.0 
   
  18 
   
  +2 scale armor (4,200 gp) (sergeants and other senior NCOs only) 
  +2 studded leather armor (4,175 gp) (corporals only) 
  +2 dagger (8,302 gp) (arcane members of Spellcaster Corps and officers only) 
  +2 greataxe (8,320 gp) (sergeant and above ranks) 
  +2 greatclub (8,305 gp) (sergeant and above ranks) 
  +2 halfspear (8,302 gp) 
  +2 heavy lance (8,312 gp) (cavalry and officers only) 
  +2 light crossbow (8,335 gp) 
  +2 light lance (8,306 gp) (cavalry and officers only) 
  +2 light mace (8,305 gp) 
  +2 longbow (8,375 gp) (archery and officers only) 
  +2 longspear (8,305 gp)  
  +2 longsword (8,315 gp) (cavalry and officers only) 
  +2 shortbow (8,330 gp) (archery, cavalry, and officers only) 
  +2 short sword (8,310 gp) (infantry and officers only) 
  potion of cure serious wounds (750 gp) 
  potion of heroism (750 gp) (sergeant and above ranks outside of the Spellcaster Corps 
  only) 
  wand of cure light wounds (1st-level) (750 gp) 
  wand of cure moderate wounds (3rd-level) (4,500 gp) (divine members of Spellcaster 
  Corps only) 
  wand of cure serious wounds (5th-level) (11,500 gp) (divine members of Spellcaster 
  Corps only) 
  wand of magic missile (1st-level) (750 gp) (arcane members of Spellcaster Corps only) 
  wand of magic missile (3rd-level) (2,250 gp) (arcane members of Spellcaster Corps only) 
  wand of magic missile (5th-level) (3,750 gp) (arcane members of Spellcaster Corps only) 
  wand of fireballs (5th-level) (11,250 gp) (arcane members of Spellcaster Corps only) 
  wand of lightning bolts (5th-level) (11,250 gp) (arcane members of Spellcaster Corps only) 
  boots of elvenkind (2,000 gp) (scouts and officers only) 
  +2 bracers of armor (4,000 gp) (arcane members of Spellcaster Corps and officers only) 
  bracers of archery (5,100 gp) (archery and officers outside of the Spellcaster Corps only) 
  cloak of elvenkind (2,000 gp) (scouts and officers only) 
  everburning torch (90 gp) 
  gauntlets of ogre power (4,000 gp) (infantry, cavalry, and officers outside of the 
  Spellcaster Corps only) 
  gloves of dexterity (+2) (4,000 gp) (archery, scouts, and officers outside of the 
  Spellcaster Corps only) 
  horseshoes of speed (1,900 gp) (cavalry and officers outside of the Spellcaster Corps 
  only) 
  horseshoes of the zephyr (3,000 gp) (cavalry and officers outside of the Spellcaster 
  Corps only) 
  necklace of fireballs (Type 1) (1,650 gp) (arcane members of Spellcaster Corps and 
  officers only) 
  Keoghtom’s ointment (4,000 gp) (divine members of Spellcaster Corps only) 
  quiver of Ehlonna (1,800 gp) (archery and officers only) 
   
  o 
  Sword and Fist 
  potion of false life (300 gp) (personnel outside of the Spellcaster Corps only) 
  ring of mage armor (12,000 gp) (arcane members of Spellcaster Corps and officers only) 
  vest of false life (12,000 gp) (personnel outside of the Spellcaster Corps only) 
   
  o 
  Defenders of the Faith 
  Equerry’s armor (10,670 gp) (officers only) 
   
  
  Military 3.0 
   
  19 
   
  o 
  Tome and Blood 
  belt of many pockets (11,000 gp) (specialists, NCOs, and officers only) 
   
  o 
  Song and Silence 
  barricade buckler (6,400 gp) (personnel outside of the Spellcaster Corps only) 
   
  o 
  Masters of the Wild 
  +1 ease full plate (5,650 gp) (officers only)  
  +1 exhausting light mace  (8,308 gp) 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have access 
  to the following armor / shield / weapon enhancements: 
   
  o 
  Armor and Shield Enhancements 
   
  � 
  Dungeon Masters Guide 
  The ability to upgrade from masterwork armor or shield to +1 armor or shield. 
  Only armor and shield types generally issued are eligible for this upgrade. These 
  are leather armor, studded leather armor, scale mail, chainmail, and full plate. 
  This upgrade applies to both spellcasters and non-spellcasters and requires that 
  personnel only pay the difference between the masterwork item and the +1 item. 
  For spellcasters with Craft Arms and Armor, this cost is 500 gp. For all other 
  personnel, this cost is 1000 gp. 
   
  o 
  Weapon Enhancements 
   
  � 
  Dungeon Masters Guide 
  The ability to upgrade from masterwork weapon to +1 weapon. Only weapons 
  generally issued are eligible for this upgrade. These are dagger, greataxe, 
  greatclub, halfspear, heavy lance, light crossbow, light lance, light mace, 
  longbow, longspear, longsword, and short sword. This upgrade applies to both 
  spellcasters and non-spellcasters and requires that personnel only pay the 
  difference between the masterwork item and the +1 item. For spellcasters with 
  Craft Arms and Armor, this cost is 1000 gp (or 2000 gp for enchanting both ends 
  of a double weapon). For all other personnel, this cost is 2000 gp (or 4000 gp for 
  enchanting both ends of a double weapon). 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) can be 
  eligible for service in special units (Pathfinders, Mountaineers, Couriers, and others). There may 
  be prestige classes arising from these special units.  
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) gain one 
  Influence Point (IP) within Gran March per year served after character creation (it is possible to 
  claim service prior to character creation, see above). This point may be used with any Gran 
  March regional organization (e.g., army, government, temples, guilds, etc.). These influence 
  points are permanent; if used, the points renew at the beginning of each game year. This is 
  different from influence points gained from scenarios which do not renew once spent. 
   
  How can influence points (both permanent and scenario) be spent? There are four ways that a 
  PC soldier can spend military IPs: 
   
  o 
  Soldiers can spend IPs either to defray some of the cost of clerical spellcasting or to gain 
  access to more powerful healing. See the Gran March Temple Influence Document for 
  more details. 
   
  
  Military 3.0 
   
  20 
   
  o 
  Soldiers can substitute IPs for commendations for the purposes of joining special units 
  like the Mountaineers. See the appropriate special unit document for details.  
   
  o 
  Soldiers can use IPs to gain access to officers higher in the chain of command. A PC can 
  get access to a superior officer of rank up to and including Knight Colonel for 1 IP. An 
  audience with a Knight Field Marshall costs 2 IP. The officer in question must be present 
  in the scenario in order to gain access. 
   
  o 
  Soldiers can spend an amount of IPs each year to be posted on Caravan Duty. A soldier 
  on Caravan Duty helps supply caravans by performing such duties as driving a caravan 
  wagon, cooking for caravan personnel, scouting ahead for bandits, or guarding the 
  caravan against attack. Couriers, Mountaineers, and Pathfinders are ineligible for 
  Caravan Duty due to the extreme demands placed on these elite units. All regular 
  soldiers except Teamsters may spend 2 IPs to get this posting. Teamsters only pay 1 IP. 
   
  • 
  Spellcasting PCs (not just ones assigned to the Spellcaster Corps) are eligible to participate in 
  government-issue magic-item creation (GIMIC). Due to the increase in spellcasting resources 
  required for the increase mobilization of the military, military spellcasters may create their own 
  magic items (as per The Living Greyhawk Campaign Sourcebook) for the military as part of their 
  own equipment subject to the following conditions: 
   
  o 
  All xp and gp costs of creation must be paid by the creator; the military only donates the 
  TUs for creation. 
   
  o 
  All items created in this fashion shall be marked military-issue (MI) both on the MIL and 
  on the Item Creation Sheet recording the item. 
   
  o 
  Upon mustering out of the military, all MI magic items must either be turned back in to the 
  quartermaster (and removed from the MIL) or be purchased at one half of normal sale 
  value prices. (Yes, this means that a spellcaster will have to pay 75% of the full price for 
  complete ownership of the item in addition to the XP and gp cost of creating it). 
   
  o 
  If the spellcaster receives a demerit, the lowest price MI magic item created by the 
  character is confiscated and turned back in to the quartermaster. This is in addition to any 
  other in-game effects of demerits. Even if the demerit is cleared by further 
  commendations, the military does not return the item back to the spellcaster. The 
  quartermaster has already reissued that item to a soldier either in greater need or with 
  better standing. 
   
  o 
  Spellcasters can use MI magic items on both military and non-military adventures. If the 
  item is spent or lost on an adventure, the spellcaster does not have to replace the item 
  (unlike standard issue equipment). 
   
  Costs 
   
  An active-duty soldier bears certain responsibilities as follows: 
   
  • 
  Thirty-nine TUs a year are allocated to the military pool (the rest are available for “leave”) and are 
  known as “military TUs”. 
   
  • 
  Military TUs may be used for some scenario play but cannot be used for meta-campaign activities 
  other than the ones specified by this document or as designated by the Gran March Triad. Most 
  scenarios set in Gran March may be played using TUs in the military pool; scenarios set in Bissel, 
  Geoff, and the Principality of Ulek (where Gran March military units currently serve) may also be 
  played from the military TU pool. Due to our treaty with the Yeomanry League (see Appendix II) 
  scenarios set in the Yeomanry that qualify for Yeoman militia service may also be drawn from the 
  
  Military 3.0 
   
  21 
   
  military TU pool.  Yeoman militia characters may also count Gran March regional scenarios that 
  qualify for military TU expenditure toward their militia TU requirements.  The Triad may designate 
  certain Core scenarios as also qualifying for military play. This will be very rare. Keep track of all 
  TUs spent and whether they come from the military or leave pool. 
   
  • 
  Must be of racial majority age. 
   
  • 
  Subject to orders and military justice as noted above. Most minor infractions will result in the 
  issue of Demerits. Each Demerit earned by a PC will cancel the effect of two Commendations 
  (and likewise, two Commendations will cancel the effect of one Demerit).  If a PC should earn 
  three net Demerits, he will be reduced one level in rank.  His former rank will be restored upon 
  cancellation of the Demerits that caused his demotion.  If a PC earns three net Demerits at the 
  rank of Recruit (the lowest rank in the Army), he will be drummed out of the military and will serve 
  the remainder of his term in the work battalions and the PC will be out of play for this time. 
   
   
  In addition to the above requirements, members are expected to use military TUs for advanced training: 
   
  • 
  Advanced Spell Training: 1 TU per Builder Book spell acquired. The PC spends this TU from the 
  military pool of TUs. 
   
  • 
  Advanced Feat Training: 1 TU per Builder Book feat acquired. The PC spends this TU from the 
  military pool of TUs. 
   
  References 
   
  The following are useful references with regard to this meta-campaign organization in Living Greyhawk: 
   
  • 
  Any of the Builder Books referenced above. In order to use any of the feats, equipment, or spells 
  listed above, players must bring a copy of the book that contains them to the table. 
   
  • 
  The Knights of the Watch Public Document, which contains information on the two major orders 
  of Knights in the Sheldomar Valley. Many Knights, Senior Squires, and Squires are also part of 
  the military. 
   
  • 
  The Pathfinders, Mountaineers, and (soon-to-be-released) Couriers meta-campaign organization 
  documents. These provide details concerning these elite units. 
   
  • 
  The Syrloch meta-campaign organization document. This provides information for both active and 
  reserve spellcasters in Gran March. 
   
  • 
  The (soon-to-be-released) Militia meta-campaign organization document, which provides 
  information and rules for reserve companies which veterans can join. 
   
  
   
   
  Appendix I – New Skills 
   
  Profession (soldier) (Wis; Trained Only): This skill covers such things as military organization, discipline, 
  and basic combat tactics. The character can be assumed to be aware of the basic facts of military life.  It 
  is a DC 10 roll to recall any specific piece of uncommon information about the Gran March military. It is a 
  DC 15 roll for any other country in the Sheldomar valley and Ket. It is a DC 25 roll for all other military unit 
  in the Flanaess. Characters with at least 5 ranks of Profession (soldier) receive a +2 synergy bonus to 
  Wilderness Lore checks when used to avoid environmental dangers, a +2 synergy bonus to Tracking 
  checks involving military units, and a +2 synergy bonus with Knowledge (tactics). Characters with at least 
  5 ranks of Knowledge (tactics) gain a +2 synergy bonus with Profession (soldier). 
   
  Knowledge (tactics) (Int; Trained Only):  The character possessing this skill has studied the practical, 
  theoretical and historical applications of mundane and magical assets in skirmish and battlefield 
  situations. 
   
  Use of this skill is not an action nor does it require concentration on the level of spellcasting, however it 
  does require a clear view of all elements involved (elements that are unobserved cannot of course be 
  factored into the results of a skill check).  A plan formulated with this skill cannot take into account factors 
  the character is unaware of, nor should it substitute for player ingenuity.  At most this skill allows more 
  active feedback from the GM about the viability and possible consequences of a proposed plan. 
   
  Sample DCs and uses are listed below.  These are examples only: judges may adjudicate their own uses 
  for this skill based on the sample below. Characters may not take 20 on this check (and may not take 10 
  on this check while engaged in combat). 
   
  DC 10: Based upon one round of observation, determine the leader (if any) of a group engaged in 
  combat. Also, after three rounds of observation, identify the style of leadership (if any) (for example the 
  tactics of the Keoish army, the Gran March military, or the Yeoman militia). 
   
  DC 15: Based upon one round of observation, determine the CR of the leader (if any) of a group engaged 
  in combat. Also, after three rounds of observation identify a specifically famous style of leadership or 
  historical tactics (for example, the tactics of the Turosh Mak, Cadofydd Parn, Alicia Helanasdotter, the 
  tactics used by the giant army at the Battle of Bloody Ridge or during the siege of Gorna). 
   
  DC 20: Based upon one round of observation, determine the CR and highest class level of the leader (if 
  any) of a group engaged in combat.  Also, based upon three rounds of observation, determine the 
  strategy (if any) of an opponent's forces (examples of the information granted by this use are, "The enemy 
  is attempting to divide your forces," "The enemy is attempting to neutralize your spellcasters," "The 
  enemy is attempting to force you backward, probably into an ambush or trap," or "The enemy is 
  attempting to cut off your escape route"). 
   
  DC 25: Based upon one hour of observation, determine the weakest point in the defenses of an 
  encampment or entrenched position.  Or based upon three rounds of observation, determine an effective 
  counter to an opponent's strategy (if any). 
   
  DC 30: Based upon one hour of observation and knowledge of available resources, determine the most 
  effective plan to assault or defend an encampment or entrenched position. 
   
  Retry: May retry after 24 hours or upon the acquisition of another significant piece of information about 
  the tactical situation studied. 
   
  Special:  A character possessing 5 or more ranks of Profession (soldier) gains a +2 synergy bonus to 
  Knowledge (tactics) skill checks.  A character possessing 5 or more ranks of Knowledge (tactics) receives 
  a +2 synergy bonus to Profession (soldier) skill checks. 
  
  Military 3.0 
   
  23 
   
  Appendix II - PROCLAMATION 
   
  ro
   F m His Steadfastness, Marius Lindon the Freeholder, Spokesperson for the Yeomanry League, 
  T 
  o His Most Resolute Magnitude, Watcher Magnus Vrianian, Fearless Iron Wolf, Beloved of 
  Heironeous, Commandant of Gran March, Terror of the Baklunish, Scourge of the Humanoids, 
  Humbler of the Flan, Hammer of the Neheli, Enemy of the Great Evil, Overseer of the Nine Baronies 
  of the True March, Protector of Farvale, Lord of the Dim March, Sovereign of the Rush March, Liberator 
  Of Hochoch and Right and True Vassal of His Peerless Majesty, Kimbertos Skotti. 
   
  W 
  hereas, the situation in Geoff is near and dear to our hearts, as the Plight of Those oppressed by the 
  giantish Scourge is keenly felt by our entire Citizenry, and 
  W 
   
  hereas,  Gran March is bravely attempting the Succor of the People of Geoff in the Lost Lands of 
  the northern Sheldomar, and 
  W 
   
  hereas, our Citizens and the People of  Gran March are oft of common Mind and Cause in this and 
  other Matters, and 
  W 
   
  hereas, the military Might of both our Nations is incontrovertible, and both our Armies are 
  tempered in the Forge of Conflict with Enemies both Man and Beast, and 
  W 
   
  hereas, the Militia of the Yeomanry has no Equal in the Combat of Giants and their foul Spawn, 
  and has rid our Lands of their hated Presence on many Occasions, thus  
   
  Be it resolved, that the following Proposals be made with the full Weight of Law in the 
  Yeomanry, and are Effective upon their Ratification by the Rulers of  Gran March: 
   
  M 
  ilitia and Army troops of the Yeomanry be involved in Exercises of mutual Training and Advice 
  with those of  Gran March, that both our Forces might grow in Puissance and Skill, to be used 
  towards our Nations’ beneficial Ends, including the Liberation of the Lost Lands of Geoff from the 
  Tyranny of the Giants, and that 
  A 
   
  mbassadors be exchanged between  Gran March and the Yeomanry League, for the purpose of 
  Regulation of such Exercises, Command of the Troops so Engaged, and the Administration of our 
  Countries’ respective Law upon the Soldiers in each others’ Lands, and that such an Ambassador be 
  selected and dispatched by the Freeholder with all due Consideration, and that  
   
  O 
  ur two Peoples continue in the path of Allies, furthermore seeking Ways in which we might benefit 
  each Other and all the Lands of the Sheldomar, with the good Grace of the Gods. 
   
  R
  atified this 3rd day of Reaping, Common Year 591, in Common Council of Grosspokesmen on 
  behalf of the Free Citizens of the Yeomanry League. 
   
    
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Gran_March_Military_3.0.pdf