TEXT: Geoff Meta-Campaign Sourcebook, Part 9 – Military Page 1 of 27 
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  Part 9 – Geoff Military 
  Organizations 
  Version 5.0.0 
  January 1st, 2006 
  
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  Part 9 – Army of Geoff 
  Table of Contents 
   
  Chapter 1 – Geoff Class Book Guidelines 
  Page 3 
   
  Chapter 2 – Unit Descriptions 
  Page 4 
   
   
   
   
  
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  Chapter 1 
  Geoff Meta-Organizations Guidelines 
   
   
  This section outlines the basics of joining meta-group 
  organizations in Geoff.  Most meta-group memberships in 
  Geoff are recorded on your adventure certificate.  To join 
  these groups, you must write in the notes section that you 
  are spending any required gold and/or time units to join 
  the group and have the judge sign the adventure 
  certificate.  If an organization has any special requirement, 
  you must show the judge a notation on a previous 
  adventure certificate that this occurred. 
   
  All organizations, while not requiring certificates for 
  membership, do require anyone who joins them to notify 
  the POC.  The POC’s name and e-mail are listed in the 
  entry for each meta-organization.  Notification must be 
  done via e-mail within 2 weeks of joining the meta-
  organization so the POC has a record. 
   
  Some organizations will still require an actual certificate.  If 
  an organization requires a certificate for membership, it 
  will indicate this in the group’s description.  Meta-
  organization certificates come either in a PDF file to be 
  printed by the player, or mailed to the player. 
   
  This should let anybody who wishes to join a group do so 
  with just a small bit of effort on their part.  
   
  RESIDENCY: 
  Many organizations require that the PC be a resident of 
  Geoff.  In order to join these groups, your character must 
  have a home region of Geoff listed on her adventure 
  record.  If you ever change home regions, you can no 
  longer be a member of that group and you immediately 
  lose all benefits of membership. 
   
  REACTION BONUS:     
  Many groups provide a reaction bonus when dealing with 
  certain NPCs in the game. This bonus (or penalty) applies 
  only during Geoff regional scenarios or scenarios adapted 
  to Geoff.  The bonus applies to the following skills at the 
  DM’s discretion. If he says no, then no is no. Respect that.  
   
  • 
  Bluff (Cha) 
  • 
  Diplomacy (Cha) 
  • 
  Gather Information (Cha) 
  • 
  Intimidate (Cha) 
  • 
  Perform (Cha, does not effect checks to make 
  money at the conclusion of an adventure) 
   
   
   
  FOLLOWERS AND COHORTS 
  For those PCs with followers and cohorts, there are many 
  role-play opportunities.  However, followers may not be 
  members of any meta-org.  Cohorts may be members of 
  meta orgs and may rise to any level for which they qualify.  
  Cohorts can only be members of a meta-org of which the 
  PC is a member. 
   
  LEAVING AN ORGANIZATION 
  If you join an organization with annual TU or gold costs 
  (including tithing), you join the group for a minimum of two 
  years.  If you leave the organization before paying two 
  years of costs, you must pay the costs the following year 
  even if you are no longer a member of the group. 
   
  Spell Access: 
  For arcane casters, you do not lose access to spells 
  already learned if you leave a meta-organization.  For 
  divine casters, you no longer have access to spells that a 
  meta-organization provides if you leave that organization.              
   
  Prestige Classes: 
  If you take levels in a limited prestige class, you do not 
  lose those levels upon leaving the organization.  However, 
  you are not permitted to continue taking levels of that 
  class if you are no longer a member.   
   
  CHARACTER DEATH  
  Some organizations have racial requirements that must be 
  met before the character can join.  If the character’s race 
  changes via reincarnate or other methods and the 
  requirements are no longer met, the character cannot 
  remain a member of that organization.  The exception is 
  membership in a sacred organization.  If a character’s 
  race changes and they no longer meet the racial 
  requirements of a church or temple, the character may 
  remain in their current position, but may not advance any 
  further within the church hierarchy.  Additionally, they must 
  participate in a special mission for Atonement.  
   
  For more information head to the website at www.living-
  geoff.com.  There you will find full rosters of the meta-
  groups.  More background information as well as special 
  events that might be going on in the future for them will 
  also be posted on the Geoff web site.  Remember these 
  groups will be as fun as the effort you put into them.
  
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  Chapter 2 
  Brenin’s Fist Organization (Provisional) 
   
   
  With the defeat of the Giants, the Army of Liberation 
  was disbanded in favor of the Cantrevi armies once 
  more. Grand Duke Owen was acutely aware that they 
  had not been totally capable of protecting the nation 
  from the Giant Invasion.  In a compromise from the 
  Llwyri at the Council of Victory, Owen built the 
  Brenin’s Fist.  
   
  Although the Fist is commanded by the Brenin, Owen 
  cannot use it in minor Cantrevi disputes. Only if a 
  Llwyr or Arglwyth is deemed a traitor during a Council 
  of Llwyri can the Brenin unleash the Brenin’s Fist on a 
  Llwyr. 
   
  The Brenin’s Fist is commanded by the First Cadofyth.  
  The First Cadofyth is a professional soldier who is 
  given the task of training the Gyric army and keeping 
  it out of politics. Leaning heavily on the old Cantrevi 
  units as well as the structure of the Army of Liberation, 
  the First Cadofyth Morgan Hazeleye managed to 
  create a professional and tough force. 
   
  Many veterans of the Army of Liberation joined the 
  Brenin’s Fist at its inception.  The First Cadofyth was 
  eager to make use of the training and command 
  potential of these battle-hardened troops, who are the 
  backbone of the Brenin’s Fist. 
   
  Unit Designations 
   
  Dwrth (Squad) Usually consists of eight rhyfelwri or 
  saethwri, 1 Corfforol and 1 Dwrthdyn 
   
  Ban Cant (Platoon) Four dwrth make up each ban 
  cant. One of the dwrth is lead by an Athrodwrthdyn 
  who acts as the Ban Cantdyn’s second in command. 
   
  Braich (Company) Five Ban Cant make up a Braich. 
  Braichdyn are accompanied into battle by a privdwrth 
  (command squad), lead by his Cyntaf Dwrthdyn.  
   
  Bragad (Brigade or Regiment) After the disbanding of 
  the Army of Liberation, the Brenin’s Fist  removed the 
  integrated approach to bragadi, and returned to 
  bragadi made up entirely of a single unit type. Bragadi 
  contain 5 briachs.  Along with the command staff this 
  gives the Bragad over a thousand men. 
   
   
  Ran 
  Ranks 
   
  Enlisted 
   
  Rhyfelwri: (Also Saethwri or Marchawagi). 
  The basic private soldier.  
  Promotion Requirement: None. 
   
  Corforral: A more experienced soldier who is 
  the second in command in a Dwr.  
  Promotion Requirement: Six (6) months as a 
  Rhyfelwri; 3rd Level 
   
  Dwrthdyn: Sergeant  
  Promotion Requirement: Six (6) months as a 
  Corforral; 4th Level 
   
  Athrodwrthdyn: Platoon Sergeant  
  Promotion Requirement: Six (6) Months as a 
  Dwrthdyn; 5th Level; Int/Wis/Cha no lower 
  then 8 each. 
   
  Cyntaf Dwrthdyn: Company Sergeant 
  Promotion Requirement: Twelve (12) Months 
  as an Athrodwrthdyn; 5th Level; Int/Wis/Cha 
  no lower then 9 each. 
   
  Brigdwrthdyn: Regimental Sergeant 
  Promotion Requirement: Twelve (12) Months 
  as a Cyntaf Dwrthdyn; 6th Level; Int/Wis/Cha 
  no lower then 10 each. 
   
  Officers 
   
  Ban Cantdyn: Platoon Commander 
  Promotion Requirement: By Appointment or 
  Previous Rank: Dwyrthdyn; Int/Wis/Cha no 
  lower then 9 each; 8 TU of Officer Training by 
  the College of Canaith 
   
  Braichdyn: Company Commander 
  Promotion Requirement: Six (6) Months as a 
  Ban Cantdyn; Int/Wis/Cha no lower then 10 
  each;  
  
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  Cymorth: Staff Officer  
  Promotion Requirement: Twelve Months (12) as a 
  Braichdyn; Int/Wis/Cha no lower then 11 each; 2 TU 
  advanced training by the College of Canaith 
   
  Bragad-dyn: Brigade Commander 
  Promotion Requirement: At the moment this position 
  is NPC only 
   
  Cadofyth: Army Commander, often appointed from 
  among the Bragad-dyn present. These would be 
  ranked in relation to their rank to the First Cadofyth: 
  i.e. Second Cadofyth, Third Cadofyth etc… 
  Promotion Requirement: At the moment this position 
  is NPC only 
   
  Seasonal Rotation 
   
  Not all of the Brenin’s Fist is on duty all year round. 
  The Pelor Braich of the Griffon’s Claws & Griffon’s 
  Fangs is always on duty as are the Green Ban Cants 
  of the other units. During each season the Brenin’s 
  Fist has a Seasonal Guard. This is the Braich whose 
  name corresponds to the Old Faith patron deity of that 
  season.  At any point in time there is roughly 40% of 
  the Army on duty. Presumably, the entire Army could 
  be mobilized in less than a month. 
   
  The following Ban Cants are on duty during the 
  different seasons. 
   
  Black: Winter 
  Silver: Spring 
  Gold: Summer 
  Red: Fall 
   
  Organization of non-Brenin’s Fist Units 
   
  The Longbowmen, Olwythi, and the Eagle Riders 
  have their own organizations, outside of the Brenin’s 
  Fist.  In times of war the First Ward, First Bow, and 
  commander of the Eagle Riders would work closely 
  with the First Cadofyth as they did during the Giant 
  War.  No one is sure exactly how the new 
  organizations will work in reality, however. 
   
  Oath of the Brenin’s Fist 
   
  “I (your name) do swear to defend Geoff with my life 
  and my blood. I swear to uphold its laws and traditions 
  on the battlefield and to present myself with honor and 
  dignity among its people. I swear that I will hold no 
  allegiance to any group or individual, be they King or  
  ffolk, who may draw swords against our sacred soil.” 
   
   
  Note: It should be noted that currently, the 
  leaders of Geoff consider the Knights of the 
  Watch to be an organization who could 
  potentially find themselves at odds with Geoff. 
  As such no member of the Knights of the Watch 
  would be allowed to take the oath and thus 
  cannot be a part of the Brenin’s Fist. It should 
  be noted that several members of other groups, 
  like the Olwythi and the Longbowmen have also 
  resigned their former commissions because of 
  the possibility of their various Oaths coming into 
  conflict. This also precludes most if not all 
  members of Melwyn’s Irregulars (see Secular 
  Meta Org book for more details). 
   
  Former Members of the Army of Liberation 
   
  Former Members of the Griffins Claws, Teulu, 
  Cyvrin, and Diwinyth move over to their new 
  units at the same rank if they choose to remain 
  with the Brenin’s Fist. If the Character cannot 
  meet any new required skills within six real 
  months after the re-enlistment period, then the 
  soldier loses rank or is dropped from the unit 
  altogether.  Any questions should be directed to 
  the Brenin’s Fist POC. 
   
  Official Re-Enlistment begins February 16th, 
  2006 and ends July 31st, 2006. 
   
  Units 
   
   
   
   
  Page 
  Griffon’s Watch 
   
   
   
  6 
  Griffon’s Claws 
   
   
   
  8 
  Griffon’s Fangs 
   
   
   
  9 
  Griffon’s Fury 
   
   
   
  10 
  Griffon’s Breath 
   
   
   
  11 
  Longbowmen of Geoff 
   
   
  12 
  Olwythi gan Gyruff 
   
   
  19 
  Eagle Riders 
   
   
   
  27 
   
   
  
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  Griffon’s Watch 
   
  Commanding Officer  
  TBD 
  POC 
   
   
   
  Wes Wright 
  Location 
   
   
  Gorna 
   
  These basic troops are the backbone of the Brenin’s Fist. There is no unit that remains on duty all 
  year round.  Instead, troops are organized into seasonal guards who spend part of a season on 
  active duty and the rest at their homes or in the service of their cantrev.  They usually act as 
  guards for the various Brenin’s Fist encampments and fortified watch posts.  All are usually lightly 
  armed and armored, wearing no more than studded leather armor.  Rhyfelwri are typically armed 
  with a longspear, though some dwrth train with swords and wooden shields.  Saethwri are armed 
  with longbows, and usually carry a buckler.  Marchawagi are armed with lances and javelins. 
   
  Griffon’s Watch Organization 
   
  Rhyfelwri 
  Standard light infantry soldiers. These act as guards, border guards, and back-up to the various 
  city and town guards when necessary. 
   
  Requirements (Rhyfelwri) 
  • 
  +1 BAB 
  • 
  8 TU per year 
   
  Access Granted through: 
  • 
  Griffon’s Watch, Brenin’s Fist 
   
  Additional Benefits 
  • 
  Longspear, longsword, large wooden shield 
  • 
  10gp per year 
  • 
  +2 circumstance bonus to Profession (Soldier) checks 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
   
  Saethwri 
  These are the light archers who support the Rhyfelwri in the field. Many can be found guarding 
  castles and fortresses around Geoff. 
   
  Requirements (Saethwri) 
  • 
  +1 BAB 
  • 
  8 TU per year 
  • 
  Longbow Proficiency 
   
  Access Granted through: 
  • 
  Griffon’s Watch, Brenin’s Fist 
   
  Additional Benefits 
  • 
  Longbow, buckler 
  • 
  10gp per year 
  • 
  +2 circumstance bonus to Profession (Soldier) checks 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
   
   
   
  
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  Marchawagi 
  Light Horse cavalry who act as scouts and skirmishers in battle and patrol the roads of the 
  country during times of peace. 
   
  Requirements (Marchawagi) 
  • 
  +1 BAB 
  • 
  8 TU per year 
  • 
  2 ranks in Ride and Handle Animal 
   
  Access Granted through: 
  • 
  Griffon’s Watch, Brenin’s Fist 
   
  Additional Benefits 
  • 
  Lance, 20 javelins 
  • 
  10gp per year 
  • 
  +2 circumstance bonus to Profession (Soldier) checks 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
  
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  Griffon’s Claws 
   
  Commanding Officer  
  TBD 
  POC 
   
   
   
  Wes Wright 
  Location 
   
   
  Gorna 
   
  The Griffon’s Claws are heavily armed and armored soldiers who traditionally accompany the 
  Brenin into battle.  These soldiers wear heavy plate armor and typically arm themselves with 
  swords and shields. They are the elite foot soldiers of the Brenin’s Fist and membership in their 
  ranks is considered an honor. 
   
  Griffon’s Claw Organization 
   
  Griffon’s Claws 
   
  Requirements 
  • 
  +4 BAB 
  • 
  Heavy Armor Proficiency 
  • 
  Rank of Corforral  
  • 
  13 TU 
   
  Access Granted through 
  • 
  Griffon’s Claws, Brenin’s Fist 
   
  Additional Benefits 
  • 
  +4 circumstance bonus to Profession (Soldier) checks 
  • 
  +4 circumstance bonus to Climb, Jump, and Swim Checks 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
  • 
  20gp per year 
  • 
  Class D Favor with the First Cadofyth 
  • 
  Access to Tactical Soldier prestige class from Miniature’s Handbook 
   
  
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  Griffon’s Fangs 
   
  Commanding Officer  
  TBD 
  POC 
   
   
   
  Wes Wright 
  Location 
   
   
  Gorna 
   
  Formerly known as the Teulu, the Griffon’s Fangs are the elite cavalry of the Brenin’s Fist.  More 
  heavily armored than the marchawgi, they are armed in a similar fashion.  Griffon’s Fangs are 
  typically used to break up enemy formations before the foot soldiers arrive.  They are an elite unit 
  of the Brenin’s Fist and membership in their ranks is considered an honor. 
   
  Griffon’s Fangs Organization 
   
  Griffon’s Fangs 
   
  Requirements 
  • 
  +4 BAB 
  • 
  Medium Armor Proficiency 
  • 
  Rank of Corforral  
  • 
  6 ranks of Ride and Handle Animal 
  • 
  13 TU 
   
  Access Granted through 
  • 
  Griffon’s Fangs, Brenin’s Fist 
   
  Additional Benefits 
  • 
  +4 circumstance bonus to Profession (Soldier) checks 
  • 
  +4 circumstance bonus to Ride & Handle Animal Checks 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
  • 
  20gp per year 
  • 
  Class D Favor with The First Cadofyth 
  • 
  Access to Tactical Soldier prestige class from Miniature’s Handbook 
   
  
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  Griffon’s Fury 
   
  Commanding Officer  
  TBD 
  POC 
   
   
   
  Wes Wright 
  Location 
   
   
  Gorna 
   
  The Cyvrin of the Army of Liberation had proven themselves so well in the war that Owen 
  managed to convince the Llwyri to allow a Braich of these troops to remain. In practice, the entire 
  Braich never fights together.  Instead the various Dwrth are broken up to support other units. 
  Normally a Dwrth of Cyvrin is paired with a Dwrth of Diwinyth.  
   
  Griffon’s Fury Organization: 
   
  Griffon’s Fury 
   
  Requirements 
  • 
  5 Ranks in Spellcraft 
  • 
  5 Ranks in Concentration 
  • 
  Ability to cast Level 2 Arcane Spells 
  • 
  Must refrain from using, researching, or owning in a spell book spells in the Necromancy 
  School with the exception of the following: Corpse Candle, Disrupt Undead, False Life, 
  Gentle Repose, Halt Undead, Touch of Fatigue, and Undeath to Death. 
  • 
  13 TU 
   
  Access Granted through 
  • 
  Griffon’s Fury, Brenin’s Fist 
   
  Additional Benefits 
  • 
  100gp In Components per Year 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
  • 
  +4 To Knowledge Arcane Skill Checks 
  • 
  +4 To Spellcraft Checks 
  • 
  Class D Favor with The First Cadofyth 
  • 
  Prestige Class or Feat Access Pending 
   
   
  
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  Griffon’s Breath 
   
   
  Commanding Officer  
  TBD 
  POC 
   
   
   
  Wes Wright 
  Location 
   
   
  Gorna 
   
  It was decided that the Diwinyth would become a true Divine core of spell casters. Druids and 
  Clerics of friendly Gods were recruited to spend time not only as healers but also as powerful 
  Divine support. As with the Cyvrin the Diwinyth rarely fight as a cohesive Braich. Instead, paired 
  with a Dwrth of Cyvrin, they support Ban Cants or whole Braichs on the attack or defense. 
   
  Griffon’s Breath Organization 
   
  Griffon’s Breath 
   
  Requirements 
  • 
  5 Ranks in Heal 
  • 
  5 Ranks in Concentration 
  • 
  Ability to cast Level 2 Divine Spells 
  • 
  Cannot Worship a Deity considered Unfriendly to the Old Faith 
  • 
  13 TU 
   
  Access Granted through 
  • 
  Griffon’s Breath, Brenin’s Fist 
   
  Additional Benefits 
  • 
  Silver Holy Symbol 
  • 
  Free Standard Upkeep in Geoff Regional Modules 
  • 
  +4 Bonus To Knowledge Religion Skill checks 
  • 
  +4 Bonus To Heal Checks 
  • 
  Class D Favor with The First Cadofyth 
  • 
  Access to Combat Medic prestige class 
  
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  Longbowmen of Geoff 
  (Certed Organization) 
   
   
   
  Base of Operation: 
  Caer Rhiniog 
  Area of Influence: 
  Grand Duchy of Geoff 
  Sponsor: 
  Grand Duke Owen; 
  Contact: 
  Teos Abadia, Alphastream1@yahoo.com 
  Yahoo Group:  
   
  Gyri_Longbowmen 
   
  An important part of any army is its archery corps.  But the Longbowmen of Geoff are no ordinary 
  archery corps.  Armed with the famous Gyri five-foot yew longbows they have trained with since 
  early childhood, the Longbowmen are the best archers to be found in any army of the Flanaess. 
  In Geoff, archery and the Longbowmen are cultural institutions that have shaped the land long 
  before the giants’ attack.  The Longbowmen of Geoff count amongst their ranks elven archers 
  from the forests of Geoff, and also have close ties to the Old Faith.  The Longbowmen’s cultural 
  heritage and varied influences result in a diverse fighting force, capable of fighting in any terrain 
  from open field to deep forest, and honed in warfare skills such as ambushes, scouting, and close 
  combat fighting.   
   
  The Longbowmen have recently rekindled the Old Ways of their organization that had been set 
  aside while they were part of the Army of Liberation. Once again the Longbowmen are 
  independent and report solely to the Grand Duke. And once again the Longbowmen are 
  composed of three different branches, each holding the others in balance and tension that gives 
  strength in the same way that the opposed forces of the bow, pulled string, and arrow shaft give 
  purpose and flight to the bow and arrow. The three paths of the Longbowmen are the Path of 
  Heroes (Arwriaeth, composed of Longbowmen and Elite Longbowmen), Path of Faith (Crefydd, 
  composed of Longbowmen of the Old Ways and Longbowmen of the Balance), and Dark Path 
  (Fferru, composed of Snipers, Ghost Snipers, and Deep Recon). Each path has their own 
  subculture and even secrets. These secrets become known to members once they join a 
  particular path.  
   
  One deviation from the Old Ways that remains today is the loosening of the restrictions to allow 
  the use of short bows and composite varieties of either bow. Another is that the Paths serve as 
  Braichi with cantreval Ban Cants, similar to the units used by the Army of Liberation, whereas 
  before the giants attacked the cantrevi were the primary means of organization with Paths 
  existing as groupings under each cantrev.  
   
  Despite their name, it should be noted that Gyri of both genders flourish within the organization.  
   
  Longbowmen of Geoff Organization 
   
  Arwriaeth – Path of Heroes 
   
  When a commoner thinks of the Longbowmen, it is the Path of Arwriaeth and its emphasis on 
  leadership, courage, honor, and skill in battle. It is this path that every young Gyri thinks of when 
  they draw a toy bow. Units in Arwriaeth have long been the strongest and largest Path. The 
  Longbowmen and Elite Longbowmen compose the Path of Heroes, providing the hero-element to 
  the Longbowmen.  
   
  Longbowmen of Geoff 
   
  All Gyri joining the organization start as Longbowmen within the Path of Heroes. They may 
  choose to advance further in the Path, or to choose other Paths.  
  
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  Requirements to Join the Longbowmen of Geoff: 
  • 
  Resident of Geoff 
  • 
  If in the Army of Liberation, member must be in good standing of the Army of Liberation, 
  with rank of Corfforol or higher. Otherwise, PC must be 3rd level or higher. 
  • 
  4 Ranks in Hide 
  • 
  4 Ranks in Move Silently 
  • 
  Feat:  Weapon Focus (Any Bow) 
  • 
  Must have +3 BAB 
  • 
  2 TUs per year 
  • 
  1000 gp per year spent supporting the organization 
  • 
  Must have recommendation of a Braichdyn (rank) or higher ranking officer or the 
  sponsorship of a noble  
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Longbowmen receive a +1 circumstance bonus for all social skills when interacting with 
  soldiers in the Sheldomar Valley region 
  • 
  Longbowmen have access to the mundane items Fareye Oil (CV), Bow – Elvencraft 
  (RoW), and Arrow – Swifting (RoW). 
   
   
  Elite Longbowmen 
   
  As Longbowmen progress in expertise, they may be selected to join the ranks of the Elite 
  Longbowmen. Elite Longbowmen focus their training on mastery of their bow. Training takes 
  place across the Gyri landscape, so that the Longbowmen may see that which they hold dear. 
  The elves of the Dim, Oytwood, and (before occupation by the giants) the Hornwood grant access 
  to their tactics and expertise with nature. Elite Longbowmen are leaders and strategists, capable 
  of making brilliant tactical decisions just as easily as they can fire an arrow with deadly accuracy 
  while dodging the blows of their enemies.  
   
  Requirements to Join the Elite Longbowmen of Geoff: 
  • 
  4 TUs per year 
  • 
  Must be 5th level 
  • 
  Can not have unfavorable standing with Gyri Elves. Elven Elite Longbowmen are 
  expected to come to the aid of the Elven lands if such aid is requested. 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Elite Longbowmen receive a +2 circumstance bonus to all social skills when interacting 
  with elves in the Sheldomar Valley metaregion 
  • 
  Elite Longbowmen receive a +2 circumstance bonus to Knowledge (Nature) and Spot 
  skills when in forested regions of the Sheldomar Valley 
  • 
  Elite Longbowmen may travel freely through Elven lands in the Duchy of Geoff, including 
  areas usually closed to non-elves, even if they normally reside elsewhere in Geoff. 
  • 
  Elite Longbowmen have access to the mundane items Greatbow (CW) and Composite 
  Greatbow (CW) 
   
   
   
   
  
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  Fferru – The Dark Path  
   
  The Fferru began as a small gathering of Longbowmen across many cantrevi who shared 
  common interests… skills and tactics not supported by the other members of the Longbowmen. It 
  was the wisdom of the original First Bow that led to the Dark Path being accepted but held in 
  check – allowed to hone dark skills but kept within the balance and in service to Geoff and the 
  Grand Duke. A Longbowman joins the Dark Path by becoming a Longbowman Sniper, and from 
  there can specialize further. The Ghost Snipers are thought of as the darkest – stealing through 
  the forest as silently and invisibly as death itself. The Deep Recon are thought of as the most 
  insane – willing to go deep behind enemy lines to take out their target. 
   
  Snipers   
   
  Longbowmen or Elite Longbowmen may choose to specialize as scouts and snipers, learning the 
  art of closing on a target, eliminating the target, and leaving the area without being seen. 
  Longbowmen are not without honor. They do not kill for pleasure and do not kill those that are not 
  causing great harm to the land. They often carry out missions to eliminate sentries and remove 
  traps so that friendly forces can approach an enemy camp. Despite their honorable intentions, 
  their reputation is less kind. Most non-Longbowmen believe the Snipers to be killers that can 
  travel the lands in incorporeal form. This has become part of Gyric folklore, and a common way to 
  frighten children into staying away from wild places. 
   
  Requirements to Join the Longbowmen Snipers: 
  • 
  Longbowman or Elite Longbowman 
  • 
  May not be a member of the Longbowmen of the Old Ways 
  • 
  1 TU per year 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Longbowmen Snipers receive a -1 circumstance penalty to all social skills when 
  interacting with Ffolk or Trevdyn 
  • 
  In every Geoff regional or Sheldomar Valley meta-regional adventure, a Longbowman 
  Sniper is entitled to one Influence gained through the prestige and respect held by other 
  military units of Geoff for the Snipers (Favor Level D).  These favors cannot be saved.  
  Multi-round events count as one adventure for this favor. 
  • 
  Longbowmen Snipers have access to a ruined building deep in the Oytwood. The exact 
  location of the building is unknown to other Longbowmen groups (paths). This building 
  serves as a training camp where the Snipers hone their elite and dark skills. One of the 
  rituals results in all arrows used by a Sniper being stained a deep black.  
   
   
  Longbowmen Ghost Snipers 
   
  Longbowmen may advance from Snipers to join a special squad focusing on stealth and traps 
  known as the Ghost Snipers. Many of the members have experience as rogues. Ghost Snipers 
  are often asked to take on missions so dangerous and dark that only they would accept them.  
  Members usually work in teams, but at times will supplement groups from other Paths, helping 
  them set ambushes, hunt down the enemy, or infiltrate enemy fortresses.  
   
  Requirements to Join the Longbowmen Ghost Snipers: 
  • 
  Member of the Longbowmen Snipers 
  • 
  2 TUs per year 
  • 
  Must be at least 5th level 
  • 
  8 Ranks in Hide 
  
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  • 
  8 Ranks in Move Silently 
  • 
  4 Ranks total in Search and/or Disable Device 
  • 
  Can not be LG alignment 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Longbowmen Ghost Snipers receive an additional -2 circumstance penalty for all social 
  skills when interacting with Ffolk or Trevdyn 
  • 
  Longbowmen Ghost Snipers receive a +2 circumstance bonus to Hide and Move Silently 
  checks when in natural areas of the Sheldomar Valley while alone (40’ or more away 
  from other party members) or accompanied solely by Longbowmen or Olwythi. 
  • 
  Longbowmen Ghost Snipers gain access to the mundane items Blend Cream (CV), 
  Softfoot (CV), and Camouflage Kit (CV) 
   
   
  Deep Recon Snipers 
   
  Longbowmen may advance from Snipers to join a special squad trained to travel deep into enemy 
  territory. Deep Recon Snipers often train for singular roles – as point men leading other groups 
  through the wilderness and acting as forward observers, or on solo missions where they travel 
  long distances to take out their target. At times they work with teams, eliminating forward sentries 
  or taking out prime targets such as enemy mages or leaders. Some claim the Deep Recon 
  Snipers are impacted by this work, becoming withdrawn and unsociable, but this is not always the 
  case. Deep Recon Snipers share a link with nature, and can appreciate the beauty of life as 
  easily as they can end it. 
   
  Requirements to Join the Longbowmen Deep Recon Snipers: 
  • 
  Member of the Longbowmen Snipers 
  • 
  2 TUs per year  
  • 
  Must have at least one level in Ranger 
  • 
  Must be at least 5th level 
  • 
  4 Ranks total in Spot and/or Listen 
  • 
  Feat: Far Shot 
  • 
  Can not be LG alignment 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Longbowmen Deep Recon Snipers receive an additional -1 circumstance penalty for all 
  social skills when interacting with Ffolk or Trevdyn 
  • 
  Longbowmen Deep Recon Snipers receive a +2 circumstance bonus to Spot and Listen 
  checks when in natural areas of the Sheldomar Valley while alone (60’ or more away 
  from other party members) or accompanied solely by Longbowmen or Olwythi. 
  • 
  Longbowmen Deep Recon Snipers receive a +4 circumstance bonus to checks for living 
  off the wild (as described in the LGCS) 
  • 
  Longbowmen Deep Recon Snipers gain access to the mundane items Blend Cream, 
  Fareye Oil (CV), Hawk’s Ointment (CV), Keenear Powder (CV), Softfoot (CV), and 
  Forestwarden Shroud (RoW) 
   
   
   
   
   
  
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  Crefydd – Path of Faith 
   
  For as long as can be remembered there have been those that served to guide the faith and spirit 
  of their fellow Longbowmen. When the dark Fferru began to appear it was these men of faith that 
  rose to oppose them and ensure the balance was kept, but it took the leadership of the Path of 
  Heroes and the original First Bow to secure the peace. The Crefydd became a formal Path at that 
  time, existing to ensure all Longbowmen worked as part of the Balance. Members of the Path of 
  Faith are wise, attuned to the ways of the land and intuitively knowing the impacts of different 
  courses of action.   
   
  Longbowmen of the Old Ways   
   
  During their long and intricate histories, the Longbowmen and Old Faith have often worked 
  together. Longbowmen of the Old Ways respond to the call of the land, honing their archery 
  further with their faith. Longbowmen of the Old Ways are respected by all Gyri as healers, 
  spiritual guides, and prophets. In time, members of the Old Ways may follow their calling and 
  honor the land as Longbowmen of the Balance.  
   
  Requirements to Join the Longbowmen of the Old Ways: 
  • 
  Longbowman or Elite Longbowman 
  • 
  May not be a member of the Longbowmen Snipers 
  • 
  Laymember or higher in a Church of Allitur, Beory, Ehlonna, Obad-Hai, Pelor, or the Old 
  Faith.  
  • 
  At least one level as a divine spellcaster 
  • 
  2 TUs per year, spent studying the Old Ways 
  • 
  Speak and write Flan 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Longbowmen of the Old Ways receive a +2 circumstance bonus for all social skills when 
  interacting with Ffolk, Trevdyn, or members of the Old Faith 
  • 
  Longbowmen of the Old Ways receive a +1 circumstance bonus to all Knowledge 
  (Religion) and Knowledge (Local – Sheldomar Metaregion) checks made in the 
  Sheldomar Valley, due to their studies 
  • 
  Longbowmen of the Old Ways receive free Standard Lifestyle for Geoff regional 
  adventures 
   
   
  Longbowmen of the Balance 
   
  It is said that Longbowmen of the Balance are chosen not by a singular deity but by the land 
  itself. When a Longbowman first joins they undergo a ritual of faith. At its successful completion 
  they hear a calling from a tree and at its feet find the wood for the carving of the mightiest of 
  bows. At times there is enough wood for several bows, and these are given as gifts to the Elite 
  Longbowmen. Longbowmen of the Balance are as close to the Land as they are to their 
  weapons. Mighty archers and the wisest advisors and best healers the Longbowmen have, they 
  are in great demand when combat units are being assembled. With the permission of the First 
  Bow, these Longbowmen are even sent at times on short-term assignments as protectors and 
  warriors to important Old Faith priests and druids, further ensuring their demand within the 
  Longbowmen.  
   
  Requirements to Join the Longbowmen of the Balance: 
  • 
  Longbowman or Elite Longbowman 
  • 
  Previous membership in good standing with the Longbowmen of the Old Ways 
  
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  • 
  Laymember in a Church of Allitur, Beory, Ehlonna, Obad-Hai, Pelor, or the Old Faith.  
  • 
  At least three levels as a divine spellcaster 
  • 
  4 TUs per year furthering the balance and teaching the Old Ways 
  • 
  Speak and write Flan 
  • 
  Must be 5th level 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits: 
  • 
  Longbowmen of the Balance receive an additional +2 circumstance bonus for all social 
  skills when interacting with Druids or Priests of the Old Faith 
  • 
  In every Geoff regional or Sheldomar Valley meta-regional adventure, a Longbowmen of 
  the Balance is entitled to one Influence with the Old Faith (Favor Level C).  These favors 
  cannot be saved.  Multi-round events count as one adventure for this favor. 
  • 
  Longbowmen of the Balance have access to the mundane items Greatbow (CW) and 
  Composite Greatbow (CW) 
   
   
   
  First Bow of Gyruff 
   
  The First Bow of Geoff bears the responsibility of leading the Longbowmen of Geoff, ensuring all 
  three Paths work in concert. The First Bow is expected to develop training exercises and host 
  yearly archery competitions. As the years pass, he is expected to identify the most talented 
  Longbowmen and help them become potential leaders. When the First Bow feels his prowess 
  with the longbow is no longer paramount, he steps down to join a council of elders and chooses a 
  replacement. The First Bow is a legendary figure in Geoff, and commands the respect of child 
  and noble alike.  
   
  Requirements to be The First Bow of Gyruff 
  • 
  Member of the Elite Longbowmen in good standing 
  • 
  Previous Membership in a special unit of the Longbowmen (must leave the special unit(s) 
  when becoming First Bow) 
  • 
  Level 12 
  • 
  Leadership feat 
  • 
  Favor of the Grand Duke of Geoff 
  • 
  18 TUs each year 
  • 
  2000gp each year 
   
  Access Granted through 
  • 
  Longbowmen 
   
  Additional Benefits of the First Bow of Gyruff 
  • 
  The First Bow is part of the war council serving the Brenin, earning the title “First Bow of 
  Gyruff,” renowned throughout the Sheldomar for leadership, courage, and skill with a 
  bow. The First Bow’s position in the Army of Liberation is equivalent to Cymorth. 
  • 
  The First Bow starts every adventure off with a class A favor of the Grand Duke of Geoff. 
  These favors cannot be saved.  Multi-round events count as one adventure for this favor. 
  • 
  The First Bow receives a +4 circumstance bonus on all social skills while in the 
  Sheldomar Valley. If the First Bow was previously part of the Snipers, the bonus is only 
  +2. 
  • 
  The First Bow receives a +4 bonus to Spot, Listen, Hide, Move Silently, and Knowledge 
  (Nature) checks in the Sheldomar Valley when in natural surroundings. The Spot bonus 
  does not stack with that for being an Elite Longbowman. 
  
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  • 
  The First Bow receives a +4 bonus to Knowledge (Local - Sheldomar), and Knowledge 
  (Nobility) checks while in the Sheldomar Valley 
  • 
  The First Bow receives free Luxury lifestyle in Geoff regional adventures 
  • 
  The First Bow receives, for free, an outpost. This outpost is the equivalent of a luxury 
  home and luxury guildhouse (see the Official Rules for Building in the Grand Duchy of 
  Geoff document). The outpost is considered luxury due to the craftsmanship, but is not in 
  any way gaudy or showy. The outpost is made from living wood with stone. It is not 
  crenellated and is not a keep or military building in any way. This outpost can be placed 
  in any cantrev that is not occupied by the giants, in a location chosen with the approval of 
  the Geoff Triad and Longbowmen PoC. The PC gains no tangible (outside of RP) benefit 
  from the outpost and cannot sell it. The outpost serves as the home for the First Bow 
  when he or she needs privacy. It has typically served as the meeting place of the Council 
  of Elders.  
  • 
  The First Bow receives a +1 to their Leadership Score. Any additional followers gained by 
  this increase are Flan humans or Elves originating from Geoff. 
  • 
  The First Bow has access to all mundane items available to any Longbowmen in this 
  document 
   
  The First Bow retires once they have aged and their skills lessened. They then become part of 
  the Elder Council for the Longbowmen, an honorary organization with no costs and no benefits. If 
  a PC retires (such as due to leveling, per the LGCS) while First Bow, they hold the title of First 
  Bow for a minimum of two calendar years from the time when they first took the post, at which 
  time other PCs may apply for the position.  
   
  
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  Olwythi gan Gyruff 
  (Certed Organization) 
   
   
  Base of Operation:  
  Currently Caer Rhiniog 
  Area of Influence:  
  Geoff 
  Sponsor:  
  The Grand Duke of Geoff 
  Contact:  
  John Spey, mrspey@yahoo.com 
  Yahoo E-Group: 
   
  Olwythi 
   
  Around in one form or another ever since the Flan people settled in Gyruff, the Olwythi are a 
  brotherhood of woodsmen and hunters dedicated to the protection of all the good peoples of 
  Geoff.  Officially sanctioned by the Brenin many generations ago, the Olwythi are charged with 
  protecting the people of Geoff from harm, identifying physical threats to the people of Geoff, and 
  eliminating the threats that they identify.  Spread out over all of Geoff, individual Olwythi are 
  rugged, self-sufficient, and capable of handling difficult situations with little or no outside help. 
   
  Olwythi gan Gyruff Organization 
   
  Olwythi 
   
  Requirements to Join the Olwythi gan Gyruff 
  • 
  1 TU per year 
  • 
  Resident of Geoff 
  • 
  Must have more levels of Ranger than of any other base class 
  • 
  Must have one of the enemies of Geoff as a favored enemy.  Currently, this includes: 
  • 
  Giants 
  • 
  Humanoid (Gnoll) 
  • 
  Humanoid (Goblinoids) 
  • 
  Humanoid (Reptilian) 
  • 
  Humanoid (Orc) 
  • 
  Oath of allegiance to the Brenin 
  • 
  Oath of the Olwythi 
  • 
  Must have +4 BAB 
  • 
  Must accept at least one Responsibility in the Olwythi 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Olwythi may prefix any military rank with “Ward,” as in “Ward Cofforol,” “Ward Ban 
  Cantdyn,” “Ward Dispatcher,” etc.  
  • 
  Olwythi receive a +1 circumstance bonus on social skills when interacting with the ffolk of 
  Geoff 
  • 
  All Olwythi may purchase Nature’s Draught (CV), Capsule Retainers (CV), Anti-toxin 
  Capsules (CV), Weapon Capsule Retainers (CV), Dehydrated Food (AEG), and Animal 
  Training Poles (AEG) 
   
   
   
   
   
   
  
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  Areas of Responsibility 
   
  Beyond being under the command of the First Ward, the Olwythi have no formalized internal 
  structure.  Instead, each individual Olwythi takes on at least one Responsibility.  The various 
  Areas of Responsibilities are usually either specifically created by the First Ward or are traditional 
  Responsibilities that have existed since before the Olwythi existed.  While all Olwythi are 
  expected to work together, Olwythi who have accepted the same Area of Responsibility are 
  expected to organize themselves into an efficient subgroup of the Olwythi gan Gyruff.  Each 
  Olwythi is welcome to take on as many responsibilities as he feels his is capable of handling. 
   
  Responsibility for Warding the Peoples of Gyruff 
   
  Warding is the oldest Responsibility of the Olwythi, and is arguably the reason the organization 
  exists at all.  Those Olwythi who accept Responsibility for Warding choose a specific section of 
  the country to protect.  The size of the area depends on both the needs of Gyruff and the First 
  Ward and the abilities and preferences of the individual Olwythi.  From an organizational 
  standpoint, the Olwythi who are responsible for warding organize themselves by general terrain 
  type, with further division being made for the Olwythi who ward the forests of Gyruff. 
   
  PC Warders of the Peoples of Gyruff must choose to be Warders of Forests, Warders of the 
  Heath, or Warders of the Highlands.  They may choose multiple terrain types to protect if they 
  like, but they much choose (and pay the TU costs) for at least one. 
   
  Access Granted through: 
  • 
  Olwythi. 
   
  Additional Benefits: 
  • 
  Those Responsible for Warding the Peoples of Gyruff get free Standard lifestyle for all 
  adventures set in Geoff. 
  • 
  Any Olwythi who has accepted the Responsibility for Warding may purchase Catstink 
  (CV), Healer’s Balm (CV), Flash Pellet (CV), Ironman Capsule (CV), Restful Candle 
  (AEG), Framed Packs (AEG), and Honey Leather (any size) (RoW) 
  • 
  Warders of the Peoples of Geoff receive a +1 circumstance bonus to social checks made 
  when interactive with the ffolk of Geoff.  This stacks with the similar bonus that all Olwythi 
  get.  
   
   
  Warder of the Forests: 
   
  The Warders of the Forests divide themselves into Wards of the Pwl Coedwig (Dim Forest), the 
  Oyt Coed (Oytwood), and the Asgwrn Coed (Hornwood).  Traditionally, they make sure that the 
  creatures of the forests do not pose a threat to life in the forests.  Since the three forests make up 
  a significant portion of the borders of Gyruff, warders of the forest often keep an eye on what 
  goes on outside of Gyruff as well.  The protection that the elves that dwell in each forest provide 
  means that the forests are often a training ground for inexperienced warders.  The forests may 
  not be any safer to ward than the rest of Gyruff, but the damage caused when a warder fails is 
  less significant.  Warders of the Forests style themselves as being a Warder of the specific forest 
  they protect. 
   
  When the giants invaded, most Warders of the Hornwood died, and those few that escaped 
  switched to other forests.  The Warders of the Dim Forest that survived the appearance of the 
  shadow dragon spend most of their time containing the fades that appeared with it.  Only the 
  Oytwood has remained a relatively safe location for inexperienced Olwythi to gain experience. 
   
  Requirements to be a Warder of the Forests: 
  
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  • 
  3 TUs each year spent warding. 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Warders of the Forests have a +2 circumstance bonus to survival checks when in forest 
  terrain.  This bonus does not apply to checks to predict the weather. 
  • 
  Warders of the Forests have a +2 circumstance bonus to Knowledge: Geography checks 
  that pertain to the specific forest they Ward. 
  • 
  Warders of the Forests have a +2 circumstance bonus to any Knowledge check to learn 
  about a creature from a Temperate Forest environment. 
  • 
  Warders of the Forests may purchase Ghostblight Capsules (CV), Ghostoil (AEG), and 
  Forest Cloaks (AEG) 
   
  Warders of the Heath: 
   
  The Warders of the Heath are responsible for the plains and farmland of Gyruff.  Most of what 
  would be considered stereotypical Olwythi activity takes place here, as individual Olwythi protect 
  small steadings and crofts.  For many residents of the heartland of Gyruff, the Olwythi who are 
  Responsible for Warding the Heath are the only contact they have with the outside world. 
   
  With the invasion of the Giants, the Heath has become a much more dangerous place.  Current 
  Warders of the Heath spend their time patrolling reclaimed land around the many small farms that 
  have sprung up. 
    
  Requirements to be a Warder of the Heath 
  • 
  3 TUs each year spent warding. 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Warders of the Heath have a +2 circumstance bonus to survival checks when in plains 
  terrain.  This bonus does not apply to checks to predict the weather. 
  • 
  Warders of the Heath have a +2 circumstance bonus to Knowledge: Geography checks 
  that pertain to plains terrain in Geoff. 
  • 
  Warders of the Heat have a +2 circumstance bonus to any Knowledge check to learn 
  about a creature from a Temperate Plains environment. 
  • 
  Warders of the Heath may purchase Swiftstride Capsules (CV) and Fleetfoot (AEG) 
   
  Warder of the Highlands: 
   
  The Highlands of Gyruff can be the most dangerous territories for Olwythi to be Responsible for 
  warding. Often the terrain is winding and treacherous, and fresh water and food can be scarce.  
  There is rarely any help to be had from the gnomes and dwarves who live under the areas being 
  warded, leaving Olwythi to fend for themselves.  The ffolk of the highlands are made of tough 
  stuff, though, and Olwythi often work with those they are protecting in order to deal with threats. 
   
  After the Giants invaded the highlands of Gyruff become many times more dangerous.  Currently 
  the warders of the highlands only protect settlements in the Stark Mounds, as there are no Gyri to 
  be protected in the mountains.  
   
  Requirements to be a Warder of the Highlands: 
  • 
  3 TUs each year spent warding. 
   
  
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  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Warders of the Highlands have a +2 circumstance bonus to survival checks when in hills 
  or mountain terrain.  This bonus does not apply to checks to predict the weather. 
  • 
  Warders of the Highlands have a +2 circumstance bonus to Knowledge: Geography 
  checks that pertain to hill or mountain terrain in Geoff. 
  • 
  Warders of the Highlands have a +2 circumstance bonus to any Knowledge check to 
  learn about a creature from a Temperate Hills, Temperate Mountain, or Cold Mountain 
  environment. 
  • 
  Warders of the Highlands may purchase Suregrip (CV) and Instant Rope (AEG) 
   
   
  Racial Liaisons 
   
  The Olwythi frequently find themselves working with the demihuman races of Geoff.  To facilitate 
  this interaction, various Olwythi take Responsibility to be liaisons to the demihuman races that 
  have their own governments.  Given the importance of these positions, liaisons are approved by 
  the First Ward before taking their Responsibility if at all possible.  The primary Responsibility of 
  the racial liaisons is to make sure the Olwythi can operate freely in areas controlled by 
  demihuman governments, while their secondary Responsibility is to foster a good working 
  relationship between the different governments and the Olwythi. 
   
  Additional Benefits: 
  • 
  All racial liaisons have a +1 circumstance modifier to all social skills an when interacting 
  with members of the society that they are the liaison to 
  • 
  All racial liaisons have a +1 circumstance modifier to all Knowledge: Any checks that 
  pertain to the society that they are the liaison to. 
   
  Elven Racial Liaisons: 
   
  The Elven Racial Liaisons have the difficult task of maintaining relations with the normally 
  standoffish elves in Gyruff.  There are Racial Liaisons to each of the three major elvish societies 
  in Gyruff: 
  - 
  Dim Forest Liaison (Wood Elf) 
  - 
  Oytwood Liaison (Grey Elf) 
  - 
  Hornwood Liaison (High Elf) 
   
  Requirements to be an Elven Racial Liaison: 
  • 
  2 TUs spent each year working with the society you are Responsible for. 
  • 
  5 ranks of diplomacy 
  • 
  Warder of the Forest 
  • 
  Be an elf of the correct subrace for your elvish society (preferred), or a half-elf. 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Elf racial liaisons are considered to be full members of the elven society that they are a 
  liaison to, and are treated the same as elven members of that society. 
   
  
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  Dwarven Racial Liaisons: 
   
  The Dwarven Racial Liaisons spend most of their time underground in one of the three dwarven 
  clanholds, building relationships with the taciturn and orderly dwarves.  There are Racial Liaisons 
  to each to the three dwarven clans: 
  - 
  Underfoot 
  - 
  Stonereaver 
  - 
  Deepholm 
   
  Requirements to be a Dwarven Racial Liaison: 
  • 
  2 TUs spent each year working with the society you are Responsible for. 
  • 
  5 ranks of diplomacy 
  • 
  Warder of the Highlands 
  • 
  Be a dwarf (preferred), or be of lawful alignment 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Dwarf racial liaisons are considered to be full members of the clanhold they are liaisons 
  to and are treated the same as dwarves from that clanhold. 
  • 
  Dwarf racial liaisons count as dwarves for the purpose of meeting metaorg membership 
  requirements, even if they are not actually dwarves. 
  • 
  Dwarf racial liaisons may purchase Darkvision Powder (AEG) 
   
  Gnomish Racial Liaison: 
   
  Unlike the dwarven and elvish racial liaisons, a gnomish racial liaison usually has little difficulty 
  being accepted into gnomish society.  However, working with the gnomes of the Stark Mounds 
  can be much more difficult than working with the other demihumans of Geoff. 
   
  Requirements to be a Gnomish Racial Liaison: 
  • 
  2 TUs spent each year working with the gnomes of the Stark Mounds. 
  • 
  5 ranks of diplomacy 
  • 
  Warder of the Highlands 
  • 
  Be of chaotic alignment 
  • 
  A good sense of humor 
  • 
  A lot of patience 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Gnome racial liaisons are considered to be full members of the gnomish kingdom in the 
  Stark Mounds, and are treated as well as gnomish subjects of the King of the Starks. 
  • 
  Gnome racial liaisons count as gnomes for the purpose of meeting metaorg membership 
  requirements, even if they are not actually gnomes. 
  • 
  Gnome racial liaisons are the preferred targets of gnomish practical jokes.  The gnomes 
  continually test the liaison’s sense of humor to ensure that he or she can be trusted. 
  • 
  Gnome racial liaisons may purchase Gnome Crossbow Sights (AEG) 
   
   
  Raiders 
   
  With the invasion by the giants, the First Ward created the Responsibility of Raiding.  Their 
  traditional role of protecting people all over Geoff from physical threats meant that the Olwythi 
  
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  were well prepared to organize and lead attacks against the giant invaders.  Today, Olwythi 
  Raiders make raids deep into occupied land, taking the fight behind enemy lines. 
   
  Olwythi Raiders have organized themselves into of four man squads led by a squad leader. When 
  larger incursions are required, the activities of several squads are coordinated by a single Raid 
  Chief. 
     
  Requirements to be an Olwythi Raider 
  • 
  1 TU per year spent taking part in raids 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Olwythi Raiders may purchase Freeglide (CV) and Strongarm Capsules (CV) 
  • 
  Olwythi Raiders receive a +1 circumstance bonus to any Knowledge skill check used to 
  learn information about a species of creature or an individual who poses a threat to 
  Gyruff or its peoples. 
   
  Raid Squad Leader 
   
  Requirements to be a Raid Squad Leader: 
  • 
  13 TUs spent as an Olwythi Raider 
  • 
  BAB +6 
  • 
  2 TUs per year spent taking part in raids as a squad leader. 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Raid Squad Leaders enjoy all the benefits of Olwythi Raiders 
  • 
  Raid Squad Leaders may purchase Ironman Capsules (CV), Quickspark Capsules (CV), 
  and Signal Torches (AEG) 
  • 
  Raid Squad Leaders receive a +2 circumstance bonus to any Knowledge skill check used 
  to learn information about a species of creature or an individual who poses a threat to 
  Gyruff or its peoples.  This does not stack with the bonus granted to Olwythi Raiders. 
   
  Raid Chief 
   
  Requirements to be a Raid Chief 
  • 
  26 TUs spent as a Raid Squad Leader 
  • 
  BAB +9 
  • 
  3 TUs per year spent leading and planning raids as a Raid Chief. 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Raid Chiefs enjoy all the benefits of Olwythi Squad Leaders. 
  • 
  Raid Chiefs start each adventure with one class D favor of the First Ward.  This favor 
  cannot be saved and goes away at the end of each adventure. 
  • 
  Raid Chiefs may purchase Quickflame Capsules (CV) and Quickfrost Capsules (CV) 
  • 
  Raid Chiefs receive a +3 circumstance bonus to any Knowledge skill check used to learn 
  information about a species of creature or an individual who poses a threat to Gyruff or its 
  peoples.  This does not stack with the bonus granted to Raid Squad Leaders. 
   
  
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  Scouts 
   
  In addition to the Responsibility of Raiding, the Giant invasion has also led him to create the 
  Responsibility for Scouting.  The same skills and daring that allowed Olwythi to live for months in 
  the most dangerous parts of Geoff make them well suited to scout deep behind giant lines.  The 
  intelligence they gather keeps the military leaders informed of what the giant forces are doing, 
  and is crucial to the war effort.  
   
  Olwythi Scouts have organized themselves into three-man teams, each of which is lead by a 
  Scout Team Leader.  The activities of several scout teams are directed by a Scout Chief. 
   
  Requirements to be a Scouting Party Member 
  • 
  1 TU per year spent scouting 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Olwythi Scouts receive a +1 circumstance bonus to Hide and Move Silently checks in a 
  natural surrounding. 
  • 
  Olwythi Scouts may purchase Blend Cream (CV) and Softfoot (CV) 
   
  Scout Team Leader 
   
  Requirements to be a Scout Team Leader 
  • 
  13 TUs spent as a Scouting Party Member 
  • 
  7 Ranks of Hide, Move Silently, and Spot 
  • 
  2 TUs per year spent acting as a team leader for scouting parties 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Scout Team Leaders may purchase Fareye Oil (CV), Keenear Powder (CV), and Signal 
  Torches (AEG) 
  • 
  Scout Team Leaders receive all the same benefits as Olwythi Scouts. 
  • 
  Scout Team Leaders receive a +2 circumstance bonus to Hide and Move Silently skill 
  checks in natural surroundings.  This bonus does not stack with that granted to Olwythi 
  Scouts. 
   
  Scout Chief 
   
  Requirements to be a Scout Chief 
  • 
  13 TUs spent as a Scouting Party Member 
  • 
  12 ranks of Hide, Move Silently, and Spot 
  • 
  3 TUs per year spent organizing and leading scouting parties 
   
  Access Granted through: 
  • 
  Olwythi 
   
  Additional Benefits: 
  • 
  Scout Chiefs may purchase Hawk’s Ointment (CV), Leap Capsules (CV) 
  • 
  Scout Chiefs receive all the same benefits as Olwythi Scout Team Leaders. 
  • 
  Scout Chiefs start each adventure with one class D favor of the First Ward.  This favor 
  cannot be saved and goes away at the end of each adventure. 
  
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  • 
  Olwythi Scout Chiefs receive a +2 circumstance bonus to Spot and Listen checks. 
   
   
  First Ward 
   
  Created many years ago by the Brenin, the First Ward of Gyruff is responsible for the safety all 
  the peoples of Gyruff.  As the leader of an organization the protects the Gyric farmers from 
  threats they never even know about, the First Ward is both a very capable and very busy 
  individual. 
   
  Requirements to be The First Ward of Gyruff 
  • 
  Ward of the Forests, the Heath, or the Highlands, or Scout or Raid Chief, for at least one 
  year 
  • 
  Level 12 
  • 
  Leadership feat 
  • 
  Favor of the Grand Duke of Geoff 
  • 
  18 TUs each year 
  • 
  Elected by the Olwythi 
   
  Access Granted through: 
  • 
  Olwythi, High Court 
   
  Additional Benefits 
  • 
  The First Ward of Gyruff sits on the War Council of the Brenin.  His position in the Army 
  of Liberation is equivalent to Cymorth. 
  • 
  The First Ward starts every adventure off with a class A favor of the Grand Duke of 
  Geoff. 
  • 
  The First Ward may purchase every mundane item that the Olwythi metaorg permits the 
  purchase of. 
  • 
  The First Ward receives a +4 circumstance bonus to all Listen, Spot, and Survival skill 
  checks, to all Hide and Move Silently checks in natural surroundings, to all social skill 
  checks when in the Sheldomar Valley, to any Knowledge (Geography) skill check 
  pertaining to Geoff, and to any Knowledge check to learn about a species of creature or 
  an individual who poses a threat to Gyruff or its peoples. 
  • 
  The First Ward receives free Luxury lifestyle in Geoff regional adventures 
  • 
  The First Ward has unlimited access to Argel ys Aberva, a mystical underground home 
  carved into a hill deep in the Dim Forest.  Guarded by a treant, Argel ys Aberva serves as 
  a secure location where the First Ward can safely live and operate the Olwythi without 
  fear of spies or outside interference.  Argel ys Aberva cannot be found by anyone who is 
  not wanted there, and outside divinations have difficulty in penetrating its dirt and stone 
  walls.  Argel ys Aberva counts as a small keep for the purposes of how many people it 
  can hold and how difficult it would be to attack if it were ever found. 
   
  When the First Ward steps down he leaves the Olwythi and joins a loose organization consisting 
  of all the surviving retired First Wards. 
   
  
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  Eagle Riders of Geoff 
   
  Commanding Officer: 
  POC: 
  Location:  
   
   
  Gorna or Aberglain 
   
  The Giant Eagles never lost faith in their Gyri allies and indeed continued to support them 
  throughout the war.  Once the dust had settled the Eagles again agreed to allow a few of their 
  number to be a part of Geoff’s defense.  Mostly the Eagle Riders act as scouts and messengers, 
  often working with Longbowmen or Olwythi on missions. At least one serves the First Cadofyth as 
  a mount, allowing him to get around Geoff quickly.  The Giant Eagle Riders are not technically 
  part of the Army, but have a relationship with it more like that of the Olwythi or Longbowmen. 
   
  Eagle Riders Organization 
   
  Eagle Rider 
   
  Requirements 
  • 
  8 Ranks in Ride 
  • 
  8 Ranks in Handle Animal 
  • 
  Rank of Corforral in the Brenin’s Fist 
  • 
  13 TU 
  • 
  Certed Giant Eagle Mount  
  Or 
  • 
  Favor of Grand Duke Owen 
   
  Benefits 
  • 
  +4 Circumstance Bonus on Handle Animal or Animal Empathy Checks 
  • 
  Use of a Giant Eagle Mount in Regional and Meta Regional Modules 
  • 
  Free Military Saddle for the Mount 
  • 
  Class D Favor with The First Cadofyth 
  • 
  Access to the Natural Bond Feat 
   
  Special Note: Mount Death 
   
  If a mount is killed in a module or interactive that is not a Battle Interactive, the Eagle Rider must 
  wait 26 TU before another Eagle Mount is assigned to them. If the Character is a certed friend of 
  the Giant Eagles, then this waiting period is only 13 TU.  An Eagle Rider can be rejected by his or 
  her mount or kicked out of the Eagle Riders if it is felt he or she is being abusive to the mount. 
  DMs should note any such behavior on the AR and report it to the POC.  
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Geoff/geoffmos9military(redux).pdf