TEXT:  
   
  Gran March Military General Organization Version 5.0 
  Protectors of the Commandant, of the country, and of the region 
   
  Part I of 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.   
  General Organization Notes 
   
  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 
  
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  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. 
   
  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 possess 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. 
   
  • 
  Service Period 
  All new recruits (i.e. new PCs) must serve a minimum of two years’ game time before mustering 
  out of the military (the training year is assumed to have occurred prior to the character entering 
  the game). All new recruits to the Spellcaster Corps must serve a minimum of three years’ game 
  time before mustering out (the two training years are considered to have occurred prior to the 
  character entering the game). The elite units and the Officers Corps may increase the number of 
  years of required service. An enlistment period, however, will not exceed seven years. 
   
  Veterans (including spellcasters) who wish to reenlist must serve a minimum of two year’s game 
  time before mustering out. They are reinstated at their current rank. 
   
  Experienced soldiers and other skilled adventurers who are immigrants (i.e. previously out-of-
  region PCs coming into Gran March) who wish to enlist in the Gran March military may do so. 
  Previous experience is considered to serve as basic training for both spellcasters and non-
  spellcasters alike. Spellcasters will be assigned to the Spellcasters Corps and must serve a 
  minimum three-year commitment; non-spellcasters must serve only a minimum two-year 
  commitment. Out-of-region PCs who had previously completed service in the Gran March military 
  are veterans and are treated as noted previously. 
   
  Soldiers from nations with whom Gran March has treaties (this would include Bissel, Geoff, 
  Keoland, Principality of Ulek, and the Yeomanry) can come into service at the Gran March rank 
  closest to their last military rank; soldiers from non-allied states may come in at the Gran March 
  rank one lower than their last military rank (minimum rank of Soldier). All other enlistees begin at 
  the minimum rank for their branch (PCs that are Fighters or Paladins at 1st-level may start out as 
  
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  Corporals). 
   
  The date that all service commitments begin and end is the beginning of the game year. You may 
  in-character enlist earlier than that time, but your commitment is counted from the beginning of 
  the game year. However, PCs are subject to military TU restrictions from the time they enlist. 
  Contact the military POC for help in figuring out how many non-military TUs you have remaining. 
   
  • 
  Ranks 
  Commoners make up the enlisted ranks, which include: 
   
  o 
  Recruit 
  o 
  Soldier, Combat Specialist, Support Specialist 
  o 
  Corporal 
  o 
  Sergeant 
  o 
  Staff Sergeant 
  o 
  Line (Pride, Quiver) Sergeant 
  o 
  Senior Staff Sergeant 
  o 
  Senior Army Sergeant.  
   
  The officer corps consists of the following ranks: 
   
  o 
  Lieutenant 
  o 
  Captain 
  o 
  Knight Colonel 
  o 
  Knight Field Marshall 
   
  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. 
   
  • 
  Awards 
  Awards for valor in increasing order are The Baronial Medal of Valor (BMV) (5 sp/year), The 
  Commandant’s Shield (CS) (3 gp/year), The Sword of the March (SM) (10 gp/year), and The Sign 
  of Trilesimain (20 gp/year) (this is only given posthumously). These awards also provide 
  permanent influence points (IPs) with each BMV providing one IP, each CS providing 2 IPs, and 
  each SM providing 3 IPs. Furthermore, awards increase the fame of the individual. If a PC has 
  any of the above awards except for the Sign of Trilesimain, said PC is considered to have “Great 
  Renown” for the purpose of gather cohorts and followers in Gran March as noted in the DMG. 
  Obviously, the Sign of Trilesimain does not provide IPs or renown as it is awarded posthumously. 
   
  A broad class of awards, known collectively as the Combat Service Ribbons, typically provide a 
  bonus to a skill roll or similar. Each CSR will have a specific, distinctive name (such as the 
  Trelynian Medal for Meritorious Service or the Order of the Obsidian Blade) and will have specific 
  benefits listed on the AR on which it is awarded. These awards do not confer any yearly stipends 
  or influence points unless specifically noted on the AR. 
   
  • 
  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 who maintain residences in Gran March are organized into local 
  
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  groups called militias; so-called “adventurers” who have no permanent home need not join a 
  militia unit. 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. 
  
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  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 heavy lance (sized appropriately). 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.  The Captain of a 
  Pride is assisted by a Pride Sergeant, instead of a Line Sergeant. 
   
  • 
  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.  
   
  An archery platoon is called a Half Quiver. Two Half Quivers form a Full Quiver (or simply, a 
  Quiver). The Captain of a Pride is assisted by a Quiver Sergeant, instead of a Line Sergeant.  
  
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  Pikeline / Pride / Quiver 
  CO – CPT 
  NCO – LSGT / PSGT / QSGT
  2
  nd Platoon /  
  Squadron / Half Quiver 
  CO – LT
  1
  st Platoon /  
  Squadron / Half Quiver 
  CO – LT
  File A 
  1 SGT, 7 SOLs 
  File B 
  1 CPL, 7 SOLs 
  File C 
  1 CPL, 7 SOLs 
  File D 
  1 CPL, 7 SOLs 
  File E 
  1 CPL, 7 SOLs 
  File F 
  1 CPL, 7 SOLs 
  File A 
  1 SGT, 7 SOLs 
  File B 
  1 CPL, 7 SOLs 
  File C 
  1 CPL, 7 SOLs 
  File D 
  1 CPL, 7 SOLs 
  File E 
  1 CPL, 7 SOLs 
  File F 
  1 CPL, 7 SOLs 
   
  Figure 1 - Pikeline / Pride / Quiver Organization 
   
  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. A Knight Colonel commands each Battle, assisted by a Senior Staff 
  Sergeant. Knight Colonels ride warhorses and use weapons and armor of personal choice (which 
  are always of superior quality and even occasionally magical).  In addition to these four hundred 
  soldiers, a Battle has a support unit: the Headquarters Unit.  
   
  Battle 
  CO – Knight Colonel 
  NCO – Senior SSGT 
  Headquarters Unit 
  CO – CPT (Executive Officer) 
  NCO – SSGT 
  (Battle Runner) 
   
  2nd Pride 
  CO – CPT 
  NCO - PSGT 
  1st Quiver 
  CO – CPT 
  NCO – QSGT 
  1st Pride 
  CO – CPT 
  NCO - PSGT 
  1st Pikeline 
  CO – CPT 
  NCO - LSGT 
  Figure 2 - Battle Organization 
  The Headquarters Unit is commanded by a Captain, who is the Battle’s Executive Officer and 
  serves as the Battle’s second-in-command, assisted by a Staff Sergeant. This Staff Sergeant also 
  serves as Battle Runner, who will run orders from Battle HQ to the field units when direct verbal 
  commands are not possible. The Headquarters unit has three Platoon-sized units: the Transport 
  Platoon, the Casters Platoon, and the Services Platoon. All officers and NCOs in this unit are 
  armed in the infantry manner. 
  
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  Headquarters Unit 
  CO – CPT (Executive Officer) 
  NCO – SSGT  
  (Battle Runner) 
   
  Transport Platoon 
  CO – LT (Quartermaster) 
  NCO - SSGT 
   
  Services Platoon 
  CO – LT (Services Officer) 
  NCO - SSGT 
   
  Casters Platoon 
  CO – LT (Casting Officer) 
  NCO - SSGT 
   
  30 Wagons  
  with Teamsters 
  3 SGTs, 3 CPLs 
  24 SSPCs 
   
  10 Artisans 
  1 SGT, 1 CPL 
  8 SSPCs 
   
  10 Cooks 
  1 SGT, 1 CPL 
  8 SSPCs 
   
  10 Spellcasters
  2 SGTs, 
  8 CSPCs 
  10 Musicians 
  2 SGTs, 
  8 CSPCs 
   
  10 Scouts 
  2 SGTs, 
  8 CSPCs 
   
  10 Engineers 
  2 SGTs, 
  8 CSPCs 
   
  Figure 3 - Headquarters Unit Organization 
  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; use the Infantry group for their benefits.  One 
  Lieutenant from the Headquarters Unit is designated as Quartermaster and commands the 
  Platoon, assisted by a Staff Sergeant. There is a Sergeant and a Corporal for every eight Support 
  Specialists in this platoon, creating Files of five soldiers each, one commanded by the Sergeant, 
  the other by the Corporal. 
   
  The Casters Platoon is commanded by a Lieutenant designated as Casting Officer. The Casting 
  Officer is assisted by a Staff Sergeant (typically known as a Spell Sergeant). Attached to this unit 
  are ten Musicians (occasionally a bard) and ten Spellcasters (most often priests, but a few 
  wizards or sorcerers are available). 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. There is a Sergeant for every four Combat Specialists in this platoon, 
  creating reduced Files of five soldiers each. 
   
  Attached to the Services Platoon are ten Scouts (occasionally a ranger or rogue) and ten 
  Engineers. These have leather armor, hand weapons, and light crossbows. The third Lieutenant 
  from the Headquarters Unit is designated as Services Officer and commands these units. The 
  Services Officer is assisted by a Staff Sergeant. There is a Sergeant for every four Combat 
  Specialists or Support Specialists in this platoon, creating reduced Files of five soldiers each. 
   
  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. 
   
  Each Battle is in one of three categories: 
   
  o 
  Field – These Battles are stationed outside of the major cities of Gran March. They have 
  a variety of duties, from patrols to raids on enemy territory. All Gran March soldiers serve 
  at least part of their enlistment in a Battle in the field. There are currently twenty-two 
  
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  battles in the field. 
   
  o 
  Garrison – These Battles typically serve to keep the peace in areas far removed from 
  potential warzones. These serve as a “rear area” for those who have either distinguished 
  themselves in the field or are about to complete their enlistment. The amount of time that 
  the garrison soldier spends on duty is greatly reduced to the lack of danger in the interior 
  of the country. Troops in garrison, however, are typically last to receive advanced 
  weaponry and training. There are currently six Battles in garrison (1st, 3rd, 13th, 15th, 17th 
  and 21st), however, the 1st Battle (due to its prestige) is considered to be “in the field” as 
  far as promotion and item access is concerned. 
   
  o 
  Provisional – These Battles are only created for some specific task or emergency, 
  typically from available veterans and active-duty personnel not currently assigned to a 
  unit. For example, during the Battle of Orlane, a Provisional Battle was formed from any 
  able-bodied veteran or active-duty soldier that could be found. Baronial Prides and 
  Electoral Files can be formed into Provisional Battles by order of the Commandant during 
  emergencies. For purposes of promotion and item access, a Provisional Battle is 
  considered to be in the field. 
   
   
  Each unit in a battle is designated as follows: 
   
  1st Pride --> 1st Squadron --> Files A-F 
  1st Pride --> 2nd Squadron --> Files A-F 
  2nd Pride --> 1st Squadron --> Files A-F 
  2nd Pride --> 2nd Squadron --> Files A-F 
  1st Pikeline --> 1st Platoon --> Files A-F 
  1st Pikeline --> 2nd Platoon --> Files A-F 
  1st Quiver --> 1st Half Quiver --> Files A-F 
  1st Quiver --> 2nd Half Quiver --> Files A-F 
  Transport Platoon --> Teamsters, Artisans, Cooks 
  Casters Platoon --> Spellcasters, Musicians  
  Services Platoon --> Scouts, Engineers 
   
   
  When assigning duty, a unit might be referred to as "A File, 2nd Squadron, 1st Pride, 10th Battle" 
  in communications to or from outside the Battle. Within the Battle itself, the units would most likely 
  be designated using the name of the officer/NCO in command, such as "Corporal Birkit's File" or 
  "Lieutenant Ennister's Squadron." 
    
  • 
  Armies 
  In times of crisis, Battles can be joined to form Armies. There are currently two Armies formed. 
   
  The first is the Army of Victory commanded by Knight Field Marshal Dispatcher Alicia 
  Helanasdotter, Most Indomitable Minotaur. This Army, formerly known as the Army of Retribution, 
  was instrumental to the liberation of the Grand Duchy of Geoff from the giant occupation and has 
  been sent to the Principality of Ulek to aid them in their war against the orcs of the Pomarj. Knight 
  Field Marshal Helanasdotter is renowned throughout the valley for both her ferociousness and 
  her tactical abilities.  
   
  The second is the Army of Security commanded by Knight Field Marshal Jorn Envian and is 
  tasked with patrolling and rebuilding the city of Shiboleth. KFM Envian is known as a harsh but 
  effective taskmaster and his Army, formerly the Army of Judgement, was also involved in the 
  liberation of Geoff. 
   
  Every Army contains an Army Headquarters unit that consists of the Knight Field Marshal, three 
  Knight Colonels, five Captains, twelve Lieutenants, one Senior Army Sergeant, six Senior Staff 
  
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  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. Forty Pathfinders are permanently assigned 
  directly to the Commandant, a longstanding tradition for that unit. Another 40 are assigned to 
  Knight Field Marshall Helanasdotter and the Army of Victory. 
   
  • 
  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. They are headquartered in Buxton’s Crossing, with the exception of the Diplomatic Corps, 
  which is located in Hookhill. At any time, Couriers can be found throughout Gran March and the 
  Sheldomar Valley. 
   
  All three Special Forces units are dealt with in detail in the Elite Organization document. 
   
  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.  
  
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  In the past, 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 
  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 all 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 enlisted 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.  
  
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  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 
  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. 
  Personnel on leave who are reactivated (either voluntarily or under orders) can choose 
  whether or not to 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 
  
  Military General Organization 5.0 
   
  12 
   
  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. 
   
  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.  
   
  MEDICAL LEAVE AND DEPENDENT POLICY FOR MILITARY PERSONNEL 
    
  The following is considered to be official policy for all Gran March military personnel with regard to 
  medical leave and treatment of dependents: 
   
  • 
  Active-duty military personnel who have dependents must provide support for them. Abandoning 
  a child is illegal under the code of military justice; any soldier who abandons a child will serve the 
  remainder of their enlistment in the work battalions as a prisoner. 
   
  • 
  Active-duty military personnel who have dependents may apply to Military HQ (OOC: otherwise 
  known as the Triad) for dependent benefits. A soldier must provide proof (OOC: such as an AR) 
  proving that the dependent exists before receiving benefits. The benefit is payment of upkeep for 
  the dependent for the duration of the soldier's enlistment. 
   
  • 
  Active-duty female military personnel who become pregnant during their enlistment have two 
  options: 
  o 
  Leave the child in the care of the other parent, family, and / or friends and finish up their 
  enlistment after giving birth and apply for dependent benefits as noted above to aid in the 
  care of the dependent. 
  o 
  Transfer to a reserve unit while taking care of the child full-time (OOC: this allows the 
  completion of service during the five years required by certain ARs for rearing a child). 
   
  • 
  Active-duty male personnel who father a child during their enlistment must continue to serve out 
  their enlistment (leaving the child with the other parent, family, and / or friends). They can apply 
  for dependent benefits as noted above to aid in the care of the dependent. 
   
  • 
  Active-duty military personnel who have received a temporary disabling condition (OOC: as 
  documented on an AR) that would medically prevent them from serving on active duty (even in a 
  clerical/office capacity) will receive medical leave until the condition is cleared. Soldiers receiving 
  this leave are still considered to be under military time and are not allowed to pursue any other 
  activities aside from that required for healing of their medical condition. While examples of such 
  medical conditions covered by this ruling include pregnancy and lycanthropy, all medical 
  
  Military General Organization 5.0 
   
  13 
   
  conditions must be reported to Gran March Military HQ (OOC: otherwise known as the Triad) so 
  that the leave can be authorized. 
   
  • 
  Active-duty military personnel who are permanently disabled (OOC: as documented on an AR) 
  will be granted a medical discharge, provided that the disability is a) permanent insofar as there 
  are no resources available to the afflicted soldier capable of healing the condition and b) disabling 
  so that the afflicted soldier is no longer able to conduct his or her duties even in a clerical/office 
  capacity. Military HQ (OOC: otherwise known as the Triad) is the final arbiter of medical 
  discharges and, given the state of medical care on Oerth, such discharges for PCs will be 
  extremely rare. If a medical discharge is not approved, however, the afflicted soldier will receive 
  medical leave until the disabling condition is cleared. 
   
  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.  
  
  Military General Organization 5.0 
   
  14 
   
   
  Figure 4 - Gran March Military Deployments 
  • 
  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 Victory: The army is 5200 men strong and is based in the Principality of 
  Ulek. The Army of Victory comprises the 8th, 11th, 14th, 16th, 18th, 22nd, 23rd, 25th, 26th, and 
  27th.Battles, which are all battle hardened units fresh from the war in Geoff.  
   
  Membership in Alicia Helenasdotter’s HQ Unit can only be gained in scenario and special 
  mission play.  The HQ Unit gains both the benefits of being in the Field and Garrison.  
  Note: Helenasdotter’s HQ Unit operates independently of any Battle. 
   
  o 
  The Army of Security: The army is 2700 men strong and is based out of Shiboleth. The 
  Army of Security comprises the 2nd, 3rd, 17th, 21st, and 24th Battles, which are all battle 
  hardened units fresh from the war in Geoff. 
   
  Membership in Jorn Envian’s HQ Unit can only be gained in scenario and special mission 
  play.  The HQ Unit gains both the benefits of being in the Field and Garrison.  Note: 
  Envian’s HQ Unit operates independently of any Battle. 
   
  o 
  Independent Battles: There are 15 independent Battles of 500 men each. These are 
  deployed as follows: 
   
  � 
  1 Battle garrisoning Hookhill (1st) 
  
  Military General Organization 5.0 
   
  15 
   
  � 
  1 Battle garrisoning the Free City of Hochoch (13th) 
  � 
  5 Battles assigned to patrol the borders (4th and 19th 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) 
  � 
  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) 
  � 
  1 Battle patrolling Barony Farvale, awaiting reassignment to Geoff (15th) 
  � 
  1 Battle assigned to patrol and investigate the lost city of Haradaragh (28th) 
  � 
  1 Battle patrolling the Gran March side of the Oytwood (29th) 
  � 
  1 Battle patrolling the Dim Forest and the border of Bissel (30th) 
   
  o 
  The Commandant’s Own: The 1st 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. It is considered to be a battle in the field with regard to promotion 
  and feat and prestige class access, but garrison for purposes of military time units. 
   
  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. If 
  necessary, these Prides can form one or more provisional Battles as required by the 
  Commandant. For purposes of promotion, feat and prestige class access and military 
  time units, a Baronial Pride is considered to be garrison. 
   
  o 
  Electoral Files: Each Elector is assigned one infantry File as well as a Sergeant and a 
  junior officer (either a Lieutenant or a Captain). 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, special 
  mission play, or through advancement in the Warmaster prestige class. If necessary, 
  these Files can form one or more provisional Battles as required by the Commandant. 
  For purposes of promotion , feat and prestige class access and military time units, an 
  Electoral File is considered to be garrison. 
   
  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. 
  
  Military General Organization 5.0 
   
  16 
   
   
  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 
  strong enough to face the conflicts that would occur, including the Greyhawk Wars and leading up to the 
  invasion of Geoff by the giants and their minions. 
   
  The Army of Retribution was formed to assist Geoff in reclaiming it’s lands and ending the threat of the 
  gaints.  At the Battle of Bloody Ridge in CY 591, Alicia Helenasdotter led the Army to its first major victory 
  over the Giants.  But that victory was costly; several Battles within the Army of Retribution were 
  decimated.  Since Bloody Ridge, the Army of Retribution was reinforced with reserve units from the Gran 
  March and has been continuing the fight to reclaim Geoff from the Giants.  In CY 592, the Giants 
  launched an unexpected offensive that briefly took parts of Farvale and Orlane.  The Gran March military 
  beat the Giants back quickly and the Giants launched naught but brief forays into Gran March territory.  In 
  CY 593 a menace in the Dim Forest manifested that threatened to overwhelm Fort Endurance, but again 
  Gran March forces (with the aid of a number of reactivated veterans) was able to neutralize the threat. In 
  late CY 594, following a massive mobilation of military reserves, a second army, the Army of Judgement, 
  was formed to assist in the reclamation of Geoff. Both armies were instrumental in the liberation of the city 
  of Pregmere in the same year. A further mobilization of reservists and volunteers formed the Army of 
  Security in CY 595, which was positioned to provide rear area security in Arweth in preparation for what 
  was to be the final event of the war in Geoff. In the autumn of CY 595, the forces of Gran March, Keoland, 
  the Yeomanry League, and the Grand Duchy of Geoff mobilized and advanced on the city of Gorna, the 
  final power base of the Giant occupation forces. After several days of intense fighting, the former Gyric 
  capital was liberated and the Giant forces were forced to withdraw back across the Crytsalmists. 
   
  Following the defeat of the Giants, several Battles were released from duty and the remnants of the 
  Armies of Retribution and Judgement were formed into the Army of Victory, commanded once again by 
  Knight Field Marshall Helenasdotter. After a brief respite, this Army marched to the Principality of Ulek to 
  assist that country in their ongoing war with the forces of the orc warlord Turrosh Mak. 
   
  The Army of Victory was sent to Shiboleth to aid in the reconstruction of that city after a series tumultuous 
  events reduced most of it to ruin. An earthquake in the summer of CY 595 opened a crevasse outside of 
  the city and destroyed many buildings. Military and Syrloch forces sent to aid the inhabitants soon 
  discovered a series of caves underneath the city proper, along with an active planar gate and the 
  remnants of a cult to the Whispered One. A large force of yugoloth’s invaded via the gate, but were 
  ultimately defeated and the gate destroyed. Only a few months later, however, the Fire Giant King Brodde 
  teleported a large quantity of Giant forces into the city, daring the Commandant to divert the Armies of 
  Reclamation and Judgement to stop them, in an effort to reduce the forces assaulting Gorna. Instead of 
  taking the bait, the Commandant rallied a large group of adventurer’s and off-duty military personnel to 
  save the inhabitants of Shiboleth. After being decimated by this ad-hoc group of heroes, the giant forces 
  retreated to the Blinding Spire, the temple of Pholtus. The giants were unable to stop the adventurer’s 
  and King Brodde was ultimately slain before he could retreat. 
   
  In the Dim March, a growing unnatural darkness in CY 593 caused the progress on the military road to 
  slow to a halt and an investigation into the cause of this darkness was ordered. The 23rd Cavalry 
  Squadron, under the command of then Lieutenant Ennister, along with a force of military and civilian 
  volunteers encountered large group of Shadar’kai, creatures native to the plane of shadow. The 
  
  Military General Organization 5.0 
   
  17 
   
  Shadar’kai had created several portals in an effort to transport the entirety of the Dim Forest and living 
  things within it to the shadow plane in order to free themselves from a curse. These plans were ultimately 
  foiled and the military road through the Dim Forest was completed the next year. 
   
  In the Lortmils, an army of mutated humanoids attacked the town of Ander’s Falls. Military forces there, 
  including the 6th Battle and the Mountaineers, fought a delaying action, eventually being force to retreat to 
  and defend the walled town. Apparently falsified rumors of enemy action to the south prevented timely 
  reinforcement, and the military and civilians still trapped within Ander’s Falls were forced to deal with the 
  situation on their own. Launching a counterattack, the defeated the invasion force, discovering that it was 
  lead by several aboleths and huge beholder, all of which were killed. There was little time for rest, 
  however, as Ander’s Falls was attacked again, during a celebration of those brave heroes who had 
  helped to save the town. This time, however, they are besieged by large forces of undead, many of which 
  are the bodies of soldiers and humanoids slain in the first Battle of Ander’s Falls. A dark ritual is enacted 
  whereby the entire town is magically transported to the Brine Flats, the realm of the Abyss claimed by the 
  demonprince Demogorgon. The ritual is foiled by the military and civilians who had gathered for the 
  celebration and some report seeing a Death Knight leading the armies of undead. 
   
  The same earthquake that destroyed part of Shiboleth also revealed an ancient city in the high peaks of 
  the Lortmils, heretofore hidden by a huge sheet of ice. A Battle commanded by newly promoted Knight 
  Colonel Thero’kay is order to investigate the city and prevent any unauthorized entry. Several sages and 
  Syrloch Master’s proclaim this to be the lost ancient Flan city of Haradaragh, supposedly hidden for 
  thousands of years. A lottery is held to determine which adventurers will be the first to search the ancient 
  ruins. The day before the lottery begins, however, an army of Githyanki assault the city, seemingly bent 
  on the destruction of the military forces assembled there, and the assassination of Knight Colonel 
  Thero’kay. The assembled adventurers and military might repeal the assault and manage to drive off the 
  Githyanki, though not without significant casualties. Many believe the Githyanki were sent to recover their 
  silver swords, possessed by many adventurer’s and military officers after foray’s to the Astral Plane. 
  Other’s believe their motive more sinister. 
   
   
  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 and the 
  Couriers, along with horse and rider switching stations for the Couriers.  
   
  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 Victory, 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. Several Gran March Battles serve in a garrison capacity in the now Free City of 
  Hochcoch, which is now the domain of the Knights of the Watch. 
   
  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 
  
  Military General Organization 5.0 
   
  18 
   
  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. After supporting the 
  liberation efforts for years, the forces of Gran March have all but vacated the Grand Duchy of Geoff after 
  the Giant forces were defeated and forced to retreat across the Crystalmist Mountains. Aside from the 
  forces in the Arweth area and the Free City of Hochcoch, no Marcher forces remain in lands of Geoff.  
   
  The Dim Forest, formerly the domain of the radical elvish group known as the Free Band, has been eerily 
  quite of late. The destruction of the Shadar’kai forces, as well as those of the warlord Kennigamek, and 
  the elimination of the Free Band and imprisonment of it’s leader Olowyn allowed the military road project 
  to be finally completed.  
   
  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. The city of 
  Shiboleth has recently discovered more evidence of the cult of the Whispered One, as well as many 
  attacks by yugoloth’s and other demons. 
   
  The military forces of the Lortmils still report scattered contact with Githyanki forces in the area and some 
  rumors indicated that the cult of Vecna may have found it’s way to these once peaceful mountains 
   
  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. 
  Additional assistance in the form of the 5200 fighting men who comprise the Army of Victory should help 
  to speed along the destruction of the forces of the Warlord Turrosh Mak. 
   
  Gran March has also had a historical enmity with the Baklunish tribes out of Ket. Recent years, however, 
  have found them to be quiet. 
   
  
  Military General Organization 5.0 
   
  19 
   
  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. 
   
  General 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) to 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.  Thus, 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 Residency and Citizenship 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 service contains a wealth of requirements and benefits that affect PCs of different classes in 
  different ways. Each branch has different requirements: 
   
  • 
  Enlisted Soldiers 
  Soldiers are the bulk of the force, and make up the infantry, cavalry, and archers.  
   
  
  Military General Organization 5.0 
   
  20 
   
  • 
  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: Artisans, Cooks, and 
  Teamsters.  
   
  • 
  Combat Specialists 
  These specialists provide direct support to a combat mission. There are four classifications of 
  Combat Specialist: Engineers, Musicians, Scouts, and the Spellcaster Corps. Their membership 
  requirements are listed in their respective sections below. For purposes of organizational 
  membership, Engineers use the Infantry group. 
   
  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. 
   
  
  Military General Organization 5.0 
   
  21 
   
  Appendix I – New Skills and Organizational Applications of Existing 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 
  Survival checks when used to avoid environmental dangers, a +2 synergy bonus to Tracking checks 
  involving military units, and a +2 synergy bonus with Knowledge (history) when dealing with military 
  tactics. Characters with at least 5 ranks of Knowledge (history) gain a +2 synergy bonus with Profession 
  (soldier). 
   
  Knowledge (history) (Int; Trained Only):  The character possessing this skill in the Gran March Military 
  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 (history) skill checks when dealing with military tactics.  A character possessing 5 or more 
  ranks of Knowledge (history) receives a +2 synergy bonus to Profession (soldier) skill checks. 
  
  Military General Organization 5.0 
   
  22 
   
  Appendix II – Changing Home Region while an Active Member of the Military 
   
  As a member of the Gran March military, your default home region is Gran March.  You may expend 
  military influence in order to change home regions to any region where Gran March has an active military 
  presence.  The regions and their associated influence point costs for transfer are listed below.  These 
  influence points are spent only when actually requesting a transfer, there is no requirement to pay 
  'upkeep' influence points to maintain a duty transfer (i.e. once you are transferred you stay where you are 
  until you are reassigned by the Triad or you request another transfer at the end of the year). 
   
  Region 
  Influence Point Cost 
  Gran March 
  1 
  Principality of Ulek  
  1 
  March of Bissel 
  1 
  Grand Duchy of Geoff 
  2 
  Yeomanry League1
  3 
   
  You may submit a request for transfer at any time; however you may only do so at the start of each 
  campaign year.  This represents both the time it takes to process the transfer paperwork, as well as the 
  fact that the military attempts to minimize the shuffling of personnel between duty stations. 
   
  The above list of countries and costs are not static and may be changed without prior notice by the Triad.  
  If all foreign troops are withdrawn from one of the above countries then all PCs who have been 
  transferred there must either immediately change their home region to Gran March or be considered 
  deserters.  Any character who has been transfered to foreign service may be ordered back to Gran March 
  at any time.  Failure to comply with a recall orders is grounds for declaring the character in question a 
  deserter.  
   
  Q: My character is active military, I've changed his region to Geoff for roleplaying reasons, and he's been 
  recruited into Geoff metacampaign organization.  Do I have to resign my military membership if my 
  character stays in Geoff?  Do I have to remove myself from the Geoff metacampaign organization if I 
  move back to Gran March?  Is it possible to maintain both memberships? 
   
  A: Yes, you may retain your membership in the Gran March Military providing several conditions are met.  
  You must request a transfer to Geoff (the Army of Retribution) as soon as possible.  Military TU may NOT 
  be used to pay for membership in Geoff metacampaign organizations.  In order to maintain your 
  membership in any Geoff metacampaign organization you must meet any and all requirements of that 
  organization as set forth by the Geoff Triad. 
   
  Q: Suppose I am a Geoff player and I want to play a Gran March soldier starting at 1st-level.  My new PC 
  won't have any IP to spend for the assignment, so what happens to him? 
   
  A: The character above begins play with the home region of Gran March and is serving in the Gran 
  March military.  He pays two military TU for each Geoff module he plays.  When he accumulates enough 
  IP he can request a transfer to the Army of Retribution as outlined above.  Then he can play Geoff 
  modules and pay one military TU for them, however then he would pay two military TU for each military 
  Gran March module he plays.  
   
  Q: Can another character spend military influence points to get my character transferred? 
   
  A: Yes, however two characters of the same player may not spend influence points to aid each other in 
  this fashion. 
                                                        
  1 Note that while Gran March does not have active troops in the Yeomanry League it does have military observers.  This transfer 
  represents the character being posted to one of these military observer positions. 
   
  
  Military General Organization 5.0 
   
  23 
   
  Appendix III – Changing Duty Assignment 
   
  You may request a change of duty assignment at any time by sending a request to the Triad. In order to 
  qualify for a change of duty assignment, you must have no demerits that have not been cancelled by 
  commendations.  Some duty assignments may require a certain number of commendations, a certain 
  rank, or other requirements determined by the Triad.  Below is a list of the current duty assignments 
  available to player characters and their costs. 
   
  Duty Assignment 
  Influence 
  Point Cost 
  Commendations 
  Required 
  Minimum Rank 
  Caravan Duty 
  2 (1 if a 
  Teamster) 
  N/A 
  Members of elite units are 
  not allowed to transfer 
  into Caravan Duty. 
  Garrison Battle 
  2 or two 
  years of 
  active-duty 
  service 
  N/A 
  Members of elite units are 
  not allowed to transfer 
  into a Garrison Battle until 
  the end of their 
  commitment. 
  Extra Vacation 
  1 / TU 
  converted 
  N/A 
  Soldiers below Sergeant 
  can convert up to six 
  military TUs to non-
  military as reward for 
  outstanding work per 
  game year. NCOs can 
  convert up to ten military 
  TUs. Officers can convert 
  up to twelve.  
   
  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. 
   
  A soldier in a Garrison Battle helps defend a major city in the interior of the country. Leave for garrison 
  personnel is more readily available, thus the military TU requirements are reduced from 39 TUs to 26 
  TUs. Lieutenants simply add 13 TUs to their non-military total. However, as front-line Battles required 
  more material and better training, soldiers in garrison do not get access to certain items and feats. 
  Veterans who wish to reactivate can activate into a Garrison Battle. Once a soldier has transferred into a 
  garrison Battle, that soldier must remain in this unit for no less than one year (52 TUs) before requesting 
  a transfer. All transfers between Battles occur at the beginning of the game year. Transferring from a 
  Garrison Battle to one in the field requires no IP expenditure, only that the soldier serves 52 TUs in the 
  Garrison Battle before the transfer. 
   
  Extra Vacation is used as a reward for extraordinary service and as a way to provide downtime for those 
  personnel who have gone through extremely difficult or stressful assignments. It allows for the conversion 
  of military TUs back to non-military TUs which can be spent as normal. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Preliminary Documents/Preliminary_Gran_March_Military_General_Organization_5.0b.pdf