TEXT: The Guard
  In Tusmit, each sheikdom contributes to the nation's military force. A sheik must provide the Pasha with a certain number 
  of men that will become part of the permanent military force of the nation: the Guard. The Guard is Tusmit's permanent 
  military force. It is composed of soldiers from all around Tusmit. Each sheikdom is responsible for building and training 
  its own military force. Some of these soldiers will become part of The Guard. They train and work in their respective 
  sheikdom until the Pasha needs their assistance. His Exalted Splendour of Tusmit always has total control over the Guard 
  and can move troops as he wishes. Members of the Guard are trained in a variety of weapons and armours. Different units 
  make up the Guard. Each sheik is expected to build and train Guard units such as archers, infantry, scouts and light 
  cavalry. The sheikdoms and the central government share the upkeep and training expenses of the troops. 
  Requirements
  • Tusmit Citizen
  • 1 Year of service in the Militia (or a bribe of 1 Military 
  Influence Point, 2 TUs and 100 gp)
  • 5 ranks in Ride (or 3 ranks and 1 Military Influence 
  Point)
  • +2 Base Attack Bonus
  • Proficient with light armour and all martial weapons 
  (or only 1 martial weapon with a bribe of 1 Tusman 
  Influence Point of any origin, 2 TUs and 100 gp)
  Admission Costs
  • 1 Military Influence Point
  • 5 TUs in training
  Yearly Costs
  • 8 TUs - 1 TU for each Tusmit Regional adventure 
  played in the previous year, to a minimum of 3 TUs
  Extra Service
  • The character can spend TUs at the end of any Tusmit 
  Regional adventure to gain 50 gp/TU. It is not possible 
  to spend more than 2 TUs at a time but no upkeep is 
  needed for those TUs
  Ranks
  • This meta-org allows ranks. Please consult the current 
  version of the 'Rules for Meta-Game Organizations' for 
  details
  Benefits
  • Significant social bonuses with appropriate individuals.
  • Once per year the character can reduce the penalty of 
  any crime to the minimum applicable or avoid any 
  penalty for a minor crime. 
  • 20% discount on any PHB item from tables 7-5 and 7-6 
  purchased after a Tusmit Regional adventure. This 
  discount can include masterwork cost but not magical 
  cost. Items purchased this way wear the emblem of the 
  Tusmite Guard and can not be sold.
  • All upkeep paid is considered one level above while in 
  Tusmit.
  Access
  • Tusmit Light Warhorse for 150 gp. This warhorse can 
  be taken as a paladin's mount or animal companion 
  instead of a normal horse. See www.tusmit.org for the 
  animal's statistics.
  • Arrow, Blunt (RW)
  • Bolt Cutters (AE)
  • Armor Maintenance Kit (AE)
  • Riding Straps (RS)
  • Perform [Weapon Drill] (CW)
  • Tactical Fighter Prestige Class (MH)
  • Horselore Feat (Dragon no. 315)
  • Mounted Mobility Feat (HB)
  Character Name
  Starting TU
  Starting GP
  AR
  Played by                                 RPGA #
  TU Cost
  GP Cost
  DM                                          RPGA #
  TU Total
  GP Total
  XP Total
  Revision 597CY – January 1st, 2007
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Tusmit/597CY_Guard.pdf