TEXT:  
   
  Gran March Military General Organization Version 7.0 
  Protectors of the Commandant, of the country, and of the region 
   
  Part I of a Gran March Meta-campaign Organization written by Ed Podsiad and 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 
  civilian 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). Contact the Military POC for details. 
   
  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 war zones. 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 five Battles in garrison (1st, 2nd, 13th), 
  however, the 1st Battle (due to its prestige) is considered to be a Field Battle 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 Marshall 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 Marshall 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 Marshall Jorn Envian and has 
  been sent to Bissell to aid that country in their defense against recent Kettite aggression. KFM 
  Envian is known as a harsh but effective taskmaster and his Army, formerly the Army of 
  Judgment, was also involved in the liberation of Geoff and in the rebuilding of Shiboleth. 
   
  Every Army contains an Army Headquarters unit that consists of the Knight Field Marshall, 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 strong 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 Appendices. 
   
  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.  
   
  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 levels 
  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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  Re-activated personnel receive upkeep 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 
  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. 
  
  Military General Organization 7.0 
   
  12 
   
   
  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 
  conditions must be reported to Gran March Military HQ (OOC: otherwise known as the Triad) so 
  
  Military General Organization 7.0 
   
  13 
   
  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 7.0 
   
  14 
   
  Figure 4 - Gran March Military Deployments (Early CY 597) 
  • 
  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 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 3300 men strong and is based in the March of Bissel. 
  The Army of Security comprises the 3rd, 15th, 17th, 19th, 21st, and 24th Battles, which are 
  all battle hardened units 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 the city of Hookhill (1st) 
  � 
  1 Battle garrisoning the city of Shiboleth (2nd) 
  
  Military General Organization 7.0 
   
  15 
   
  � 
  4 Battles assigned to patrol the borders (4th on the north, 5th on the west, 6th on 
  the east, 7th on the south) 
  � 
  1 Battle patrolling the road between Shiboleth and Hookhill (12th – HQ: Buxton’s 
  Crossing) 
  � 
  1 Battle garrisoning the city of Orlane (13th) 
  � 
  1 Battle patrolling the road between Buxton’s Crossing and Orlane (20th – HQ: Ft. 
  Endurance) 
  � 
  1 Battle assigned to the pacification of the Dim March (10th – HQ: Ft. Endurance) 
  � 
  1 Battle assigned to the pacification of the Rush March (9th – HQ: Ft. Tribulation) 
  � 
  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) 
  � 
  1 Battle providing training and security to the March of Sterich (31st Provisional)  
   
  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 a Garrison unit. PCs in these units 
  maintain their normal Military Career Specialty. Members of the Elite units can never be 
  assigned to a Baronial Pride. 
   
  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 and special 
  mission play. 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 a Garrison unit. PCs in these 
  units maintain their normal Military Career Specialty. Members of the Elite units can 
  never be assigned to an Electoral File. 
   
  o 
  Pathfinders: This unit, numbering 200, 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. 
   
  
  Military General Organization 7.0 
   
  16 
   
  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 in CY –161. At that point, 
  all Keoish units in the area came under the command of the new Commandant, Pravis Hindelford. 
  Commandant Hindelford reorganized the units into Battles and their supporting units. At this point, 
  however, most special units such as spellcasters came from the Keoish military and the Battles still had 
  its chain of command ultimately terminate at the Keoish throne. 
   
  As such, Battles of Gran March were often drawn into disputes with Keoland. Gran March forces, for 
  example, fought the Baklunish during their incursions in the early 300’s.  The violence only escalated 
  when, in CY 348, 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 CY 483. 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.  After Bloody Ridge, the Army of Retribution was reinforced with reserve units from the Gran 
  March and continued 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 have launched naught but brief forays into Gran March territory.  In 
  late CY 594, following a massive mobilation of military reserves, a second army, the Army of Judgment, 
  was formed to assist in the reclamation of Geoff. Both armies were instrumental in the liberation of the city 
  of Pregmere in the following 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 Crystalmists. 
   
  Following the defeat of the Giants, several Battles were released from duty and the remnants of the 
  Armies of Retribution and Judgment 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 Security was sent to Shiboleth to aid in the reconstruction of that city after a series of 
  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 yugoloths 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 Judgment to stop them, in an effort to reduce the forces assaulting Gorna. Instead of 
  taking the bait, the Commandant rallied a large group of adventurers 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 adventurers and 
  
  Military General Organization 7.0 
   
  17 
   
  King Brodde was ultimately slain before he could retreat. The Army of Security greatly aided in the 
  rebuilding of Shiboleth, and now has been sent to Bissell in response to their request for aid in defending 
  against recent Kettite invasions. The 2nd Battle has been detached and now garrisons Shiboleth. 
   
  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 
  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 forced 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, they defeated the invasion force, discovering that it 
  was lead by several aboleths and a 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 were besieged by large forces of undead, many of 
  which were the bodies of soldiers and humanoids slain in the first Battle of Ander’s Falls. A dark ritual was 
  enacted whereby the entire town was magically transported to the Brine Flats, the realm of the Abyss 
  claimed by the demonprince Demogorgon. The ritual was foiled by the military and civilians who had 
  gathered for the celebration and some reported 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 was ordered to investigate the city and prevent any unauthorized entry. Several sages 
  and Syrloch Masters proclaimed this to be the lost ancient Flan city of Haradaragh, supposedly hidden for 
  thousands of years. A lottery was 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 assaulted 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 repelled the assault and managed to 
  drive off the Githyanki, though not without significant casualties. Many believe the Githyanki were sent to 
  recover their silver swords, possessed by many adventurers and military officers after forays to the Astral 
  Plane. Others believe their motives more sinister. 
   
  A new Battle was formed and, dubbed the 31st, it was sent to the March of Sterich to provide assistance 
  in training the Marchioness’ military forces, newly rebuilt after the giant invasion. The 31st also provides 
  security for portions of Sterich and has recently seen action against a large force of humanoids who call 
  themselves The Red Hand. 
   
  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. 
  
  Military General Organization 7.0 
   
  18 
   
  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 
  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.  
   
  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. Until recently, these 
  tribes have been quiet. The current Ket-Bissel conflict, however, may escalate to require more of a Gran 
  March military presence. 
   
  
  Military General Organization 7.0 
   
  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 7.0 
   
  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 7.0 
   
  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 7.0 
   
  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 
  March of Sterich 
  1 
  Grand Duchy of Geoff 
  2 
  Yeomanry League1
  3 
   
  You may submit a request for transfer at any time; however you may only change your home region 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 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: 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 7.0 
   
  23 
   
  Appendix III – Elite Unit Organization and History 
   
  Mountaineers 
  Patrolling the Lortmils and protecting the people of Gran March 
   
  Originally written by Taylor Davenport and the Gran March Triad. Updated by Doug LaVigne and Russ 
  Yates 
   
  Grumnar has commanded us to serve you despite your lack of respect for our traditions. 
  By my axe and the axe of my fathers, I pledge myself and my men to serve in your 
  army. We will show you what it means to fight in the dwarven tradition of our forebears. 
  We will treat your enemies as our enemies and destroy them as we destroyed the 
  humanoid invaders during the time of my father.  
  Furthar the Valiant, first commanding officer of the Mountaineers 
   
  As part of Gran March’s commitment to excellent war fighting practices, Gran March has developed 
  several elite units. One such elite unit is the Mountaineers, which serves to protect the northeastern 
  border of Gran March and communities in the Lortmils and the Lorridges. This document covers the 
  Mountaineers organization by describing its service requirements and benefits.  
   
  Organization 
   
  Ranks within the Mountaineers parallel the standard Gran March Army rank progression. The Apexmaster 
  of Ander’s Falls outranks the other Apexmasters, and is the commander of the unit. The alternate 
  Mountaineer progression is given on the table below: 
   
  Number 
  Enlisted 
  Alternate 
  Designation 
  Equivalent 
  Military rank 
  6 
  Apexmaster 
  Captain 
  18 
  Apexclimber 
  Lieutenant 
  36 
  Senior Mountclimber 
  Mountclimber 
  Senior Staff Sergeant 
  Staff Sergeant 
  240 
  Senior Hillclimber 
  Hillclimber 
  Sergeant 
  Combat Specialist 
   
  While the Gran March Style is appropriate for the battlefields of the plains of the Sheldomar Valley, it is 
  not well suited for the valleys and peaks of the Lortmils. The Mountaineers operate in small units that rely 
  more on teamwork and skill rather than the crushing might of the Gran March Style. This teamwork is 
  learned during the initial training and refined facing the natural hazards of the Lortmils. 
   
  During training, the Mountaineers more than any other unit, rely on punishing the group for the failures of 
  the individual. To overcome this, the training units inevitably have to work closely together to make it 
  through the process. As a result, those individuals that do not wash out during training have a very strong 
  sense of camaraderie and trust in one another that their companions will not fail them. This translates into 
  a very efficient fighting style in which members capitalize on each other’s strengths. 
   
  In addition to the training to develop teamwork, the training of the Mountaineers further develops the 
  martial abilities of the Mountaineers as well as teaching them the ins and outs of the peaks and valleys of 
  the Lortmils. This intimate familiarity with their prospective battlegrounds translates into increased 
  efficiencies in patrols and combat. 
   
   
  
  Military General Organization 7.0 
   
  24 
   
  Philosophy and Credo 
   
  The Mountaineers have one unwritten rule. The only acceptable humanoids are dead, in chains, or serve 
  in the Gran March army. This translates into a philosophy that has very little tolerance for humanoid 
  intruders into what they consider their territory – namely the Lortmils. 
   
  Beyond their general hatred for humanoids, the Mountaineers are concerned with protecting the 
  inhabitants of the Lortmils and Lorridges from harm. They are cognizant that they are essentially the first 
  line of defense and cannot expect ready aid from other units that have prior commitments. This has led 
  them to have a strong sense of self-reliance (as a unit). 
   
  Day-to-Day activities 
   
  The Mountaineers’ primary responsibility is to help the 6th Battle patrol the Lortmils and deal with any 
  threats to the communities therein. As a result of the Hateful Wars, this duty was relatively peaceful, 
  allowing the Mountaineers time to explore many of the more remote valleys and dales within the Lortmils. 
  However, after the rise of Turrosh Mak and the challenge he presented to the Principality of Ulek, the 
  Mountaineers had to turn their attention to repelling invaders from the Pomarj. 
   
  Rumors of a being calling itself the Master and his army of humanoids trickled out from Turamil and 
  further proof of the Master’s forces was discovered in Fort Tavisham. Coupled with the need to support 
  the Army of Retribution, there has been an increased need for the Mountaineers to step up their activity 
  and increase their patrols to help rid Gran March of his insidious evil. This increased activity led to the 
  discovery of the ancient city of Seneshta and another batch of vampires living in the sewers thereof. As a 
  result, the Mountaineers are now more cognizant of an undead threat while still performing their task of 
  humanoid interdiction. 
   
  Since the earthquakes in and around Barony Cragmor and the discovery of what the sages of Syrloch 
  believe to be the lost ancient Flan capital of Haradaragh, Mountaineer patrols have been increased in the 
  area to help defend against any future attacks by githyanki that have been seen in the ruins. Further 
  rumors have surfaced of magical portals connecting the ruins of Seneshta and other ancient Flan cities 
  such as Haradaragh, Fhar’anod and perhaps more as of yet undiscovered. All the Mountaineers are on 
  their guard for more information worthy of reporting to the Commandant. 
   
  Important Dates, Holidays & Ceremonies 
   
  The Mountaineers celebrate the evening before Mustering Day with a dwarven feast. For them, this is a 
  celebration of those Mountaineers who have completed their service and who are heading home. It is 
  also a time for dwarven bards to recount the achievements of the unit for the past year in various forms of 
  expression. Finally, it is also an excuse for dwarves and their friends to drink and make merry to show 
  that they have survived the orcs for another year. 
   
  The Mountaineers are also very cognizant of the dwarven religious holidays, and particularly those 
  dedicated to Clangeddin. Other notable dates include: Reaping 22, which marked the end of active 
  operations in Gran March in the Hateful Wars; Coldeven 7, which marked the death of Furthar; and 
  Patchwall 4, which marked the slaughter of three thousand orcs and goblins in Hettarik Canyon through 
  the use of a well timed induced avalanche and subsequent mop up by the predecessor troops of the 
  Mountaineers. 
   
  Mountaineer training begins in the unit’s complex outside Ander’s Falls. Each candidate is stripped of 
  their former rank and assigned the temporary training rank of “Nugget”. This rank is equivalent to Recruit. 
  Drill Hillclimbers often refer to the candidates using this pejorative term. The Nuggets are grouped into 
  units of 9 nicknamed “Murders”. Rumor has it that this name is a reminder for the Drill Hillclimbers, 
  derived from their goal to see that unworthy Nuggets do not complete training. Injuries often prevent less 
  sturdy Nuggets from completing training while some quit after they realize the true grueling nature of the 
  training. Random forced marches with full gear, while carrying large rocks punctuate extensive weapons 
  
  Military General Organization 7.0 
   
  25 
   
  training and drills. Once dismissed from training, failed Nuggets regain their former rank and position. 
  There is no dishonor in trying to become a Mountaineer, but falling short of the mark. Occasionally 
  candidates who are injured and unable to continue will return with a later group and try again. 
   
  Discipline is administered to Murders as a group rather than to individuals and is often swift and brutal. 
  This group punishment encourages the Murders to work together as a team even as the team slowly 
  diminishes. Murders experiencing excessive losses are recombined with other Murders to maintain group 
  discipline. 
   
  Later in the training the emphasis is shifted from the physical to the mental. Days begin with two hours of 
  class in the morning studying geography and landmarks of the Lortmils along with mine engineering, 
  combat tactics and Mountaineer history. Two hours of class in the afternoon is devoted to extensive study 
  of humanoid clans, their particular markings, Mountaineer trailblazing marks, and the like. 
   
  The surviving Nuggets then begin making extensive forays into the Lortmils under supervision of 
  experience Mountaineers who stalk and harass the Murders with ambushes to test their reactions. 
   
  A final ceremony all newly minted Mountaineers’ must complete, before they report for duty, is the trek to 
  the peak of Mount Furgona. The Mountain’s height is second only to the Tooth of Time and it poses a 
  challenging test for all new Mountaineers to use the skills and knowledge that they have learned during 
  their training. The climb up the steep and winding mountain is not only a physical test but it has also been 
  described as a spiritual experience. The view at the top of Mount Furgona on a clear day stretches 
  throughout the length and breadth of Gran March not to mention most of the Sheldomar Valley. One can 
  easily see from Shiboleth and the Sheldomar River to the south to past Hookhill to the north and out past 
  the Dim Forest to Hochoch in the West.  At the summit of the mountain, the new Mountaineers are given 
  the opportunity to place their mark in a monument to Mountaineer history, a large obsidian outcropping 
  nicknamed Furthar’s Reach. This rock holds the name of every Mountaineer commissioned to date, a 
  small number of allies of the group and hash marks for those souls dedicated enough to make multiple 
  trips up the great mountain. 
   
  The Furtharian Pick, named after Apexmaster Furthar, is a medal given to an individual who goes beyond 
  the call of duty to face a threat to the Lortmils or the Lorridges with little or no expectation of aid. The 
  medal recalls the early days of the unit, when the brave actions of one Mountaineer prompted Furthar to 
  give him his own personal mithril pick as a reward. The medal is a small mithril pin, forged into the shape 
  of a Mountaineer's Pick. 
   
  Headquarters/ Major power centers 
   
  The headquarters of the Mountaineers is in Ander’s Falls, the Cragmor Baronial seat. The headquarters 
  consists of four buildings. The largest building is an extensive barracks that is capable of housing all of 
  the currently active Mountaineers. However, only about one-third of the barracks is in use at any given 
  time. The second largest building is a stable for military mounts. The third building is the administrative 
  headquarters, which houses the administrative offices of the Mountaineers and further has a chapel to the 
  dwarven pantheon. A second, smaller, non-denominational chapel in which other faiths are permitted to 
  hold services is also located in the administrative headquarters. The final building is a smithy that is 
  staffed with a complement of master dwarven smiths, supplemented with a few dwarven wizards and 
  clerics to furnish the Mountaineers with the best possible equipment. 
   
  History 
   
  The genocidal war that led to the human-dwarf alliance of CY 120 also gave rise to a small band of 
  dwarves that always seemed to be in the thickest fighting. Losses from this band were typically very high, 
  but veterans displayed uncanny abilities to fight together, sense impending conflict, and be at the right 
  place at the right time to defend the dwarves of the Lortmils from the humanoids. 
   
  
  Military General Organization 7.0 
   
  26 
   
  This band of dwarves drew from all sectors of society. Fighters and warriors formed the backbone of the 
  band, but arcane spellcasters provided artillery support, battlepriests helped keep the band in fighting 
  trim, dwarven bards relayed signals between units, and inspired dwarves everywhere with tales of 
  bravery, and scouts ranged ahead, gathering information about the enemy. The battlepriests were heavily 
  laden with priests of Clangeddin, although a few of Moradin's priests were also present. When their new 
  human allies encountered this unit, they were amazed at the abilities of these dwarves. A few hardy souls 
  apprenticed themselves to these dwarves and began to learn their ways. 
   
  The end of that war saw these veterans, both dwarf and human, find the peace of the strongholds too 
  confining. Having dedicated themselves to war, they continued the lifestyle, rejecting the comforts of the 
  stronghold. Numbers dwindled over the years, but surged again during the Hateful Wars circa CY 480. 
  During this upsurge, elves and gnomes were also allowed to train with these hardcore battle dwarves. In 
  turn, these races offered their own battle techniques to the dwarves. 
   
  After Grunmer's showdown with the Commandant, the Gran March military command was told to 
  integrate this dwarven battle force into the Gran March military structure. Thus, Gran March 
  commissioned the Mountaineers and accepted Grunmer's selection of the first 180 dwarves to the post. 
  These 180 dwarves nominated 25 gnomes, ten elves, five halflings, and nine humans thought to be 
  acceptable to the new unit. 
   
  As part of the compromise of Grunmer, 20 Pathfinders were assigned to the dwarven commanders of the 
  Mountaineers as "advisors" with an eye towards integrating this unit into the Gran March fighting style. 
  While not in this first wave of advisors, Wayfinder Hruck Snagtooth became the first half-orc involved in 
  the Mountaineers. A seasoned, axe-wielding cleric of Heironeous, his honor and ferocity earned him the 
  grudging respect of the dwarven commanders. Based on his personal recommendations, Grund 
  Rocksmasher, Frang Goblincleaver, and Tark So'Tark became the first full members of the Mountaineers 
  with orcish ancestry.  
   
  Circa CY 545, the Pathfinder advisors were dismissed and a concentrated effort was made to bring the 
  numbers of the Mountaineers up to 300. These were primarily dwarves, but the numbers of non-dwarves 
  also necessarily increased. At this point, humanoids of all the PC races are accepted within the ranks of 
  the Mountaineers, although those with orcish ancestry undergo more hazing and abuse than the average 
  recruit. 
   
  Furthar the Valiant was the first formal Commander of the Mountaineers and served from CY 510 to CY 
  590 when he and thirty other Mountaineers decided to take the fight to Turrosh Mak in the 
  Pomarj/Principality of Ulek. Unfortunately, skills mastered in the hills and mountains of the Lortmils proved 
  no match for the prolific Pomarj natives and Furthar's force was cut down, albeit after wading through 
  hundreds of their foes. This was a heavy blow to the Mountaineers. Since that disaster, the Commandant 
  has forbidden the Mountaineers from fighting outside Gran March as a unit without express orders. 
  Recently, however, individual Mountaineers can be seen in the Yeomanry studying methods of giant 
  fighting for use in the greater battle against the giants that still inhabit Sterich.   
   
  In the Spring of CY 594, the first attack on Ander’s Falls ensued by what was determined to be aboleths 
  and their enslaved minions. One of the unfortunate aspects of this attack was that some of the enslaved 
  creatures were in fact Mountaineers as well as members of the neighboring 6th Battle. Reports were that 
  they were captured and had some sort of manipulation graft attached to their neck, which allowed them to 
  be controlled by the aboleths. In addition to the mind controlled Mountaineers, reports flooded in of 
  mutated and disfigured creatures that had extra body parts attached to them attacking the city and 
  surrounding villages from newly dug caverns beneath the area. 
   
  During the Fall of CY 594, Ander’s Falls was attacked again but by a different foe. In an apparent effort to 
  capture then Captain Trellhem Ennister of the 6th battle, an undead entity purporting to be the Death 
  Knight Rezinar attacked with hordes of undead creatures. The “Death Knight” had crafted a plan to 
  transport the entire city of Ander’s Falls to an area known as the Brine Flats on the 88th level of the Abyss. 
  
  Military General Organization 7.0 
   
  27 
   
  With the help of the Mountaineers, files from the 6th battle and other brave adventures, the plan was 
  thwarted but the creature calling itself Rezinar escaped. 
   
  After violent earthquakes in early part of CY 595, a group of Mountaineers, lead by a retiring Apexmaster, 
  went on a journey up Mount Furgona. Upon arriving at the summit, they discovered that the peak across 
  a great valley, which had previously been covered in a thick layer of ice, had been shaken clean by the 
  earthquake revealing the ruins of a great city. Upon further investigation by the Mountaineers and 
  members of Syrloch, it was determined this could be the lost ancient Flan capital of Haradaragh. In a 
  seemingly randomly timed occurence, a small army of githyanki attacked the site. The recently 
  commissioned 34th provisional battle was quickly mobilized and charged with protecting the area. The 
  githyanki were driven back to the Astral Plane but it is not known how many of the attackers escaped and 
  if they intend to mount an assault on the ruins again.  All mountaineer patrols have been briefed on the 
  capabilities of the githyanki assault teams. 
   
  Allies 
   
  As part of the Gran March army, the Mountaineers enjoy the support of the rest of the Gran March army 
  and can be counted on to support the Gran March army where requested as a natural function of the 
  chain of command. 
   
  Because of their history and the high percentage of dwarven members, the Mountaineers enjoy the 
  support of the dwarven populace of the Lortmils.   
   
  The resurgence of the humanoid threat and the threat of the Master’s undead has caused the 
  Mountaineer patrols to be extended into the predominantly gnomish Lorridges. The gnomes have, by and 
  large, welcomed the new patrols as evidence of the Commandant’s desire to protect his citizens. 
   
  Recent rumors of the dwarven clans of Geoff resurfacing have lead some Mountaineers to request that a 
  force be sent to aid any of their possibly beleaguered relatives. Popular support amongst Gran March 
  dwarves is not unanimous on this point and no word has been issued from the Commandant about 
  reassigning additional forces in Geoff after the recall of the Armies of Judgment, Retribution and Security. 
   
  Rivals 
   
  There is some friendly rivalry between the Mountaineers and certain elite units in the Principality of Ulek. 
  Likewise, the Mountaineers and the Pathfinders engage in some friendly banter and jibes about who is 
  the more efficacious in their duties. While this may occasionally rise to the level of a bar fight, no lasting 
  injuries have ever been sustained. With the reassignment of the Army of Victory to the fight against the 
  Pomarj Gran March dwarves with ties to the Ulek clans have been clamoring for an increased presence. 
  Many potential Mountaineer trainees have opted to transfer to the Army of Victory for that purpose, 
  should a Mountaineer force not be sent to the area. 
   
  There is some less friendly rivalry with the peoples of the Kron Hills as the border between Gran March 
  and these peoples has never been formally defined to each side’s satisfaction. 
   
  Foes 
   
  The elves of Celene are seen to have betrayed the treaties forged during the Hateful Wars by their 
  isolation and failure to help the Principality of Ulek against the Pomarj, and thus the Mountaineers 
  consider them foes; what the elves think is known only to the elves within that isolationist nation. 
   
  Recent events have disclosed the presence of a powerful undead creature known only as the Master. He 
  is reputed to have many humanoids in his service, and their presence is most unwelcome in the Lortmils. 
  This has led to several armed confrontations and ill feelings between the two groups. 
   
  
  Military General Organization 7.0 
   
  28 
   
  Through the multiple attacks around Ander’s Falls by aboleths and their enslaved minions, a new concern 
  has surfaced from below the Lortmils that is posing an uncertain threat to the city and surrounding area. 
   
  After the failed attack by the creature claiming to be the Death Knight Rezinar, all Mountaineers have 
  been tasked with reporting any possible signs of his reappearance.  
   
  Remnants of the githyanki army have been seen in and around the ruins of Haradaragh. They pose an 
  uncertain threat to the Lortmils and precautions have been taken should more of these foul creatures 
  arrive from the Astral Plane. 
   
  While the ties of kinship are perhaps remote in some cases, the Gran March dwarves, and as a result, the 
  Mountaineers, feel some loyalty to the dwarves of the Principality of Ulek who are sorely pressed by the 
  humanoids and giants in the service of Turrosh Mak. Recent events indicate that Mak may be pushing 
  some tribes into the Gran March portion of the Lortmils as well, breeding further hatred for this orc 
  general.   
   
  Heraldry/ Symbol 
   
  The Mountaineers’ flag is a black field with a white circle in 
  the 
  middle. A mountain looking vaguely like a tooth is profiled 
  within 
  the white circle. This mountain is the Tooth of Time that sits 
  on the 
  ridge above Ander’s Falls. Those individuals that use a 
  shield 
  typically have this symbol emblazoned thereon. Other 
  individuals emblazon this symbol on their breastplates or 
  other 
  armor. 
   
  
  Military General Organization 7.0 
   
  29 
   
  Couriers 
  Provide the Army with all its messaging needs 
   
  Originally written by George Harris, Ed Podsiad, and the Gran March Triad. Updated by Doug LaVigne 
  and Russ Yates 
   
  Wanted. Young, skinny, wiry fellows. Not over 18. Must be expert riders. Willing to risk 
  death daily. Orphans preferred. 
   - Original Advertisement for Gran March Couriers, CY 439. 
   
  Get the orders to the front lines. Report the results of a battle. Present a message to foreign nobility. 
  Survive on the road. Avoid the enemy. Choose the most direct route. Find a way to anywhere, anyplace, 
  anytime. All these qualities and more are required of the Gran March Couriers. 
   
  The Gran March Army created an elite unit to provide just these capabilities. In the drive to create the 
  finest military force on all of Oerth, the command implemented a corps of Couriers to provide the Army 
  with all its messaging needs.  
   
  A Courier must be able to adapt to any situation, to be ready with a contingency plan, and to remain 
  capable under the most stressful situations. Harsh elements, fatigue, wounds, hazardous terrain, or 
  impossible odds are but minor nuisances to the best Couriers. 
   
  Organization 
   
  Ranks within the Couriers parallel the standard Gran March Army rank progression. There is one 
  Diplomatic Unit, and four regular units. The Diplomatic Unit is based in Hookhill. The other units are 
  based in Buxton’s Crossing. The Special Ambassador of the Diplomatic Couriers of Hookhill outranks the 
  Ridemasters, and is the commander of the unit. The alternate Courier progression is given on the table 
  below: 
   
  Number 
  Enlisted 
  Alternate 
  Designation 
  Diplomatic 
  Designation 
  Equivalent 
  Military rank 
  5 
  Ridemaster Special 
  Ambassador 
  Captain 
  15 
  Ridefinder 
  Special Envoy 
  Lieutenant 
  30 
  Senior 
  Marchrider 
   
  Marchrider 
  Senior Diplomatic 
  Envoy 
   
  Diplomatic Envoy
  Senior Staff 
  Sgt. 
   
  Staff Sgt. 
  100 
  Senior 
  Courier 
   
  Courier 
  Senior Diplomatic 
  Courier 
   
  Diplomatic 
  Courier 
  Sergeant 
   
   
  Corporal 
   
  Philosophy and Credo 
   
  The Couriers serve several important functions, and are found wherever Gran March has an interest. 
  Their primary duties are as follows:   
   
  • 
  To carry military orders from Hookhill to military commanders in the field, and then to report back 
  the results of those orders. As Couriers are not a part of a Battle’s command structure, they 
  cannot carry orders from unit commanders to troops under their command out in the field. 
   
  
  Military General Organization 7.0 
   
  30 
   
  • 
  To carry important diplomatic packets from the Commandant to the leaders and nobility of other 
  countries, and to return with the response to those diplomatic packets.   
   
  • 
  To carry important documents between Hookhill and the various Gran March Electors.   
   
  • 
  To spread important news to all corners of the realm in less than a week.   
   
  Day to Day Activities 
   
  The day-to-day activities of the Gran March Couriers mainly consist of delivering important messages 
  from one end of the Gran March to the other. You can normally find at least one courier with each battle 
  or at a nearby Rider Relay station.   
   
  Stations: 
   
  Rider Relay: 
  o 
  New riders take over every 75 to 100 miles.  
  Horse Relay: 
  o 
  Riders get a fresh horse every 10 to 15 miles.  
  Speed: 
  o 
  Horses travel an average of 10 miles per hour.  
  Horses: 
  o 
  600 horses stock the Gran March Courier route. Light Warhorses are the most popular 
  horses for the route. 
   
   
  Important Dates, Holidays & Ceremonies 
   
  The first day of Richfest is Mustering Day. This is an important day for many aspirants as this is when 
  many new Couriers are given their assignments as more experienced Couriers retire from the military. 
  Couriers can be appointed at any time to fill the ranks, most assignments occur at this time. Flocktime 18 
  is also an important time for many Courier Aspirants. On this day, training and testing begins for those 
  individuals hoping to enter the ranks of the Couriers. 
   
  Courier training is held outside of Buxton’s Crossing at the unit’s training headquarters. Upon arrival all 
  candidates are stripped of their former rank and are given the temporary training rank of “Cadet”. This 
  rank is equivalent to that of recruit. Training is intense and demanding, and it becomes very apparent who 
  the undeserving candidates are. Cadets unable to complete Courier training are released to their prior 
  rank and position if it is still available. Cadets who fail in their training are allowed to petition for the next 
  years training group, except in circumstances where the candidate is injured in such a way as to impair 
  riding ability or 'diplomatic presence'. 
   
  The training tests the Cadet's ability to not only handle themselves gracefully in the presence of military 
  officials and diplomatic leaders, but provide them with the necessary skills to complete the mission no 
  matter what obstacles they are faced with.  
   
  Training is broken down into two phases. The first phase, nicknamed "Charm School", is focused 
  primarily on etiquette training. All Cadets spend countless hours learning proper etiquette around 
  Electors, military officials, as well as the customs of neighboring countries where active Couriers may 
  travel while passing on orders. Exceptional candidates are often provided further training in  
  Hookhill, and those that continue to excel are offered a position within the Diplomatic Couriers.   
   
  The second phase of training is much more physical and tests the Cadets ability to push themselves in 
  the face of overwhelming obstacles. All candidates have to complete various timed runs on foot as well as 
  horseback. They also have to complete swimming tests in the rivers outside of Buxton’s Crossing. Since 
  couriers carry the minimum amount of gear in order to speed themselves up, emphasis is placed on 
  
  Military General Organization 7.0 
   
  31 
   
  completing the tests in the shortest amount of time possible. The timed conditioning training is the 
  predecessor to the final competency trial each candidate must complete in order to become a Courier. 
  This test, nicknamed "The Grinder", is a timed trial during which each Cadet must complete a swim 
  course of 2 miles, a running course of 15 miles and a horseback ridding course of 30 miles, while 
  changing horses 3 times. During the trial, there are other Couriers that are placed along the course to 
  distract and hamper the Cadets and test their skills at avoiding and compensating for obstacles. The 
  entire course must be completed within the allotted time or the Cadet is released from training. The 
  Cadets that do complete both phases of training are commissioned as Couriers. 
   
  At the battle of Khiyaban during the Short War, then Knight Captain Trelyn's platoon was surrounded by a 
  ring of 1000 Paynim horsemen. The main force of the Army of Cleansing had arrived to help the trapped 
  and outnumbered forces. Knight Field Marshal Malthinius' plan was to distract the enemy by having the 
  surrounding forces launch an attack early the next morning, using a wedge formation with whatever 
  cavalry strength they had left. The wounded would ride in the second rank, but everyone would fight, for 
  to stay behind at this point meant certain death at the hand of the Kettish horde. Battle Runner Corwin 
  Mardonus volunteered to ride into the encampment with the orders. He rode his horse bravely through 
  rank after rank of Paynim horsemen, all the while taking heavy arrow fire from their mounted archers. 
  However Mardonus' wounds were mortal. It seems that he had died in the saddle just before arriving and 
  the horse had ridden into the camp carrying out the last command it was given. 
   
  To recognize the ultimate sacrifice of Battle Runner Corwin Mardonus, the Mardonus Medal of 
  Determination was created. This medal, which is a golden token on which is embossed an upturned 
  horseshoe, is awarded to an individual who goes beyond the call of duty to fulfill one of the vital duties of 
  the Couriers: "Get the orders to the front lines. Report the results of a battle. Avoid the enemy. Choose 
  the most direct route. Find a way to anywhere, anyplace, anytime." 
   
  Headquarters / Major power centers 
   
  The Diplomatic Unit is assigned to the Commandant on a permanent basis in Hookhill. Each additional 
  Ridemaster provides oversight on a regional or operational basis. One always serves at the Courier’s 
  headquarters in Buxton’s Crossing (and is also responsible for the training center), while the other three 
  are assigned at need. Currently, one is with the Army of Retribution at Hochoch, one is responsible for 
  internal operations, and one is assigned to extraterritorial operations. Each has 3 Ridefinders, 6 
  Marchriders, and 20 Couriers under his command. 
   
  There are 12 Rider stations (approximately one in each of the Baronies and Marches), and an additional 
  48 horse switching stations.  The horse switching stations are run by the Herdmaster’s Guild. 
   
  The Courier Trail normally stays within the bounds of the Gran March. The longest trail within the Gran 
  March is the approximately 300 miles from Hookhill to Hochoch. Diplomatic Couriers are frequently seen 
  in Geoff, Bissel, and Keoland; but can be found at any country’s capital, especially those friendly 
  countries in the Sheldomar Valley. The most frequent trail outside of the Gran March is the approximately 
  450 miles from Hookhill to Niole Dra, of which over 200 miles is in Keoland. 
   
  History 
   
  After Commandant Berlikyn was slain in the Small War, his elected replacement was faced with the task 
  of not only reassuring the Electors that he would not repeat Berlikyn's practices, but of evolving Gran 
  March military strategy to compensate for weaknesses brought to the fore in the recent war. One of these 
  weaknesses was that the Gran March could not reliably send information from one military location to 
  another. The military caravans took twelve days to cross from Hookhill to Hochoch and even longer to 
  Niole Dra. But twelve days to a military commander seemed an eternity, and something had to be done.   
   
  Commandant Trelyn ordered the formation of the Couriers, an elite group consisting mostly of highly 
  decorated soldiers. These soldiers first and foremost had to be the best riders in the military. Secondly, 
  
  Military General Organization 7.0 
   
  32 
   
  they had to be able to find the fastest route from one location to another.  Thirdly, they had to know 
  proper etiquette when delivering messages to high ranking military officers or foreign nobility. 
   
  Allies 
   
  As part of the Gran March Military, the Couriers are strong allies with their brothers in arms. All Gran 
  March soldiers immediately recognize Couriers and know the important function they serve. The Couriers 
  also enjoy the respect of the Knights of the Watch and the Knights of Dispatch, for the same reasons. 
   
  Rivals 
   
  The Couriers have no real rivals within the borders of Gran March. Their job is an important one and 
  extremely arduous, for this they earn much respect from all branches of the military. Outside of the March 
  as well, very few organizations begrudge the Couriers their duties. 
   
  Foes 
   
  The enemies of Gran March are the enemies of the Couriers. 
   
  Heraldry/ Symbol 
   
  Couriers' insignia is a galloping horse on a Gran March 
  Shield. 
  The horse’s color/metal denotes the rank within the 
  organization: a brown horse for Couriers, a black horse for 
  Marchriders with a red saddle on the horse denoting Senior 
  status 
  in both ranks. Ridefinders have a silver horse, and 
  Ridemasters have a golden horse. 
   
  
  Military General Organization 7.0 
   
  33 
   
  Pathfinders 
  The Pathfinders provide the Gran March Military with all of its expeditionary needs.   
   
  Originally written by George Harris, Mike Sell, Michael Eshleman, Nick Perch and the Gran March Triad. 
  Updated by Doug LaVigne and Russ Yates 
   
  Lead a quick, safe retreat. Find a way to infiltrate a camp. Hide the passage of troops. 
  Survive in the wilderness. Choose the most direct route. Find a way out of anywhere, 
  anyplace, anytime. Track an enemy. Find a lost person. All these and more are required 
  of the Gran March Army. 
   - Commandant Trelyn, CY 439. 
   
  The Gran March Army created an elite unit to provide just these capabilities. In the drive to create the 
  finest military force on all of Oerth, the command implemented a corps of Pathfinders to provide the Army 
  with all its expeditionary needs. Whether invading a neighboring country, escorting VIPs, or harassing 
  invading forces, the Pathfinder gets the job done. 
   
  A Pathfinder must be able to adapt to any situation. Any member should be always ready with a 
  contingency plan and always capable under the most stressful situations. Harsh elements, fatigue, 
  wounds, hazardous terrain, or impossible odds are but minor nuisances to the best Pathfinders. 
   
  Organization 
   
  Ranks within the Pathfinders parallel the standard Gran March Army rank progression. The Waymaster of 
  Shiboleth is outranks the other Waymasters, and is the commander of the unit. The alternate Pathfinder 
  progression is given on the table below: 
   
  Number 
  Enlisted 
  Alternate 
  Designation 
  Equivalent 
  Military rank 
  5 
  Waymaster 
  Captain 
  15 
  Wayfinder 
  Lieutenant 
  30 
  Senior Marchwalker 
  Marchwalker 
  Senior Staff Sergeant 
  Staff Sergeant 
  180 
  Senior Trailblazer 
  Trailblazer 
  Sergeant 
  Combat Specialist 
   
  One Waymaster, three Wayfinders, six Marchwalkers, and 30 Trailblazers are assigned to the 
  Commandant on a permanent basis, in keeping with the longstanding tradition of having 40 Pathfinders 
  under the Commandant’s banner. Each additional Waymaster provides oversight on a regional or 
  operational basis. One always serves in Shiboleth (and is also responsible for the training center), while 
  the other three are assigned at need. Currently, one is with the Army of Retribution, one is responsible for 
  internal and border patrol, and one is assigned to extraterritorial operations. Each has three Wayfinders, 
  six Marchwalkers, and 30 Trailblazers under his command. 
   
  Philosophy and Credo 
   
  The Pathfinders serve several important functions and are found wherever Gran March has interests. 
  Their primary duties are as follows: 
   
  • 
  Tactical Intelligence Gathering - determining the location, disposition, and intent of enemy 
  formations. 
   
  • 
  Counter-Unit Operations - operating behind enemy lines to collapse bridges, interview locals in a 
  clandestine and surreptitious manner, raising and training partisans, and generally disrupting the 
  
  Military General Organization 7.0 
   
  34 
   
  enemy’s ability to make war. 
   
  • 
  Training - making sure that units of the Gran March Army scouts units are trained on the latest 
  methods of waging war against the enemy. 
   
  Pathfinders are a zealous lot, and constatntly remind hopeful trainees the words of retired Senior 
  Trailblazer Zarick Rendor (which candidates are often heard repeating this during long marches) to 
  commemorate some of the many tasks a successful Pathfinder must always remember to perform: 
   
  Pack all of your gear, Always report the truth, Track the enemy, Hide your passage, Find the 
  target, Infiltrate the enemy, Never get lost, Don’t take the road, Expedite your trip, Retreat fast 
  and last, but See the enemy first. 
   
  Day to Day activities 
   
  Pathfinders spend most of their time out in the field. They travel in small groups or alone.  Occasionally, a 
  Pathfinder will lead a group of scouts into the wilderness for training and other special missions. 
  Occasionally, a Pathfinder might be outside the bounds of Gran March and her allies. If they are on a 
  mission at this time, the Gran March would disavow all activities of the individual if caught. 
   
  A common habit of many Pathfinders is the collecting of various types of military garb both from the many 
  battles of Gran March and also from neighboring military units. A variety of costumes can allow clever 
  Pathfinders to blend in wherever their assignment takes them.   
   
  Important Dates, Holidays & Ceremonies 
   
  The first day of Richfest is Mustering Day. This is an important day for many aspirants as this is when 
  many new Pathfinders are given their assignments as more experienced Pathfinders retire from the 
  military.  Pathfinders can be appointed at any time to fill the ranks, most assignments occur at this time. 
  Flocktime 18 is also an important time for many Pathfinder Aspirants. On this day, training and testing 
  begins for those individuals hoping to enter the ranks of the Pathfinders. 
   
  Pathfinder training begins at the unit’s training headquarters located in Barony Malthinius. Upon arrival all 
  candidates are stripped of their former rank and are given the temporary training rank of “Weed”. This 
  rank is equivalent to that of recruit. Training is purposefully challenging to “weed out” undeserving 
  candidates. Once dismissed from training, failed Weeds return to their former rank and position. Except in 
  rare cases (mainly candidates who are injured and unable to continue) most failed Weeds are not invited 
  for a second try. 
   
  The training is divided into three distinct phases. The first is the physical and mental fitness-conditioning 
  phase. Along with a rigorous classroom schedule spent studying history, tactics, diplomacy and 
  deception, all candidates must complete various timed runs and marches of differing lengths. Most are 
  conducted with candidates in full gear. The instructor’s constant harassment about the lack of qualified 
  individuals causes many candidates to leave training voluntarily. Those who complete this phase will by 
  necessity have the requirements to complete the other two more practical phases. 
   
  The second phase is designed to teach candidates how to operate in small units while sustaining 
  themselves and their subordinates in adverse conditions. Candidates can look forward to not only rugged 
  terrain, but also hunger and sleep deprivation. Small groups are often sent on training forays deep into 
  the Dim, but it is not unheard of for groups to be sent into the Lortmils or even the Rushmoors. 
   
  The third and final phase teaches candidates how to operate independently and in complete isolation 
  from command. As candidates complete the second phase they are teleported by Wayfarers union 
  Martinets to an unannounced testing location, often outside of Gran March with minimal gear and no 
  identifying uniform. Rumor has it that particularly promising candidates have been dropped deep into 
  contested territory. Candidates are given a detailed list of objectives that they must accomplish all the 
  
  Military General Organization 7.0 
   
  35 
   
  while making the return trip to the headquarters. Candidates are scored based on the length of time it 
  takes them to return as well as the accuracy of their final report. 
   
  The Trelynian Medal for Meritorious Service is an award named after Commandant Trelyn, founder of the 
  Pathfinders, and can only be awarded at the discretion of the Warden of the Dim Forest or the 
  Commandant of the March. This medal is awarded when individuals display the utmost competence in 
  one or more of the directives laid out by Commandant Trelyn at the founding of the Pathfinders. 
   
  Headquarters/ Major power centers 
   
  Shiboleth is the main headquarters for the Pathfinders. This is to prevent the appearance that all of the 
  Pathfinders are under the direct control of the Commandant. There is also a major presence of Pathfinder 
  in Barony Malthinius. Due to the conflicts with the giants and other humanoids in Geoff, there are many 
  Pathfinders stationed near Hochoch, Orlane, and the Dim Forest.   
   
  History 
   
  After commandant Berlikyn was slain in the Small War, his elected replacement was faced with the task 
  of not only reassuring the Electors that he would not repeat Berlikyn's practices, but of evolving Gran 
  March military strategy to compensate for weaknesses brought to the fore in the recent war. One of these 
  weaknesses was that the Gran March Army's scouts had become complacent in their training since the 
  early days when the Gran March was first being settled, and from whence the scouts had truly earned 
  their reputation for finding paths, uncovering information, and infiltrating enemy lines. 
   
  Felling two goblins with one stroke, Commandant Trelyn ordered the formation of the Pathfinders in CY 
  539, an elite group consisting mostly of highly decorated scouts. Each of the eighty Electors was asked to 
  select two men from among their retinue to report to Shiboleth for 'special training'. Commandant Trelyn 
  himself personally selected forty veterans of the war to receive this honor as well. After a year of intense 
  training the two hundred soldiers emerged as the first elite unit of the Gran March armed forces: the 
  Pathfinders. The mandate of the Pathfinders was for them to have current information on all potential 
  Gran March enemies, infiltrate enemy lines in order to harass and confuse the enemy, as well as to make 
  sure that the scouts are constantly being trained in the most current techniques. 
   
  In the beginning, individual Pathfinders owed allegiance first to their Electors, then to the March, then to 
  the Commandant. This provision was enacted by Commandant Trelyn to strengthen the loyalty of the 
  Electors, and to demonstrate that the Commandant was not building a private army with which to enact a 
  coup of some sort. The forty men selected by the Commandant, of course, were loyal the March, and 
  then to him. The two sets of Pathfinders served different functions within the March. Those of the 
  Commandant were sent to neighboring countries to assess the movements of enemy troops and report of 
  any untoward activity. Those of the Electors patrolled the interior of the March, reporting any humanoid 
  activity and training the Gran March Army scouts. As time wore on the organization grew more cohesive, 
  a trend which was completed when Commandant Trelyn's successor appointed one of the Pathfinders, 
  Line Sgt. Tywyr Cavened, as its leader and granted him the rank of Captain. And although the unit 
  headquarters remains in Shiboleth, he also granted the unit its own training facilities in Barony Malthinius. 
  Since that time, the unit has served with distinction in every major conflict Gran March has engaged. 
   
  In mid 592 Pathfinders and other volunteers were instrumental in gathering information leading to the 
  discovery of a doppelganger posing as Captain Myrell of the 31st Provisional Battle in charge of retaking 
  the captured city. Rumors abound of a supposed Death Knight operating with the spy. 
   
  In late 592 the body of Waymaster Gulrm Hanston was recovered from deep in the Rushmoors.  Earlier in 
  the year he was sent out on orders from the Commandant but never reported back.  Divinatory 
  investigations indicate that the Scarlet Brotherhood was involved in his death and disappearance. It is 
  suspected that his identity may have been used in criminal activity in and around Keoland. 
   
  
  Military General Organization 7.0 
   
  36 
   
  Subsequent investigations into the circumstances of Hanston’s death led back to Captain Rys Hooden of 
  Lortenford, who was responsible for reassigning other Pathfinders who claimed to be operating under 
  Hanston’s command. Hooden was in fact a Doppleganger Scarlet Brotherhood plant operating within the 
  March. New countermeasures to prevent or root out this sort of infiltration are already in place. 
   
  In late CY 593, a Pathfinder candidate was credited with (and as a result fast tracked through training) 
  successfully brokering a treaty between hostile elements of the Dim Forest elves and Gran March military 
  forces in the conflict with the Shadar-Kai. Pathfinders still maintain a strong presence in this area of the 
  Dim, protecting Camp Radiance as well as working with the Runners of the Flame to destroy any of the 
  remaining Shadar-Kai found in the area. This cooperation has lead to increased security around the now 
  completed road through the Dim. 
   
  Pathfinders operating near the Lortmils have been tasked with protecting supply lines into mountains. 
  Once in the mountains proper, the dwarven rangers from Cragmor and the Mountaineers take over. In the 
  late Spring of CY 594, the heavy casualties and high demands on the 6th Battle due to attack of mind 
  controlled minions of the Aboleths lead to the Pathfinders being spread out along the foothills in small 
  groups, or even traveling alone. Their mission changed from simple scouting duty (for the caravans) to 
  watching passes out of the mountains for emigrating humanoids. 
   
  Later that same Fall the undead forces of an entity purporting to be the Death Knight Rezinar attacked 
  Ander’s Falls. The call went out to rally help to the beleaguered city and a large volunteer force of Knights 
  of the Watch made haste to the city. Sadly they were ambushed as a direct result of the Pathfinders usual 
  presence being too spread out along the eastern border.  Pathfinders returning from Geoff have been 
  reassigned to the area to prevent this sort of unfortunate event from reoccurring. Current speculation is 
  that there may have been a connection between these attacks and the supposed appearance of a Death 
  Knight at the Battle of Orlane. 
   
  Allies 
   
  As part of the Gran March military, Pathfinders are strong allies with their fellow brothers in arms and are 
  loyal to the Commandant. This allegiance is particularly strong with the Gran March Scouts, as 
  Pathfinders have instructed many scouts through the years. They are also on good terms with both the 
  Knights of the Watch and the Knights of Dispatch, but tend to favor Dispatchers more due to the use of 
  similar tactics. 
   
   
  Rivals 
   
  The Pathfinders keep close tabs on Knights of the Malagari operating within the borders of the Gran 
  March, and try to keep tabs on them when they are operating in some of the disputed areas of the 
  Rushmoors. The Pathfinders still tend to keep close tabs on agents of the nation of Furyondy. While they 
  are not hostile to people from Furyondy, they still have many suspicions that arose from the Short War. 
   
  Scouts assigned to the Keoish Royal Standards are well known target for good-natured ribbing from 
  Pathfinders. It is not uncommon for Pathfinders around the Keoish border to blend in for brief stays with 
  local troops to enjoy the “hospitality” of the Empire’s army. Keoish scouts usually cooperate fully with any 
  Gran March troops operating around the shared border of the Rushmoors. 
   
  With the recent dismissal of Gran March forces from Bissel, previously friendly scout units in the other 
  March have adopted a somewhat standoffish attitude towards any identified Gran March soldier. 
  Pathfinders operating in this region have been keeping a low profile as of late. 
   
  The Olwythi gan Guruff (or Rangers of Geoff) became bitter rivals in some instances where the group’s 
  patrols overlapped Pathfinder reconnaissance. With the ending of the Giant threat in Geoff, organized 
  Pathfinder groups have been disbanded due to the return of the Armies of Retribution and Judgment. 
  
  Military General Organization 7.0 
   
  37 
   
  Most likely lone operatives still patrol the breadth of the Duchy, but organized troop movement is not 
  known to be occurring at this time.   
   
  Foes 
   
  The enemies of Gran March are the enemies of the Pathfinders. However, they hold special loathing for 
  the enemies that tend to plague the northern and western borders. These include giants and humanoids 
  of Geoff, the humanoid forces of the Pomarj, and the Baklunish armies of Ket. 
   
  Heraldry/ Symbol 
   
  Pathfinders' insignia is a single upright arrow on a black f
  The 
  arrow color/metal denotes the rank within the organization. A 
  arrow for Trailblazers, a green arrow for Marchwalkers with a
  the arrow denoting Senior status in both ranks. Wayfinde
  have a 
  silver arrow, and Waycaptains have a golden arrow
   
  ield. 
  red 
   
  hash on 
  rs 
  . 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Gran_March_Military_General_Organization_7.0.pdf