TEXT: version 595.3
  Meta Play Record#
  595 CY
  Organization
  Organization Notes:
  □ First Joined AR#  ____
  □ Promoted 
  AR#  ____
  □ Promoted 
  AR#  ____
  □  ___________ AR#  ____
  □ Left 
  AR#  ____
  □ HUNTED! 
  AR#  ____
  _______________________
  _______________________
  Home Region ____________
  LEVEL OF
  Organzation
  & Annual Costs
  Tier One
  Militia
  12 TU; 0 gp
  Tier One (a)
  Phaulkon’s Reach
  2 TU; 5% Tithe gp
  Tier Two
  Army
  20 TU; 0 gp
  Tier Two (a)
  Air Corps
  2 TU; 0 gp
  Tier Two (b)
  Border Guard
  4 TU; 0 gp
  The Yeomanry League Military is comprised of several different elements 
  within the Militia and Army, all dedicated to the defense of the League.
  The Militia is the backbone of Yeoman Army and society as a whole. 
  As such, nearly all common men and women own leather armor and a 
  weapon, and they know how to use them well. Due to its voluntary nature, 
  morale is very high and the soldiers are both proud and energetic in their 
  work. Phaulkon’s Reach is a advanced auxiliary of the Militia, created as a 
  joint effort between the military and the Church of Seven Faiths. They are 
  considered to be the most capable and feared archers in the land. 
  The Yeoman Army consists of the professional soldiers of the Yeomanry. 
  Yeoman Militia who have gained citizenship may elect to continue their 
  military service via the Army. Soldiers are paid for their service, and 
  the job is often full-time. Furthermore, the Border Scouts are special 
  forces whose purpose is to inﬁltrate enemy lines in specialized anti-giant 
  scouting and harassment missions, while the Air Corps provide close air 
  support and emergency transport. The threats the Army faces most often 
  are the humanoids and giants of the surrounding mountains. Its secondary 
  concern is securing the borders of the Yeomanry with Keoland and the 
  Hold of the Sea Princes. Army duties consist of active patrols in border ar-
  eas, deployment to major areas of unrest in the Yeomanry, and aggressive 
  anti-humanoid and anti-giant operations in and near the mountains.
  Distrust of its neighbors, combined with a strong sense of pride and 
  nationalism, means that the Yeomanry refuses to import mercenaries to 
  defend its people and resources.In fact, historically, the Yeomanry has 
  exported mercenary armies to surrounding realms at a premium.
  Requirements:
  PC joining must reside in the Yeomanry for one year, or have been created 
  with the Yeomanry as the beginning home region, before joining.
  Must remain a resident of the Yeomanry for the duration of service.
  Tier One (Militia)
  Choose branch: Infantry, Archery or Cavalry.
  Tier One Auxiliary (Phaulkon’s Reach)
  Must be a member of the Military (Militia or Army), or the Church of 
  Seven Faiths for at least one (real) year.
  Must actively worship Phaulkon.
  Must present two inﬂuence points from the Military or Church of Seven 
  Faiths, AR # ____ & ____.
  Must have three of the following Feats: Far Shot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (any bow or 
  crossbow), Weapon Specialization (any bow or crossbow).
  Tier Two (Army)
  PC must be a Citizen of the Yeomanry League.
  Choose branch: Infantry, Archery, Cavalry, Border Scout or Air Corps.
  Tier Two Auxiliary (Air Corps)
  Must be a member of the Military (Army) for one at least (real) year.
  Must have a ﬂying mount (Giant Owl or Grifﬁn).
  Tier Two Auxiliary (Border Guard)
  Must be a member of the Military (Army) for one at least (real) year.
  Must have a conﬁrmed Military Engagement with a Giant (a Yeomanry 
  scenario with Military signiﬁcance).
  Event:  __________________ Date:  __________
  DM:  ____________________________________
   
  Signature 
  RPGA #
  This Record Certiﬁes that
  Played By
  Player 
  RPGA #
  Has Joined
  The Yeomanry Military
  A Yeomanry Metaplay Organization
  Starting TU
  TU Cost
  Added TU Costs
  TU REMAINING
  Current XP Total
  Previous Yeomanry 
  regional module, 
  introductory module, 
  or interactive:
   
  AR #  ____
  This AR does not 
  count when 
  determining 
  Access: Adventure.
  TU
  Tier One
  ALL
  ☼ Suregrip  CA
  ☼ Duom  AEG
  ☼ Manti AEG
  ☼ Ironman Capsule CV
  ☼ Fareye Oil CV
  ☼ Border Watch Feat, after one year of 
  service D315
  ☼ Distracting Attack Feat, after two 
  years of service MH
  ☼ Yeomanry Citizenship, after three 
  years’ service
  Infantry
  ☼ Greatspear CW
  Archery
  ☼ Greatbow, Composite or regular CW
  ☼ Gnome Crossbow Sight AEG
  Cavalry
  ☼ Masterwork military saddle CV
  ☼ Riding Straps RS
  Tier One Auxiliary
  ☼ Greatbow, masterwork CW
  ☼ Comp. Greatbow, masterwork CW
  ☼ Elven Double Bow AEG
  ☼ Blunt Arrow RW
  ☼ Serpentstongue Arrow RW
  ☼ Swiftwing Arrow RW
  ☼ Flight Arrow AEG
  ☼ Signal Arrow AEG
  Tier Two (Tier One plus the following)
  ALL
  ☼ Dehydrated Food AEG
  ☼ Fast Donning Straps RS
  ☼ Mess Kit AEG
  ☼ Quickflame Capsule CA
  ☼ Strongarm Capsule CV
  ☼ Tactical Soldier Prestige Class MH
  Infantry, Cavalry, Air Corps
  ☼ Interlocking Scale RS
  Air Corps
  ☼ Flyer’s Saddle RS
  ☼ Darkwood Rider’s Shield RS
  ☼ Flying Mount lost while on active 
  duty replaced per original access (full 
  cost in gp and TU’s), even if favor 
  granting access indicates this is not 
  possible. This favor is granted ONLY 
  once, cross off when used.
  Archery
  ☼ Great Crossbow CW
  ☼ Serpentstongue Arrow RW
  ☼ Swiftwing Arrow RW
  ☼ Flight Arrow AEG
  Border Guard
  ☼ Listening cone AEG
  ☼ Forester’s Cloak AEG
  ☼ Silent Shoes AEG
  ☼ Blend Cream CV
  Infantry
  ☼ Dwarven Double Spear RS
  Starting GP
  GP Spent
  Subtotal
  GP Gained
  Subtotal
  GP Spent
  Current XP Total
  Lifestyle
  FREE in Yeomanry Events 
  with Military Signiﬁgance
  (Interactives and Scenarios)
   
  □ 
  Standard
  Skill Bonus (must have ranks in skill)
   
  □ Militia +1
   
  □ Phaulkon’s Reach +1 (stacks)
   
  □ Army +2
   
  □ Air Corps +2 (stacks)
   
  □ Border Guard +2 (stacks)
  Circumstance Bonus to Diplomacy w/Yeomanry folk 
  Militia, Army, Air Corps, Phaulkon’s Reach (Church 
  of Seven Faiths only)
  Cicumstance Bonus to Intimidate
  Army, Border Guard (stacks)
  Competence Bonus Knowledge Local (Sheldomar)
  Militia, Army (stacks)
  Items Gifted or Discounted
  Purchase PHB weapons and armor at a 10% or 20% 
  discount after a Yeomanry regional scenario.
  Tier One (Militia)
  PC is issued: Militia Tabard, red; Armor, leather; 
  Spear, regular, long, or short.
  Tier Two (Army)
  PC is issued: Army Tabard, white w/insignia; Armor, 
  leather, MW; Spear, regular, long, or short, MW.
  PC is paid 20 gp per TU in service. Coin earned must 
  be documented on the AR, and may exceed the gp 
  cap listed for that scenario’s APL.
  – 
  TU
  XP
  GP
  GP
  GP
  GP
  GP
  GP
  GP
  12 or 20
  ACCESS GAINED FROM MEMBERSHIP
  All items are Access: Regional (Yeomanry)
  All feats are Access: Any
  PCs may count various scenarios toward their TU cost. The 
  scenario must speciﬁcally state that it is Militarily signiﬁcant.
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/MO01-Yeomanry Military.pdf