TEXT: Militia Companies Version 4.0 
  Military reserves, social clubs, and sources of training for retired Gran March soldiers 
   
  A Gran March Meta-Campaign Organization written by Pete Winz and the Gran March Triad 
   
  Organization Alignment(s)   
   
  All 
  PC Organization: 
  Yes 
   
  So the Chaos guy goes totally berserk, he bashes in the Dragon’s teeth with his chain 
  and the fancy boy goes down spittin’ blood.  He’s so pleased with hisself, he don’t notice 
  ‘til too late the two Sisters comin’ in from either side.  They start awailin’ on ‘im with their 
  swords and shields somethin’ fierce.  In no time atall, he’s down too.  Man, you shoulda 
  seed it!” 
  - Overheard from witness to the CY 591 Militia Games Grand Melee. 
  General Organization Notes 
   
  The military tradition has been a part of Gran March culture since its founding nearly six centuries ago.  
  Every able-bodied male is expected to serve in the active military (or suitable equivalent) for up to seven 
  years, but even beyond that term of service is the expectation that they will continue to maintain their 
  equipment and battle readiness so long as they are fit to fight.  In order to meet this requirement, local 
  militias were formed.  Membership in a militia company is not necessary to maintain the legal requirement 
  of combat readiness, but militia companies have taken on an additional role of social clubs over the years 
  and membership is often a sign of status and prestige. 
   
  Philosophy and Credo 
   
  While each company has its own approach to fulfilling its mission, all were formed to maintain the combat 
  readiness of Gran March’s veterans and this purpose guides every company.  In support of this mission, 
  militia companies have regular muster days to check their rosters, train, and maintain their equipment.  
  Over the years, militia companies have also become a source of local pride and training days have taken 
  on some social functions as well.  Families frequently gather for picnics and other activities while the 
  soldiers train.  
   
  Important Dates, Holidays & Ceremonies 
   
  During the week of Richfest, militia companies are put on alert to supplement the Army while it is under 
  strength following Mustering Day (see the Gran March Military Document for additional details).  The 
  other significant festival for militia companies occurs during Needfest, when the annual Militia Games are 
  held outside of Hookhill. 
   
  Written histories do not tell us exactly when the first Militia Games took place, but references to them 
  have been traced back as far as 72 CY and those references indicate that the games were already a 
  firmly established tradition.  Participation is not mandatory and participants must pay for their own 
  supplies and equipment, but companies come from all over Gran March to test their mettle.  There is a 
  great deal of celebration that accompanies the actual competition.  Many militia units organize parades to 
  show off their uniforms and drill.  In the last 100 years, some of the larger and more affluent companies 
  have taken to constructing “follies” to accompany them during these parades.  The follies are typically 
  wagons with displays meant to show significant past accomplishments of the company or to amaze and 
  intimidate their opponents.  Magical illusions showing prior victorious combats are common for the most 
  prosperous companies. 
   
  
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  The events in the games have varied over the years, but four events have been mentioned from even the 
  earliest records – the Joust, the Targets, the Grand Melee, and Capture the Banner.  The current 
  competition includes the four traditional events plus a newer one called Hold the Bridge.  Participants in 
  each event are awarded points based on their placement and the individual with the highest total is 
  declared Champion of the Games.  Average individual scores are calculated for each company and 
  compared to determine the Champion Company as well. 
   
  Unlike many such contests across the Flanaess, there is no restriction against participants using magic of 
  any sort to assist in battle.  The intent of the events is to simulate actual combat as much as possible 
  without causing undue harm.  In events where actual fighting is involved, the participants are reminded 
  that the rule of law still applies and anyone maiming or killing an opponent faces the usual penalties. 
   
  The Joust – This has always been a mounted single-combat event.  Riders may use whatever weapon 
  they prefer, but lance is most often chosen because of its reach against the foe.  Dog and pony riders 
  have occasionally participated, but don’t often do well.  Pairs ride against each other until one is knocked 
  from the saddle while the other remains mounted.   
   
  The combat of Watcher Jordgen, Most Honorable Badger, and Lieutenant Tollick Fairbairn in CY 354 is 
  legendary for having lasted for more than 8 hours of repeated passes.  Lieutenant Fairbairn was 
  victorious in that year, but fell to Watcher Jordgen’s lance in the first pass in the competition the year after 
  (some say he was debilitated by a flux).  Unfortunately, a decisive third meeting never took place because 
  Watcher Jordgen fell in battle with the Paynim before the next competition. 
   
  The Targets – While any missile weapon is permitted in this competition, it is typically won by someone 
  armed with a longbow or composite longbow due to the nature of the contest.  Paper targets with a black 
  spot a hand span in width are mounted on hay bales (AC 11).  In the initial round, contests fire three 
  shots in rapid succession from a range of 200 feet (the three shots must be taken within a span of 3 
  rounds).  Those who successfully hit the target with all three shots advance to the next round, where the 
  target is moved back 50 feet.  The competition continues until only one contestant is successful at the 
  current range.  If all current contestants fail at a given range, it is repeated.  The final shots are usually 
  taken at a range near 500 feet, although there have been years where particularly skilled archers 
  continued up past 1000.  
   
  There have been a few competitions marred by complaints that sorcerors have prevailed due to repeated 
  use of true strike spells, but the number of repeated shots required typically results in a victor who relies 
  primarily upon skill alone. 
   
  The Grand Melee – This chaotic event takes place on the final day of the Games and is the one most 
  often resulting in significant injuries and prosecutions.  There are no restrictions on conduct in the melee 
  other than the rule of law.  A rope is laid out in a circle large enough to accommodate all of the 
  contestants, with room to maneuver and fight.  Anyone leaving the circle (including rising to a height more 
  than 5 feet off the ground), yielding (laying down one’s arms and taking a knee), or rendered unconscious 
  is removed from the combat.  The last man standing within the circle wins.   
   
  In the past, some companies have arranged to work together to defeat all opponents and then yield to 
  one of their own that they have chosen to be champion.  However, such tactics have backfired in recent 
  years as the typically unorganized combatants have united to defeat the common threat posed by the 
  organized group.  Any team of more than two or three working together is quickly identified and the cry 
  that goes up in response results in an insurmountable swarm of attackers against the group.   
   
  There are always a few that seek to avoid the worst of the combat by making themselves invisible until an 
  opportune moment presents itself, but certain combatants have made a point of detecting and eliminating 
  such participants as a matter of personal pride or preference. 
   
  Capture the Banner – This is an event in which multiple smaller militia companies combine to form 
  Battles.  Two Battles compete at a time.  Each is given an area to defend, which is called the fortress 
  
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  although no structure exists there unless built by the defending Battle.  The winner is declared when one 
  is able to capture the banner from their opponent’s fortress and return it to their own.  Prevailing Battles 
  are matched against winners from other contests until a single victor is declared. 
   
  Hold the Bridge – This is a more recent addition to the Games, only having been a part since 489 CY.  
  This is a small-unit combat in which companies break down into Files and attempt to hold a 10-foot wide, 
  20-foot long wooden bridge specially constructed for the event.  The Files queue up on either side of the 
  bridge and one side is chosen randomly to be the first defenders.  The File on the other side attempts to 
  seize control of the bridge by other defeating the defenders or pushing them off to their rear.  The 
  prevailing File is allowed one minute of rest and recovery time before the next opponent is given the 
  signal to attack.  The winner is the File that defeats the greatest number of opposing Files.  If there is a 
  tie, the leaders fight again until one unit is declared the victor. 
   
  History 
   
  Originally, veterans were organized into militia units based only on where they lived.  In the earliest days 
  of the Gran March Army, soldiers were not specialized in particular combat roles.  As the military grew 
  more advanced and soldiers began to specialize, the militia companies were reorganized to support the 
  new military model while still maintaining their regional focus.  Thus, a small community might field a 
  Platoon, a Half Quiver, and a Pride, all with short rosters.  In time, the Commandant ordered that certain 
  community units be joined to form units with full rosters.   
   
  In 108 CY, a particularly charismatic and effective leader, Lieutenant Korgiss Riordan, took command of 
  the 2nd Shiboleth Reserve Platoon, leading it to victory in the “Capture the Banner” event for the next 12 
  years running.  When he died of an infected wound suffered while hunting, his men petitioned the 
  Commandant for permission to rename their unit “Riordan’s Regiment.” After this request was granted, 
  others sought charters from the Commandant as well. Thus the tradition of independent militia companies 
  was born.  Although the traditional community-based militia units still exist, there are almost as many 
  independent companies today.  Such independent companies are typically organized around a 
  charismatic leader or core group of companions and they often dissolve when the core members die or 
  retire.  Riordan’s Regiment lasted for only 30 years before disbanding.  The oldest independent company 
  still in existence is the Company of the Red Dragon, based in Hookhill, which was formed in 145 CY. 
   
  Organizational Groups 
   
  Militia companies are either community-based or operate under a special charter from the Commandant.  
  Units are organized in a fashion to integrate quickly and easily with the regular Army in time of need.  
  Community companies may comprise infantry, archery, and cavalry units or may specialize in one unit 
  type over the others (e.g., local companies in Barony Malthinius are almost always cavalry units).  Units 
  may be as small as a File in isolated communities but usually are organized from a wide enough area to 
  form fully staffed units of at least Platoon, Half Quiver, or Pride size.  Independently chartered companies 
  almost always specialize in one unit type and usually are of this size.  One notable exception is the 
  Company of the Red Dragon, which is organized as a full Battle. 
   
  Day-to-Day activities 
   
  In peacetime, militia companies typically meet for one day each month (the more elite units meeting more 
  frequently to allow for better training and unit cohesion).  However, recent events in and around Gran 
  March have resulted in the Commandant requiring a heightened state of alert and more drills to maintain 
  combat readiness.  Other than the regular muster days, militia companies have little involvement in the 
  day-to-day activities of their members except in as much as the members form bonds of friendship and 
  trust with each other. 
   
  Allies 
   
  
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  The militia companies in general are allied with the Army and individual militia units may ally together 
  during the Capture the Banner event at the Militia games. 
   
  Rivals 
   
  A friendly rivalry exists between all the various militia companies.  Each seeks to outdo the others in 
  performance at the Militia Games. 
   
  Foes 
   
  The militia companies share common foes with the Gran March Army. 
   
  General Requirements  
   
  To join any militia company, a person must: 
   
  • 
  Be a veteran of the Gran March Army 
  • 
  Be a resident of Gran March (must have Gran March as your Home Region) 
   
  Additional requirements for membership for each company are detailed below. 
   
  General Benefits 
   
  Those who are members in good standing of any of the militia companies detailed below have the 
  following benefits: 
   
  • 
  Access to the following feats: 
   
  o 
  Sword and Fist:  
  Dirty Fighting, Dual Strike, Knock-Down 
   
  o 
  Song and Silence:  
  Expert Tactician 
   
  • 
  Access to the following special equipment: 
   
  o 
  Arms and Equipment Guide:  
  bladed gauntlet 
  halfling skiprock 
  orcish shotput 
   
  • 
  Access to the following magic items as per the Living Greyhawk Campaign Sourcebook: 
   
  o 
  Dungeon Master’s Guide 
  amulet of natural armor +3  
  belt of giant strength +4  
  boots of speed  
  gauntlet of rust  
  gloves of dexterity +4  
  horseshoes of speed  
   
  • 
  Access to the following armor / shield / weapon enhancements: 
   
  o 
  Weapon Enhancements:  
  
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  � 
  From the Dungeon Master’s Guide 
  defending 
  merciful 
   
  • 
  Access to a single item of the PC’s choice made of mithral (per costs detailed in the Dungeon 
  Master’s Guide).  Once the item has been chosen, it may be replaced if lost of damaged, but a 
  different item may not be selected. 
   
  • 
  Access to a single item of the PC’s choice made of adamantine (per costs detailed in the 
  Dungeon Master’s Guide).  Once the item has been chosen, it may be replaced if lost or 
  damaged, but a different item may not be selected. 
   
  Additional benefits from membership for each company are detailed below. 
   
  General Costs 
   
  Membership in a militia company costs 6 TU per year, which represents participation in regular company 
  musters.  Each feat taken costs an additional 1 TU in training time (the company finds someone to train 
  you and you must in turn pass that knowledge on to others).  Individual militia companies may have 
  added costs listed in their descriptions. 
  Angerthelm’s Axe 
   
  This company was invested shortly after the formation of Barony Cragmor in 512 CY.  A recently retired 
  member of the Mountaineers, Angerthelm Orc-Cleaver, was invited to join the Company of the Red 
  Dragon by one of its members but the Membership Committee denied him entrance (most say due to the 
  still smoldering anger amongst the Gran March elite caused by the oathbreaking of Grunmer Flintsplitter).  
  Angerthelm decided to form his own elite company.  While the company charter makes no mention of 
  racial restrictions, the member approval committee has only approved dwarven candidates to date.  
  Angerthelm’s Axe has traditionally done quite well in the dismounted melee portions of the Militia Games 
  and its performance is a source of pride to many of the dwarven clans. 
   
  Headquarters/Major power centers 
   
  Angerthelm’s Axe is headquartered in Cragmor but many members also live in Ander’s Falls. 
   
  Heraldry/Symbol 
   
  A steel axe upon a black field. 
   
  Group Requirements  
   
  To join Angerthelm’s Axe, a person must: 
   
  • 
  Have proficiency in some type of axe (including urgrosh) 
  • 
  Be a dwarf 
   
  Group Benefits 
   
  • 
  A +1 competence bonus to Diplomacy checks with NPC dwarves from Gran March 
   
  Costs 
   
  Members of Angerthelm’s Axe incur no additional costs over the ones listed for all companies. 
   
  
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  Arrowstorm Militia  
   
  The Arrowstorm Militia is the second oldest chartered company still operating, formed in 232 CY.  The 
  Champion of the Targets in 8 of the last 10 Militia Games has been a member of this company.   
   
  Headquarters/Major Power Centers 
   
  The Arrowstorm Militia is headquartered in Shibboleth and most members live close by. 
   
  Heraldry/Symbol 
   
  A sheaf of black arrows on a red field. 
   
  Group Requirements  
   
  To join the Arrowstorm Militia, a person must: 
   
  • 
  Have bow proficiency (shortbow, longbow, composite shortbow, or composite longbow) 
   
  Group Benefits 
   
  • 
  A +1 competence bonus on Diplomacy checks with citizens of Shibboleth 
   
  Costs 
   
  Members of Arrowstorm Militia incur no additional costs over the ones listed for all companies. 
  Ban Tarnak’s Lancers 
   
  Chartered in 396 CY, Ban Tarnak’s Lancers is the most elite dedicated cavalry unit in the Gran March 
  today.  A Lancer has made it to the Joust finals in 45 of the last 50 Militia Games, taking the Champion 
  title in 24 of those contests.  The Lancers take great pride in their precision unit maneuvers and fancy 
  dress uniforms and their parade is one of the highlights of the annual Militia Games.  The Lancers 
  maintain a close relationship with the Herdmasters’ Guild and can exert some influence in acquiring 
  quality mounts and special training for them. 
   
  Headquarters/Major Power Centers 
   
  Ban Tarnak’s Lancers are headquartered in Ironwall Keep but also maintain facilities in Hookhill. 
   
  Heraldry/Symbol 
   
  A black running horse on a green field. 
   
  Group Requirements  
   
  To join Ban Tarnak’s Lancers, a person must: 
   
  • 
  Have 4 ranks in Ride 
  • 
  Be proficient in some type of lance 
   
  Group Benefits 
   
  • 
  One permanent Influence Point with the Herdmasters’ Guild  
  
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  Costs 
   
  • 
  200 gp to purchase a uniform plus 50 gp per year for uniform and tack maintenance 
  Brothers in Chaos 
   
  This is the most recently chartered company, formed in 588 CY.  Its founder, Nothran Karlsson (known as 
  Nothran the Berserk), had performed notable service to the March during the wars to retake Sterich and 
  Hochoch.  Upon his retirement from the army, he found none of the elite companies were willing to put up 
  with his casual attitude toward organization and orders, so he petitioned the Commandant for permission 
  to form his own company.  
   
  The Brothers in Chaos have no organization to speak of.  There are no officers; there are no ranks; there 
  are no Files, Platoons, or Squadrons; there is only a heavily armed mob.  It attracts the most dubious 
  quality of veteran and yet the company has performed quite well in events in which a straight on, rabid 
  attack without pause for thought or plan can be effective.  They have been declared Champions of the 
  Bridge in both 590 and 591 CY and one of their members has been among the last five standing in the 
  Grand Melee every year since their formation.   
   
  However, their disorganization and disrespect for the law has cost them dearly in fines and magical 
  healing services in the past and they are now required to post a significant bond to be allowed to 
  participate in the Militia Games.  There is considerable pressure for the Commandant to revoke their 
  charter and should they fail to rein in some of their more rabid members, this will likely happen soon.   
   
  Headquarters/Major Power Centers 
   
  With the Commandant's recent edict that all militia companies must attend muster more often, the 
  Brothers in Chaos have actually begun to gather in Buxton's Crossing once a month rather than only 
  meeting in the week prior to the Militia Games as they used to do.  However, these musters still bear 
  considerably more resemblance to an extended drunken brawl than to any kind of drill or organized 
  sparring. 
   
  Heraldry/Symbol 
   
  A red skull on a black background. 
   
  Group Requirements  
   
  To join the Brothers in Chaos, a person must: 
   
  • 
  Defeat a member chosen at random in single combat (this requires special arrangements, contact 
  the Gran March Triad for the current contact information for this organization) 
   
  Group Benefits 
   
  Those who are members of the Brothers in Chaos in good standing have the following additional benefits: 
   
  • 
  Access to the group’s Militia Games Fund.  This fund can be drawn upon to pay for legal 
  assistance stemming from incidents during the Militia Games (giving a +4 competence bonus to 
  Diplomacy checks with Magistrates and juries in cases of accidental death or dismemberment 
  during the Games only). 
   
  Costs 
   
  
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  • 
  400 gp in annual dues 
   
  Community Companies 
   
  For each 1,000 people in the population of a given community, there will be one Platoon, one Half Quiver, 
  and one Squadron.  These reserve units are named using the number of the unit, the community name, 
  and the unit type (e.g., the 1st Shiboleth Reserve Quiver, the 5th Hookhill Reserve Squadron, etc.).  These 
  units typically meet for drill one day each month and larger units usually participate in the Militia Games. 
   
  Headquarters/Major Power Centers 
   
  Each community company is headquartered in the largest local population center. 
   
  Heraldry/Symbol 
   
  Community companies have many different heraldic devices.  Most involve a symbol for their community 
  and a unit number. 
   
  Group Requirements  
   
  To join a community company, a person must: 
   
  • 
  Live in or near the community in question 
   
  Group Benefits 
   
  Those who are members of a community company in good standing receive no additional benefits. 
   
  Costs 
   
  Members of community companies incur no additional costs over the ones listed for all companies. 
  Company of the Red Dragon 
   
  The Company of the Red Dragon is the oldest still active company; it is also the most prestigious.  
  Members are recruited primarily on the basis of wealth and social standing, but a fair number are 
  recruited strictly on the basis of their fighting ability.  The Red Dragons take their participation in the Militia 
  Games seriously and train hard for the event, placing in the top five in the overall competition every year 
  for as long as anyone can remember.  They also sponsor the most spectacular follies and parades during 
  the festivities.   
   
  The connections provided by fellow members open doors that are closed, locate items that are otherwise 
  unavailable, and provide access to special training that can’t be had locally.   
   
  Headquarters/Major Power Centers 
   
  The Company of the Red Dragon is headquartered in Hookhill but members come from the upper levels 
  of society all over Gran March.  The Company musters only four times a year, but for a full week each 
  time.  Rumors of debauchery at these weeklong retreats run rampant, but the gatherings are held in a 
  private keep and security is tight. However, the superior performance of the Company in the Militia 
  Games suggests that its members do not spend this time idly. 
   
  Heraldry/Symbol 
  
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  A red dragon on a white field. 
   
   
  Group Requirements  
   
  To join the Company of the Red Dragon, a person must: 
   
  • 
  Be invited to join and pass a vote of the Membership Board.  The invitation to join is represented 
  by an Influence Point with an existing NPC member.  The vote of the Membership Board is 
  affected by a number of factors. 
   
  o 
  The Membership Board will approve applicants with two or more of the following 
  qualifications: 
  � 
  Member of Gran March noble family 
  � 
  Knight of the Watch (not Knight of Dispatch) 
  � 
  Officer 
  � 
  Non-Commissioned Officer of rank Staff Sergeant or above 
  � 
  Awarded four or more medals for valiant Army service 
  � 
  Base attack bonus 8+ 
  � 
  One additional Influence Point with a member of the Company (may be applied 
  multiple times) 
   
  o 
  The Membership Board will more closely examine applicants with the following factors 
  (such applicants will need to meet one additional requirement from the above list for each 
  of the items below that applies): 
  � 
  Dwarf 
  � 
  Female 
  � 
  Born outside of Gran March 
  � 
  Open worshipper of a non-government-sanctioned deity 
   
  o 
  The Membership Board will deny applicants with any of the following disqualifications: 
  � 
  Convicted criminal 
  � 
  Barbarian 
  � 
  Half-orc 
  � 
  Recipient of a black mark from a member of the Company 
   
  Group Benefits 
   
  Those who are members of the Company of the Red Dragon in good standing have the following 
  additional benefits: 
   
  • 
  One permanent Influence Point from the Company of the Red Dragon – this influence may 
  substitute for direct influence in any official Gran March organization (government, government-
  recognized temples, guilds, military) as necessary.  
     
  • 
  A +4 competence bonus to Diplomacy checks involving Gran March officials, nobles, or upper 
  class citizens. 
   
  Costs 
   
  • 
  500 gp in annual dues 
  
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  Dog Soldiers 
   
  While serving in the active military, the majority of halfling riders find themselves employed as long-range 
  scouts and screening forces because while their lighter weight makes for a less brutal charge against 
  prepared lines, their smaller size makes them much more difficult to detect.  However, since most 
  halflings return to the Lorridges after their retirement, there is a large concentration of them in the local 
  militia companies there.  The Red Arbor militia had an entire Squadron formed of halfling riders and 
  despite their proven combat records, they were often met with derision by the other militia companies.   
   
  In 494 CY, after one too many jokes about “children and their pups” needing to leave the fighting to the 
  big folks, the Lieutenant in command of the 1st Red Arbor Reserve Squadron made a wager with the other 
  unit commanders – should they prove victorious in the Capture the Banner event, the others would 
  petition for them to be recognized and granted a charter.  Perhaps it was the inspiration of their 
  commander, perhaps it was the chance to finally prove their mettle to all, perhaps it was divine 
  intervention, but the 1st Red Arbor Reserves fought with a skill and determination seldom seen in the 
  Games before or since.  They made it to the final engagement, facing the Company of the Red Dragon, 
  who had been favored to win before the event began.   
   
  Leaving their allied pike, archers, and cavalry behind to guard their own banner, the single Squadron set 
  off against the enemy.  Rather than approaching with stealth, as expected, they arranged their formation 
  at the top of a nearby rise and signaled their intention to charge.  Flights of arrows flew to meet them, and 
  they rode on into the teeth of the barrage. They took few casualties and maintained a tight formation 
  when they hit the pike line.  It is said that the snarling of the dogs could be heard for miles around.  When 
  the dust had settled, the enemy was totally routed.   
   
  Yet they still needed to return the banner to their own camp to claim victory.  The Dragons were alerted to 
  the loss of the banner and formed their two Prides of cavalry to intercept the halfling riders before it was 
  too late.  The two forces met upon a plain between the two camps and the Dragons ordered a charge in a 
  line four deep.  Outnumbered four to one, the brave halfling forces formed up in a spearhead and drove 
  their faithful dogs at top speed toward the approaching line.  The impact sent many men and mounts 
  reeling on both sides, but 10 of the halflings broke through the line and pushed their mounts to the limit to 
  race to victory, holding the Red Dragon banner high for all to see. 
   
  In 495 CY, the Dog Soldiers were granted their charter.  The Knight-Colonel in command of the Company 
  of the Red Dragon personally presented them with their new banner. 
   
  Headquarters/Major Power Centers 
   
  The Dog Soldiers still maintain their headquarters in Red Arbor. 
   
  Heraldry/Symbol 
   
  A brown dog rampant on a red field. 
   
  Group Requirements  
   
  To join the Dog Soldiers, a person must: 
   
  • 
  Have 4 ranks of Ride (Dog)  
  • 
  Be size small 
   
  Group Benefits 
   
  Those who are members of the Dog Soldiers in good standing have the following additional benefits: 
   
  
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  • 
  A +1 competence bonus for Diplomacy checks involving NPC gnomes or halflings from Gran 
  March.  
   
  Costs 
   
  Members of Dog Soldiers incur no additional costs over the ones listed for all companies. 
  Reickough’s Raiders 
   
  Upon mustering out, a number of former Scouts and Pathfinders found that their skills were in little 
  demand by the other militia companies. They also saw that most members of a militia could not deal with 
  the mindset of the scout. Huan Reickough, a decorated Pathfinder who also saved Commandant Gherald 
  in CY 454, requested, instead of monetary rewards or political power, that a militia company be formed so 
  that Scouts and Pathfinders could continue to polish the skills that had been so valuable, up to and 
  including saving the life of the Commandant. Out of honor, Commandant Gherald had no choice but to 
  grant Reickough’s request. The Raiders typically use tactics associated with light infantry: flanking strikes 
  and movement on the field. 
   
  Headquarters/Major Power Centers 
   
  The Raiders maintain a small manor house outside of Shiboleth, but most of its training occurs in the field 
  in such places as the Dim Forest or the Rushmoors. 
   
  Heraldry/Symbol 
   
  A short sword over a green fir tree against a gray field. 
   
  Group Requirements  
   
  To join Reickough’s Raiders, a person must: 
   
  • 
  Have served in the Scouts or Pathfinders. 
   
  Group Benefits 
   
  • 
  A +1 competence bonus to Diplomacy checks with military or government NPCs from Gran 
  March 
   
  Costs 
   
  Members of Reickough’s Raiders incur no additional costs over the ones listed for all companies. 
  Sisters of No Mercy 
   
  As the number of women joining the Gran March military has grown, so too has the number of women 
  veterans.  Many of the existing elite militia companies reject female candidates out of hand due to their 
  established traditions (or, as some see it, hidebound prejudice).  After her retirement in 587 CY, 
  Lieutenant Brinna Orubalt decided that something must be done.  As one of the most decorated soldiers 
  of the Sterich campaign (5 Baronial Medals of Valor, Commandant’s Shield, Sword of the March, and 
  Sign of Trilesimain), she had little trouble convincing the Commandant to grant her a charter and 
  attracting sufficient women recruits to form a unit.  Brinna is a canny leader (some say that were she born 
  a noble man, she would be a Knight-Colonel by now) and she teaches her unit very effective coordinated 
  unit tactics.  The Sisters of No Mercy function as a mounted unit, but specialize in sword and shield 
  fighting over charging with the lance.   
  
  Militia Companies 4.0 
   
  12 
   
   
  Headquarters/Major Power Centers 
   
  The Sisters of No Mercy maintain a keep in Lortenford in Barony Dieren. 
   
  Heraldry/Symbol 
   
  A bloody sword on a beige field 
   
  Group Requirements  
   
  To join the Sisters of No Mercy, a person must: 
   
  • 
  Be female 
  • 
  Be proficient in longsword and shield 
   
  Group Benefits 
   
  • 
  A +1 competence bonus to Diplomacy checks with female NPCs from Gran March 
   
  Costs 
   
  Members of Sisters of No Mercy incur no additional costs over the ones listed for all companies. 
  Special Constables  
   
  Although technically a militia company and chartered as such, the Special Constables are more akin to a 
  guild than a reserve unit. The Special Constables provide independent investigative services on a 
  contract basis. Their clients range from farmers pooling their meager resources, to wealthy merchants 
  and guildsmen, on up to the Gran March government itself. In fact, the government has a more or less 
  permanent contract with the Special Constables, with their leader Ferrule Garde serving as Chief 
  Investigator for Gran March and answering directly to his client, the Commandant. A Special Constable is 
  typically called when a crime occurs that the local Magistrate or the local military unit cannot solve. A 
  Special Constable can be also sent into a situation as an advisor on behalf of the Commandant. 
   
  The Special Constables are a Platoon-sized unit that can be activated as a Platoon in an emergency, 
  though they are typically among the last to be activated. Rather than spending time in drill-in company 
  musters for their six weeks of training each year (to meet the standard 6 TU cost requirement), each 
  Special Constable spends the time researching additional investigative techniques, observing known 
  criminal areas to gather intelligence, and mastering individual weapons . Although the Special Constables 
  do not participate in the Militia Games, there are almost always some present to observe the crowds and 
  the illicit activities they engender.  
   
  Headquarters/Major Power Centers 
   
  The Special Constables are headquartered in Hookhill, but individual operatives can be found working 
  through Gran March. 
   
  Heraldry/Symbol 
   
  A silver open eye surrounded by a gold magnifying glass upon a black field. 
   
  Group Requirements  
   
  To join the Special Constables, a person must: 
  
  Militia Companies 4.0 
   
  13 
   
   
  • 
  Be Lawful Good or Lawful Neutral in alignment. 
  • 
  Possess a clean criminal record in Gran March. 
  • 
  Possess a minimum of two ranks in Knowledge (local [Sheldomar Valley metaregion]). 
  • 
  Possess seven ranks each in three of the following skills: Appraise, Craft (alchemy), Disable 
  Device, Forgery, Gather Information, Heal, Intimidate, Search, and Spot. 
  • 
  Have either the Investigator, Skill Focus (Gather Information), or Tracking feats. 
  • 
  Spend an Influence Point with the Special Constables or a member of the nobility.  
   
  Group Benefits 
   
  Those who are members of the Special Constables in good standing have the following additional 
  benefits: 
   
  • 
  A +2 competence bonus to Intimidate checks when interrogating suspects. 
  • 
  A +2 competence bonus to Gather Information checks when interviewing informants or witnesses 
  to crimes. 
  • 
  A +2 competence bonus to Search checks when searching a crime scene. 
  • 
  A +2 competence bonus to Knowledge (local [Sheldomar Valley metaregion]) when attempting 
  recall information of a criminal or law enforcement nature. 
  • 
  A 100% lifestyle discount up to Rich on all Regional events, because Special Constables are 
  treated with respect in all eateries, inns, and taverns. 
   
  Costs 
   
  • 
  200 gp to purchase a uniform for use in public ceremonies and initial contacts with clients. 
  • 
  5% contribution of all income (the cut to the Special Constables for services rendered). 
  Steadfast Pike  
   
  The Steadfast Pike is the oldest existing infantry company, formed in 236 CY.  Their history tells 
  countless stories of holding formation long beyond what anyone might expect of mere mortals.  While 
  they are known to all as a quality unit, they are nowhere near the most popular.  They wear no fancy 
  uniforms nor do they sponsor flashy spectacles during the Militia Games, they simply come and do the 
  task for which they’ve trained to perfection, defending their objective to the last man.  They are adept at 
  moving in formation and in holding their lines against even the most fearsome charge.  They are highly 
  sought after allies for the Capture the Banner event and if they should manage to take control during the 
  Hold the Bridge event, they are nigh impossible to dislodge.  Prospective members are screened with 
  tests of toughness, endurance, and strength of will. 
   
  Headquarters/Major Power Centers 
   
  The Steadfast Pike is headquartered in Buxton’s Crossing. 
   
  Heraldry/Symbol 
   
  A silver hedgehog upon a green field. 
   
  Group Requirements  
   
  To join the Steadfast Pike, a person must: 
   
  • 
  Have proficiency in longspear 
  
  Militia Companies 4.0 
   
  14 
   
  • 
  Have either the Endurance or the Toughness feat  
   
  Group Benefits 
   
  Those who are members of the Steadfast Pike in good standing have the following additional benefits: 
   
  • 
  A +1 competence bonus to checks to avoid fatigue or exhaustion 
   
  Costs 
   
  Members of the Steadfast Pike incur no additional costs over the ones listed for all companies. 
  Tarlington Horse Archers 
   
  The Tarlington Horse Archers were formed in 421 CY in the town of Tarlington in Barony Malthinius.  The 
  town’s location close to the Dim Forest requires more combat readiness there than in most parts of the 
  March and its citizens have become adept horsemen and archers.  After a number of years of superior 
  performance in the Militia Games, the Commandant granted the local Tarlington militia a separate charter 
  in the hope that veterans from other areas of the March might be encouraged to join, learn some of their 
  training techniques, and go home to spread this knowledge.  This never came to pass because the 
  Tarlington Horse Archers require all their members to spend considerable time defending the town and its 
  nearby ranches from attacks from the Dim Forest.  Outsiders find it difficult to gain the complete trust and 
  acceptance of the local population.  In addition, the riding and marksmanship requirements for joining are 
  quite stringent.  Thus, few from outside Barony Malthinius have become members and many of those that 
  do join move to Tarlington on a permanent basis.  
   
  While the Tarlington Horse Archers are able to mount a charge with lance when necessary, they far 
  prefer to use their mobility and missile fire to sting their enemies and move before an organized counter-
  attack can be staged.   
   
  Headquarters/Major Power Centers 
   
  The Tarlington Horse Archers are headquartered in a keep just outside the town of Tarlington, on the 
  border between the Dim Forest and Barony Malthinius. 
   
  Heraldry/ Symbol 
   
  A white crossbow on a black field. 
   
  Group Requirements  
   
  To join the Tarlington Horse Archers, a person must: 
   
  • 
  Have a +3 or better net attack bonus with crossbow 
  • 
  Have 4 ranks of Ride 
   
  Group Benefits 
   
  Those who are members of the Tarlington Horse Archers in good standing have the following additional 
  benefits: 
   
  • 
  A +1 competence bonus to Diplomacy checks involving NPC citizens of Barony Malthinius 
   
  Costs 
   
  
  Militia Companies 4.0 
   
  15 
   
  Members of the Tarlington Horse Archers incur no additional costs over the ones listed for all companies. 
   
   
  References 
   
  The following are useful references with regard to this metaorganization in Living Greyhawk: 
   
  • 
  Any of the Builder Books referenced above. In order to use any of the feats listed above, players 
  must bring a copy of the book that contains them to the table.  
   
  • 
  The current version of the Gran March Military document. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Gran_March_Militia_4.0.pdf