TEXT:  
  GP
  Starting GP
  -                 0 GP
  GP Spent
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
   
  GP
  FINAL GP TOTAL 
   
  CURRENT  XP TOTAL
   
  XP
  TU
  Starting TU
  12 
  TU Cost
  - 
  TU 
  Added TU Costs
  TU REMAINING
   
  Meta Play Record#
  596 CY 
  O r g a n i z a t i o n
   
   
  Requirements  
  In order to become a mrindar in the barakadar one
  must: 
  � Have 2 ranks in Knowledge [history] 
  � Have 4 ranks in Profession [soldier] and either
  Diplomacy or Intimidate 
  � Have been a tharndar for at least a year 
   
  Recurring Costs 
  � A mrindar must spend a minimum of 12 TU per
  year, training recruits, and leading patrols in the
  Barakadar. 
   
  Benefits 
  � Upon joining, a mrindar gets to keep the outfit the
  character gained as a kuldar: 
  � One standard uniform (similar to an explorer’s
  outfit), backpack, bedroll, winter blanket, flint and
  steel, one sewing kit for making repairs, one bar of
  soap, a tent, a waterskin, a whetstone, and a
  military outfit for festive occasions,  
  A mrindar is expected to take care of his own
  equipment. He needs to buy replacements of his
  equipment if damaged or face disciplinary
  punishment (1 TU). 
                 The Barakadar no longer issues out
  weapons and armor, as many members of the
  militia prefer their own weapons, which turned out
  to be too hard to cater for. 
                 However, if the militia is called upon to
  fight in times of war and conflict, and a member
  cannot himself provide arms and armor, the
  Barakadar may lend out, for the duration of the
  mobilization only, one chain mail shirt and either a
  dwarven war axe or dwarven urgrosh, all of
  masterwork quality. 
  � Mrindar have the right to bear arms in all areas
  within Glorvardum unless it is expressly forbidden
  for common soldiers, NCOs and COs. 
  � +2 circumstance bonus on Diplomacy checks with
  all law-abiding dwur in the Glorioles. 
  � Free standard living cost for all (meta-) regionals set
  or starting in the Glorioles 
  � A mrindar can use the army as a base of operations,
  which adds a +2 modifier to Leadership for the
  purpose of attracting followers. Followers acquired
  this way need to be a member of the army. 
  � Access to the following (masterwork) weapons: 
  � Races of Stone: dwarven buckle-axe, throwing
  hammer, double dwarven spear, dwarven
  warpike 
  � Access to the following (masterwork) armors: 
  � Complete Warrior: dwarven buckler-axe 
  � Races of Stone: battle plate, heavy plate,
  mountain plate, steel tower shield, stone plate 
  � Mrindar can petition to army clerics of
  Moradin for a reduced fee for clerical spell
  casting once per scenario. The reduction is 20%
  and applies to spells up to 3rd level. The
  discount does not include the cost for material
  components, which need be paid in full 
  � A mrindar has a rank and can command those
  lower in rank to obey his orders. If disobeyed
  he can mete out disciplinary punishment. 
  � A mrindar’s rank within the Barakadar is
  roughly equivalent to that of a lieutenant in the
  Sunndi Army. This rank grants the member
  benefits in Special missions, as detailed in
  Heroes of Battle. 
  � A mrindar has a +2 circumstance bonus to
  either Intimidate or Diplomacy checks (select
  one) with other members in the army (but note
  that it is generally not allowed to use
  Intimidate against a higher ranked officer), the
  Sunndi Army and the Royal Warders of the
  Glorioles. 
  � Mrindar have the right of justice. Like tharndar
  they can arrest suspects, but they can
  temporarily grant these rights to other people
  when in pursuit of justice. The mrindar will be
  held responsible for the behavior of the people
  to whom he grants these rights. 
  � A permanent major influence point with the
  Sunndi Army. When in Sunndi, a mrundar may
  recruit three 1st-level Warrior for a mundane
  task, such as running errands or standing guard
  at a public occasion to ward off public. He
  cannot take this guard on an adventure or
  command the guard to fight on his behalf –
  only non-combat assignments are allowed. A
  recruit asked to fight is in his right to refuse the
  assignment. 
   
  This Record Certifies that 
  _______________________________________________________
  Played by 
  _______________________________________________________
  Player 
  RPGA # 
  Has Joined 
  The Barakadar: Mrindar 
  A Sunndi Meta Organization 
  Org Notes:
  � First Joined 
  AR # ___ 
  � Left 
  AR # ___ 
  � Deserted  
  AR # ___ 
  _________________________________________
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  Home Region________________________ 
  Residency __________________________ 
  Event: ____________________________________ Date: _________ 
  DM:________________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  ______________________________
  Residency 
   
   
  This AR does not count 
  when determining  
  Access: Adventure. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Sunndi/Barakadar - Mrindar AR.pdf