TEXT: Militia Companies Version 6.0 
  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, the 
  Barons and Electors formed local militias.  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 share the common goal of 
  maintaining 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 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 at the annual Militia Games, held 
  outside of Hookhill. 
   
  Written histories do not tell us exactly when the first Militia Games took place, but historians have traced 
  back references to them as far as CY 72 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 are mentioned in 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 
  garner points based on their placement and the individual with the highest total wins the title Champion of 
  the Games.  The event judges then calculate the average individual scores for each company and 
  compare them 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 the one chosen most often because of its reach against the foe.  Dog and pony 
  riders have occasionally participated, but do not often do well.  Pairs ride against each other until one 
  knocks the other one from the saddle while remaining 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 the competition rules allow the use of any missile weapon, someone armed with a 
  longbow or composite longbow typically wins due to the nature of the contest.  Judges mount paper 
  targets with a black spot a hand span in width 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, the contestants repeat the round.  The final 
  shots usually occur 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 sorcerers have prevailed due to repeated 
  use of true strike spells, but the number of repeated shots required over the short time available 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.  Judges lay out a rope 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.  The other combatants quickly identify any team of more than two or three working 
  together 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. 
   
  
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  Capture the Banner – This is an event in which multiple smaller militia companies combine to form 
  Battles.  Two Battles compete at a time.  Each must defend a given area, which is called the fortress 
  although no structure exists there unless built by the defending Battle.  A Battle wins the competition 
  when it is able to capture the banner from its opponent’s fortress and return it to its own.  Prevailing 
  Battles then compete against winners from other contests until a single victor emerges. 
   
  Hold the Bridge – This is a more recent addition to the Games, only having been a part since CY 489.  
  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 then has only one minute of rest and recovery time before the event judge gives the next 
  opponent 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 emerges victorious. 
   
  History 
   
  Originally, the Gran March military organized its veterans 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 military reorganized the militia 
  companies 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 the joining together of units from some smaller communities in order to form units 
  with full rosters.   
   
  In CY 108, 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 the Commandant granted 
  this request, 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.  A charismatic leader or core group of companions 
  typically organizes an independent company and thus, such a company often dissolves 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, formed in CY 145. 
   
  Organizational Groups 
   
  Militia companies are either community-based or operate under a special charter from the Commandant.  
  Units must have an organization which allows them 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 gather veterans 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 a full Battle in both size and organization. 
   
  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).  Drills become more frequent when the 
  Commandant orders a heightened state of alert.  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. 
   
  
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  Allies 
   
  The militia companies in general work in concert 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) 
   
  The individual sections for each company found below also list any additional requirements. 
   
  General Benefits 
   
  Those who are members in good standing of any of the militia companies detailed below have the 
  following benefits: 
   
  • 
  Access: Any to the following feats: 
   
  o 
  Miniatures Handbook:  
  Distracting Attack, Powerful Charge 
   
  • 
  Access: Any to the following prestige classes: 
   
  o 
  Miniatures Handbook:  
  Tactical Soldier 
   
  • 
  Access: Regional (Gran March) to the following special equipment: 
   
  o 
  Arms and Equipment Guide:  
  gnome battlepick, bladed gauntlet, fullblade, maul 
   
  o 
  Frostburn:  
  glot 
   
  o 
  Races of Stone:  
  riding straps, steel tower shield 
   
  o 
  Races of the Wild: 
  blunt arrow, skiprock, warsling 
   
  Each company listed below may have additional benefits from membership. 
   
  
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  General Costs 
   
  Membership in a militia company costs 2 TUs per year, which represents participation in regular company 
  musters.  Individual militia companies may have added costs listed in their descriptions. 
   
  Angerthelm’s Axe 
   
  This company formed shortly after the establishment of Barony Cragmor in CY 512.  A recently retired 
  member of the Mountaineers, Angerthelm Orc-Cleaver, received an invitation to join the Company of the 
  Red Dragon from 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 
   
  The headquarters of Angerthelm’s Axe is 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 
   
  Those who are members of Angerthelm’s Axe in good standing have the following additional benefits: 
   
  • 
  A +1 circumstance 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. 
   
  Arrowstorm Militia  
   
  The Arrowstorm Militia is the second oldest chartered company still operating, formed in CY 232.  The 
  Champion of the Targets in eight of the last ten Militia Games has been a member of this company.   
   
  Headquarters/Major Power Centers 
   
  The Arrowstorm Militia’s base is in Shibboleth and most members live close by. 
   
  
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  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 
   
  Those who are members of the Arrowstorm Militia in good standing have the following additional benefits: 
   
  • 
  A +1 circumstance bonus on Diplomacy checks with NPC citizens of Shibboleth 
   
  Costs 
   
  Members of the Arrowstorm Militia incur no additional costs over the ones listed for all companies. 
   
  Ban Tarnak’s Lancers 
   
  Chartered in CY 396, 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 have their headquarters 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 
   
  Those who are members of Ban Tarnak’s Lancers in good standing have the following additional benefits: 
   
  • 
  One permanent Influence Point with the Herdmasters’ Guild 
  • 
  A +1 circumstance bonus on Diplomacy checks with NPC citizens of Ironwall Keep and Hookhill 
    
  
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  Costs 
   
  Members of Ban Tarnak’s Lancers must pay 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 CY 588.  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, berserk 
  attack without pause for thought or plan can be effective.  They have won the title of Champions of the 
  Bridge in both CY 590 and 591, 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 in order 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  
   
  The Brothers in Chaos formerly had a requirement that those who wished to join must defeat a member in 
  combat, but they eventually considered even that rule to be too constraining and have since waived it. 
   
  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 and Profession (lawyer) checks with Magistrates and juries in cases of accidental 
  death or dismemberment during the Games only). 
   
  
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  Costs 
   
  Members of the Brothers in Chaos must pay 400 gp in annual dues to meet the Militia Games bond 
  requirement. 
   
  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 use names based on 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.).   
   
  Headquarters/Major Power Centers 
   
  Each community company has its headquarters 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 have the following additional 
  benefits: 
   
  • 
  A +1 circumstance bonus on Diplomacy checks with NPC citizens of their community 
   
  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 not found locally.   
   
  
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  Headquarters/Major Power Centers 
   
  The Company of the Red Dragon has its headquarters 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 Company holds these 
  gatherings 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 
   
  A red dragon on a white field. 
   
  Group Requirements  
   
  To join the Company of the Red Dragon, a person must: 
   
  • 
  Have an invitation to join and pass a vote of the Membership Board.  An Influence Point with an 
  existing NPC member serves as the invitation to join.  A number of factors affect he vote of the 
  Membership Board as follows. 
   
  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.  
   
  
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  • 
  A +4 circumstance bonus to Diplomacy checks involving Gran March officials, nobles, or upper 
  class citizens. 
   
  Costs 
   
  Members of the Company of the Red Dragon must pay 200 gp in annual dues and must spend an 
  additional 3 TUs each year attending various societal functions and training. 
   
  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 often had to contend with derision by the other militia 
  companies.   
   
  In CY 494, 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 other commanders 
  would petition the Commandant to recognize them and to subsequently grant them 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 halflings totally routed their enemy.   
   
  Yet they still needed to return the banner to their own camp to claim victory.  The Dragons quickly learned 
  of 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 CY 495, the Commandant granted the Dog Soldiers 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. 
   
  
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  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: 
   
  • 
  A +1 circumstance bonus for Diplomacy checks involving NPC gnomes or halflings from Gran 
  March.  
   
  Costs 
   
  Members of the 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 black short sword over a green fir tree upon a gray field. 
   
  Group Requirements  
   
  To join Reickough’s Raiders, a person must: 
   
  • 
  Have served in the Scouts or Pathfinders. 
   
  Group Benefits 
   
  Those who are members of Reickough’s Raiders in good standing have the following additional benefits: 
   
  • 
  A +1 circumstance 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. 
  
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  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 CY 587, 
  Lieutenant Brinna Orubalt decided that the situation must change.  As one of the most decorated soldiers 
  of the Sterich campaign (five Baronial Medals of Valor, Commandant’s Shield, Sword of the March, and 
  Sign of Trilesimain [she gave her life to open a breach into a giant stronghold but returned to the living to 
  continue her service]), 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.   
   
  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 
   
  Those who are members of the Sisters of No Mercy in good standing have the following additional 
  benefits: 
   
  • 
  A +1 circumstance bonus to Diplomacy checks with female NPCs from Gran March 
   
  Costs 
   
  Members of the Sisters of No Mercy incur no additional costs over the ones listed for all companies. 
   
  Steadfast Pike  
   
  The Steadfast Pike is the oldest existing infantry company, formed in CY 236.  Their history tells 
  countless stories of holding formation long beyond what anyone might expect of mere mortals.  While 
  they have wide recognition by 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 have 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.  The Steadfast Pike screens its 
  prospective members with tests of toughness, endurance, and strength of will. 
  
  Militia Companies 5.0 
   
  13 
   
   
  Headquarters/Major Power Centers 
   
  The Steadfast Pike has its base 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 
  • 
  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 circumstance 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 formed in CY 421 in the town of Tarlington in Barony Malthinius.  The 
  town’s location close to the Dim Forest requires more combat readiness than is needed in most parts of 
  the March and its citizens have become adept equestrians 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 want to join, learn some of 
  their training techniques, and go home to spread this knowledge.  This never happened 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 
  outsiders 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 their enemy can stage 
  an organized counter-attack.   
   
  Headquarters/Major Power Centers 
   
  The Tarlington Horse Archers have 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. 
   
  
  Militia Companies 5.0 
   
  14 
   
  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 circumstance bonus to Diplomacy checks involving NPC citizens of Barony Malthinius 
   
  Costs 
   
  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 source books referenced above. In order to use any of the feats or prestige classes 
  listed above, players must bring a copy of the book that contains them to the table.  
   
  • 
  The current version of the Gran March Military documents. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Gran_March_Militia_6.0.pdf