TEXT: River Guard Version 7.0 
  Patrolling the waterways of the March from the Dim to Traziada 
   
  A Gran March Meta-Campaign Organization written by Will Dover, Jason Gonding, Doug LaVigne, Paige 
  Leitman, Ed Podsiad, and Dennis Waltman (with special thanks for battlefield inspiration from Adam 
  Dittmer and Dennis Waltman) 
   
  Organization Alignment(s)  
   
  Any non-evil. 
  PC Organization: 
  Yes 
   
  In these troubled times the forces of the March need the mobility to move freely south to 
  assist our allies in the Principality. The Sheldomar River is the best way to move our 
  troops. Furthermore, patrolling the Realstream, Javan, Lort, and Sheldomar Rivers will 
  discourage opposing forces from crossing our borders. These troops will serve as an 
  example of our martial discipline to our allies and will comfort our allies knowing that our 
  borders are secure. Doubt me not… the River Guard is going to happen. 
   
  KFM Alicia Helenasdotter after her successful naval campaign in the Principality of Ulek 
  in early 597, when questioned why a land-locked nation needed waterborne units 
   
  Although Gran March is a land-locked nation, recent events have made it absolutely necessary to include 
  a growing force of military personnel that are skilled in river and even coastal operation. For many Gran 
  Marchers, the River Guard is a good option to serve their country, and participate in shaping this new 
  branch of the military. 
   
  Please note: players who are interested in joining or transferring to this Unit should contact the POC of 
  the River Guard to ensure there is room, particularly for transfers. 
   
  Organization 
   
  In the River Guard, personnel are called “sailors”, just as they are called “soldiers” in the Army. Also, as in 
  the Army, the standard River Guard file is six sailors, a leader (Mariner, Marine or Senior Oarsman) and 
  five sailors. 
   
  MILITARY SERVICE 
  Citizens of Gran March are conscripted into the River Guard as they are conscripted into the Army. The 
  Oarsmen, in particular, are an increasingly popular alternative to the Work Gangs for those citizens that 
  do not qualify for military service, or who object to it on religious grounds. Males and females, humans 
  and nonhumans are all accepted equally provided they meet the minimum criteria for service. As the 
  River Guard is a relatively new force, many of the long-standing military prejudices have not had the time 
  to form within this unit, so some groups that may feel marginalized by the regular Army see the River 
  Guard as a chance to make a new start. 
   
  When a person joins the River Guard, he or she is trained at First Flotilla headquarters outside of 
  Shiboleth near the port of Ghostgate for the period of two months. The basic naval training includes 
  physical conditioning for rowing (for all candidates, not just oarsmen) and swimming. Training also covers 
  basic combat, literacy, signals, military history, protocol, and tactics, logistics and re-supply, as well as 
  shipbuilding and rope work. The sailor is then stationed on a keelboat for a year of training before 
  potential promotion to a longship crew or a more senior position on a keelboat crew (for new PCs the 
  training year is assumed to have occurred prior to the character entering the game). The greener and less 
  fortunate sailors are often relegated to serving on the older, smaller keelboats.  
   
  
  River Guard 7.0 
   
  2 
   
  Officers undergo additional training, which is currently conducted alongside the Principality of Ulek’s 
  Navy, but talks are underway to train some Officers with service in the Keoish Navy. 
   
  All new sailors (new PCs) must serve a minimum of two years’ game time on a keelboat or longship 
  before mustering out of the River Guard to be considered a veteran and legal citizen of Gran March. This 
  does not include the year of training and keelboat work, which happens offstage for PCs.  
   
  Experienced sailors, Gran March Army veterans, currently serving Gran March Army personnel, and 
  immigrants (i.e. previously out-of-region PCs coming into Gran March) who wish to enlist in the River 
  Guard may do so. Previous experience is considered to serve as basic training but the PC is required to 
  meet the minimum requirements of the unit that they wish to join. Gran March Army personnel who wish 
  to transfer to the River Guard may do so at the beginning of the year when standard troop transfers 
  happen, or may spend 1 influence point with the Gran March Army to do so at any time.  
   
  Spellcasters will be assigned to the Mariners 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 River Guard 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 Oarsman). All other enlistees begin at the minimum rank for their branch. 
   
  There are three types of sailors in the River Guard: Mariners (skilled support staff), Marines (the primary 
  fighting force), and Oarsmen (those who row the boats). Mariners and Marines have different tracks of 
  training and primary function but each have combat roles in operation of their vessels that can extend into 
  ground operations. While Marines and Mariners have different titles at the lowest ranks, at higher ranks 
  they share the same titles (though the title may be qualified by their role shipboard).  
   
  Below is a chart showing the relative ranks and their Army equivalents. 
   
  Mariner 
  Marine 
  Oarsman 
  Army Equivalent 
  Knight Fleet Admiral Knight Fleet Admiral 
  -- 
  Knight Field Marshal 
  Knight Commodore 
  Knight Colonel 
  -- 
  Knight Colonel 
  Captain 
  Captain 
  -- 
  Captain 
  Lieutenant 
  Lieutenant 
  -- 
  Lieutenant 
  Chief Petty Officer 
  Chief Warrant Officer
  -- 
  Senior Staff Sergeant
  Petty Officer 
  Warrant Officer 
  -- 
  Staff Sergeant 
  Senior Mariner 
  Marine Sergeant 
  -- 
  Sergeant 
  -- 
  -- 
  Senior Oarsman
  Corporal 
  Mariner 
  Marine 
   
  Combat Specialist 
  -- 
  -- 
  Oarsman 
  Soldier 
   
  Currently, Gran March has enough ships to create three separate units of marine forces, which are called 
  Flotillas, a term roughly equivalent to a Battle in the regular Army. 
   
  Keelboat Units 
   
  The standard complement of a keelboat includes four files: 
   
  • One file of oarsmen (five Oarsmen and a Senior Oarsman) 
  • One file of mariners (five Mariners and a Senior Mariner, who is also serves as staff NCO for the 
  keelboat commander) 
  • Two file of marines (ten Marines and two Marine Sergeants) 
  • A Lieutenant in command. 
   
  
  River Guard 7.0 
   
  3 
   
  Although the standard capacity for a keelboat is 16 sailors, for shorter voyages they can support twice 
  that number. Since most Gran March keelboats usually only make short forays they can easily support a 
  crew of 26. Newer keelboats are being designed for relatively easy portage over dry terrain. 
   
  There are four keelboats in a Battery. Each keelboat has a Lieutenant in command. The Battery is 
  commanded by a Captain who is assigned a staff Chief Petty Officer. The Captain often remains on land 
  handling the day-to-day administrative duties of his division. From time to time, the Captain will board one 
  of his vessels for various operations.  
   
  There are four keelboat Batteries in the First Flotilla, and a headquarters division that consists of two 
  keelboats, a longship and two barges. The Knight Commodore of First Flotilla additionally has land-based 
  staff, offices, and dry-docks in Ghostgate. The land staff manages repairs, supply, security, training, as 
  well as administrative duties. There are four mariner files, four marine files, and four oarsmen files 
  assigned to the First Flotilla HQ in Ghostgate, though these files general rotate duties monthly with the 
  various keelboats and the longship of First Flotilla. The two keelboats assigned to the HQ division are to 
  provide auxiliary transport should the division need it. These keelboats are used on supply or transport 
  missions and their complement is usually kept to a minimum (two files, just enough to have full rowing 
  capacity). The barges serve to transport logistical equipment and can serve as a makeshift bridge for 
  land-based troops in some circumstances.  
   
  The Headquarters Unit is commanded by a Captain who is the Flotilla’s Executive Officer and serves as 
  the Flotilla’s second in command, assisted by two Chief Petty Officers. This brings the total number of 
  soldiers in the first Flotilla to 500. 
   
  Keelboats generally do not have official names. They are given a unique letter and identified as such. 
  However, some keelboats are starting to gain “nicknames” through the reputation and exploits of their 
  crews. The divisions of First Flotilla are referred to by colors. 
   
  Longships 
   
  The standard complement of a longship crew includes sixteen files: 
   
  • Eight files of marines (40 Marines, six Marine Sergeants, two Warrant Officer, commanded by a Marine 
  Lieutenant)  
  • Four files of mariners (20 Mariners, three Senior Mariners, one Petty Officer, commanded by a Mariner 
  Lieutenant) 
  • Four files of oarsmen (20 Oarsmen and 4 Senior Oarsmen, who are also under the command of the 
  Mariner Lieutenant) 
  • A Captain commands the ship with a Petty or Warrant Officer as staff (drawn from the marine or 
  mariner files) 
   
  Generally there is some combination of a Signals file, a Spellcaster file, a Damage Control file, or a 
  Navigation file among the mariners. Sometimes the files are not so specific in nature, but each of these 
  groups of mariners is represented in a crew.  
   
  There are five longships each in the Second and Third Flotillas, and one of those five is the command 
  vessel for the Flotilla. Each longship has a Captain in command. The Second and Third Flotillas are to be 
  permanently headquartered in Lortenford and Gryrax respectively, but the Knight Commodore of the 
  Second is currently operating out of temporary HQ facilities near Gryrax. As with First Flotilla, these land-
  based operations include offices, dry-docks and a barge, and are responsible for repair, supply, security, 
  training, and administrative duties. There are six mariner files, eight marine files, and four oarsmen files 
  assigned to each Flotilla’s HQ. 
   
  The Headquarters Unit is commanded by a Captain who is the Flotilla’s Executive Officer and serves as 
  the Flotilla’s second in command, assisted by a Chief Petty Officer and a Chief Warrant Officer. This 
  brings the total number of soldiers in the second and third Flotillas to 500 each. 
  
  River Guard 7.0 
   
  4 
   
   
  The planned naming convention for longships (as they are crafted or purchased) is to name them after 
  Gran March cities and eventually baronies. The Headquarters ships for each Flotilla are named for 
  Commandants, Electors, and famous personages in Gran March. 
   
  Fleets 
   
  Two or more of the Flotillas can be grouped for operations into a Fleet. The commander of a Fleet is a 
  Knight Fleet Admiral. The Knight Fleet Admiral has a staff of two Captains, four Lieutenants, six Senior 
  Petty Officers, ten Petty Officers, six Mariner files, and ten Marine files. The Knight Fleet Admiral is also 
  assigned a Longship for his command group should they need to move from land operations. The fleet 
  command ships are named for the rivers of Gran March. The 1st Fleet Flagship ship, the GMS 
  Sheldomar, was the first longship in the River Guard forces. It was given to Gran March in return for a cog 
  that surrendered to Gran March forces assisting the Principality of Ulek against pirate operations. At 
  present the position of Knight Fleet Admiral is being held by Knight Field Marshall Dispatcher Alicia 
  Helanasdotter, Most Indomitable Minotaur. She oversees the operations of the 2nd and 3rd Flotilla while 
  Knight Commodore Avanti commands the 1st Flotilla out of Ghostgate. 
   
  1st Flotilla 
   
  Flagship 
  LongshipGMS Sheldomar 
   
  HQ Division 
   
   
   
   
  Keelboat A 
   
   
   
  Keelboat B 
   
  Red Division 
   
   
   
  Keelboat C 
   
   
   
  Keelboat D 
   
   
   
  Keelboat E 
   
   
   
  Keelboat F 
   
  Blue Division 
   
   
   
  Keelboat G 
   
   
   
  Keelboat H 
   
   
   
  Keelboat I 
   
   
   
  Keelboat J 
  White Division 
   
   
   
  Keelboat K 
   
   
   
  Keelboat L 
   
   
   
  Keelboat M 
   
   
   
  Keelboat N 
   
  Black Division 
   
   
   
  Keelboat O 
   
   
   
  Keelboat P 
   
   
   
  Keelboat Q 
   
   
   
  Keelboat R 
   
  2nd Flotilla 
  Command Ship  
  Longship GMS Gwalchen 
   
   
   
  Longship GMS Hookhill 
   
   
   
  Longship GMS Shiboleth 
   
   
   
  Longship GMS Proman 
   
   
   
  Longship GMS Orlane 
   
  3rd Flotilla 
  Command Ship  
  Longship GMS Therestell 
   
   
   
  Longship GMS Ander’s Falls 
   
   
   
  Longship GMS Red Arbor 
   
   
   
  Longship GMS Buxton’s Crossing 
  
  River Guard 7.0 
   
  5 
   
   
   
   
  Longship GMS Lortenford 
   
  Philosophy and Credo 
   
  The River Guard serves several important functions within Gran March. Their primary responsibilities are 
  as follows: 
   
  • 
  To make the rivers that border Gran March safe for trade and travel from domestic banditry or 
  foreign aggressors, 
  • 
  To support of the battles that are currently in the Principality of Ulek, and  
  • 
  To fight the forces of Turrosh Mak and the Pomarj throughout the Sheldomar. 
   
  Other aspects of the River Guard (their general benefits, system of military justice, and their medical 
  leave and dependent policy) are equivalent to that of the Army (please refer to the appropriate 
  documents). Their tactical doctrine is still in development. 
   
  Day-to-Day Activities 
   
  Much of the day-to-day activities of the personnel of the River Guard is spent either making sure the ships 
  of the River Guard are in good repair and other dry-dock activities, dealing with perfectly peaceful 
  logistical support for the Army, or uneventful cruises on the rivers of Gran March. Occasionally, the River 
  Guard may have to deal with a small-time pirate or some other relatively mundane threat to shipping or 
  trade. A small, but very exciting, percentage of the daily activities of the River Guard are spent combating 
  major threats, or active enemy incursions. 
   
  Outside of Ghostgate, Knight Commodore Avanti has begun a project to dredge the Sheldomar to 
  maintain a depth of 15 feet with the support of additional Work Battalion teams Although keelboats have 
  been able to navigate these waters the increased depth will allow greater flexibility in deploying the 
  barges of the 1st Flotilla. 
   
  Important Dates, Holidays & Ceremonies 
   
  As with all military personnel, the first day of Richfest, Mustering Day, is important to the River Guard. As 
  this unit is so new, Mustering Day is almost always an influx of new sailors, and a celebration of the 
  promotions and transfers of the veterans. 
   
  Sailors, all over Oerth, have a reputation for colorful traditions. The River Guard is no exception. 
   
  A "plank owner" is an individual who was a member of the crew of a ship when that ship was placed in 
  commission, and is still a member of that crew a year and a day later. Often the names of crewmembers 
  are carved into the inner hull of the ship, with the plank owners’ names taking a place of prominence. 
  Some individuals believe being a plank owner of a ship means they will not drown while serving on that 
  boat. 
   
  Many keelboat prows are decorated with pride in an individualized fashion to commemorate the origin of 
  the namesake or some other symbol of significance to the original crew. Lions, bears and even magical 
  beasts have been crafted to adorn these otherwise utilitarian vessels. Some crewmen personify their 
  ships referring to them as the “long file” member of the crew. 
   
  The “Order of the Four Rivers” is an informal group of sailors that have had the privilege of sailing on the 
  Realstream, the Javan, the Lort, and the Sheldomar rivers. The few sailors that have actually done this 
  often get an elaborate tattoo around their right forearm signifying their induction to the Order of Four 
  Rivers. When a sailor sails his or her fourth river, the rest of the crew usually throws a party for him or her, 
  and sailors have been known to dress as Fharlanghn (for safe travel), Velnius (for safe waters), and 
  Wenta (for beer) to “officiate” the festivities. 
   
  
  River Guard 7.0 
   
  6 
   
  “Polliwogs” are green sailors that have served less than one-year shipboard. Some River Patrol 
  Mustering Day parties of second-year sailors are known as “polliwog parties” as the sailors throw off their 
  junior status, and haze the new crop of polliwogs. Polliwog is also used as an epithet to describe an 
  incompetent sailor, so most recruits are happy to lose the unofficial title. 
   
  The initial two-month training for the River Guard consists of many long days of forced portages with older 
  training keelboats filled with supplies or other dead weight. The training keelboats are considerably 
  smaller and lighter than their active duty counterparts, although newer smaller keelboats are in 
  development and may see use in the future. In some cases they are informed that they are carrying 
  important cargo such as “the Commandant’s valuables”, only to find when they arrive (or take an 
  unexpected fall with their craft) that they are moving nothing more than rocks. Those who “damage” their 
  precious cargo, or complain about the meaninglessness of the task are rewarded with all night guard duty 
  of “the Commandant’s valuables”. 
   
  Experienced Warrant Officers often ride around in the ported keelboats alternately encouraging the 
  training crews’ successes or berating them for their failures. Polliwogs spend extended periods of rowing 
  against sometimes violent rapids, practice maintaining shipboard balance, swimming should they fall from 
  the craft and even proper techniques for righting a flipped vessel. When polliwogs are not rowing or 
  carrying their ship they are studying maps of the navigable waterways of Gran March, general military 
  history and should there be a need for portage, the geography of the easiest route between any two 
  disconnected bodies of water. A good deal of time is spent learning shipboard communication, which is a 
  modified system of hand signals and codes delivered via hooded lanterns devised by Pathfinder advisors. 
  In addition the trainees learn the basics of ship construction, repair and how to use ropes for just about 
  everything from lifting a ship over difficult terrain, to tying oneself in for a particularly bumpy trip. 
   
  Each polliwog learns the techniques of shipboard combat and tactics of ship-to-ship fighting. The final 
  week consists of so called “portage fights”. Two crews of three files each line up in a field outside of the 
  training area. Each file takes a turn defending their ship with padded weapons as the other two files in 
  their crew port them towards the opposing team’s keelboat. The first crew to drop their load loses the 
  mock combat. The training is tough, but builds camaraderie and a sense of capability in the trainees. 
   
  Headquarters /Major power centers 
   
  The River Guard is building smaller re-supply docks along most of the major rivers in Gran March, and is 
  generally based out of local military encampments until these docks are built. For the most part, River 
  Guard ships and boats do not go on extended trips without re-supply or docking or landing. Keelboats on 
  the Sheldomar and Lort rivers rarely spend more than a day out on the river without putting onto the 
  shore. Longships are capable of more extended operations (up to a few days) but generally anchor at 
  night. Eventually, when the longships transition to coastal operations elsewhere in the Sheldomar, it is 
  anticipated that they may go for several days without anchoring or re-supply. 
   
  History 
   
  Gran March has had some river forces throughout her history, but in the past they were not an officially 
  recognized unit within the Army. Generally Electors and Barons who were responsible for lands next to 
  one of the rivers in Gran March generally had a launch or two to deal with local troubles. These launches 
  patrolled for thieves along the waterway and dispatched aquatic beasts coming out of the Dim Forest and 
  the Lortmil mountains. These Electors and Barons received little in the way of compensation or tariff, but 
  performed these tasks as a matter of civic pride, and to hold down the number of bandits in their lands. 
  Additionally, the 9th battle (“the Muddogs”, who are stationed within the Rushmoors) have always used a 
  few smaller skiff sized boats to help them move through the tangled waterways of the Rush March.  
   
  In addition to the smaller launches, there were a number of keelboats patrolling the rivers of Gran March. 
  There were a few in Ghostgate, as well as a couple in Lortenford. However, given the initiation of 
  hostilities with the forces of the Pomarj in the Principality of Ulek in CY 595, the military needed more 
  secure supply lines through the Sheldomar Valley to support the troops. Several more keelboats were 
  
  River Guard 7.0 
   
  7 
   
  commissioned from the craftsmen of the March, and they were used to carry military cargos south, and 
  bring the wounded north. However, there was little formal organization to these efforts. 
   
  In late CY 595, an international diplomatic incident occurred that brought the question of Gran March’s 
  naval capabilities into sharp focus. Two Gran March military advisors were participating in a Principality 
  naval exercise. The Principality was testing (and displaying) the speed and maneuverability of a new 
  naval vessel in a race against other Principality naval personnel who were crewing captured pirate 
  vessels. During the event, pirates (freebooters serving Turrosh Mak) attempted to capture the new vessel, 
  as well as retake the other ships. In a pitched battle, one of the Marchers (a dwarven Mountaineer) 
  bravely leaped to the pirate vessel from the Principality’s ship, risking certain death by drowning. The 
  other Marcher disarmed many pirates from the Principality’s ship, and covered his comrade’s back. The 
  Mountaineer slew much of the freebooter crew, and the captain cried, “Spare me and you can have my 
  ship!” to which the Mountaineer replied, “Done! I claim this ship for Gran March as spoils of war!” The 
  other Gran Marcher (a musician from the Musicians Corps came onto the ship and raised his distinctively 
  red, white, and blue Gran March military tabard on the mainmast to signify to allied spellcasters that the 
  ship was now under the command of friendly forces and should no longer be targeted. However, the 
  Principality claimed the ship when it returned to shore, as the Marchers were acting in concert with 
  Principality marines. The Principality held the captured pirate vessel in port under lien for docking fees for 
  months, as none of the Gran March military staff in residence knew how to sail it up the Sheldomar to 
  Gran March. In the end, after much discussion, the Principality traded the captured cog for a longship 
  (which Gran March promptly renamed the GMS Sheldomar) and Gran March agreed in return to buy at 
  least a half-dozen longships from the Principality of Ulek. The crisis was peacefully and lawfully resolved 
  to the benefit of both allies, and formal planning for the River Guard began in earnest. 
   
  In CY 596, the Commandant committed to sending ten Battles (the Army of Victory) to the Principality of 
  Ulek to drive out the forces from the disputed territories and perhaps to strike deep into the heart of the 
  Pomarj. Such operations would require sea forces for supply runs when ground travel through enemy-
  held territory was too dangerous and to bring soldiers in and out of the war zone. The Principality agreed 
  to support Gran March, and the Commandant decided that having a Marcher force capable of such 
  support was prudent. The initial plans for the River Guard were expanded to include support in extra-
  national coastal waters. 
   
  Since the delivery of ten longships from the Principality of Ulek in mid-to-late 596, anti-piracy efforts along 
  the Realstream/Javan and the Lort/Sheldomar rivers have doubled the number of keelboats available to 
  Gran March as they were confiscated from lawbreakers.  
   
  Gran March is actively increasing the size and capabilities of the River Guard. After Knight Commodore 
  Avanti retired honorably as a Captain he developed a long history of running keelboats and barges for his 
  merchant family along the Sheldomar River. His experience made him an obvious choice for a command 
  in the River Guard, and he accepted an invitation to return to the military as a Knight Commodore. Gran 
  March has since purchased ten longships from the Principality. Additionally, active interdiction and law-
  enforcement operations on the rivers that border Gran March have doubled the number of keelboats as 
  the March is confiscating lawbreaker’s vessels. Currently the most senior River Guard members have 
  approximately one year of experience in river operations. As the longships began to arrive from the 
  Principality of Ulek, some of the more veteran crews from the keelboats have taken over crewing the 
  larger and more imposing longships. 
   
  Allies 
   
  As part of the Gran March military, the River Patrol are strong allies with their fellow brothers in arms and 
  are loyal to the Commandant. The River Patrol is also on good terms with the Knights of the Watch and 
  Dispatch. The River Guard are looked upon with particular favor by the merchant guilds of Gran March, 
  as the River Guard has improved the ability of the guilds to move their goods to market safely and 
  securely.  
   
  
  River Guard 7.0 
   
  8 
   
  The River Guard maintains close ties with many groups within the Principality of Ulek’s Navy. Although 
  the two groups may tease each other about being “brown-water” versus “blue-water” sailors, they have 
  fought alongside each other in a dozen minor skirmishes along the waterways of the Sheldomar and have 
  close ties as the Principality forces have trained many of the Gran March sailors. 
   
  Rivals 
   
  The River Guard has no real rivals within the borders of Gran March. They are so new, that the rest of the 
  military and established power groups do not know quite yet how to deal with them. 
   
  Outside of Gran March it is a different story. Even though the bulk of the vessels in use by the River 
  Guard have been provided by the Principality Navy, the more experienced forces in the area often mock 
  the newly formed Marcher force for their smaller and less sea worthy vessels. Undaunted and perhaps 
  inspired the Marchers have redoubled their efforts to improve their capabilities with quick strikes and rapid 
  deployment not available with larger sea going vessels. 
   
  The Keoish Royal Navy holds the distinction of being the preeminent naval force in the region, but initial 
  contacts between Keoish forces and Gran March River Guard units have led to barroom boasts and back 
  and forth claims of which group is superior. Most Marcher personnel are sure that as with most Gran 
  March military endeavors, eventually the training and discipline they have been given will yield the best 
  trained water born force in all of the waters of the Sheldomar Valley. 
   
  Foes 
   
  All enemies of Gran March are the enemies of the River Guard. However, one of the main reasons that 
  the River Guard exists is to protect Gran March from, and to strike at the heart of Turrosh Mak and the 
  forces of the Pomarj. 
   
  A lesser foe, but and often a priority for the crews in Gran March waters are the odd water borne pirates 
  and raiders. Merchants, although initially suspect of the unexpected military presence along the 
  waterways are growing more comfortable with them, and are coming to enjoy the relative safety they 
  provide. The increased presence of the formalized River Guard has caused the majority of pirating activity 
  to cease, although rumors have surfaced of groups of these bandits organizing under the moniker “The 
  Brotherhood”. Certainly the organized might of the River Guard will quell any such groups in short order.  
   
  Heraldry/ Symbol 
   
  The symbol for the River Guard is a Gran March shield with a ship’s wheel 
  superimposed on it. Members of the Order of the Four Rivers often add four 
  blue lines behind the wheel. Officers have a gold or silver compass star in the 
  wheel, depending on rank. 
   
  Unlike most Gran March military units, there is a small bit of uniform 
  requirement. While under military review or during visits from dignitaries all 
  Marine and Mariner NCOs are required to wear tricorne hats to signify their 
  position. Officers wear bicorn hats during these reviews. The exception to this is 
  during threatened situations where all personnel are expected to wear their full 
  battle gear. 
   
  Materiel: The Ships of Gran March 
   
  The River Guard currently is made up of two main types of units, the Keelboats and the Longships. There 
  are also launches or skiffs with no designated crew, which are available at any River Guard post for 
  general and as-needed use (see Appendix A for ship layouts). Barges are also housed at HQ locations 
  for supply transport or in reserve for potential large-scale operations. 
   
  
  River Guard 7.0 
   
  9 
   
   
   Launch
  Keelboat
  Longship
   Barge  
  Max normal capacity
  8 
  16 
  60 
  120 
  Watch requirement 
  1 
  3 
  3 
  5 
  Rowers 
  2 
  12 
  40 
  40 
  Length 
  15’ 
  30’ 
  70’ 
  100’ 
  Width 
  5’ 
  10’ 
  20’ 
  40’ 
  Height 
  5’ 
  5’ 
  5’ 
  10’ 
  Draft 
  2.5’ 
  5’ 
  5’ 
  10’ 
   
  The Watch complement is the minimum number of people necessary to control the larger ships without 
  penalty under sail. However, for short trips of a day or two (emergency troop movements, evacuations) 
  these ships can easily take on two to three times this number of people. As Gran March ships rarely see 
  extended voyages, the crew complements are often larger than the normal maximum. 
   
  Keelboats and Longships normally use rowers, but they both have masts and sails. Whenever possible, 
  the masts and sails are used for propulsion. Unfortunately, the wind rarely coordinates its direction with 
  the way a river flows so rowing is the primary motive force on rivers. A boat can go with the flow of the 
  river, but cannot steer nor change direction without motive power. 
  General Costs and Responsibilities  
  All general costs and responsibilities from the Military metaorg. Except where noted here, NCOs use the 
  NCO section of the Military document and officers use the Officers section. 
   
  General Benefits 
  All general benefits from the Military metaorg apply with the following additions: 
   
  • 
  Swashbucklers and Warmages receive the fast track promotion benefit while serving in the 
  Mariners or Marines. 
   
  • 
  Military TUs can be used in any nation that shares the navigable waterways (the Javan, 
  Realstream or Sheldomar rivers) as well as any allied nation with a naval force. At the current 
  time this includes Arweth, Geoff, Keoland, and the Ulek States. 
   
  Units 
   
  Mariners 
   
  Mariners are primarily skilled support personnel stationed with the ship. All too often individual boats and 
  ships are dispatched by themselves, so the support personnel must be on hand. They too can fight but 
  they do not have as stringent fighting requirements as marines. 
   
  Requirements 
   
  o 
  Must have at least two ranks in Profession (sailor) 
  o 
  Must be proficient with crossbow, shortbow, longbow, or greatbow. 
  o 
  Must have no ability penalties in STR, DEX, INT, and WIS. 
  o 
  Must meet the requirements of one or more of the following specialties 
  1. Spellcaster 
  � 
  Must be able to cast 1st levels spells without counting ability bonus spells 
  � 
  At least four ranks in Concentration. 
  2. Damage Control 
  � 
  At least four ranks in a one of the following skills: Craft (carpentry), Craft (tailor), 
  Craft (shipwright), Heal, or Swim. 
  3. Signals (sometimes referred to as “Sirens”) 
  
  River Guard 7.0 
   
  10 
   
  � 
  At least two ranks in at least two of the following skills: Listen, Perform (wind 
  instruments), Perform (percussion), Profession (siege engineer), Spot 
  4. Navigation 
  � 
  At least four total ranks in Profession (sailor) 
  o 
  At least two ranks in one of the following skills: Balance, Climb, Knowledge (geography), Listen, 
  Spot, Survival, or Use Rope. 
   
  Benefits 
   
  Those who are members of the River Guard Mariners in good standing have the following benefits: 
   
  • 
  All active duty personnel receive a +2 circumstance bonus to Climb, Listen, Profession (sailor), 
  Spot and Swim checks. 
   
  • 
  Within 2 miles of Sheldomar waterways, all active duty personnel gain a +2 circumstance bonus 
  to Knowledge (local – Sheldomar Valley Metaregion) checks. 
   
  • 
  Active duty Spellcaster members gain a +2 circumstance bonus to Concentration checks while 
  casting on boats. 
   
  • 
  Active duty Damage Control members gain a +2 circumstance bonus to Craft (carpentry), Craft 
  (tailor), Craft (shipwright) checks. 
   
  • 
  Active duty Signals members gain a +2 circumstance bonus to Perform (wind instruments), 
  Perform (percussion) and Profession (siege engineer) 
   
  • 
  Active duty Navigation members gain a +2 circumstance bonus to Knowledge (geography), 
  Survival and Use Rope. 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have Open 
  Access to the following feats: Fearless Destiny (RD), Great Captain (Sto), Heroic Destiny (RD), 
  Protected Destiny (RD). 
   
  • 
  Active-duty personnel have Open Access to the following prestige classes: Combat Medic (HoB) 
   
  • 
  Spellcaster members have Open Access: Regional (Gran March) to the following mundane items: 
  o 
  Air plant (Sto) 
  o 
  Banner/standard (AEG) 
  o 
  Bicorne hat (available to officers only; this replaces the Banner/standard on the 
  regular officers’ mundane item list) (Sto) 
  o 
  False book (AEG) 
  o 
  Insectbane Candle (AEG) 
  o 
  Periscope (AEG) 
  o 
  Raft (Sto) 
  o 
  Retainer capsule (CAd) 
  o 
  Rowboat (skiff) (Sto) 
  o 
  Slipcase (CAr) 
  o 
  Stability capsule (CAd) 
  o 
  Tricorne hat (available to NCOs only; this replaces the Banner/standard on the 
  regular NCOs’ mundane item list) (Sto) 
   
  • 
  Damage Control members have Open Access: Regional (Gran March) to the following mundane 
  items: 
  o 
  Air plant (Sto) 
  
  River Guard 7.0 
   
  11 
   
  o 
  Bicorne hat (available to officers only; this replaces the Banner/standard on the 
  regular officers’ mundane item list) (Sto) 
  o 
  Defoliator (AEG) 
  o 
  Endurance elixir (CS) 
  o 
  Longbreath (AEG) 
  o 
  Quick escape enhancement (AEG) 
  o 
  Retainer capsule (CAd) 
  o 
  Spiderlily essence (RS) 
  o 
  Stability capsule (CAd) 
  o 
  Swimmer’s kit (AEG) 
  o 
  Tricorne hat (available to NCOs only; this replaces the Banner/standard on the 
  regular NCOs’ mundane item list) (Sto) 
   
  • 
  Signals members have Open Access: Regional (Gran March) to the following mundane items: 
  o 
  Bicorne hat (available to officers only; this replaces the Banner/standard on the 
  regular officers’ mundane item list) (Sto) 
  o 
  Drum (CAd)  
  o 
  Fiddle(CAd)  
  o 
  Flute (CAd)  
  o 
  Harp (CAd) 
  o 
  Horn (CAd) 
  o 
  Keenear powder (CAd)  
  o 
  Lute (CAd) 
  o 
  Lyre (CAd) 
  o 
  Mandolin (CAd) 
  o 
  Pan pipes (CAd) 
  o 
  Tricorne hat (available to NCOs only; this replaces the Banner/standard on the 
  regular NCOs’ mundane item list) (Sto) 
   
  • 
  Navigation members have Open Access: Regional (Gran March) to the following mundane items: 
  o 
  Bicorne hat (available to officers only; this replaces the Banner/standard on the 
  regular officers’ mundane item list) (Sto) 
  o 
  Fareye oil (CAd) 
  o 
  Farflame oil (AEG) 
  o 
  Flotation bags (AEG) 
  o 
  Fog cutter lantern (AEG) 
  o 
  Hawk's ointment (CAd) 
  o 
  Heartfire (RS) 
  o 
  Navigator’s kit (AEG) 
  o 
  Raft (Sto)  
  o 
  Retainer capsule (CAd) 
  o 
  Stability capsule (CAd) 
  o 
  Tricorne hat (available to NCOs only; this replaces the Banner/standard on the 
  regular NCOs’ mundane item list) (Sto) 
   
  • 
  Aside from the Banner/standard (which the bicorne hat and tricorne hat replace), NCOs and 
  officers get the mundane items listed in the military document for their rank. 
   
  Costs 
   
  In addition to the other membership requirements, members are expected to meet certain yearly costs: 
   
  • 
  TU Costs: 3 TUs for enlisted, 4 TUs for officers and NCOs. 
   
  A member also bears certain responsibilities of membership: 
   
  
  River Guard 7.0 
   
  12 
   
  • 
  Mariners are considered to be an elite unit in the Gran March military structure. Their TUs reflect 
  this. 
   
  • 
  Choosing Spellcaster, Damage Control, Signals or Navigation counts as choosing a military 
  specialty. 
   
  Marines 
   
  Marines are the primary fighting force for a ship. They take part in the rowing duties, but are primarily 
  skilled in combat. They are expected to be skilled with weapons and bows and have an aptitude for 
  fighting on ship or on land. They have been cross-trained into many of the duties to sail or run a ship, so 
  that they can assist or replace mariners as needed. The River Guard is training some units of Marines to 
  act as troops in landing operations, and is drawing heavily from regular Army pikelines and quivers to 
  recruit enough troops. 
   
  Requirements 
  o 
  Must have a BAB +1 
  o 
  Must be a Medium-sized two-legged creature that can squat or kneel. 
  o 
  Must be proficient with crossbow, shortbow, longbow, or greatbow. 
  o 
  Must be proficient with a one-handed sword, battle axe, or kama. 
  o 
  Must have no ability penalties in STR, DEX and CON 
  o 
  Total INT and WIS bonus/penalties must meet or exceed +0 
  o 
  Must possess at least one rank in Profession (sailor) 
  o 
  Must possess at least four additional ranks among two of the following skills: Balance, Climb, 
  Craft (carpentry), Craft (tailor), Craft (shipwright), Heal, Knowledge (geography), Profession 
  (soldier), Spot, Survival, Swim, or Use Rope. 
   
   
  * Craft skills may be: leatherworking or carpentry. 
   
  ** Profession skills may be: sailor, soldier, or shipwright. 
   
  Benefits 
   
  Those who are members of the River Guard Marines in good standing have the following benefits: 
  • 
  All active duty personnel receive a +2 circumstance bonus to Balance, Climb, Jump, Listen, 
  Profession (sailor), Spot and Swim checks. 
   
  • 
  Within 2 miles of Sheldomar waterways all active duty personnel gain a +2 circumstance bonus to 
  Knowledge (local – Sheldomar Valley Metaregion) checks. 
   
  • 
  Active-duty personnel have Open Access to the following prestige classes: Leviathan Hunter 
  (Sto) and Dread Commando (HoB). 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have Open 
  Access to the following feats: Fearless Destiny (RD), Great Captain (Sto), Heroic Destiny (RD), 
  Protected Destiny (RD). 
   
  • 
  Marines have Open Access: Regional (Gran March) to the following mundane items: 
  o 
  Banner/standard (AEG) 
  o 
  Bicorne hat (available to officers only; this replaces the Banner/standard on the regular 
  officers’ mundane item list) (Sto) 
  o 
  Flotation bags (AEG) 
  o 
  Insect netting (AEG) 
  o 
  Mess kit (AEG) 
  o 
  Quick escape enhancement (AEG) 
  o 
  Retainer Capsule (CAd) 
  
  River Guard 7.0 
   
  13 
   
  o 
  Rowboat (skiff) (Sto) 
  o 
  Sparkstone (AEG) 
  o 
  Stability Capsule (CAd) 
  o 
  Suregrip (CAd) 
  o 
  Tricorne hat (available to NCOs only; this replaces the Banner/standard on the regular 
  NCOs’ mundane item list) (Sto) 
   
  • 
  Aside from the Banner/standard (which the bicorne hat and tricorne hat replace), NCOs and 
  officers get the mundane items listed in the military document for their rank. 
   
  Costs 
   
  In addition to the other membership requirements, members are expected to meet certain yearly costs: 
   
  • 
  TU Costs: 3 TUs for enlisted, 4 TUs for officers and NCOs.  
   
  A member also bears certain responsibilities of membership: 
   
  • 
  Marines are considered to be an elite unit in the Gran March military structure. Their TUs reflect 
  this. 
   
  • 
  Choosing Spellcaster, Damage Control, Signals or Navigation counts as choosing a military 
  specialty. 
   
  Oarsmen 
   
  Oarsmen are the normal rowing complement on a ship or boat. They are of Soldier/Corporal rank and 
  they are the primary motive force for movement outside of battle. When the ship is boarded they are 
  expected to do their part in the fighting, but in normal combat operations they either row, work fire 
  suppression or other labor-intensive details. When a vessel is dry-docked for refit or repairs the Oarsmen 
  remain on hand to perform manual labor duties. 
   
  Day-to-day operations and patrolling on the river then takes a lot of rowing. It can be exhausting work, 
  and those people rowing must not either be fighting or preparing to fight. In marine battles, there is a need 
  for troops to be participating in the ship battle, while a full complement of rowers move the ship. 
   
  Unlike Marines and Mariners, Oarsmen are not generally considered as elite forces, but are regulars that 
  work with the elites. Oarsmen who better themselves in service, or could not qualify for regular military 
  solely because of religious objections, can become Senior Oarsmen, though there is no further 
  opportunity for advancement past this rank without transfer to an elite unit. 
   
  Requirements 
   
  o 
  Must have at least a +2 Constitution bonus or the Endurance feat 
  o 
  Must have no STR or DEX penalties. 
  o 
  Must be a Medium-sized two-legged creature that can squat or kneel. 
  o 
  Total INT and WIS bonus/penalties must meet or exceed -1 
   
  Benefits 
   
  Those who are members of the River Guard Oarsmen in good standing have the following benefits: 
  • 
  All active duty personnel receive a +1 circumstance bonus to Balance, Climb, Listen, Profession 
  (sailor), Spot and Swim checks. 
   
  • 
  Within 2 miles of Sheldomar waterways all active duty personnel gain a +1 circumstance bonus to 
  Knowledge (local – Sheldomar Valley Metaregion) checks. 
  
  River Guard 7.0 
   
  14 
   
   
  • 
  Active-duty personnel have Open Access to the following prestige classes: Leviathan Hunter 
  (Sto) 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have Open 
  Access to the following feats: Coordinated Shot (HoB), Distracting Attack (MH). 
   
  • 
  Active-duty personnel (not reserve personnel who have been activated temporarily) have Open 
  Access: Regional (Gran March) to the following mundane items: 
  o 
  Air Plant (Sto) 
  o 
  Endurance elixir (CS) 
  o 
  Fishing tackle (AEG) 
  o 
  Float Bladder (Sto) 
  o 
  Honey leather (RW) 
  o 
  Quick escape enhancement (AEG) 
  o 
  Retrainer capsule (CAd) 
  o 
  Spiderlily essence (RS) 
  o 
  Stability (CAd) 
  o 
  Suregrip (CAd) 
   
  • 
  Each Oarsman/Senior Oarsman is issued leather armor, a light mace and a light crossbow. 
  These cost the soldier nothing, but must be returned when the soldier musters out. They cannot 
  be sold, and must be replaced if lost. 
   
  Access to the promotion (limited to the rank of Corporal), lifestyle and other benefits mentioned in the 
  General Benefits section. 
   
  Costs 
   
  In addition to the other membership requirements, members are expected to meet certain yearly costs: 
   
  • 
  TU Costs: 2 TUs every year  
   
  A member also bears certain responsibilities of membership: 
   
  • 
  Oarsmen are required to commit to 2 years of service from the time they finish their training. Only 
  the Commandant has the authority to waive that requirement. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Gran_March_River_Guard_7.0.pdf