TEXT: The Queens Halls 
   
  A meta-organization for LG Sunndi 
   
  1 
  The Queen’s Halls 
  V 3.5, October 2003 
   
  The Queens Halls is the name of a large building, a hall of knowledge and bardic lore, build in the park 
  district of the city of New Keep. 
  The halls are build in the shape of a lyre. The center building, symbolic for the 'strings' of the lyre, has 
  three floors, which hold a community service hall, the New Keep tax offices, a library containing all one 
  can find on the history and magic in the former Great Kingdom, and several meeting and conference 
  rooms. 
  History 
  The halls were originally build in 434, by Lord Merinious of the House of Darmen, who rules as a baron 
  over the area known as Pelor's Sands (now the county of Pelsand), and the towns of Adder's Haven and 
  Dunn.  
  He resided in Pelor's Hold, which was also known as Crystal Castle due to the sparkling glass tower that 
  was it's main feature. Merinious was a lover of bard's, particularly their poems and epic songs, but sadly 
  he was not very talented himself. In fact, he was totally lacking in any musical skills whatsoever. Despite 
  this, he was popular, and well appreciated as a patron to the arts. 
  To express his love for tales and music, Merinious had the Bard's Halls build, to the north of his castle. It 
  had a hall for performances, rooms for lectures and practices, and a large library, which was quickly put 
  to use by the College of Concrescent Lore, a bard guild that searches for historic and magical texts. No 
  bard's guild had exclusive claim on the grounds, but the College grew more quickly than the others, and 
  when Merinious passed away, and Sunndi entered the Iron League, the other bards left the halls in the 
  hands of the College and moved away from the border to Pitchfield, where they created their own halls, 
  devoted primarily to music and song. 
   
  The halls did not stay quiet long. Representatives of the priesthoods of Lirr and Lydia came to confer with 
  the College. Both these groups had profited from the College's Lore (in fact, some where even members), 
  and with the other bard's gone, they saw it their duty to ensure that knowledge was preserved. 
  They moved in several months later. It was an odd union to see these two priesthoods and a bard guild 
  share one hall, and there must have been some conflict in the first years, mostly on what knowledge was 
  to be kept hidden from the populace. Unlike other places, this conflict did not cumulate into separation (as 
  happened with The Talespinners League, see “Song & Silence” for details). The Great Kingdom's 
  repeated attempts to conquer Sunndi made it clear that knowledge could not flow freely now, and the 
  priesthood of Lydia came with a compromise - it would not press for any information to be made known 
  that they themselves had no knowledge of. 
  The Lydian's  were given responsibility for the public Library on the first floor, the college maintained the 
  library with more precious lore on the second floor, and the priests of Lirr, got their own, secret and 
  inaccessible room on the third, intended to place dark and dangerous lore out of reach of evil forces.  
  And so the college continues, seemingly unburdened by the wars, though people noted that there were 
  often strangers that would visit and go, and some say the Halls knew all that transpired within the borders 
  of the southern reaches of the Great Kingdom - and quiet a lot beyond. 
  With the change of the command came a change in function for the Halls, and the priesthoods renamed 
  them the Queen's Halls (after a statue of a stately woman that dominated the community service hall
  1). In 
  the first half of the 6th century, the halls gained the support of the priests of Boccob, who offered some of 
  their own resources in exchange for free access to the Halls' magic lore. 
   
                                                     
  1 The statue has been claimed by various sources to represent Lirr, Lydia, or Johydee. While the latter is 
  unlikely as nobody knows how she looked like, those people who know of the priesthoods presence 
  assume the title of the Halls refers to her. It's still a misnomer, as Johydee was queen nor empress, but a 
  high priestess. But misinformation is a trait of the priesthood and it is thus likely they were the ones who 
  made it up. 
  
  The Queens Halls 
   
  A meta-organization for LG Sunndi 
   
  2 
  In 578 General Reynard, under the orders of Herzog Chelor, invaded Sunndi' s north. One part of the 
  army, under the charge of commander Edric Stoan of the church of Hextor, had been send south along 
  the westerns lopes of the Hollow Highlands, to hold off aid from Idee. The forces were overmatched by 
  the armies of Idee, but cut off by dwarves from the Iron Hills in the north, they were pressed eastwards. 
  Forced deeper into the highlands, they met surprisingly little resistance, and managed to take part of the 
  Adder Pass, invading the county of Pelsand in a series of brutal strikes that burned most of Adder' s 
  Haven to the ground.  
  Due to a carefully set up defence, and Sunndi’s preoccupation of its armies at the northern borders, 
  Stoan managed to hold on to some of this area and keep Pelor' s Hold.   
  He ordered the disgruntled dwarves of North Hill to construct a defensive wall and a second keep
  2. He 
  also took the Halls, commanded it refitted so his own staff could use the building for administration of the 
  taxes that were levied on the people of west Pelsand, most of which as used to entice Mergadin and his 
  clan to continue their work on the walls. 
   
  What few realized was that quite a number of the people that manned the Halls were affiliated with the 
  Iron League, and were in fact spying for its states. Some of the supposed priests of Boccob (and almost 
  the entire congregation of Lirr) were actually holy men and women of the Oeridian goddess Johydee. 
  Naming themselves the Veil of the Sun, they were sworn to protect their people - the Oeridans, mostly - 
  from the evil deprivations of its tyrannical rulers.  
   
  When Ahlissa took Pelsand and started the construction of a wall and keep, the Queen' s Halls gathered 
  the information it could, making sure that their allies would receive the information and be able to resist 
  the invaders. 
  This still proved rather difficult - and at times, it may be said that the society valued its secrecy more than 
  the safety of the League - but it did mean that Sunndi was able to hold off a full invasion for some time, 
  and actually gained back some terrain, though Adder' s Haven (now renamed New Keep) stayed in the 
  enemy' s hands for almost five years. 
   
  In early 580, a small group of heroes attempted to rally the people of New Keep to take up arms against 
  the oppressor, but this rebellion was quickly put down. The heroes, amongst which were Perrina Waslyn 
  and Alderon Musz, members of the Queen' s Halls, were executed in the market square.  
  After the execution, Stoan had the Halls searched. A secret room on the third floor was revealed, but no 
  incriminating evidence was found there. Most incriminating lore – as well as most magical texts – had 
  long since been safely spirited away by the Veil. By the time the forces finally searched the Halls and 
  found the secret rooms, they were already gone. Finding nothing implicating the priests’ involvement, the 
  Halls were allowed to continue their business. 
   
  In late 583, while Osson’s army were fighting the remnants of the Glorioles army from the north,  the 
  Halls aided an elite strike force of baron Donner to circumvent the wall, using a weak point in the 
  defenses left by Mergadin, and led them through a secret tunnel that led from the Halls to Pelor' s Hold. 
  The coup was successful, but at a great loss: the Ahlissan forces destroyed Pelor' s Hold, and a magical 
  blast shattered the crystal tower, killing many people, among which was Donner’s wife.  
  The Ahlissa forces were routed, Stoan fled southwards to Stalward, and the New Keep was safely in 
  hands of Sunndi  - for now. 
  Organisation 
  Officially, the Queen' s Halls are currently maintained by the College of Concrescent Lore, and the 
  priesthoods of Lydia and Lirr, with occasional - mostly material or financial - support from the priesthood 
  of Boccob. Not commonly known, but no longer a secret, is that the Halls also hold clergy of Johydee. 
                                                     
  2 finishing a project started years earlier by former baron Donner (now in exile). Donner ordered the walls 
  and second keep constructed approximately seven years earlier, but the defenses were left unfinished 
  when Eotyn Mergadrin, the head of the dwarven clan that build the wall, demanded more gold – and was 
  refused. The half-finished walls set up for defense ironically aided Stoan in maintaining the claimed 
  region. 
  
  The Queens Halls 
   
  A meta-organization for LG Sunndi 
   
  3 
  Some of these priests actually pose under the flag of another faith, most often Lirr or Boccob. It seems 
  the gods of these faiths have some agreement with Johydee, as there has not been any cases of 
  retribution against this deception.  
   
  To the people of New Keep, it is no secret that not all the members of the Halls are what they seem - but 
  it is hard to determine who is a simple gatherer of lore, or who serves as a secret agent for the Iron 
  League. Most feel the distinction is only a formal one, anyway. Most members of the Halls may know of 
  the underground movement, and even guess at its members, but they do not forward their suspicions. 
  Even the Lydian’s do not reveal what they know or suspect.  
  Goals 
  The Halls, as well as the network, are a Neutral good organization whose primary goals is to collect 
  information and knowledge, and use this knowledge to the benefit of the people.  
  Exactly what benefits the people is an eternal discussion. The Lydian' s often push to make all knowledge 
  public, claiming educating the populace will make them strong.  
  The network likes to keep information to itself, utilizing it at the right time, spreading it only to those 
  parties they like to see benefit, or who would be able to take appropriate action. 
  Not surprisingly, few Lydians make it into the network.
  3 
   
  The network' s main aim is the protection of the people of Sunndi, regardless of race or ethnic background 
  (though most in the network are suspicious of the Suel, due to the Scarlet brotherhood' s presence in the 
  area). 
  In a broader sense, this extends to the members of the Iron League. The network hopes that cooperation 
  will lead to prosperity and peace. 
  Interestingly, the network is not opposed to the idea of a reunited kingdom, and in favor of opening up 
  trade with the North. However, neither Ahlissa nor the northern Kingdom is completely trusted, and their 
  heads of state are despised for their lust for power and willingness to sacrifice their people for their own 
  gain.  
  For now, the aim is the liberation of Onwall, the decimation of the Scarlet Brotherhood, and the revival of 
  the Iron League. 
  Members of the Halls 
  It is not too hard to join the Queen' s Halls college. In all respects, it behaves just as any college. (Those 
  who join the Queen' s Halls need to meet the requirements of the College of Concrescent Lore, (from 
  “Song & Silence”), and are thereafter considered a member of that college).  
   
  Requirements 
  In order to join the Queen’s Halls, a member must: 
  - 
  Have either an indifferent or favored status with the Halls. 
  - 
  Be literate, and have at least two of the following:  
  o Bardic Lore ability 
  o Knowledge(history), 4 ranks 
  o Knowledge(geography) , 4 ranks 
  o Knowledge (religion) or Knowledge(arcana), 4 ranks 
   
  Initial Costs 
  - 
  Be presented to the halls with a recommendation from a current member. Recommendations can 
  be obtained by expending  one influence point (with either the Queen’s Halls or the Veil of the 
  Sun) or one favor with a member of this organization. 
  A character can also ‘buy’ himself in, by donating works of art or literature with a minimum value 
  (actual, not street value) of 300gp (note that this does not include the annual fee to be paid). An 
                                                     
  3 For rules for joining the network see the Veil of the Sun meta-org document. 
  
  The Queens Halls 
   
  A meta-organization for LG Sunndi 
   
  4 
  alternative way to donate ’literature’ if for the player to submit three in character reports on three 
  separate events (scenarios) to the Sunndi triad (madfox@planet.nl). 
  - 
  To proof ones mastery, skills or abilities are determined through an initial examination, tailored  
  to test the prospective members' knowledge, so as to determine their usefulness to the Halls. The 
  examination takes one week and costs costs 1 TU. 
  Note that this examination is less strict than the original, formal examination that is used by the 
  College of Concrescent Lore, and that the examination is paid for by the Halls.  
   
  Permanent Costs 
  - 
  A member must donate a yearly fee, of the amount of 300 gp, to be paid at the start of each year 
  of membership, with the year starting on the day one becomes a member. Payments can be 
  made in advance. In stead of paying in coin, a member can instead pay by donating works of art, 
  literature, or scrolls with a value equal to or in excess of 300 gp per year. The value in this case 
  is the actual value of the works (not the street value).  It is not possible to pay for more than one 
  year in this way (so a 500 gp scroll only pays for one year).  
  Alternately, a member can expend one influence points with the Halls or the Veil, or one favor 
  with one of its members, to pay for one year of membership. 
  - 
  A member must spend 4 TU' s a year on academic research, library work, and teaching to the 
  benefit of the halls. 
   
  Benefits 
  - 
  The member has a +1 competence bonus on Diplomacy rolls with members of the Halls 
  - 
  The member gains access to the library at the second floor of the Halls, during daylight hours (for 
  access after dark one needs a special pass).  
  The library is vast and can significantly aid a character when he searches for information 
  regarding the history of the Great Kingdom and the Iron League, but also arcane matters and 
  bardic lore.  
  Use of the library requires some time (at least one hour),  but the character gains a +2 
  competence bonus to either their Bardic Lore ability, or the appropriate Knowledge skill (the 
  bonus increases to +3 if the lore looked for relates to the history of the Iron League). If the 
  member does not have an appropriate skill for the situation, she can make an Intelligence check 
  (with no bonuses) to find the information she seeks. 
  - 
  Access to the following non-magical items: 
  o Tome & Blood: arcane lab, arcane library, disappearing ink,  familiar carrier (all), portable 
  writing desk, reading lamp, scroll organizer 
  o Song & Silence: waterproofing 
  - 
  Access to the following spells: 
  o Tome & Blood: Corpse Candle, Energy Buffer, Enhance Familiar, Familiar Pocket, Filter, 
  Fortify Familiar, Indifference, Imbue Familiar with Spell Ability, Mass Resist Elements, 
  Mass Darkvison, Otiluke's Dispelling Screen, Otiluke's Greater Dispelling Screen 
  - 
  Members may take advantage of training sessions and workshops in the Halls,  which allows 
  them to take ONE of the following feats, from the Class guide books: 
  o DMG: Improved Familiar  
  o Tome & Blood: Arcane Defense, Arcane Preparation, Cooperative Spell, Extra Slot, Extra 
  Spell, Innate Spell, Sanctum Spell, Spell Specialization 
  o Song & Silence: Obscure Lore 
  The first feat on this list is free, each additional feat from this list costs 1 TU. 
  - 
  Members may also take advantage of the Halls’ classes on the metamagic,  which allows them to 
  take ONE of the following feats, from the Class guide books: 
  o Tome & Blood: Chain Spell, Delay Spell, Energy Admixture, Energy Substitution, Repeat 
  Spell, Sculpt Spell , Split Ray, Twin Spell 
  o Defenders of the Faith: Reach Spell, Sacred Spell 
  The first feat on this list is free, each additional feat from this list costs 1 TU. 
  - 
  The Halls also provide means for members to learn the way of the following prestige classes : 
  
  The Queens Halls 
   
  A meta-organization for LG Sunndi 
   
  5 
  o DMG: Mystic Theurge 
  Only divine casters who worship Lirr, Lydia, or Boccob can take this prestige class, as these 
  are the only religions for which divine expertise is present. 
  o Tome & Blood: Mage of the Arcane Order 
  In order to join this secluded group of mages, you need to pay an additional initiation fee of 
  750gp, which is used to pay for a focus to access the spellpool.  
  Calling and returning spells from the spellpool should be done at the table, during the game. 
  A mage is assumed to have a balanced credit (no spellpool debt) when the game starts, as it 
  is assumed that she resolves her debt between adventures. The character should keep track 
  of he spellpool points during the game. If a scenario lasts multiple rounds, the debt is not 
  automatically resolved between rounds. 
  The mage cannot build up credit prior to the game. 
  Spells called can be either from the Players handbook, or from the list of spells to which the 
  character gained access by being a member of the Halls (see above). Other spells can not be 
  called (even if the character has access to them by other means).  
  If a mage looses membership of the Halls, he looses access to the spellpool, and cannot 
  advance in level in the Mage of the Arcane Order prestige class. 
  o Song & Silence: Royal Explorer 
  To join, you need to file a report to the Triad, concerning the exploration of a site during a 
  scenario played with the character, as well as donate an item found on the explored site (an 
  item found on the AR of that scenario). The site explored need be abandoned or in a remote 
  locale. 
  In the case of the Mage of the Arcane Order and Royal Explorer prestige classes, the halls take 
  the place of the orders these classes are normally required to join. 
  - 
  Besides these prestige classes the following core prestige class is also very appropriate:  
  o DMG: Loremaster 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/SND (Sunndi)/Sunndi - The Queens Halls.pdf