TEXT: Bardic Guild and other Guilds Version 4.0 
  Keepers of Gran March lore in verse and music 
   
  A Gran March Meta-Campaign Organization written by Clint Fishback, Joe Jungers, Aaron Anderson, 
  Arlene Medder, and the Gran March Triad 
   
  Organization Alignment(s)   
   
  Any non-evil 
  PC Organization: 
  Yes 
   
  Remembering the past, lest the future forget. 
  Brightsky, Skald of Clan Cattail. 
   
  From birth to death, from war to peace, almost every aspect in Gran March life is improved by someone 
  with talents and skills based in the performing arts. Battles need drummers and trumpeters to sound the 
  call to war. Taverns and festivals need entertainers in good times and bad. Even those that mourn have a 
  need for someone to sing a requiem or to honor the dead in verse. To help those in need find such 
  performers and for such performers to come together to share in knowledge, bards in Gran March formed 
  the Bardic Guild. 
   
  Organization 
   
  Membership in the Bardic Guild is divided into 4 tiers.  Each tier has its own requirements, responsibilities 
  and privileges granted as follows: 
   
  • 
  Apprentice.  (Because of the full-time nature, this tier is suitable only for NPCs). 
   
  • 
  Journeyman.  A Journeyman has completed his apprenticeship and has been released from his 
  Guildsman.  He now spends time plying his trade and learning from other Guildsmen. 
   
  • 
  Guildsman.  A Guildsman is a full member of the guild.  As such, he is expected to take in 
  apprentices as he is able to handle them.  Additionally, he is a productive member of the guild 
  and should help support new members. 
   
  • 
  Guildmaster.  (Because of the full-time nature, this tier is suitable only for NPCs). 
   
  A separate category exists within the organization, the Trustee.  This is an annually elected position.  All 
  Guildsmen are expected to serve if chosen.  Trustees serve as a council to settle inter-order disputes as 
  well as acts as act as point of contact for any non-guild persons wishing to negotiate with an order. 
   
  The Guild is divided into six orders, each with its own particular area of study: 
   
  • 
  Society of Skalds.  These are keepers of the oral traditions of the Flan. 
   
  • 
  Brotherhood of Battle. These are the battle bards who support troops in the military and the 
  militias as well as supporting freelance adventurers. 
   
  • 
  League of Travelers.  The League seeks to travel to other regions and desires the acquisition of 
  new tales and legends.  Members often act as informal scouts for the military. 
   
  • 
  Collegium of Thaumaturgy.  This order specializes in the pursuit of the arcane arts.  They seek 
  to collect any texts and tales connected with the arcane. 
   
  
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  • 
  Liturgical Association.  The Association fills the gap between organized religion and the general 
  populace with regards to the dead.  Members are seen as friends by most of the recognized 
  religions in the March as well as many of the unofficial ones.  Order members learn the different 
  burial customs and rituals of the various religions.  During the rituals, Association members are 
  often present to play music in memory of the dead. 
   
  • 
  Performer’s Troupe.  This is by far the largest of the orders.  Membership is composed of all 
  types of entertainers, from jugglers to actors. 
   
  Philosophy and Credo 
   
  We entertain, provide support, and seek knowledge and history so that it may be taught later.  We 
  preserve the oral traditions. 
   
  Day to Day Activities 
   
  Each order operates independently from the others.  Within an order, chapter houses take care of day-to-
  day operations with the headquarters of the order coordinating between houses as needed.  The 
  Trustees reside in Hookhill and are responsible for inter-order matters.  Each order has a headquarters 
  that is the largest of the chapter houses and acts as the focal point for the order.  Chapter houses in the 
  other cities range from a small room in someone’s house to an actual guildhall complete with housing. 
   
  Important Dates, Holidays and Ceremonies 
   
  The Guild holds all festivals and Richfest as important.  Most holidays of recognized religions are 
  honored.  Additionally, the days on which members are inducted into their order are of particular 
  celebration.  Each order has its own ceremony and dates. 
   
  Headquarters / Major power centers 
   
  • 
  Society of Skalds: Fort Tribulation [HQ], Shiboleth (these meeting places are no more than large 
  fire rings in the neighboring swamps). 
   
  • 
  Brotherhood of Battle: Hookhill [HQ], Shiboleth 
   
  • 
  Collegium of Thaumaturgy: Hookhill [HQ], Shiboleth 
   
  • 
  League of Travelers: Shiboleth [HQ], Ander’s Falls, Buxton’s Crossing, Fort Tribulation, Ironwall 
  Keep, Lortenford, Orlane, Proman, and Traziada 
   
  • 
  Liturgical Association: Hookhill [HQ], Ander’s Falls, and Shiboleth 
   
  • 
  Performer’s Troupe: Hookhill [HQ] 
   
  History 
   
  Bards have been present in the Sheldomar Valley longer than the written histories. Even when every 
  hand was turned against neighbor, bards were welcome visitors. They brought news and entertainment 
  from near and far. 
   
  The Flan had their battle bards. When the Keolanders arrived, their army included the first organized 
  signal corps, including their own instruments and traditions. They signaled orders across the fields of 
  battle and ran messages. These groups naturally included bards who not only trumpeted and drummed 
  the orders, they also provided arcane support, and inspired the troops on the battlefield while entertaining 
  them off the battlefield. 
  
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  Bards have made their way into every Battle of Gran March. Whether scouting, patrolling or fighting they 
  all still have their performance and knowledge as a common thread. Between fights during wars and 
  during peacetime Bards met to exchange knowledge, songs, stories and techniques. As time progressed 
  these informal meetings became more organized and the Bards formed a Collegium in CY 555. This 
  Collegium exists to store the libraries of maps and stories that Bards have collected and to facilitate 
  training and equipping Bards. 
   
  Each order is self-governing with the Head Collegium interfering only in inter-house disputes and in times 
  of great crisis. The House Deans are selected from within each house and they select the Collegium 
  Dean. Bards choose which house they will belong to based geography and interest. They may change 
  orders at any time and some do. 
   
  Those bards who also become clerics are welcomed by most churches of Gran March for their 
  contributions of liturgical music. Such bards compose and perform ceremonial music; whether they are 
  the daily, seasonal, yearly or once in a lifetime rituals. They are usually members of the Liturgical 
  Association. 
   
  Allies 
   
  The Guild has strong ties with both the military and Syrloch. 
   
  Rivals 
   
  Friendly rivalries exist between orders.  The Church of Pholtus is considered a rival only in the fact that 
  they distrust anyone who does not accept Pholtus as the only deity. 
   
  Foes 
   
  None. 
   
  Heraldry/ Symbol 
   
  A lute and flute superimposed over a hat. 
   
  Journeyman 
   
  Requirements  
   
  To become a Society of Skalds Journeyman, a person must: 
   
  • 
  Possess the ability to rage. 
  • 
  Speak Flan. 
  • 
  Possess at least 4 ranks in any combination of Perform skills, with at least two ranks in one skill. 
  • 
  Possess at least 4 ranks in one of the following skills: Intimidate, Sense Motive, or Survival. 
  • 
  Pay 50gp annually. 
   
  To become a Brotherhood of Battle Journeyman, a person must: 
   
  • 
  Be an active-member of the military or a veteran. 
  • 
  Possess at least 4 ranks in any combination of Perform skills, with at least two ranks in one skill 
  and with a minimum of one rank in two of the following Perform skills: trumpet, flute, and drum  
  • 
  Possess at least 4 ranks in one of the following skills: Profession (soldier), Ride, or Survival. 
  • 
  Pay 50gp annually. 
   
  
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  To become a Collegium of Thaumaturgy Journeyman, a person must: 
   
  • 
  Possess ability to cast arcane spells. 
  • 
  Possess at least 4 ranks in any combination of Perform skills, with at least two ranks in one skill. 
  • 
  Possess at least 4 ranks in one of the following skills: Craft (Alchemy), Decipher Script, or 
  Knowledge (arcana). 
  • 
  Pay 50gp annually. 
   
  To become a League of Travelers Journeyman, a person must: 
   
  • 
  Possess at least 4 ranks in any combination of Perform skills, with at least two ranks in one skill. 
  • 
  Possess at least 4 ranks in Knowledge (geography). 
  • 
  Possess at least 4 ranks in one of the following skills:  Gather Information, Diplomacy, or 
  Knowledge (local – Sheldomar Valley metaregion). 
  • 
  Pay 50gp annually. 
   
  To become a Liturgical Association Journeyman, a person must: 
   
  • 
  Possess at least 4 ranks in any combination of Perform skills, with at least two ranks in one skill. 
  • 
  Possess at least 4 ranks in Knowledge (religion). 
  • 
  Possess at least 4 ranks in one of the following skills:  Diplomacy, Heal, or Spellcraft. 
  • 
  Pay 50gp annually. 
   
  To become a Performers Troupe Journeyman, a person must: 
   
  • 
  Possess at least 4 ranks in any combination of Perform skills, with at least two ranks in one skill. 
  • 
  Possess at least 4 ranks in two of the following skills: Balance, Jump, or Tumble. 
  • 
  Pay 50gp annually. 
   
  Benefits 
   
  Journeymen in good standing have the following benefits: 
   
  • 
  +1 competence bonus to Diplomacy checks in Gran March.  
   
  • 
  50% discount on standard lifestyle in Gran March. 
     
  Guildsman 
   
  Requirements  
   
  To become a Guildsman, a person must: 
   
  • 
  Possess at least 6 ranks in any combination of Perform skills, with at least four ranks in one skill. 
  • 
  Possess at least 6 ranks in one of the chosen order’s skills. 
  • 
  Be a Journeyman for at least 6 months. 
  • 
  Be a citizen or legal resident of Gran March. 
  • 
  Pay 400 gp initiation fee and 200 gp annually. 
  • 
  Pay 1 TU annually attending festivals and guild events. 
   
  Benefits 
   
  Guildsmen in good standing have the following benefits: 
   
  
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  • 
  Access to the following bardic spells, with training costs described in the Costs section: 
   
  o 
  From Song and Silence: 
  Ambient Song  
  Blunt Weapon 
  Hymn of Praise 
  Joyful Noise 
  Spectral Weapon 
   
  Characters only have access to spells on the class list for their own class; this benefit does not, 
  for example, give paladins or druids access to the cleric spells listed above. 
   
  • 
  Access to the following feats, with training costs described below: 
   
  o 
  From Song and Silence:  
  Disguise Spell 
  Extra Music 
  Jack of all Trades 
  Lingering Song 
  Obscure Lore 
   
  o 
  From Tomb and Blood:  
  Extra Slot 
  Extra Spell 
   
  • 
  Members have access to the following magic items as per the Living Greyhawk Campaign 
  Sourcebook: 
   
  o 
  From Dungeon Masters Guide: 
  ring of chameleon power 
  boots of striding and springing 
  cape of mountebank 
  circlet of persuasion 
  cloak of charisma +4 
  harp of charming 
  ioun stone – pink and green 
  pipes of haunting 
   
   
  • 
  Members have access to the following non-magic items as per the Living Greyhawk Campaign 
  Sourcebook: 
   
  o 
  From Dungeon Masters Guide: 
  mithral chain shirt 
  mithral breastplate 
  mithral buckler 
   
   
   
  o 
  From Song and Silence: 
  flute 
  lute 
  waterproofing 
   
  • 
  +2 competence bonus to Knowledge (local - Sheldomar Valley metaregion) checks. 
   
  • 
  +2 competence bonus to Diplomacy checks in Gran March. 
   
  
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  • 
  Free standard lifestyle in Gran March. 
     
   
  Costs 
   
  In addition to the other membership requirements, members are expected to provide service and/or 
  money for advanced training: 
   
  • 
  Advanced Spell Training: Guild members must give 1 TU of service for every three spells 
  learned, with a minimum of 1 TU. 
   
  • 
  Advanced Feat Training: Guild members must give 1 TU of service for every feat learned plus 1 
  TU for every 2 feats or special ability requirements. 
   
  References 
   
  The following are useful references with regard to this meta-campaign organization in Living Greyhawk: 
   
  • 
  Song and Silence: A Guidebook to Bards and Rogues by David Noonan and John D. Rateliff. 
  This Builder Book contains the full descriptions of some of the benefits described above. As per 
  The Living Greyhawk Campaign Sourcebook and Gran March Metacampaign policy, a player 
  who has a character with benefits from this book must keep a copy of this book available for the 
  DM to reference during game play. 
   
  • 
  Tome and Blood: A Guidebook to Wizards and Sorcerers by Bruce R. Cordell and Skip Williams. 
  This Builder Book contains the full descriptions of some of the benefits described above. As per 
  The Living Greyhawk Campaign Sourcebook and Gran March Metacampaign policy, a player 
  who has a character with benefits from this book must keep a copy of this book available for the 
  DM to reference during game play. 
   
  
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  Appendix – Other Guilds in Gran March 
  Originally created by Nick Perch and Mike Walguarnary. 
   
  Each country has its own unique history. Inevitably, events unfold in each nation that mold the outlook of 
  its people and make them different. In Gran March, folks have always done what was necessary to 
  survive and prosper. Fortunately, the people of Gran March are very organized and practical. It is natural, 
  therefore, that the various communities of Gran March were eager to form protective, nurturing groups. At 
  first, these groups mostly revolved around the local temples, neighbors helping one another for the 
  common good. Gran March was often at war or in conflict during this time, and the military was 
  emphasized above all others. Tough times dictated the needs of the people. 
   
  Over time, the country has become secure and prosperous. These community groups became more 
  organized and powerful. No longer were the chief concerns of the people security and faith. Now, the 
  main need of Gran March is a strong base of trade. These people now see a future where their families 
  can grow into advantage. Being well trained by the army, these industrious people have the will and the 
  means to make this work. Thankfully, the rulers of Gran March have been well chosen of late, and they 
  understand the needs of their people. Clearly, more civilian-based groups and infrastructure were 
  required to meet these needs. Thus, after much discussion, the Weaver’s Guild was formed in 555 CY. 
  Because of the nature of business with dwarves, non-human races could either participate in the 
  chartered guilds or use their normal means of conducting business so long as their methods do not break 
  Guild laws. 
   
  Quickly, several other groups followed suit and by 569 CY, over 50 guilds had formed. In time, some of 
  the smaller guilds joined together to form more influential guilds. Most notable of these is the powerful 
  Ironmongers Guild, which consists of the blacksmiths, weapon smiths, metal armor smiths, copper smiths 
  and bronze smiths. Below is a table of each guild ranked by its relative power circa 591 CY and the CY in 
  parenthesis is the year of its first charter.  
   
  Chartered Guilds of Gran March 
   
  • 
  Weaver’s Guild (555):  Still the largest and most powerful. Primary Guild Skills: Craft 
  (basketweaving), Craft (weaving). 
   
  • 
  Fellowship of Ironmongers (556): Originally several smaller guilds that merged 582 CY. Major 
  supplier to the military. Primary Guild Skills: any two of Craft (armorsmithing), Craft (blacksmithing), 
  Craft (weaponsmithing). 
   
  • 
  Bowyer’s Guild (571):  Includes Fletchers. Primary Guild Skills: Craft (bowmaking), Craft 
  (weaponsmithing).  
   
  • 
  Herdmaster’s Guild (560): Horses and cattle are very important to Gran March. The cavalry is 
  mounted on domestic warhorses. Primary Guild Skills: Handle Animal, Ride. 
   
  • 
  Carter’s Guild (556): Improved roads and trade are making this group a fast rising star. Primary Guild 
  Skills: Handle Animal, Profession (teamster). 
   
  • 
  Leather Workers Fellowship (560): A union of leather armorers, saddle makers, tanners, and 
  cobblers, this guild is also an important military provider. Primary Guild Skills: any two of Craft 
  (armorsmithing), Craft (cobbling), Craft (leatherworking). 
   
  • 
  Bardic Guild (555) as noted above. 
   
  
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  • 
  Fellowship of Brewmasters (555): Almost every tavern in Gran March brews its own ale. The foamy 
  flagon icon of this guild is synonymous with taverns. Primary Guild Skills: Knowledge (nature), 
  Profession (brewer). 
  • 
  Jeweler’s Guild (556): The union of the goldsmiths, silversmiths and gem cutters gives this group a 
  monopoly on moneychanging. Primary Guild Skills: Appraise, Craft (gemcutting). 
   
  • 
  Miner’s Guild (556): Gems are an important resource in Gran March. Primary Guild Skills: Knowledge 
  (dungeoneering), Profession (miner). 
   
  • 
  Merchant’s Guild (563): This group sells all the things not protected in the other guild charters, but 
  make most of their money in import/export trade. Primary Guild Skills: any two of Appraise, Bluff, 
  Sense Motive. 
   
  • 
  Farmer’s Grange (591):  This large group finally banded together to protect crop prices. Primary Guild 
  Skills: Appraise, Profession (farmer). 
   
  • 
  Tailor’s Guild (557):  This is a small but powerful group. Primary Guild Skills: Appraise, Profession 
  (tailor). 
   
  These guilds are about equal in influence, which is significantly less than the Tailor’s Guild. 
   
  • 
  Stonemason’s Guild (560). Primary Guild Skills: Craft (stonemasonry), Knowledge (architecture and 
  engineering). 
   
  • 
  Woodcutter’s Guild (556). Primary Guild Skills: Knowledge (nature), Profession (lumberjack). 
   
  • 
  Locksmith’s Guild (562). Primary Guild Skills: any two of Craft (trapmaking), Disable Device, Open 
  Locks. 
   
  • 
  Glassmaker’s Fellowship (570). Primary Guild Skills: Appraise, Craft (glassblowing). 
   
  • 
  Potter’s Guild (575). Primary Guild Skills: Appraise, Craft (pottery). 
   
  • 
  Carpenter’s Guild (556). Primary Guild Skills: Craft (carpentry), Profession (woodcarver). 
   
  • 
  Gravedigger’s Union (590). Primary Guild Skills: Craft (carpentry) for making wooden crosses and 
  coffins, Profession (digger). 
   
  • 
  Butcher’s Guild (581). Primary Guild Skills: Handle Animal, Profession (butcher). 
   
  • 
  Baker’s Guild (589): A late bloomer with much promise. Primary Guild Skills: Profession (cook), 
  Profession (baker). 
   
  • 
  Herald’s Guild (566): Main power derives from the fact that its Guildmaster is the Commandant’s 
  Master of Arms, and all nobility must petition this office to be granted Coats of Arms. Primary Guild 
  Skills: Craft (painting), Knowledge (nobility and royalty). 
   
  • 
  Sage’s Fellowship (571): More of a meeting of minds than a political group. Primary Guild Skills: Any 
  two Knowledge skills. 
   
  • 
  Fellowship of Alchemists, Herbalists and Astrologers (569): One of the more colorful groups. Primary 
  Guild Skills: any two of Craft (alchemy), Profession (astrologer), Profession (herbalist). 
   
  • 
  Scrivner’s Guild (573): Handles all publishing in Gran March. Primary Guild Skills: any two of Craft 
  (bookbinding), Craft (calligraphy), Profession (scribe). 
  
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  Guild Laws 
   
  Of course, there were rules established from the start to ensure the country’s best interests were seen to. 
  These were as follows:  
   
  • 
  All guilds will be nationalized as necessary during times of war. 
   
  • 
  All guilds and their members may lose their rights and property (and lives) in the event of treasonous 
  actions. This is to include lying to the government to obtain unreasonable profit. 
   
  • 
  All guilds have the right and responsibility to set prices and fees for the goods and services of their 
  guild members. These prices reflect the level of training and years of services to the guild of the 
  guildmember involved. These prices are submitted to the government one month before the winter 
  festival and go into effect the day after the festival ends. This regulating procedure ensures that the 
  citizens of Gran March are not overcharged for guild products. 
   
  • 
  All guilds have a trade monopoly on their particular products. Non-guild members may make these 
  products for their immediate family’s use, but can only sell to others on Free Trade Day (see below). 
   
  • 
  All products not protected by a guild are Free Trade products and can only be sold by the craftsman 
  or by a merchant guildmember (as they hold all rights to reselling).  
   
  • 
  All guilds are to have a Guildmaster-Guildsman-Journeyman-Apprentice power structure with clear 
  guidelines for promotion. There will be only one Guildmaster per guild. The Guildmaster for any guild 
  is an NPC.   
   
  • 
  To ensure that the army has enough skilled artisans among its ranks, all guilds are given quotas to fill 
  for providing skilled trainers for new recruits. In addition, any journeyman or higher guildmember can 
  pay a 5 gp Legacy fee and all but ensure that their child will be trained by their guild as part of their 
  seven-year obligation. This Legacy fee is paid by the guild to the government on behalf of the 
  guildmember. Justification for this comes from the notion that children of guildmembers make good 
  trainees for the same profession, as they already have a high degree of familiarity to the tasks 
  involved. All training while in the army is paid for by agreements the government has with the guilds, 
  but the guilds are free to add a premium to the Legacy fee. 
   
  • 
  Every year at the autumn festival of Brewfest, each guild must provide the government with a list of 
  current members and 4 sp for each in guild tax. The guild may charge whatever it likes in 
  membership fees to its members. 
   
  • 
  Members must also show competence. A Journeyman must have at least two ranks in the two 
  chosen skills used by their guild. A Guildsman must have at least six ranks in those same skills. 
   
  • 
  Any PC who wishes to enter guild apprenticeship after character creation and who do not meet the 
  minimum skill requirements listed above must pay the time block of 36 TUs for the first seven years 
  along with membership dues (unless they have a sponsor who will pay their dues). This seven-year 
  term also fulfills the service requirement for citizenship. A Journeyman must pay 50 gp per year to 
  maintain his status and a Guildsman must devote 400 gp initiation fee and 200 gp annually and one 
  TU annually attending festivals and guild events. Actual membership dues for each individual guild 
  are handled separately. During this period, no adventuring or other non-guild related activity can 
  occur. 
   
  • 
  Membership applicants who already have skills may be ‘Proven’ by submitting to a test of their skills. 
  Those who test well may forgo apprenticeship or even journeyman status, but it is important to note 
  that their years of service to the guild will still be zero, and that affects the prices they can charge and 
  any other benefits of guild membership. In game terms, PCs who meet the skill requirements above 
  
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  can automatically become Journeymen or Guildsmen. Such testing does not grant citizenship, 
  though; only seven years of service can do that. However, Proven Journeymen and Guildsmen do not 
  have to spend 36 TUs per year in apprentice training. They only have to pay the dues, fees, and time 
  costs mentioned above. 
   
  • 
  PCs who achieve apprenticeship during their seven-year government obligation and who also are not 
  otherwise fit or exempt for military service gain their citizenship, with all of the rights and 
  responsibilities therein. Starting PCs who are not fit or are exempt from military service can state that 
  they have finished their apprenticeship, just as starting PCs can say that they are veterans who have 
  already completed their military service, provided that they have 2+ ranks in the skills of their guild. 
   
  • 
  Guilds are included in trade agreements that involve their essential product. 
   
  • 
  Peers of the realm have the right to negotiate contracts with the guilds that do not supercede any 
  government contract with the guild. 
   
  • 
  The first day of the winter festival of Needfest is Free Trade Day where anyone can sell or trade 
  anything regardless of guild or tax considerations. Winter was traditionally a slow period in 
  commerce, but this one day gives it a boost. Usually, there are a great deal of imports brought across 
  the border and sold on this day, since import taxes are being ignored and foreign merchants can sell 
  here without a guild membership or license.  
   
  Guild Practices and Traditions 
   
  • 
  Guilds are about sixty five percent women and less than five percent are non-humans. The Miner’s 
  Guild has a high number of dwarf immigrants who are not part of the dwarves of the Lortimils.   
   
  • 
  Guildhalls are a point of social pride. The most senior guildsman leads a guildhall. Each festival will 
  certainly see the guildmembers having a function and anything the guild or its members achieve is 
  certainly recognized there. Most guildhalls have a large room for functions, a kitchen, staff quarters 
  and a few apartments for visitors or traveling members. 
   
  • 
  The main guildhall of each guild usually serves as the guildmaster’s home, or the guild buys him a 
  separate home close by. 
   
  • 
  Most guilds pay respect to one patron god, and any holy days associated with that god see a function 
  at the guildhall. Any guildmembers who contribute heavily to the guild over their lifetime will have any 
  their efforts recognized at their funeral (as well as during their lifetimes-see below). Many guilds have 
  acquired nice ceremonial pieces made of precious metals for such occasions. Weavers call this 
  system ‘paying the goldcloth fee’. 
   
  • 
  Length of membership and contributions of time and money to the guild are well recognized in the 
  guild. 
   
  • 
  All guilds have a book of honor that records the valorous and heroic deeds of their members. Many 
  have special plaques and statues in their guildhalls. 
   
  • 
  The nicer guildhalls, such as the Merchant’s Guildhall in Hookhill, sometimes serve as a formal place 
  where trade agreements and contracts are negotiated. These locations are often favored by visiting 
  dignitaries because the guilds go out of their way to ensure the guests are entertained and relaxed. 
   
  Benefits 
   
  Journeymen in good standing have the following benefits: 
   
  
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  • 
  +1 competence bonus to checks using the guild skills in Gran March  
   
  • 
  50% discount on standard lifestyle in Gran March. 
   
  Guildsmen in good standing have the following benefits: 
   
  • 
  +2 competence bonus to checks using the guild skills in Gran March. 
   
  • 
  +2 competence bonus to Diplomacy checks in Gran March. 
   
  • 
  Free standard lifestyle in Gran March.   
   
  • 
  1 Influence point with the PC’s Guild per year of service after reaching Guildsman rank. 
   
  NOTE TO FUTURE AUTHORS / TRIAD MEMBERS: Both the Bardic Guild and the rest of the Guilds in 
  the appendix are considered to be the same organization with regard to the 25 organization limit. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Gran_March_Bardic_Guild_and_Other_Guilds_4.0.pdf