TEXT: version 595.2
  Meta Play Record#
  595 CY
  Organization
  Organization Notes:
  □ First Joined AR#  ____
  □ Promoted 
  AR#  ____
  □ Promoted 
  AR#  ____
  □ Promoted 
  AR#  ____
  □  ___________ AR#  ____
  □ Left 
  AR#  ____
  □ HUNTED! 
  AR#  ____
  _______________________
  _______________________
  Home Region ____________
  LEVEL OF
  Organzation
  & Annual Costs
  Tier One
  Apprentice
  8 TU; 25 gp
  Tier Two
  Journeyman
  8 TU; 50 gp
  Tier Three
  Master
  5 TU; 200 gp
  Tier Four
  Grandmaster
  3 TU; 800 gp
  There are three ways that a Yeoman resident can achieve citizenship. 
  The ﬁrst is to spend three years in the Yeoman Militia. The second is to 
  achieve the rank of Priest in the Church of Seven Faiths. The third and 
  ﬁnal method is to progress through the Yeoman Trade and Craft Guild 
  until the rank of Master is reached — not an easy task for most Yeoman 
  residents.
  In the Yeomanry, craftsmen and tradesmen are well-respected, as it is 
  generally acknowledged that they are a major contributor Yeoman econo-
  my (although many farmers might disagree). The guild system is nowhere 
  near as developed in the Yeomanry as it is in more populated regions of 
  Greyhawk. Instead of having different guilds for the wide variety of craft 
  that exist, all of the various Yeomanry craftsmen pay dues and scutage to 
  government representatives of the Ofﬁce of Crafts and Professions.
  The ability to demonstrate skill in one of these ﬁelds is not enough, 
  however, to justify membership in the Craft and Profession Guild. Mini-
  mal levels of skill must be achieved to work one’s way through the ranks, 
  until the ultimate rank of Grandmaster is reached. Competition is quite 
  ﬁerce for these positions, not only because Citizenship ultimately results 
  in voting rights, the ability to own land, and the right to run for ofﬁce, but 
  also because the work of Master brings considerably more money than 
  those Guild members of lower ranks.
  Requirements:
  PC must be created with home region of the Yeomanry or have resided in 
  the Yeomanry for one calendar year before they can join.
  Tier One (Apprentice)
  Must have a minimum of 4 ranks in a craft or profession skill listed in the 
  PHB or written permission from the Triad for unlisted skills.
  Tier Two (Journeyman)
  Must be an apprentice for one (real) year.
  Minimum of 7 ranks in chosen skill.
  Tier Three (Master)
  Must be a Journeyman for two (real) years.
  Minimum of 10 ranks in chosen skill.
  Must complete a service to the Yeomanry in one of two ways: A PC 
  specializing in a Craft skill must create a masterwork item and donate 
  it to the government through the guild. The masterwork item must have 
  a minimum value of 100 gp (weaponsmiths and armorers must pay 
  more, per the requirements of making items in each of those crafts). 
  Follow the rules presented in the PHB (p. 70) and mark off 1 TU per 
  week or portion thereof spent making the item. The PC must spend his 
  own gold in the creation of the item. A PC specializing in a Profession 
  skill owes 144gp worth of “service” in order to gain Citizenship. He 
  makes Profession checks as speciﬁed in the PHB (p. 80) until 144 gp 
  is earned, donating his earnings to the government while subtracting 
  the TUs spent accumulating such an amount. If the PC so desires, they 
  may ‘Take 10’ on any of these checks.
  Tier Four (Grandmaster)
  To become a Grandmaster, the PC must have a minimum of 13 ranks in 
  his skill and make himself indispensable to the Yeomanry (see the 
  Yeomanry Triad).
  Event:  __________________ Date:  __________
  DM:  ____________________________________
   
  Signature 
  RPGA #
  This Record Certiﬁes that
  Played By
  Player 
  RPGA #
  Has Joined
  The Trade & Craft Guild
  A Yeomanry Metaplay Organization
  Starting TU
  TU Cost
  Added TU Costs
  TU REMAINING
  Current XP Total
  Previous Yeomanry 
  regional module, 
  introductory module, 
  or interactive:
   
  AR #  ____
  This AR does not 
  count when 
  determining 
  Access: Adventure.
  TU
  Tier One
  ☼ 
  Heat Mat AEG
  ☼ 
  Moneybelt AEG
  ☼ 
  Jewelers Loupe AEG
  ☼ 
  Metal Tongs AEG
  ☼ 
  Instant Rope AEG
  ☼ 
  Wrist Sheath AEG
  ☼ 
  Pestle & Mortar AEG
  ☼ 
  Farming Tools AEG
  Tier Three
  ☼ 
  Yeomanry Citizenship
  Starting GP
  GP Spent
  Subtotal
  GP Gained
  Subtotal
  GP Spent
  Current XP Total
  Lifestyle
  N/A
  Skill Bonus (must have ranks in skill)
  N/A
  Items Gifted or Discounted
  All members may purchase non-
  magical PHB items at a 20% dis-
  count when purchasing them after a 
  Yeomanry Regional adventure.
  – 
  TU
  XP
  GP
  GP
  GP
  GP
  GP
  GP
  GP
  8 or 5 or 3
  ACCESS GAINED FROM MEMBERSHIP
  All items are Access: Regional (Yeomanry)
  All feats are Access: Any
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/MO07-Trade and Craft Guild.pdf