TEXT: Gran March Citizens and Residents Version 6.0 
  The great masses 
   
  A Gran March Meta-Campaign Organization written by Will Dover, Dennis Waltman and the Gran March 
  Triad 
   
  Organization Alignment(s)   
   
  Any allowed PC alignments 
  PC Organization: 
  Yes 
   
  “Service grants citizenship.” 
  Gran March Military Flyer. 
   
  Gran March has two basic concepts with regard to its inhabitants, residency and citizenship. This 
  document legally defines each term for this region, discusses the benefits and responsibilities of each 
  term. As military service  
   
  Organization 
   
  Residency is defined as maintaining a physical residence in Gran March. There are five categories of 
  individuals who can be considered to be legal residents of Gran March: 
   
  • 
  Females. 
   
  • 
  Dim Forest Elves. 
   
  • 
  Males unfit for service by being outside of conscription age (either by being too young or too old) 
  or by being physically or mentally incapable of serving. 
   
  • 
  Immigrant males who have lived in the country less than one year since the last Mustering Day. 
  For males in this category, legal residency only lasts a maximum of one year from establishing a 
  permanent residence in Gran March. The male resident must then enlist at the next Mustering 
  Day or face charges of treason.  
   
  • 
  All citizens of Gran March who have completed their service commitment. All citizens who move 
  away from the country and return to establish residency may do so legally. 
   
  Citizenship, on the other hand, is earned through service to the country. This service is accomplished in 
  three ways: 
   
  • 
  Service in the Gran March military. All able-bodied males are required to enlist in the military at 
  Mustering Day. Females and Dim Forest elves may join freely to gain citizenship. Active-duty 
  soldiers are considered to be citizens unless they fail to complete their service commitment, as 
  are workers in the work battalions. See the Gran March Military document for more details on 
  military service. 
   
  • 
  Completion of a seven-year apprenticeship program with the Guilds. This option is only available 
  to females and males who are otherwise unfit for service, typically male immigrants too old for 
  enlistment in the army. See the Gran March Guilds document for more details. 
   
  • 
  Citizenship by Commandant Fiat. The Commandant, at his or her discretion, may grant 
  citizenship to anyone who has done an invaluable service to Gran March. Such service is also 
  defined by the Commandant, but has traditionally involved a life-threatening act or series of acts 
  
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  in defense of the nation above and beyond the call of duty.  
   
  Philosophy and Credo 
   
  By and large, the native-born of Gran March are a lawful and patriotic lot. Thus, those who seek to fit in 
  Gran March society need to be comfortable with these concepts and those who wish to be citizens need 
  to adopt them into their lifestyle. Chaotic persons may find it hard to keep a civil tongue in this legalistic 
  society. Evil persons, especially traitors, are dealt with swiftly and harshly, lest corruption take root. 
   
  Day-to-Day Activities 
   
  Gran March society is basically agrarian, except in the Lortmils and Lorridges where mining colonies are 
  more prevalent. Merchant activities are primarily controlled by the Guilds so both residents and citizens 
  have daily interactions with them. 
   
  Important Dates, Holidays & Ceremonies 
   
  Both residents and citizens have respect for the standard Greyhawk holidays as well as the religious 
  holidays of their faiths (see the various religion documents). Richfest, however, is probably the most 
  respected as this is Mustering Day. This is when the military assigns all new conscripts to their units and 
  when it releases those who have completed their tour of service. See the military document for more 
  details. 
   
  Headquarters / Major power centers 
   
  As is commonly known, the capital of Gran March is Hookhill in Barony Dragus. 
   
  History 
   
  For a history of Gran March, please consult the Living Greyhawk Gazetteer. 
   
  Allies 
   
  Both residents and citizens tend to respect the various institutions in Gran March. This respect is 
  reciprocated for various reasons.  
   
  Rivals 
   
  Given the nationalism present in Gran March, there does tend to be a bit of a rivalry with other countries, 
  especially with Keoland and Geoff. 
   
  Foes 
   
  The average Gran March resident or citizen shares the government’s hatred of the giants of Geoff and of 
  the Baklunish countries to the north. The more mystical threats are the subject of rumors around the 
  various taverns and nightmares.  
   
  Heraldry/ Symbol 
   
  The standard heraldry for Gran March can be found in the Living Greyhawk Gazetteer as well as various 
  regional ARs and documents. 
   
  Requirements  
   
  To become a resident, a PC must: 
   
  
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  • 
  Maintain a physical residence in Gran March (this is achieved by players stating that their PCs 
  have Gran March as their home region, although the Triad encourages players to state an actual 
  city or town in country. 
   
  • 
  Be either of these five categories: 
   
  o 
  Females. 
   
  o 
  Dim Forest Elves. 
   
  o 
  Males unfit for service as noted above. 
   
  o 
  Immigrant males who have lived in the country less than one year since the last 
  Mustering Day.  
   
  o 
  All citizens of Gran March who have completed their service commitment. 
   
  To become a citizen, a PC must meet one of these three criteria: 
   
  • 
  Service in the Gran March military as described above. Service in the work battalions counts in 
  this regard.  
   
  • 
  Completion of a seven-year apprenticeship program with the Guilds as described above. 
   
  • 
  Citizenship by Commandant Fiat.  
   
  Benefits 
   
  Those who are Gran March citizens in good standing have the following benefits: 
   
  • 
  +1 competence bonus on Diplomacy and Gather Information checks when dealing with the 
  Elector or other nobles overseeing your residence. A player must assign a city or town for their 
  PC as their residence in order to get this bonus. This assignment may only change at the first of 
  any game year as part of any regional changes or as part of a Triad-authorized regional change. 
   
  Property Ownership 
   
  Citizens may own or lease property based on the following rules: 
   
  • 
  Nobility are the only personal landowners. The Churches and various Orders own land as well, 
  but each one owns it as an authorized organization chartered by the Commandant with the 
  consent of the Electors. If a citizen who is a member of a Church wants to construct a religious 
  building in Gran March, that citizen must do so through the Church as noted in the Building 
  section below. 
   
  • 
  The unit of land rented, leased by a land grant, or owned is called a parcel. In rural areas, a 
  parcel is one acre. In urban areas, a parcel is ¼ acre. PCs will not be able to get parcels in the 
  Rushmoors or the Dim Forest because of treaty and military issues.  
   
  • 
  PCs who are landed nobility (Knights are not necessarily landed) get a tract of land for their 
  personal demesne and will have to spend TUs to manage it and gp to maintain it (a rough 
  estimate would be 2 TUs and 100 gp per parcel per year). 
   
  • 
  Citizens are allowed to apply to a noble for a perpetuity land grant for one of two purposes: either 
  as a private residence as a business generating income for themselves and for the noble (also 
  
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  known as the leaser). Citizens can also apply to a Church to establish a religious structure on 
  land. This grant is subject to the following conditions: 
   
  o 
  Residential and business grants are leases that lasts 99 years, can be renewed, and can 
  be passed on to one's descendent upon death so long as the descendent is a citizen 
  (thus encouraging families to send their sons for military service). Religious grants are 
  also leases as above, but the Church is the lessee, not the citizen. 
   
  o 
  The renewal is automatic unless the current holder of the grant commits a major crime, 
  the heir for the grant is not a citizen, the holder fails to make tribute, or the holder fails to 
  produce income (the last two are discretionary on the part of the leaser). The current 
  holder can also petition to be removed from the lease due to reactivation to military 
  service, damage to the property from acts of nature or assault, or terminal illness. 
   
  o 
  Most land grants require a yearly tribute to maintain the grant. If the land is used for a 
  residence, the tribute will be 150 gp / parcel to offset the loss of income from the 
  residence. If the land is used for a business, the tribute consists of a base fee of 100 gp / 
  parcel and 50% of what the land produces. Land used in a religious grant does not 
  require a tribute.  
   
  o 
  In order to generate income just from the exploitation of the land’s resources (farming, 
  ranching, hunting, etc.), the lessee must spend two TUs per parcel for every five gp of 
  income gained per parcel. So if the lessee wants to pay off the noble just off of the land, it 
  will require a minimum of 42 TUs for a single parcel (40 TUs to get up the 100 gp in fees 
  and two TUs for five gp of income to be split with the leaser). This income is considered 
  to the minimum that can be generated from the property. PCs that are more skilled in the 
  specific profession used on the property can instead use the Profession rules from the 
  LGCS per TU to generate income. 
   
  o 
  The lessee can do anything with the property so long as such activities are not illegal, do 
  not interfere with the generation of income from the property, and do not reflect poorly on 
  the leaser. An example of something that the leaser may not permit is the worship of 
  unacceptable or illegal faiths on the property.  
   
  o 
  A land grant for a residence or a business requires an expenditure of IP (military or 
  nobility) at the rate of two IP per parcel up to two parcels. If the applicant requests more 
  than two parcels, the IP costs goes up to four IPs per parcel above two. Permanent IP 
  used in this manner are permanently lost and cannot be recovered. Unfavorable 
  applications may be approved with additional IPs (a maximum of two IPs per parcel). 
   
  o 
  Citizens who want to  
   
  o 
  As noted above, the potential lessee must apply to the noble who currently holds the land 
  (via his proxies known as the Triad). The application must include a formal resume 
  including military service, the stated use of the land (residential, business, or religious), a 
  business plan as needed, and a signed agreement not to do anything illegal, unprofitable, 
  or inappropriate with the property.  
   
  o 
  Veterans have preference over non-veterans for grants.  
   
  o 
  Active-duty soldiers in the field are not given land grants until their release from service. 
  Active-duty soldiers in garrison can petition for a land grant, but with the realization that 
  the land grant may be revoked if the soldier-leaser fails to complete their mandatory 
  service. 
   
  
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  • 
  There are currently 110 urban parcels and 35 rural parcels available for lease or ownership in CY 
  596. The current areas where parcels are available are as follows: 
   
  o 
  Shiboleth (50 urban parcels under reconstruction after the CY 595 earthquake, 10 urban 
  parcels whose leases were revoked due to investigations by the Special Constables). 
   
  o 
  Orlane (25 rural parcels due to the departure of the Gyri refugees, 25 urban parcels 
  under reconstruction after Battle of Orlane).  
   
  o 
  Anders Falls (10 rural parcels and 10 urban parcels under reconstruction after outsider 
  damage in CY 594). 
   
  o 
  Hookhill (10 urban parcels whose leases were revoked due to investigations by the 
  Special Constables). 
   
  o 
  Lortenford (5 urban parcels whose leases were revoked due to investigations by the 
  Special Constables). 
   
  Residents may apply to local nobility to rent property for either a temporary residence or a business. Such 
  a lease is short-term, renewable at the noble’s discretion, and costs 150 gp per year per parcel of 
  property. In fact, a major source of income for Barons is the rent of property to residents. Residents can 
  generate income to offset this rent in the same manner as citizens. 
   
  Buildings 
   
  Citizens can erect structures on property. They must either own the property or lease the property. If the 
  property is leased as a business, the structure must be in accordance with the business plan submitted to 
  the leaser. There is one exception to this rule: PCs who want to build religious structures for a Church 
  must pay the same amount as a donation to the Church, who then petitions for an ownership grant from 
  the Commandant and the Electors. Residents cannot erect structures on rental property; they can only 
  use the existing structures on the property to generate income or to live as noted in the Property 
  Ownership section above. 
   
  Citizens who wish to build a private residence can build one of three structures: a Cottage, a Simple 
  House, or a Grand House.  
   
  Cottage 
  Cost: 300 gp and 1 TU 
  Annual Upkeep: 1 TU 
  Prerequisites: N/A 
  Description: This small one-room residence contains a small bedroom. The furnishings are rough, 
  including a straw bed on a low frame, a single chest of drawers, and a mirror hanging on one 
  wall. The bedclothes are made of rough cotton and the blanket is a patchwork quilt made of a 
  material slight softer than burlap. The room also has a rough bench sitting in front of a small 
  table. 
  Benefits: None 
  Special: This residence cannot be upgraded. It must be sold in order to move to a Simple House 
  or a Grand House. A cottage can also be attached as a part of a business structure (see below). 
   
  Simple House 
  Cost: 1,000 gp and 1 TU 
  Annual Upkeep: 1 TU plus 1 TU for each +1 circumstance bonus of the maximum provided by the 
  residential components 
  Prerequisites: N/A 
  Description: The small home measures a total of 1,600 square feet. Containing only the most 
  basic of amenities, the residence is a simple one-to-three room house with a thatched roof. 
  
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  Benefits: Receive free Adventure Lifestyle (Standard) for any adventure that takes play in your 
  town and half Adventure Lifestyle (Standard) for any adventure that starts out in Gran March. 
   
  Grand House 
  Cost: 5,000 gp and 1 TU 
  Annual Upkeep: 2 TU plus 1 TU for each +1 circumstance bonus of the maximum provided by the 
  residential components 
  Prerequisites: Small Town (see Special below), Simple House 
  Description: This large residence measures a total of 2,800 square feet. Obviously the residence 
  of someone well-to-do, but not overly wealthy, the Grand House is a four-to-ten room residence 
  made of sturdy wood. 
  Benefits: Receive free Adventure Lifestyle (Rich) for any adventure that takes play in your town, 
  half Adventure Lifestyle (Rich) for any adventure that starts out in Gran March, and +1 to all 
  Charisma-based skill checks when dealing with Gran March nobility or affluent society. 
  Special: For CY 596, Grand Houses can only be built on urban parcels in Shiboleth and Hookhill. 
  Also, Grand Houses take up two parcels. 
   
  RESIDENTIAL COMPONENTS 
   
  Befitting their status as the homes of heroes, Residences have many more options available for 
  customization than other structures. The home of a wizard might include a library of arcane lore while the 
  home of a paladin or priest could include a chapel to their patron god. The home of an artisan could 
  include a personal workshop, while the home of a master bard could include a personal auditorium for 
  private performances. These components allow the home to be customized and reflect the personality of 
  the hero who dwells within. Residential components are part of the cost of your residence at the time it is 
  constructed. Their costs are ‘built-in’ to the base cost of your residence and do not cost anything extra 
  unless otherwise detailed in the description of the component. Some components provide special benefits 
  to the owner/leaser of the residence. The total value of all components in a Residential structure, 
  however, cannot exceed that structure’s base price. 
   
  In order to take full advantage of the benefits of a component, additional staff is sometimes required. This 
  staff increases the annual upkeep of the residence, but characters with the Leadership feat can use their 
  followers in this role without paying the additional cost. 
   
  All residences have a few requirements with regards to what components may be included: 
   
  • 
  All residences must include a Bedroom component. 
  • 
  Components may only be included once, with the exception of Common Area, Basic and 
  Servants Quarters. 
   
  Alchemical Laboratory, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 700 gp 
  Description: All sorts of vials, flasks, beakers, burners, crucible scales, measuring devices, and other 
  alchemical equipment fill this space. The room also includes a pair of basins and a ready supply of 
  water in a barrel or two lining the wall. Along one wall stands a fireplace that not only heats the room 
  but also provides the fire necessary for so many kinds of alchemical recipes. The floor is rough wood 
  or stone, often stained with chemicals. Shelves stocked with chemicals and alchemical reagents line 
  the walls. 
   
  Alchemical Laboratory, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Staff: One alchemist (Exp1; Craft (Alchemy) +7), +360 gp annually. 
  Description: With this laboratory, the alchemist has every tool he might ever need at his ready 
  disposal. This includes all the things described above, plus an even broader selection of common 
  
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  ingredients and a larger number of tools. The walls of this place are covered with blackboards upon 
  which all sorts of arcane or obscure notes can be scrawled. The floor is made of rough tile, all the 
  easier to clean chemical spills off while not being too slick to cause slips in such situations. The room 
  includes four basins, each of which has a barrel of water suspended over it, complete with a tap to 
  permit easy access at all times. An emergency barrel mounted on a hinged platform can be tilted to 
  pour water over a person in case of emergency.  
  Benefit: A single alchemist using this laboratory and having its resources all to himself receives a +4 
  circumstance bonus on Craft (Alchemy) skill checks (including the assistance of the journeyman 
  alchemist noted below). 
   
  Auditorium, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Staff: One artistic staff (Exp1; Perform [any one] +7, Listen +5), +144 gp annually 
  Description: While any great hall can be used for performances, an auditorium is a space designed 
  with acoustics and artistic appreciation in mind. Up to 30 people can fit in here for a performance. 
  Benefit: Perform skill checks in this space receive a +2 circumstance bonus. 
   
  Bath, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 400 gp 
  Description: This standard, sparsely furnished room contains simple wooden or metal tub and a 
  chamber pot or along with some rough wooden benches for seating. 
   
  Bath, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Description: A step up from the basic bathroom, this bathroom comes complete with a large tub, a 
  chamber pot under a chair, and a means of disposing of the contents of chamber pot easily. This can 
  take the form of a chute to an underground disposal area, an open window over a gutter, or whatever 
  you like. A fireplace allows you to heat water for baths. A cabinet holds plenty of towels, and a 
  dressing screen separates part of the room for privacy. Padded, upholstered benches allow 
  comfortable seating. One corner holds a mirror and array of brushes and other grooming devices. 
   
  Bedroom, Simple 
  Prerequisites: Simple House 
  Cost: 300 gp 
  Description: This area contains a small bedroom. The furnishings are rough, including a straw bed on 
  a low frame, a single chest of drawers, and a mirror hanging on one wall. The bedclothes are made of 
  rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was 
  available. The room also has a rough bench sitting in front of a small table. This component includes 
  a privy, though it need not be attached or adjacent to the bedroom component. 
   
  Bedroom Suite, Basic 
  Prerequisites: Grand House 
  Cost: 800 gp 
  Description: This master bedroom includes a walk-in privy. The furnishings are rough, but they straw 
  bed on a low frame, two chests of drawer mirror hanging on one wall. The bedclothes are of rough 
  cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was able. A 
  couple of rough benches form a sitting next to a small table. 
   
  Bedrooms, Basic 
  Prerequisites: Grand House 
  Cost: 700 gp 
  Description: This area contains two smaller bedrooms, possibly with a connecting door. The 
  furnishings in each room are rough, including a straw bed on a low frame, a single chest of drawers, 
  
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  and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, 
  and the blanket is often a patchwork quilt made of whatever was available. Each room also has a 
  rough bench sitting in front of a small table. This component includes a privy, though it need not be 
  attached or adjacent to the bedroom component itself. 
   
  Chapel, Basic 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Required Staff: One acolyte (Clr1; Knowledge (religion) +7, Concentration +5);+360 gp annually 
  Description: This space is dedicated to the worship of the higher power of your choice. It includes a 
  simple altar, some rough pews for the worshipers, and an icon to the power in question. There’s also 
  a closet for keeping religious supplies and garb. While you don’t necessarily need a cleric around so 
  that you can visit the place pray in it, official services can only be run by a person ordained by the 
  higher power your character has chosen. Up to 40 people can fit in here for a service. 
  Benefit: After conducting a religious service in this Chapel, a divine spellcaster of the higher power to 
  whom the chapel is dedicated receives a +4 circumstance bonus on Concentration checks (including 
  assistance from the apprentice spellcaster). 
  Special: The owner/leaser must be a member or clergy of a Major Church or an Accepted Faith. 
   
  Common Area, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp each 
  Description: This plain room features bare floors with a few niches and walls with uninspiring artwork 
  or tapestries. It might serve as a waiting room, a general meeting area, or an all-purpose room. 
   
  Common Area, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Description: This room features polished stone or wood floors with comfortable benches. The walls 
  bear impressive murals and sound-dampening curtains. It might serve as a groom, a general meeting 
  area, or an all-purpose room. 
   
  Library, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: Plain wooden shelves of books fill this room. One or two small tables allow people to 
  read the books, and a single lectern allows you to read a book while standing. 
   
  Library, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: One librarian (Exp1; Profession (librarian) +7, Profession (any one) +5); +144 gp 
  annually 
  Description: Fine polished shelves extend from this chamber’s tile or wooden floor to the ceiling 
  above. Several ladders allow access to upper shelves. Several small tables scattered throughout the 
  place allow researchers space to work. This library can hold up to three different lots of books on 
  specific subjects. For example, it could contain books on religion, general knowledge, and the planes. 
  Benefit: Using this library and having its resources all to himself, a single individual receives a +4 
  circumstance bonus on Knowledge checks (including assistance from the librarian) covered by 
  material in the library. 
   
  Magical Laboratory, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: This simple wood-or-stone –floored laboratory contains a small mystical library, a writing 
  desk, and a lab table for various magical experiments. The crude furnishings are made of rough 
  
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  wood. A basin sits in one corner, next to an open barrel of water. A fireplace squats against another 
  wall, ready to provide heat as well as any fire that may be necessary. 
  Special: The owner/leaser must be a member or clergy of a Major Church or an Accepted Faith or a 
  Registrant of Syrloch. 
   
  Magical Laboratory, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: One apprentice spellcaster (Clr1, Drd1, Sor1, or Wiz1; Spellcraft +5); +360 gp 
  annually 
  Description: Similar but superior to the basic magic laboratory, this room has every tool the aspiring 
  meddler in magic might need at his ready disposal. The walls of this place are covered with 
  blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor 
  allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which 
  has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency 
  barrel mounted on a hinged platform can be tilted to pour water over a person in case of an 
  emergency.  
  Benefit: A single spellcaster using this laboratory and having exclusive use of all its resources 
  receives a +4 circumstance bonus on Spellcraft checks (including assistance from the apprentice 
  spellcaster). 
  Special: The owner/leaser must be either clergy of a Major Church or a Graduate of Syrloch. 
   
  Servants’ Quarters 
  Prerequisites: Grand House 
  Cost: 400 gp each 
  Description: These are basic, no-nonsense living quarters. Six slots exist in each such component, 
  separated by thin walls that give the occupants some small semblance of privacy. Each slot has 
  enough room for a bed, a chest of drawers with a small mirror atop it, a small table, and chair. The 
  furnishing and flooring are all rough but serviceable. Personal decorations hang from the walls. This 
  component includes a privy, though it need not be attached or adjacent to the servants’ quarters. 
   
  Shrine, Small 
  Prerequisites: Simple House or Grand House 
  Cost: 300 gp for a Major Church, 500 gp for an Accepted Faith. 
  Required Staff: N/A 
  Description: Small shrines are built with a roof structure with no walls usually adjacent and often 
  connected to the House. They have seating areas for a dozen worshippers, along with an altar space.  
  Trees, hedges, or other plants are usually used when privacy is desired. 
  Special: Must be dedicated to a Major Church or an Accepted Faith.  
   
  Smithy, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Required Staff: One smith (Exp1; Craft (armorsmithing, blacksmithing, or weaponsmithing) +7), +144 
  gp annually 
  Description: Similar to the basic smithy, this area features a polished stone floor and marble -encased 
  forge of the highest quality. Working in this smithy gives a character a +2 circumstance bonus on 
  Craft (armorsmithing, blacksmithing, and weaponsmithing) checks. 
   
  Stables, Basic 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Required Staff: One groom (Com1; Profession (stablehand) +5, Handle Animal +5); +48 gp annually 
  Description: This rough, wooden structure features stalls for up to six Large mounts, a wooden water 
  trough, and hay covering the unfinished floor. Tack and saddles hang over the dividing walls between 
  stalls. Because of the smell, you’ll want to place the stable far from the main part of the stronghold. 
  
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  Special: Stables cannot be built on urban parcels. 
   
  Stables, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: Two grooms (Com1; Profession (stablehand)+5, Handle Animal +5);+96 gp annually 
  Description: This stable has hay on the floor, but the ground is either wood or stone. The stables are 
  lined with fresh hay, and each horse has access to its own water supply. The troughs are all made of 
  stone, and there’s even a small fireplace in here to keep things warm in the winter. This place can 
  hold up to six Large steeds at a time, each in their own stall. If you need a greater capacity, you can 
  purchase this component multiple times. 
  Special: Stables cannot be built on urban parcels. 
   
  Storage, Basic 
  Prerequisites: Simple House 
  Cost: 200 gp 
  Description: This empty room has rough walls and an unfinished (possibly dirt) floor. Due to the need 
  for aisles and sensible stacking, a typical storage component offers about 2,000 cubic feet of usable 
  storage space. 
   
  Storage, Fancy 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Description: This room includes shelves of every variety and a finished floor. The superior 
  organization allows more efficient use of space than a basic storage component, so it has about 
  3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this 
  component multiple times. 
  You can turn this into a vault with the addition of safe guards such as watchmen, strong walls, traps, 
  locks, and magic. 
   
  Study/Office, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 200 gp 
  Description: This space, also called a solar, comes with a desk, some shelves for books, a chair, and 
  closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and 
  furnishings are rough, but sturdy. 
   
  Study/Office, Fancy 
  Prerequisites: Grand House 
  Cost: 2,500 gp 
  Description: Much like the basic office/study, this room comes with furnishings of a higher quality. The 
  floor is usually polished wood or smooth stone. The polished wood or stone -floored room includes a 
  few upholstered chairs for visitors. 
   
  Training Area 
  Prerequisites: Grand House 
  Cost: 1,500 gp 
  Description: This open area allows guards and soldiers to train in the art of war. It has a rack of 
  wooden weapons and padded armor, archery targets, and practice dummies. Alternatively, it can be 
  configured to allow rogues to practice their skills of theft and breaking and entering. Blades hang from 
  the ceiling or on ropes and pulleys, allowing rogues to practice balancing in unusual positions. 
  Dozens of locks of various quality levels are forged into the wall. Walls of various difficulties allow 
  climbing practice as well. 
   
   
   
  
  Gran March Citizens and Residents 6.0 
   
  11 
  Trophy Hall, Basic 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Description: This glorified storage space allows you to display trophies won in your expeditions and 
  adventures. Most trophies hang from the walls, while others line tables scattered throughout the 
  room. 
   
  Workplace, Basic 
  Prerequisites: Simple House or Grand House  
  Cost: 500 gp 
  Description: This area contains tools and equipment dedicated to a single purpose, usually the 
  application of a specific Craft or Profession skill. For example, you might build a carpenter’s 
  workshop, a painter’s studio, or a brewer’s distillery. 
   
  Workplace, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Description: This area resembles the basic workplace, but it has masterwork tools and equipment. 
  When using the area for the appropriate purpose, it grants a +2 circumstance bonus on the 
  appropriate skill check. 
   
  Citizens who want to run a business with their leased parcels can either set up a Basic Business building 
  or set up a Classroom or School to teach students for pay: 
   
  Business, Basic 
  Cost: 1,000 gp 
  Annual Upkeep: 1 TU per parcel. 
  Prerequisites: 2 skill ranks in selected Craft or Profession skill per unit constructed. 
  Required Staff: One shopkeeper; +144 gp annually 
  Description: This small establishment provides a basic service to the community by selling services, 
  wares, or other items deemed of use. You may increase the size of your business by building 
  additional units of this structure. This requires more skill ranks in the appropriate Craft or Profession 
  skill. Additionally, some businesses require a minimum structure size. 
   
  Table 1: Business and Skill provides a suggested list of businesses and corresponding skills. This list 
  is by no means exhaustive, but is meant to aid in choosing the appropriate skill for a business. 
   
  Table 1: Business and Skill Requirements 
  Business 
  Craft or Profession skill Ranks Required 
  Accountant 
  Profession (Bookkeeper) 1 
  Armorer 
  Craft (Armorsmithing) 1 
  Bakery 
  Profession (cook) 1 
  Blacksmithy 
  Craft (Blacksmith) 1 
  Brewer 
  Profession (Brewer) 1 
  Clothier 
  Craft (Weaving) 1 
  Healer 
  Profession (Apothecary) 1 
  Inn 
  Profession (Innkeeper) 4 
  Jeweler 
  Craft (Gemcutting) 1 
  Library/Bookstore 
  Profession (Scribe) 1 
  Potion 
  Craft (Alchemy) 1 
  Tavern 
  Profession (Innkeeper) 2 
   
  Special: There are other factors affecting the establishment of a business structure: 
  1. If the business activity is controlled by a Guild, the owner/leaser must either be a member of 
  that guild or pay an additional 500 gp annually to hire a Guildsman and to pay for additional 
  
  Gran March Citizens and Residents 6.0 
   
  12 
  inspections. If the owning citizen is a “Proven” Guildsman, this is sufficient for meeting that 
  requirement. 
  2. The citizen must have one parcel for every two ranks required for the structure (round up). 
  3. A character may construct businesses in towns other than the one in which he has built a 
  residence. Businesses built outside of the character’s town of residence cost twice the base 
  price (2,000 gp). 
  4. The Basic Business is also what residents get when they rent a parcel. As residents are only 
  allowed one parcel for a business, residents cannot own inns. 
   
  Classroom 
  Cost: 500 gp 
  Annual Upkeep: 1 TU. 
  Prerequisites: Hamlet 
  Required Staff: 3 residents with 2+ ranks in the selected skill 
  Annual Training Cost: 100 gp and 1 TU 
  Description: Situated in an uninspiring yard, this building is has a single classroom for the instruction 
  for basic principals of a skill. There are benches and tables. A small workshop contains absolute 
  basic tools required for the teaching of this topic. There is a basic library containing standard books 
  about the subject. The structure accommodates up to 20 people.  
  Benefits: +1 circumstance bonus to skill checks with the skill taught by the classroom. 
  Special: Only one skill may be selected for the classroom. Table 2: Utility Structures and Skill 
  provides a list of classrooms and appropriate skills. This list is by no means exhaustive, but is meant 
  to provide examples from which you can create your own Utility structures. 
   
  Table 2: Utility Structures and Skills 
  Classroom 
   Suggested Skills 
  Gymnastic 
  Tumble 
  Hospital 
  Heal 
  Performing Arts 
  Profession (acting) or Profession (singing) 
  Religious Seminary 
  Knowledge (religion) 
  Locksmithing and Home Security 
  Craft (trapmaking), Disable Device, or Open Locks  
  School or College 
  Craft (one), Knowledge (one), or Profession (one) 
  Vocational School 
  Craft (one) 
  Demolitions 
  Use Magic Device or Disable Device 
  Athletics 
  Climb, Jump, or Swim 
  Animal Training 
  Handle Animal 
  Archeology 
  Decipher Script, Knowledge (architecture and 
  engineering), or Knowledge (history) 
   
  School 
  Cost: 3,000 gp 
  Annual Upkeep: 2 TUs. 
  Prerequisites: Village 
  Required Staff:  5 residents with 4+ ranks in a selected skill 
  Annual Training Cost: 200 gp and 2 TUs 
  Description: Situated in an uninspiring yard, this building has two classrooms for the instruction of the 
  basic principals of a skill. There are benches, tables, inkwells, paper and a slate board. A well-
  stocked workshop contains tools required for the teaching of this topic. There is a basic library 
  containing standard books about the subject. There is also a bath house and two areas for storage, 
  and a stable is outside. The structure accommodates up to 40 people. 
  Benefits: +2 competence bonus to skill checks with the skill taught by the school. 
  Special: See Classroom. A town may not have multiple schools teaching the same skill. 
   
  
  Gran March Citizens and Residents 6.0 
   
  13 
  Finally, citizens can contribute to the construction of religious facilities. Once a citizen has built a temple 
  for the faith, that citizen can either serve as the required staff if qualified for 20 TUs annually above the 
  Upkeep costs or donate funds to pay for the required staff. 
   
  Minor Temple 
  Cost: 3,000 gp 
  Annual Upkeep: 2 TUs. 
  Required Staff: 5th level cleric/druid (8 ranks Knowledge (religion) or Knowledge (nature)) 
  Description: This building is dedicated to the worship of the chosen power. This large chapel features 
  a polished stone altar, handsomely finished pews and stained glass windows. Fine candelabras rest 
  in separate prayer alcoves, and an elegant room with a wardrobe and large desk allows the presiding 
  cleric to prepare for services in comfort. A supply closet holds extra prayer texts, altar cloths, candles, 
  and other religious paraphernalia. There’s also a small dressing room for the cleric to prepare for 
  services in, and in here there’s a wardrobe for keeping religious garb and supplies. The structure 
  accommodates up to 240 people can fit in here for service. 
  Special: The minor temple must be dedicated to a Major Church. Minor temples can also have the 
  following structures at an additional cost in both construction and upkeep: 
   
  Table 3: Additional Temple Facilities 
   
  Additional Facilities 
  Additional Costs 
  Hospital 
  1000 GP & 2 TU 
  Brewery 
  1000 GP 
  Bakery 
  1000 GP 
  Orphanage 
  1000 GP & 2 TU 
  Monastery 
  1000 GP 
  Senior Home 
  500 GP & 1 TU 
  Museum 
  500 GP 
  Barracks 
  500 GP 
  Inn 
  1500 GP 
   
  Chapel 
  Cost: 1000 gp for a Major Church. 
  Annual Upkeep: 1 TU. 
  Required Staff: 1st level cleric/druid 
  Description: This building is dedicated to the worship of the chosen power. It includes a simple altar, 
  some rough pews for the worshipers, and an icon of the power in question. There’s also a closet for 
  keeping religious supplies and garb. Chapels only require clergy presence during the holy days.  
  Other days during the year visiting clergy may hold services within the walls.  Since people are often 
  not always in attendance at the chapel at all times, the buildings are constructed to require less 
  maintenance and be less prone to weathering. The structure accommodates up to 40 people for a 
  service. 
  Special: Chapels must be dedicated to a Major Church. . Additional facilities can be added as with 
  Minor Temples, but any such additions require an additional parcel and 1 more TU of annual upkeep.  
   
  Shrine 
  Cost: 500 gp for a Major Church, 750 gp for an Accepted Faith. 
  Annual Upkeep: 1 TU. 
  Required Staff: N/A 
  Description: Shrines are built away from normal human habitation centers.  They are built with no 
  permanent structures, but will have seating areas for a few worshippers, an altar space, and usually a 
  roof structure with no walls.  Larger shrines are located where more worshippers are likely in one 
  place, and often include a lean-to or prepared camp areas with fire-pits, cut wood, and perhaps a 
  garden of cut stones commemorating events or people who acted relative to the shrine. 
  The structure accommodates only 20 people for a service. 
  
  Gran March Citizens and Residents 6.0 
   
  14 
  Special: Must be dedicated to a Major Church or an Accepted Faith.  
   
  Costs 
   
  Residency has certain responsibilities: 
   
  • 
  Residents are expected to follow all laws and edicts of Gran March. The basic nature of these 
  laws will be found in the Gran March Legal document. 
   
  • 
  Residents are expected to render any assistance to any Gran March noble, military officer, or 
  government official up to (but not including) military service. Those residents who are part of 
  groups considered to be reserve units of the Gran March military must render assistance up to 
  and including military service. Residents are not discouraged from volunteering for military 
  service. 
   
  In addition to the responsibilities of residency, citizens have the following responsibilities: 
   
  • 
  Citizens are subject to reactivation to active-duty, even if older than conscription age, as 
  necessary for the security of the nation. This reactivation is typically a short-term duty, mainly to 
  assist the military, but can extend to a full tour of duty if there is a national emergency. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/Gran_March_Citizens_and_Residents_6.0.pdf