TEXT:  
  GP
  Starting GP
  -                        GP
  GP Spent
  GP
  Subtotal 
  + 
  0 GP
  GP Gained 
   
   
  GP
  FINAL GP TOTAL 
   
  CURRENT  XP TOTAL
   
  XP
  TU
  Starting TU
  2 or 3
  TU Cost
  - 
  TU 
  Added TU Costs
  TU REMAINING
   
  Meta Play Record#
  596 CY 
  O r g a n i z a t i o n
   
   
  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:  
  � Bardic Lore ability 
  � Knowledge [history], 4 ranks 
  � Knowledge [geography] , 4 ranks 
  � 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, The Lyre, or the
  Veil of the Sun) or one favor with a member of this organization.
  � Divine casters of Boccob, Lirr, or Lydia are more easily
  accepted. A character that casts divine spells granted by
  one of these deities (i.e. a cleric, paladin, or
  contemplative), is considered to have a favor with the
  Halls for the purpose of joining only.  
  � A character can also ‘buy’ him self 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). 
  � 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 1 TU. 
   
  Recurring 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. It is not possible to pay for more than one year
  in this way. Alternately, a member can expend one influence
  points with the Queens Halls, The Lyre, or the Veil of the Sun,
  or one favor with one of its members, to pay for one year of
  membership.  
  � A member must spend 2 TUs a year on academic research,
  library work, and teaching to the benefit of the halls.  
   
  Benefits 
  � The member has a well-liked status with the Halls and the
  associated priesthoods (Boccob, Lydia, and Lirr). Favors with the
  halls can be used to reduce the costs of spells from these
  priesthoods, as described in the document ‘Divine Spellcasting
  in Sunndi’.  
  � The member gains access to the library. Use of the library
  requires some time (at least one hour), but the character gains a
  +2 circumstance bonus to their Bardic Knowledge 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. 
  � The Halls provide various courses for their members. A member
  who spends 1 TU to follow a course gains access to the following 
  feat: Dragon #315:: Greyhawk Method 
  � During each Sunndi regional scenario, or each meta-
  regional scenario starting or ending in Sunndi, a member
  may study the peculiarities of one spell or magic potion at
  the Halls. This spell or potion should be noted down on the
  AR. From that time on, the member has a +2 circumstance
  bonus on Spellcraft checks to recognize that spell or potion. 
  � Access to the library allows a member to scribe any of the
  following spells in his spell book, following the rules from
  the LGCS, after any scenario set in Sunndi:  
  � PHB: analyze dweomer, arcane eye, arcane lock, arcane
  sight, break enchantment, clairaudience/clairvoyance,
  darkvision, dream, erase, identify, legend lore, locate
  creature, locate object, prying eyes, Rary’s telepathic bond,
  remove curse, tongues, true seeing, unseen servant 
  � Spell Compendium: aiming at the target, anticipate
  teleportation (normal and greater), augment familiar,
  balancing lorecall, darkvision (mass), chain of eyes, discern
  shapechanger, dispelling screen (normal and greater),
  duelward,
  enhance familiar, familiar pocket, fortify
  familiar, instant search, low-light vision, master’s touch,
  probe thoughts, reciprocal gyre, refusal, servant horde,
  subvert planar essence,  telepathic bond (lesser), unbinding 
  � Races of Destiny: discern bloodline, friendly face, locate
  city, proud arrogance, scholar’s touch, unseen servant (mass) 
  � The Halls provide means for members to learn the way of
  the following limited prestige class:  
  � Complete Arcane: 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 cannot 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.
  The halls take the place of the order this class is
  normally required to join.  
   
   
   
   
  This Record Certifies that 
  _______________________________________________________
  Played by 
  _______________________________________________________
  Player 
  RPGA # 
  Has joined 
  The Queen’s Halls 
  A Sunndi Meta Organization 
  Org Notes:
  � First Joined 
  AR # ___ 
  � Left 
  AR # ___ 
  � Deserted  
  AR # ___ 
  _________________________________________
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  Home Region________________________ 
  Residency___________________________ 
  Event: ____________________________________ Date: _________ 
  DM:________________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  ______________________________
  Residency 
   
   
  This AR does not count 
  when determining  
  Access: Adventure. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Sunndi/Queens Halls AR.pdf