TEXT: Gran March Guilds (including Bardic Guild) Version 6.0 
  Building Gran March’s future 
   
  A Gran March Meta-Campaign Organization written by by Nick Perch, Mike Walguarnary, Clint Fishback, 
  Joe Jungers, Aaron Anderson, Arlene Medder, Dennis Waltman 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. 
   
  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 thus the government 
  emphasized the military 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. Receiving excellent training from the army, these industrious people have the 
  will and the means to make this work. Thankfully, the rulers of Gran March have been wise 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 Commandant allowed the formation of 
  the Weaver’s Guild in CY 555. 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 CY 569, 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 CY 595 and the year 
  in parenthesis is the year of its first charter.  
   
  Chartered Guilds of Gran March 
   
  • 
  Weaver’s Guild (CY 555):  Still the largest and most powerful. Primary Guild Skills: Craft 
  (basketweaving), Craft (weaving). 
   
  • 
  Fellowship of Ironmongers (CY 556): Originally several smaller guilds that merged CY 582. Major 
  supplier to the military. Primary Guild Skills: any two of Craft (armorsmithing), Craft (blacksmithing), 
  Craft (weaponsmithing). 
   
  • 
  Bowyer’s Guild (CY 571):  Includes Fletchers. Primary Guild Skills: Craft (bowmaking), Craft 
  (weaponsmithing).  
   
  • 
  Herdmaster’s Guild (CY 560): Horses and cattle are very important to Gran March. The cavalry is 
  mounted on domestic warhorses. Primary Guild Skills: Handle Animal, Ride. 
   
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  2 
   
  • 
  Carter’s Guild (CY 556): Improved roads and trade are making this group a fast rising star. Primary 
  Guild Skills: Handle Animal, Profession (teamster). 
   
  • 
  Leather Workers Fellowship (CY 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 (CY 555) as noted below. 
   
  • 
  Fellowship of Brewmasters (CY 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 (CY 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 (CY 556): Gems are an important resource in Gran March. Primary Guild Skills: 
  Knowledge (dungeoneering), Profession (miner). 
   
  • 
  Merchant’s Guild (CY 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 (CY 591):  This large group finally banded together to protect crop prices. Primary 
  Guild Skills: Appraise, Profession (farmer). 
   
  • 
  Tailor’s Guild (CY 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 (CY 560). Primary Guild Skills: Craft (stonemasonry), Knowledge (architecture 
  and engineering). 
   
  • 
  Woodcutter’s Guild (CY 556). Primary Guild Skills: Knowledge (nature), Profession (lumberjack). 
   
  • 
  Locksmith’s Guild (CY 562). Primary Guild Skills: any two of Craft (trapmaking), Disable Device, 
  Open Locks. 
   
  • 
  Glassmaker’s Fellowship (CY 570). Primary Guild Skills: Appraise, Craft (glassblowing). 
   
  • 
  Potter’s Guild (CY 575). Primary Guild Skills: Appraise, Craft (pottery). 
   
  • 
  Carpenter’s Guild (CY 556). Primary Guild Skills: Craft (carpentry), Profession (woodcarver). 
   
  • 
  Gravedigger’s Union (CY 590). Primary Guild Skills: Craft (carpentry) for making wooden crosses and 
  coffins, Profession (digger). 
   
  • 
  Butcher’s Guild (CY 581). Primary Guild Skills: Handle Animal, Profession (butcher). 
   
  • 
  Baker’s Guild (CY 589): A late bloomer with much promise. Primary Guild Skills: Profession (cook), 
  Profession (baker). 
   
  • 
  Herald’s Guild (CY 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 
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  3 
   
  Skills: Craft (painting), Knowledge (nobility and royalty). 
   
  • 
  Sage’s Fellowship (CY 571): More of a meeting of minds than a political group. Primary Guild Skills: 
  Any two Knowledge skills. 
   
  • 
  Fellowship of Alchemists, Herbalists and Astrologers (CY 569): One of the more colorful groups. 
  Primary Guild Skills: any two of Craft (alchemy), Profession (astrologer), Profession (herbalist). 
   
  • 
  Scrivner’s Guild (CY 573): Handles all publishing in Gran March. Primary Guild Skills: any two of Craft 
  (bookbinding), Craft (calligraphy), Profession (scribe). 
   
  Organization 
   
  Membership in the Chartered Guilds 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 earned his release 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 Bardic Guild has an additional level of organization.  The Guild has six orders, each with its own 
  particular area of study.  Each order of study has different Primary Guild Skills.  Each of these orders acts 
  almost as a separate guild, with their own chapter houses and headquarters. 
   
  • 
  Society of Skalds.  These are keepers of the oral traditions of the Flan.  Primary Guild Skills: 
  Any one Perform, Knowledge (history) 
   
  • 
  Brotherhood of Battle. These battle bards support troops in the military and the militias as well 
  as supporting freelance adventurers.  Primary Guild Skills: Any one Perform, Profession (soldier). 
   
  • 
  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.  Primary Guild 
  Skills: Any one Perform, Knowledge (geography). 
   
  • 
  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.  Primary Guild Skills: Any one Perform, 
  Knowledge (arcane) 
   
  • 
  Liturgical Association.  The Association fills the gap between organized religion and the general 
  populace with regards to the dead.  Members have the respect and friendship 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.  .  Primary Guild Skills: Any one 
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  4 
   
  Perform, Knowledge (religion) 
   
  • 
  Performer’s Troupe.  This is by far the largest of the orders.  Membership is composed of all 
  types of entertainers, from jugglers to actors.  Primary Guild Skills: Any two Perform skills. 
   
  Of course, there were rules established from the start to ensure that the guilds see to the country’s best 
  interests. 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. The guilds then submit these prices to the government one month before the 
  winter festival and go into effect the day after the festival ends. This regulating procedure ensures 
  that guild members do not overcharge the citizens of Gran March 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, the military gives all guilds 
  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 guild trains their child as part of 
  their seven-year obligation. The  guild pays this Legacy fee 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. Agreements the government has with the guilds cover all training while in the army, 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. Members handle the actual membership dues for 
  each individual guild separately. During this period, no adventuring or other non-guild related activity 
  occurs. 
   
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  5 
   
  • 
  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 
  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’. 
   
  • 
  The guild highly recognizes the length of membership and contributions of time and money of each 
  member. 
   
  • 
  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 parties negotiate trade agreements and contracts. Visiting dignitaries often favor these 
  locations because the guilds go out of their way to ensure the guests are entertained and relaxed. 
   
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  6 
   
  Philosophy and Credo 
  For most of the Chartered Guilds, their philosophy is to produce the best product or service and to pass 
  along their knowledge to those worthy of it. 
   
  For the bards, this service means “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 guild operates independently from the others, within the bardic guild each order acts independently 
  as well.   
   
  Important Dates, Holidays and Ceremonies 
   
  The Guilds 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/guild are of particular 
  celebration.  Each order/guild has its own ceremony and dates. 
   
  Headquarters / Major power centers 
   
  For the Bardic Guild, each order has chapter houses and a headquarters where they coordinate their 
  activities: 
   
  • 
  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] 
   
  Bardic History 
   
  Bards have been present in the Sheldomar Valley longer than the written histories. Even when every 
  hand 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. 
   
  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. 
   
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  7 
   
  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. 
   
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  8 
   
  Journeyman 
   
  Requirements  
   
  The basic requirements of being a Journeyman are as follows: 
   
  • 
  Be a citizen, active military member, or legal resident of Gran March. 
   
  • 
  Have at least three ranks in each of the two Primary Guild Skills 
   
  • 
  Pay a one-time cost of 50 GP upon becoming a Journeyman. 
   
  • 
  Spend 2 TUs each year on Guild Business.  Members of the Brotherhood of Battle, Fellowship of 
  Ironmongers, and Herdsmen Guild may spend Military TUs for this requirement. 
   
  The Bardic Guild has a few additional requirements in their many of their Orders: 
   
  To become a Society of Skalds Journeyman, a person must: 
  • 
  Possess the ability to rage. 
  • 
  Speak Flan. 
   
  To become a Brotherhood of Battle Journeyman, a person must: 
  • 
  Be an active-member of the military or a veteran. 
   
  To become a Collegium of Thaumaturgy Journeyman, a person must: 
  • 
  Possess ability to cast arcane spells. 
   
  To become a League of Travelers Journeyman, a person must: 
  • 
  Possess at least four ranks in one of the following skills:  Gather Information, Diplomacy, or 
  Knowledge (local - Sheldomar Valley Metaregion). 
   
  To become a Liturgical Association Journeyman, a person must: 
  • 
  Possess at least four ranks in one of the following skills:  Diplomacy, Heal, or Spellcraft. 
   
  Benefits 
   
  Journeymen in good standing receive the following benefits: 
   
  • 
  +2 circumstance bonus to Bluff and Sense Motive checks with craftsmen, professionals, 
  merchants, military officers and governmental officials in Gran March.  
   
  • 
  +2 circumstance bonus to Forgery to spot forged documents. 
   
  • 
  +2 circumstance bonus to Spot to oppose Sleight of Hand and Disguise checks, 
   
  • 
  +2 circumstance bonus in their Primary Guild skills.  This represents the specialized training they 
  get with their Guild skills.  If a character joins a Guild that allows a choice of skills from a selection 
  list then those skills must be selected and written on the MR as the character joins the guild. 
   
  • 
  +2 circumstance bonus to Bardic Knowledge checks for Bardic Guild members only, restricted as 
  follows: 
   
  o 
  Society of Skalds.  Restricted to Flan history, legends, and myths. 
  o 
  Brotherhood of Battle. Restricted to military history and legends. 
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  9 
   
  o 
  League of Travelers.  Restricted to history, legends, and myths of all other nations in the 
  Sheldomar Valley area (Bissel, County of Ulek, Duchy of Ulek, Grand Duchy of Geoff, 
  Kingdom of Keoland, Principality of Ulek, Sterich, the Yeomanry League). 
  o 
  Collegium of Thaumaturgy.  Restricted to arcane history, legends, and myths. 
  o 
  Liturgical Association.  Restricted to religious history, legends, and myths as well as 
  those dealing with death and undeath. 
  o 
  Performer’s Troupe.  Restricted to Gran March history, legends, and myths.  
   
  • 
  Journeymen make enough money to have free Standard lifestyle in Gran March. 
     
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  10 
   
  Guildsman 
   
  Requirements  
   
  The basic requirements of being a Guildsman are: 
   
  • 
  Be a citizen, active military, or legal resident of Gran March. 
   
  • 
  Have at least six ranks in each of the two Primary Guild Skills 
    
  • 
  Pay a one time cost of 200 GP 
   
  • 
  Spend 5 TUs each year on Guild Business.   
   
  • 
  Must have served as a Journeyman for at least twelve months (real time) 
   
  Benefits 
   
  Guildsmen in good standing receive the following benefits: 
   
  • 
  Non-Bardic Guildsmen have access (Frequency: Regional) to any of the following mundane 
  items:  insect netting (A&EG), fog-cutter lantern (A&EG), money belt (A&EG), smuggler’s boots 
  (A&EG), clearbreath (A&EG), verminbane (A&EG), gravebane (A&EG), false book (A&EG), 
  earthsilk jersey (RS), and winter fullcloth (FB).  
   
  • 
  Bardic Guildsmen have access (Frequency: Regional) to the following items: masterwork drum 
  (CV), masterwork fiddle (CV), masterwork flute (CV), masterwork harp (CV), masterwork horn 
  (CV), masterwork lute (CV), masterwork lyre (CV), masterwork mandolin (CV), masterwork pan 
  pipes (CV). Tthis access also includes the training in the special techniques that affect bardic 
  music as described in Complete Adventurer. 
   
  • 
  +3 circumstance bonus to Bluff and Sense Motive checks with craftsmen, professionals, 
  merchants, military officers and governmental officials in Gran March.  
   
  • 
  +3 circumstance bonus to Forgery to spot forged documents. 
   
  • 
  +3 circumstance bonus to Diplomacy with the nobility of Gran March. 
   
  • 
  +3 circumstance bonus to Spot to oppose Sleight of Hand and Disguise checks in Gran March, 
   
  • 
  +3 circumstance bonus in their Primary Guild skills.  This represents the specialized training they 
  get with their Guild skills.  If a character joins a Guild that allows a choice of skills from a selection 
  list then those skills must be selected and written on the MR as the character joins the guild. 
   
  • 
  +3 circumstance bonus to Bardic Knowledge checks for Bardic Guild members only, restricted as 
  follows: 
   
  o 
  Society of Skalds.  Restricted to Flan history, legends, and myths. 
  o 
  Brotherhood of Battle. Restricted to military history and legends. 
  o 
  League of Travelers.  Restricted to history, legends, and myths of neighboring lands. 
  o 
  Collegium of Thaumaturgy.  Restricted to arcane history, legends, and myths. 
  o 
  Liturgical Association.  Restricted to religious history, legends, and myths as well as 
  those dealing with death and undeath. 
  o 
  Performer’s Troupe.  Restricted to Gran March history, legends, and myths.  
  
  Chartered Guilds (including Bardic Guild) 6.0 
   
  11 
   
   
  • 
  Guildsmen make enough money to have free Rich lifestyle in Gran March. 
   
  • 
  Guildsmen of the Bardic Guild meet the special requirement for Seeker of the Song. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Gran_March_Bardic_Guild_and_Other_Guilds_6.0.pdf