TEXT: Living Greyhawk Meta-Orgs Campaign Guidelines 
  Version 3.0 
   
  These are the official Living Greyhawk Meta-Organization guidelines that the campaign 
  will now follow.  There are a few changes, namely removing the burdensome 
  calculations that were introduced with the last set of guidelines.  Going forward, the 
  emphasis will be on Role-Playing and creating more regional flavor within regional 
  adventures. 
   
  The key to this reorganization is to maintain a balanced and consistent standard in Meta-
  Organizations from region to region while getting rid of the “Magic Mart” idea that some 
  organizations had in the past.  The main emphasis is creating a sense of regional flavor by 
  including the Meta-Organizations in adventures and putting Meta-Organization rewards 
  on the Adventure Records instead of just signing a piece of paper and being allowed to 
  purchase numerous items. 
   
  This will not fill up the AR any more than usual, as some regions already do this 
  procedure.  A one or two sentence favor on the AR can satisfy this requirement.  A 
  simple example would be like this:  “Favor of the Gnarley Rangers: For saving the day 
  the Gnarley rangers grant the PC access to any of the following items marked with a * 
  below. The PC must be a member of the Gnarley Rangers before playing this adventure.” 
   
  Then there is a list of items with an asterisk next to them in the items section. Members 
  of the specified Meta-Organization get access to these asterisked items, while non-
  members do not.  Of course, the rewards can be unique and more detailed, but this is the 
  general idea.  PCs would have to be members of the Meta-Organizations before playing 
  the adventure to have access to any Meta-Organization related rewards (An exception can 
  be made on the AR however if need be).  However, it will be imperative to list Meta-
  Organizations offering rewards in a particular adventure at the end of the adventure blurb 
  so that players know which PC to play.  Also this can be linked that the Rangers allow 
  the PC to learn a new feat, spell, or give access to a prestige class that otherwise they 
  wouldn’t be able to have access to.  This doesn’t mean there has to be rewards for those 
  in there but its best to let them know beforehand.  The reason for this is to allow players 
  to know which character best suits the adventure.   
   
  All of this would apply to any Regional, Meta-Regional, Interactive, Mini-Missions, and 
  Introductory adventures. 
   
  This also allows for unique handouts and tasks in adventures that players in a certain 
  Meta-Organization have to accomplish, and by doing so, get a special reward on the AR.  
  (PCs will still have to pay for any item(s) of course) 
   
  Before going into what rewards the new Meta-Organizations can give out, here are a few 
  general guidelines: 
  � Each region is allowed as many Meta-Organizations as they want however there are a 
  few key questions that need to be asked.  Is this Meta-Organization necessary? What 
  
  function does it fill in the setting? Is it just a construct to dish out game mechanics or 
  a real regional flavor enhancing entity? If you answered no to the above - why are 
  you creating this Meta-Organization?  If having too many Meta-Organizations is a 
  burden of time and the organization only has 1 or 3 players in it, is it worth having? 
  Some Meta-Organization will have select few members due to their exclusivity of 
  course. 
  � Players may continue to buy items in their current Meta-Organization until the date 
  set forth by us for the new Meta-Organization guidelines to become active. 
  � Players who have already spent their full TU/GP cost for joining a Meta-Organization 
  for the year may get a refund of HALF the TUs spent on the Meta-Organizations this 
  year only.  They also will get HALF the GP cost they were charged.  This must be 
  done on the first AR after the changeover date. 
  � Meta-Organizations are restricted and not allowed to grant access to  
  magic items or spells from books such as Libris Mortis, Frostburn, Sandstorm, 
  Stormwrack, Races of the Wild, Races of Eberron, Races of Stone, Races of the 
  Dragon, Draconomicon, Heroes of Battle, Heroes of Horror, Weapons of Destiny, 
  Heroes of Battle, Dungeon Masters Guide II, Lords of Madness, Miniatures 
  Handbook, Arms and Equipment Guide, any Forgotten Realms book, and Eberron 
  book. 
  � It is expected that the more rewards the Triads choose to give out via a Meta-
  Organization, the greater the TU cost of that Meta-Organization should be. 
  � Some regions have come up with Town ‘Projects’ that allow players from the region 
  to form their own town and receive benefits.  (They cannot give out anything that is 
  not listed below however) 
  � A Meta-Organization must charge a minimum amount of TUs but can be mix and 
  matched with charging players a gold piece cost.  For example a Meta-Organization 
  charges 6 TUs and 1,000 gold pieces. It is up to the regions to decide how to allocate 
  this. 
  � Meta-Organizations may also use as a requirement that you belong in another 
  organization or the lower ‘tier’ for a certain number of time before you can join the 
  higher levels.  This would include requiring players to have been a resident of the 
  region for x amount of time.  Also it is strongly encouraged that all Meta-
  Organizations require that the character be from the region that the Meta-
  Organization is in.  
  � In addition to regional meta-organizations, each meta-region may have up to four 
  metaregional meta-organizations, such as the Gnarley Rangers. 
   
  The guidelines for Meta-Organizations are below: (TU cost associated with rewards are 
  noted below) 
   
  � Minimum Time Unit Cost (TU): 2 TU per year.  Meta-Organizations can charge as 
  many TUs as they wish.  Going up in a level of the organization assumes more time 
  needs to be spent with the organization and thus cost more TUs. 
  � Gold Piece Cost: If a Meta-Organization wishes to charge players a gold piece cost 
  then they may.  There is no limit to how much they may charge.  If a region decides 
  
  to charge a gold piece cost then the minimum gold piece cost is 100 gp.  Triads may 
  wish to charge a Tithe if they so choose as well. 
  � Circumstance Modifiers:  1 TU for each +1 skill modifier.  Meta-Organizations can 
  have multiple skills (For example, +1 to Knowledge (arcana), Knowledge (religion), 
  and Knowledge (history) and it will not add to the TU cost. The maximum bonus is 
  +4.  Meta-organizations can offer penalties as well if they wish but these do not cost 
  more TUs - neither do penalties reduce the TU cost for a Meta-Organization. 
  � Houses, Land, Guildhouses, or Temples: Triads can give these rewards out if they 
  so choose.  PCs may not sell back or trade their land or house(s) to make a profit.  
  � Lifestyle Cost: Meta-Organizations can still give out Free Lifestyle cost if they so 
  choose.   
  � Titles:  For example, “Bishop, Sir, Lord, etc.”   
  � Favors and/or Influence Points: Meta-Organizations may give out regional favors 
  and/or Influence Points that could be used in future adventures or to apply at a higher 
  Meta-Organization. 
  � Special Requirements: Meta-Organizations may offer roleplaying requirements 
  and/or game mechanics to join.  An example is having a mercenary organization 
  require their fighters to have a base attack bonus of +4 and defeat in combat one of 
  their leaders.   
  � Spells: Meta-Organizations that specialize in the arcane arts can have a ‘library’ of 
  Open (per latest LGCS) spells that wizards can choose from and write into their 
  spellbooks.   
  � Mundane Items:  Meta-Organizations may offer mundane items from the Complete 
  books as well as a list selected from the Races series, the Environmental series, the 
  Arms and Equipment Guide, Libris Mortis, and any other books that come out (listed 
  in a separate document that will be updated).  Items purchased from these sources 
  follow the guidelines for items from the Player’s Handbook, as detailed in Items 
  Found During the Adventure section of Chapter 4 of the LGCS (available as 
  masterwork, may be purchased as or upgraded to +1, and may be crafted of 
  darkwood, alchemical silver, or cold iron). A generic rule of thumb would be for 
  every 10 mundane items the organization gives access to that would be 1 TU.  The 
  more items the more TUs the Meta-Organization should cost.  Meta-Organizations 
  can also give out Player’s Handbook items up to 100 gp for joining.  They can also 
  pay players a maximum of 100 gp for joining as well or where they are allotted this 
  amount to purchase items from the Player’s Handbook. 
  � Discount on Items:  This has a maximum of 20% off of mundane items from the 
  Player’s Handbook and all the Complete series of books.  5% is 1 TU, 10% is 2 TUs, 
  15% is 3 TUs, and 20% is 4 TUs. 
  � Unique Opportunities:  Triads can give a chance for players to get into certain 
  organizations that they normally would not be allowed to or give them a chance to 
  qualify for a prestige class that needs special requirements.  This would include 
  having to belong to certain organizations or getting quicker access to qualify for a 
  prestige class instead of searching for an adventure that has it.  An example would be 
  the special requirement of the Elemental Savant where a Meta-Organization has 
  peaceful elementals working around the lab and the character comes in contact with 
  one of them. 
  
  � Prestige Classes: Each region is allowed to use 12 NONC Prestige Classes (per the 
  LGCS) in their Meta-Organizations.   
  � Feats: Each region is allowed to use 12 NONC Feats (per the LGCS) in their Meta-
  Organizations. 
  � Alternate Class Features: Each region is allowed to use the following alternate class 
  features (Complete Champion, Complete Mage, Dungeonscape, and Player’s 
  Handbook II) adrenaline boost, aligned strike, antiquarian, arcane hunter, arcane 
  stunt, armor of god, armored mage, bardic knack, berserker strength, champion of the 
  wild, charging smite, counterattack, curse breaker, dark companion, death’s ruin, 
  decisive strike, deity’s favor, disruptive attack, distracting attack, divine companion, 
  divine counterspell, divine magician, divine restoration, divine spirit, dungeon 
  crasher, dungeon specialist, eclectic learning, elemental companion, elusive attack, 
  friend’s evasion, focused specialist, healing hymn, holy stalker, holy strike, holy 
  warrior, hymn of fortification, lore song, mimicking song, penetrating strike, pool of 
  healing, prayerful meditation, quick fingers, resolute, root walker, spell shield, shield 
  of blades, spiritual connection, spiritual guide, soulwarp strike, spell reflection, spell 
  sense, spellbreaker song, spontaneous divination, spontaneous domain casting, 
  stalwart sorcerer, standing jump, totem manifestation, trap expert, trapkiller, 
  underdark knight, wall walker, wizard of sun and moon, and view the spirit world. 
  � Racial Substitution Levels: Each region is allowed to use the following racial 
  substitution levels (Races of Stone, Races of the Wild, Races of Destiny, and Races of 
  the Dragon) dwarf cleric, dwarf fighter, dwarf sorcerer, gnome bard, gnome 
  illusionist, gnome ranger, half-elf bard, half-elf fighter, half-elf ranger, half-orc 
  barbarian, half-orc druid, half-orc paladin, elf paladin (Only the first 2 levels of this 
  substitution may be allowed), elf ranger, elf wizard, halfling druid, halfling monk, 
  and halfling rogue. 
  � Mounts/Cohorts/Familiars: Regions are allowed to give access to certain special 
  mounts/familiars in their Meta-Organizations but are NOT allowed to give access to 
  any type of cohorts.  If giving out access to mounts please notify your Circle member 
  of the kind before releasing the organization.  You may give blanket access to a 
  certain type of mount/familiar for joining a Meta-Organization but there should be 
  added cost (extra Time Units and GP) to cover the training required to train the 
  creature. 
   
  Access to items comes via the ARs and access to the NONC feats, spells, and prestige 
  classes are also through the ARs.  Meta-Regional adventures that take place in various 
  regions can give access out to their specific Meta-Organizations if they so choose.  This 
  is the main point of the whole reorganizing – to bring back some vital regional flavor and 
  show other players what makes up your region.  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/Metaorgs/MetaOrg Guidelines V3.pdf