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Yeomanry

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Yeomanry Trade and Craft Guild

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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 Craft and Profession 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 economy (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 craftsmen in the Yeomanry pay dues and scutage to government representatives of the Office of Crafts and Professions.

The terms "craft" and "profession" are loosely-defined. In game terms, a craft or profession skill is assumed to be any skill from which a resident has the ability to generate enough income to make a living. The Player's Handbook lists a number of examples of the Craft skill, including armorsmithing, basketweaving, bookbinding, bowmaking, blacksmithing, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, pottery, sculpture, shipmaking, stonemasonry, trapmaking, weaponsmithing, or weaving. Note: magic item creation feats may NOT be used to achieve guild status.

Similarly, various Profession skills can also be used among the Yeoman Trade and Craft Guilds. According to the Player's Handbook, such skills include apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herdsman, innkeeper, lumberjack, miller, miner, porter, rancher, sailor, scribe, siege engineer, stablehand, tanner, teamster, and woodcutter. In order to be considered a part of the Yeoman Craft and Profession guild, the applicable skill ranks must be in one of the above named crafts or professions.

The ability to demonstrate skill in one of these fields is not enough, however, to justify membership in the Craft and Profession Guild. Minimal 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.

There are three "levels" or "ranks" of Guild Membership. The first, and most basic, is Apprentice. Beyond Apprentice are the ranks of Journeyman, Master, and Grandmaster. Those workers who achieve "Master" status gain Yeoman Citizenship.

Prerequisites

  • In order to be considered for Guild membership, the PC must have been created with the Yeomanry as its home region and must still be as such. PCs who change regions to the Yeomanry must remain so for one year before being able to join.

  • In order to be considered for entry into the Yeoman Craft and Profession Guild as an Apprentice, a PC must have a minimum of four (4) ranks in one of the Craft or Profession skills listed above, or a reasonable substitute.

  • To achieve the rank of Journeyman, a PC must have spent a minimum of one year as an Apprentice AND have at least seven (7) ranks in that skill.

  • To achieve the level of Master (and thus to become a Yeoman Citizen via the Craft Guild route), a PC must have spent two years as a Journeyman (meaning three years in the Guild), have at least ten (10) ranks in a Craft or Profession skill, AND must do a service for the Yeomanry. This can come in two ways, depending on a PC's specialty: First, 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 100gp (weaponsmiths and armorers must pay more, as per the requirements of making items in each of those Crafts). The PC should follow the rules presented in the Player's Handbook, page 66, and mark off 1 TU per week, or portion of a week, spent making that item. A PC also must spend his own gold in the creation of this item. Second, a PC specializing in a Profession skill owes 144gp worth of "service" in order to gain Citizenship. He makes Profession checks, as specified on page 72 of the Player's Handbook, until 144gp is earned, and he donates this to the government while subtracting the TUs required to accumulate such an amount. If PCs so desire, they may 'Take 10' on any of these checks.

  • Finally, a Grandmaster must have a minimum of thirteen (13) ranks in one of the above-listed Craft or Profession skills, with no further time requirement.

Requirements

  • Guild members must pay dues to their guilds on an annual basis. These dues come in the form of both gp and TUs. Guild members of Master or Grandmaster rank must also pay scutage fees for the privilege of holding Yeoman citizenship - these scutage fees go towards the cost of arming and training the Yeoman Militia and Army. Apprentices must pay a total of 25gp and 12 TUs per year. Journeymen must pay 50gp and 8 TUs per year. Masters pay 125gp per year with no TU cost, and Grandmasters pay 200gp per year with no TU cost.

Benefits

  • As stated above, those PCs who successfully achieve the rank of Master immediately gain Yeoman Citizenship and all of the benefits that come with it.

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