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Yeomanry

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Regional Rules

Citizenship in the Yeomanry

How do I become a Citizen?
There are three primary ways - through three years' service in the Yeoman Militia, by achieving the rank of Priest in the Church of Seven Faiths, or by serving in the Yeoman Craft and Trade Guild. Look at each of these individual groups for more infornation about them.

I've served my time - now what?
You must prove your citizenship eligibility to a Triad member and receive a Citizen Certificate signed and dated by a Triad member. This must be done in person. We are sorry we can no longer give Citizenship certificates by mail; we have had too many problems in the past. We are a very approachable Triad and you should have no trouble grabbing one of us at a convention or gameday. We are spread out across the region and at least one of us tries to attend any convention we are invited to (comps and/or perks help!). We each also coordinate local gamedays. To prove your citizenship, you will need to show the Triad your proof of 3 years militia service (and proof of all 36 TU's paid over 3 years time) OR your proof of Priesthood in the Co7F OR your proof of ascension in the Trade and Craft Guild.

Exactly at what point am I eligible for citizenship through military service?
You become eligible for citizenship in December (or anytime thereafter) of the calendar year in which you pay your 3rd year TU's. For example, say I join the militia in May 2006 and pay my 12 TU's, then in 2007 I pay 12 more TU's, and in 2008 I pay 12 more TU's. It doesn't matter what month in 2008 I pay the 12 TU's, I will be eligible to receive a certificate in December 2008. Now lets say that I don't make it to a convention until 2009 - well, it doesn't matter, I'm still eligible as long as I bring my proof to show where I qualified in Dec. 2008.

What does citizenship get me?
It gives you two primary things: (1) the ability to vote on important matters of state on the super-secret yeomanry-citizens yahoogroup (to which you will get an invite once you become a citizen); and (2) the ability to purchase and own land when it comes up for sale.

How do I get land?
First, land is not free. It is offered by the Freeholder for some predetermined price (previous Land Grabs carried a price of 1,000gp, but this is subject to change at our whim). Land will be offered by the Freeholder on irregular occasions. In out of game terms, land will be offered ONLY AT CONVENTIONS WHERE A TRIAD IS PRESENT. Right now we are planning on offering land at one convention per year. This will usually be our signature convention Weekend in the Yeomanry. We're sorry about this, but the reason is twofold: (1) the Triad wants to keep strict controls over the distribution of land, as it is a very nice thing to have; and (2) we want to make it a fun event for convention goers.

What can I do with Land?
Once you purchase land, it is yours to keep and develop as you like. Depending on the quality of land you get (it ranges in quality from type 1 (best) to type 6 (worst) and the level at which you develop it, you will gain annual income from that land. It costs TUs and/or gold to develop and cultivate the land, but it can be a very profitable venture. We also have plans to develop rules for constructing things (inns, keeps, temples) on land as well this year, so stay tuned.

YEO-R1: Gran March / Yeomanry Militia Rule (Oct 15, 2001)

From His Steadfastness to the GranMarch (pdf, 49.5k)

From His Steadfastness to the Grand Duke (pdf, 49k)

The Yeomanry and Gran March have signed a treaty proclaiming that mutual military exercises will commence immediately. The game effect of this proclamation is that Gran March and Yeomanry players may count the other region's military scenarios against their military TU costs as if it were a home region adventure. Out of region scenarios still take 2 TUs. So, for example, a Marcher could come participate in a Yeoman scenario that counts for Yeoman militia time and have it count for their March military TUs (and vice versa). This would reflect such troops being tasked by their commander to take part in the operation at hand as a cooperative exercise.

Purchasing Divine and Arcane Spells in the Yeomanry (Nov 17, 2003)

Level 0 - 2 spells are common enough that they may be purchased for standard prices (cf. "NPC Spellcasting," DMG p.149). The final cost of a spell is the spell level times the caster level times 10gp, plus the cost of any components, 10% of the cost of any needed focus, and 5gp per XP lost by the caster. You can assume the caster level is the minimum needed to cast the spell.

These spells are not available during a scenario unless the scenario states the availability of a spellcaster that can cast the desired spell. This spellcasting may only be performed at the end of a scenario or during a special event such as an Interactive.

Spells above level 2 require expenditure of Influence Points with a relevant church or arcane organization - often the Church of Seven Faiths (for divine spells) or the College of High Magic (for arcane spells), but any Yeoman faith or magical organization will do. You can trade in Influence Points with other official Yeoman organizations like the Council of Grosspokesmen, the Freeknights, or the Dustdiggers on a 2 for 1 basis. This represents the PC calling in those favors to get those entities to try to get a spellcaster to help the PC. Other PCs may pool Influence Points on behalf of a comrade.

The PC desiring the spell to be cast must roll a Charisma check vs. the listed DC. Success indicates that the spell is available and that a spellcaster has been located that has the spell and is willing to cast it for the PC. Failure indicates that there was no spellcaster, or the spellcaster did not have access to the desired spell, or the spellcaster can not or will not cast the spell for the PC. This roll can only be made once per scenario or interactive event. If the roll is failed, there is no gp, IP, or TU cost to the PC but they cannot try to get that spell cast again until their next scenario or Interactive.

Level

DC

Cost

0 2 5gp
1 4 10gp
2 6 60gp
3 8 150gp + 1 IP
4 10 280gp + 2 IPs + 1 TUs
5 12 450gp + 3 IPs + 2 TUs
6 * 14 660gp + 4 IPs + 2 TUs
7 ** 16 910gp + 5 IPs + 2 TUs
8 ** 18 1,200gp + 6 IPs + 2 TUs
9 *** 20 1,530gp + 7 IPs + 2 TUs

* - Very rare. Only can be cast by a Regional Triad member.
** - Not generally available.
*** - Not available except in special circumstances.

These costs do not, of course, apply to spells cast by PC spellcasters.