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Chapter 7: Occupation<br />

Chancellor<br />

A chancellor is the religious leader of the<br />

dominant local religion of a castle, citadel, or city.<br />

There is only 1 chancellor per castle. Most chancellors<br />

are high-level hierophants. To be a chancellor,<br />

a character must be at least a 1 st level hierophant in<br />

the religion of which they are a leader. However,<br />

the chancellor is not necessarily the highest level<br />

hierophant. Each chancellor associates with local<br />

nobility and royalty, and is subservient to the local<br />

royalty.<br />

A chancellor may be appointed by local royalty.<br />

However, replacing a chancellor who was popular<br />

or powerful can be difficult, even for a popular<br />

or powerful royal character. The chancellor often<br />

serves as a substitute for local royalty, such as when<br />

they are unavailable or sick. Daily wages are typically<br />

60 s.p.<br />

Ability Requirements: Intelligence 100.<br />

Gender: Either.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Etiquette + 5, Religion (Cultural) +<br />

5, and Religion (Specific) + 5.<br />

Equipment: None.<br />

Magic Points: Determined by god and<br />

priesthood.<br />

Advancement Points: For every competing<br />

religion that is driven away, converted, or which<br />

submits to the religion of the chancellor, the chancellor<br />

acquires 100 AP. For each year in which the<br />

chancellor maintains the dominance of their religion,<br />

the chancellor acquires 100 AP.<br />

Training: None.<br />

Guild: None.<br />

228<br />

Chandler<br />

This occupation specializes in making and<br />

selling candles and soaps. Daily wages are typically<br />

6 s.p.<br />

Ability Requirements: Intelligence 80.<br />

Gender: Male chandlers are uncommon.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Candlemaking + 5 and Haggling +<br />

3.<br />

Equipment: Wax and lye.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For every thousand<br />

candles or soaps made, the chandler acquires 1 AP.<br />

Training: None.<br />

Guild: Chandlers’ Guild. Each apprentice<br />

must serve 4 years. A masterpiece must be produced<br />

to become a journeyman.<br />

Once an apprentice for 4 years, they may<br />

make a skill check as they craft their masterpiece. If<br />

passed at TH 36, then they become a journeyman.<br />

If failed, then they may begin crafting another masterpiece<br />

and make another skill check in 1d10 days.<br />

The Aedile may overrule any masterpiece skill check,<br />

because those in the guild who review the apprentice<br />

may dislike them or choose to keep them as an<br />

apprentice for some corrupt reason.<br />

For a journeyman to become a master, they<br />

must be able financially to open their own shop,<br />

and receive the approval of the guild. To receive<br />

approval, they must pass a Persuasion skill check.<br />

The TH begins at 30 and is decreased by 1 for every<br />

period of 6 months in which the journeyman has<br />

worked locally with the guild. The Aedile may overrule<br />

this skill check or apply any modifier deemed<br />

appropriate.

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