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Dicemaker<br />

Also called ‘daserii’, dicemakers are characters<br />

who make dice for a living. Playing dice is the<br />

most popular gaming pastime. Dice are carved from<br />

bone. Daily wages are typically 6 s.p.<br />

Ability Requirements: Hand-Eye Coordination<br />

100 and Intelligence 75.<br />

Gender: Either.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Carving + 5.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each new die<br />

crafted, a dicemaker acquires 1 AP.<br />

Training: None.<br />

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

must serve 9 years, and masters are limited to<br />

having no more than 2 apprentices at once. A masterpiece<br />

must be produced to become a journeyman.<br />

Once an apprentice for 9 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.<br />

Members are forbidden from importing dice<br />

from other dicemakers. The only way that larger<br />

cities can support a dicemakers’ guild is to emphasize<br />

exporting dice. Any dicemaker who makes<br />

loaded, marked, or clipped dice must pay a fine of<br />

100 s.p. No trademark is allowed on dice. This<br />

guild mandates that the following numbers must be<br />

on opposite sides of the cube: 1 and 6, 2 and 5, and<br />

3 and 4. Also, this guild mandates that no master<br />

may make dice from the bones of a horse, since it is<br />

considered unlucky.<br />

Chapter 7: Occupation<br />

239

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