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Chapter 7: Occupation<br />

Reeve<br />

The reeve is a peasant official who is subordinate<br />

to the bailiff. The reeve is selected annually<br />

from the populace. His main duty is to see that the<br />

villagers who owe labor service rise promptly and<br />

report for work. A reeve makes sure no herdsman<br />

slips away to a fair, market, wrestling match, or tavern<br />

without obtaining leave and finding a substitute.<br />

On some manors, the reeve collects the rent. With<br />

no formal schooling, the reeve keeps track of all<br />

these facts and figures by means of marks on a tally<br />

stick. For his labors, physical and mental, the reeve<br />

receives no money stipend, but nevertheless quite<br />

substantial compensation. He is always exempted<br />

from his normal village obligations. The reeve has<br />

an assistant, known variously as the beadle, hayward,<br />

or messor, who serves partly as the reeve’s deputy,<br />

partly in an independent role. Daily wages are 0 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Male only.<br />

Race: Human.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Peasant.<br />

Religion: Any.<br />

Skills: Haggling + 3.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each day that no<br />

villager is absent from work, a reeve acquires 5 AP.<br />

Training: None.<br />

Guild: None.<br />

Ropemaker<br />

This occupation specializes in making and<br />

selling rope. Some ropemakers are called<br />

cordwainers, since they specialize in cords, such as<br />

laces for shoes. Others are called threadmakers.<br />

Threadmakers spin flax to make linen, then may have<br />

a dyer dye it, then sell it to either drapers or weavers.<br />

Daily wages are typically 9 s.p.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female ropemakers are rare.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

Skills: Haggling + 3 and Ropemaking + 5.<br />

Equipment: None.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each 100 feet of<br />

rope made, a ropemaker acquires 1 AP.<br />

Training: None.<br />

Guild: Ropemakers’ 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.<br />

288

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