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Chapter 7: Occupation<br />

Slave-Trader<br />

This occupation specializes in bartering humanoids.<br />

A slave-trader may acquire slaves through<br />

a network of other slave-traders abroad, or by many<br />

means. Slave-traders with less morality may associate<br />

with ruffians and kidnap others to sell as slaves.<br />

Finally, the most extreme slave-traders may retain<br />

attractive females and potent males for mating, so<br />

that offspring may be raised and sold as slaves. Most<br />

slave-traders have sex with their slaves as desired.<br />

Beginning slave-traders must obtain their slaves<br />

somehow, either by purchasing or stealing them.<br />

When a slave-trader is ready to sell a slave,<br />

the slave is cleaned and their appearance is maximized.<br />

For example, slaves may wear oil, so that<br />

they seem to be in better Physical Fitness or have<br />

more Strength. Some slave-traders insist their slaves<br />

eat healthy food and exercise often.<br />

Some slave-traders specialize in preparing<br />

slaves to be gladiators and sell them to the coliseum.<br />

The coliseum may pay a higher price for a slave that<br />

may entertain the spectators.<br />

Slaves are often branded with a hot iron or<br />

marked in an original way, so that characters in authority<br />

will recognize them as the property of the<br />

slave-trader.<br />

Daily wages are typically 8 s.p. for ethical<br />

slave-traders, though higher for slave-traders who<br />

steal their slaves.<br />

Ability Requirements: Intelligence 75.<br />

Gender: Female slave-traders are rare.<br />

Race: Any but dwarf, elf, or ogre.<br />

Disposition: Rarely ethical or moral.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Slaves.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each healthy<br />

male slave who is traded, a slave-trader acquires 2<br />

AP. For each healthy female slave who is traded, a<br />

slave-trader acquires 3 AP. For each unhealthy slave<br />

who is traded, a slave-trader acquires 1 AP.<br />

Training: None.<br />

Guild: None.<br />

Soapmaker<br />

This occupation specializes in making and<br />

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

Ability Requirements: Intelligence 75.<br />

Gender: Female soapmakers are uncommon.<br />

Race: Any but ogre.<br />

Disposition: Any.<br />

Temperament: Any.<br />

Sociality: Serf.<br />

Religion: Any.<br />

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

Equipment: Lye.<br />

Magic Points: Inapplicable.<br />

Advancement Points: For each 100 pounds<br />

of soap made, a soapmaker acquires 1 AP.<br />

Training: None.<br />

Guild: Soapmakers’ 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 />

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