Der folgende Text stammt aus Realm Guide #19 - The Al-Wazir Sultanate.
Er ist ohne Abstriche ebenso in Rassilon gültig. Der Dinar Al-Shirkuhs entspricht dem Sceald in Rassilon.
Das der Kalender in Al-Shirkuh nur 7 Tage pro Woche rechnet hat auf das Gehalt keine Auswirkungen.
Es geht hier um das professionelle Herstellen von Gegenständen, nicht um das Reparieren derselben.
Die Regeln sind absichtlich äußerst flexibel geschrieben. Natürlich gibt es Qualitätsunterschiede, abhängig vom gewählten Material und der Meisterschaft des Handwerkers. Darauf muss man aber nicht achten, außer vielleicht in der Beschreibung beim Verkauf.
Steigerungen schlagen sich generell in höherer Qualität und einen dementsprechenden Preis nieder. Preise können sich von +10% bis zu einem Mehrfachen des Originalpreises bewegen. Sofern es der GM zulässt, wären +1 Schaden, +1 Parade oder +1 Robustheit ebenfalls möglich. Nur eine, nicht jede Steigerung zählt!
Working for a Living
Land of Fire is a game about heroes, not merchants and shopkeepers. That said, characters who have invested points in a Knowledge (Craft) skill should be able to use it. Two options are given below. Note that neither is likely to make the average character rich, and it will certainly cramp his adventuring.
Employment
Sometimes the characters might need to rest up for a few weeks or months. Maybe a comrade is attending university or waiting for an audience with an emir. Characters with a Craft skill can find employment with a successful Streetwise roll made each week. The craftsman doesn’t have to make the roll himself—any hero can try to find him work.
No die roll is required when working for someone else. Instead, the character is paid 5 dinars a week times his Knowledge (Craft) die type.
This assumes an 8 hour working day, seven days a week. Workers in Al-Shirkuh get four days off a month (the days of the new moon) and local holidays appropriate to their creed/cult.
A character with Knowledge (Craft: Jewelry) d6, for example, would earn 30 dinars a week, or 1.560 dinars a year, before paying any taxes.
Self-Employment
A character may craft items he can sell himself.
Whether or not he can work his art away from a settlement depends on the nature of his craft, and is left to the GM to determine. For instance, a potter can construct a rudimentary kiln from mud or sand, but making a complete forge to work iron to any degree of skill while in the desert is unlikely.
At the end of each working week (as explained above), he makes an appropriate Knowledge (Craft) roll. Success gives him 25 dinars worth of common trade goods, and a raise 50 dinars worth.
This isn’t much, and it certainly won’t let the hero retire in luxury, but there are several limiting factors to what a single person can produce in a single week with rudimentary facilities.
The craftsman has to source and purchase raw materials (which are taxable). He likely lacks a full set of tools—few heroes are likely to be transporting a forge and anvil around on their camel, for instance—and space to work, forcing him to build or hire them. Without staff to complete basic and/or time-consuming tasks, his work takes time—pots have to be formed, fired, painted, and glazed; creating silver jewelry requires patience and precision; and daggers need to be forged, sharpened, and polished.
Trade Goods
Many cultures of Rassilon have no need for coins. Heroes looking to sell war booty or buy equipment will need to accept or offer trade goods if they hope to strike any kind of deal.
The GM should not demand the heroes keep a detailed list of their exact trade goods. A hero who spends 100 dinars on trade goods need only record “trade goods: 100 dinars” on his character sheet, leaving the exact nature of the goods flexible. He may then spend the trade goods as if it were coin in the wilderness. For convenience, every 5 dinars of trade goods weighs 2 pounds.
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