TEXT: TRADES OF THE OLD WORLD
  This unofficial supplement has five parts. Listed below is an index of what may be found 
  within this document.
  Part 1 – The Tradesman’s Life
  Introduction
  The Grease That Oils The Wheel
  The Tradesman’s Place In Society
  Sidebar: The Service Industry
  Adventuring Tradesmen
  Part 2 – The Tradesman 
  The Tradesman’s Career Scheme 
  Introducing Crafting Units
  Learning a Trade
  Multiple Trades?
  Sidebar: Makers Marks
  Talents
  Part 3 – The Artisan
  Sidebar: New Advanced Career – Master Artisan 
  Employment
  Places Of Business
  Protecting Your Business
  Taking An Apprentice
  Guilds
  Tariffs & Taxes
  Part 4 – Manufacturing Items
  Tools Of The Trade
  Manufacturing Items
  Manufacturing Master Tables
  Trade Chains 
  Crafting Unit
   
   s Revisited
   
   
  Part 5 – Trade Listings
  Key To Trade Listings
  Alphabetical Listing Of Trades by Type
  Appendix 1: Glossary Of Terms
  Appendix 2: Trade In Practice; Examples Of Manufacturing Items
  Page 1 of 28
  
  TRADES OF THE OLD WORLD
  PART 1 – The Tradesman’s Life
  Introduction
  Todd Brunner packed the last of his threadbare breeches into the leather pack that 
  perched atop his rumpled bed, all the while striving manfully to keep his elation inside  
  his body. His small, wiry frame positively thrummed with suppressed tension. Master  
  Mathias  had  chosen  him!  Of  the  five  adolescent  boys  who  had  helped  the  old 
  Coppersmith over the baking summer months, the thick-fingered smith had asked to take 
  Todd on as his apprentice.
  It was something that Todd’s father had barely thought possible; that a son of the lowly  
  Brunner family could aspire to a trade! His father had seemed to notice him for the first 
  time that Todd could remember, pride shining in his eyes. It had made Todd want to  
  burst.
  Smiling  softly,  he finally  finished  packing.  He bade a silent  farewell  to  his  scant  
  belongings; the roughly hewn wooden bear that sat beside his straw pillow, a silent  
  friend to the youngster during his younger days, the purple stone that he had found by  
  the banks of the river and the twisted stick that his sister had given him before the very  
  same river had taken her away.
  He wouldn’t need them any more. Master Mathias had been very specific about it. Just 
  bring any clothes that were serviceable.  
  Todd  dallied  quietly  for  a  moment,  memories  stirring  within  him,  turning  him  
  melancholy, before he girded himself and walked purposely from the house.
  He was strong, he walked away from his home and his remaining family without a 
  backward glance as his mother and father had requested of him.
  He nearly didn’t cry.
  Within this unofficial supplement for Warhammer Fantasy Role Play, you will find all 
  the information that you will need to know in order to play a Tradesman character. 
  From the genesis of the Tradesman’s career, like Todd’s above, to the lofty heights of the 
  Master Artisan, who supplies the high and mighty with things of beauty with which to 
  furnish their demesne, you will find guidelines for the aspiring Tradesman.
  A new concept, the Crafting Unit, will be introduced, that has a bearing on most of the 
  guidelines contained within this document, from how long it takes to learn a Trade, to 
  how costly raw materials are, to the length of time required to fashion items and even 
  how much capital is needed to set up a business.
  There will be details  on the benefits of Trade Guild membership and costs that a 
  Tradesman may incur.
  There will be a ‘one size fits all’ manufacturing table, that along with the innovative 
  Crafting Unit mechanism should allow a player or Games Master (hereafter referred to as 
  Page 2 of 28
  
  TRADES OF THE OLD WORLD
  GM) to manufacture any item, know exactly how long it takes and how much it costs the 
  Tradesman to do so.
  Along with ‘Trade Chains’, that show the typical journey raw materials have to travel on 
  before a Tradesman gets his grubby hands on them and the GM has the tools at his 
  fingertips to create a living, breathing world of trade.
  Finally, there is a comprehensive list of trades that are practiced in the Old World, along 
  with associated trading terms and skills that Tradesmen may pick up whilst carrying out 
  their trade.
  The Grease That Oils The Wheel
  Without the development of the myriad trades carried out in the Old World, the trappings 
  of civilised society would not exist. It’s that simple. 
  Without the Stonemason, there would be no roads, nor manor houses. Without the 
  Carpenter, there would be no furniture or ships. Without the metal smiths, there would be 
  no steel weapons, no fancy decorative items and indeed, in some cases, no tools to carry 
  out a trade in the first place. 
  The Tradesman and his crafts are what keep the wheels of the Old World turning. 
  Without the Tradesman, civilised society would be brought to its knees.
  Yet often, the humble Tradesman’s importance is overlooked by the high and low alike. 
  When an institution has been in place for many generations, it is easy to take it for 
  granted.
  This document is meant to redress that balance and put the Tradesman centre stage.
  As the Marienburg merchant Kurt Schilling once said, “Money makes the world go round 
  and without the humble Tradesman, there would be no money.” He was shortly thereafter 
  prosecuted  for  fraudulent  betting  practices  during  the  Snotball  final  between  The 
  Suiddock Friars and the Boxtown Redsocks.
  So you can see that the Tradesman is a very important part of the Old World. Take him 
  away and the institutions no longer work.
  The Tradesman’s Place In Society
  Despite the indifference sometimes shown to the Tradesman in everyday life, he still 
  occupies a social niche above that of the common folk of the Empire. Peasants the world 
  over would gladly kill for the chance to become involved in a trade and normally, when it 
  becomes known that an Artisan is looking for an Apprentice, that Artisan can expect to 
  be flooded with applicants, even in the basest of villages.
  The common trades such as Baker, Grocer and Butcher can usually be found in most 
  communities. These Tradesmen often struggle against poverty their whole lives, yet are 
  Page 3 of 28
  
  TRADES OF THE OLD WORLD
  proud of their trade and, without them, their respective communities would be the poorer 
  for it. Yet these Trades offer the Tradesman little in the way of social standing.
  As you move into larger communities and into trades that are more specialised such as 
  Blacksmith, Cooper and Tailor, the standing of these Tradesmen increases. This is in part 
  because  such  trades  require  more  advanced  knowledge,  but  equally  because  these 
  Tradesmen find their work being commissioned by people who are higher up in society 
  and so gain some social recognition through association.
  Finally, there are Tradesmen whose work only the rich can afford and whose trade secrets 
  are difficult to learn. Goldsmiths, Gem Cutters and Glaziers fall into this category. These 
  Tradesmen cater to those who have money to spare for the luxuries that they offer and as 
  such are often counted highly in the social structure of their communities.
  Workmen who are employed by Tradesmen often enjoy a modicum of their masters 
  standing also. In the case of Apprentices, this is normally significantly greater. If you 
  accost the Apprentice of a well known Artisan with ties to a Guild, then you can expect 
  heated words at best and a visit from henchmen at worst. For this reason, Apprentices are 
  normally afforded the treatment that their masters’ social standing demands. This does 
  not mean that the Artisan treats his Apprentices well, however. Some receive such bad 
  treatment that they run away from their masters. This is something that is not tolerated by 
  either Trade Guilds or the common communities. Run-away Apprentices can expect to be 
  returned to their master (probably for swift and painful punishment) if they are caught.
  A concept will be introduced later in this document that is central to the Tradesman and 
  his  craft.  This  is  the  Crafting  Unit.  This  mechanism  covers  many  aspects  of  the 
  Tradesman’s profession and Social Standing is one of them. For information on this, see 
  Introducing Crafting Units in Part 2 of this document.
  Sidebar-
   
   The Service Industry
   
   
  The information contained in this document pertains to those Trades who produce things 
  for a living. The mechanisms contained herein are expressly for that purpose.
  However, there are careers available to players that can be considered as trades, which do 
  not produce goods. Such as Entertainers, Barber Surgeons, Coachmen, Ferryman and a 
  dozen others.
  If you wish to determine how much money these people can make by pursuing their 
  careers, you can easily give them a Crafting Unit rating for the purposes of earning 
  money only (see Introducing Crafting Units in Part 2 and Manufacturing Master Tables 
  in Part 4). This then gives you a mechanism to determine their weekly earnings when 
  they are pursuing their chosen career.
  Adventuring Tradesmen
  Page 4 of 28
  
  TRADES OF THE OLD WORLD
  There are a number of factors that can come into play when a player character is pursuing 
  a Trade career. It is worth taking a moment to explore the life of a Tradesman and how 
  also being an adventurer impacts upon this.
  The Tradesman’s life normally begins when he is indentured as an Apprentice to an 
  established Tradesman (normally an Artisan). The age of starting Apprentices is normally 
  in the range of 10-17 years of age. Apprenticeship is often for a set number of years and 
  may not constitute enough time for the student to learn his master’s craft, if the tutor is 
  not rigorous with his training. During his Apprenticeship, the student does not gain a 
  wage, but is normally given room and board and new working clothes when they are 
  needed. Some generous masters give their student’s bonuses or ‘pocket money’, but such 
  masters are rare.
  It is assumed that characters starting play with a trade skill have already served their 
  Apprenticeships.
  Once the Apprentice has served his time, he is known as a Journeyman (much like 
  wizards) and is let loose upon the world to pursue or abandon his craft. Players starting 
  with a trade skill or beginning as a Tradesman are assumed to be Journeymen. At this 
  point in their careers, the person has a choice: pursue his trade or do something else. As 
  an established Tradesman can normally expect to have a higher social profile than the 
  common populace, most Journeymen do indeed try to carry on their trade. It is during this 
  time that he acquires his trade tools.
  The adventuring Tradesman normally pursues other matters, however, and has few 
  opportunities to carry out his trade.
  As the Tradesman gains experience, he can eventually aspire to the title of Artisan. Once 
  a Tradesman has reached this level of expertise, he has finished his Journeyman stage of 
  development  and  can  set  about  starting  up  his  own  place  of  business,  taking  an 
  Apprentice of his own and gaining membership of a Trade Guild.
  Truly superb Artisans can eventually progress  to the  pinnacle of any Tradesman’s 
  profession and become a Master Artisan (see Sidebar New Advanced Career – Master 
  Artisan in Part 3) or, if he is of a more political mind, he can put himself forward for the 
  role of Guild Master.
  In game terms, it is recommended that any starting character that has a Trade skill as a 
  starting skill, but is not following the Tradesman career, has served his Apprenticeship 
  and abandoned his trade. To continue upon the Tradesman route, he must become a 
  Tradesman, then Artisan and so on. 
  Such a character may still manufacture items, but to do so, he normally has to negotiate 
  with a practicing Artisan, to use his facilities (see Employment and Guilds in Part 3). 
  This normally entails a cut of the profits for the tradesman whose facilities you are using. 
  Page 5 of 28
  
  TRADES OF THE OLD WORLD
  The player character may choose to spend time practicing his trade in this manner and 
  can use the Crafting Unit of his profession to determine the amount of money he makes 
  (see Crafting Units, Part 3).
  Under no circumstances will a Tradesman allow someone else to use his own trade 
  tools.
  Guilds often have basic tools and equipment available for their members to use, but non-
  guild members will not have access to them.
  The Tradesman career has two starting trade skills. In Parts 2 & 5, this is explored in 
  more detail, but it is recommended that the player chooses a primary trade and then 
  selects a secondary trade, skill or talent based on those associated with his primary one 
  (as detailed in Part 5, List of Trades).
  Furthermore, learning a trade during play is not something to take lightly. This takes a 
  great deal of time and possibly degradation, as the character must serve under an Artisan 
  for the period of time necessary to learn the trade. Learning new trades is tackled in Part 
  2.
  After all of his trials and tribulations, the player character Tradesman may finally have 
  served both his Apprenticeship and his Journeyman stages of development and risen to 
  the heights of Artisan, Master Artisan or even Guild Master. Here the player may find 
  himself hip deep in politics and trade wars.
  Sidebar-Caveat: The Merchant has not been included in this document as a trade in 
  itself. The trades listed as Suppliers in the Trade Listings and the Journeyman Tradesmen 
  have supplanted the Merchants role. However, information found in the Old World 
  Armoury  that  may  allow  the  sale  of  bulk  materials  will  probably  not  match  the 
  information found in this document. It is up to individual GM’s which system they 
  choose to use.
  Page 6 of 28
  
  TRADES OF THE OLD WORLD
  Part 2 – The Tradesman
  Todd Brunner placed the last of his woollen garments into the leather satchel that sat on 
  his sleeping mat. A small smile played at the corners of his mouth. Yesterday had been  
  the last day of his Apprenticeship. Five hard years spent with Master Mathias had come 
  to a close. Five years during which time he had worked day and night to learn the secrets 
  of the Coppersmith’s craft.
  The first couple of years had been hard toil and little else. Todd remembered harbouring  
  ideas of running away and returning home. He had relented, however, mostly from fear, 
  and had been rewarded for his patience.
  Master Mathias had given him all of the knowledge that he had been able to contain: hot  
  forging, cold working, soldering, raising and drawing. Todd glanced at the index finger  
  on his right hand ruefully; he remembered the first lesson of drawing only too well, the  
  tip of his finger had been neatly severed whilst he had been feeding the copper through  
  the drawing aperture. When the aperture had pinched closed to cut the wire that had 
  been formed, Todd had been too slow and had lost the tip of his finger, nail and all.
  But today signalled a change in Todd’s life. Today he became a Tradesman in his own  
  right. Today he could start down the long road of the Journeyman and seek out his own 
  set of tools. From today, he mattered.
  If his father still lived, he would have been proud of him.
  The Tradesman’s Career Scheme
  As  has  been  noted  elsewhere,  a  player  character  Tradesman  is  presumed  to  have 
  completed his Apprenticeship and is now considered to be a Journeyman. In this section 
  of the document, we will be taking a closer look at the career profile of the Tradesman as 
  found on page 57 of the core rulebook.
  The amount of trades available to the Tradesman means that he may be called upon to use 
  a wide variety of skills. Because of this, a number of statistics from his profile may be 
  useful to the budding Tradesman. Different trades use different skills, after all.
  For this reason, Tradesmen develop across a wide range of statistics, as can be seen from 
  their profile. Artists depend on their Agility and Blacksmiths depend on their Strength. It 
  is for the GM and his player to decide which statistic should be used as the basis of any 
  Trade skill tests associated with a players trade.
  A Tradesman must also develop mercantile skills, if he is to be successful, so he normally 
  becomes a good Dealmaker or hones his intellect.
  There are many skills that are useful to the Tradesman, his trade skills being the most 
  important. As will be seen in Part 5, Trade Listings, his chosen trade often constitutes a 
  wide range of skills in order for him to carry out his trade properly.
  Page 7 of 28
  
  TRADES OF THE OLD WORLD
  It is important for the Journeyman to keep his ear to the ground in order to look out for 
  new work, so he learns how to ask the right questions and Gossip accordingly. If he is 
  travelling widely and has the funds to support him, then Drive and Animal Care are vital. 
  As will be seen in  Manufacturing Items in Part 4, gaining a good price for his raw 
  materials and in selling his finished goods are vital to the Tradesman, so he develops a 
  keen eye for a good deal and can Haggle well.
  It is also important for the Tradesman to keep an eye on his competitors work and so he 
  quickly learns how to determine the worthiness of crafted items in his field of work (it is 
  recommended that Evaluate is largely used for items that are at least connected to his 
  own Trade).
  Coupled with a keen attention to detail, the ability to follow written instructions and a 
  smattering of the secret language that distinguishes the trade guilds from each other and 
  the Tradesman has a formidable array of skills.
  However,  it  is  the  Tradesman’s  most  pressing  quest  whilst  he  is  walking  the 
  Journeyman’s route, to gain his trade tools. They cost the Tradesman the equivalent of his 
  Crafting Unit in gold crowns to buy and may cost more or less dependant on their quality 
  (see Tools of the Trade, Part 4). He cannot effectively carry out his trade without them.
  As will be discussed below in Multiple Trades? One change to the Tradesman’s career 
  profile is recommended. This is the possibility of starting play with multiple trades.
  It is also recommended, for the purposes of the trading rules that follow, that any 
  character that starts with a Trade skill but does not start in the Tradesman career, cannot 
  gain skill mastery for his trade if he then chooses to become a Tradesman. He may only 
  choose skill mastery if he moves on to Artisan (this also holds true for Tradesmen who 
  leave the Trade career progression to begin another career that offers a trade). This is 
  inherently for game balance, as the rules explained later will make clear.
  Once the Tradesman has progressed through his Journeyman stage, he may strive to join 
  the ranks of the Artisans and try to gain Guild membership. Many fall by the wayside 
  before reaching this lofty position and it is for the Tradesman’s player to decide whether 
  he continues on the path to trading excellence or if he starts to tread a different path.
  Introducing 
   
   Crafting Units
   
   
  In order for a Tradesman player character to successfully carry out his chosen trade, there 
  are a number of factors that need to be addressed that aren’t currently covered by the core 
  rulebook. 
  In this document, those factors are addressed by a single mechanism: The Crafting Unit.
  The Crafting Unit covers all of the areas that need to be covered in order for the 
  Tradesman to be viable as a playable career.
  Page 8 of 28
  
  TRADES OF THE OLD WORLD
  The Crafting Unit has a bearing on seven areas of play. These are listed below, along 
  with the sections that contain the specific information about their usages.
  1) Determines how long it takes to learn a trade from scratch (Part 2, Learning a 
  Trade)
  2) Determines the initial cost of setting up a place of business (Part 3,  Places of 
  Business)
  3) Determines Social Standing (Part 3, Guilds)
  4) Determines the cost of the tools a Tradesman requires (Part 4, Tools of the Trade)
  5) Determines the cost of raw materials (Part 4, Manufacturing Items)
  6) Determines how long it takes to make individual items (Part 4, Manufacturing 
  Items)
  7) Determines the amount of profit that the Tradesman makes (Part 4, Manufacturing 
  Items)
  The form that the Crafting Unit takes for the purposes of this document can be found in 
  the Trade Listings that appears in Part 5.
  Each trade found in that section has a Crafting Unit entry in its profile that determines the 
  factors mentioned above. 
  This entry takes the form of one of six numbers.
  Crafting Unit 5
  10
  20
  40
  80
  160
  Example
  Forester
  Sawyer
  Carpenter Coppersmith
  Glazier
  Gunsmith
  Tradesman
  To find out how these numbers interact with the activities mentioned above, consult the 
  relevant sections.
  Sidebar
  Note: The Crafting Unit has its basis in the weekly wages of Tradesmen as found on page 
  104 of the core rulebook and takes into account the prestige of the various trades. 
  Therefore you will find that a Forester will have a Crafting Unit of 5, whilst a Gunsmith 
  will have a Crafting Unit of 160.
  Learning A Trade
  Learning a trade takes a long time to achieve. Even the simplest of them have trade 
  secrets that are not apparent to the uninitiated. This is why Apprenticeships take so long 
  to finish.
  However, such long periods of time are not desirable in a roleplaying sense, so a middle 
  ground is presented here for those players who want their characters to learn a trade in 
  play.
  Page 9 of 28
  
  TRADES OF THE OLD WORLD
  In order to start learning a trade, the character must seek out someone who is proficient 
  enough to teach him. That is normally an Artisan. 
  For the Artisan to teach him and to neglect his trade activities during this time, it is 
  important for the character to reimburse the Artisan for his troubles. Even then, it may be 
  necessary to make a successful Fellowship test in order to persuade him.
  Once he has been accepted, the character must spend a number of weeks equal to the 
  Crafting Unit of his chosen trade in order to learn the techniques necessary to carry out 
  his chosen trade.
  Normally, the acceptable amount of money that needs to be offered to the Artisan for this 
  training will be equal to the amount of weeks of training multiplied by the Crafting Unit 
  of the craft in Silver shillings. 
  Example: Jim’s character wants to learn the trade of Forestry. He approaches an 
  established Forester and is accepted as a pupil.
  It takes Jim’s character 5 weeks to learn the trade and he offers the Forester 25 silver 
  shillings for this training (Forester  Crafting Unit = 5, therefore it takes five weeks to 
  train and 5 x 5 equals 25). 
  As can be seen from this mechanism, it is far easier and less expensive to learn simple 
  trades during play than it is to learn the more advanced and prestigious ones.
  Multiple Trades?
  As a starting Tradesman, the career profile in the core book states that you may start with 
  two trades. Considering the huge amount of work and training required to learn a single 
  trade, this document proposes an alternative to this.
  Each trade listed in Part 5 of this document has in its profile a section called Associated 
  Skills & Trades. The skills, talents or trades listed in this part of the profile are meant to 
  be options for Tradesmen to choose from instead of taking a second trade.
  The options listed are ones that have a bearing on the particular trade it is listed under. 
  Example: The Forester trade has  Orientation, Outdoor Survival, Scale Sheer Surface 
  and  Sawyer listed under Associated Skills & Trades. The player character choosing 
  Forester as his primary trade may choose any one of these as his ‘secondary’ trade  
  option. If this includes another Trade (Sawyer in this example), then he has no need to 
  follow the Learning A Trade guidelines given previously in this document as he has 
  already learnt the techniques in his apprenticeship.
  Once the character becomes an Artisan, which will be explored in Part 3, the character 
  may buy another skill or trade from the Associated Skills & Trades section of his Trade 
  profile at the cost of 100xps. 
  Page 10 of 28
  
  TRADES OF THE OLD WORLD
  Sidebar
   
   -Makers Marks
   
   
  Once a Tradesman has served his Apprenticeship, it is time for him to decide whether he 
  will use a design on his items, which will identify them as his work. These designs may 
  be as simple as the Tradesman’s initials, or as complex as a stamp depicting a scene or 
  picture. The more prestigious the Trade is that the Tradesman is pursuing, the smaller the 
  Makers Mark normally is. True Tradesmen do not need to be ostentatious in their Makers 
  Marks: their craft normally speaks for itself.
  The advantage of using a Makers Mark is that eventually your work may begin to be 
  recognised when encountered far from your place of business. It is a very effective way 
  of advertising your goods remotely. 
  Not all Tradesmen will use Makers Marks, however, especially when the goods that they 
  have manufactured are to be used in less than honest endeavours. 
  If an item comes into the possession of a party and that item sports a Makers Mark, they 
  may seek out a Tradesman in order to identify it. If the Tradesman practices a trade that 
  would be used in the fashioning of the item, then a successful Evaluate skill test will 
  allow him to identify the maker. At the GM’s option, the Social Standing modifier (see 
  Part 3, Guilds) of the maker of the item can be used as a modifier to the Evaluators skill 
  test.
  Talents
  The Associated Skills & Trades section in the  Trade Listings (Part 5), include some 
  Talents that are available to Tradesmen of that type. These Talents may only be taken 
  when the Tradesman is choosing his ‘secondary’ trade option or may be bought when he 
  advances to Artisan and takes his ‘tertiary’ trade option.
  However, there are a few of Talents that Tradesmen of all stripes may purchase during 
  their careers. These are detailed below.
  Master Craftsman
  This Talent can only be taken once the character has started the career of Artisan. The 
  Artisan is so proficient with the techniques of his trade that he gains a +10% to all Trade 
  Skill tests for his chosen trade and gains a +10% to all Evaluate tests. At the GM’s 
  option, Tradesmen may take this Talent as well.
  Fast Learner
  If the Tradesman decides to learn a trade not listed under his Associated Trades, his 
  familiarity with trade in general shortens the time needed to learn it. When calculating the 
  time needed in order to be taught, half the Crafting Unit of the trade being learnt.
  Page 11 of 28
  
  TRADES OF THE OLD WORLD
  Guild Membership
  Once an Artisan has succeeded in his efforts to become a member of a Trade Guild then 
  he needs to buy this Talent in order to benefit from that Guild's activities (see Part 3, 
  Guilds). This represents the Tradesman’s investment of time and resources in the political 
  entity of the Guild.
  Good Tutor
  Once an Artisan has taken on skilled help, his good tutoring techniques mean that his 
  trade business may run more smoothly than those of Artisans who are not so erudite.
  Instead of being able to craft double their Crafting Unit of goods in silver shillings per 
  four skilled helpers per week; these Artisans may craft double their Crafting Unit of 
  goods in silver shillings per week for every two skilled persons employed.
  Page 12 of 28
  
  TRADES OF THE OLD WORLD
  Part 3 – The Artisan
  Todd Brunner scratched absently at his greying beard, eyeing the detail on the organ 
  pipes that he had been fashioning for the last six weeks. Each individual pipe had its own  
  dimension carefully measured so that the resultant notes that were played through it  
  would make a harmonious whole once the organ had been fully assembled. The alloy 
  work had been easy for the experienced Coppersmith that Todd had become over the last 
  fifteen years. Even so, this had been a tricky assignment and one that he would be well  
  paid for.
  “Frederick, come here!” he called to a gangly looking youth lounging by the drawing 
  aperture. The look of fright on the young man’s face gave Todd a brief moment of 
  reverie, as he remembered his own Apprentice days. It seemed that Frederick had an 
  unhealthy preoccupation with the drawing machine, just as he had done at the young 
  mans age. 
  “Yes master!” Frederick gulped as he slid to a stop beside Todd.
  “Fetch the tuning fork, would you? I want one final test before I put my stamp on these.”
  “Of course Master Brunner.” The young lad scampered to the back room, returning  
  shortly with the fork that Todd had borrowed from the theatre’s instrument maker.
  “Right lad, listen carefully. When I blow the bellows, strike the fork on the anvil.”
  “Yes sir, Master Brunner.”
  Todd smiled grimly. He wasn’t that frightening was he? He could remember the day  
  twenty years ago when he had stood in such terror of old Master Mathias, yet once he  
  had left his Apprentice days behind him, all he had seen was a shrivelled old man with 
  too many worry lines on his face.
  Well, that was growing up, he supposed. It changed your perspective.
  “Right... now!” he called as he pumped the bellows.
  A pure note rang out that matched the pitch of the tuning fork perfectly.
  Only fifteen more to go, Todd thought with satisfaction.
  The Artisan is an established Tradesman, who has risen through the ranks of his craft to 
  stand amongst the pre-eminent practitioners of his profession. He has, more often than 
  not, spent many years practicing his Trade and at this point in his life can look forward to 
  setting up a business of his own and passing on the benefits of his knowledge to an 
  Apprentice.
  The Artisan can also put himself forward for membership of a Trade Guild, the benefits 
  of which are detailed below.
  During the time spent practicing his Trade, he picks up additional skills, such as foreign 
  languages and Etiquette. These skills help him to deal with the higher echelons of society, 
  as by this time, his talents are likely to be in high demand. 
  He may start to mix with the important people of his hometown, as well as being on town 
  councils and the like as a trusted member of the community.
  Page 13 of 28
  
  TRADES OF THE OLD WORLD
  Very rare individuals may rise to the status of Master Artisan (see below) or compete for 
  the role of Guild Master of his particular Guild.
  Sidebar
   
   –New Advanced Career – Master Artisan
   
   
  The Master Artisan is exemplary in his trade. He has risen to levels of achievement that 
  are rarely reached. In any given generation,  there may only be a handful of such 
  individuals in each trade, such are the standards of excellence required to gain such 
  status.
  Master Artisans can name their own prices and are courted by the rich and famous. The 
  Nobles of the region may give them patronage or thrust great projects upon them.
  Angelo da Leonardo, the Master Painter and Sculptor spent twenty years decorating the 
  interior of the Sigmarite chapel of Altdorf, a feat that nearly drove him to his grave.
  The Master Artisan can gain great influence over the high and mighty and may give his 
  Guild Master a troublesome time if Nobles pass him by to engage the Master Artisan 
  directly. For this reason, there is sometimes great animosity between the established 
  Tradesmen of a Guild and the maestros that are the Master Artisans.
  WS
  BS
  S
  T
  AG
  INT
  WP
  FEL
  +5%
  +5%
  +10% +10% +25% +20% +15% +25%
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
   -
  +5
  -
  -
  -
  -
  -
  -
  Skills:  Evaluate,  Command,  Gossip,  Haggle,  Perception,  Secret  Language  (Guild 
  Tongue), Speak Language (any two) and Trade (any three).
  Talents: Public Speaking or Super Numerate.
  Trappings: Best Clothes, Best Trade Tools, Business, 250 GCs, d10 Hangers on.
  Career Entries: Artisan, Engineer (Gunsmith).
  Career Exits: Courtier, Demagogue, Guild Master, and Politician.
  Employment
  An Artisan, who has yet to set up his own business or a travelling Tradesman, can pursue 
  their Trades by using another Tradesman’s facilities (see Part 1, Adventuring Tradesmen) 
  or by seeking employment in an established business.
  Page 14 of 28
  
  TRADES OF THE OLD WORLD
  When seeking employment, it must be determined whether a business of the sort that the 
  Tradesman wishes to pursue is present in a community.
  There is a simple way of determining whether a given community can support a business. 
  This is presented below and is based on Crafting Units.
  Crafting Unit 5
  10
  20
  40
  80
  160
  Community
  <50
  <100
  <500
  <1000 <2500 >2500
  Size (Persons)
  There are exceptions to this, such as certain carriage way stations and inns having 
  facilities for a Cartwright, Weaponsmith or Armourer.
  Please note that these figures are only there for locating established businesses or for 
  when an Artisan wishes to start a business. These figures don’t necessarily mean that a 
  Tradesman cannot pursue his Trade for a short period of time in a small community.
  For example, a Blacksmith may spend two days repairing pots and shoeing horses in a 
  village he passes through, but he will not have enough repeat custom to sustain a business 
  there.
  When seeking employment with an established business, generally the Tradesman can 
  expect a weekly wage of ½ of his Crafting Unit in silver shillings.  For more details, see 
  the Weekly Trade Progress table of Manufacturing Items in Part 4, but halve the result.
  Places Of Business
  There are a number of factors that an Artisan wishing to set up his own place of business 
  must consider, before he commits to this course of action.
  Firstly, he must be sure that his chosen location can support the type of business that he 
  wishes to pursue (see table above).
  Secondly, if his chosen location has a practicing Trade Guild for his particular Trade, 
  then it is likely that he will have to apply to that Guild for permission to start his 
  business. This will entail joining that Guild or facing sanctions and sometimes worse (see 
  Guilds, below).
  Finally he should look into things such as land rent charges, local tax rates and other local 
  businesses. Close competition is never a good thing.
  Once he has determined these factors and is happy that he can proceed, the Artisan needs 
  to get together the funds to set up his place of business and buy the sundries (other than 
  his trade tools) that he will need in order to carry out his Trade. 
  Page 15 of 28
  
  TRADES OF THE OLD WORLD
  The funds required to do this are based on the Crafting Unit mechanism. The initial set up 
  cost equals the Crafting Unit of his Trade multiplied by five, in Gold Crowns.
  Crafting Units 5
  10
  20
  40
  80
  160
  Business Cost 25
  50
  100
  200
  400
  800
  Example: Todd Brunner when he became an Artisan decided to set up a place of 
  business. Having moved to Altdorf with the funds he had saved during his professional 
  life, the Crafting Unit of 40 for a Coppersmith is not a problem as far as his business 
  being supported by the community (Altdorf is a city of more than 2500 persons). He  
  approaches the local Coppersmith Guild who has a headquarters in the city and asks for 
  permission to set up his  business. After  gaining  permission (and taking  the Guild 
  Membership Talent, see  Talents in Part 2) he spends 200 Gold Crowns to set up his  
  business.
  Protecting Your Business
  Once the Artisan has set up his  business, there are a number  of things  that it is 
  recommended that he do, in order to keep it running well and safely.
  If he has set up his business in spite of Guild refusal or without consulting a Guild, then 
  he can expect certain measures to be taken against him (see Guilds, below). If this is the 
  case then the Artisan may wish to hire guards or security staff of some kind to protect the 
  business premises and any staff that he has employed.
  These measures can also be taken to protect his business if there is a local thieves guild or 
  racket operating in his location. Add to that bars for the windows and good quality locks 
  for the doors and he may sleep better at night.
  However, there may come a time when he is targeted as a ‘client’ in a protection racket. 
  Here he has two sensible options; he can either pay the protection money or he can try to 
  deal with the situation on his own or with some hired help. Guilds vehemently suggest 
  the former and indeed in some cases pay Racketeers protection money for any businesses 
  in a rackets area to guarantee protection for their members (although this may involve a 
  larger donation to the Guild in question by the Artisans in question).
  One of the reasons for this deference to the criminal elements is the fact that Guilds often 
  hire  the  same  people  to  ruin  competing  businesses  or  to  remove  ‘problems’  in 
  government or Tax officials.
  Even so, many Artisans find that due to one problem or another, their businesses fail to 
  give them the livelihood that they expected. Such Artisans may decide to pack up and 
  leave the area or to change careers entirely. Such is the risk of the profession.
  Taking An Apprentice
  Page 16 of 28
  
  TRADES OF THE OLD WORLD
  Once an Artisan has established his place of business, it is desirous for him to take on 
  staff  to  help  him  make  more  money,  his  highest  priority  being  the  taking  of  an 
  Apprentice, although he may also take on other skilled staff.
  Not only does this improve the size of his coffers, but this also makes sure that he can 
  pass on his Trades secrets to a new generation and thus give continuity to his craft.
  It is normal practice when seeking an Apprentice to screen several applicants over the 
  period of a couple of months. When an Artisan announces he is searching for an 
  Apprentice, however, he is normally flooded with potentials and he must be canny in his 
  final choice, for his reputation may depend on it.
  Apprenticeships, as noted elsewhere (see Part 1 – The Tradesman’s Life) are normally 
  for a fixed period of time, ranging from 2 or 3 years for the lesser trades to 6, 7 or 8 years 
  for the more involved ones. During this time, the Artisan strives to pass on his knowledge 
  to his Apprentice, and in return he gains an extra pair of skilled hands essentially for free.
  When an Artisan has taken on an Apprentice, he may add 50% to the value of the 
  Crafting Unit of his particular Trade for all purposes other than determining the size of 
  community that can support a business and teaching others (see Part 2, Learning a Trade).
  The Artisan can also take on other skilled help, the bellows boys and slag scrapers of this 
  world. Whilst the term can seem somewhat misleading, these staff still have to know their 
  way around the Artisans place of business. For every four skilled staff employed, the 
  Crafting Unit of the Artisans trade can be doubled for the purposes of making items only. 
  It should be noted at this point that the Apprentices modifier should always be added 
  before any modification due to skilled staff.
  Example: As shown in the story above, Todd has taken on Frederick as his Apprentice.  
  As the Crafting Unit of a Coppersmith is 40, Frederick’s assistance means that for all  
  purposes other than the location of a business and teaching the craft to others, Todd’s  
  Crafting Unit for his craft is now considered to be 60.
  If Todd also had four skilled staff assisting him as well then his Crafting Unit would be 
  120 for manufacturing items only.
  These factors take into account that Apprentices do not get paid and that skilled staffs get 
  paid very little and so the Artisans player does not have to worry about keeping track of 
  paying wages, the mechanism already takes that into account. The GM may alter this if 
  he wishes, although he may find that the Artisans income begins to greatly outstrip that 
  suggested in both the Old World Armoury and the core rulebook. As it is, this mechanism 
  allows a greater income than that suggested in those books. However, this is important 
  when it comes time to actually manufacture items, as will become clear later. 
  The Artisan may have many Apprentices during his working life and often a distinctive 
  style of crafting can be found in the Apprentices of a single Artisan, creating ‘schools’ or 
  Page 17 of 28
  
  TRADES OF THE OLD WORLD
  ‘movements’ whose style of work may eventually be recognised by the common and 
  noble alike, thus leaving a legacy for the Artisan who started it all.
  Guilds
  Guilds have two primary functions in the Old World; to keep the numbers of Artisans 
  practising their craft in a certain town or city to manageable levels so that demand for 
  goods remain high and prices can be maintained and to act as a political mouthpiece for 
  Tradesmen who make up its numbers.
  Guilds keep a careful eye on numbers of practising Artisans so that they can keep the 
  prices that they set at a maintainable high level, thus ensuring continued security. For 
  example, in the city of Nuln, the Honourable Guild Of Gunsmiths only has five members, 
  whilst the Chandlers Guild has forty-seven. It is all about supply and demand. If you 
  couple to this a Guild’s ability to withdraw its member’s services when the local tax 
  authorities or Noble start making trouble and you have a powerful political entity.
  Guilds situated in large towns or cities can expect attention from not only the local 
  authorities, but also from criminal elements. A Guild’s response to criminal activity that 
  impinges on its members is normally appeasing in nature. Time is money, after all. Many 
  Guilds  have  standing  arrangements  with  protection  Racketeers  and  criminal 
  organisations, whereby, they give them a sum of money to leave the businesses of their 
  members alone.
  This rapport comes in handy when an Artisan who has not received permission to set up a 
  business has encroached upon a Guild’s territory. Some Guilds may pay these criminal 
  organisations to harass these people. Typical actions include unexpected visits from ‘tax 
  collectors’; corrupt militia and various unsavoury groups. If this does not force the 
  offender to reconsider his rash decision, then acts of vandalism, arson and theft may 
  follow. Seldom is murder sanctioned in these matters, but it is not unknown.
  If all of this has no effect, then a large Guild can afford to temporarily lower its prices by 
  a huge amount, so pricing the unsanctioned Artisan out of business.
  Such largess is normally explained as a holiday special offer or the using up of obsolete 
  stock, so that once the offender has gone out of business, the Guild members can resume 
  their high prices. This can make Guilds using this tactic highly popular for short periods 
  of time.
  A Guild’s stance on travelling Tradesmen (Journeymen) is normally fairly benevolent 
  (after all, the standard of their goods cannot compete with a Guilds members), but it is 
  expected that he should report to a local Guild if he expects to carry out his Trade in a 
  Guild town. He will normally be given dispensation to carry out his trade for a week, 
  during which time he must adhere to the Guilds pricing policy. He must gain permission 
  to carry on after this time on a week-by-week basis. If he does not follow any of these 
  dictates, then he can expect the same treatment as an unsanctioned Artisan. 
  Page 18 of 28
  
  TRADES OF THE OLD WORLD
  The advantages that Guild membership offers the Artisan are legion. Not only can he be 
  assured of sustainable high prices for his goods, but also he can expect at some time 
  during  his  membership  to  be  given  a  contract  by  his  Guild.  This  is  typically  an 
  arrangement mediated by the Guild leaders with a local Noble, Burgher or military body 
  that gives long term and high profile work. Typically the length of these contracts can be 
  anywhere between six months and five years. It is often the case, however, that such 
  contracts are never negotiated with the Guild leaders and are instead given to Master 
  Artisans directly from the party involved, leading to tension between the Master Artisan 
  and the Guild.
  The Guild can also place Apprentices with Artisans, often doing the hard work of 
  locating them by keeping in contact with other chapters of their Guild around the Old 
  World and, if necessary, arranging transport for the aspiring Apprentice.
  Membership of a Trade Guild also offers some prestige to the Artisan, who may expect to 
  receive a badge or broach signifying his membership and the permission to use the Guilds 
  motto or coat of arms on his goods or above his place of business.
  If the Guild maintains a Guild house, then the Artisan will be expected to attend meetings 
  to discuss business and to attend social events that occur at least twice a year. Highly 
  placed local personages may also be invited to these events, wining and dining often 
  smoothing the way to agreeing contracts.
  The Guild member can also expect to gain protection  from unsanctioned Artisans, 
  Racketeers and from other Trade Guilds whose activities impinge on his trade.  Rivalry 
  between different trade Guilds can be intense, sometimes  leading to trade wars or 
  violence.
  For all of these advantages, Guild members are expected to pay a tithe of 10% of their 
  profits to the Guild leaders, normally payable weekly. This funds the organisation and 
  often puts a reasonable amount of money into the Guild Master’s pockets.
  More often than not, the Guild has a headquarters or Guild house. This may run the 
  gamut from the back room of the local inn, to a multi storey building that house the 
  businesses and families of all of its members. Such buildings are normally imposing 
  structures designed to display the Guild’s power and wealth.
  Where a Guild house contains all of its members businesses within its walls, there is 
  often a central store of trade tools that are made available to any Apprentices serving 
  within the building. Often, the masters of these Apprentices are held liable for any 
  damage or breakages to these tools and can expect to be charged for them. This doesn’t 
  really improve the relationship between Artisan and Apprentice.
  The leaders of a Guild can often move in heady circles, mixing on a daily basis with the 
  local hierarchy and celebrities, although the prestige of the Trade he represents can 
  certainly have a bearing on this. For example, the Guild Master of a Chandlers Guild will 
  Page 19 of 28
  
  TRADES OF THE OLD WORLD
  almost never come into contact with his local Noble whilst the Guild Master of the 
  Gunsmiths Guild may very well see such a personage on a weekly basis.
  Personages so highly placed can expect to get involved in political matters and become 
  experienced in the field of espionage. Many Guild Masters and leading Artisans of a 
  Guild are incorrigible schemers.
  A mechanism is presented here to represent the prestige of Guild membership to the 
  Artisans who make up that membership. It may be incorporated in a larger social 
  standing mechanism of the GM’s choosing or ignored by his discretion.
  Fellowship Modifiers
  Crafting Unit
  Of Trade
  5
  10
  20
  40
  80
  160
  Commoners
  -
  +5%
  +5%
  +10% +10% +15%
  Peers
  -
  -
  -
  +5%
  +5%
  +10%
  Nobility
  -
  -
  -
  -
  -
  +5%
  The above chart lists suggested Fellowship skill test modifiers for tests that rely on social 
  standing, such as impressing ones demands upon the peasantry or a clash of wills 
  between Artisans of different trades or getting an audience with a local Noble or highly 
  placed citizen.  
  Note: This document and the mechanisms that it contains assume that a Guilds pricing 
  policy is that its members charge prices for their goods that are twice the cost of any raw 
  materials used. The GM may adjust this, but doing so to a large degree may throw the 
  mechanisms contained here out of kilter somewhat.
  Taxes And Tariffs 
  This document doesn’t go into any depth on the taxes and tariffs that the Tradesman can 
  expect to encounter during his career. However, he can probably expect to gain more 
  attention of this type as his prestige rises and asking for 10% of a Tradesmen’s takings to 
  cover these costs is reasonable.
  Page 20 of 28
  
  TRADES OF THE OLD WORLD
  Part 4 (Manufacturing Items)
  Todd Brunner stroked his luxuriant silver beard with his liver spotted hand, jewelled 
  rings winking on three fingers. His latest and longest commission had seen him working  
  with the Dwarves of Nuln for the best part of four years, forging and working the mighty  
  copper vats that would eventually form the basis of the huge new smelting factory that 
  they had been building. The craft of the Dwarves had amazed Todd when he had first  
  arrived and he had to deal with some hostility from them before he had won their  
  grudging respect for his own skills. They were good payers, he had to admit, and he had 
  almost doubled his coffers since he had taken up the contract.
  His only regret was that he had no one to whom to leave his legacy and his estate once  
  time eventually caught up with him and he breathed his last. He supposed his business  
  and his wealth would go to the Guild. There were worst places for it to go, he surmised.
  Still, he had two more years on his contract and he was determined not to die until he 
  had fulfilled it.
  “We’re ready for the pressure test now Brunner.” the doughty Dwarven Master Smith  
  rumbled.
  Todd nodded perfunctorily. “Pump in the water then and lets see if any cracks in the  
  soldering appear.”
  “Pump!” yelled the Dwarf.
  Tools of the Trade
  As mentioned in Part 2, The Tradesman Career Scheme, one of the journeyman’s first 
  tasks is to acquire his own set of trade tools. The basic cost in Gold Crowns is equal to 
  his Crafting Unit in Gold Crowns. However, this can be altered by the quality of the tools 
  involved.
  Crafting Unit Cost
  Availability
  Encumbrance
  5
  5
  Plentiful
  25
  10
  10
  Common
  50
  20
  20
  Average
  100
  40
  40
  Scarce
  200
  80
  80
  Rare
  400
  160
  160
  Very Rare
  800
  Craftsmanship
  Cost Multiplier
  Availability
  Effect
  Best
  x10
  Drop 2 steps
  +5% to Trade rolls and reduce
  Encumbrance by 10%
  Good
  x3
  Drop 1 step
  Reduce Encumbrance by 10%
  Common
  x1
  –
  –
  Poor
  x½
  Increase 1 step
  -5% to Trade rolls
  If, for whatever reason, part of a set of trade tools is of lower quality craftsmanship, the 
  tools all count as if they were of that lower quality craftsmanship.
  Page 21 of 28
  
  TRADES OF THE OLD WORLD
  Manufacturing Items
  The mechanism used to determine how long it takes for a Tradesman to make a particular 
  item and how much money he makes from the finished article is very simple.
  Once the Tradesman has decided what he wants to make (restricted by the trades that he 
  knows), then a sale price must be assigned to the item. This is the price listed in the core 
  rulebook and those listed in the Old World Armoury. In the case of an item not listed in 
  those sources, it is for the GM and his player to decide on a reasonable price for the item, 
  dependent on the particular trade and the materials used.
  Next, the Tradesman must buy the raw materials necessary to complete the manufacture 
  of the item. This is equal to half of the sale price of the item he is making, in silver 
  shillings.
  To determine how long it requires the Tradesman to make the item, he may craft his 
  Crafting Unit (adjusted by Apprentice and skilled staff as discussed in Part 3, Taking An 
  Apprentice) in silver shillings per week. The job continues until he has used up all of the 
  raw materials necessary to craft the item. This determines how long it takes to make the 
  item.
  The Tradesman may then make his Trade roll with any modifiers for the difficulty of the 
  work and materials used (see Part 5, Trade Listings) and consult Table 1 Manufacturing 
  An Item, implementing any results.
  Example: Todd Brunner has been asked to make a copper Tinderbox for a client. The  
  price in the rulebook for a tinderbox is 30 Silver Shillings and as the GM decides that  
  this is a fair price for the use of copper in the manufacture, Todd must buy 15 silver  
  shillings of raw materials (half the price of the finished item). Todd’s Coppersmith  
  Crafting Unit is 40 and so it takes him about three days to make the item (15 is below  
  half of the amount of material he can craft in a week, and the GM decides that the  
  working week for Tradesmen is seven days a week). If Todd’s Apprentice, Frederick had 
  helped him, his Crafting Unit would have been 60 and the item would have taken a small 
  amount less than two days to make.
  Todd then rolls against his Trade skill and consults the Manufacturing An Item table to  
  determine how well he has crafted his item. The GM has decided that this is a Routine  
  test for Todd, so he gains a +10% to his Trade skill test.
  He gains 4 degrees of success and has crafted a Good Tinderbox, allowing him to sell  
  the  item  for  37.5  silver  shillings.  More  than  he  had  been  expecting  (see  key  to 
  Manufacturing An Item table). He is happy with his work.
  Manufacturing Master Tables
  This document has so far detailed the Tradesman’s life, from Apprentice to Master 
  Artisan and the trials and tribulations that he may encounter along the way.
  Page 22 of 28
  
  TRADES OF THE OLD WORLD
  This part of the document is dedicated to the heart of the Tradesman’s life: making 
  goods.
  As  in  other  parts  of  this  document,  it  is  the  Crafting  Unit  that  dictates  how  he 
  accomplishes this.
  Presented below are two manufacturing tables. The first is designed for use when the 
  Tradesman is making a particular item and the second is designed to reflect a weeks 
  worth of general business when the Tradesman is not making a particular item. This 
  second table is essentially used as a tracking mechanism for the Tradesman’s business 
  whilst he is away (and has an Apprentice) or when he is doing general duties.
  Types of work that each trade can attempt and the modifiers that they entail are detailed 
  in Part 5, Trade Listings.
  Manufacturing an Item
  Before using this table, determine how long it takes the Tradesman to craft the item (see 
  Manufacturing Items) and then pay the cost in raw materials that this entails. 
  Then determine the difficulty of the trade roll required to make the item (which can be 
  found in Part 5, Trade Listings), including the use of Poor, Superior, Good and Best raw 
  materials (see below), if you are utilising them, and then consult the table for a result 
  once all of the modifications have been calculated and the Trade roll has been made.
  Degrees of Success/Failure Result
  -6
  Materials Ruined
  -5
  Materials Ruined
  -4
  Materials Ruined
  -3
  Tool Broken
  -2
  Very Poor
  -1
  Poor
  Down to -1
  Poor
  0 Up to +1
  -
  +1
  -
  +2
  -
  +3
  Superior
  +4
  Superior
  +5
  Good
  +6
  Best
  Key
  Page 23 of 28
  
  TRADES OF THE OLD WORLD
  Materials Ruined: All of the raw materials used in the construction are ruined, if 
  relevant, and the Tradesman must start again with new raw materials. This occurs at the 
  end of the crafting period.
  Tool Broken: In the construction of his item, the Tradesman breaks one or more of his 
  trade tools. It costs the Tradesman an amount equal to 10% of the total cost of his trade 
  tools to replace them (see Tools of the Trade above). The resultant item is Very Poor in 
  quality. This occurs at the end of the crafting period.
  Very Poor: The resultant item is of very poor quality. Any activity that the item is used 
  in suffers a –10% penalty, if applicable, or is heavier than normal. The item looks shoddy 
  and will likely break at any prolonged usage. The Tradesman can only sell very poor 
  items at ¼ of their standard worth. 
  Poor: The resultant item is of poor quality. Any activity that the item is used in suffers a 
  –5% penalty,  if applicable, or is heavier than normal. The item looks aesthetically 
  displeasing and may be weaker than normal. The Tradesman can only sell poor items at 
  ½ of their standard worth. 
  Superior: The resultant item is of superior quality. Any activity that the item is used in 
  gives  a  bonus  of  +5%,  if  applicable,  or  is  lighter  than  normal.  The  item  looks 
  aesthetically pleasing and may be stronger than normal. The Tradesman may sell superior 
  items at up to 1½ times their standard worth.
  Good: The resultant item is of superb quality. Any activity that the item is used in gives a 
  bonus of +10%, if applicable, or is significantly lighter than normal and such items are 
  also incredibly unlikely to break. The item looks like the best of its type, often melding 
  utility and artistry. The Tradesman may sell good items at anywhere up to 3 times of their 
  standard worth.
  Best: Such items are unsurpassed in quality. They are pieces of art or innovation in their 
  field  and can  be  sold for astronomical  amounts  of money.  Only the very best  of 
  Tradesmen can achieve such a masterful piece of work. Items that can be used in an 
  activity can give a bonus of +10% if applicable, or can be a fraction of their normal 
  weight. Such items generally do not break unless they are subject to remarkable abuse. 
  The Tradesman can sell best items at anywhere up to 10 times of their standard worth.
  For weapons and armour, use the quality definitions found in the core rules on p107 (for 
  weapons) or p113 (for armour), rather than the ones presented above.
  The results from this table do not give the same modifications to cost that are presented in 
  the core rulebook for Poor, Good or Best items. Instead, it presents a more variable 
  system that may be used to determine the resultant item.
  It presumes that the quality of the resultant item is dependent on the craftsmanship, not 
  the materials used. If you wish to use a system that is dependent on the quality of the raw 
  Page 24 of 28
  
  TRADES OF THE OLD WORLD
  materials, then it is suggested that you use raw materials of the qualities mentioned in the 
  table and use the following modifiers to the Trade roll (in addition to the difficulty of the 
  task) to determine success.
  Material Quality
  Cost Multiplier
  Trade Roll Modifier
  Very Poor
  x¼
  -20%
  Poor
  x½
  -10%
  Normal
  x1
  No Modifier
  Superior
  x1½
  +10%
  Good
  x3
  +20%
  Best
  x10
  +30%
  Some of the items found in the core rulebook and The Old World Armoury have listed 
  prices that are artificially high in order to make players gaining them difficult. These 
  prices in no way match the Tradesman’s typical wage as presented in those books. 
  Therefore, if these prices are to be upheld whilst using this document, the manufacturing 
  time for these items will be very long.
  Individual GM’s may wish to lower the price of these items for both manufacturing and 
  purchasing purposes, however, this will mean that more of these items will be available 
  for purchase. An alternative is to alter the Crafting Units themselves (as these are based 
  on the Tradesman’s typical wage), but that may require a fair amount of work.
  Weekly Trade Progress
  To use this table, the Tradesman simply needs to make one Trade roll a week to 
  determine the success of his business during that week. Once the Trade roll has been 
  made, he consults the table below and implements its results.
  Degree of Success/Failure
  Result (in silver shillings)
  -6
  loss of 2 x TU
  -5
  loss of 1.75 x TU
  -4
  loss of 1.5 x TU
  -3
  loss of 1.25 x TU
  -2
  loss of 1 x TU
  -1
  loss of 0.5 x TU
  Down to –1
  loss of 0.25 x TU
  0 Up to +1
  gain of 0.25 x TU
  +1
  gain of 0.5 x TU
  +2
  gain of 1 x TU
  +3
  gain of 1.25 x TU
  +4
  gain of 1.5 x TU
  +5
  gain of 1.75 x TU
  +6
  gain of 2 x TU
  Page 25 of 28
  
  TRADES OF THE OLD WORLD
  Example: Todd Brunner decides to do general trade duties for a week. He rolls on the  
  above table and achieves three degrees of success. That means that he makes 50 silver 
  shillings that week (1.25 x 40 =50).
  On another week, when he had supply problems, he got three degrees of failure, resulting 
  in a loss of 50 silver shillings.
  Taking the example further, it has been noted before that Todd has an Apprentice, 
  Frederick. Having an Apprentice adds 50% to the Artisans Crafting Unit. Therefore, if 
  Frederick had been involved in the above example and had worked during those two 
  weeks, Todd’s Crafting Unit would be considered to be 60 and therefore he would have 
  made or lost 75 silver shillings (1.25 x 60),
  There will be examples  of making more complex items, such as those with many 
  constituent parts that are needed from different trades, such as a Telescope (Coppersmith 
  and Glassblower), in Appendix 2, together with a few other items to give the reader a 
  more thorough grounding in the guidelines presented in this document.
  Trade Chains
  In this part of the document, tips will be given to create a living breathing world of trade 
  that ticks along without the player characters and that can be dipped into at will.
  Very few trades exist in isolation of others. Many trades rely on raw materials that are 
  supplied from Tradesmen of other stripes. A Carpenter couldn’t carry out his trade 
  without the Sawyer supplying him with dressed and prepared lengths of different woods 
  and the Sawyer couldn’t dress and prepare those items without the steady stream of tree 
  trunks bought from the Forester. Therefore, many trades are reliant on others for their 
  livelihoods and these links form chains of commerce along which raw materials flow. 
  The more refined the trade, the more pairs of hands that the raw materials have to pass 
  through and the more mark-ups that accrue. Therefore you will find that in the Trade 
  Listings contained later in this document, the more prestigious trades often cost more to 
  carry out and thus the Crafting Units are higher. This takes into account the factors 
  considered above.
  There are exceptions to this, such as experimental trades (Gunsmith), but the rule works 
  so well because that is the reality of trade.
  These  interlinking  chains  of  trade  make  the  Tradesmen’s  life  more  interesting,  as 
  anything that impacts upon a trade within his Trade Chain, will impact on his own. Wars, 
  Guild squabbles and paucity of raw materials can all interrupt this flow of goods.
  Listed below are some example Trade Chains for use in your game that may influence a 
  chosen Tradesman’s trade.
  Others are possible and can be made up by individual GM’s to suit their games.
  Page 26 of 28
  
  TRADES OF THE OLD WORLD
  Armourer
  Miner/Prospector > Assayer > Smelter > Armourer
  Bowyer
  Forester/Farmer > Sawyer/Tanner > Bowyer
  Clothier
  Farmer/Dye Maker > Weaver > Tailor > Clothier
  Cook
  Farmer/Hunter > Butcher/Grocer > Cook
  Jeweller
  Miner/Prospector > Assayer > Smelter > Goldsmith/Gem Cutter > Jeweller
  Shipwright
  Forester > Sawyer > Carpenter > Shipwright
  Miner > Assayer > Smelter > Metalworker > Shipwright
  Farmer > Weaver > Rope maker > Shipwright
  Added to this there may be those Tradesmen brought in for artistic flourishes, such as 
  Embossers, Engravers, Embroiderers, Enamellers and the like.
  Knowledge of these chains of trade will prepare the Tradesman for possible difficulties 
  that may crop up in the future. Therefore, it is beneficial for him to keep abreast of world 
  affairs and conditions in far off places. He never knows whether this may affect his own 
  trade, even though he may be hundreds of miles away from the source of the problem.
  Summary Of The 
   
   Crafting Unit
   
   
  If you wish to learn a Trade during play, its Crafting Unit determines how long it takes to 
  learn and how much it costs. 
  Choose which Trade you wish to pursue from the Trade Listings section of this document 
  and write down its Crafting Unit.
  This Crafting Unit determines your social standing.
  It tells you how much money you must spend on trade tools and their encumbrance.
  It also tells you how much money you are required to spend in order to set up a place of 
  business once you have become an Artisan and what size of community can support that 
  business.
  This Crafting Unit can be increased by 50% if you employ an Apprentice once you have 
  become an Artisan and set up a business.
  Page 27 of 28
  
  TRADES OF THE OLD WORLD
  That Crafting Unit can then be doubled for every four skilled workers employed for 
  manufacturing purposes only.
  It determines how many silver shillings worth of raw materials you can craft per week of 
  work and therefore how long it takes to manufacture an item and the profit level made per 
  week.
  Page 28 of 28
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Liber Fanatica/Trades of the Old World part 1.pdf