GLADIATORIAL STABLES

Many cities have arenas where gladiators battle it out—against one another or against various fearsome beasts—for the entertainment of the masses. While many gladiators are slaves, free fi ghters also participate in public matches. A gladiatorial stable is a small guild, usually consisting of a number of gladiators, support staff such as healers and trainers, and an owner or manager. Some arenas do not accept free fi ghters who do not belong to an established stable. Even if they do, stable managers often have the contacts and clout to arrange better and more profi table fi ghts. A reputable gladiatorial stable provides free healing to its members (at least for injuries sustained in the arena), arranges matches between foes, and offers to invest a gladiator’s profits in other enterprises if the gladiator so chooses. It can also provide most nonmagical equipment a gladiator might request, though he can usually use such items only in the arena, not on outside adventures.

Unlike other guilds, gladiatorial stables do not require monthly dues. They make their profits on fees from the gladiators’ matches (and from betting on the side, of course).

Associated Classes: Barbarian, cleric, fighter, hex-blade (Complete Warrior), monk, ranger, rogue, scout (Complete Adventurer), warrior.

Associated Skills: Balance, Climb, Heal, Intimidate, Jump, Perform, Tumble.

Duties: The stable earns 30% of a gladiator’s purse per match (see sidebar). Members must fi ght in the local arena at least once a week, unless they have a solid excuse, or else risk expulsion from the stable (or at least additional fi nancial penalties on their subsequent matches, to make up for the loss).

Favored Benefits: So long as the privilege is not abused, the stable heals a gladiator of injuries suffered outside the arena as well as within. Additionally, in one out of every four matches, the stable takes only 20% of the purse, rather than 30%.

Sample Contact: Albrechd Bearer (human cleric 5). Albrechd will cast a single enhancing spell—such as aid or bull’s strength—on the PC before a match (something that is offi cially frowned upon unless cleared ahead of time). Once every 4 months.

PROFITS IN THE ARENA

On average, assume that the purse for a given gladiatorial match is roughly equal to the value of treasure that would normally be gained for a fight of that Encounter Level (DMG 51). Use the EL of the tougher side, if the two sides are mismatched. For instance, if two 5th-level gladiators (EL 7) face off against an 8th-level gladiator, the purse for the fight averages 3,400 gp—the standard treasure for an EL 8 encounter.

Again, this is an average. Precise monies vary depending on the size of the crowd, the popularity of the fighters, and so on. To determine the exact amount of the purse, assume a base of 80% of the above value, and add 2d20%. This gives you a range of 82% to 120% of the standard value for that EL.

Note that the gladiators themselves don’t see much of that money. The arena takes an average of 40% off the top from each match, and the stable takes another 30%, leaving a mere 30% to be split among the various fighters on the winning side.

So why become a gladiator? Because while an adventurer battling monsters might earn much more from a single treasure hoard, he has no guarantee of ever finding a monster, or of that monster possessing treasure. A gladiator knows that he will see a profit if he wins. Further, the gladiator knows that healing is available to him if he survives the match. Finally, popular gladiators can often earn money on the side by betting on themselves or by hiring themselves out as bodyguards.

A gladiator who does not belong to a stable lacks the influence and contacts to arrange fights as lucrative as one who does. Such a gladiator earns a purse of only half the normal amount (before the arena takes its cut), receives no free healing or room and board, and must provide his own equipment.


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