CITIZEN CLASSES

NPCS 1-60

Artistry
Painter

PainterCITIZEN

A painter uses pigments made by hand from various minerals, plants or insects, mixed with a bonding agent such as egg, wax, oil or event spit. Applied on to canvas made from linen stretched over a wooden frame. Brushes are made from hair attached to a handle usually made of wood.

Painters will often work from their home, but the most successful ones will have their own studio or a one within an estate belonging to a wealthy patron. Within every generation there might be one exceptional painter, so good at his craft that their name becomes synonymous with it.

ABILITIES

Crafting:
Artistry (Canvas Painting)Artistry (Fresco Painting)Artistry (Pigment)Artistry (Brush)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A painter can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Painter or use as a background when creating an adventurer.

Sculptor

SculptorCITIZEN

A sculptor shapes clay or carves stone, such a task takes many hours, and a sculptor will often only produce a handful each year, so they are often expensive. Some clay sculptures are used as the form to make a plaster cast which is then used to create a bronze final piece.

Sculptors will often work from their home, but the most successful ones will have their own studio or a one within an estate belonging to a wealthy patron. A single sculptor can direct a team of lesser skilled persons to create huge statues, with only the final details done by the artist.

ABILITIES

Crafting:
Artistry (Stone Sculpture)Artistry (Clay Sculpture)Artistry (Plaster Mold)Artistry (Bronze Cast)

Skills:
MeticulousLight Touch

PARTY INTEGRATION

A sculptor can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Sculptor or use as a background when creating an adventurer.

Citizen Services
Banker

BankerCITIZEN

A banker is involved with the safe keeping of valuables including currency, often from a secure building which houses a solid iron or steel construction called a safe. Some bankers are part of a large network allowing their customers to access their currency away from home.

Bankers take a fee for the safe storage and transaction of currency or precious goods; in turn they guarantee its safety by covering any loses caused by thieves.

A banker ABILITY_LICENCE_TEXT

Bankers must be part of a licensed organisation to allow banking facilities across a region.

ABILITIES

Skills:
BankingTrustworthyPersonableAttentive

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Banker or use as a background when creating an adventurer.

Barber

BarberCITIZEN

A barber cuts hair and trims beards for the vast majority of citizens and nobles. Barbers are also known to pull teeth when they get infected.

Barbers can operate pretty much anywhere, but they typically operate from their own premises or attend the homes of the client.

ABILITIES

Skills:
BarberyDentistry

PARTY INTEGRATION

A barber can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Barber or use as a background when creating an adventurer.

Bleacher

BleacherCITIZEN

A bleacher washes clothes for general citizens. First the cloth would be washed in water and soap which would remove dirt and grime, then with ammonia, gathered from urine canisters used in public privies. Then to each their name the cloth in then hung where the sun can bleach it dry.

Bleachers only function in areas where public urination stations, typically called a privy, are found. These are on common in the more advanced nations where peeing in the street is known to cause pests and damage to buildings.

ABILITIES

Skills:
BleachingMeticulous

PARTY INTEGRATION

A bleacher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Bleacher or use as a background when creating an adventurer.

Drayman

DraymanCITIZEN

A drayman drives a cart or wagon, either in the employ of a company or as a private individual moving their cargo from location to location on an ad hoc basis.

If in the continual employ of a company, they will always be on call and must maintain the cart or wagon when not in use. If independent, they will own their own horse and cart and work when desired.

ABILITIES

Skills:
AwarenessNavigateWagon DrivingCart Driving

PARTY INTEGRATION

A drayman can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Drayman or use as a background when creating an adventurer.

Elder

ElderCITIZEN

An elder is a very old and wise member of any tribe, clan, group or nation, it's a title that is gifted when they no longer practise any trade and have passed any other title to a descendant or younger person.

Now they pass their wisdom to others, from advising the new leaders to imparting knowledge of their craft.

ABILITIES

Skills:
GuidancePersonableOrateImpart

PARTY INTEGRATION

An elder can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Elder or use as a background when creating an adventurer.

Falconer

FalconerCITIZEN

A falconer captures and trains wild birds. Larger birds are to aid hunters, medium birds are used to hunt small prey like rabbits. Well trained birds can also intercept enemy messenger birds, typically only done during a war or siege.

Other birds are used for messaging, while the training is more a reliance on them returning home, this required birds to be sent away to other locations, ready to send messages back to the home falconer.

ABILITIES

Skills:
Falconry (Messenger)Falconry (Hunt)Falconry (Strike)

PARTY INTEGRATION

A falconer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Falconer or use as a background when creating an adventurer.

Ferryman

FerrymanCITIZEN

A ferryman will have a small boat or raft with which to take passengers across waterways such as lakes and rivers. Often these ferrymen will operate a single route for their entire career, even so much as to pass it to their children.

Offering a continuous service that citizens can use as needed for a fee. If a route becomes unpopular or replaced by a permanent crossing such as a bridge, they will have to move to find a new route.

ABILITIES

Skills:
BalanceNavigate

PARTY INTEGRATION

A ferryman can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Ferryman or use as a background when creating an adventurer.

Hawker

HawkerCITIZEN

A hawker distributes news sheets and other publications designed to be sold to citizens for information. Forced to buy their material from a printer unless directly employed by one means they are very driven to make sure each one is sold and as quickly as possible.

Found on busy street corners in towns and cities, they are the primary distribution method for the citizen to hear about wider events. Very popular places the see hawkers will set up a simple stand to facilitate their throughput and give the citizens a known location to get the latest news.

ABILITIES

Skills:
Orate

PARTY INTEGRATION

A hawker can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Hawker or use as a background when creating an adventurer.

Horse Trainer

Horse TrainerCITIZEN

A horse trainer moves from stable to stable, breaking in horses to make them amenable to being ridden or harnessed. They can also train a horse out of bad habits, although the amount of time is always different as no two horses are the same.

Horse trainers need no office or workshop, their work is done on site, typically in fields or stables. There are no tools for such a profession, just a lot of experience, understanding, determination and patience.

ABILITIES

Skills:
SteadfastPatienceStrongBalance

PARTY INTEGRATION

A horse trainer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Horse Trainer or use as a background when creating an adventurer.

Messenger

MessengerCITIZEN

Employed to take a message from one point to another, some will take a single message for a single payment, others will organise a regular route to take many messages at once.

It is a dangerous job, and so messengers are often quite adept fighters, while the average message means nothing to bandits or wandering creatures, messages from royalty or military often contain vital and important information.

ABILITIES

Manoeuvres:
EvadeRetreat

Skills:
AwarenessNavigateConfident

PARTY INTEGRATION

A messenger can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Messenger or use as a background when creating an adventurer.

Navigator

NavigatorCITIZEN

A navigator plots a route over vast open expanses of water. Using maps, the winds, an in-depth knowledge of the ocean and the ability to maintain a sense of direction. While some only know their local region of ocean, some brave explorers have travelled all five of the world's great oceans.

Many learn their craft in the military, moving from sailor to apprentice navigator after spending hundreds of hours at sea, and many more while an apprentice before becoming a navigator. The greatest are sought out by adventuring parties and audacious merchants.

ABILITIES

Skills:
NavigateTidesenseAerosense

PARTY INTEGRATION

A navigator can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Navigator or use as a background when creating an adventurer.

Printer

PrinterCITIZEN

A printer uses a large complex machine called a press, with engraved plates of brass dipped in ink to press on to paper to create news sheets sold by hawkers direct to passing citizens or they can print posters to be distributed by businesses and authorities.

Printers are only found in the most advanced of societies, and even then, only in large towns and cities. They require a workshop and often a staff to assist and they will employ many hawkers to distribute the news sheet.

ABILITIES

Crafting:
Printing (News Sheet)Printing (Poster)Printing (Leaflet)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A printer can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Printer or use as a background when creating an adventurer.

Scribe

ScribeCITIZEN

A scribe is employed to write the minutes of meetings or other such events that need documenting. Occasionally a scribe will copy one document to a fresh parchment or paper, for duplication or due to deterioration. Scribes can be hired by the authorities to transcribe witness statements.

When hired to accompany a party on an adventure a scribe sits away from combat, watching and documenting everything they see. Staying away does not mean out of dagger, and many a scribe have died to flanking enemies, hidden traps, or foolish decisions.

ABILITIES

Crafting:
Transcribe (Transcription)Transcribe (Copy)

Skills:
MeticulousAcute Hearing

PARTY INTEGRATION

A scribe can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Scribe or use as a background when creating an adventurer.

Translator

TranslatorCITIZEN

A translator will travel around attending meetings, negotiations and disputes when the two or more parties do not speak the same language. While the authorities may have dedicated translators, or multilingual staff, companies must hire an appropriate translator.

The best translator earns enough to warrant offices, but many are just translators by chance, with a primary source of income elsewhere.

ABILITIES

Skills:
PatienceAttentiveAwarenessPersonable

PARTY INTEGRATION

A translator can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Translator or use as a background when creating an adventurer.

City Services
Arborist

ArboristCITIZEN

An arborist cares for the forests of civilized nations, keeping the trees free of dead growth and felling diseased ones. Planting new ones where needed, especially in previously felled areas, particularly important in areas of heavy lumberjacking.

Arborist don't spend a lot of time doing the hard labour, they use local lumberjacks to do that, they merely identify what needs to be done. Using cottars to plant new trees under their direct supervision.

ABILITIES

Skills:
Basic LabourAwarenessMeticulousTriage

PARTY INTEGRATION

An arborist can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Arborist or use as a background when creating an adventurer.

Bailiff

BailiffCITIZEN

Bailiffs collects rent from tenant of the monarchy or government holdings, such as homes, farms and other business sites. Each bailiff knows their route, when to have guards and when not to, but bailiffs do not get the job if not capable of handling themselves.

A single bailiff can cover a large area, with rents due monthly they have time to travel. As such they have an office within their regional capital, moving from town to town over the course of a month.

A bailiff ABILITY_LICENCE_TEXT

ABILITIES

Manoeuvres:
FendEvade

Skills:
AwarenessIntimidateRuthlessSteadfast

PARTY INTEGRATION

A bailiff can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Bailiff or use as a background when creating an adventurer.

City Watch

City WatchCITIZEN

A member of the city watch is similar to a solider, but they do not report to a military commander, but instead to the watch commander. They are well trained, often ex-soldiers who want stability, as unlike soldiers they do not leave the city to perform their duties.

The city watch are allowed to live at home or in barracks, meals are provided, and they are well looked after. In return they swear an oath to protect the city and its citizens, unlike constables, the watch does not police the citizens themselves.

ABILITIES

Manoeuvres:
Critical StrikeFend

Skills:
AwarenessCrowd Control

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a City Watch or use as a background when creating an adventurer.

Clerk

ClerkCITIZEN

A clerk works in an office of a company, estate, bank or similar setting, wherever the need for constant noting of figures, filing of paperwork or tracing the status of products, deliveries or receivables.

Clerks are educated persons, there are many grades of clerks from the basic intern to the clerk manager, a hierarchy of clerks determining responsibility and pay.

ABILITIES

Skills:
MeticulousFocusedTrustworthyAttentive

PARTY INTEGRATION

A clerk can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Clerk or use as a background when creating an adventurer.

Crier

CrierCITIZEN

A crier is an officer of a royal court or public authority who makes public pronouncements as required. As such they will carry an official document or seal to prove their authority.

Criers will travel along a prescribed route to inform each settlement of important news, decrees and most importantly states of war. Their arrival will trigger a gathering of citizens.

ABILITIES

Manoeuvres:
FendEvade

Skills:
OratePersonable

PARTY INTEGRATION

A crier can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Crier or use as a background when creating an adventurer.

Curator

CuratorCITIZEN

A curator manages a collection of artefacts, relics, art or a combination. Curators are only hired by the wealthiest of citizens or nobles, as only they have the funds to afford such a collection.

Curators come from all trades, either through a natural talent in spotting valuable items amongst junk, or a skill in the restoration or preservation of the items on their safe keeping.

ABILITIES

Skills:
MeticulousAnalyseGeneral AppraisalPersonable

PARTY INTEGRATION

A curator can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Curator or use as a background when creating an adventurer.

Dock Master

Dock MasterCITIZEN

A dock master takes payments of ships using the dock, incoming ships must pay a fee for not only landing, but an unloading too, where dockhands will help, this fee is based on time to unload and load, and the value of cargo.

Dock masters will have an office on the edge of the dock, allowing them to oversee the incoming ships, making sure non try to evade the fees. A secondary duty in times of war is to coordinate the defence of the dock area, to make sure the enemy don't come in on merchant vessels.

ABILITIES

Manoeuvres:
CommandIntercept

Skills:
AwarenessSteadfastIntimidateManagement

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Dock Master or use as a background when creating an adventurer.

Dockhand

DockhandCITIZEN

A dockhand is employed by the city or port authorities, constant work for constant pay. The dock sues taxes and fees to cover this cost, having dockhands on site speeds up ships' turnaround quicker. Secondary is the extra security this provides the dock, a big step to stopping smugglers.

Dock work is laborious but steady, many hands make light work and quickly a group of dock workers become like brothers. Dockhands are renown for protecting each other, this can often lead to scuffles between sailors and the dock workers.

ABILITIES

Skills:
Basic LabourHard LabourTirelessMany Hands

PARTY INTEGRATION

A dockhand can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Dockhand or use as a background when creating an adventurer.

Firefighter

FirefighterCITIZEN

A firefighter is always ready to deal with fire. Dedicated fire fighters are uncommon, only in the most advanced nations and the biggest cites do they earn enough to not require other work.

In other places several if not dozens of citizens will be ready to deal with fire, this often leads to one or two taking up the title of firewatcher, which is a firefighter in all respects, albeit an unpaid one.

ABILITIES

Skills:
AwarenessImproviseStrongUnrelenting

PARTY INTEGRATION

A firefighter can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Firefighter or use as a background when creating an adventurer.

Gravedigger

GravediggerCITIZEN

A gravedigger is a rile of hard labour, continually digging large and deep holes for the dead, then filling them back in. During the down time they tend to the existing ones, removing weeds and wildflower.

While gravedigging is hard back breaking work, far less time is spent doing the work, so it suits ditchers and cottars looking for an easier more permanent position.

ABILITIES

Skills:
Basic LabourHard LabourTirelessIndependent

PARTY INTEGRATION

A gravedigger can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Gravedigger or use as a background when creating an adventurer.

Lamplighter

LamplighterCITIZEN

A lamplight is found within more advanced nations, their sole job is to light the lamps that line the streets of cites or large towns at dusk and then put them out again at dawn. Lit streets reduce crime and increase the hours that businesses can trade, therefore increasing the economy.

Lamp lighting is a hereditary profession, joined by a child as the parent becomes too old to complete the task unaided and then passed to them when the parent passes or retires. Failure to have the lamps lit on time though can result in being stripped of the role.

ABILITIES

Skills:
Basic LabourBalanceTirelessFocused

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Lamplighter or use as a background when creating an adventurer.

Mortician

MorticianCITIZEN

A mortician deals with dead bodies, regardless of how they died they do their best to prepare the body and casket in a way to allow family to grieve before burial. Some morticians are capable carpenters and masons, allowing them to construct caskets and tombs.

Morticians raise their kids within the profession, so there are always family ready to take over or lend a hand but takes many years to learn each aspect of the profession.

ABILITIES

Crafting:
Carpentry (Casket)Masonry (Construction)

Skills:
EmbalmMeticulous

PARTY INTEGRATION

A mortician can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Mortician or use as a background when creating an adventurer.

Notary

NotaryCITIZEN

A notary will officialise a document, either by the application of a stamp, seal or signature. Documents that represent contract between two parties require the notary to be present when both parties sign the document before adding their official mark.

Most notaries have an office within a government building, keeping documents in a record room, in which scribes will also work to provide copies when needed, typically the notary is in charge of the scribes and the records.

ABILITIES

Skills:
NotarisePersonableMeticulousPatience

PARTY INTEGRATION

A notary can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Notary or use as a background when creating an adventurer.

Rat Catcher

Rat CatcherCITIZEN

A rat catcher is employed by authorities or the wealthy to hunt and kill rats within their estate or premisses. Often covered in dirt and filth from the time spent in sewers and other dirty areas of the estate, this outward appearance puts people off the profession, and it is not well respected.

It's a simple task that is very important, often the presence of one rat will indicate thousands nearby. Left uncontrolled rat will devour stores of foodstuff, spread disease and even unsettle foundations.

ABILITIES

Crafting:
Trap (Snare)Trap (Small Cage)

Skills:
TrackSet Trap

PARTY INTEGRATION

A rat catcher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Rat Catcher or use as a background when creating an adventurer.

Sewerman

SewermanCITIZEN

A sewer worker is responsible for the maintenance of city sewage systems, while most of the time it's a case of clearing blockages and fixing broken sections, they must also keep an eye out for people that do not belong in the system.

Low paid work for the most desperate of people, while there is always a need for a night soiler no one chooses to do it, but when people get desperate, they don't have a choice.

ABILITIES

Skills:
Basic Labour

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Sewerman or use as a background when creating an adventurer.

Street Cleaner

Street CleanerCITIZEN

A street cleaner works from dawn to dusk sweeping the streets of paved cities, a lot of debris from the day's commerce needs to be cleared constantly, otherwise the city will look degraded and fetid.

Street cleaners are generally looked down upon by the citizens despite doing a necessary job to keep their city clean. Pay is good but only because the hours are long.

ABILITIES

Skills:
Basic LabourAwarenessGo UnnoticedTireless

PARTY INTEGRATION

A street cleaner can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Street Cleaner or use as a background when creating an adventurer.

Watch Captain

Watch CaptainCITIZEN

A watch captain commands the city watch within their city, each city will have two captains, so at all times there is an active commander. Typically, they come through the ranks of the watch but can also come from officer positions within the military, or heroic adventurers looking to settle down.

Watch captains only report to the lord of the city, they have no other authority, they work from a government building and often amongst the most respected and wealthy of citizens.

ABILITIES

Manoeuvres:
Counter AttackCritical Strike

Skills:
AwarenessCrowd ControlSteadfastSubdue

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Watch Captain or use as a background when creating an adventurer.

Clothcraft
Draper

DraperCITIZEN

A draper buys cloth would come from local weavers and visiting merchants who bring in cloth from foreign sources. They sell their wares to local trades and direct to the consumer.

Drapers will have a stall, cart or store to sell their wares from and a storehouse in which to keep their supply. They commonly travel from settlement to settlement to maximise the supply and demand.

ABILITIES

Skills:
Appraisal (Cloth)PersonablePersuadeWagon Driving

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Draper or use as a background when creating an adventurer.

Dyer

DyerCITIZEN

A dyer uses minerals and plants to change the colour of fabric by adding them to water in which to soak the cloth. The dye can be applied at various stages, as a spun fibre, as sheets or even after knitting.

Dyers don't own the cloth they are dying; the batch of cloth is coloured for a fee. A workshop is required to store and process the cloth.

ABILITIES

Crafting:
Clothcraft (Colouring)

Skills:
MeticulousPatience

PARTY INTEGRATION

A dyer can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Dyer or use as a background when creating an adventurer.

Fuller

FullerCITIZEN

A fuller cleans the freshly trimmed wool by scrubbing it with water and a cleaning agent like soap, lye or even urine. A fuller will clean wool of farmers for a fee, the farmer would then take the clean wool to a spinner.

Fullers can clean the wool at the source, such as a farm, or in a workshop within the local farming area. Fullers commonly wash the wool for dozens of farms at any one time.

ABILITIES

Skills:
Basic LabourHard Labour

PARTY INTEGRATION

A fuller can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Fuller or use as a background when creating an adventurer.

Hatter

HatterCITIZEN

A hatter uses cloth and leather to make hats, both practical and decorative. Many within the cloth and leather industry become hatters in additional to their main role, to branch out and provide more avenue of income. The best hatters become dedicated hatters, providing hats the wealthy.

Hatters will have a stall, cart or store to sell their wares from and to take and create commissioned work. The best hatters are situated in wealthy cities.

ABILITIES

Crafting:
Clothcraft (Hat)Leathercraft (Hat)

Skills:
MeticulousFocused

PARTY INTEGRATION

A hatter can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Hatter or use as a background when creating an adventurer.

Knitter

KnitterCITIZEN

A Knitter uses spun wool to create a wide range of clothing and accessories such as blankets. It is a time-consuming process, so they spend many hours a day producing just one item.

While individual knitters do sell their wares, they typically band together and share a market stall. A single workshop may contain several knitters, or a mix of spinners, spinners and weavers.

ABILITIES

Crafting:
Clothcraft (Wool Clothing)Clothcraft (Blanket)

Skills:
MeticulousPatience

PARTY INTEGRATION

A knitter can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Knitter or use as a background when creating an adventurer.

Pursemaker

PursemakerCITIZEN

A pursemaker uses cloth and leather to make coin purses, small bags, satchels and packs. Often a pursemaker is also a weaver, tailor or even rugmaker with available time, and the skills to produce alternative items as a way to raise their income.

Pursemakers will have a stall, cart or store to sell their wares from and to take and create commissioned work. This is typically shared with other cloth crafters.

ABILITIES

Crafting:
Clothcraft (Coin Purse)Clothcraft (Bag)Clothcraft (Satchel)Clothcraft (Pack)Leathercraft (Satchel)Leathercraft (Pack)

Skills:
MeticulousPatience

PARTY INTEGRATION

A pursemaker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Pursemaker or use as a background when creating an adventurer.

Rugmaker

RugmakerCITIZEN

A rugmaker uses spun wool to make floor coverings, while rugs amongst the lower citizens are typically just furs, a rugmaker can create colourful and precise designs, allowing the grander buildings to decorate and embellish their floors.

Rugmakers are also curtain makers, this allows them to coordinate their designs and only the most lavish of buildings have curtains. Made in their workshop, they have no need for cart or store as all items are made to order.

ABILITIES

Crafting:
Clothcraft (Rug)Clothcraft (Carpet)Clothcraft (Curtain)

Skills:
MeticulousPatience

PARTY INTEGRATION

A rugmaker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Rugmaker or use as a background when creating an adventurer.

Spinner

SpinnerCITIZEN

A spinner takes either fibres of various plants or wool from animals and spins them into the long strands that become yarn. This yarn would then be supplied to weavers, ropers, knitters and citizens to make their own items.

Spinners don't own the fibre or wool they are spinning; each batch is spun for a fee. A workshop is required to store and process the cloth. A single workshop may contain several spinners, or a mix of spinners, knitters and weavers.

ABILITIES

Crafting:
Clothcraft (Yarn)

Skills:
MeticulousPatience

PARTY INTEGRATION

A spinner can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Spinner or use as a background when creating an adventurer.

Tailor

TailorCITIZEN

A tailor uses purchased cloth to create clothing and accessories. The better the tailor the finer the clothing. Most common clothes are made when tailors don't have commissions, but the real money comes from making bespoke and made to fit clothing.

Tailors will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. The more luxurious or upmarket the finished product the more likely the tailor operates from a single store, and customers come to them.

ABILITIES

Crafting:
Clothcraft (Basic Clothing)Clothcraft (Workwear)Clothcraft (Military Uniform)Clothcraft (Noble Clothing)Clothcraft (Embellish)

Skills:
MeticulousPatience

PARTY INTEGRATION

A tailor can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Tailor or use as a background when creating an adventurer.

Weaver

WeaverCITIZEN

A weaver purchases yarn from the source, after it has been cleaned, dyed, and spun. Weaving it into blankets or sheets of cloth called bolts which is then sold to tailors, citizens and any excess is sold to drapers.

A workshop is required to store and process the cloth. A single workshop may contain several weavers, or a mix of spinners, knitters and spinners.

ABILITIES

Crafting:
Clothcraft (Bolt)Clothcraft (Blanket)

Skills:
MeticulousPatience

PARTY INTEGRATION

A weaver can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Weaver or use as a background when creating an adventurer.

Commerce
Auctioneer

AuctioneerCITIZEN

An auctioneer overseas the sale of goods at auction, steadily taking bids from the gathered patrons until one buyer outbids the rest. Auctions are often the holdings of failed companies or households with no heir, there are also livestock auctions where famers sell their goods for the best price.

Auctioneers only spend a fraction of their time actively auctioning items, most of their time is spent cataloguing inventory, being sure to get an approximate value, and advertising the auction to get maximum attendance.

ABILITIES

Skills:
PersuadeOrateAwarenessGeneral Appraisal

PARTY INTEGRATION

An auctioneer can be hired on commission by an adventurer.

BACKGROUND

Players can start as an Auctioneer or use as a background when creating an adventurer.

Bookkeeper

BookkeeperCITIZEN

A bookkeeper is employed by large merchants, large business owners, estates and authorities, to manage the accounts. Responsible for paying suppliers and ensuring revenue is uninterrupted within these organisations.

Bookkeepers require an office; due to the volume of documentation such a role produces and stores.

ABILITIES

Skills:
MeticulousAttentiveInvestigateTrustworthy

PARTY INTEGRATION

A bookkeeper can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Bookkeeper or use as a background when creating an adventurer.

Croupier

CroupierCITIZEN

A croupier works in a gambling house, either stood at a table as a dealer or arbiter or moving about making sure that patrons are not cheating or getting out of hand.

Croupiers are paid well, highly skilled and very perceptive, they need to out play, outwit and out deceive the patrons, otherwise they end up paying out too much, and the house must always win.

ABILITIES

Skills:
AwarenessAttentiveConcealBluff

PARTY INTEGRATION

A croupier can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Croupier or use as a background when creating an adventurer.

Guildmaster

GuildmasterCITIZEN

A guildmaster is the head of a guild, either by voting or experience, often the most respected members of the wider society. Their main duties include ensuring fair prices for their members and trade deals with other guild masters.

Supplementary they find work for members, by spreading word and negotiating with authorities, estates and nobles. A guild must be ratified by the authorities to be able to function as intended. Underground or illegal guilds are often run by kingpins in place of a guildmaster.

ABILITY_GUILD_CHARTER_TEXT

ABILITIES

Skills:
NegotiateSteadfastImpartPersonable

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Guildmaster or use as a background when creating an adventurer.

Innkeeper

InnkeeperCITIZEN

An Innkeeper is specifically the owner of an Inn or tavern, supplying refreshments, typically alcoholic in nature, often alongside food and board.

Innkeepers will typically employ a range of staff to assist in running the establishment, commonly these are family members.

An innkeeper ABILITY_LICENCE_TEXT

Most innkeepers are part of a local Publicans' Guild.

ABILITIES

Skills:
CalmManagement

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Innkeeper or use as a background when creating an adventurer.

Merchant

MerchantCITIZEN

A merchant buys and sells goods for profit, often this requires them to take an over produced resource from one area to one where it's in demand. Successful merchants can own their own fleets of ships, traversing the world all in a bid to make profit.

Merchant often set up repeating routes, these become autonomous from their point of view, with the ship's captains taking charge of the inventory management and ensuring the right cargo is loaded and unloaded.

ABILITIES

Skills:
General Appraisal

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Merchant or use as a background when creating an adventurer.

Peddler

PeddlerCITIZEN

A peddler moves from settlement to settlement selling their latest creation or acquisition, typically these are scams, sold through clever marketing and deception before the peddler leaves town and the citizens can find out the truth.

The typical product will boast some that it can do something beyond its capabilities, like elixir that can stop you ageing, which of course is impossible to disprove, or selling land of which the deeds are fake, often selling the same piece of land a hundred times over before found out.

ABILITIES

Skills:
CoerceConfident

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Peddler or use as a background when creating an adventurer.

Proprietor

ProprietorCITIZEN

A proprietor owns an establishment in which patrons visit to have a good time, paying for various goods and services. Common establishments include gambling dens, theatres, boxing arenas and many more. A combination of an entry fee plus the sale of food and drinks for revenue.

Proprietors of successful establishments are often pillars of the community, loved by all, heling the community, but they can also be underground criminals, using their legitimate business to hide and facilitate their criminal enterprise.

ABILITIES

Skills:
PersonableAwarenessAttentive

PARTY INTEGRATION

A proprietor can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Proprietor or use as a background when creating an adventurer.

Tattooist

TattooistCITIZEN

A tattooist uses sharp tools like sharpened bones, thorns, or needles to puncture the skin and then rubs natural pigments like soot, charcoal, or plant dyes into the wound.

Tattooing requires a lot of concentration, so most have a space in which to work, this can be a house or store, as long as it is quiet, and preferably clean.

ABILITIES

Crafting:
Artistry (Pigment)Artistry (Needle)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Tattooist or use as a background when creating an adventurer.

Thriftdealer

ThriftdealerCITIZEN

A thriftdealer buys and sells second hand items, when people have an item, they no longer need they sell or trade it to a thriftdealer. Thrift dealing isn't hugely profitable, so they travel from settlement to settlement to find new buyers and sellers, often living withing their wagon.

Thriftdealer rarely venture between nations, except those with peace treaties, as its too dangerous, but the further they travel the greater chance of profit.

ABILITIES

Skills:
ConfidentPersonable

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Thriftdealer or use as a background when creating an adventurer.

Wench

WenchCITIZEN

A wench is a collective term the people that work within an Inn. These low paid workers will do most of the hard work, carrying drinks to tables and waiting on guests, keeping rooms tidy and general cleaning.

It's a derogatory term for bar staff, kitchen porters and other that work the floor in a tavern or inn. But being low paid, they rarely dare challenge the term, and so it became the normal.

ABILITIES

Skills:
Basic LabourAwarenessAttentive

PARTY INTEGRATION

A wench can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Wench or use as a background when creating an adventurer.

Construction
Architect

ArchitectCITIZEN

An architect designs buildings, public spaces and defensive structures like city walls, gates and watchtowers.

Hired on a commission to design a building, the plans of which can be used multiple times over. Occasionally they are hired to oversee its construction.

Most architects are part of a local Masons' Guild.

ABILITIES

Crafting:
Transcribe (Blueprints)

Skills:
EngineeringManagement

PARTY INTEGRATION

An architect can be hired on commission by an adventurer.

BACKGROUND

Players can start as an Architect or use as a background when creating an adventurer.

Boat Builder

Boat BuilderCITIZEN

A boatbuilder uses lumber and nails to create small rowboats or hollow out large trees to make simple sail boats, neither of which can be too large for one person to build.

Anything larger requires a shipwright, who can coordinate a team of boat builders and carpenters to make large vessels called ships.

ABILITIES

Crafting:
Carpentry (Boat Oar)Carpentry (Rowboat)Carpentry (Pinnace)Carpentry (Cog)

Skills:
StrongTireless

PARTY INTEGRATION

A boat builder can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Boat Builder or use as a background when creating an adventurer.

Brickmaker

BrickmakerCITIZEN

A brickmaker makes bricks from clay, using wooden moulds to make the desired size and shape before firing them in a very hot furnace. Brickmakers are more common in places short on construction stone or abundant with clay, often whole regions have a dominance of one building material over another.

Brickmakers will have a workshop with a forge where they can make bricks in large quantities for the continual need for construction.

ABILITIES

Crafting:
Forge (Clay Brick)

Skills:
Basic LabourStrong

PARTY INTEGRATION

A brickmaker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Brickmaker or use as a background when creating an adventurer.

Carpenter

CarpenterCITIZEN

A carpenter builds chests, furniture, wagons and carts by cutting, shaping and joining lumber, occasionally using components from smiths, ropers and drapers. More experienced carpenters are also part of construction, from fences to houses. The best become masters of their trade.

Carpenters makes items to order and sells general items from their workshop. Carpenters often share their workspaces with either other artisans or work on construction sites with others, often led by a master mason or master carpenter.

ABILITIES

Crafting:
Carpentry (Chest)Carpentry (Furniture)Carpentry (Fence)Carpentry (Cart)Carpentry (Wagon)Carpentry (Construction)

Skills:
StrongTireless

PARTY INTEGRATION

A carpenter can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Carpenter or use as a background when creating an adventurer.

Cartwright

CartwrightCITIZEN

A cartwright is a specialised carpenter and wheelwright, forgoing the range of items that a carpenter could make to focus on the continual supply of carts, wagons and carriages. Carriages are only purchased by the wealthy, as dedicated cartwrights are only found in the wealthiest regions.

A cartwright will have their own workshop, typically working on just a few commissions at any one time. Cartwrights employ carpenters and wheelwrights during busy times and will commission clothmakers for the interior upholstery.

ABILITIES

Crafting:
Carpentry (Wheel)Carpentry (Cart)Carpentry (Wagon)Carpentry (Carriage)Carpentry (Chariot)

Skills:
EngineeringTireless

PARTY INTEGRATION

A cartwright can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Cartwright or use as a background when creating an adventurer.

Ditcher

DitcherCITIZEN

A ditcher predominately digs moats and foundations. It is mind-numbing, back-breaking labour most don't do it for long.

While a Ditcher will be in constant demand, as is always work of this kind that needs to be done. Paid at the end of each by the employer, even if the offer of work is expected to take many days.

ABILITIES

Skills:
Basic LabourHard Labour

PARTY INTEGRATION

A ditcher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Ditcher or use as a background when creating an adventurer.

NPCS 61 - 120

Lumberjack

LumberjackCITIZEN

A lumberjack will go into the forests and cut down suitable trees for the job at hand, oak ash and beech are great for building, tools and weapons, while any wood can be burnt for warmth, ovens or smokers.

Persimmon is often required as the trees are not always theirs, they also ensure that new plantings are made, and trees are tended to so the lumberjack can ensure supply for generations. The trees are cut up on site to make them small enough to transport to a workshop to turn into timber.

ABILITIES

Manoeuvres:
Heavy StrikePrecise Blow

Skills:
Basic LabourTree Felling

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Lumberjack or use as a background when creating an adventurer.

Mason

MasonCITIZEN

A mason is a general builder that uses brick and wood as the primary source of material. It takes teams of masons to construct a building, as designed by an architect, the build would be led by a Master Mason.

Many citizens will be capable of building mundane structures, like simple fences or low-level walls, even house when made simply, but to make a stone house, or anything larger requires experience and tried and tested methods.

Most masons are part of a local Masons' Guild.

ABILITIES

Crafting:
Masonry (Construction)Carpentry (Construction)

Skills:
Basic LabourEngineering

PARTY INTEGRATION

A mason can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Mason or use as a background when creating an adventurer.

Master Carpenter

Master CarpenterCITIZEN

A master carpenter has reached a level of skill that they are either in such demand or their work fetches a high price that the stop making the basic items and move on to greater works, typically more construction orientated or military commission.

Master carpenters work alongside masons and stonemasons to builds houses and alongside teams of carpenters to create warmachines, such as ballistae, catapults and trebuchet.

ABILITIES

Crafting:
Carpentry (Fence)Carpentry (Construction)Carpentry (Warmachine)

Skills:
TirelessManagement

PARTY INTEGRATION

A master carpenter can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Master Carpenter or use as a background when creating an adventurer.

Master Mason

Master MasonCITIZEN

A master mason is the lead builder on any project, with a team of Masons working under them, often the Master Mason would be the head of a building company and employ the same Masons for each job.

Most masons aspire to become a master in their craft, moving from the day-to-day labour to a position of oversight and education. If they reach this status then they become well known, widely respected and well paid.

Most master masons are part of a local Masons' Guild.

ABILITIES

Crafting:
Masonry (Construction)Carpentry (Construction)

Skills:
EngineeringManagement

PARTY INTEGRATION

A master mason can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Master Mason or use as a background when creating an adventurer.

Master Shipwright

Master ShipwrightCITIZEN

A master shipwright leads a team of other shipwrights in the construction of larger vessels, like schooners, galleons and frigates.

Ships of this size require a dry dock and a large team of other shipwrights and carpenters, along with many other trades to get the smaller components installed.

ABILITIES

Crafting:
Carpentry (Galleon)Carpentry (Frigate)Carpentry (Man of War)Carpentry (Ship of the Line)

Skills:
TirelessManagement

PARTY INTEGRATION

A master shipwright can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Master Shipwright or use as a background when creating an adventurer.

Plasterer

PlastererCITIZEN

A plasterer makes plaster or render to apply to the interior or exterior of buildings and city wall from a mixture of lime, earth, sand and sometimes dung or blood. This render is re applied every few years which builds up over time adding a layer of protection form the weather.

Due to the continual reapplication, plastering is always in demand, often the plasterers themselves use cottars to supplement their workforce to make sure they can keep up with demand. Large estates and castles often have a plasterer on staff as its takes so long to finish they have to start again.

ABILITIES

Crafting:
Masonry (Lime Render)Masonry (Plaster)

Skills:
Basic LabourTireless

PARTY INTEGRATION

A plasterer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Plasterer or use as a background when creating an adventurer.

Plumber

PlumberCITIZEN

A plumber is responsible for the water and sewage systems of an estate or settlement. Plumbing is about the routeing of water and waste; it is rare to find water pipes leading directly to sinks or baths but lead and clay pipes can allow water to reach buildings from nearby wells or reservoirs.

Sewage systems are built by teams of cottars, masons, stonemasons and plumbers, mostly in brick, with pipes leading from the buildings above directly into the underground waterway. Later changes are always done by plumbers, as structural maintenance, clearing the wastes is for the sewermen.

ABILITIES

Crafting:
Masonry (Construction)Masonry (Pipework)

Skills:
Basic LabourMeticulous

PARTY INTEGRATION

A plumber can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Plumber or use as a background when creating an adventurer.

Quarryman

QuarrymanCITIZEN

A quarryman hews rock from the earth for construction purposes, often in teams they use metal tools such as pickaxes, hammers and chisels. New settlements often form when new quality rock deposits are found.

In some regions advancements in engineering have produced faster methods to mine; steam or electro powered saws, better explosives or drills. These methods often allow the mining of harder or deeper rock, otherwise inaccessible.

ABILITIES

Skills:
Basic LabourHard LabourStrongTireless

PARTY INTEGRATION

A quarryman can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Quarryman or use as a background when creating an adventurer.

Shipwright

ShipwrightCITIZEN

A shipwright makes everything from fishing ships to schooners, depending on skill and workforce, the best shipwrights will become masters of their craft and be able to create bigger vessels.

Small ships are typically made on the shore of a river or an ocean, but anything bigger requires a dry dock and a master shipwright. A shipwright doesn't work alone and uses carpenters and boat builders in order to build small ships.

ABILITIES

Crafting:
Carpentry (Sloop)Carpentry (Caravel)Carpentry (Trireme)Carpentry (Galley)

Skills:
Basic LabourTireless

PARTY INTEGRATION

A shipwright can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Shipwright or use as a background when creating an adventurer.

Stonemason

StonemasonCITIZEN

A stonemason cuts and shapes stone for building processes, including building decoration such as columns and pedestals. While a standard mason will work in stone, a stonemason's skill is vastly superior and much rarer.

Stonemasons often teach their children, so the skill is passed down, this inherently keeps numbers low, and only stonemasons that go on to become master masons will teach others.

Most stonemasons are part of a local Masons' Guild.

ABILITIES

Crafting:
Masonry (Construction)Masonry (Stone Shape)

Skills:
Basic LabourEngineering

PARTY INTEGRATION

A stonemason can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Stonemason or use as a background when creating an adventurer.

Street Layer

Street LayerCITIZEN

A street layer is specialised mason or stonemason, often either of those trades will become a street layer, due to demand within a large town or city. While roads are first formed by the passage of traffic, once a route becomes important enough it is widened, gravelled and edged by the authorities.

In more advanced nations or cities these roads can become paved in stone, a tireless process that often needs dozens of masons, stonemasons and cottars overseen by a street layer. It is the street layers job to ensure a consistency of stone, shape and size, and in the right location.

ABILITIES

Crafting:
Masonry (Paver)

Skills:
MeticulousManagement

PARTY INTEGRATION

A street layer can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Street Layer or use as a background when creating an adventurer.

Thatcher

ThatcherCITIZEN

A thatcher uses longstraw or reed to make a waterproof roof covering, for buildings made of timber and or stone. The thatch is grown, harvested and dried prior to being fitted.

Those that use thatch are more often found in isolated communities, or farming areas, where reed or longstraw is readily available.

ABILITIES

Crafting:
Thatch (Bale)Thatch (Construction)

Skills:
Basic LabourTireless

PARTY INTEGRATION

A thatcher can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Thatcher or use as a background when creating an adventurer.

Tiler

TilerCITIZEN

A roofer will make roof tiles from clay or slate and floor tiles from clay or stone. In smaller communities often a mason or stone mason will also take on this role, producing tiles during the off season when building is more difficult.

Clay is dug from the bottom of rivers by the tilers themselves or bought from nearby mines. It is then shaped and fired to become hard and impermeable. Laid on to buildings via iron nails or preformed groves, or a combination of both.

ABILITIES

Crafting:
Forge (Clay Tiles)

Skills:
Basic LabourStrong

PARTY INTEGRATION

A tiler can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Tiler or use as a background when creating an adventurer.

Wheelwright

WheelwrightCITIZEN

A wheelwright uses wood and iron to make cartwheels and other such devices. These wheels are supplied to other tradespeople to build things such as carts and wagons.

Wheelwrights requires a workshop, typically this is with other carpenters, occasionally a carpenter becomes a wheelwright when cart and wagon demand is high, this cross trade creates dedicated cart markers or wagonmakers.

ABILITIES

Crafting:
Carpentry (Wheel)Carpentry (Helm)

Skills:
Basic LabourEngineering

PARTY INTEGRATION

A wheelwright can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Wheelwright or use as a background when creating an adventurer.

Woodcarver

WoodcarverCITIZEN

A woodcarver takes dried wood and turns it into shapes and forms suitable for sale, some supply the public some will work for other tradespeople. Some settlements do not have access to metal for food use, in these situations a woodcarver will also make cups, bowls and simple tools.

Most woodcarvers are also other trades, typically a lumberjack, or carpenter, something associated with wood. This provides them with spare pieces to carve up. The pieces are then sold form the workshop or at a stall or cart.

ABILITIES

Crafting:
Carpentry (Wooden Tool)Carpentry (Wooden Trinket)Carpentry (Wooden Handle)Carpentry (Wooden Utensil)Carpentry (Wooden Bowl)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A woodcarver can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Woodcarver or use as a background when creating an adventurer.

Criminal
Black Marketeer

Black MarketeerCITIZEN

A black-Marketeer will buy and sell stolen and illegal items, often purchased from smugglers and thieves. Selling stolen items on the cheap to make quick gold or selling illegal items for huge profit.

As they need to maintain their secrecy, and to avoid being spotted by the law, they must operate in the dark alleys and shadows of the world, approaching only those desperate, bold or foolish enough to buy without questions.

ABILITIES

Skills:
BluffAwarenessConcealSlip Away

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Black Marketeer or use as a background when creating an adventurer.

Forger

ForgerCITIZEN

A forger makes illegal copies of official documents such as oathpapers, deeds, contracts, wither with a little change to supplant the real one, or to fake ownership to either sell or borrow against.

Forgers are often draughtsmen or scribes that have fell on hard times, or given an opportunity and got greedy, although there are some that have natural talent and choose this path.

ABILITIES

Crafting:
Transcribe (Contract)Transcribe (Dead)Transcribe (Forgery)Transcribe (Oathpaper)Transcribe (Decree)

Skills:
MeticulousSteady HandsFocusedConfident

PARTY INTEGRATION

A forger can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Forger or use as a background when creating an adventurer.

Handler

HandlerCITIZEN

A handler manages harlots, taking a large share of their earrings in return for sub-standard accommodations and most of their freedoms, a handler is the black market, underworld version of a madame.

Typically, a handler's harlots will service their clients at the clients place of choice, their home or a private tavern, even on the streets for the lower end service providers and users.

ABILITIES

Skills:
intimidate

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Handler or use as a background when creating an adventurer.

Harlot

HarlotCITIZEN

A harlot will satisfy the needs of anyone willing to pay for their time, often looked down on by others, they often have influence over their regular customers who view them as alternative partners.

Harlots rarely work for themselves, so either a Handler or Madame will take a large share of their earnings in return for lodgings and food.

ABILITIES

Skills:
Flatter

PARTY INTEGRATION

A harlot can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Harlot or use as a background when creating an adventurer.

Highwayman

HighwaymanCITIZEN

A highwayman lays in wait, for the right type of wagon or carriage to come along. From a place of advantage, a blind corer, a rocky overlook or river crossing the trap is sprung. If alone the trap will be mechanical, if a group, an overwhelming show of force, whatever it takes to get control.

Highwaymen are usually formidable fighters, looking for easy money. A particularly personable figure can lead a band of thugs, killers, poachers and thieves, in time their group will catch the attention of the authorities and be hunted down.

ABILITIES

Manoeuvres:
Concealed WeaponPlaced Shot

Skills:
ConcealSomatic CommunicationSlip AwayIntimidate

PARTY INTEGRATION

A highwayman can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Highwayman or use as a background when creating an adventurer.

Hustler

HustlerCITIZEN

A hustler is a low-level criminal, eager to relieve citizens of their coinage through subtle, often rigged, gambling.

Hustlers will set up in a tavern or busy street, with lots of passing citizens in the hope to catch one in a game of chance and deception.

ABILITIES

Skills:
Deceive

PARTY INTEGRATION

A hustler can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Hustler or use as a background when creating an adventurer.

Killer

KillerCITIZEN

Murder is not a profession for most, it's a one-off event, often an act of instinct regretted immediately, but when an individual proves to be very capable of this horrific crime it can often escalate. Most will be caught, the few that don't, can start to sell their services.

Although part of the criminal underworld, they typically lead a second life as another member of the community, either as a cover or to avoid isolation. Killers can often find work with military persons, seeking to eliminate someone without ties to their position or nation.

ABILITIES

Manoeuvres:
Critical StrikeSurprise Attack

Skills:
Slip AwayConceal

PARTY INTEGRATION

A killer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Killer or use as a background when creating an adventurer.

Kingpin

KingpinCITIZEN

A kingpin is the head of a large organised criminal group, feared by their subordinates and the public, respected by others of their standing. Despite this they must always be sure to surround themselves with trusted persons, as there is always someone looking to usurp them.

As head of a criminal group, they are very wealthy and powerful, but to be seen outside of the criminal group requires a legal appearance, some are even nobles or respected members of society.

ABILITIES

Manoeuvres:
FendConcealed Weapon

Skills:
ExpectantAwareness

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Kingpin or use as a background when creating an adventurer.

Madame

MadameCITIZEN

A handler manages harlots, taking a moderate share of their earnings in return for good standard accommodations and a degree of safety and protection, a madam is the legal version of a handler.

Typically, a madame's harlots will service their clients at the clients place of choice, their home or a private tavern, even on the streets for the lower end service providers and users.

ABILITIES

Skills:
Negotiate

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Madame or use as a background when creating an adventurer.

Poacher

PoacherCITIZEN

A poacher is an unlicensed hunter, hunting whatever they can and either selling or giving it the needy, depending on their character. Often skilled in the art well before turning to poaching, ex game keepers or soldiers turned to a life of crime out of necessity, of themselves or others.

Those doing it for profit sell their kill on the black market, this allows merchant to either get animals off limits or at a reduced price. Those doing it for the community give it away freely to those in need, often becoming heroes in the eyes of the people.

ABILITIES

Manoeuvres:
Placed ShotSurprise Attack

Crafting:
Trap (Snare)

Skills:
TrackSet Trap

PARTY INTEGRATION

A poacher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Poacher or use as a background when creating an adventurer.

Smuggler

SmugglerCITIZEN

A smuggler imports and exports illegal items from one region or city to another, often the items are only illegal in the destination. Adept in going unseen, knowing who they can bribe and who to distract.

Some smugglers specialise in one type of product, or one particular city or settlement, some will do whatever the demands require at the time.

ABILITIES

Skills:
DeceiveAwarenessBluffCoerce

PARTY INTEGRATION

A smuggler can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Smuggler or use as a background when creating an adventurer.

Thief

ThiefCITIZEN

Some thieves are an expert at sneaking into and out of a building or city to locate and retrieve an object or document for whomever contracted them to obtain. Others roam the streets looking to pick the pockets of unwitting or distracted citizens.

Thieves often turn to such activity from desperation, but those with have natural abilities quickly go down the path of a career thief. The best thieves work alone, others work in teams, but they trust no one, even other thieves.

ABILITIES

Skills:
Deft TouchAwarenessTimingConceal

PARTY INTEGRATION

A thief can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Thief or use as a background when creating an adventurer.

Thug

ThugCITIZEN

A thug is employed by other criminal elements such as Kingpins or a Usury to act as guards, to dispense a beating to those in their way, or to collect money from debtors.

Thugs are muscular individuals, often not to bright, but strong and steadfast. While not the only work they can find it is a lot easier than the basic jobs they would likely end up in.

ABILITIES

Manoeuvres:
GrappleSubdue

Skills:
Basic LabourIntimidate

PARTY INTEGRATION

A thug can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Thug or use as a background when creating an adventurer.

Usury

UsuryCITIZEN

An ursary is the unofficial means of borrowing currency, often the repayments are far greater than they should be but are often the average citizens only means of gaining finance. Usuries come from multiple backgrounds, from upstanding nobles to thugs who found themselves with spare gold.

Whatever the source of their lending they pray on the weak those who have just enough to survive but need to replace something important, or those with foolish but potentially lucrative ideas. But when they are not repaid the ursary uses intimidation and brute force to get what they are owed.

ABILITIES

Skills:
DeceiveIntimidateUnrelentingSteadfast

PARTY INTEGRATION

An usury can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Usury or use as a background when creating an adventurer.

Destitute
Beggar

BeggarCITIZEN

A beggar is the lowest of the citizenship a nation can have. They own nothing, contribute nothing to society and only survive through the generosity of others. Looked down on by all other citizens.

At the mercy of others for food, water, clothing and shelter, a beggar will purposely call for others to give them coins in which they use to buy food and water while they sleep on the streets in tatty old clothes.

ABILITIES

Skills:
HideGo UnnoticedSlip AwayCoerce

PARTY INTEGRATION

A beggar can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Beggar or use as a background when creating an adventurer.

Cottar

CottarCITIZEN

Those that can't find a trade or regular work become cottars, the lowest paid citizen class, they are tasked with anything that needs doing that no one else wants to do.

Paid per job or per hour, often lower than they should be paid, but if work is scare, they have no choice. Often bands of Cottars wait in groups near mines or farms hoping they need additional labour.

ABILITIES

Skills:
Basic LabourHard LabourMany HandsJack of Trades

PARTY INTEGRATION

A cottar can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Cottar or use as a background when creating an adventurer.

Exiled

ExiledCITIZEN

An exiled has been expelled from their homeland, usually due to some dishonourable act or misdeed, not typically due to criminal activity as that would result in prison or death, although some fallen heroes are saved from prison or death by being exiled as a lifetime of heroism cannot be ignored.

Someone who has been exiled will wander for some time before an opportunity to settle comes before them, usually far from the boarders of their homeland. Sometimes this can be a as simple as a lending hand to an individual, other times it can end after seeking out faith.

ABILITIES

Manoeuvres:
EvadeRetreat

Skills:
Slip AwayConceal

PARTY INTEGRATION

An exiled can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Exiled or use as a background when creating an adventurer.

Hermit

HermitCITIZEN

A hermit is a term applied to those that shun society, living alone in the wilderness, living of the food they grow or catch, with no goals other than to be left alone.

Hermits choose this life, for a variety of reason such as regret, remorse or just a desire to be alone. This does not mean they are not wise and capable persons and often rumours of great deeds circulate in nearby settlements.

ABILITIES

Skills:
Basic LabourAwarenessSelf Sufficient

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Hermit or use as a background when creating an adventurer.

Prisoner

PrisonerCITIZEN

A prisoner is an incarcerated person, having committed some crime and been caught they now find themselves behind bars, often without any chance of redemption or appeal. Should a prisoner be released, they will forever be known as a prisoner unless they travel far enough away.

While a prisoner they still may have a trade, and this is often put to use by the authorities, although under guard and without pay. Should a prisoner escape, they will of course hide their identity, should their past come to light, they face immediate execution.

ABILITIES

Skills:
Basic LabourHard LabourTraumatised

PARTY INTEGRATION

A prisoner can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Prisoner or use as a background when creating an adventurer.

Slave

SlaveCITIZEN

A slave is person that is forced through threat, either of injury, starvation or both, to work. The work is often hard and long, respite never comes except the little time they are allowed to rest overnight, the only opportunity to eat is if food is provided.

Living under constant threat of harm, or worse, a slave will continually look for a way to escape, that is until their will is broken. Slavery is often prohibited in advanced society, although this doesn't always ensure it adhered to.

ABILITIES

Skills:
Basic LabourHard LabourTraumatised

PARTY INTEGRATION

A slave can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Slave or use as a background when creating an adventurer.

Urchin

UrchinCITIZEN

An urchin refers to a child who lives or spends most of their time in the streets, generally dirty, often an orphan, left destitute by circumstance or behaviours. Often, they turn to petty crime, such as pickpocketing, in an attempt to survive.

Urchins are treated differently depending on the region, some are ignored, other conscripted, even at a young age, in a bid to remove them from the street and put them to work. In less civilized areas they are often killed without mercy or thrown into slavery.

ABILITIES

Skills:
Deft TouchConcealSlip AwayGo Unnoticed

PARTY INTEGRATION

An urchin can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Urchin or use as a background when creating an adventurer.

Elected Official
Alderman

AldermanCITIZEN

An alderman is a settlement specific elected leader, they can go by other names such as mayor or unique regional titles. They ensure the settlement is kept safe and prosperous, they report to and petition senators.

Aldermen are often the oldest of the settlement, with age comes wisdom, and greed is less prevalent, often they serve until they pass, but can still be many years. This does mean that the alderman's position is a dangerous one, as a vote for the next alderman is only called after one dies.

ABILITIES

Skills:
PersuadeGuidance

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Alderman or use as a background when creating an adventurer.

Chancellor

ChancellorCITIZEN

A chancellor is the upper most rank of elected officials within a democracy, they rule with absolute authority, at least until they complete their term which a new chancellor must be elected. There are other titles that fit, president, supreme leader as well as unique regional titles.

Much like a king or queen a chancellor must make every decision for the nation, often at the head of a council or senate. In place of a series of nobles a democracy will often use a series of council members or senators as a chain of command all of which must be elected.

ABILITIES

Skills:
PersuadeCoerceGuidanceIssue Decree

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Chancellor or use as a background when creating an adventurer.

Governor

GovernorCITIZEN

A governor is a regional democratic official, similar to a senator in senate-based nations, or a duke or earl under a monarchy. With regional level control, only reporting to the chancellor or equivalent, they decide the taxes, duties and law for their region.

Like nobles and senators, governors enjoy the wealth of their position, living in large estates, while doing very little physical work. For some, governorships are about driving their nation forward, dealing with crime and any enemies that arise, but for some it's about greed and power.

ABILITIES

Skills:
PersuadeGuidanceIssue Decree

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Governor or use as a background when creating an adventurer.

Senator

SenatorCITIZEN

a senator is the core of democratic officials, all regions will have an elected senator, all reporting to the chancellor of the nation, some cities will also have one, depending on how large the nation is. Some nations will have a maximum time a senator can be in power.

Senators have great power, knowing they need to be re-elected every few years forces them to act, at least publicly, in the best interest of the nation. Corruption can occur in senators that are not at risk of losing their seat, and much of this corruption is to keep them in office.

ABILITIES

Skills:
PersuadeGuidanceIssue Decree

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Senator or use as a background when creating an adventurer.

Entertainment
Bard

BardCITIZEN

A bard records huge narratives dealing with the entire past of the tribe and set them in music to be recounted by themselves and others, often these stories last for hundreds of years, albeit not with perfect accuracy.

Bards routinely travel with adventurers even if not combat capable themselves, this allows them to record and recount tales of heroes and mighty battles. Some will become full on adventurers, often resulting in them becoming the hero who saves the day, at least, in their version of events.

Most bards are part of a local Bardic Guild.

ABILITIES

Crafting:
Transcribe (Ballad)Transcribe (Song Sheet)

Skills:
Perform (Ballad)Perform (Instrument)

PARTY INTEGRATION

A bard can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Bard or use as a background when creating an adventurer.

Costumer

CostumerCITIZEN

A costumer is a tailor dedicated to making the costumes and outfits of the cast of plays, along with those of other entertainers that can't quite get the clothing they desire from a regular tailor. Some are tailors first, some remain tailors, others are or once were performers.

Costumer will make all of their garments within a workshop or theatre, buying cloth as needed from local weavers or travelling drapers. Local dyers are important to create some of the unique items, and so are glaziers, to which make fake gemstones for no play can afford the real thing.

ABILITIES

Crafting:
Clothcraft (Costume)Clothcraft (Embellish)

Skills:
MeticulousPatience

PARTY INTEGRATION

A costumer can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Costumer or use as a background when creating an adventurer.

Gladiator

GladiatorCITIZEN

A gladiator fights in an arena in front of a huge crowd for the entertainment of the masses. Some are slaves, some are criminals, some are prisoners of war, they all share in the promise of freedom should they become the champion of the arena. Gladiator owners are called lanistas.

The promise of freedom is the ultimate prize and goal for a gladiator, as such they push themselves hard to be able to reach the top, the lanista's use this to their advantage, better gladiators earn them better hiring fees and greater renown, but ultimately, they never wish to free their champion.

ABILITIES

Manoeuvres:
Counter AttackCritical Strike

Skills:
AwarenessChallenge

PARTY INTEGRATION

A gladiator can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Gladiator or use as a background when creating an adventurer.

Jester

JesterCITIZEN

A jester is specifically an entertainer for the royal court, employed for the sole purpose of being ready to entertain at moments notice.

Jesters are typically afforded a place within the castle of ruling monarch, and they afforded the protection of that same monarch to entertain however they see fit, the protection necessary to prevent them from harm by those ridiculed.

ABILITIES

Skills:
Mock

PARTY INTEGRATION

A jester can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Jester or use as a background when creating an adventurer.

Lanista

LanistaCITIZEN

A lanista is an owner and trainer of gladiators, after buying a slave or prisoner they train them hard, in return they get good and lodgings, but are still slaves. The lanista will promise great benefits for doing well, good food, nice clothes, companionship, but most of all, freedom.

The promise of freedom is the ultimate prize and goal for a gladiator, as such they push themselves hard to be able to reach the top, the lanista's use this to their advantage, better gladiators earn them better hiring fees and greater renown, but ultimately, they never wish to free their champion.

ABILITIES

Skills:
CoerceBiasForesightConfident

PARTY INTEGRATION

A lanista can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Lanista or use as a background when creating an adventurer.

Minstrel

MinstrelCITIZEN

A minstrel is a freelance musician and entertainer, skilled with a lute or similar instrument, specifically one that allows them to play a tune while also singing.

Minstrels are usually found in taverns, inns and on the street, earning money from happy patrons at the grace of the owner of the establishment. The payoff for the owner is a good minstrel will attract customers, and happy customers spend more coin.

Most minstrels are part of a local Bardic Guild.

ABILITIES

Skills:
Perform (Instrumental)Perform (Vocals)

PARTY INTEGRATION

A minstrel can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Minstrel or use as a background when creating an adventurer.

Performer

PerformerCITIZEN

A performer works as part of a troupe or cast, putting on shows retelling history, fictional stories or the fictional history as they see it all for the entertainment of others. Often within these groups one will be a leader this is typically the most experienced or eldest of them.

Troupe leaders often take the most prominent roles within a performance, a privilege of being the longest. But it also their responsibility to negotiate with theatre directors and ensure the whole cast or troupe receive a fair share of their earning.

Most performers are part of a local Bardic Guild.

ABILITIES

Skills:
Perform (Stageplay)Perform (Vocals)

PARTY INTEGRATION

A performer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Performer or use as a background when creating an adventurer.

Pugilist

PugilistCITIZEN

A pair of pugilists fight in a ring while spectators place bets on the outcome, they will fight until one surrenders or is knocked out. Once the winner is determined the victor and all those who bet on them to win, will collect their winnings.

The best pugilists of course win more fights, so those taking the bets will offer odds for both parties, and that dictates the level of payout when the time comes. Pugilists have been known to throw a fight for money, this is typically illegal and brings great shame if caught.

ABILITIES

Manoeuvres:
Counter AttackHeavy Strike

Skills:
AwarenessIntimidate

PARTY INTEGRATION

A pugilist can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Pugilist or use as a background when creating an adventurer.

Ringmaster

RingmasterCITIZEN

A ringmaster is found in the small roped off arena otherwise known as a ring. It is their job to promote and referee the fight, and to declare the winner should both remain standing at the end. Rules vary from region to region.

Bareknuckle fighting is the most common, but many fighting styles are found in the ring. In some areas the fights go underground, either due to the law or taxes, either way they secrecy adds to the excitement for the crowd.

ABILITIES

Skills:
OratePersonableCalmTiming

PARTY INTEGRATION

A ringmaster can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Ringmaster or use as a background when creating an adventurer.

Theatre Director

Theatre DirectorCITIZEN

A theatre director owns or runs a theatre, they are in charge of getting troupes or casts in to perform and enticing paying audience members in which to make profit.

Theatres are only found in the most populated areas, cities, large ports or nearby other attractions to provide enough patrons. A theatre director will also employ lots of people, from carpenters and masons to cottars and those within the clothing industry for sets and costumes.

Most theatre directors are part of a local Bardic Guild.

ABILITIES

Skills:
NegotiateAwarenessCalmManagement

PARTY INTEGRATION

A theatre director can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Theatre Director or use as a background when creating an adventurer.

Family
Matriarch

MatriarchCITIZEN

The matriarch is the female head of a family although all families will have one, only in larger and wealthier families do they hold any sway. If there is a business, property or criminal interest within the family, the matriarch will call the shots, make all the decisions and hold all the cards.

A family will either have a matriarch or a patriarch, even if wedded, one will have been born into the family, the other married in. If the head of the family dies leadership falls to their blood heir or appointed successor, this is a tough time for a family as often challenges can arrive.

ABILITIES

Skills:
SteadfastIntimidateRuthlessGuidance

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Matriarch or use as a background when creating an adventurer.

Patriarch

PatriarchCITIZEN

The patriarch is the male head of a family although all families will have one, only in larger and wealthier families do they hold any sway. If there is a business, property or criminal interest within the family, the patriarch will call the shots, make all the decisions and hold all the cards.

A family will either have a matriarch or a patriarch, even if wedded, one will have been born into the family, the other married in. If the head of the family dies leadership falls to their blood heir or appointed successor, this is a tough time for a family as often challenges can arrive.

ABILITIES

Skills:
SteadfastIntimidateRuthlessGuidance

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Patriarch or use as a background when creating an adventurer.

General Supplies
Bookbinder

BookbinderCITIZEN

A bookbinder purchases parchment, leather, wood and a binding material such as spun cotton to make cut shape and stich into a journal, ledger or codex. The parchment can be blank or pre inscribed and small locks from a blacksmith can be attached.

Bookbinders will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Often large estates that value their libraries will have an onsite bookbinder as a means to make copies together with a scribe.

ABILITIES

Crafting:
Leathercraft (Journal)Leathercraft (Ledger)Carpentry (Codex)Leathercraft (Codex)Leathercraft (Embellish)

Skills:
Light TouchMeticulous

PARTY INTEGRATION

A bookbinder can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Bookbinder or use as a background when creating an adventurer.

Cartographer

CartographerCITIZEN

A cartographer creates a variety of maps, typically on parchment with ink and quill. They will use other maps and personal exploration as reference. Part of the profession is improving existing maps or updating maps if boundaries change.

Cartographers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Estates, companies and military forces will make extensive use of maps and will commission ones that focus on the details they need.

ABILITIES

Crafting:
Cartography (Local Map)Cartography (Title Map)Cartography (Regional Map)Cartography (Nautical Map)Cartography (World Map)Cartography (Planar Map)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A cartographer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Cartographer or use as a background when creating an adventurer.

Chandler

ChandlerCITIZEN

A chandler uses animal fat from a butcher or for more expensive candles, beeswax, which they often farm themselves. Cotton and hemp are the most common materials used as wicks.

Chandlers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Ongoing contracts with estates are often their focus as they bring in continual income.

ABILITIES

Crafting:
Chandlery (Candle Wick)Chandlery (Tallow Candle)Chandlery (Beeswax Candle)Chandlery (Fuse)

Skills:
PatiencePersistence

PARTY INTEGRATION

A chandler can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Chandler or use as a background when creating an adventurer.

Charcoal Maker

Charcoal MakerCITIZEN

A charcoal maker burns wood, typically the offcuts from woodcutters or carpenters, which is often their primary trade. The wood must burn for several hours to become charcoal, so space and open ground is needed. A byproduct of making charcoal is wood tar, used as a waterproofing or in alchemy.

Charcoal is used by many trades, as well as most citizens. It has medicinal and alchemical uses, and is a readily available writing implement, which means it's in constant demand. Many bladesmiths become charcoal makers to enhance the properties of their steel blades.

ABILITIES

Crafting:
Forge (Charcoal)Forge (Tar)

Skills:
PatienceAttentive

PARTY INTEGRATION

A charcoal maker can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Charcoal Maker or use as a background when creating an adventurer.

Clockmaker

ClockmakerCITIZEN

A clockmaker makes the intricate inner workings of clocks, from the intricate pocket watches and freestanding pendulum clocks found in wealthy homes to the clocks in tall stone buildings built to show the time to the settlement.

Clockmakers will require a workshop to be able to make their items, often it will have a small forge to allow the cutting of brass sheet supplied by a brazier.

ABILITIES

Crafting:
Forge (Brass Gear)Forge (Brass Winder)Forge (Pendulum)Horology (Pocket Watch)Horology (Tower Clock)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A clockmaker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Clockmaker or use as a background when creating an adventurer.

Cooper

CooperCITIZEN

A Cooper creates wooden casks, barrels, vats, buckets, tubs, troughs and other similar containers from timber and iron fixings.

Coopers will have a workshop where they cut, shape and bend the wood, and a small forge to shape the iron into bands. They will sell from this workshop, but most customers are other tradespeople.

ABILITIES

Crafting:
Forge (Iron Hoop)Carpentry (Bucket)Carpentry (Barrel)Carpentry (Trough)

Skills:
StrongTireless

PARTY INTEGRATION

A cooper can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Cooper or use as a background when creating an adventurer.

Fletcher

FletcherCITIZEN

A fletcher's singular activity is to make arrows, the shaft is made from wood, shaped or carved into a smooth length before adding feathers from geese or swans and arrowheads forged by an arrowsmith.

Fletchers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items, often sharing a space with an arrowsmith. Military organisations often employ their own fletchers.

Most fletchers are part of a local Bowyers' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Bowyery (Arrow)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A fletcher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Fletcher or use as a background when creating an adventurer.

Florist

FloristCITIZEN

A florist grows or gather flowers to sell at market, arranging them in the most desirable way to maximise their value, while flowers for gifts is only for the wealthy, many estates require a steady supply of fresh flowers for decoration, particularly for events in which guests are in attendance.

Florists will have a stall, cart or store to prepare and sell their flowers, in the smaller towns and villages they will walk the streets with a basket, trying to sell a handful of flowers each day, particularly flowers that have a purpose, such as masking a bad smell or superstition.

ABILITIES

Crafting:
Cultivate (Flowers)

Skills:
Keen EyeSteady HandsMeticulousPersonable

PARTY INTEGRATION

A florist can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Florist or use as a background when creating an adventurer.

NPCS 121 - 181

Flutier

FlutierCITIZEN

A flutier uses wood to make instruments, from the simple pan pipes to the more complex flute, those with some skills in leather, or working alongside a leatherworker a flutier can make bagpipes, a combination of wood and leather instrument.

Flutiers require a workshop in which to produce their items, mostly made to order, items made when commissions are slow are sold from the workshop.

ABILITIES

Crafting:
Carpentry (Pipes)Leathercraft (Bagpipes)Forge (Flute)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A flutier can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Flutier or use as a background when creating an adventurer.

Glassblower

GlassblowerCITIZEN

A glassmith uses a forge to turn clean sand into molten glass, which can be coloured with various minerals during the process. To make glassware air is blown inside using a long tube while centrifugal force is then deftly applied, or for panes the glass is poured into a smooth flat surface.

Glassblowers will have a stall, cart or store to sell their glassware from and a workshop in which to produce the items. With glass work requiring very specific tools and skills you often find glassblowers sharing space with other smiths. Glass panes are always made on commission.

ABILITIES

Crafting:
Forge (Glassware)Forge (Glass Panes)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A glassblower can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Glassblower or use as a background when creating an adventurer.

Luthier

LuthierCITIZEN

A luthier is a maker of string instruments, most notably the lute, but others include guitars, fiddles, lyres, harps and mandolins. Each instrument takes many hours to complete and as such command a high price.

Luthiers of the highest quality are often sought out by musicians from all over the nation, if not further afield. They will have a workshop in which to make the items but have no need for a store or stall as clients come to them.

ABILITIES

Crafting:
Carpentry (Lute)Carpentry (Harp)Forge (Harp)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A luthier can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Luthier or use as a background when creating an adventurer.

Optometrist

OptometristCITIZEN

An optometrist makes spectacles, using polished glass to get a degree of magnification suitable for the wearer. Brass is typically used to make the supporting frame, for the right price this can be embellished with precious metal or even gems.

Optometrists also make magnifying glasses, telescopes, spy glasses, any form of magnification using glass, a skill with leather and wood is essential for these items. From within their store or workshop they see their clients and custom the fit, adjust and finalise the item.

ABILITIES

Crafting:
Forge (Monocle)Forge (Spectacle)Forge (Spyglass)Forge (Telescope)

Skills:
MeticulousLight TouchKeen Eye

PARTY INTEGRATION

An optometrist can be hired on commission by an adventurer.

BACKGROUND

Players can start as an Optometrist or use as a background when creating an adventurer.

Parcheminer

ParcheminerCITIZEN

A parcheminer uses textiles like used clothes, rags and similar fibres, which were mashed and soaked down to a pulp to make paper, or animal skins to make parchment & vellum.

While cities have a great need for parchment, smaller settlements do not, so parcheminer are only found in the largest of settlements. Outside of that some citizen who need paper often make their own, therefore parchment is an expensive commodity in isolated communities.

ABILITIES

Crafting:
Parcheming (Paper)Parcheming (Parchment)Parcheming (Vellum)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A parcheminer can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Parcheminer or use as a background when creating an adventurer.

Potter

PotterCITIZEN

Potters use clay to form pots, jugs, and other items designed to eat and drink from. Using the wet clay and a spinning wheel they shape the clay into the desired shape and the and then fire them in a very hot oven to make them rigid.

A Potter will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Some potters work in teams, these workshops typically reside in and supply large cities.

ABILITIES

Crafting:
Pottering (Bowl)Pottering (Jug)Pottering (Decorative Piece)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A potter can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Potter or use as a background when creating an adventurer.

Roper

RoperCITIZEN

A roper makes rope from a variety of materials such as hemp, straw and hair, while they sell ropes in the marketplace, they predominantly supply other trades, most notable the maritime industry.

Ropers will have a stall, cart to store to sell their wares from and a workshop in which to produce the items. Some industries, like boatmaking, have on site rope makers solely dedicated to producing rope for them.

ABILITIES

Crafting:
Roping (Hemp)Roping (Straw)Roping (Silk)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A roper can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Roper or use as a background when creating an adventurer.

Sailmaker

SailmakerCITIZEN

A sailmaker uses cloth soaked in flax, commonly called canvas to create sails. Weaving, stitching and cutting to create the required shape and form. Small sailmakers will create their own canvas for the small shallow water boats used nearby, while ship makers will purchase canvas from merchants.

A Sailmaker will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Some ship makers have on site sail makers solely dedicated to producing sails for larger ships.

ABILITIES

Crafting:
Clothcraft (Single Sail)Clothcraft (Multi Sail)

Skills:
MeticulousStrong

PARTY INTEGRATION

A sailmaker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Sailmaker or use as a background when creating an adventurer.

Soap Maker

Soap MakerCITIZEN

A soap maker uses the animal fat from butchered livestock to create tallow, the main ingredient in soap. Add in various herbs and spices to create different scents.

Soap makers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items.

ABILITIES

Crafting:
Alchemy (Soap)

Skills:
MeticulousPatience

PARTY INTEGRATION

A soap maker can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Soap Maker or use as a background when creating an adventurer.

Toymaker

ToymakerCITIZEN

A toymaker uses various materials to make toys, puzzles and games. The range of materials used depends on skill and experience, most start with cloth and move on to wood and rarely metal. Often toy makers start out as carpenters, clothiers or smiths who wish to make their children something fun.

Toymakers with an affinity for such things often open store just to sell toys, although this only really happens in areas of wealth and peace. They are also known to make puzzles for the wealthy, as they see gifts that challenge the mind a sign of intelligence and grace.

ABILITIES

Crafting:
Clothcraft (Doll)Leathercraft (Doll)Carpentry (Toy)Forge (Toy)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A toymaker can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Toymaker or use as a background when creating an adventurer.

Whitesmith

WhitesmithCITIZEN

A whitesmith is so called because everything they sell needed to both be forged and either enchanted or imbued, but they themselves often can't or don't do either. Often a middleman, selling items on behalf of those who can make them, or buying such items and selling them for their own profit.

Whitesmiths must have a stall, cart or store to sell their items from, most commonly they use a store as they are able to protect their items to a greater degree. While those that can make enchanted or imbued items can sell them, their time is better spent producing more.

ABILITIES

Skills:
PersonableAppraisal (Arcane)Appraisal (Divine)Appraisal (Elemental)

PARTY INTEGRATION

A whitesmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Whitesmith or use as a background when creating an adventurer.

Household Staff
Butler

ButlerCITIZEN

A butler, often known as a head servant, is in charge of the service staff within a house, also likely to be hands on and serving the head of the estate personally.

Butler's have the respect of all other staff, even those on a similar standing such as a chef or housekeeper. In smaller households they are often top of the staff and occasionally the only staff member.

As a member of staff for an estate, a butler will have lodgings and food included.

ABILITIES

Skills:
AwarenessSomatic CommunicationSilent ServiceManagement

PARTY INTEGRATION

A butler can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Butler or use as a background when creating an adventurer.

Coachman

CoachmanCITIZEN

A coachman drives a carriage, either in the employ of an estate or as a private individual moving their carriage or wagon from location to location on predetermined published routes.

If in the continual employ of an estate this role will come with food and lodgings as part of the pay. In return they will always be on call and must maintain the carriage when not in use. If independent, they will own their own horse and carriage and work when desired.

As a member of staff for an estate, a coachman will have lodgings and food included.

ABILITIES

Skills:
AwarenessNavigateCarriage DrivingSilent Service

PARTY INTEGRATION

A coachman can be recruited as an Auxiliary by a Leader.

Alternatively, a coachman can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Coachman or use as a background when creating an adventurer.

Dresser

DresserCITIZEN

A dresser will attend to the members of a household when they dress, aiding in putting on and off clothing so the individual has to do less work. Only wealthy or high-ranking military have dedicated dressers.

Dressers are likely only assigned to aid one or two members of any household, as such they often hold a higher status than Maids or Servants. Military dressers covering all officers of a regiment or camp.

As a member of staff for an estate, a dresser will have lodgings and food included.

ABILITIES

Skills:
AttentiveLight TouchSilent Service

PARTY INTEGRATION

A dresser can be recruited as an Auxiliary by a Leader.

Alternatively, a dresser can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Dresser or use as a background when creating an adventurer.

Ewerer

EwererCITIZEN

An ewerer heats water for bathing around an estate, and they are responsible for the washing of clothing. Using a water store and a stove they heat buckets of water and port it around to where it needed.

Employed by an estate they work dawn to dusk, ensuring that water is always hot and where it needs to be. When water doesn't need to be moved, the ewerer will spend their time washing cloths and dishes.

As a member of staff for an estate, an ewerer will have lodgings and food included.

ABILITIES

Skills:
Basic LabourBalanceSilent Service

PARTY INTEGRATION

An ewerer can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as an Ewerer or use as a background when creating an adventurer.

Footman

FootmanCITIZEN

A footman is similar to a servant, but a notable step up in formality, appearance and status. While a servant will be assigned to an estate a footman be expected to travel with their employers when they are out and about, often having to walk by foot instead of on a carriage.

Employed by an estate for a singular role but often given other tasks such as delivering messages and notes, sending instructions to other staff and helping prepare for ventures outside the estate.

As a member of staff for an estate, a footman will have lodgings and food included.

ABILITIES

Skills:
AttentivePatienceSilent Service

PARTY INTEGRATION

A footman can be recruited as an Auxiliary by a Leader.

Alternatively, a footman can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Footman or use as a background when creating an adventurer.

Gamekeeper

GamekeeperCITIZEN

A gamekeeper is employed by an estate to look after the wildlife in the grounds, protecting it from poachers and ensuring a thriving population of game. The Gamekeeper is always on duty, as such they live within the grounds they protect and nurture.

The gamekeeper role is a commonly inherited profession, as such it comes with a house in the grounds. Family members often pick up roles within the estate, such as maids, cooks, servants.

As a member of staff for an estate, a gamekeeper will have lodgings and food included.

ABILITIES

Skills:
Basic LabourInvestigateTrackAwareness

PARTY INTEGRATION

A gamekeeper can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Gamekeeper or use as a background when creating an adventurer.

Gardener

GardenerCITIZEN

A gardener is employed by an estate to look after the grounds, each flowerbed, bush and tree needs to be well kept keeping up appearances, walkways need to be kept level and free of debris.

The gardener role is a commonly inherited profession, as such it comes with a house in the grounds. Family members often pick up roles within the estate, such as maids, cooks, servants or even gardeners on larger estates.

As a member of staff for an estate, a gardener will have lodgings and food included.

ABILITIES

Crafting:
Cultivate (Plants)Cultivate (Trees)

Skills:
Basic LabourAttentive

PARTY INTEGRATION

A gardener can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Gardener or use as a background when creating an adventurer.

Groom

GroomCITIZEN

A groom's duties include the care of horses and the upkeep of the stables. Reporting to the stables head groom or stablemaster.

Often very young adults take up the role of grooms as it offers a place to sleep and a meal every day, moving on as soon as they can, it's an underappreciated role and as such pay is low.

As a member of staff for an estate, a groom will have lodgings and food included.

ABILITIES

Skills:
Basic LabourAnimal CareSilent Service

PARTY INTEGRATION

A groom can be recruited as an Auxiliary by a Leader.

Alternatively, a groom can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Groom or use as a background when creating an adventurer.

Houndsman

HoundsmanCITIZEN

A houndsman raises and cares for the hunting hounds for an estate. Often looking after dozens of hounds, while ensuring pure bread bloodlines and new litters.

As the kennels require some reasonable space, the houndsman accommodation is often constructed as part of the outbuildings, keeping them close which is vitally important when the puppies are very young.

As a member of staff for an estate, a houndsman will have lodgings and food included.

ABILITIES

Skills:
Animal CareAwarenessSilent Service

PARTY INTEGRATION

A houndsman can be recruited as an Auxiliary by a Leader.

Alternatively, a houndsman can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Houndsman or use as a background when creating an adventurer.

House Keeper

House KeeperCITIZEN

A housekeeper is in charge of all other domestic household staff. These staff are hired and trained by the Housekeeper, and when needs must, they are responsible for discipline, and even their own replacement when the time comes.

Housekeepers have the respect of all other estate staff, even those on a similar standing such as the Chef or Seneschal. This is due to the amount of coordination they do with all the other staff and a general sense of pride in their and the others work.

As a member of staff for an estate, a house keeper will have lodgings and food included.

ABILITIES

Skills:
ManagementPatienceSilent Service

PARTY INTEGRATION

A house keeper can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a House Keeper or use as a background when creating an adventurer.

Maid

MaidCITIZEN

A maid is a servant that works for a wealthy estate, there can be one to a dozen servants depending on the size of the house or estate, each one will be expected to whatever task it put before them.

The maid's primary role is that to clean the rooms, hallways and common rooms. The hours are long, and the pay is minimal, with just minimal free time maids either spend their life in service or quickly find better work.

As a member of staff for an estate, a maid will have lodgings and food included.

ABILITIES

Skills:
Basic LabourAttentiveSilent Service

PARTY INTEGRATION

A maid can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Maid or use as a background when creating an adventurer.

Night Soiler

Night SoilerCITIZEN

A night soiler is responsible for the emptying of latrines and other waste collectors in places where they are not connected directly to sewage systems. This is typically in large country estates but can also apply to older buildings or those in cities without undergrown sewers.

Low paid work for the most desperate of people, while there is always a need for a night soiler no one chooses to do it, but when people get desperate, they don't have a choice.

As a member of staff for an estate, a night soiler will have lodgings and food included.

ABILITIES

Skills:
Basic LabourTirelessSilent Service

PARTY INTEGRATION

A night soiler can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Night Soiler or use as a background when creating an adventurer.

Scullion

ScullionCITIZEN

A scullion washes the dishes and pots in a kitchen of an estate. Often working long hours for minimal wages. One of the first jobs many citizens get when coming of age because it requires no skills or training.

This often forces a choice, to accept a place in the estate and working their way up to better positions, or to enlist, as the military also require no skills and all training is provided, although they quickly find themselves washing the dishes of the soldiers.

As a member of staff for an estate, a scullion will have lodgings and food included.

ABILITIES

Skills:
Basic LabourTirelessSilent Service

PARTY INTEGRATION

A scullion can be recruited as an Auxiliary by a Leader.

Alternatively, a scullion can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Scullion or use as a background when creating an adventurer.

Seneschal

SeneschalCITIZEN

A seneschal is responsible for all other staff and the inventory of an estate or company, while some responsibilities are delegated to others it is the seneschal that is ultimately responsible in ensuring the estate or company has who and what it needs.

All companies will need a seneschal, although this role can be filled by the founders of new companies, or even the head of the estate themselves. When a dedicated seneschal is hired, they will have an office of their own within the estate or company holdings.

As a member of staff for an estate, a seneschal will have lodgings and food included.

ABILITIES

Skills:
ManagementManage (Inventory)Manage (Estate)Manage (Event)

PARTY INTEGRATION

A Senechal can be hired as an Auxiliary by a Leader if the party own an Estate or Company.

BACKGROUND

Players can start as a Seneschal or use as a background when creating an adventurer.

Servant

ServantCITIZEN

A servant works for a wealthy household, there can be one to a dozen Servants depending on the size of the house or estate, each one will be expected to whatever task it put before them.

The most common jobs include fetching and taking items, including serving the meals, getting wine, sending instructions to other household staff, like the cooks and maids. Servants are not well paid, but they don't have to care about clothing food or shelter.

As a member of staff for an estate, a servant will have lodgings and food included.

ABILITIES

Skills:
Basic LabourAwarenessAttentiveSilent Service

PARTY INTEGRATION

A servant can be recruited as an Auxiliary by a Leader.

Alternatively, a servant can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Servant or use as a background when creating an adventurer.

Stablemaster

StablemasterCITIZEN

A stablemaster is responsible for the management of a stable and its horses, often a stablemaster will be in charge of a group of grooms, who actually do the work of looking after the horses and stables.

Unlike the grooms who have to sleep in the stables or attached buildings, the stable master will sleep in the designated servant quarters.

As a member of staff for an estate, a stablemaster will have lodgings and food included.

ABILITIES

Skills:
Horse CareManagementSilent Service

PARTY INTEGRATION

A stablemaster can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Stablemaster or use as a background when creating an adventurer.

Taster

TasterCITIZEN

A taster is usually found around kings or queens, tasting their food to avoid the dangers of poisoning by the nation's enemies or usurpers. Although anyone wealthy enough can hire a person to taste their food, although if they do; it does suggest that the person has a reason to fear being poisoned.

An incredibly easy role, and it pays very well, although many have to spend a good portion of their earnings on clothing and other necessities to maintain an appearance that allows them to remain close to their employer. The greatest risk of course is a sudden and painful death, or worse.

As a member of staff for an estate, a taster will have lodgings and food included.

ABILITIES

Skills:
Basic LabourAwarenessPersonableTrustworthy

PARTY INTEGRATION

A taster can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

Alternatively, a taster can be hired as Staff by a Seneschal for an Estate or Company.

BACKGROUND

Players can start as a Taster or use as a background when creating an adventurer.

Law
Advocate

AdvocateCITIZEN

An advocate acts in the defence of another during trials or tribunals, if the accused can afford them. The advocate constructs a defence and speaks in court on the accused's behalf as well as challenging the opposition uses against the accused.

Hired by the hour on a fee arranged beforehand, or with a set fee depending on the outcome, which acts as an incentive to win. The better the Advocate, the more they will cost.

An advocate ABILITY_LICENCE_TEXT

ABILITIES

Skills:
InvestigateChallengeDeceiveOrate

PARTY INTEGRATION

An advocate can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Advocate or use as a background when creating an adventurer.

Bounty Hunter

Bounty HunterCITIZEN

Bounty Hunters are independent lawmen, paid by the bounty and not bound by any contracts of service. Each is a capable fighter and tracker, as such many were once or will become an adventurer.

Warrants for kill or capture are not given to specific hunters, rather any and all hunters can pursue the same target, and the first one bring them back alive, or evidence of death will be able to claim the bounty.

A bounty hunter ABILITY_LICENCE_TEXT

ABILITIES

Manoeuvres:
SubdueSurprise Attack

Skills:
TrackConceal

PARTY INTEGRATION

A bounty hunter can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Bounty Hunter or use as a background when creating an adventurer.

Constable

ConstableCITIZEN

Constables form the bulk of a peacekeeping force used by law abiding nations, part of a larger organisation with its own internal rank, at the top of which would sit a Marshal. Their mandate is to uphold the nations laws and bring criminals to justice.

The peacekeeping forces of a lawful nation operate independently from military forces as they fulfil a more domestic role, but ultimately, they are funded by and report to the nobility of the nation.

ABILITIES

Manoeuvres:
FendSubdue

Skills:
Crowd ControlSubdue

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Constable or use as a background when creating an adventurer.

Debt Collector

Debt CollectorCITIZEN

A debt collector is employed by an individual, company or estate, to collect what is owed, this usually involves force, due to the recovery often requiring the acquisition of the debtors' possessions. In lawful societies, this is a licensed role, where they are only allowed to collect proven debts.

If the authorities require a debt collector, then they will use either the city watch or soldiers. In unlawful societies, debt collectors are essentially hired thugs, sent to collect a debt, and if they can't pay to beat them, if not kill them.

ABILITIES

Manoeuvres:
Heavy StrikeCritical Strike

Skills:
IntimidateStrong

PARTY INTEGRATION

A debt collector can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Debt Collector or use as a background when creating an adventurer.

Detective

DetectiveCITIZEN

Detectives are rare, only the most lawful of societies even have them and they are few in number amongst those. Skilled in and tasked with, the investigation of crimes and the criminals that commit them.

The peacekeeping forces of a lawful nation operate independently from military forces as they fulfil a more domestic role, but ultimately, they are funded by and report to the nobility of the nation.

ABILITIES

Manoeuvres:
RetreatFend

Skills:
InvestigateAwareness

PARTY INTEGRATION

A detective can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Detective or use as a background when creating an adventurer.

Diplomat

DiplomatCITIZEN

A diplomat negotiates peace treaties, trade routes and adjudicates disputes of any kind. They can go by many titles, Envoy, Emissary, Negotiator to name a few.

Each Diplomat will have documents and some sort of Sigil to prove who and what they are, despite this protection all diplomats are trained well, as the role remains a dangerous one. They also carry a degree of immunity from local crimes, as no one wants a war over petty crime.

ABILITY_SIGIL_TEXT

ABILITIES

Manoeuvres:
FendRetreat

Skills:
NegotiateSense Intention

PARTY INTEGRATION

A diplomat can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Diplomat or use as a background when creating an adventurer.

Draughtsman

DraughtsmanCITIZEN

A draughtsman creates official documents, such as Deeds, Decrees, Contracts and Oathpapers using inks and parchment.

Hired on a commission bases to produce each official document, while some items will have a set price, like an Oathpaper, or be priced by the depth of the work. Nobles will often have a draughtsman on their staff due to the number of official documents they produce.

ABILITIES

Crafting:
Transcribe (Contract)Transcribe (Dead)Transcribe (Oathpaper)Transcribe (Decree)

Skills:
MeticulousFocused

PARTY INTEGRATION

A draughtsman can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Draughtsman or use as a background when creating an adventurer.

Executioner

ExecutionerCITIZEN

An executioner is an official who effects a sentence of capital punishment on a legally condemned person. The executioner's identity is typically hidden to avoid acts of revenge from family or friends.

Executioners will have another means of income, while the job will pay well due to the nature of the work, the frequency is insufficient. A large settlement is also lily to have several executioners to call upon.

ABILITIES

Manoeuvres:
Critical StrikePrecise Blow

Skills:
Coup De GraceStrong

PARTY INTEGRATION

An executioner can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Executioner or use as a background when creating an adventurer.

Jailer

JailerCITIZEN

A jailer overseas a prison or jail. While in many nations this role is taken by the city watch or soldiers, a dedicated jailer is an untrained person, who keeps records of the prisoners and ensures treatment is as required by the imprisoning nation.

Jailers are often retired soldiers or guards, so while there is no training provided, that does not mean they are unskilled in combat. While they are responsible for their prisoners, they also are the first to be reprimanded or worse should one escape.

ABILITIES

Manoeuvres:
FendCounter Attack

Skills:
AwarenessSense Intention

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Jailer or use as a background when creating an adventurer.

Judge

JudgeCITIZEN

Wherever a system of justice includes a trial, a judge will head the court and direct the advocates for both sides to be fair in and truthful, so a watching jury can make an informed decision on the guilt or not guilty verdict. Ultimately a judge decides the punishment if found guilty.

In any region there are only a handful of Judge's, so courts are only found in large cities. Judges are only used for the most severe crimes and when the guilt of the accused is in doubt.

ABILITIES

Skills:
Sense IntentionIntimidateImpartialVerdict

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Judge or use as a background when creating an adventurer.

Magistrate

MagistrateCITIZEN

A magistrate determines guilt and passes sentence according to guidelines set down in law, their authority is absolute. In nations where magistrates are used, any settlement can have one, although small towns and villages often share one central to their location.

Magistrates are often wealthy individuals, especially when overseeing large cities. The wealthiest have estates of their own, with generational wealth and title. New magistrates or the children of entitled magistrates typically join the military for training and discipline.

ABILITIES

Skills:
Sense IntentionIntimidateBiasVerdict

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Magistrate or use as a background when creating an adventurer.

Marshal

MarshalCITIZEN

A marshal is a peacekeeper, one marshal per town or city who reports directly to a High Marshal. Marshals have a number of constables depending on the settlement size to deploy to keep the peace and maintain order.

Marshals are amongst the most upstanding citizens of the community, that is when the community is driven by law and order. Marshals in tyrannical nations are altogether different, using extreme methods and ruthlessness to keep the peace, forcibly.

ABILITIES

Manoeuvres:
FendCommand

Skills:
InvestigateCrowd Control

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Marshal or use as a background when creating an adventurer.

Sheriff

SheriffCITIZEN

A sheriff is an elected official, whose task to uphold the laws of the land and bring criminals to justice. They answer to the people and report to the town's leader, they are not a member of the military and are funded by the citizens of the area they patrol.

Larger areas can have multiple sheriffs working together, with one sheriff in charge and the others as deputy's, they are not constables and are not found in the same regions as constables.

ABILITIES

Manoeuvres:
FendSubdue

Skills:
InvestigateSubdue

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Sheriff or use as a background when creating an adventurer.

Taxer

TaxerCITIZEN

A taxer is responsible for collecting taxes, a single taxer will have a region or a city to collect from. Always travelling with armed protectors to ensure the taxes are kept safe and secure, and a decree to prove the legality of the tax being collected.

As an official the taxer will likely have an office or building to work from. Responsible for large sums of currency this job is well paid and respected.

ABILITIES

Skills:
intimidatePersuadeCalmSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Taxer or use as a background when creating an adventurer.

Leathercraft
Armourer

ArmourerCITIZEN

An armourer makes leather armour and under armour for the heavy metal armours such as chain, scale or plate, unlike a leatherworker an armourer uses a great deal of cloth and has a different subset of skills. As such they often have a background in tailoring or weaving.

Armourers will have a workshop to make and sell their items, typically on commission as the grade, fit and uses vary greatly. While leather armour is much cheaper than metal, its only is high demand by those that employ their own armourers.

ABILITIES

Crafting:
Leathercraft (Under Armour)Leathercraft (Armour)

Skills:
MeticulousStrong

PARTY INTEGRATION

An armourer can be hired on commission by an adventurer.

BACKGROUND

Players can start as an Armourer or use as a background when creating an adventurer.

Cobbler

CobblerCITIZEN

A Cobbler mends shoes, boots, sandals, bags, coats and anything else made of leather that requires a simple fix or patch. They are forbidden to work with fresh leather so can only use old leather scavenged from other damage items along with, glue and cotton.

A Cobbler typically operates from a cart or stall, the income not great enough to allow a workshop or store. They are considered an unskilled person and are frowned upon by shoemakers.

ABILITIES

Crafting:
Leathercraft (Cobble)

Skills:
Basic LabourImprovise

PARTY INTEGRATION

A cobbler can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Cobbler or use as a background when creating an adventurer.

Cordwain

CordwainCITIZEN

A Cordwain or shoemaker uses leather along with some cloth and fur to make footwear for any environment. Any particular cordwain is likely to have a dozen styles of footwear they can make.

Cordwains will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Wealthy customer will have their footwear made to measure and embellished with finery.

ABILITIES

Crafting:
Leathercraft (Sandals)Leathercraft (Shoes)Leathercraft (Boots)Leathercraft (Winter Boots)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A cordwain can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Cordwain or use as a background when creating an adventurer.

Currier

CurrierCITIZEN

A currier takes raw leather that has been tanned and adds finishes like colour and branding. By this stage it is flexible, waterproof and ready to be turned into products.

Curriers process the leather of others and often work alongside tanners, leather works or other craftsmen in their workshops.

ABILITIES

Crafting:
Leathercraft (Colouring)Leathercraft (Branding)

Skills:
MeticulousPatience

PARTY INTEGRATION

A currier can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Currier or use as a background when creating an adventurer.

Furrier

FurrierCITIZEN

A furrier purchases fur from skinners to create fur clothing or bedding, they can also repair and clean fur and fur items when needed. Basic fabric such as wool, linen or hemp is used as the inner layer.

Furriers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items.

ABILITIES

Crafting:
Leathercraft (Fur Blankets)Leathercraft (Fur Clothes)Leathercraft (Fur Bedding)Leathercraft (Winter Clothing)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A furrier can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Furrier or use as a background when creating an adventurer.

Glovemaker

GlovemakerCITIZEN

A glovemaker makes the various hand coverings needed by the citizens of their and nearby settlements. Leatherworks and tailors with a particular skill for the finer detail work often make gloves, those that are exceptional at it, make exceptional gloves.

Glovemakers use their leatherworking or tailoring workshops to produce the items and sell them alongside the other leather items on their cart or in their store. Those exceptional craftsmen visit the homes of the wealthy to do tier fittings, with the priority services their wealth can afford.

ABILITIES

Crafting:
Leathercraft (Glove)Clothcraft (Glove)

Skills:
MeticulousKeen Eye

PARTY INTEGRATION

A glovemaker can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Glovemaker or use as a background when creating an adventurer.

Leather Worker

Leather WorkerCITIZEN

A leather worker uses finished leather to create common items such as bags, jackets and belts. The more skilled ones will either specialised in one of the many sub types of leatherworkers, glove making, cordwaining and armouring, or they will perfect making saddles and scabbards.

A Leather Worker will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Often sharing their space with Curriers and tanners, or even armoursmiths on occasion.

ABILITIES

Crafting:
Leathercraft (Leather Bag)Leathercraft (Leather Clothing)Leathercraft (Scabbard)Leathercraft (Saddle)

Skills:
MeticulousPatience

PARTY INTEGRATION

A leather worker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Leather Worker or use as a background when creating an adventurer.

Skinner

SkinnerCITIZEN

A skinner will remove the hide from an animal and preserve it using mixtures of wood ash and lime. This hide will be sold to either a furrier if it has suitable hair, or a Tanner if not

While some citizens are dedicated skinners, with hunters bringing their carcass to them to be skinned, other trades also take up the skills, so it's not uncommon to find hunters to skin their own kill, or tanners cutting out a middleman.

ABILITIES

Crafting:
Leathercraft (Skinning)Leathercraft (Fleshing)Leathercraft (Preserve)

Skills:
MeticulousAmbidextrous

PARTY INTEGRATION

A skinner can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Skinner or use as a background when creating an adventurer.

Tanner

TannerCITIZEN

A tanner takes a preserved animal hide and turns it into raw leather to then sell on. Dozens of hides are being processed at any one time, due to lengthy drying times between processes.

Tanners are the first step in turning animal skins into finished usable items, as such they work directly with or are skinners, and as such purchase or own the hide, they need large workshops to hold and process so much product.

ABILITIES

Crafting:
Leathercraft (Tanning)

Skills:
MeticulousPatience

PARTY INTEGRATION

A tanner can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Tanner or use as a background when creating an adventurer.

Maritime
Admiral

AdmiralCITIZEN

An admiral commands a fleet of ships, issuing orders to captains while at port, although some use magical devices to communicate with captains at sea. An admiral reports directly to the rulers of the nation they sail under, and often they are left to protect the nation with autonomy.

Admirals are only found amongst naval fleets, although if pirates band together one captain will assume command, probably the one who brought them together, this captain will take the title admiral, although this is used as much as mockery of real admirals as much as it is respect.

ABILITIES

Manoeuvres:
FendLunge

Skills:
SeamanshipSteadfastConfidentInspiring

PARTY INTEGRATION

An admiral can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Admiral or use as a background when creating an adventurer.

First Mate

First MateCITIZEN

A first mate is second in charge of a ship, able to take command if the captain is away or incapacitated. Trusted by the crew as the intermediary between crew and captain, the first mate duties include such as recruitment, morale and crew management, balancing the needs of crew, ship and captain.

If the crew become unhappy and the captain is unwilling to change, this can lead to mutiny, which the first mate will often lead. Mutiny is rare on merchant vessels, on navy vessels the captain must have breached some code for the crew to mutiny, but on a pirate ship, mutiny is commonplace.

ABILITIES

Manoeuvres:
FendLunge

Skills:
SeamanshipSteadfastAwareness

PARTY INTEGRATION

A first mate can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a First Mate or use as a background when creating an adventurer.

Helmsman

HelmsmanCITIZEN

A helmsman is responsible for steering a ship, no matter if merchant, navy or pirate, each ship will have at least one helmsman. While a secondary helmsman might steer the ship at night, the primary helmsman will take charge during engagements, docking and bad weather.

Helmsmen are rarely the adventuring type, so once promoted they are likely to remain on the same ship until they rise to first mate or captain. This also means that helmsmen are hard to come by, and so if sudden need arises, someone has to step up and meet the challenge.

ABILITIES

Manoeuvres:
FendLunge

Skills:
SeamanshipSteadfastAwareness

PARTY INTEGRATION

A helmsman can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Helmsman or use as a background when creating an adventurer.

Pirate

PirateCITIZEN

A pirate is a similar to a sailor, although one that has forsaken the rule of law in search of wealth and power. They will spend their pirate life abord a ship, with short periods of time on land during trading, but they live on board.

The strongest, smartest or most deviant of pirates will eventually, if they live long enough, will become a first mate and eventually pirate captain, weather that be from the captains' defeat or mutiny.

ABILITIES

Manoeuvres:
Spring AttackLunge

Skills:
SeamanshipIntimidate

PARTY INTEGRATION

A pirate can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Pirate or use as a background when creating an adventurer.

Pirate Captain

Pirate CaptainCITIZEN

The strongest, smartest or most deviant of pirates will become pirate captains. Having already obtained enough wealth to get their own ship, it is no longer enough for them and now the life of a pirate means more to them than the gold.

While each pirate ship has a captain, and there are many pirate ships sailing the oceans, a handful become more than the title. With infamy comes a bounty, and the most despicable pirates are hunted by many nations and bounty hunters.

ABILITIES

Manoeuvres:
Spring AttackOpportunist

Skills:
SeamanshipIntimidateChallengeUnrelenting

PARTY INTEGRATION

A pirate captain can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Pirate Captain or use as a background when creating an adventurer.

Sailor

SailorCITIZEN

A sailor spends most of their time at sea, whether that is on a merchant vessel, naval ship or ferryboat. Most sailors spend their lives serving on one ship, but some will hop around, often looking for a new adventure. The work is hard, but the wages are consistent.

Some sailors become privateers, a natural skill in either combat or tactics leads them away from the mundane life of a deck hand. Most of the officers on board of a ship will be privateers or similar. But if greed sets in, a sailor can quickly become a pirate.

ABILITIES

Manoeuvres:
FendLunge

Skills:
SeamanshipSteadfast

PARTY INTEGRATION

A sailor can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Sailor or use as a background when creating an adventurer.

Ships Captain

Ships CaptainCITIZEN

Some sailors show a natural skill or aptitude and will work through their up to become a captain, typically those in military or merchant fleets. Other ship captains are retired adventurers, commonly privateers looking for an easier life.

While onboard his ship, a ship captains' word is law, the crew are fiercely loyal to a good captain and will do exactly as instructed. The captain makes a final decision on all new crew, although it is their first mate that gathers the prospectives and weeds out the week.

ABILITIES

Manoeuvres:
FendCommand

Skills:
SeamanshipSteadfastConfidentInspiring

PARTY INTEGRATION

A ships captain can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Ships Captain or use as a background when creating an adventurer.

Medicine
Alchemist

AlchemistCITIZEN

An alchemist mixes potions, powders, poultices and salves from herbs, minerals and the fluids of animals to cause a desired reaction when applied correctly. These are stored in glass bottles, vials, jars and paper packets.

Alchemists will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. In some regions alchemy is restricted due to the dangerous nature of some concoctions.

ABILITIES

Crafting:
Alchemy (Reactives)Alchemy (Resistants)Alchemy (Explosives)Alchemy (Black Powder)Alchemy (Transmute)

Skills:
AnalyseFormulate

PARTY INTEGRATION

An alchemist can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Alchemist or use as a background when creating an adventurer.

Apothecary

ApothecaryCITIZEN

An apothecary uses herbs and minerals to produce ointments, salves and powders to numb pain, heal minor wounds and lift fevers. These are stored in glass bottles, vials, jars and paper packets.

Apothecaries will have a stall, cart or store to sell their wares from and a workshop in which to produce the items.

Most apothecarys are part of a local Physicians' Guild.

ABILITIES

Crafting:
Apotheca (Medicine)Apotheca (Enhancement)Apotheca (Poison)Apotheca (Narcotic)Apotheca (Anaesthetic)

Skills:
AnalyseTriage

PARTY INTEGRATION

An apothecary can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Apothecary or use as a background when creating an adventurer.

Midwife

MidwifeCITIZEN

A midwife overseas the pregnancies of woman in their locale, often delivering the baby when the time came, although often this was overseas with a physician in case the baby needed urgent care.

Very little training is given before they venture into this career, often the skills needed were taught over many years as an apprentice level midwife. Only when the midwife they have tutored under retires or passes away to they take over and take on an apprentice of their own.

Most midwifes are part of a local Physicians' Guild.

ABILITIES

Skills:
TriageNewborn Delivery

PARTY INTEGRATION

A midwife can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Midwife or use as a background when creating an adventurer.

NPCS 182 - 240

Nurse

NurseCITIZEN

A nurse cares for the long term sick or those in last stages of life. Some work in hospitals or infirmaries, tending to those recovering from wounds or sickness, changing bandages and assisting with meals. Others work for private individuals, doing the same work but with just one patient.

Employed by the hospital, the military or an estate, its usually a job for life and only those who make grave mistakes or get greedy. If employed on an estate they will be given food and lodgings as part of the employment, and they are on par with the upper staff such as a butler or housekeeper.

ABILITIES

Skills:
AwarenessTriageAttentiveTireless

PARTY INTEGRATION

A nurse can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Nurse or use as a background when creating an adventurer.

Physician

PhysicianCITIZEN

A physician is able to treat minor ailments such as fevers, cuts and other injuries. While divine healing is prolific amongst the aristocracy the average citizen can either not afford it or find it. Where most settlements have a physician or are visited by one on a regular basis.

Able to determine what remedy the patient needs for illness or fever, typically obtained from an apothecary. Cuts or injuries also require physical aid, like a splint or sling, in the worst case; removal of the affected area.

Most physicians are part of a local Physicians' Guild.

ABILITIES

Skills:
TriagePrescribe

PARTY INTEGRATION

A physician can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Physician or use as a background when creating an adventurer.

Plague Doctor

Plague DoctorCITIZEN

A plague doctor is a physician that specialises in treating outbreaks of disease, commonly called the plague despite it being any number of other infectious problems. Characterised by strange headwear designed to hold herbs to prevent themselves becoming infected by filtering the air.

Hired by the authorities in times of crisis, if caught soon enough a settlement can be saved, but often in villages and small towns the governing body is too slow to catch it in time to get a plague doctor on site.

Most plague doctors are part of a local Physicians' Guild.

ABILITIES

Crafting:
Apotheca (Poultice)

Skills:
TriageQuarantine

PARTY INTEGRATION

A plague doctor can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Plague Doctor or use as a background when creating an adventurer.

Surgeon

SurgeonCITIZEN

A surgeon is a specialised physician, one that practises the specialised art of cutting open and repairing the internal parts of the body, or to remove a limb in case of decay or infection.

While many physicians will remove infected areas of the outer body, only a trained surgeon will have the skills to open the body and remove an affected or decaying part. Even with their experience many to not survive.

Most surgeons are part of a local Physicians' Guild.

ABILITIES

Skills:
TriageDebridementAmputation

PARTY INTEGRATION

A surgeon can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Surgeon or use as a background when creating an adventurer.

Veterinarian

VeterinarianCITIZEN

A veterinarian, or vet, is an animal doctor, primary found on farms attending to livestock or in stables treating horses. Outside of large-scale animal sites it is rare to find a vet tending to animals, while pets are commonplace, animal health is not something the average citizen cares about.

Veterinarians need no office or workshop, their work is done on site, typically in fields or stables. While there are medicines for animals, most of the duties involve birthing, wounds and to end suffering. Some farmers learn the necessary skills to tend to their own animals.

ABILITIES

Skills:
TriagePrescribe

PARTY INTEGRATION

A veterinarian can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Veterinarian or use as a background when creating an adventurer.

Mercenary
Bodyguard

BodyguardCITIZEN

A bodyguard is a similar to a guard, where one offers the general protection of persons and property, such as an estate or premises, a bodyguard is assigned to one individual and is expected to defend them with their life. Typically, only those in danger, real or imagined will hire a bodyguard.

Bodyguards have to be very capable individual, often adventurers looking to settle down or if temporary an extra source of income, sometimes ex-military or city watch, usually the client will have reason to trust the bodyguard from a personal connection.

Some mercenaries are part of the Mercenary Guild...

ABILITIES

Manoeuvres:
InterceptFend

Skills:
AwarenessStoic

PARTY INTEGRATION

A bodyguard can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Bodyguard or use as a background when creating an adventurer.

Guard

GuardCITIZEN

Guards are hired by organisations and wealthy individuals to protect people and property. They are uniformed, well equipped and capable individuals.

As guards will accompany their employers the job comes with accommodation and food provided, as is the equipment they use, although the more experienced ones will use their own weapons and armour.

ABILITIES

Manoeuvres:
InterceptFend

Skills:
AwarenessConfident

PARTY INTEGRATION

A guard can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Guard or use as a background when creating an adventurer.

Guide

GuideCITIZEN

A guide has expert local knowledge, knowing the best routes, hidden trails, safe passages and places to avoid. Some guides specialise in particular difficult routes or finding a particular beast or building.

Hired on an ad hoc bases, typically by the day or hour, some guides have contracts with vendors to bring them business, in return the guide gets work sent their way.

ABILITIES

Skills:
NavigateAwareness

PARTY INTEGRATION

A guide can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Guide or use as a background when creating an adventurer.

Sellsword

SellswordCITIZEN

A sellsword is a fighter for hire, ex-soldier, ex lawman, would be adventurer looking for quick coin. Always well-armed and well equipped although not always well trained. Hired for a specific job, occasionally as a group, few questions asked, and the best get return customers.

Mercenaries are relatively easy to find, most towns will have one that hangs about, a retired solder willing to pick up extra work for coin. Full time mercenaries however are found by reputation and will only accept work if the pay matches the risk.

Some mercenaries are part of the Mercenary Guild...

ABILITIES

Manoeuvres:
FendCounter Attack

Skills:
IntimidateAwareness

PARTY INTEGRATION

A sellsword can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Sellsword or use as a background when creating an adventurer.

Military Auxiliary
Chaplain

ChaplainCITIZEN

A chaplain is on site member of the church for a military base or camp. Similar to a Minister but without a designated church, although large enough base will have a chapel of its own. Chaplains also march with the army to boost morale.

Present on the battlefield at the start of battle to boost the morale of the fighting troops, while some are experienced fighters they will hold back from combat themselves.

ABILITIES

Manoeuvres:
FendShield Wall

Skills:
PastorateRally

PARTY INTEGRATION

A chaplain can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Chaplain or use as a background when creating an adventurer.

Commissar

CommissarCITIZEN

A commissar is a high-ranking soldier that has forsaken the traditional rank ladder to overseas and train soldiers of all ranks. They have an absolute authority over the behaviour and fighting standards of soldiers within their company. Reporting directly to a company commander.

Commissars do not make friends, as they are often the reason a solider will be cast out of the army, in forces with a totalitarian attitude to soldiers the commissar may execute any battlefield solider, including a commander if they feel their

ABILITIES

Manoeuvres:
InterceptCommand

Skills:
IntimidateAwarenessLeadershipCoup De Grace

PARTY INTEGRATION

A commissar can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Commissar or use as a background when creating an adventurer.

First Captain

First CaptainCITIZEN

The first captain commands the royal guard, their first duty is to the ruler of the land to whom they swear an oath, it is the greatest honour in the monarch's army. While a non-battlefield role they are the most skilled of combatants who train everyday with every weapon imaginable.

A first captain will have the role for life, or the monarch dies, as the new monarch will appoint a new first captain as a matter of tradition, although it can often be the previous one. In rare cases a first captain can greatly displease the monarch and be retired, usually this comes with exile.

ABILITIES

Manoeuvres:
InterceptCounter Attack

Skills:
AwarenessFocusedSteadfastUnrelenting

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a First Captain or use as a background when creating an adventurer.

Herald

HeraldCITIZEN

A herald carries messages between military officers or is sent ahead of rulers to settlements they are about to enter, namely so those places can prepare for their arrival.

Essentially a non-combat member of the military force which the ruler they herald commands. As such they undergo the same training and have the same benefits, accommodation, food and renumeration.

ABILITY_BANNER_TEXT

ABILITIES

Manoeuvres:
LungeShield Wall

Skills:
NavigateOrate

PARTY INTEGRATION

A herald can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Herald or use as a background when creating an adventurer.

Royal Guard

Royal GuardCITIZEN

A royal guard is the greatest honour amongst the city watch and military forces. Any solider or watchman can be appointed the protection of the monarchy, an oath sworn and duty-bound role in which they are paid well for. Rank is carried over to the royal guard, which maintains its own officers.

Royal guards are instructed to prioritise the current ruler, then the direct heirs, over all others, known as the order of linage. The first captain of the royal guard will often have another title, such as kings guard, the entirety of the royal guard takes their orders from this captain.

ABILITIES

Manoeuvres:
Shield WallIntercept

Skills:
AwarenessFocusedSteadfastTireless

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Royal Guard or use as a background when creating an adventurer.

Squire

SquireCITIZEN

A squire is a young boy or girl attendant to a knight or other noble who are part of the nation's military. Well looked after, with food, clothing and lodgings, in return for faithful service they are trained to fight, eventually becoming part of the knight's banner or an officer in the military.

Most officers will have spent some time as a square, even nobles spend time as a squire, some for the parent, some for older siblings. Time spent as a squire hones skill, determination and honour.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
ChallengeAwareness

PARTY INTEGRATION

A squire can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Squire or use as a background when creating an adventurer.

Military Rank
Captain

CaptainCITIZEN

A captain is a high-level rank within a military hierarchy, reporting to a general. With command of a number of commanders, moving the forces around to best defend the nation, or to launch attack. A single commander potentially directs tens of thousands of soldiers in the largest militaries.

Captains are well paid, get the pick of soldiers under their direct command, and operate reasonably autonomously, providing they hold true to the oath to protect their nation. They and their unit have the best equipment and best locations.

ABILITIES

Skills:
LeadershipSteadfastForesightConfident

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Captain or use as a background when creating an adventurer.

Commander

CommanderCITIZEN

A commander is a mid-level rank within a military hierarchy, reporting to a captain. In direct command of a company of men, typically in command of twenty lieutenants who lead twenty-five men, which puts a captain in charge of approximately thousand soldiers.

Commanders remain at this rank for many years, as captains are only assigned when a space needs to be filled, so, many retire as commanders, never getting the chance to become a captain. In later years commanders can take position of importance in society, as constables, marshals or even leaders.

ABILITIES

Skills:
LeadershipSteadfastForesightConfident

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Commander or use as a background when creating an adventurer.

Corporal

CorporalCITIZEN

A corporal is a soldier that had shown an aptitude for leadership or a great skill in a specialised task. Life is little different to though, corporals have the same equipment, food and lodgings as a normal soldier, although they are often the most skilled within a unit.

Corporal is the first rank obtained after years of being a rank-and-file soldier, those that want to become officers will try to become a sergeant, those that are especially skilled will join units tasked with special operations.

ABILITIES

Skills:
SteadfastSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Corporal or use as a background when creating an adventurer.

General

GeneralCITIZEN

A general is the highest rank within a military hierarchy, only reporting to the nation's leader. Generals are passive in peace time, allowing their captains autonomy, in times of war the general will be making all the grand decisions, relying on good captains to carry out their orders.

General is the pinnacle of a soldier's career, it takes many years of active service to become a general as such they tend to be older, but wiser and less rash. Generals spend a lot of time with the leadership of their nation, as such the privilege of the position earns.

ABILITIES

Skills:
LeadershipSteadfastForesightConfident

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a General or use as a background when creating an adventurer.

Lieutenant

LieutenantCITIZEN

A lieutenant is the lowest officer rank, this places them above sergeant who are the highest soldier rank. Lieutenants directly command around thirty solders, with a handful sergeants leading individual squads of the lieutenant's men.

lieutenants are given orders by their commander but is it the lieutenants role to pick the best sergeant and unit for the task, assigning as many units as needed, sometimes the whole platoon will be ordered to action, at which time the lieutenant takes field command.

ABILITIES

Skills:
LeadershipSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Lieutenant or use as a background when creating an adventurer.

Sergeant

SergeantCITIZEN

A sergeant directly leads a unit of half a dozen soldiers, taking orders from a lieutenant, often with other units from the same platoon. Some sergeants are given field command over other sergeants, these sergeants might have an additional title, such as Sergent Major or Staff Seargent.

Sergeant is the first rank obtained after years of being a corporal, those that show initiative will be given an opportunity to become officers, those that don't become officers will lead the specialised units they have been a part of for some time.

ABILITIES

Skills:
LeadershipSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Sergeant or use as a background when creating an adventurer.

Noble
Aristocrat

AristocratCITIZEN

An aristocrat is a collective term for the non-titled nobles, the family of barons, counts, earls and dukes as well as landholders that hold no hereditary titles. Their position affords them a life of luxury without the need to work, although many still do, or they deal with the family investments.

This title can also apply to wealthy individuals that no longer consider themselves under another title, such as those with generational wealth or the retired. Those that squander the wealth will lose their aristocracy, which can bring shame to the family.

ABILITIES

Skills:
ConfidentAwarenessInvestorIndependent

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Aristocrat or use as a background when creating an adventurer.

Baron

BaronCITIZEN

The lowest rank of nobility within monarchies or feudal nations. Granted small areas of land to govern personally and an estate of their own, collectively called a barony, in which they keep the peace, maintain infrastructure and government buildings.

To fulfil their duties they must collect taxes, this income pays for upkeep, staff, peacekeepers, military forces and any new buildings. Each month they must provide reports and pay a share of taxes to the count for the county in which they reside.

ABILITIES

Manoeuvres:
FendEvade

Skills:
Issue DecreeCoerce

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Baron or use as a background when creating an adventurer.

Count

CountCITIZEN

The middle rank of nobility within monarchies or feudal nations. Assigned several baronies and an estate of their own, collectively called a county. A count must make sure each baron fulfils their duties, and filters down the orders of those above them in the hierarchy.

Counts collect their taxes from the barons they oversee, using this income to pay their own staff and upkeep the estate. Each season they must provide reports and accounts to the duke in the duchy in which they reside.

ABILITIES

Manoeuvres:
FendCounter Attack

Skills:
Issue DecreeNegotiate

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Count or use as a background when creating an adventurer.

Courtier

CourtierCITIZEN

A courtier is a direct advisor to another noble or ruler, such as a King, Queen, Emperor or Empress. Always an intelligent individual, often cunning and manipulative, although typically absolutely loyal to their charge. A lifetime of advice and guidance will be rewarded with wealth and status.

Courtiers are the first to be approached an advocate wants to approach the ruler, this layer add protection and discretion. Many take bribes and gifts from advocates as a way to cut waiting time or a favourable introduction, this can lead to the corruption of the courtier if they get greedy.

ABILITIES

Skills:
ConfidentAwarenessNegotiateGuidance

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Courtier or use as a background when creating an adventurer.

Duke

DukeCITIZEN

The highest rank of nobility within monarchies or feudal nations. Assigned several earldoms and an estate of their own, collectively called a duchy. A duke must make sure each earl fulfils their duties, and filters down the orders of those above them in the hierarchy.

Dukes collect their taxes from the earls they oversee, using this income to pay their own staff and upkeep the estate Each season they must provide reports and accounts to the ruler of the nation.

ABILITIES

Manoeuvres:
Heavy StrikeCritical Strike

Skills:
Issue DecreePersuadeRallyPersonable

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Duke or use as a background when creating an adventurer.

Earl

EarlCITIZEN

The second highest rank of nobility within monarchies or feudal nations. Assigned several counties and an estate of their own, collectively called an earldom. An earl must make sure each count fulfils their duties, and filters down the orders of those above them in the hierarchy.

Earls collect their taxes from the counts they oversee, using this income to pay their own staff and upkeep the estate. Each season they must provide reports and accounts to the duke in the dukedom in which they reside.

ABILITIES

Manoeuvres:
FendHeavy Strike

Skills:
Issue DecreePersuadeRally

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Earl or use as a background when creating an adventurer.

Knight

KnightCITIZEN

A noble who chooses to defend the realm is called a knight, only those of noble birth and linage to a knight are allowed to become knights. A ceremony held by the head of the monarchy will involve the tapping of shoulders with a sword to knight the noble and reciting of the knight's oath.

Knights spend most of their time training or fighting, their dedication to their homeland is absolute, many will go on a quest to prove their worth, this often leads them to becoming exemplars if they receive a divine touch or a leader if they excel at battlefield tactics.

ABILITIES

Manoeuvres:
TauntCommand

Skills:
AwarenessSteadfastChivalrous

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Knight or use as a background when creating an adventurer.

Lady In Waiting

Lady In WaitingCITIZEN

A lady-in-waiting is a female personal assistant at a court, attending on a royal woman or a high-ranking noblewoman. Typically, a noblewoman but of lower rank than the woman to whom she attended. The female members of the monarchy get assigned a lady in waiting as they enter adulthood.

Although she may receive a retainer or compensation for the service she rendered, a lady-in-waiting is generally considered more of a secretary, courtier, or companion to her mistress than a servant, and as such the position is highly regarded.

ABILITIES

Skills:
ConfidentAttentiveTrustworthyGuidance

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Lady In Waiting or use as a background when creating an adventurer.

Ward

WardCITIZEN

A ward is a young person who has been sent away to be protected and educated by another, typically a noble, the ward themselves is typically from a noble or high tier family, and this assignment is both to benefit the child and as a show of bond between the two groups.

Once they come of age, a ward will be free to return to their family or indeed take up a position within their charge's estate or protectorate. Rarely does a ward have cause for concern, but if diplomacy fails between the two nations, nations or families then can be dangerous for the ward.

ABILITIES

Skills:
Go UnnoticedConceal

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Ward or use as a background when creating an adventurer.

Religion
Abbess

AbbessCITIZEN

An abbess is the leader of a monastery, with many nuns in their charge, it is their duty to oversee the vows taken and then adhered too. Monastery rules vary by region, but common rules are the presence of the abbess to lead morning prayer, to thank their lord before meals and greet guests.

Abbesses are chosen by rank, when one passes, the next highest rank becomes the abbess as they are deemed to be the wisest of them. Nuns determine their hierarchy by the time spent within individual monasteries, it is common to say that no nun will know more about the monastery than the abbess.

ABILITIES

Skills:
DevoutPatienceSteadfast

PARTY INTEGRATION

An abbess can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Abbess or use as a background when creating an adventurer.

Abbot

AbbotCITIZEN

An abbot is the leader of a monastery, with many monks in their charge, it is their duty to oversee the vows taken and then adhered too. Monastery rules vary by region, but common rules are the presence of the abbot to lead morning prayer, to thank their lord before meals and greet guests.

Abbots are chosen by rank, when one passes, the next highest rank becomes the abbot as they are deemed to be the wisest of them. Monks determine their hierarchy by the time spent within individual monasteries, it is common to say that no monk will know more about the monastery than the abbot.

ABILITIES

Skills:
DevoutPatienceSteadfast

PARTY INTEGRATION

An abbot can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Abbot or use as a background when creating an adventurer.

Acolyte

AcolyteCITIZEN

An acolyte is a dedicated worshiper, they may have a trade or profession that they bring to the church, those form construction turn to building churches and temples or become sextons. They also spend many hours a day in worship and performing the many manual duties that the church requires.

In place of selling their services or goods they are provided food and lodgings within their church or temple. Those that give up their trade will typically become monks or nuns and join a monastery, unlike a monk or nun acolytes are free to move about town and travel and need to take no vows.

ABILITIES

Skills:
DevoutBasic Labour

PARTY INTEGRATION

An acolyte can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Acolyte or use as a background when creating an adventurer.

Castellan

CastellanCITIZEN

A castellan is a devout follower of a specific deity who is in charge of a fortress or castle. They are only found in the most religious nations, as they stand above the military personnel, able to command the stationed troops with ultimate authority, only the rule of the land would supersede them.

Castellen are tough, battle-hardened veterans, they will have spent time as ministers, adventurers or inquisitors. Alternatively, they may have been priests or exemplars that have retired from that life for the more stationary chance to defend the realm.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
DevoutLeadershipChallengeSteadfast

PARTY INTEGRATION

A castellan can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Castellan or use as a background when creating an adventurer.

Cultist

CultistCITIZEN

A cultist is a devout follower of a dark god, although they are easily coerced or deceived into this life or belief. Others find their way into the cult through fear, desire for revenge or destitution, once in they are quickly indoctrinated into the mindset of the cult, led by a dark apostle.

Life for low level cultists is harsh, unforgiving and prone to discipline by the leader, as they rise up their fortunes change as they gain favour, and often the ones at or near the top become wealthy and powerful. They in turn use this wealth and power to recruit more, and the cycle perpetuates.

ABILITIES

Skills:
DevoutZealot

PARTY INTEGRATION

A cultist can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Cultist or use as a background when creating an adventurer.

Dark Apostle

Dark ApostleCITIZEN

A dark apostle leads a cult dedicated to a singular dark diety, although the followers, cultists, believe them to be the rightful deity, ruler, sire to all life or some other misguided notion. The cult leader will use whatever methods to coerce, deceive and brainwash the cult members if necessary.

Dark Apostles generally have the same goal as their deity, whether that be world domination, destruction or subjugation. It is rare that any dark apostle will be acting for the betterment of the world. Should a dark apostle gain enough following, a divine connection can offered.

ABILITIES

Manoeuvres:
Concealed WeaponCounter Attack

Skills:
DevoutZealotCoerceIntimidate

PARTY INTEGRATION

A dark apostle can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Dark Apostle or use as a background when creating an adventurer.

Exorcist

ExorcistCITIZEN

An exorcist is a dedicated follower of the church to which falls the task of defeating demons and other entities that have taken over the body of another. Using established rituals which share the use of prayers and herbs the exorcist can expel the unwanted guest.

Some demons require the assistance of a priest, a connection to the divine magic of their deity is the only power that can overcome powerful demons. If the demon to powerful for an exorcist and no priest is available, they have the authority to execute the body to destroy the demon.

ABILITIES

Skills:
DevoutZealotRuthlessCoup De Grace

PARTY INTEGRATION

An exorcist can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Exorcist or use as a background when creating an adventurer.

Heretic

HereticCITIZEN

A heretic is a fanatic of a specific deity that seeks to undermine and destroy the faith of others in rival deities, this action is not limited in anyway and many have burnt down churches and temples, murdered rival devotees and even infiltrated organisation to try and supplant their teachings.

Such fanaticism is hard to suppress and often some overt act will get them caught, imprisoned or killed. Their isolated activities can draw attention from others who might feel the same, this can trigger the formation of a cult, with the heretic becoming a dark apostle.

ABILITIES

Manoeuvres:
LungeEvade

Skills:
DevoutZealotCoerce

PARTY INTEGRATION

A heretic can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Heretic or use as a background when creating an adventurer.

High Priest

High PriestCITIZEN

A high priest is the highest station of office for a member of the church, although title can vary by nation, archpriest, ecclesiarch and others. Their rile is to guide their order, ensure they maintain a path that befits their deity or pantheon that they head.

Only those with a divine connection ever reach such a rank, most were once adventuring priests that have since chosen to settle down. Alongside leading their order, they also advise the rulers, whether that be king, Queen or democratic leader.

ABILITIES

Skills:
AwarenessDevoutPatienceOrate

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a High Priest or use as a background when creating an adventurer.

Inquisitor

InquisitorCITIZEN

An inquisitor's role is to seek out and destroy heretics within their own nation. A heretic is not just an unbeliever, those are generally allowed, but they are those that worship the forbidden deities of the nation and more importantly seek to bring down the established deities of the region.

Inquisitors are only found in societies of law and order, those of chaos and evil rarely have to worry about underground cults of the good guys. Due to this law and order, the inquisitors take uncovered heretics to trial or other fair system of judgement.

ABILITIES

Manoeuvres:
Surprise AttackOpportunist

Skills:
DevoutZealotConcealSense Intention

PARTY INTEGRATION

An inquisitor can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Inquisitor or use as a background when creating an adventurer.

Minister

MinisterCITIZEN

A minister is a devout follower of a specific deity who manages and runs a place of worship such as a temple or church. They lead gatherings in worship of their diety, reciting from religious texts.

Ministers are part of the non-combat arm of the church, the mostly stay in one place and look after the local faithful. A village is likely to only have the one, a town might have two to four, but a city could have hundreds.

ABILITIES

Skills:
DevoutOrate

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Minister or use as a background when creating an adventurer.

Missionary

MissionaryCITIZEN

A missionary is a member of a church, follower of a single diety or a pantheon who takes their belief to the unbelievers of other lands. Similar in many ways to a heretic but in place of concealment and plotting a missionary is open and honest in their preaching.

Missionaries that dare to venture to hostile lands rarely return, but those that take less risky routes can spend many, many, years away. Return of a missionary is often rewarded by a place in the church for such devoted followers, and one of rest, relaxation and contemplation.

ABILITIES

Skills:
DevoutSteadfastUnrelentingOrate

PARTY INTEGRATION

A missionary can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Missionary or use as a background when creating an adventurer.

Monk

MonkCITIZEN

A monk is a member of a religious community of men only, typically cloistered, living under vows that represent the ideals of their deity, which can include poverty, chastity, and obedience. A community such as this is usually self-sufficient, and they do not seek visitors or leave.

Monks often come from other religious organisations, seeking a more devout life, but they can also come from places of desperation, poverty or even criminal, providing they experience some sort of divine influence or vision, suggesting that their only hope is the monastery. [Women are Nuns]

ABILITIES

Skills:
DevoutPatience

PARTY INTEGRATION

A monk can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Monk or use as a background when creating an adventurer.

Nun

NunCITIZEN

A nun is a member of a religious community of women only, typically cloistered, living under vows that represent the ideals of their deity, which can include poverty, chastity, and obedience. A community such as this is usually self-sufficient, and they do not seek visitors or leave.

Nuns often come from other religious organisations, seeking a more devout life, but they can also come from places of desperation, poverty or even criminal, providing they experience some sort of divine influence or vision, suggesting that their only hope is the monastery. [Men are Monks]

ABILITIES

Skills:
DevoutPatience

PARTY INTEGRATION

A nun can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Nun or use as a background when creating an adventurer.

Pilgrim

PilgrimCITIZEN

A pilgrim is a devotee of the church, or someone whose their diety is part of their everyday lives, that has taken it up on themselves, either for themselves, through a vision, or guidance of another, to journey to a holy site of great significance to their deity.

Pilgrims will band together if the journey is dangerous, often hiring mercenaries for protection. Once they reach their destination, they take part in several days of prayer and contemplation before returning home. Most take up a pilgrimage just once in their life.

ABILITIES

Skills:
DevoutUnrelenting

PARTY INTEGRATION

A pilgrim can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Pilgrim or use as a background when creating an adventurer.

Prophet

ProphetCITIZEN

A prophet is a member of a church, follower of a single diety or a pantheon with a minor divine connection, they receive regular visions which they need to understand and interpret, so they can give the best guidance to their church.

The visions are hard to dispute, which leads to many fake prophets popping up to seek monetary gain. The only ones able to reveal their lies are those with a divine connection, such as a priest or exemplar, fortunately those same priests and exemplars will immediately act.

ABILITIES

Skills:
DevoutOrate

PARTY INTEGRATION

A prophet can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Prophet or use as a background when creating an adventurer.

Sexton

SextonCITIZEN

A sexton takes care of the physical structure of temples and churches, skilled in many aspects of building and often a faithful member of the church. It is their job to maintain the walls and inbuilt fixtures, as well as the internal furniture.

While the priests are the face of the religious orders of any diety, the temple staff look after the temple itself and the day-to-day organisation that it requires. Taking their orders from the minister when needed, but independent enough to fix what needs fixing.

ABILITIES

Crafting:
Carpentry (Basic)Masonry (Basic)

Skills:
MaintenanceAwareness

PARTY INTEGRATION

A sexton can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Sexton or use as a background when creating an adventurer.

Ruler
Chief

ChiefCITIZEN

A chief leads a group of people, often called a tribe or clan. Often an inherited role, although status can also be taken by force or passed through deed.

Tasked with leadership and decision making in the interest of the group, although not all chiefs are honourable and many put themselves first. A chief can also have a trade, but often this trade becomes forgotten one they are in charge.

ABILITIES

Skills:
ConfidentPersuadeCoerceIssue Decree

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Chief or use as a background when creating an adventurer.

Emperor

EmperorCITIZEN

An emperor is a title for a supreme ruler for a nation or several nations, a grand title that displays absolute power, an emperor can reign over many kings and queens although this isn't always the case, but they will always have control nations that are otherwise unconnected.

Just like kings or queens, emperors and empresses must be vigilant for usurpers and assassins, seeking to overthrow or just eliminate the current leader. This is especially true if a subjugated kingdom begins to show signs of revolt.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
Issue DecreeAwarenessRuthlessSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Emperor or use as a background when creating an adventurer.

Empress

EmpressCITIZEN

An empress is a title for a supreme ruler for a nation or several nations, a grand title that displays absolute power, an emperor can reign over many kings and queens although this isn't always the case, but they will always have control nations that are otherwise unconnected.

Just like kings or queens, emperors and empresses must be vigilant for usurpers and assassins, seeking to overthrow or just eliminate the current leader. This is especially true if a subjugated kingdom begins to show signs of revolt.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
Issue DecreeAwarenessRuthlessSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Empress or use as a background when creating an adventurer.

King

KingCITIZEN

A King rules over a kingdom, a rule that is hereditary, absolute and lifelong. The king's wife is a queen, their children are prince or princesses, typically the kingdom is passed to the oldest child when the king and queen have both passed, although they can nominate any successor.

In almost every kingdom there those that seek to usurp the king. Relatives, generally siblings or distant relatives try to stake a claim against the expected successor, this can culminate in subversion of the right through politics, subterfuge and even war, with the victor claiming the throne.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
Issue DecreeAwarenessSteadfastConfident

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a King or use as a background when creating an adventurer.

Prince

PrinceCITIZEN

A prince is the son of a king, queen, emperor or empress, the heir to the throne has the added title of crown prince. From an early age a prince will begin extensive combat training and when they become of age, they will join the military as an officer.

Prince and princess are often elevated quickly within the military, and often end up with high-ranking titles, such as captain or commander. It is also common for them to take a role within the inner circle or small council, this is all in preparation of becoming the ruler.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
NegotiateAwarenessPatience

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Prince or use as a background when creating an adventurer.

Princess

PrincessCITIZEN

A princess is the daughter of a king, queen, emperor or empress, the heir to the throne has the added title of crown princess. From an early age a princess will begin extensive combat training and when they become of age, they will join the military as an officer.

Prince and princess are often elevated quickly within the military, and often end up with high-ranking titles, such as captain or commander. It is also common for them to take a role within the inner circle or small council, this is all in preparation of becoming the ruler.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
NegotiateAwarenessPatience

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Princess or use as a background when creating an adventurer.

Queen

QueenCITIZEN

A queen rules over a kingdom, a rule that is hereditary, absolute and lifelong. The queen partner is a king, their children are prince or princesses, typically the kingdom is passed to the oldest child when the king and queen have both passed, although they can nominate any successor.

In almost every kingdom there those that seek to usurp the queen. Relatives, generally siblings or distant relatives try to stake a claim against the expected successor, this can culminate in subversion of the right through politics, subterfuge and even war, with the victor claiming the throne.

ABILITIES

Manoeuvres:
ParryCounter Attack

Skills:
Issue DecreeAwarenessSteadfastConfident

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Queen or use as a background when creating an adventurer.

Regent

RegentCITIZEN

A regent takes on the duties of the nation's leader, notably Kings or Queens, when that ruler is yet to come of age, be absent or incapacitated. When not the acting ruler the regent will be an advisor to the crown, a trusty ally to the court and often has a seat on the council.

Often a close advisor, friend or relative, although rarely one that would be in line to the throne. Regents can be from any profession, but they are always intelligent and insightful, occasionally devious and covetous.

ABILITIES

Manoeuvres:
Concealed WeaponOpportunist

Skills:
Issue DecreeAwarenessNegotiateCoerce

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Regent or use as a background when creating an adventurer.

Steward

StewardCITIZEN

A steward is a regent whose temporary assignment cannot be ended either because the ruler they acted on behalf off does not return, dies of sickness or age without a living heir. The stewardship is hereditary, each generation taking an oath to try to restore the rightful ruler should one be found.

Multiple generations of stewards are rare, usually a distant heir lays claim to the throne, or they are usurped by one with no claim of their own. Those that take it by force create a new linage of rulers or set up a democracy, in what is called usually called a republication.

ABILITIES

Manoeuvres:
Concealed WeaponOpportunist

Skills:
Issue DecreeAwarenessNegotiateSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Steward or use as a background when creating an adventurer.

Schooling
Dean

DeanCITIZEN

A dean is a title given to the head of an academic institution, such as a college or university. Most of these places are for the mundane, learning advanced techniques in the fields of science, medicine, engineering, however some are for the arcane or elemental magical teaching for spellcasters.

Typically, such institutions are funded by the authorities, although some are private and funded by those attending. The Dean has ultimate control over who attends, who teaches, costs and expenditure along with what is taught and who qualifies.

ABILITIES

Skills:
ConfidentFocusedLeadershipManagement

PARTY INTEGRATION

A dean can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Dean or use as a background when creating an adventurer.

Librarian

LibrarianCITIZEN

A Librarian catalogues and tends to the books, parchments and scrolls within a designated building or room within a building typically known as a library. Only the most advance societies have such places, to dedicate such space and costs requires constant resources.

If a library becomes compromised by rampaging hordes or tyrannical armies, the librarian will try to save as much as possible and hiding it away so the knowledge can be saved for the future.

ABILITIES

Skills:
CatalogueGuidanceAwarenessMeticulous

PARTY INTEGRATION

A librarian can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Librarian or use as a background when creating an adventurer.

Philosopher

PhilosopherCITIZEN

A philosopher is an educated individual who contemplate the reality of the world in which they live, they try to understand what once was, what is and what has yet to pass. Philosophers are those without a divine, arcane or elemental connection, so they don't have the insight of those who do.

Many spend their lives only glimpsing a fragment of the truth, some dig deep enough to understand the status of the present, some dig into the past, an historic philosopher, very few touch the future, if they do, they will unlock a connection to one of the three forms of power.

ABILITIES

Skills:
MeticulousFocusedPatienceForesight

PARTY INTEGRATION

A philosopher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Philosopher or use as a background when creating an adventurer.

NPCS 241 - 300

Scholar

ScholarCITIZEN

A scholar studies one or more subjects intensely, often so they can teach others, but often just so they can unlock new secrets of the universe. Scholars who discover new truths, or correct inaccurate ones are typically rewarded and remembered in places where knowledge is respected.

Scholars often congregate in institutions with the like-minded, some come together to work on the same subject or to solve a problem their nation, or the world is facing. Unless teaching, scholars make very little money, so they seek patrons or institutions to cover their living costs.

ABILITIES

Skills:
InvestigateResearchTheoriseTeach

PARTY INTEGRATION

A scholar can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Scholar or use as a background when creating an adventurer.

Teacher

TeacherCITIZEN

A teacher imparts what they have learnt to the next generation, usually found in schools teaching groups of children, those that work for wealthy families teach just one or two students are more commonly called tutors. Teachers will impart a wide range of knowledge over the course of many years.

Teachers are employed by the authorities in civilised nations and almost non-existent in other areas. Often one teacher will teach many children at once, of varying ages together, in the large settlements teachers can focus on one age group at a time or focus their teaching to a single subject.

ABILITIES

Skills:
ImpartGuidanceWisdomMeticulous

PARTY INTEGRATION

A teacher can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Teacher or use as a background when creating an adventurer.

Tutor

TutorCITIZEN

A tutor is a privately employed educator, employed by the wealthy to educate their children in wither a wide range of topics or they will employ a wide range of tutors specialising in singular topics.

Tutors are often scholars looking to earn additional income or have the reasonability to teach a noble family's children, full time.

ABILITIES

Skills:
ImpartGuidanceWisdomMeticulous

PARTY INTEGRATION

A tutor can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Tutor or use as a background when creating an adventurer.

Small Council
Master of Coin

Master of CoinCITIZEN

The Master of Coin is a title of a member of the royal council, small council, round table or a high-ranking member of the senate. Responsible for the treasury, advises the ruler on financial matters, and is responsible for raising money through taxation and overseeing their taxers.

If in the court of a supreme ruler this title is at the grace of that ruler, and can be replaced on whim, when part of a democracy this role could be an elected official or chosen by other elected officials and can only be replaced after a vote.

ABILITIES

Skills:
BankingNegotiateRuthlessMeticulous

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master of Coin or use as a background when creating an adventurer.

Master of Laws

Master of LawsCITIZEN

The Master of Laws is a title of a member of the royal council, small council, round table or a high-ranking member of the senate. Responsible for the laws that govern the land and the forces that enforce these laws.

If in the court of a supreme ruler this title is at the grace of that ruler, and can be replaced on whim, when part of a democracy this role could be an elected official or chosen by other elected officials and can only be replaced after a vote.

ABILITIES

Skills:
Judicial NegotiateRuthlessMeticulous

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master of Laws or use as a background when creating an adventurer.

Master of Ships

Master of ShipsCITIZEN

The Master of Ships is a title of a member of the royal council, small council, round table or a high-ranking member of the senate. Responsible for the nations fleet, ensuring each ship is in good order, replacing them where necessary and more are built when called for.

If in the court of a supreme ruler this title is at the grace of that ruler, and can be replaced on whim, when part of a democracy this role could be an elected official or chosen by other elected officials and can only be replaced after a vote.

ABILITIES

Skills:
CommerceNegotiateRuthlessMeticulous

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master of Ships or use as a background when creating an adventurer.

Master of Spies

Master of SpiesCITIZEN

The Master of Spies is a title of a member of the royal council, small council, round table or a high-ranking member of the senate. Responsible for correct and up to date information on other nations, using a network of spies, ranging from bribed foreign officials to loyal infiltrators

If in the court of a supreme ruler this title is at the grace of that ruler, and can be replaced on whim, when part of a democracy this role could be an elected official or chosen by other elected officials and can only be replaced after a vote.

ABILITIES

Skills:
CalculatingNegotiateRuthlessCoerce

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master of Spies or use as a background when creating an adventurer.

Master of the Watch

Master of the WatchCITIZEN

The Master of the Watch is a title of a member of the royal council, small council, round table or a high-ranking member of the senate. Responsible for the management for the defence of the nation, including overseeing the city watch, watchtowers, fortresses and other defensive structures.

If in the court of a supreme ruler this title is at the grace of that ruler, and can be replaced on whim, when part of a democracy this role could be an elected official or chosen by other elected officials and can only be replaced after a vote.

ABILITIES

Skills:
ForesightNegotiateRuthlessAwareness

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master of the Watch or use as a background when creating an adventurer.

Master of War

Master of WarCITIZEN

The Master of War is a title of a member of the royal council, small council, round table or a high-ranking member of the senate. Responsible for the armies of the nation, ensuring enlisting and conscription is sufficient, each solider is well equipped and in times of war stationed where needed.

If in the court of a supreme ruler this title is at the grace of that ruler, and can be replaced on whim, when part of a democracy this role could be an elected official or chosen by other elected officials and can only be replaced after a vote.

ABILITIES

Skills:
WarmasterNegotiateRuthlessSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master of War or use as a background when creating an adventurer.

Smithing
Armoursmith

ArmoursmithCITIZEN

An armoursmith fashions made to fit armour from bars of iron, bronze or steel, gold and silver can be incorporated to embellish the design.

Armoursmiths will have a workshop with a forge, customising pieces as customers' requirements. Any additional items are sold from this workshop. Many authorities employ their own armoursmiths to supply their armies.

Most armoursmiths are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Iron Shield)Forge (Iron Armour)Forge (Bronze Shield)Forge (Bronze Armour)Forge (Steel Armour)Forge (Steel Shield)

Skills:
MeticulousStrong

PARTY INTEGRATION

An armoursmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as an Armoursmith or use as a background when creating an adventurer.

Arrowsmith

ArrowsmithCITIZEN

An arrowsmith casts arrowheads from bars of iron or steel, after casting they are sharpened and made ready for a Fletcher.

Arrowsmiths will have a workshop with a forge. They do not sell to the public but supply direct to a Fletcher, who often works within the same workshop. Many authorities employ their own arrowsmiths to supply their armies.

Most arrowsmiths are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Knapping (Flint Arrowhead)Knapping (Flint Blade)Forge (Iron Arrowhead)Forge (Bronze Arrowhead)Forge (Steel Arrowhead)Knapping (Gun Flint)

Skills:
MeticulousAmbidextrous

PARTY INTEGRATION

An arrowsmith can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Arrowsmith or use as a background when creating an adventurer.

Atilliator

AtilliatorCITIZEN

An atilliator cut and shapes wood to into crossbow components, with some atilliators using small iron components typically obtained from a blacksmith. Once all parts are in place they use a jig to assemble the parts and add the string.

Atilliators will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Many authorities employ their own atilliators to supply their armies.

Most atilliators are part of a local Bowyers' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Carpentry (Crossbow Frame)Forge (Iron Crossbow)Forge (Steel Crossbow)Forge (Ballista)

Skills:
Light TouchStrong

PARTY INTEGRATION

An atilliator can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Atilliator or use as a background when creating an adventurer.

Bellfounder

BellfounderCITIZEN

A bellfounder uses bronze to cast bells of all sizes, he largest of which are found in churches, the smallest of which can be carried or used to note the opening of a door.

Bellfounders will have a stall, cart or store to sell their wares from and a workshop with a forge in which to produce the items. Bells are not a high-volume commodity so many bellfounders are also smelters or blacksmiths.

Most bellfounders are part of a local Smiths' Guild.

ABILITIES

Crafting:
Forge (Handbell)Forge (Cow Bell)Forge (Gong)Forge (Entrance Bell)Forge (Ships Bell)Forge (Church Bell)

Skills:
StrongAcute Hearing

PARTY INTEGRATION

A bellfounder can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Bellfounder or use as a background when creating an adventurer.

Blacksmith

BlacksmithCITIZEN

A blacksmith forges and repairs tools, nails, locks and other devices out of iron bars or scrap iron. A small settlement's blacksmith will make a far wider range of items when other smiths are not available.

Blacksmiths will have a workshop with a forge, from which they also sell their work. Many authorities, large organisations and even wealthy estates often have on site blacksmiths to facilitate their day-to-day needs.

Most blacksmiths are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Iron Nails)Forge (Iron Icon)Forge (Iron Tool)Forge (Iron Lock)Forge (Iron Components)Forge (Iron Shackles)

Skills:
StrongMeticulous

PARTY INTEGRATION

A blacksmith can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Blacksmith or use as a background when creating an adventurer.

Bladesmith

BladesmithCITIZEN

A bladesmith makes bladed weapons such as daggers, swords, axes and poleaxes, using iron, bronze or steel as primary material. The most skilled can gild a blade with silver, gold, copper and palladium but only masters can enrich these precious ores into the blade to ready for enchantment.

A bladesmith will have a workshop with a forge, customising pieces as customers' requirements. Any additional items are sold from this workshop. Many authorities employ their own bladesmiths to supply their armies.

Most bladesmiths are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Iron Blade)Forge (Bronze Blade)Forge (Steel Blade)Forge (Gilding)Forge (Enrich)

Skills:
MeticulousStrong

PARTY INTEGRATION

A bladesmith can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Bladesmith or use as a background when creating an adventurer.

Bowyer

BowyerCITIZEN

A bowyer gathers suitable wood to shape into bows which is then paired together with string made from hair, silk or sinew depending on the type of bow being used.

Bowyers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Many authorities employ their own bowyers to supply their armies.

Most bowyers are part of a local Bowyers' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Bowyery (Simple Bow)Bowyery (Hunting Bow)Bowyery (Warbow)Bowyery (Longbow)Bowyery (Greatbow)Bowyery (Skylance)

Skills:
MeticulousKeen Eye

PARTY INTEGRATION

A bowyer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Bowyer or use as a background when creating an adventurer.

Brazier

BrazierCITIZEN

A brazier uses brass bars to forge everyday objects such as locks, handles, hinges and buckles along with parts used in engineering and smithing.

Braziers will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Metal smiths often share a space with others who work in the other metals to share tools and machinery.

Most braziers are part of a local Smiths' Guild.

ABILITIES

Crafting:
Forge (Brass Buckle)Forge (Brass Lock)Forge (Brass Icons)Forge (Brass Components)Forge (Brass Sconce)Forge (Sword)

Skills:
MeticulousStrong

PARTY INTEGRATION

A brazier can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Brazier or use as a background when creating an adventurer.

Coinsmith

CoinsmithCITIZEN

A coinsmith is a dedicated coin maker, a task they can only undertake in a secure environment, under guard and with regulated ore in advanced nations. Often a coinsmith has a gold, silver or copper smith background, perhaps only minting coins a few times a year.

Coins are made by first melting the gold into the correct shape, then either pressed between a pair of steel plates or struck with a steel die. Both processes leave an imprint in the material that would be impossible to copy without the plate or die.

A coinsmith ABILITY_LICENCE_TEXT

Most coinsmiths are part of a local Smiths' Guild.

ABILITIES

Crafting:
Forge (Copper Coin)Forge (Bronze Coin)Forge (Brass Coin)Forge (Silver Coin)Forge (Gold Coin)Forge (Electrum Coin)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Coinsmith or use as a background when creating an adventurer.

Coppersmith

CoppersmithCITIZEN

A coppersmith uses sheet copper to create a wide variety of items, including cookware, decorative panels, stills and items used in alchemy, apotheca and distillery. Copper is not widely used by other trades, its more often turned into bronze or brass, as such coppersmiths also smelt their own ore.

Coppersmiths will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Metal smiths often share a space with others who work in the other metals to share tools and machinery.

Most coppersmiths are part of a local Smiths' Guild.

ABILITIES

Crafting:
Smelt (Copper)Forge (Copper Cookware)Forge (Copper Icon)Forge (Copper Panel)Forge (Copper Still)Forge (Copper Apparatus)

Skills:
MeticulousStrong

PARTY INTEGRATION

A coppersmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Coppersmith or use as a background when creating an adventurer.

Engineer

EngineerCITIZEN

An engineer builds machines and machine parts using steel and brass, powered by electricity or steam. Some can also make gunpowder. Electricity powered machines are commonly called Electrotech these items are very rare and often unstable, while steam is a lot safer but with less potential.

As an engineer often uses metal, they have a forge to manipulate the metals, the best engineers have their own workshops, but others will work in the workshops of other smiths. As Electrotech is unstable, those engineers often work away from settlements to reduce collateral damage.

Most engineers are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Steel Frame)Forge (Brass Gear)Forge (Steam Engine)Tinker (Electrotech Charger)Tinker (Electrotech Core)Tinker (Control Module)

Skills:
EngineeringMeticulous

PARTY INTEGRATION

An engineer can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as an Engineer or use as a background when creating an adventurer.

Farrier

FarrierCITIZEN

A farrier uses iron to make horseshoes and iron nails to fasten them to the feet of horses. The constant wear a horseshoe goes through means a steady need for the farrier to fulfil. Paid for both the horseshoe and time taken to fit them.

Farriers will have a workshop in which to produce horseshoes and to fit them, the horses are brought to them. Many authorities employ their own farriers to maintain their cavalry.

Most farriers are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Horseshoe)Forge (Hoof Nails)

Skills:
FarrieringAwareness

PARTY INTEGRATION

A farrier can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Farrier or use as a background when creating an adventurer.

Goldsmith

GoldsmithCITIZEN

A goldsmith takes bars or scrap gold and turns into fine pieces of jewellery including rings, chains and amulets. Some also produce a nations currency, using a stamp provided by the authorities.

Goldsmiths will have a workshop with a forge, often along with other precious metal smiths. Items can be sold from this workshop or through a jeweller. Some goldsmiths will not care where the gold comes from if they can get a better price, providing the means for thieves to shift stolen items.

Most goldsmiths are part of a local Smiths' Guild.

ABILITIES

Crafting:
Smelt (Gold)Jewellcraft (Gold Ring)Jewellcraft (Gold Icon)Jewellcraft (Gold Circlet)Jewellcraft (Gold Bracelet)Jewellcraft (Gold Necklace)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A goldsmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Goldsmith or use as a background when creating an adventurer.

Gunsmith

GunsmithCITIZEN

A gunsmith uses wood, steel, brass and wood to construct a simple single shot flintlock pistol or rifle, some incredible gunsmiths have been able to make double barrelled pistols and long range mounted jezails.

Gunsmiths will have a stall, cart or store to sell their glassware from and a workshop in which to produce the items. Gunsmiths often start as an alternate smith and diverge when gunpowder becomes commonplace.

ABILITIES

Crafting:
Carpentry (Gun Frame)Forge (Flintlock Pistol)Forge (Flintlock Rifle)Forge (Flintlock Jezail)Forge (Firelance)Forge (Cannon)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A gunsmith can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Gunsmith or use as a background when creating an adventurer.

Lapidarist

LapidaristCITIZEN

A lapidarist buys rough gemstones from merchants, miners and adventurers, often still embedded in rock and turns it into a fine jewel, ready for a goldsmith or silversmith or enchanter. Occasionally larger gemstones are cut down into multiple smaller ones, but this decreases the total value.

Lapidarist will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Some unscrupulous lapidarists will purchase stolen gemstones to cut them down, this makes finding the stolen gem impossible.

ABILITIES

Crafting:
Jewellcraft (Cut Gemstone)Jewellcraft (Cut Jewel)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A lapidarist can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Lapidarist or use as a background when creating an adventurer.

Locksmith

LocksmithCITIZEN

A locksmith is a dedicated lock maker, unlike a blacksmith or brazier a locksmith can use a variety of materials, so the body of a lock can be the stronger iron or steel, but the mechanical parts can be the more precise brass. This allows for much smaller, and clever locks.

Locksmiths are often also blacksmiths or braziers, combining a natural skill of a more advance or precise lock. Using a forge in a workshop to create and assemble the device.

Most locksmiths are part of a local Smiths' Guild.

ABILITIES

Crafting:
Forge (Iron Lock)Forge (Brass Lock)Forge (Steel Lock)Forge (Copy Key)Forge (Skeleton Key)

Skills:
MeticulousSteady HandsPick Lock

PARTY INTEGRATION

A locksmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Locksmith or use as a background when creating an adventurer.

Silversmith

SilversmithCITIZEN

A silversmith takes bars or scrap gold and turns into fine pieces of jewellery including rings, chains and amulets. Some also produce a nations currency, using a provided stamp.

Silversmiths will have a workshop with a forge, often along with other precious metal smiths. Finished items are sold from this workshop or through a jeweller.

Most silversmiths are part of a local Smiths' Guild.

ABILITIES

Crafting:
Smelt (Silver)Jewellcraft (Silver Ring)Jewellcraft (Silver Icon)Jewellcraft (Silver Circlet)Jewellcraft (Silver Bracelet)Jewellcraft (Silver Necklace)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A silversmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Silversmith or use as a background when creating an adventurer.

Tinsmith

TinsmithCITIZEN

A tinsmith uses sheets of tin to create a wide variety of items, including drinkware, decorative panels, containers and items used in alchemy, apotheca and distillery. Scrap tin is sent back to a smelter.

Tinsmiths will have a stall, cart or store to sell their wares from and a workshop in which to produce the items. Metal smiths often share a space with others who work in the other metals to share tools and machinery.

Most tinsmiths are part of a local Smiths' Guild.

ABILITIES

Crafting:
Forge (Tin Cookware)Forge (Tin Panel)Forge (Tin Container)Forge (Tin Apparatus)

Skills:
MeticulousSteady Hands

PARTY INTEGRATION

A tinsmith can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Tinsmith or use as a background when creating an adventurer.

Weaponsmith

WeaponsmithCITIZEN

A weaponsmith makes non-bladed weapons such as hammers, spears, flails, and maces, using iron, bronze or steel as primary metal. The most skilled can gild a blade with silver, gold, copper and palladium but only masters can enrich these precious ores into the blade to ready for enchantment.

A weaponsmith will have a workshop with a forge, customising pieces as customers' requirements. Any additional items are sold from this workshop. Many authorities employ their own weaponsmiths to supply their armies.

Most weaponsmiths are part of a local Smiths' Guild unless employed as part of an army or authority.

ABILITIES

Crafting:
Forge (Iron Weapon)Forge (Bronze Weapon)Forge (Steel Weapon)Forge (Gilding)Forge (Enrich)

Skills:
MeticulousStrong

PARTY INTEGRATION

A weaponsmith can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Weaponsmith or use as a background when creating an adventurer.

Smithing Support
Miner

MinerCITIZEN

A miner digs through earth and rock, using iron or steel tools, often down deep tunnel networks to retrieve precious metals and gemstones. Back breaking work done for a lifetime.

Miners earn based on their load so many are very determined to work hard and fast. Most miner enjoy a period of great wealth, but this never lasts forever.

ABILITIES

Skills:
MinerStrongBasic LabourHard Labour

PARTY INTEGRATION

A miner can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Miner or use as a background when creating an adventurer.

Prospector

ProspectorCITIZEN

A prospector seeks out valuable ores, like gold, silver and iron, along with precious gems. Through persistence and determination, a prospector will scour rivers, mountainsides and lakes for evidence of the ores. If they find any evidence, no matter how small they must stake a claim to the area.

Prospectors that find an actual vein of ore and a rightful claim will either mine it themselves, hire miners or sell the rights to mine to another, having now proved its value its worth far more than the claim will have cost them.

ABILITIES

Skills:
InvestigatePersistenceMeticulousNegotiate

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Prospector or use as a background when creating an adventurer.

Smelter

SmelterCITIZEN

A smelter will turn various ores into bars of metal, or blend them into bars of alloys, most common ores are iron, tin, mercury and zinc. Alloys include steel, bronze and brass. Precious metals such as silver and gold are smelted by dedicated smiths.

Smelters will turn customers ore into bars for a fee, they neither own or sell the ore or metal. Some metal crafters will also be smelters, but these typically only smelt the ore for the metals they work with.

Most smelters are part of a local Smiths' Guild.

ABILITIES

Crafting:
Smelt (Iron)Smelt (Lead)Smelt (Tin)Smelt (Steel)Smelt (Bronze)Smelt (Brass)

Skills:
PatienceStrong

PARTY INTEGRATION

A smelter can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Smelter or use as a background when creating an adventurer.

Soldier
Artillerist

ArtilleristCITIZEN

An artillerist mans the siege weapons of an army, from ballistae to trebuchet. Not only do they fire the weapons, but they load them, build them on the battlefield or maintain them if on a permanent site.

Artillerists are pulled from the infantry, although it's still a step up, as they move from the front lines to a far safer place on the battlefield. Rank is still important, but there are far less officers in the artillery corp.

ABILITIES

Manoeuvres:
Placed ShotLong Shot

Skills:
AwarenessKeen Eye

PARTY INTEGRATION

An artillerist can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as an Artillerist or use as a background when creating an adventurer.

Cavalryman

CavalrymanCITIZEN

A cavalryman is a soldier that has shown particular skill in battle, trained further in the skill of mounted combat they move from the front line to a more tactical position, often launching from the flanks at the right moment to sway a battel.

Regardless of rank, cavalrymen hold a loftier position within the military, affording a greedy recompense and a better standard of living, on and of the battlefield.

ABILITIES

Manoeuvres:
Critical StrikePrecise Blow

Skills:
AwarenessCharge

PARTY INTEGRATION

A cavalryman can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Cavalryman or use as a background when creating an adventurer.

Charioteer

CharioteerCITIZEN

A charioteer is chosen from the most brave and impetuous of the fighting forces, some were cavalrymen, other infantrymen, regardless of rank a charioteer is amongst the most revered and admired of the fighting forces, having to plunge deep into enemy lines to be effective.

This boldness often leads to an early demise, but those that prove themselves fearless and impossible to kill are quickly elevated in rank, as such they retire from charioteering before they meet their end.

ABILITIES

Manoeuvres:
Heavy StrikePrecise Blow

Skills:
AwarenessImpetuous

PARTY INTEGRATION

A charioteer can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Charioteer or use as a background when creating an adventurer.

Infantryman

InfantrymanCITIZEN

An infantryman is the basic rank and file solider of most armies, employed, trained and equipped by a nation to which they will have pledged a minimum time of service, in return for payment, food and lodgings. Most choose this path so they can serve their country, escape poverty or their past.

Soldiers are driven by the thought of protecting their nation and therefore their family and are loyal as long as they believe this remains the case. Soldiers will often seek to climb in rank, whether that be to become an officer or to join a specialised unit.

ABILITIES

Manoeuvres:
LungeShield Wall

Skills:
AwarenessSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Infantryman or use as a background when creating an adventurer.

Victual Processor
Baker

BakerCITIZEN

A baker bakes bread, biscuits, pastries and cakes, from flour, milk, eggs. Using various fruits and vegetables to add flavour and fillings.

Bakers will have a stall, cart or store to sell their wares from as well as a bakery to which make the goods.

Most bakers are part of a local Bakers' Guild.

ABILITIES

Crafting:
Victuals (Bread)Victuals (Pies)Victuals (Pastries)Victuals (Cake)

Skills:
PatiencePersonable

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Baker or use as a background when creating an adventurer.

Brewer

BrewerCITIZEN

A brewer takes grains, such as wheat or barley and ferments them into beer. A whole selection of secondary ingredients are added to create various blends of ale. In some regions mead is made in place of beer, made from honey in place of grains.

Brewing requires a lot of space, as such they need large buildings to themselves. Large containers made of copper, brick made ovens and various tubes connecting it all together.

ABILITIES

Crafting:
Victuals (Mead)Victuals (Beer)

Skills:
PatienceKeen Scent

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Brewer or use as a background when creating an adventurer.

Butcher

ButcherCITIZEN

A butcher slaughters an animal before dividing it into sections. These sections are then further cut as the customer requests, sold by the weight of the sold piece. Small leftover bits and the less desirable cuts are often turned into sausage.

Butchers will have a stall, cart or store to sell their meat from, trimming it on request, it is often packed in salt or submerged in brine to keep it fresh.

ABILITIES

Crafting:
Victuals (Raw Meat)

Skills:
Coup De GraceSteady Hands

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Butcher or use as a background when creating an adventurer.

Cheesemaker

CheesemakerCITIZEN

A cheese maker uses milk from a local farm to produce various cheeses, while some dairy farmers do this themselves, small villages will have their own cheesemakers, or large-scale dairy farms collaborate with large cheesemakers.

Cheesemakers make far more varieties of cheese than a dairy farm, as such is their experience, and this if often a family trade passed down generations. They need space to make and store the cheese and sell from a cart or stall in a marketplace.

ABILITIES

Crafting:
Victuals (Cheese)

Skills:
PatienceTireless

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Cheesemaker or use as a background when creating an adventurer.

Cook

CookCITIZEN

A cook prepares and cooks food for others, either in a large kitchen under a master cook, or individually in an eatery. Many cooks join the military as the pay is better, after basic training very few see combat, or even the front lines, but they do accompany forces to provide meals.

Employed by an estate or military force to routinely and repeatedly cook food multiple times a day, in most cases it is a seven days a week role.

ABILITIES

Crafting:
Victuals (Meal)

Skills:
AwarenessAmbidextrous

PARTY INTEGRATION

A cook can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Cook or use as a background when creating an adventurer.

Distiller

DistillerCITIZEN

A distiller takes a fermented product such as beer, wine or a high sugar plant or fruit and turns them into whiskeys, brandies, rums or gins. The adding of different fruits, berries and spices affect the distilled products flavour.

Independent Distillers will likely have one or two specific products they make out of their own workshop, known as a distillery. Others will work in winehouses or breweries, turning that sites product into a specific liquor. Finished liquors are sold to innkeepers and merchants.

ABILITIES

Crafting:
Victuals (Vodka)Victuals (Brandy)Victuals (Rum)Victuals (Whiskey)Victuals (Gin)

Skills:
PatienceKeen Scent

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Distiller or use as a background when creating an adventurer.

Fishmonger

FishmongerCITIZEN

A fishmonger buys fish to sell at market, fish can be bought from fishermen or travelling merchants, depending on their proximity to the piscary. The fishmonger will also make use of the services of a smoker, which both helps preserve the fish and adds flavour.

Fishmongers will have a stall, cart or store to sell their fish from. Fresh fish is packed in salt, or where the locations allow, ice.

ABILITIES

Crafting:
Victuals (Raw Fish)

Skills:
AwarenessPersonable

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Fishmonger or use as a background when creating an adventurer.

Grocer

GrocerCITIZEN

A grocer sells fruit and vegetables which he buys from merchants or local farmers. Some grocers expand on their offering by selling other foodstuffs depending on the region.

Grocers requires a store close to the marketplace of the settlement they live in, often this is also their home. In large cities there are often many marketplaces, and each one will have a grocery store.

Most grocers are part of a local Grocers' Guild.

ABILITIES

Skills:
AwarenessPatiencePersonableSteadfast

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Grocer or use as a background when creating an adventurer.

Master Cook

Master CookCITIZEN

A master cook is in charge of a team of cooks, typically for the wealthy, to prepare the best food using the best ingredients. They are the masters of food preparation, cooking and meal planning. Also, in charge of a handful of other cooks and kitchen staff to manage the entire estates mealtimes.

Usually employed on a permanent basis by nobles and the wealthy, a master cook will ensure stores of food are well maintained, quality of incoming fresh food is of suitable quality and freshness.

ABILITIES

Crafting:
Victuals (Meal)Victuals (Feast)Victuals (Banquet)

Skills:
AwarenessAmbidextrousManagement

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Master Cook or use as a background when creating an adventurer.

Miller

MillerCITIZEN

Millers operate grain mills, which are used to grind wheat, barley, and oats into flour. Some mills are powered by wind or water, others by hand.

It is a vital job, supplying everything from villages to cities with flour. As such the milers are often amongst the wealthier citizens of a village or town.

ABILITIES

Crafting:
Victuals (Flour)

Skills:
Basic LabourStrong

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Miller or use as a background when creating an adventurer.

Smoker

SmokerCITIZEN

A smoker takes fish or meat into a stone building, with large open topped burners to create a smoke that fills the building, and both flavours the food as well as preserves it.

Smokers typically provides a service for various trades and even citizens, although some will smoke their own meat or fish and sell it at market. Some estates or companies house their own smokers operating in the estate smokehouse.

ABILITIES

Crafting:
Victuals (Smoked Fish)Victuals (Smoked Meat)

Skills:
PatiencePersistence

PARTY INTEGRATION

A smoker can be recruited as an Auxiliary by a Leader, or hired on commission by an adventurer.

BACKGROUND

Players can start as a Smoker or use as a background when creating an adventurer.

Winemaker

WinemakerCITIZEN

A winemaker uses fruit and lets it ferment inside glass or clay pots, with careful selection of the fruit and added flavours a winemaker can make a wide range of alcohol beverages, such as wine, brandy, sherry and port.

Winemakers often grows their own fruit, in farms called orchards, these orchards require many staff such as fruit pickers and cottars. Otherwise, they will purchase fruit from local farmers and orchardists.

ABILITIES

Crafting:
Victuals (Vinification)

Skills:
PatienceKeen Scent

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Winemaker or use as a background when creating an adventurer.

Victuals
Bee Keeper

Bee KeeperCITIZEN

A beekeeper uses an artificial hive to farm bees, prolific keepers will have dozens of hives and produce large quantities of honey. This honey is either sold to the consumer or to a brewer to turn into mead.

Beekeeping is often a secondary occupation, perhaps q brewer will farm their own honey to make mead, or a merchant will do so for honey. For those with a large-scale operation it is a singular income, and those with just one hive might use it for their own personal use.

ABILITIES

Crafting:
Farming (Insects)Farming (Propolis)Farming (Beeswax)Victuals (Honey)

Skills:
AwarenessSteady Hands

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Bee Keeper or use as a background when creating an adventurer.

Cotton Farmer

Cotton FarmerCITIZEN

A cotton farmer cultivates crops on large areas of farmland. As cotton is one of the few plants that produce fibre for cloth, it is the most common, but there are also flax, hemp and bamboo farms.

Farmers live on the land they use, they are usually owners of the land although in monarchy or feudalism societies it actually belongs to the noble classes or monarchy and they pay a rent to farm it, although this rent is minimal. Many farms are of mixed use.

ABILITIES

Crafting:
Farming (Cotton)Farming (Silk)

Skills:
Plant CareDeft Touch

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Cotton Farmer or use as a background when creating an adventurer.

Crop Farmer

Crop FarmerCITIZEN

A crop farmer cultivates grains, fruits and vegetables and occasionally legumes, this kind of farming needs large areas of reasonably flat farmland. While the crops vary from region to region, rapid growth and hardy crops are seeded worldwide though merchant trading.

Farmers live on the land they use, they are usually owners of the land although in monarchy or feudalism societies it actually belongs to the noble classes or monarchy and they pay a rent to farm it, although this rent is minimal. Many farms are of mixed use.

ABILITIES

Crafting:
Farming (Crops)Victuals (Grain)Victuals (Vegetables)Victuals (Legumes)Victuals (Preserves)

Skills:
Plant CareAnimal Care

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Crop Farmer or use as a background when creating an adventurer.

Dairy Farmer

Dairy FarmerCITIZEN

A dairy farmer cultivates livestock on small areas of farmland. While the animals vary from region to region, cattle, goats and sheep are commonplace. Only using the animals for milk means they do not raise them for meat, as such the turnover of animals so much lower.

Farmers live on the land they use, they are usually owners of the land although in monarchy or feudalism societies it actually belongs to the noble classes or monarchy and they pay a rent to farm it, although this rent is minimal. Many farms are of mixed use.

ABILITIES

Crafting:
Farming (Livestock)Victuals (Milk)Victuals (Butter)Victuals (Cheese)Victuals (Yogurt)

Skills:
Animal CareDeft Touch

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Dairy Farmer or use as a background when creating an adventurer.

Farm Hand

Farm HandCITIZEN

A farm hand does the hard work on a farm, often in groups, they plough the fields, feed the animals, harvest the crops and slaughter the livestock, exactly what each farm hand does depends on what kind of farm they are on.

Typically live on the farm, often part of the family's extended family, or part of a farm hand family that all live and work on the same farm.

ABILITIES

Skills:
Basic LabourPersistenceAwarenessAnimal Care

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Farm Hand or use as a background when creating an adventurer.

Fisherman

FishermanCITIZEN

A fisherman uses a rod, line and a hook to fish in the ocean, lakes or rivers, from wither the shore or a small rowboat. Alternatively, groups of fishermen can fish from large boats dedicated to the task, using rods, or nets.

Fishing takes a lot of time and is restricted to being near a water source, as such fishermen will often sell their catch to a fishmonger or merchant, so they don't have to travel to market.

ABILITIES

Crafting:
Farming (Fish)Victuals (Fish)

Skills:
AwarenessPatience

PARTY INTEGRATION

A fisherman can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Fisherman or use as a background when creating an adventurer.

Herbalist

HerbalistCITIZEN

A herbalist gathers, grows and cultivates herbs for use in medicine, alchemy and cooking. Often these herbs need special conditions in which to grow, much more attention than crops and a more delicate hand during cultivation.

Herbalists often sell direct to other trades, supplying pre-determined orders on a recurring schedule. Some might have a stall in a marketplace to sell excess or over produced herbs.

ABILITIES

Crafting:
Farming (Herbs)

Skills:
Plant CareDeft Touch

PARTY INTEGRATION

A herbalist can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Herbalist or use as a background when creating an adventurer.

Hunter

HunterCITIZEN

A hunter tracks and kills wild animals within the wilderness, primarily for the meat although the hide will be used. After a kill the hunter will take the carcass to a skinner will remove the hide then sell it to a butcher.

Hunters are solitary individuals, if they hunt with others its likely to be family to pass their trade on to their children.

ABILITIES

Manoeuvres:
Placed ShotSurprise Attack

Skills:
TrackSet Trap (Snare)Set Trap (Foothold)Set Trap (Pitfall)

PARTY INTEGRATION

A hunter can be recruited as an Auxiliary by a Leader.

BACKGROUND

Players can start as a Hunter or use as a background when creating an adventurer.

Livestock Farmer

Livestock FarmerCITIZEN

A livestock farmer cultivates livestock on moderate sized areas of farmland. While the animals vary for region to region, cattle, pigs and sheep are common in most regions. Those that have milk bearing animals often make use that as a secondary method.

Farmers live on the land they use, they are usually owners of the land although in monarchy or feudalism societies it actually belongs to the noble classes or monarchy and they pay a rent to farm it, although this rent is minimal. Many farms are of mixed use.

ABILITIES

Crafting:
Farming (Livestock)Victuals (Raw Meat)Victuals (Eggs)

Skills:
Animal CareStrong

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as a Livestock Farmer or use as a background when creating an adventurer.

Orchardist

OrchardistCITIZEN

An orchardist runs a farm better known as an orchard, where it exclusively grows fruit from fruit trees, such as apples, oranges or vine fruit such as grapes and berries.

This fruit will either be sold at market or sold to other trades such as breweries or winemakers. Many winemakers are also orchardists as their orchard is exclusively used to create wine.

ABILITIES

Crafting:
Victuals (Fruit)Victuals (Nuts)

Skills:
Plant CareDeft Touch

PARTY INTEGRATION

Can not be hired.

BACKGROUND

Players can start as an Orchardist or use as a background when creating an adventurer.

Picker

PickerCITIZEN

A picker works in an orchard or crop farm, collecting or picking the crops from the trees, bushes or plants, on behalf of the owner of the land.

As the seasons change different crops become harvestable, so pickers move from farm to farm as needed, often farming communities with a range of farms schedule them together to reduce downtime.

ABILITIES

Skills:
Basic LabourPersistenceDeft TouchTireless

PARTY INTEGRATION

A picker can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Picker or use as a background when creating an adventurer.

Shearer

ShearerCITIZEN

A shearer removes the wool from sheep and similar animals, taking take to not harm the animal while maximising the volume of wool. Every livestock farm with suitable animals will need a sheerer, although many farmers are also skilled in this role.

Typically, part of the farm family, will spend their lives in and around the farm, taking on other roles when not shearing season. This wool is first sent to a fuller before being sent to spinners.

ABILITIES

Skills:
Animal CareStrongAwarenessDeft Touch

PARTY INTEGRATION

A shearer can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Shearer or use as a background when creating an adventurer.

Shepherd

ShepherdCITIZEN

A shepherd is a livestock farm hand specifically charged with minding sheep and manoeuvring them around as needed. Every livestock farm will need a shepherd, although many farmers are also skilled in this role.

Typically, part of the farm family, will spend their lives in and around the farm, taking the animals to market and rearing the young.

ABILITIES

Skills:
Basic LabourHerdAwarenessAnimal Care

PARTY INTEGRATION

A shepherd can be hired on commission by an adventurer.

BACKGROUND

Players can start as a Shepherd or use as a background when creating an adventurer.

Artwork of Terrainia

Last updated on the 27th April 26
CONTACT US
ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-two years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

So that’s us. We hope you enjoy the site. If you want to give us some feedback, why not .

THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

CREDITS Info coming soon
TERMS OF USE Info coming soon
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Illustrations, images and website content are
all © of Altered Dimension LTD 2010

Any similarity to any game system or published content is coincidence.
Permission is granted for personal use only.