Culture [30] | Profession [156] |
Ferkina
Language: Ferkina
Script: none
Popular professions:
- Profane: Craftsman, Healer, Hunter, Laborer, Robber, Soldier, Tribal Warrior, Rogue, Zoologist (archaic forms only)
- Magical: Possessed, Druid, Dabbler Mage, Shaman
- Clerical: Kor Deont, Rahja Deont
Typical advantages: Eisern, Giftresistenz, Herausragende Eigenschaft (MU, KO), Hohe Lebenskraft, Kampfrausch, Richtungssinn, Saumagen, Verbesserte Regeneration (Lebensenergie), Unheimlich, Zäher Hund
Typical disadvantages: Kind der Wildnis, Niedrige Mageesistenz, Schlechte Eigenschaft (Aberglaube, Jähzorn, Meeresangst, Rachsucht, Vorurteile [vor allem gegen Frauen und Nichtferkinas]), Blutrausch, Hässlich (durch Gesichtsnarben), Übler Geruch, Unfähig in social talents
Untypical advantages: Angenehmer Geruch, Hohe Mageesistenz, Schwer zu verzaubern, Soziale Anpassungsfähigkeit
Untypical disadvantages: Glasknochen, Krankheitsanfällig, Niedrige Lebenskraft, Schlechte Eigenschaft (Krankhafte Reinlichkeit), Stubenhocker, Theoretiker, Zerbrechlich
Typical talents: intimidate, track, heal poison, climb, body control, herb lore, ride, self control, stone craft, animal lore, hide, survival, carouse
Untypical talents: seduce, etiquette, drive, fly, streetwise, geography, chronicle, theology, cook, arcane lore, mechanics, smithery, music, calculate, jurisprudence, locks, seafaring, politics, persuade
Typical names: Azad, Bashur, Faruch, Kazûm, Nashrath, Rachwan, Sharkhan, Tsharik, Yabman, Zakhaban (male); Begum, Chanum, Duncha, Farah, Golshan, Hulya, Mehrshan, Nadam, Tamra, Zarbanu (female)
Namen werden mit iban bei Männern und sabu bei Frauen mit dem Namen des Vaters oder der Mutterverbunden (e.g., Azad iban Faruch oder Duncha sabu Farah), Verheiratete Frauen tragen stattdessen mit dem Zusatz zawsh(i) den Namen des Ehemanns und Besitzers (Golshan zawshi Rachwan) Known clans: Bân Anghrachan, Bân Farkash, Bân Hadârri, Bân Khalil, Merech, Shai’Aian, Ulad Barshîm
Ferryman
Cost: 880 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, persuade 4
- Nature: bind 7, fishing 4, orientation 7, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: woodcraft 7, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Fisher
Cost: 880 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, persuade 4
- Nature: bind 7, fishing 10, orientation 7, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: woodcraft 4, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Fjarninger
Language: Fjarningish
Script: none
Popular professions:
- Profane: Gladiator, Craftsman, Healer, Hunter, Robber, Soldier, Tribal Warrior, Zoologist (archaic forms only)
- Magical: Angara-Priests, Berserker, Frunu-Priests
- Clerical: none
Typical advantages: Balance, Eisern, Entfernungssinn, Herausragende Eigenschaft (MU, KO, KK), Kälteresistenz, Kampfrausch, Hohe Lebenskraft, Richtungssinn, Saumagen, Unheimlich, Verbesserte Regeneration (Lebensenergie), Zäher Hund
Typical disadvantages: Auffällig, Blutrausch, Hitzeempfi ndlichkeit, Schlechte Eigenschaft (Aberglaube, Jähzorn, Meeresangst), Unfähig in social talents
Untypical advantages: Unauffällig, Hitzeresistenz, Soziale Anpassungsfähigkeit
Untypical disadvantages: Fettleibig, Glasknochen, Krankheitsanfällig, Lahm, Nachtblind, Niedrige Lebenskraft, Schlechte Eigenschaft (Dunkelangst, Höhenangst, Krankhafte Reinlichkeit, Platzangst, Raumangst), Zerbrechlich
Typical talents: intimidate, track, woodcraft, climb, body control, smithery (almost exclusively based on bronze), orientation, self control, stone craft, animal lore, survival
Untypical talents: seduce, etiquette, drive, fly, streetwise, ride, locks, seafaring, politics
Known clans: Double-axe-people, Polar-fox-people, Shrieking-swords-people
Typical names: Asgold, Blotgrim, Engur, Frunobar, Gjallur, Havgrimur, Pandur, Raluf, Surthor, Valbrandar (male); Asgora, Dandagard, Funudara, Gunnlaug, Halfga, Jaldrud, Rangra, Svannlaug, Ulfgard, Ylwa (female);
Surnames are not common, but honourable nicknames are quite popular: Bearslayer, Frostblade, Creeping Death.
Fortuneteller
Cost: 900 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4
Talents:
- Body: acrobatics 7, climb 4, body control 4, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 7, persuade 4, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 4
- Craft: drive 4, paint 4, music 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CR, DX, AG
Recommended advantages: balance, aptitude for body talents, direction sense, good looking, contortionist, connection (animals), bardic voice
Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents
Gambler
Cost: 1190 AP
Special abilities: languages 20 AP
Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4
Talents:
- Body: acrobatics 4, body control 4, climb 4, self control 4, perception 4, pickpocket 7, hide 7, carouse 4
- Social: seduce 4, streetwise 7, human nature 7, persuade 4, disguise 4, willpower 4
- Nature: orientation 4
- Lore: gamble 10, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice
Recommended disadvantages: superstition, vanity, greed, curiosity
Unsuitable advantages: bloodlust
Gentleman
Cost: 810 AP
Special abilities: scripts + languages 15 AP
Combat techniques: brawl 4, daggers 4, swords 4, bows 4
Talents:
- Body: ride 4, hide 4, perception 4, dance 4, carouse 4
- Social: convince 4, seduce 4, etiquette 10, human nature 7, persuade 4, willpower 4
- Lore: chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 7
- Craft: tailor 7
Typical cultures: only Nostrians and Andergasters
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, danger sense, resistance to poison, good looking
Recommended disadvantages: arrogance, vanity, stinginess, greed, violent temper, pathological cleanliness, envy, vindictiveness
Unsuitable advantages: aptitude for craft talents, battle frenzy
Unsuitable disadvantages: bloodlust, inaptitude for social talents
Gjalsker
Language: Gjalskish
Script: none
Popular professions:
- Profane: Barde, Gladiator, Craftsman, Healer, Hunter, Laborer, Robber, Soldier, Tribal Warrior, Rogue, Zoologist (archaic forms only)
- Magical: Shaman, Beast Warrior
- Clerical: none
Typical advantages: Eisern, Gefahreninstinkt, Herausragende Eigenschaft (MU, KO, KK), Kampfrausch, Kälteresistenz, Hohe Lebenskraft, Richtungssinn, Verbesserte Regeneration (Lebensenergie), Zäher Hund
Typical disadvantages: Blutrausch, Schlechte Eigenschaft (Aberglaube, Meeresangst, Totenangst, Vorurteile [vor allem gegen Thorwaler und Orks])
Untypical advantages: Hitzeresistenz, Soziale Anpassungsfähigkeit
Untypical disadvantages: Schlechte Eigenschaft (Dunkelangst, Höhenangst, Krankhafte Reinlichkeit, Raumangst), Fettleibig, Glasknochen, Krankheitsanfällig, Lahm, Nacht blind, Niedrige Lebenskraft, Zerbrechlich
Typical talents: intimidate, track, climb, body control, orientation, herb lore, legend lore, self control, animal lore, survival
Untypical talents: drive, fly, streetwise, locks, seafaring, politics
Typical Haeradi: Niellyn, Dhartaech, Lyrgach, Alrudh, Mortakh, Rayyadh
Typical names: Anchas, Barthak, Branchan, Druan, Ifrunndoch, Kalzan, Morghinach, Struan, Wladuch, Yuchdan (male); Andraga, Dunyabra, Edargrim, Hagwa, Karbra, Lapyra, Megrim, Skrayana, Tyrocha, Zulcha (female);
Männer erhalten als Nachnamen den Vornamen des Vaters, Frauen den der Mutter. Zwischen dem Vor- und Nachnamen wird ein bren bei Männern (Anchas bren Branchan) oder ein brai bei Frauen (Andraga brai Zulcha) eingefügt.
Gladiator
Cost: 900 AP
Requirements: AG 11, ST 11
Special abilities: scripts + languages 20 AP, Kampf: Feint, Mighty Blow
Combat techniques: dodge 4, nets 7 (exotic), axes & maces 7, brawl 7, shields 4, swords 7, staves & spears 7
Talents:
- Body: body control 4, self control 4, carouse 4
- Social: intimidate 4, human nature 4
- Lore: theology 4, warfare 4
- Craft: heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, AG, CN, ST
Recommended advantages: two-handed, ironman, good looking, battle frenzy, high vitality, improved regeneration (life energy), toughness
Recommended disadvantages: bloodlust, low attribute (vanity)
Unsuitable advantages: aptitude for social talents
Unsuitable disadvantages: obesity, slow regeneration (life energy)
Gold Hunter
Cost: 1115 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4
Talents:
- Body: body control 4, climb 7, swim 4, perception 7
- Social: human nature 4, persuade 4
- Nature: track 4, orientation 7, herb lore 4, animal lore 4, survival 7
- Lore: geography 7, chronicle 4, theology 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, smithery 4, stone craft 7, seafaring 4
Typical cultures: all
Typical attributes: CR, IN, AG
Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose
Recommended disadvantages: curiosity, greed, theorist, unworldly
Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents
Grave Robber
Cost: 1205 AP
Special abilities: languages 20 AP
Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4
Talents:
- Body: body control 7, climb 7, self control 4, perception 4, pickpocket 4, hide 7, carouse 4
- Social: seduce 4, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4
- Nature: orientation 4
- Lore: chronicle 7, gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice
Recommended disadvantages: superstition, vanity, greed, curiosity
Unsuitable advantages: bloodlust
Guard
Cost: 950 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP; Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4
Talents:
- Body: body control 4, self control 4, perception 7, carouse 4
- Social: intimidate 4, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: drive 4, heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: high vitality, improved regeneration (life energy)
Recommended disadvantages: low attribute (arrogance, justice mania), liabilities
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: slow regeneration (life energy)
Guardian
Cost: 950 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP, Kampf: Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4
Talents:
- Body: body control 7, self control 4, perception 4, carouse 4
- Social: intimidate 4, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: drive 4, heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: high vitality, improved regeneration (life energy)
Recommended disadvantages: low attribute (arrogance, justice mania), liabilities
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: slow regeneration (life energy)
Handler
Cost: 770 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 10, human nature 4, persuade 7, willpower 4, hide 4, disguise 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Healer
Cost: 800 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 4, human nature 4, persuade 4
- Nature: bind 4, herb lore 4, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 7, heal poison 7, heal wounds 10
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Herbalist
Cost: 1110 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, swords 4
Talents:
- Body: body control 4, climb 7, swim 4, perception 7
- Social: etiquette 4, human nature 4, persuade 4
- Nature: track 4, orientation 7, herb lore 10, animal lore 4, survival 7
- Lore: geography 7, chronicle 4, theology 4, mechanics 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, seafaring 4
Typical cultures: all
Typical attributes: CR, IN, AG
Recommended advantages: danger sense, sense of direction, social adaptability, dwarf nose
Recommended disadvantages: curiosity, greed, theorist, unworldly
Unsuitable disadvantages: superstition, fear of dark, acrophobia, claustrophobia, inaptitude for lore talents
Hill Dwarf
Language: Rogolan
Script: Rogolan-runes
Popular professions:
- Profane: all (except for Gladiator, Knight, Tribal Warrior and other tribal professions)
- Magical: Alchemist, Geode, Mage (rare)
- Clerical: Angrosch Deont, Ingerimm Deont (rare), Peraine Deont (rare), Travia Deont (rare)
Typical advantages: Aptitude for Gesellschafts- und Handwerkstalenten (vor allem cook), Soziale Anpassungsfähigkeit
Typical disadvantages: Schlechte Eigenschaft (Goldgier, Meeresangst, Neugier)
Untypical advantages: Kampfrausch
Untypical disadvantages: Blutrausch, Nachtblind, Schlechte Eigenschaft (Dunkelangst, Raumangst)
Typical talents: etiquette, drive, fishing, cook, sing, dance, hide, carouse
Untypical talents: intimidate, fly, ride, survival
Typical names: Artox, Bengram Dabrasch, Gerambalosch, Hargasch Obolosch, Roglom, Tlutasch, Xandaresch, Zinkhal, (male); Aurea, Caldera, Garescha, Ingrascha, Thurescha, Xolgima (female); Beutelsaum, Breitpfann, Grumling, Hüglinger, Kugelin, Süßbrot (Sippennamen)
Historian
Cost: 545 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 7, chronicle 10, theology 7, calculate 4, jurisprudence 4, legend lore 7, arcane lore 4, politics 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Horasian
Language: Garethi (Horathi)
Script: Kuslik Script
Civilization: Horasreich (Aurelat, Coverna, Septimana, Wild South, Yaquirien)
Popular professions:
- Profane: all (except for Tribal Warrior and other tribal professions)
- Magical: Alchemist, Druid, Witch, Dabbler Mage, Mage, Charlatan
- Clerical: Twelfgods Deont
Hunter
Cost: 1200 AP
Special abilities: languages 15 AP
Combat techniques: brawl 4, daggers 4, bows 7
Talents:
- Body: body control 4, climb 4, ride 4, swim 4, self control 4, perception 7, hide 7
- Nature: track 10, bind 4,orientation 7, herb lore 7, animal lore 7, survival 10
- Lore: theology 4, legend lore 4
- Craft: heal poison 4, heal wounds 4, woodcraft 4, leather craft 4
Typical cultures: all
Typical attributes: CR, IN, DX
Recommended advantages: twilight sight, ironman, direction sense, danger sense, outstanding sense (hearing or sight), sense of direction, toughness
Recommended disadvantages: claustrophobia
Unsuitable advantages: social adaptability
Unsuitable disadvantages: fear of dark, night-blind, agoraphobia
Ice Elf
Language: Isdira
Script: Isdira-symbols
Übliche Profession: Bewahrer, Former, Kämpfer, Legendensänger, Wildnisläufer, Zauberweber
Typical advantages: Aptitude for Körper- und Naturtalenten, Aptitude for Kampftechniken (vor allem Bögen und Wurfwaffen), Gefahreninstinkt, Magische Einstimmung (Wesen des Eises), Richtungssinn, Verbundenheit (Tiere)
Typical disadvantages: Artefaktgebunden (Instrument), Magieblockade (KL), Schlechte Eigenschaft (Arroganz, Vorurteile [vor allem gegen Nichtelfen], Weltfremd [vor allem bei Adel, Besitz, Geld, Götter, Hierarchien, Religion]), Unfähig in Wissenstalenten, Wilde Magie
Untypical advantages: Aptitude for Wissenstalenten, Soziale Anpassungsfähigkeit
Untypical disadvantages: Schlechte Eigenschaft (Dunkelangst, Goldgier, Platzangst, Rachsucht, Raumangst), Unfähig in Körper- und Naturtalenten
Typical talents: track, bind, fishing, climb, body control, music, orientation, herb lore, self control, sing, perception, dance, animal lore, hide, survival
Untypical talents: alchemy, gamble, drive, fly, jurisprudence, locks, politics, carouse
Typical names: Alriel, Delavar, Eldariel, Ilcoron, Mandaniel, Mandrion, Osagiel, Sanyarin (male); Alari, Calenleya, Elayoé, Fiannon, Mandaniel, Onioniel, Peaolé, Saliniome, Teleria, Zairi (female)
Jailer
Cost: 1085 AP
Requirements: ST 13
Special abilities: scripts + languages 30 AP; Armor Use I
Combat techniques: brawl 7, daggers 4, axes & maces 4, swords 4, staves & spears 7, crossbows 4, whips 4 (exotic)
Talents:
- Body: body control 4, self control 4, perception 7, carouse 4
- Social: convince 4, intimidate 10, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: track 4, bind 7, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: drive 4, heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: high vitality, improved regeneration (life energy)
Recommended disadvantages: low attribute (arrogance, justice mania), liabilities
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: slow regeneration (life energy)
Jurist
Cost: 560 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 7, human nature 4, persuade 7, willpower 4
- Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 10, legend lore 4, politics 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Knife Thrower
Cost: 960 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 10
Talents:
- Body: acrobatics 7, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 4
- Craft: drive 4, paint 4, music 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CR, DX, AG
Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice
Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents
Laborer
Cost: 800 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, staves & spears 4
Talents:
- Body: body control 4, perception 4, dance 4, carouse 4
- Social: human nature 4
- Nature: track 4, fishing 4, orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: aptitude for nature talents
Recommended disadvantages: superstition, prejudices
Unsuitable advantages: aptitude for lore talents
Unsuitable disadvantages: blind, pathological cleanliness, agoraphobia
Lea Elf
Language: Isdira
Script: Isdira-symbols
Popular professions: Bewahrer, Former, Kämpfer, Legendensänger, Wildnisläufer, Zauberweber
Typical advantages: Aptitude for Handwerkstalenten (vor allem seafaring), Aptitude for Kampftechniken (vor allem Bögen), Gefahreninstinkt, Verbundenheit (Feen und Tiere), Magische Einstimmung (Wesen der Auen)
Typical disadvantages: Artefaktgebunden (Instrument), Magieblockade (KL), Schlechte Eigenschaft (Arroganz, Neugier, Vorurteile [vor allem gegen Nichtelfen], Weltfremd [vor allem Besitz, Götter]), Wilde Magie
Untypical advantages: Aptitude for Wissenstalenten
Untypical disadvantages: Schlechte Eigenschaft (Goldgier,Rachsucht), Unfähig in Körper- und Naturtalenten
Typical talents: seduce, intimidate, track, fishing, body control, music, orientation, herb lore, sing, perception, seafaring, dance, animal lore, hide, survival
Untypical talents: alchemy, gamble, drive, jurisprudence, locks, politics, carouse
Typical names: Adalarion, Alarion, Caerleon, Delayar, Dendayar, Edorion, Elanor, Feysiriel, Lindariel, Navarion (male); Alaniel, Caerleon, Daleone, Eldariel, Gailanoe, Lauriel, Mandara, Rhianna, Sanyadriel, Valandriel (female)
Linguist
Cost: 520 AP
Special abilities: scripts + languages 150 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 7, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Loader
Cost: 775 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 4, self control 7, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: orientation 4, bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Loafer
Cost: 795 AP
Special abilities: scripts + languages 15 AP
Combat techniques: brawl 4, daggers 4, swords 4, bows 4
Talents:
- Body: ride 4, hide 4, perception 4, dance 7, carouse 4
- Social: convince 4, seduce 7, etiquette 7, human nature 7, persuade 4, willpower 4
- Lore: chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, danger sense, resistance to poison, good looking
Recommended disadvantages: arrogance, vanity, stinginess, greed, violent temper, pathological cleanliness, envy, vindictiveness
Unsuitable advantages: aptitude for craft talents, battle frenzy
Unsuitable disadvantages: bloodlust, inaptitude for social talents
Long-distance Merchant
Cost: 920 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: body control 4, perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Nature: track 4, orientation 4, survival 4
- Lore: geography 7, theology 4, calculate 7, jurisprudence 4, legend lore 4, arcane lore 4, astronomy 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Lounger
Cost: 1160 AP
Special abilities: languages 20 AP
Combat techniques: brawl 7, daggers 7, fencing weapons 4, axes & maces 4, thrown weapons 4
Talents:
- Body: body control 4, climb 4, self control 4, perception 4, pickpocket 7, hide 7, carouse 4, dance 7
- Social: seduce 4, etiquette 7, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 4
- Craft: locks 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: aptitude for social talents, danger sense, good looking, social adaptability, bardic voice
Recommended disadvantages: superstition, vanity, greed, curiosity
Unsuitable advantages: bloodlust
Love Servant
Cost: 850 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: body control 4, self control 4, perception 4, dance 4, hide 4, carouse 4
- Social: seduce 7, streetwise 7, human nature 7, persuade 4, disguise 4, willpower 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: trade 4, heal disease 4, heal wounds 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CH, CN
Recommended advantages: pleasant smell, aptitude for social talents, good looking, bardic voice
Recommended disadvantages: vanity, greed, resistance to cold, pathological cleanliness, social adaptability
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, ugliness, claustrophobia, foul smell
Maid or Valet
Cost: 730 AP
Special abilities: scripts + languages 10 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: self control 4, perception 4, hide 4, carouse 4
- Social: etiquette 7, streetwise 4, human nature 4, persuade 4
- Nature: animal lore 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN
Recommended advantages: aptitude for social talents, social adaptability
Recommended disadvantages: superstition
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, foul smell
Maraskanian
Language: Garethi (Maraskani) or Tulamidya (Maraskani-Tulamidya)
Script: Kuslik Script and Tulamidya
Civilization: Maraskan (various exile cities)
Popular professions:
- Profane: all (except for Tribal Warrior and other tribal professions)
- Magical: Alchemist, Witch, Dabbler Mage, Mage, Charlatan
- Clerical: Twelfgods Deont, Rur and Gror Priests
Typical advantages: Gefahreninstinkt, Giftresistenz, Hitzeresistenz, Krankheitsresistenz, Richtungssinn, Soziale Anpassungsfähigkeit
Typical disadvantages: Schlechte Eigenschaft (Arroganz, Neugier, Vorurteile [vor allem gegen Mittelreicher])
Untypical advantages: Kälteresistenz, Kampfrausch
Untypical disadvantages: Farbenblind, Schlechte Eigenschaft (Angst vor Insekten, Jähzorn)
Typical talents: theology, heal poison, orientation, herb lore, animal lore, hide, survival
Untypical talents: drive, fly
Typical names: Alrech, Brinziber, Denderan, Dschindziber, Feruziber, Firold, Gerbaldijian, Mulziber, Perjin, Vegsziber (male); Bekasabu, Dajida, Fathimajida, Garasab, Harikajida, Madajida, Shinojida, Tsaryscham, Yasindajida, Zulamidjida (female)
Mathematician
Cost: 425 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: etiquette 4, persuade 4
- Lore: geography 4, chronicle 4, theology 4, calculate 10, jurisprudence 4, legend lore 4, gamble 4, mechanics 4
- Craft: paint 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Mawdli
Cost: 650 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: convince 7, etiquette 4, human nature 4, persuade 4, willpower 4
- Lore: geography 4, chronicle 4, theology 10, calculate 4, jurisprudence 10, legend lore 4, gamble 4, politics 4
- Craft: paint 4
Typical cultures: Novadis only
Typical attributes: CL, DX
Recommended advantages: aptitude for lore talents, theorist
Recommended disadvantages: arrogance, brittle bone, envy, curiosity, inaptitude for body and social talents, unworldly
Unsuitable advantages: aptitude for body talents, battle frenzy
Unsuitable disadvantages: superstition, bloodlust
Medicus
Cost: 950 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 7, human nature 4, persuade 4
- Nature: bind 4, herb lore 7, animal lore 7
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: heal disease 10, heal poison 7, heal wounds 10
Typical cultures: not Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers and Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Mercenary
Cost: 700 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 4, self control 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Merchant
Cost: 650 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 4, human nature 4, persuade 7, willpower 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Messenger
Cost: 950 AP
Special abilities: scripts + languages 35 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, ride 10, swim 4, self control 4, perception 7
- Social: etiquette 4, streetwise 4, human nature 4
- Nature: track 4, orientation 7, animal lore 4, survival 4
- Lore: geography 7, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: paint 4, leather craft 4
Typical cultures: all
Typical attributes: IN, AG, CN
Recommended advantages: aptitude for body and nature talents, ironman, danger sense, resistance to cold, resistance to disease, sense of direction, connection (animals), toughness
Unsuitable disadvantages: fear of horses (for riding messengers), bloodlust, fear of dark, obesity, brittle bone, greed, prone to illness, claustrophobia, inaptitude for body and nature talents
Middlerealmian (Garetian)
Language: Garethi (depends on the province)
Script: Kuslik Script
Civilization: Mittelreich (Albernia, Almada, Darpatien, Donnerbach, Garetien, Kosch, Nordmarken, Tobrien, Weiden)
Popular professions: all (except for tribal professions)
Typical advantages: Glück
Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Vorurteile [vor allem gegen Andersgläubige, Elfen, Orks, Goblins, Nichtmittelreicher])
Untypical advantages: Hitzeresistenz, Kälteresistenz
Untypical disadvantages: Schlechte Eigenschaft (Platzangst, Raumangst)
Typical talents: woodcraft, smithery, herb lore, tailor, animal lore
Untypical talents: fly
Typical names: Alrik, Cordovan, Darian, Erlan, Gerion, Hagen, Praiodan, Refardeon, Viburn, Yendor (male); Alena, Caya, Dorlen, Elwene, Fiana, Khorena, Oleana, Quisira, Sannah, Xaviera (female); Alfaran, Berlind, Damotil, Fuxfell, Grabensalb, Harnischmacher, Meeltheuer, Steinhauer, Winterkalt, Zandor (lastnames)
Midwife
Cost: 800 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: human nature 4, persuade 4
- Nature: bind 4, herb lore 7, animal lore 4
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 7
- Craft: heal disease 7, heal poison 4, heal wounds 7, heal panic 4
Typical cultures: not Elves
Typical attributes: CR, CL, DX
Recommended advantages: resistance to poison, immunity to poison, immunity to disease, resistance to disease
Recommended disadvantages: arrogance, vanity, greed
Unsuitable disadvantages: blood fear, prone to illness, necrophobia
Miller
Cost: 860 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4, staves & spears 4
Talents:
- Body: body control 4, perception 4, dance 4, carouse 4
- Social: human nature 4
- Nature: track 4, fishing 4, orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, cook 4, leather craft 4, tailor 4, mechanics 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended advantages: aptitude for nature talents
Recommended disadvantages: superstition, prejudices
Unsuitable advantages: aptitude for lore talents
Unsuitable disadvantages: blind, pathological cleanliness, agoraphobia
Miner
Cost: 730 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 4, self control 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4
- Nature: bind 4, survival 4
- Lore: geography 4, theology 4, mechanics 4, calculate 4, legend lore 4
- Craft: woodcraft 4, leather craft 4, stone craft 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Moha
Language: Mohisch, dialect depends on clan
Script: none
Civilization: Forest people
Popular professions:
- Profane: Gladiator, Craftsman, Healer, Hunter, Laborer, Robber, Soldier, Tribal Warrior, Rogue, Zoologist (archaic forms only)
- Magical: Dabbler Mage, Shaman
- Clerical: High Shamans of Kamaluq
Typical advantages: Balance, Gefahreninstinkt, Giftresistenz, Glück, Gutaussehend, Hitzeresistenz, Hohe Lebenskraft, Richtungssinn, Schlangenmensch
Typical disadvantages: Kälteempfi ndlichkeit, Kind der Wildnis, Niedrige Mageesistenz, Schlechte Eigenschaft (Aberglaube, Eitelkeit, Meeresangst, Neugier, Platzangst [bei Stämmen der Ebene], Rachsucht, Raumangst, Totenangst, Vorurteile [vor allem gegen Nichtmohas])
Untypical advantages: Eisern, Kälteresistenz
Untypical disadvantages: Glasknochen, Krankheitsanfällig, Nachtblind, Schlechte Eigenschaft (Angst vor Spinnen, Reptilien oder Insekten, Goldgier, Höhenangst, Krankhafte Reinlichkeit), Stubenhocker, Unfähig in Naturtalenten, Zauberanfällig
Typical talents: track, heal poison, heal disease, climb, body control, orientation, herb lore, legend lore, perception, animal lore, hide, survival
Untypical talents: etiquette, drive, fly, streetwise, geography, chronicle, smithery, ride, locks, seafaring (except for certain tribes such as the Tocamuyac), politics, carouse
Known clans: Anoiha, Chirakah, Darna, Haipu, Keke-Wanaq, Miniwatu, Mohaha, Napewanha, Oijaniha, Panaq-Si, Ruwangi, Shokubunga, Tocamuyac
Typical names:
- Forest people: Cankuna (agile), Kehala (turtle), Takate (whose hand is always bloody), Wapiya (his hands do good), Yako (feline);
- Utulu: Kalimba, Mangabe, Shasiwatu, Tenkile, Usuthu; Tocamuyac: Anakena, Ataranga, Kiri, Miru, Rano;
- Mohish names can refer to both — males and females.
Moneychanger
Cost: 710 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 4, streetwise 7, human nature 4, persuade 7, willpower 4
- Lore: geography 4, theology 4, calculate 10, jurisprudence 4, legend lore 4
- Craft: drive 4, trade 10
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CL, IN, CH
Recommended advantages: aptitude for social talents, social adaptability, bardic voice, inner clock
Recommended disadvantages: stinginess, greed, envy
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, ugliness, agoraphobia, unworldly
Mountebank
Cost: 900 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4
Talents:
- Body: acrobatics 7, climb 4, body control 7, ride 4, sing 4, dance 4, pickpocket 4, hide 4, carouse 4
- Social: streetwise 4, human nature 4, persuade 4, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 4
- Craft: drive 4, paint 4, music 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves and Dwarves
Typical attributes: CR, DX, AG
Recommended advantages: balance, aptitude for body talents, direction sense, good looking, Contortionist, connection (animals), bardic voice
Recommended disadvantages: superstition, vanity, envy, curiosity, vindictiveness
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, acrophobia, night-blind, inaptitude for body talents
Musician
Cost: 550 AP
Special abilities: languages + scripts 25 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 10, sing 7
- Social: seduce 4, etiquette 7, human nature 4, persuade 4, willpower 4
- Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: IN, CH, DX
Recommended advantages: aptitude for craft and lore talents
Recommended disadvantages: arrogance, vanity, megalomania, curiosity
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: blind, bloodlust, color-blind
Nivese
Language: Nujuka
Script: none
Popular professions:
- Profane: Craftsman, Healer, Hunter, Laborer, Robber, Soldier, Rogue, Zoologist (archaic forms only)
- Magical: Dabbler Mage, Shaman
- Clerical: High Shamans of Sky Wolves
Typical advantages: Gefahreninstinkt, Kälteresistenz, Richtungssinn, Verbundenheit (Tiere)
Typical disadvantages: Schlechte Eigenschaft (Höhenangst, Raumangst, Totenangst)
Untypical advantages: Hitzeresistenz, Soziale Anpassungsfähigkeit
Untypical disadvantages: Fettleibig, Niedrige Lebenskraft, Schlechte Eigenschaft (Arroganz, Goldgier, Platzangst)
Typical talents: track, drive, body control, orientation, herb lore, legend lore, perception, animal lore, hide, survival
Untypical talents: intimidate, etiquette, fly, streetwise, chronicle, heraldy*, warfare, ride, locks, seafaring
Known clans: Hokke, Rika-Lie, Takku, Lieska-Leddu, Lieska-Lärna
Typical names: Arko, Eiko, Garnan, Hunjok, Jurtan, Kinajo, Latu, Nerkjo, Tamperen, Valen (male); Amuri, Dana, Geika, Jalani, Kantala, Liskaju, Myrra, Nirka, Saari, Vaala (female)
Norbarde
Language: Alaani (Gajka, Takellen)
Script: Kuslik Script
Popular professions:
- Profane: Entdecker, Gelehrter, Gladiator, Craftsman, Healer, Hunter, Laborer, Robber, Soldier, Rogue, Zoologist
- Magical: Witch, Dabbler Mage, Charlatan, Zibilja
- Clerical: Twelfgods Deont
Typical advantages: Gutes Gedächtnis, Kälteresistenz, Richtungssinn
Typical disadvantages: Schlechte Eigenschaft (Goldgier, Höhenangst, Neugier, Raumangst)
Untypical advantages: Hitzeresistenz
Untypical disadvantages: Prinzipientreue, Schlechte Eigenschaft (Arroganz, Platzangst)
Typical talents: drive, geography, trade, orientation, persuade, survival
Untypical talents: fly, seafaring
Typical names: Aikul, Beril, Darjew, Fadril, Jagotin, Kergil, Laromir, Mikail, Radul, Tuljew (male); Barina, Dagris, Eika, Hetinka, Janka, Kolja, Lexaja, Olja, Slanka, Tuminka (female); Aljeff, Bolscheff, Choprutin, Dagoneff, Garkinen, Janig, Koranzig, Kowalejeff, Lugoltin, Sewerin (lastnames)