Culture [30] | Profession [156] |
North Aventurian
Language: Garethi, Alaani, Nujuka or Thorwalish
Script: Kuslik Script
Civilization: North Aventurian
Popular professions:
- Profane: all except for Knight, Tribal Warrior and other tribal professions
- Magical: Alchemist, Druid, Witch, Dabbler Mage, Mage, Charlatan
- Clerical: Twelfgods Deont
Typical advantages: Entfernungssinn, Gefahreninstinkt, Hohe Lebenskraft, Richtungssinn, Zäher Hund
Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Raumangst)
Untypical advantages: Hitzeresistenz
Untypical disadvantages: Krankheitsanfällig, Schlechte Eigenschaft (Krankhafte Reinlichkeit, Platzangst)
Typical talents: track, fishing, trade, woodcraft, leather craft, orientation, herb lore, seafaring (along the coast), self control, stone craft, astronomy, animal lore, hide, survival, carouse
Untypical talents: seduce, fly, streetwise (except for local citizens), chronicle, arcane lore, mechanics, jurisprudence, politics
Typical names: Die Nordaventurier verwenden die gleichen Namen wie die Kultur Mittelreich oder anderer Kulturen, die ebenfalls im Norden anzutreffen sind.
Nostria and Andergast
Language: Garethi (Andergastish, Nostrish)
Script: Kuslik Script
Civilization: Nostria & Andergast (Andergast, Engasal, Nostria)
Popular professions:
- Profane: all except for Knight, Tribal Warrior and other tribal professions
- Magical: Alchemist, Druid, Witch, Dabbler Mage, Mage, Charlatan
- Clerical: Twelfgods Deont
Typical advantages: Eisern, Richtungssinn, Zäher Hund
Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Vorurteile [vor allem gegen Nostrier oder Andergaster], Weltfremd [Fortschritt, Welt außerhalb des Königreiches])
Untypical advantages: Soziale Anpassungsfähigkeit
Untypical disadvantages: Krankheitsanfällig
Typical talents: fishing (in Nostria), woodcraft (in Andergast), orientation, herb lore, legend lore, animal lore, survival
Untypical talents: fly, geography, chronicle, theology, mechanics, calculate, jurisprudence
Typical names:
- Andergast: Arnbold, Eichward, Ludewich, Marik, Wendolyn (male); Andra, Hadwiga, Irmela, Larja, Wendeline (female); Alrikshuber, Borkmeister, Eichinger, Haubeiler, Kuhbauer (lastnames), von Anderstein, von Borkenfeld, von Tatzenstein, von Teshkal (noble lastnames);
- Nostria: Ablasion, Basilio, Jasper, Kasimir, Sapertyn (male); Asmodette, Caristhea, Elida, Nostriane, Yasmina (female); Elgeryn, Kirschner, Linneweber, Salzerin, Wilmhold (lastnames), von Salza, von Salzerhaven, von Sappenstiel, von Vesselbek (noble lastnames)
Novadi
Language: Tulamidya (Khôm-Novadich)
Script: Tulamidya
Popular professions:
- Profane: all except for Knight
- Magical: Derwish, Dabbler Mage, Mage, Magic Dancer (Novadish Sharisad)
- Clerical: none
Typical advantages: Eisern, Entfernungssinn, Hitzeresistenz, Hohe Lebenskraft, Richtungssinn, Schwer zu verzaubern, Zäher Hund
Typical disadvantages: Prinzipientreue (99 Gesetze), Schlechte Eigenschaft (Arroganz, Jähzorn, Meeresangst, Rachsucht, Raumangst, Vorurteile [vor allem gegen Frauen und Ungläubige])
Untypical advantages: Kälteresistenz
Untypical disadvantages: Schlechte Eigenschaft (Platzangst)
Typical talents: intimidate, track, heal poison, warfare, orientation, herb lore, jurisprudence, ride, perception, animal lore, survival
Untypical talents: drive, fishing, streetwise (except for local citizens), arcane lore
Typical names: Abdul, Chadim, Habled, Khorim, Omar, Mustafa, Nareb, Rashid, Said, Zulhamid (male); Aischa, Eshila, Fadime, Laila, Meriban, Nedime, Oyan, Perishan, Ranchel, Shila (female); Namen werden mit ibn bei Männern und saba oder –sunni bei Frauen mit dem Namen des Vaters oder der Mutterverbunden (e.g., Nedime saba Shila oder Ranchel Oyansunni, Omar ibn Said)
Known clans: Beni Ankhara, Beni Arrat, Beni Avad, Beni Brachtar, Beni Erkin, Beni Gadang, Beni Kasim, Beni Kharram, Beni Novad, Beni Schebt, Beni Shadif, Beni Szelemjati, Beni Terkui
Numerologist
Cost: 445 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 7, jurisprudence 4, legend lore 7, astronomy 4
- Craft: mechanics 4, paint 4
Typical cultures: only Aranians, Tulamides, Novadis and Ore Dwarves
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
Ore 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
Typical advantages: Aptitude for Wissens- oder Handwerkstalenten (vor allem chronicle, jurisprudence, smithery und stone craft), Gutes Gedächtnis
Typical disadvantages: Schlechte Eigenschaft (Arroganz, Geiz, Goldgier, Höhenangst, Platzangst, Meeresangst, Vorurteile [vor allem gegen Nichtzwerge])
Untypical advantages: Soziale Anpassungsfähigkeit
Untypical disadvantages: Nachtblind, Schlechte Eigenschaft (Dunkelangst, Neugier, Raumangst)
Typical talents: chronicle, theology, mechanics, smithery, orientation, calculate, jurisprudence, legend lore, self control, stone craft, hide, carouse
Untypical talents: seduce, drive, fishing, fly, acrobatics, ride, swim, seafaring
Typical names: Arthag, Brodrosch, Famburasch, Grimmbart, Huramasch, Kagrim, Partram, Schrobosch, Tarmosch, Xolgrimm, (male); Aurulne, Dorella, Halrima, Korunde, Narescha, Topasa (female)
Painter
Cost: 495 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 4
- 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
- Craft: paint 10
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
Palm-Climber
Cost: 760 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 7, climb 10, 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: South Aventurians only
Typical attributes: CN, ST
Recommended disadvantages: superstition
Unsuitable advantages: social adaptability
Unsuitable disadvantages: pathological cleanliness
Paramedic
Cost: 830 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4, ride 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 Ferkinas, Fjarningards, 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
Partisan
Cost: 920 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4
- Social: convince 4, intimidate 4, streetwise 4, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4
- Craft: drive 4, heal wounds 4, woodcraft 4, leather craft 4, seafaring 4, stone craft 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Peddler
Cost: 860 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 7, persuade 10, willpower 4
- Nature: orientation 4, survival 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
Peraine Priest
Cost: 850 AP
Special abilities: scripts + languages 10 AP
Combat techniques: axes & maces 4, brawl 4
Talents:
- Body: self control 4
- Social: convince 7, etiquette 4, human nature 4, willpower 4
- Nature: herb lore 7
- Lore: theology 7 calculate 4 legend lore 4
- Craft: heal poison 4, heal disease 7, heal wounds 7
Liturgies: 12 blessings of 7, Banish Poison 4, Healing Hands 7
Typical attributes: IN, CH, CN
Recommended advantages: resistance to poison, outstanding attribute (CR, IN or CH), immunity to poison, immunity to disease, resistance to disease, pig stomach, trustworthy
Recommended disadvantages: loyalty to principles (Moral codex of Peraine church), foul smell, liabilities (temple and churh)
Unsuitable advantages: pleasant smell, battle frenzy
Unsuitable disadvantages: bloodlust, prone to poison, prone to illness
Performer
Cost: 930 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 7
- 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
Philosopher and Metaphysician
Cost: 665 AP
Special abilities: scripts + languages 80 AP
Combat techniques: daggers 4
Talents:
- Social: convince 4, etiquette 7, persuade 7, willpower 7
- Lore: geography 4, chronicle 4, theology 10, calculate 4, jurisprudence 4, legend lore 4, arcane lore 4, heal panic 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
Pimp
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 4, climb 4, self control 4, perception 4, pickpocket 7, hide 7, carouse 4
- Social: seduce 4, streetwise 7, human nature 4, persuade 7, disguise 4, willpower 4, intimidate 7
- Nature: orientation 4
- Lore: 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
Pirate
Cost: 925 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, streetwise 4, persuade 4, intimidate 4
- Nature: bind 7, fishing 4, 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
Plunger
Cost: 985 AP
Special abilities: languages 25 AP
Combat techniques: brawl 4, daggers 4, swords 4, thrown weapons 4
Talents:
- Body: body control 7, climb 4, swim 7, self control 4, carouse 4
- Social: human nature 4, persuade 4
- Nature: animal lore 7, bind 7, fishing 4, 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
Poet
Cost: 600 AP
Special abilities: languages + scripts 60 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 4
- Social: seduce 4, etiquette 7, human nature 4, persuade 7, willpower 4
- Lore: gamble 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 10
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
Poisonmixer
Cost: 935 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 7, animal lore 7
- Lore: theology 4, arcane lore 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: alchemy 7, heal disease 4, heal poison 10, heal wounds 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
Private Tutor
Cost: 850 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 4, streetwise 4, human nature 4, persuade 4
- Nature: animal lore 4
- Lore: geography 7, chronicle 7, theology 4, calculate 4, jurisprudence 4, legend lore 7
- 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
Prospector
Cost: 1145 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 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, seafaring 4, smithery 4, stone craft 7
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
Publicist
Cost: 1125 AP
Special abilities: scripts + languages 45 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: perception 7, pickpocket 7, hide 10
- Social: etiquette 4, streetwise 7, human nature 7, persuade 10, disguise 7, willpower 7
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: trade 4, locks 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: danger sense, outstanding sense (hearing or vision), social adaptability, inner clock
Unsuitable advantages: violent temper
Quacksalver
Cost: 770 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: acrobatics 4, self control 4, perception 4, drive 4
- Social: etiquette 4, human nature 4, persuade 7
- 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 4, heal poison 4, heal wounds 7
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
Racketeer
Cost: 1235 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
- Social: seduce 4, streetwise 10, human nature 4, persuade 7, disguise 4, willpower 4, trade 7
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 7, 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
Ranger
Cost: 950 AP
Teacher: Lorion
Requirements: Elf
Special abilities: scripts + languages 25 AP
Combat techniques: bows 7
Talents:
- Body: body control 4, swim 4, sing 4, perception 4, hide 4
- Nature: track 7, orientation 4, herb lore 4, animal lore 4, survival 7
- Craft: woodcraft 4, music 4, seafaring 4
Magic: Eagle’s Eye 4, Balsam Salabunde 4, Bannbaladin 4, Hawkeye 4, Flim Flam 4, Fulminictus 4, Smokescreen 4
Typical attributes: CR, CL, IN, CH
Recommended advantages: darkvision III, direction sense, high resistance to magic, sense of direction, inconspicuous
Recommended disadvantages: low attribute (curiosity, claustrophobia)
Unsuitable advantages: social adaptability
Unsuitable disadvantages: bloodlust
Rat Catcher
Cost: 1060 AP
Special abilities: languages 10 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, swim 4, self control 4, hide 4, perception 4
- Social: streetwise 10, hide 7
- Nature: track 4, herb lore 4, animal lore 10, survival 7
- Lore: theology 4, calculate 4, legend lore 4, seafaring 4
- Craft: heal disease 4, heal wounds 4, woodcraft 4, leather craft 4
Typical cultures: all
Typical attributes: CR, IN
Recommended advantages: connection (animals)
Unsuitable disadvantages: intolerance (animals)
Ringmaster
Cost: 1095 AP
Special abilities: scripts + languages 30 AP
Combat techniques: dodge 4, daggers 4, axes & maces 4, brawl 4, thrown weapons 4, whips 4 (exotic)
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 7, persuade 7, disguise 4
- Nature: animal lore 4, survival 4
- Lore: geography 7, theology 4, legend lore 7
- 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
Road Robber
Cost: 950 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4, ride 4
- Social: intimidate 4, streetwise 4, willpower 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4, warfare 4
- Craft: drive 7, heal wounds 4, woodcraft 4, leather craft 4, seafaring 4, stone craft 4, locks 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Robber
Cost: 800 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4
- Social: intimidate 4, streetwise 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4
- Craft: drive 4, heal wounds 4, woodcraft 4, leather craft 4, seafaring 4, stone craft 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Rogue
Cost: 1100 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
- Social: seduce 4, 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
- 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
Rondra Priest
Cost: 1000 AP
Special abilities: scripts + languages 35 AP; Armor Use I, Feint, Mighty Blow
Combat techniques: daggers 4, brawl 4, swords 10, two-handed swords 7, axes & maces 4, shields 4
Talents:
- Body: body control 4, ride 4, self control 4
- Social: convince 4, etiquette 4, willpower 4
- Lore: theology 7, warfare 4, calculate 4, jurisprudence 4, legend lore 4
Liturgies: 12 blessings of 7, Honorable Duel 4, Encouragement 7
Typical attributes: CR, CH, AG, ST
Recommended advantages: noble, ironman, outstanding attribute (CR, AG or ST), battle frenzy, improved regeneration (life energy), aptitude for weapon techniques, toughness
Recommended disadvantages: loyalty to principles (Moral codex of Rondra church), low attribute (arrogance), liabilities (temple and church)
Unsuitable advantages: slow regeneration (life energy)
Unsuitable disadvantages: brittle bone, delicate
Roughrider
Cost: 850 AP
Special abilities: languages 10 AP
Combat techniques: brawl 4, daggers 4, axes & maces 4
Talents:
- Body: body control 4, swim 4, self control 4, hide 4, perception 4, ride 10
- Nature: track 4, herb lore 4, animal lore 10, survival 7
- Lore: theology 4, calculate 4, legend lore 4
- Craft: heal disease 4, heal wounds 4, woodcraft 4, leather craft 4
Typical cultures: all
Typical attributes: CR, IN
Recommended advantages: connection (animals)
Unsuitable disadvantages: intolerance (animals)
Sapper
Cost: 860 AP
Requirements: AG 11, ST 13
Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow
Combat techniques: brawl 7, daggers 4, thrown weapons 4, 120 AP for increasing preferred techniques
Talents:
- Body: body control 4, self control 4, carouse 7
- Social: human nature 4, persuade 4
- Nature: orientation 4, survival 4
- Lore: theology 4, warfare 7, legend lore 4
- Craft: heal wounds 4, mechanics 7
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves (applies to soldiers); all except for Elves (applies to soldiers)
Typical attributes: AG, ST
Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy)
Recommended disadvantages: low attribute (superstition, violent temper)
Unsuitable disadvantages: brittle bone, lame, slow regeneration (life energy)
Scholar
Cost: 350 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 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
Scout
Cost: 1130 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 10
- Social: etiquette 4, streetwise 4, human nature 4, hide 7
- Nature: track 4, orientation 7, animal lore 4, survival 7
- 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
Sculptor
Cost: 570 AP
Combat techniques: daggers 4
Talents:
- Body: perception 4, dance 4
- 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
- Craft: paint 7, stone craft 10
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
Seafarer
Cost: 850 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 4, seafaring 10, tailor 4
Typical attributes: AG, CN
Recommended disadvantages: superstition, violent temper
Unsuitable advantages: acrophobia, fear of water, agoraphobia
Secret Agent
Cost: 1095 AP
Special abilities: scripts + languages 45 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: perception 7, pickpocket 7, hide 10
- Social: etiquette 4, streetwise 7, human nature 7, persuade 7, disguise 10, willpower 7, pickpocket 4
- Nature: orientation 4
- Lore: geography 4, theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 4
- Craft: trade 4, locks 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: danger sense, outstanding sense (hearing or vision), social adaptability, inner clock
Unsuitable advantages: violent temper
Servant
Cost: 700 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 4, 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
Show Fighter
Cost: 1035 AP
Requirements: AG 11, ST 11
Special abilities: scripts + languages 20 AP; Feint, Mighty Blow
Combat techniques: dodge 4, nets 7 (exotic), axes & maces 7, brawl 7, shields 4, swords 7, staves & spears 7
Talents:
- Body: acrobatics 4, body control 4, self control 4, carouse 4
- Social: intimidate 4, human nature 4, persuade 7
- Nature: orientation 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)
Silvan Elf
Language: Isdira
Script: Isdira-symbols
Popular professions: Bewahrer, Former, Kämpfer, Legendensänger, Wildnisläufer, Zauberweber
Typical advantages: Aptitude for Körper- und Naturtalenten, Aptitude for Kampftechniken (vor allem Bögen), Gefahreninstinkt, Magische Einstimmung (Wesen des Waldes), Verbundenheit (Feen und Tiere)
Typical disadvantages: Artefaktgebundenheit (Instrument), Körpergebundene Kraft, Magieblockade (KL), Schlechte Eigenschaft (Arroganz, Raumangst, Vorurteile [vor allem gegen Nichtelfen], Weltfremd [vor allem bei Adel, Besitz, Geld, Götter, Hierarchien, Religion]),Unfähig in Wissenstalenten
Untypical advantages: Aptitude for Wissenstalente, Soziale Anpassungsfähigkeit
Untypical disadvantages: Schlechte Eigenschaft (Goldgier, Jähzorn, Rachsucht), Unfähig in Körper- und Naturtalenten
Typical talents: seduce, track, climb, body control, arcane lore, music, orientation, herb lore, sing, perception, dance, animal lore, hide, survival
Untypical talents: alchemy, gamble, drive, jurisprudence, locks, seafaring, politics, carouse
Typical names: Albion, Cinnamon, Elbrenell, Fermion, Floriel, Imion, Lorion, Mandriel, Nurdhavalon, Saladir (male); Allacaya, Cairlinn, Déhaoine, Feyaria, Liloé, Oionel, Miamiel, Rilaona, Shayariel, Valaria (female)
Skald
Cost: 850 AP
Special abilities: scripts + languages 25 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: sing 7, dance 4, hide 4
- Social: convince 4, seduce 4, etiquette 4, streetwise 4, human nature 7, persuade 7, disguise 4
- Nature: survival 4
- Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 7, politics 4
- Craft: heal panic 4, woodcraft 4, music 7
Typical cultures: Thorwalians only
Typical attributes: CL, CH
Recommended advantages: good looking, social adaptability, bardic voice
Recommended disadvantages: arrogance, vanity, curiosity
Unsuitable disadvantages: ugliness, foul smell
Slave Hunter
Cost: 1305 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
- Social: intimidate 7, human nature 4
- 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: Aranians, Novadis, South Aventurians, Tulamides
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
Smuggler
Cost: 890 AP
Special abilities: language in value of 5 AP
Combat techniques: brawl 4, daggers 4, axes & maces 7, swords 4, thrown weapons 4
Talents:
- Body: climb 4, body control 4, self control 4, perception 4, carouse 4, swim 7
- Social: intimidate 4, streetwise 7, human nature 4, trade 4
- Nature: track 4, bind 4, orientation 4, survival 4
- Lore: geography 4
- Craft: drive 4, heal wounds 4, woodcraft 4, leather craft 4, seafaring 7, stone craft 4
Typical attributes: AG, CN, ST
Recommended advantages: ironman, danger sense
Recommended disadvantages: greed
Unsuitable disadvantages: fear of dark, night-blind
Soldier
Cost: 800 AP
Requirements: AG 11, ST 13
Special abilities: languages 20 AP; Armor Use I, Feint, Mighty Blow
Combat techniques: brawl 7, daggers 4, thrown weapons 4, 120 AP for increasing preferred techniques
Talents:
- Body: body control 4, self control 4, carouse 7
- Social: human nature 4, persuade 4
- Nature: orientation 4, survival 4
- Lore: theology 4, warfare 7, legend lore 4
- Craft: heal wounds 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves (applies to soldiers); all except for Elves (applies to soldiers)
Typical attributes: AG, ST
Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy)
Recommended disadvantages: low attribute (superstition, violent temper)
Unsuitable disadvantages: brittle bone, lame, slow regeneration (life energy)
Soul Healer
Cost: 860 AP
Special abilities: scripts + languages 65 AP
Combat techniques: daggers 4
Talents:
- Body: self control 4, perception 4
- Social: etiquette 4, human nature 10, 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 4, heal wounds 4, heal panic 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
South Aventurian
Language: Garethi (Brabaci by upper classes, Charypto by Bucaneers, Gatamo by lower classes)
Script: Kuslik Script
Civilization: South Aventurian (Al’Anfa, Brabak, Bukanier, Chorhop, Mengbilla, Selem)
Popular professions:
- Profane: all except for Kniht, Tribal Warrior and other tribal professions)
- Magical: Alchemist, Druid, Witch, Dabbler Mage, Mage, Charlatan, Magic Dancer (Sharisad)
- Clerical: Twelfgods Deont
Typical advantages: Hitzeresistenz, Soziale Anpassungsfähigkeit
Typical disadvantages: Kälteempfi ndlichkeit, Schlechte Eigenschaft (Aberglaube, Arroganz, Eitelkeit, Goldgier, Jähzorn, Neugier)
Untypical advantages: Kälteresistenz
Untypical disadvantages: Schlechte Eigenschaft (Angst vor Menschenmassen, Raumangst, Totenangst)
Typical talents: seduce, fishing, streetwise, trade, heal poison, human nature, orientation, herb lore, seafaring, politics, persuade, willpower, carouse
Untypical talents: drive, fly, geography
Typical names: Alondro, Boromeo, Diago, Firunando, Ghorio, Lucan, Mandolo, Nestario, Ramon, Yuan (male); Consuela, Dolorita, Esmeralda, Jesabela, Katalinya, Marchesca, Phelicitas, Rahjadés, Valería, Ximena (female); Beratas, Cornio, Delazar, Erabenas, Kalando, Lupinez, Malagro, Nirrano, Ramirez, Santana (lastnames)
Spellweaver
Cost: 800 AP
Teacher: Shayariel
Requirements: Elf
Special abilities: scripts + languages 25 AP
Combat techniques: bows 4
Talents:
- Body: body control 4, swim 4, sing 4
- Nature: track 4, orientation 4, herb lore 4, survival 4
- Craft: music 7
Magic: Eagle/wolf 4, Mind Glance 4, Ball and Chain 4, Bannbaldin 7, Ocean’s Floor 4, Silentium 7, Visibili 7, Odem Arcanum 4
Typical attributes: CL, IN, CH
Recommended advantages: darkvision III, direction sense, good memory, high resistance to magic, sense of direction, inconspicuous
Recommended disadvantages: low attribute (curiosity, claustrophobia)
Unsuitable advantages: social adaptability
Unsuitable disadvantages: bloodlust
Spy
Cost: 1050 AP
Special abilities: scripts + languages 45 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: perception 7, pickpocket 7, hide 10
- Social: streetwise 7, human nature 7, persuade 7, disguise 10, willpower 7
- Nature: orientation 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: trade 4, locks 4
Typical cultures: all except for Ferkinas, Fjarningars, Gjalskerlanders, Moha, Nivese, Trollzackers, Elves
Typical attributes: CR, IN, CH, AG
Recommended advantages: danger sense, outstanding sense (hearing or vision), social adaptability, inner clock
Unsuitable advantages: violent temper
Stableboy
Cost: 775 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 4, streetwise 4, human nature 4, persuade 4
- Nature: animal lore 7, ride 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
Steppe Elf
Language: Isdira
Script: Isdira-symbol
Popular professions: Bewahrer, Former, Kämpfer, Legendensänger, Wildnisläufer, Zauberweber
Typical advantages: Aptitude for Körper- und Naturtalenten (vor allem ride), Aptitude for Kampftechniken (vor allem Bögen), Gefahreninstinkt, Magische Einstimmung (Wesen der Steppe), Verbundenheit (Tiere)
Typical disadvantages: Artefaktgebunden (Instrument), Magieblockade (KL), Schlechte Eigenschaft (Arroganz, Raumangst, Vorurteile [vor allem gegen Nichtelfen], Weltfremd [vor allem bei Adel, Besitz, Geld, Götter, Hierarchien, Religion]), Unfähig in Wissenstalenten
Untypical advantages: Aptitude for Wissenstalenten, Soziale Anpassungsfähigkeit
Untypical disadvantages: Schlechte Eigenschaft (Goldgier, Platzangst, Rachsucht), Unfähig in Körper- und Naturtalenten
Typical talents: track, climb, body control, music, orientation, herb lore, ride, self control, sing, perception, dance, animal lore, hide, survival
Untypical talents: alchemy, gamble, drive, jurisprudence, locks, politics, carouse
Typical names: see Lea Elves