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

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