Culture [30] | Profession [156] |
Stevedore
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, drive 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
Steward
Cost: 805 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, willpower 4
- Nature: animal lore 4
- Lore: theology 4, calculate 4, jurisprudence 4, legend lore 4, politics 7
- Craft: drive 4, trade 7, 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
Stockbreeder
Cost: 865 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
- 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, cook 4
Typical cultures: all
Typical attributes: CR, IN
Recommended advantages: connection (animals)
Unsuitable disadvantages: intolerance (animals)
Stockman
Cost: 905 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 10, survival 4
- Lore: theology 4, calculate 4, legend lore 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 4, leather craft 7, tailor 4
Typical cultures: all except for 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
Storyteller and Haimamud
Cost: 850 AP
Special abilities: scripts + languages 25 AP
Combat techniques: brawl 4, daggers 4
Talents:
- Body: dance 4, hide 4
- Social: convince 4, seduce 4, etiquette 4, streetwise 7, human nature 7, persuade 7, disguise 4
- Nature: survival 4
- Lore: geography 4, chronicle 4, theology 4, calculate 4, jurisprudence 4, legend lore 10, politics 4
- Craft: heal panic 4, music 4
Typical cultures: only Aranians, Novadis, Tulamides (Haimamudim)
Typical attributes: CL, CH
Recommended advantages: good looking, social adaptability, bardic voice
Recommended disadvantages: arrogance, vanity, curiosity
Unsuitable disadvantages: ugliness, foul smell
Supervisor
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, whips 4 (exotic)
Talents:
- Body: body control 4, self control 4, perception 7, carouse 4
- Social: intimidate 7, etiquette 4, streetwise 4, human nature 4, persuade 4, willpower 4
- Nature: bind 4, orientation 4
- Lore: theology 4, warfare 4, jurisprudence 4
- Craft: 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)
Svelltland
Language: Garethi
Script: Kuslik Script
Popular professions:
- Profane: all except for Knight, Tribal Warrior and other tribal professions
- Magical: Alchemist, Druid, Witch, Mage, Charlatan
- Clerical: Twelfgods Deont
Typical advantages: Entfernungssinn, Gefahreninstinkt, Hohe Lebenskraft, Richtungssinn, Zäher Hund
Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Raumangst, Vorurteile [vor allem gegen Orks])
Untypical advantages: Hitzeresistenz
Untypical disadvantages: Krankheitsanfällig, Schlechte Eigenschaft (Krankhafte Reinlichkeit, Platzangst)
Typical talents: track, drive, orientation, herb lore, legend lore, animal lore, survival
Untypical talents: etiquette, fly, chronicle, seafaring (if only along the coast), politics
Typical names: Die Svellttaler verwenden die gleichen Namen wie im Mittelreich, benutzen aber oft Abkürzungen ihres Namens und Verbinden ihm mit ihrem Aussehen oder einer Tätigkeit, etwa Haken-Harkon, MesserJole oder Rote Lu. Namen werden gerne auf eine Silbe verkürzt.
Swap-Dealer
Cost: 800 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 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: trade 10
Typical cultures: 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
Swordfellow
Cost: 1000 AP
Requirements: IN 11, AG 11
Special abilities: scripts + languages 35 AP; Feint, Master Parry; 100 AP for selecting additional fighting skills
Combat techniques: brawl 4, daggers 4; 150 AP for increasing preferred techniques
Talents:
- Body: body control 4, ride 4, self control 7, perception 4, carouse 4
- Social: seduce 4, etiquette 7, human nature 4, willpower 4
- Lore: chronicle 4, theology 4, warfare 4, legend lore 4
- Craft: heal wounds 4
Typical attributes: CR, IN, AG
Recommended advantages: balance, two-handed, ironman, danger sense, good looking, high vitality, social adaptability, improved regeneration (life energy), toughness
Recommended disadvantages: low attribute (arrogance, vanity)
Unsuitable disadvantages: battle frenzy
Unsuitable disadvantages: bloodlust, fat, slow regeneration (life energy)
Tamer
Cost: 990 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 4, persuade 4, disguise 4
- Nature: animal lore 7, 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
Teacher
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
Thief
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 10, hide 7, carouse 4
- Social: seduce 4, streetwise 10, human nature 4, persuade 4, disguise 4, willpower 4
- Nature: orientation 7
- 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
Thorwalian
Language: Thorwalish (Thorwalish dialect for south Thorwal, Premer dialect for Prem island, Olporter dialect for north Thorwal, Waskir highland dialect, Olport-stones dialect)
Script: Thorwalish runes
Civilization: Thorwal (North Thorwal, Premer Demi-island, South Thorwal, Waskirer Highland, Olportstones)
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: Balance, Eisern, Entfernungssinn, Glück, Kampfrausch, Herausragende Eigenschaft (MU, KO, KK), Hohe Lebenskraft, Richtungssinn, Verbesserte Regeneration (Lebensenergie), Zäher Hund
Typical disadvantages: Blutrausch, Schlechte Eigenschaft (Aberglaube, Neugier, Rachsucht, Raumangst, Vorurteile [vor allem gegen Al’Anfaner, Echsenwesen, Horasier, Walfänger])
Untypical advantages: Soziale Anpassungsfähigkeit
Untypical disadvantages: Schlechte Eigenschaft (Meeresangst, Platzangst)
Typical talents: intimidate, fishing, geography, orientation, legend lore, seafaring, self control, stone craft, astronomy, carouse
Untypical talents: etiquette, fly, cook, politics
Typical names: Asleif, Eirik, Frenjar, Garald, Halmar, Laske, Norri, Raskir, Thorwulf, Wulfgrimm (male); Askra, Branda, Eilif, Frenja, Janda, Korja, Norhild, Ragna, Sigrun, Thora (female); der Zweitname wird aus dem elterlichen Vornamen und, je nach Geschlecht, -son beziehungsweise -dottir gebildet (Eirk Halmarson; Ragna Frenjasdottir)
Thug
Cost: 1085 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 4, hide 7, carouse 4
- Social: seduce 4, streetwise 7, human nature 4, persuade 4, disguise 4, willpower 4, intimidate 7
- Nature: orientation 4
- Lore: gamble 4, theology 4, calculate 4, jurisprudence 4, legend lore 4
- Craft: locks 4
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
Transformation Mage
Cost: 1000 AP
Teacher: Magistra Salindra
Requirements: magic gift
Area of expertise: Transformation
Special abilities: scripts + languages 35 AP
- Social: etiquette 4, human nature 4, willpower 4
- Nature: orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: geography 4, chronicle 4, arcane lore 7, calculate 4, legend lore 4
- Craft: alchemy 7
Magic: Auris 4, Manifesto 4, Odem Arcanum 4, Paralysis 7, Psychostabilis 4, Salander 7, Transversalis 7
Typical attributes: CR, CL, IN
Recommended advantages: improved regeneration (astral energy)
Recommended disadvantages: curiosity, unworldly
Unsuitable advantages: battle frenzy
Unsuitable disadvantages: bloodlust, low magic resistance, slow regeneration (astral energy)
Travelling Salesman
Cost: 740 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
- Nature: orientation 4, survival 4
- Lore: geography 4, theology 4, calculate 7, jurisprudence 4, legend lore 4
- Craft: drive 7, 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
Tribal Hunter
Cost: 1230 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, stone 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
Tribal Warrior
Cost: 1000 AP
Requirements: IN 13, AG 11, ST 11
Special abilities: languages 15 AP; Attention, Feint, Battle Reflexes, Mighty Blow, 20 AP for selecting additional fighting skills
Combat techniques: brawl 7, 120 AP for increasing preferred techniques
Talents:
- Body: body control 4, self control 4, perception 7, hide 4
- Social: intimidate 4
- Nature: track 4, orientation 4, herb lore 4, animal lore 4, survival 4
- Lore: theology 4, legend lore 4
- Craft: heal wounds 4, woodcraft 4, leather craft 4
Typical cultures: Ferkinas, Fjarningars, Gjalskerlanders, Moha, Novadis, Trollzackers
Typical attributes: CR, CN, ST
Recommended advantages: ironman, danger sense, battle frenzy, high vitality, sense of direction, improved regeneration (life energy), toughness
Recommended disadvantages: low attribute (superstition, arrogance, violent temper, vindictiveness, claustrophobia, prejudices for everyone except for tribal warrior), bloodlust, loyalty to principles, liabilities
Unsuitable advantages: aptitude for social talents, social adaptability
Unsuitable disadvantages: fat, obesity, brittle bone, slow regeneration (life energy), delicate
Trickster
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 10, etiquette 7, streetwise 7, human nature 4, persuade 7, disguise 7, 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
Trollzacker
Language: Zhulchammaqra
Script: none
Popular professions:
- Profane: Gladiator, Craftsman, Healer, Hunter, Laborer, Robber, Soldier, Tribal Warrior, Rogue, Zoologist (archaic forms only)
- Magical: Berserker, Druid, Dabbler Mage, Shaman
- Clerical: none
Typical advantages: Eisern, Gefahreninstinkt, Kampfrausch, Herausragende Eigenschaft (MU, KO, KK), Hohe Lebenskraft, Richtungssinn, Unheimlich, Verbesserte Regeneration (Lebensenergie), Zäher Hund
Typical disadvantages: Blutrausch, Hässlich (wegen Gesichtsnarben), Schlechte Eigenschaft (Aberglaube, Jähzorn, Rachsucht, Vorurteile [vor allem gegen Nichttrollzacker])
Untypical advantages: Soziale Anpassungsfähigkeit
Untypical disadvantages: Glasknochen, Krankheitsanfällig, Niedrige Lebenskraft, Totenangst, Unfähig in Naturtalenten
Typical talents: intimidate, track, climb, body control, orientation, herb lore, self control, stone craft, animal lore, hide, survival
Untypical talents: seduce, etiquette, drive, fly, streetwise, geography, chronicle, theology, mechanics, calculate, jurisprudence, ride, locks, seafaring, politics, astronomy, disguise
Known clans: Mach’natûl, Tach’al Tur
Typical names: Achzul, Bashoth, Dabrush, Faraz, Ghonech, Kchorech, Rochan, Shamsharb, Shulman, Zuldar (male); Abara, Chumra, Draneth, Habiza, Kcharra, Manlochla, Noqtah, Rhana, Uchazu, Zulecha (female); Amadacht/Amadhcha (the mighty in battle), Bal/Balt (Lord/Lady of …), Grim/Grima (raging of wrath), Zert’Zul/Zerta’Zul (forgotten by blood, dishonorable) (nicknames)
Tulamide
Language: Tulamidya (Mhanadish-Balashidish)
Script: Tulamidya
Civilization: Tulamidenlande (Balash, Fasar, Gorien, Khunchom, Mhanadistan, Thalusien, Yalaiad, Szintotal)
Popular professions:
- Profane: all (except for Knight, Tribal Warrior and other tribal professions
- Magical: Alchemist, Druid, Witch, Mage, Charlatan, Magic Dancer (Sharisad)
- Clerical: Twelfgods Deont
Typical advantages: Glück, Hitzeresistenz, Soziale Anpassungsfähigkeit
Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Eitelkeit, Goldgier, Jähzorn, Neugier, Vorurteil [vor allem gegen Novadis, Mittelreicher, Aranier, Frauen, Maraskaner])
Untypical advantages: Kälteresistenz, Verbundenheit (Feen und Kobolde)
Untypical disadvantages: Schlechte Eigenschaft (Angst vor Menschenmassen, Raumangst)
Typical talents: gamble, streetwise, chronicle, theology, trade, arcane lore, ride, legend lore, astronomy, pickpocket, persuade
Untypical talents: drive
Typical names: Abu, Cherek, Dschadir, Farsid, Hamar, Ismeth, Jassafer, Kasim, Shafir, Tarek (male); Djamilla, Chanya, Demeya, Kerime, Manjula, Nassiban, Palmeya, Sajida, Yeshina, Zulhamin (female); Namen werden mit ibn bei Männern und saba oder –sunni bei Frauen mit dem Namen des Vaters oder der Mutter verbunden (e.g., Djamilla saba Kerime or Zulhamin Yeshinasunni, Cherek ibn Hamar)
Vagrant
Cost: 1020 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, etiquette 7
- Nature: animal lore 4, survival 4
- Lore: geography 4, theology 4, legend lore 7
- Craft: drive 4, paint 4, music 7
Typical cultures: only Bornlanders, Horasians, Middenrealmians, Nostrians & Andergasters (Vagant must be noble)
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
Vessel Merchant
Cost: 980 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: body control 4, swim 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, seafaring 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
Warder
Cost: 1055 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 4, self control 7, perception 7, carouse 4
- Social: intimidate 4, etiquette 4, streetwise 4, human nature 7, persuade 4, willpower 4
- Nature: track 4, bind 4, orientation 4
- Lore: gamble 4, 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)
Warrior and Knight
Cost: 1000 AP
Special abilities: scripts + languages 20 AP; Feint, Master Parry, Mighty Blow; 80 AP for selecting additional fighting skills
Combat techniques: brawl 4, daggers 4, swords 7; 150 AP for increasing preferred techniques
Talents:
- Body: body control 4, ride 7, self control 4, perception 4
- Social: etiquette 7, human nature 4, willpower 4
- Lore: chronicle 4, theology 4, warfare 4, legend lore 4
Typical attributes: CR, IN, ST
Recommended advantages: balance, two-handed, ironman, danger sense, good looking, high vitality, social adaptability, improved regeneration (life energy), toughness
Recommended disadvantages: low attribute (arrogance, vanity)
Unsuitable disadvantages: battle frenzy
Unsuitable disadvantages: bloodlust, fat, slow regeneration (life energy)
Whale/Shark/Seal Hunter
Cost: 940 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: 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
Wholesaler
Cost: 710 AP
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, staves & spears 4
Talents:
- Body: perception 4
- Social: etiquette 7, streetwise 4, human nature 4, persuade 7, willpower 4
- Lore: geography 4, theology 4, calculate 10, jurisprudence 7, 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
Winegrower
Cost: 890 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 10, 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
Witch-Alchemist
Cost: 1050 AP
Sisterhood: Black Widows
Teacher: Marchesca Diamantez
Requirements: magic gift
Special abilities: scripts + languages 10 AP
Combat techniques: daggers 4, blowgun 4 (exotic)
Talents:
- Body: fly 4, climb 4, self control 4, perception 4
- Social: seduce 4, etiquette 4, willpower 4
- Nature: herb lore 4, animal lore 4
- Lore: chronicle 4, theology 4
- Craft: alchemy 4, heal poison 7, heal disease 4, heal panic 4
Magic: Balsam Salabunde 4, Great Need 4, Witch’s Bile 7, Witch’s Knot 4, Crawling Horrors 7, Odem Arcanum 4, Spider-run 7
Typical attributes: CR, CL, IN, CH
Advantages for inborn witches: resistance to aging, good looking II, outstanding attribute (Charisma), confidence of power
Recommended advantages: direction sense, resistance to poison, good looking, outstanding sense (touch), immunity to poison, magical compliance
Recommended disadvantages: low attribute (arrogance, vanity, greed, curiosity)
Unsuitable advantages: ironman, toughness
Unsuitable disadvantages: bloodlust
Witch-Charmer
Cost: 900 AP
Sisterhood: Beauties of the Night
Teacher: Ferdora Salfani
Requirements: magic gift
Special abilities: scripts + languages 35 AP
Combat techniques: daggers 4, brawl 4
Talents:
- Body: fly 4, climb 4, perception 4
- Social: seduce 4, etiquette 4, human nature 4, persuade 4, disguise 4
- Nature: orientation 4
- Lore: theology 4, arcane lore 4
Magic: Great Need 7, Camouflage 4, Witch’s Bile 4, Cat Eyes 7, Odem Arcanum 4, Motoricus 4, Satuaria’s Glory 7
Typical attributes: IN, CH, AG
Advantages for inborn witches: resistance to ageing, good looking II, outstanding attribute (Charisma), confidence of power
Recommended advantages: pleasant smell, nimble, good looking, social adaptability, wrapped aura
Recommended disadvantages: low attribute (arrogance, vanity, greed, vindictiveness)
Unsuitable advantages: toughness
Unsuitable disadvantages: ugliness
Witch-Healer
Cost: 1050 AP
Sisterhood: Daughters of the Earth
Teacher: Vanjescha
Requirements: magic gift
Special abilities: scripts + languages 45 AP
Combat techniques: daggers 4, brawl 4
Talents:
- Body: fly 4, hide 4
- Social: human nature 4, disguise 4
- Nature: herb lore 4, animal lore 4, survival 4
- Lore: arcane lore 4, legend lore 7
- Craft: alchemy 4, heal poison 4, heal disease 4, heal wounds 4
Magic: Armatrutz 4, Balsam Salabunde 7, Great Need 4, Camouflage 7, Witch’s Knot 4, Frog’s Leap 7, Meekness 4
Typical attributes: IN, CH
Advantages for inborn witches: resistance to ageing, good looking II, outstanding attribute (Charisma), confidence of power
Recommended advantages: astral block (CL), magical compliance, improved regeneration (astral energy), wrapped aura
Recommended disadvantages: hard body strength, low attribute (fear of fire, unworldly), stigma (witch’s strands)
Unsuitable advantages: ironman, social adaptability, toughness
Unsuitable disadvantages: conspicuous
Witch-Seeress
Cost: 950 AP
Sisterhood: Seeress of Today and Tomorrow
Teacher: Gertruda
Requirements: magic gift
Special abilities: scripts + languages 30 AP
Combat techniques: brawl 4
Talents:
- Social: convince 4, human nature 7, persuade 4
- Nature: herb lore 4, animal lore 4, survival 4
- Lore: chronicle 4, theology 4, legend lore 7, astronomy 4
- Craft: alchemy 4, heal disease 4, heal panic 4
Magic: Mind Glance 7, Great Need 4, Witch’s Bile 4, Witch’s Knot 4, Summon Crows 7, Odem Arcanum 7, Meekness 4
Typical attributes: CL, IN, CH
Advantages for inborn witches: resistance to ageing, good looking II, outstanding attribute (Charisma), confidence of power
Recommended advantages: magical compliance, predict, wrapped aura
Recommended disadvantages: low attribute (vanity, vindictiveness)
Unsuitable advantages: ironman, toughness
Unsuitable disadvantages: bloodlust
Woodcutter
Cost: 890 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, swim 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, seafaring 4
- Craft: drive 4, heal disease 4, heal wounds 4, woodcraft 7, cook 4, leather craft 4, tailor 4
Typical cultures: all except for 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
Zahori
Language: Tulamidya (Zahorish)
Script: Kuslik Script or Tulamidya
Civilization: Zahori
Popular professions:
- Profane: Barde, Gladiator, Gaukler, Händler, Hirte, Künstler, Liebesdiener, Soldier, Rogue
- Magical: Witch, Charlatan, Magic Dancer (Hazaqi)
- Clerical: Twelfgods Deont
Typical advantages: Balance, Aptitude for Körpertalenten, Glück, Gutaussehend, Richtungssinn, Soziale Anpassungsfähigkeit, Wohlklang
Typical disadvantages: Schlechte Eigenschaft (Aberglaube, Eitelkeit, Jähzorn, Neugier, Rachsucht, Vorurteile [vor allem gegen Almadanis])
Untypical advantages: Kampfrausch
Untypical disadvantages: Blutrausch, Prinzipientreue
Typical talents: seduce, gamble, intimidate, drive, acrobatics, geography, chronicle, music, locks, sing, dance, pickpocket, persuade, hide, disguise
Untypical talents: etiquette, fly, jurisprudence, seafaring, politics
Typical names: Ayano, Carryo, Fahi, Hanshi, Ippolito, Lumiro, Madayano, Pashkir, Qamal, Rastafan (male); Avaris, Caleya, Jadira, Layana, Nuerta, Qitana, Shayla, Uviala, Virashida, Zafira (female); Cruento, Espadín, Facundía, Silfi de Vaharada, Zhulhamor (clan names)
Zoologist
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
- 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)
Zyklopen-Islander
Language: Cyclopish
Script: Kuslik Script
Civilization: Zyklopenislands (depands on island)
- Profane: all (except for Knight, Tribal Warrior and other tribal professions)
- Magical: Alchemist, Druid, Witch, Mage, Charlatan
- Clerical: Twelfgods Deont
Typical advantages: aptitude for swimming, Entfernungssinn, Gutaussehend, Richtungssinn, Verbundenheit (Feen), Wohlklang
Typical disadvantages: Schlechte Eigenschaf (Arroganz, Eitelkeit, Vorurteile [vor allem gegen Thorwaler])
Untypical advantages: Kälteresistenz
Untypical disadvantages: Schlechte Eigenschaft (Meeresangst, Platzangst)
Typical talents: track, fishing, chronicle, theology, climb, mechanics, music, orientation, herb lore, calculate, jurisprudence, legend lore, seafaring, politics, astronomy, tailor, dance, animal lore, survival
Untypical talents: drive, fly, streetwise (except for city residents), ride
Typical names: Amenelaos, Dariyon, Hephestaios, Kalchas, Meneander, Mermydion, Peleïston, Praiokles, Rahjenÿsios, Ximater (male); Efferdiana, Insina, Korïna, Lanike, Myrtale, Nermaka, Phylinna, Phÿllis, Sapeïdra, Telemache (female); Armedos, Calakis, Egorythios, Garothis, Kalidas, Merogios, Phÿrikos, Sphareïos, Tymemdios, Uÿis (lastnames)