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)

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