CREATING AN ADVENTURER
RuneQuest is a game where players create one or more adventurers. The players and the gamemaster explore a magical world together, developing the adventurer's story as they travel the world, seeking power, wealth, fame or knowledge. As players come to see Glorantha through the eyes of their characters, they will begin to react as their adventurers would. A Gloranthan adventurer explores the world of Glorantha and the mysteries of the runes, seeking to master their magic. In time he or she may come to master one or more runes, becoming a sorcerer, shaman, priest or Rune Lord. Those that master the runes will become one of the heroes or heroines that will participate in the Hero Wars.
CREATING AN ADVENTURER
Adventurers are created through a simple seven step process. The gamemaster first sets an overall level of experience for adventurers generated by players, such as Trained, Skilled or Expert. This level determines the base levels of skills, magic, wealth and renown an adventurer will start with. In addition, depending on the setting the gamemaster decides to run, he or she may limit the players choice of cultures to those available in the area, or ask that players generate adventurers from the same culture. This book describes the region of Dragon Pass and four major cultures found in that area in some detail: Sartar, the Lunar Empire, Pavis and Prax.
One first generates the adventurer's characteristics, which will determine his or her general abilities and aptitudes for certain kinds of skills and forms of magic. One then selects a cultural background (which may be limited by the gamemaster as described above). An adventurer's magical background (divine, spirit or sorcery) is determined by his or her culture, as is his or her choice of profession. The profession one selects will have a number of base skills, base levels of Magic, Wealth and Renown, and a number of additional background choices. The number of extra background choices available to a profession vary—the more benefits a profession provides, the less background choices available to spend. Background choices can be used to purchase optional skills from one's profession, increase one's starting levels of Magic, Wealth or Renown, or even purchase skills from another profession. The final steps are to select starting spells (based on Magic) and possessions (based on Wealth), and develop your adventurer's background and personality (and determining how this reflects their Renown).
The gamemaster should select one of the following overall levels of experience for adventurers to be created for his or her game. Initially, it is simplest to start play at the Trained level.
Novice—such adventurers are typically 14-16 (13+1D3) years old. Their initial Magic, Wealth and Renown start one point lower than those of a Trained member of their profession. Novice adventurers do not even start with the basic skills of their profession. They start with only half the normal number of background choices, and may purchase basic skill of their profession at half the listed cost (the value in italic next to each basic skill), and can purchase the optional skills of their profession at the listed cost. This is the level of skill held by a new apprentice.
Trained—such adventurers are typically 16-21 (15+1D6) years old. They start with the listed number of background choices and the basic skills and initial Magic, Wealth and Renown of a Trained member of their profession. This is the level of skill held by a typical apprentice, age 16-25.
Skilled—such adventurers are typically 18-24 (16+2D4) years old. They start with the listed number of background choices and the basic skills and initial Magic, Wealth and Renown of a Skilled member of their profession. This is the level of skill held by an advanced apprentice, journeyman, or average member of a profession, age 18 and up.
Expert—such adventurers are typically 23-33 (21+2D6) years old. They start with the listed number of background choices and the basic skills and initial Magic, Wealth and Renown of an Expert member of their profession. This represents the level of skill held by an advanced journeyman or an exceptional member of a profession, age 25 and up.
Master—such adventurers are typically 25-39 (23+2D8) years old. They start with the listed number of background choices and the basic skills and initial Magic, Wealth and Renown of a Master member of their profession. A master adventurer represents the level of skill held by a master of a profession, age 25 and up.
| 1 | Determine Characteristics | Roll or generate characteristics. Calculate Attributes. Calculate Skill Category Modifiers. |
|---|---|---|
| 2 | Select Culture | Select cultural background. |
| 3 | Select Profession and Magic | Select a cultural profession. Select magical background. |
| 4 | Make Background Choices | Purchase additional levels of skills, Wealth, Magic or Renown, then add Skill Category Modifiers to final skills |
| 5 | Select Spells | Select spells determined by Magic. |
| 6 | Select Possessions | Select possessions determined by Wealth. |
| 7 | Develop Background | Develop your adventurer's Renown, background, personality and history. |
Figure - Character Creation Summary
DETERMINE CHARACTERISTICS
To generate an average human, roll 3D6 for STR, CON, POW, DEX and APP; roll 2D6+6 for INT and SIZ. For nonhumans, use the number of dice listed in the Creatures chapter. To generate slightly above average adventurers, use one of the three following methods:
Random Method
For humans, roll 4D6 and discard the result of one die rolls (typically the lowest) for all characteristics except INT and SIZ. For INT and SIZ, roll 3D6, discard the result of one die roll and add 6. For nonhumans, for each characteristic roll one more die than normal, then discard the result of one of the dice.
Deliberate Method
For humans, use 80 points to buy the adventurer's characteristics. Each point of SIZ or INT up to 13 costs 1 point. Each point of SIZ or INT above 13 costs 2 points. Each point of APP costs 1/2 point. Each point of STR, CON, POW and DEX costs 1 point. An adventurer created this way must have a INT and SIZ of at least 8 each, and a 6 or higher in all other characteristics. No characteristic can be bought above 18. For nonhumans, use either 80 points or the sum of the average value of all characteristics, whichever is higher. No characteristic can be bought above the highest number that one could normally roll in that characteristic.
Combined Method
Roll 3D6 for STR, CON, POW and DEX, and roll 2D6+6 for INT and SIZ. Then use 8 points to buy higher statistics as with the deliberate method (1 point per characteristic point, 2 points per point of INT or SIZ above 13, 1/2 point per point of APP). No human characteristic can total more than 18 after purchasing additional points by this method. For nonhumans, roll the listed number of dice, than add 8 points or 1/10 of the sum of the average value of all characteristics, whichever is higher. No characteristic can total more than the highest number that one could normally roll in that characteristic.
CHARACTERISTICS
RuneQuest uses seven characteristics to represent an adventurer's physical and mental capabilities in a general fashion. A higher characteristic represents particular aptitude and prowess in the domain it covers. Characteristics can be increased through training or magic, and decreased through aging, disease, injury, or magic. If a characteristic changes, always use its current value, but never change or erase the original characteristic, because it still has significance.
Strength (STR)
This characteristic measures an adventurer's muscle power. It affects the damage he does, the kind of encumbrance he can carry, and what weapons he can wield. It also indicates how much he can lift and move about. An adventurer can comfortably lift as much SIZ as his STR, more with effort. STR can be increased through training or magic.
Constitution (CON)
This characteristic measures an adventurer's health and vitality. It is a major determinant of the amount of damage he or she can take before death occurs. The CON of an adventurer is also used to resist disease, poisons, and other special attacks. CON can be increased through training or magic.
Size (SIZ)
This characteristic primarily measures an adventurer's mass and secondarily his or her height. It affects an adventurer's ability to inflict and to absorb damage. The SIZ Table, below, can serve as a guide to an adventurer's mass (MAS). Both large and small SIZs have certain advantages— large persons can take and do more damage and have a greater reach and stride; small persons are more agile, can sneak about with less chance of discovery and have less bulk to protect in combat. Sometimes SIZ will be used to determine whether an adventurer can squeeze through a particular cranny, hide behind a smallish bush, or fit into a particular suit of armor. SIZ can be increased through magic, but mass can be gained or lost through overeating or starvation.
| SIZ | MASS | SIZ | MASS | SIZ | MASS | SIZ | MASS |
| 1 | 5 kg | 11 | 60 kg | 21 | 170 kg | 31 | 390 kg |
| 2 | 10 kg | 12 | 70 kg | 22 | 190 kg | 32 | 430 kg |
| 3 | 15 kg | 13 | 80 kg | 23 | 210 kg | 33 | 470 kg |
| 4 | 20 kg | 14 | 90 kg | 24 | 230 kg | 34 | 510 kg |
| 5 | 25 kg | 15 | 100 kg | 25 | 250 kg | 35 | 550 kg |
| 6 | 30 kg | 16 | 110 kg | 26 | 270 kg | 36 | 590 kg |
| 7 | 35 kg | 17 | 120 kg | 27 | 290 kg | 37 | 630 kg |
| 8 | 40 kg | 18 | 130 kg | 28 | 310 kg | 38 | 670 kg |
| 9 | 45 kg | 19 | 140 kg | 29 | 330 kg | 39 | 710 kg |
| 10 | 50 kg | 20 | 150 kg | 30 | 350 kg | 40 | 750 kg |
Figure - Size Table
Intelligence (INT)
This characteristic measures an adventurer's ability to think abstractly, to memorize, and to coordinate such general capabilities as fighting, magic, thieving, crafting, and so on. INT is a major influence on skills and therefore affects the ability to increase skills through experience. This characteristic normally does not change, except to decrease from disease, though (very rarely) magic may affect it.
Power (POW)
This characteristic measures an adventurer's magical power. It is a direct measure of his resistance to spells and ability to cast certain types of spells, and also reflects the adventurer's offensive magical capabilities and capacity to power magical spells. POW is a measure of an adventurer's soul, and represents the integration of an adventurer with his universe. High POW can reflect great luck or great harmony with Life. This characteristic normally varies a great deal, as spell-casting or other magical activity can cause it to increase, and learning or casting certain kinds of magics cost POW.
Dexterity (DEX)
This characteristic measures an adventurer's coordination, speed, and the extent to which their mind and body act as a unified whole. It influences how quickly and competently your adventurer performs certain actions (fighting, magic, sleight of hand, jumping, etc. ). DEX may be increased through training or magic.
Appeal (APP)
This characteristic measures an adventurer's charisma. This may reflect leadership ability, magnetism, gracefulness, agreeableness, a distinctive voice or appearance, physical attractiveness, or some combination thereof. An adventurer with average APP may actually be physically very handsome, but possessed of a cold, disagreeable or quirky personality which counteracts the effects of their physical appearance. Likewise, an adventurer with a high APP might appear to be very plain at first glance, but have such an agreeable personality that people feel attracted to him or her. You should decide whether your adventurer's APP is based on appearance or character or a combination of the two, and note this on the character's sheet. Note that in general, APP based on appearance is less helpful than APP based on character with members of other species, but more helpful with members of your species, particularly those of the opposite sex. APP may be increased through training or magic.
CHARACTERISTIC MAXIMA
Physical characteristics, such as STR, CON, SIZ, DEX and APP can be permanently increased by training or magic. Two factors, species maximum and the original characteristic value generated, set the limit on increases in characteristics. A physical characteristic cannot be increased by magic or training to higher than the species maximum for that characteristic or 1-1/2 times the original rolled value for that characteristic, whichever is lower. The species maximum is calculated by adding together the lowest and highest possible rolls for the characteristic of a normal member of the species. For a characteristic generated on 3D6, such as normal human STR, CON, POW, DEX and APP, the species maximum would be 3+18, or 21. If the original rolled value for the characteristic was 14 or above, its maximum value would be 21. If the originally rolled value was below 14, the maximum value would be 1-1/2 times the original rolled value. For a characteristic generated on 2D6+6, such as human SIZ, the species maximum would be 8+18, or 26. The maximum value for SIZ would thus typically be 1-1/2 times the original rolled value, unless it was an 18, in which case the maximum would be 26 (though SIZ cannot be trained). The mental characteristics, INT and POW, can only be increased by magic. Magical activity can increase POW, though not INT. There is no theoretical limit as to how far they can be raised, but magic that increases INT or POW is rare and POW increase due to magical activity is very slow beyond its species maximum, 21 for humans. Some magics may temporarily increase a characteristic beyond the above limits. Other very powerful and exotic magics may permanently increase a characteristic beyond even the above limits, but they are very rare.
ATTRIBUTES
Attributes are abilities that are based on the values of characteristics. They include damage bonus, hit points, magic points, movement, DEX strike rank, and melee strike rank. Calculate the Attributes that follow and record them on your adventurer's character sheet. As described in the Game Mechanics chapter, always round any fractions to the nearest whole number (always round up from 0. 5 and round down from below 0. 5).
Damage Bonus (DB)
Physical beings have a damage bonus, which acts as a modifier to any damage they roll when using a melee weapon. STR and SIZ both play a role, as the stronger one is and the greater the mass and leverage one has, the harder one can hit, and the more damage one can do. Half the normal damage bonus is used with a thrown weapon, or when the character is fighting while lying on the ground. An adventurer throwing a weapon while lying on the ground uses one quarter the normal damage bonus. Missile weapons do not have a damage bonus added.
| STR + SIZ | Damage Bonus | Average STR + SIZ |
|---|---|---|
| 01-05 | -4 | 1-2 |
| 06-10 | -3 | 3-5 |
| 11-25 | -2 | 6-7 |
| 16-20 | -I | 8-10 |
| 21-25 | 0 | 11-12 |
| 26-30 | +1 | 13-15 |
| 31-35 | +2 | 16-17 |
| 36-40 | +3 | 18-20 |
| 41-45 | +4 | 21-22 |
| 46-50 | +5 | 23-25 |
| 51-55 | +6 | 26-27 |
| 56-60 | +7 | 28-30 |
| 61-65 | +8 | 31-32 |
| 66-70 | +9 | 33-35 |
| 71-75 | +10 | 36-37 |
| Each +5 | add I | add 2 or 3 |
Figure - Damage Bonus Table
One can calculate damage bonus by dividing the sum of STR and SIZ by 5, rounding up, and subtracting 5.
Hit Points (HP)
Hit points measure how much damage one can take before unconsciousness or death result, and equal the average of an adventurer's SIZ and CON (rounding up).
An adventurer falls unconscious upon taking damage equal to or greater than his or her HP, and dies upon taking damage equal to or greater than twice his or her HP.
HP = (CON + SIZ)/2
Hit Points Per Location (HL)
The separate parts of the body have their own hit point values. An adventurer may take damage to separate parts of his or her body from combat other physical contact, or magic. The amount of damage that an adventurer can withstand per hit location can be determined from the information in the Hit Points Per Location Table. It distributes hit points by hit location for all humanoids.
Varying amounts of damage have different effects on a hit location, as described in Combat. For any individual the sum of the hit points from all the hit point locations (HL) is greater than their total hit points (HP). This relation is correct. An adventurer may accumulate wounds in different locations—although individually inconsequential, their sum may be enough to render him or her unconscious.
| Hit Points (HP) | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Location | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| Right Leg | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 |
| Left Leg | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 |
| Abdomen | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 |
| Chest | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 |
| Right Arm | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 |
| Left Arm | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 5 |
| Head | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 |
Figure - Humanoid Hit Points per Location
Hit Points Per Location (HL)
For a humanoid, HL in legs, abdomen, and head equal 1/3 (or . 33) HP, HL in chest equals 2/5 (or . 40) HP, and HL in arms equal 1/4 (or . 25) HP.
Magic Points (MP)
An adventurer's base magic points equal his or her current POW. Situations may allow magic points in excess of or less than that number. Magic points are a measure of one's offensive magical strength. They are also used to fight spirits and to power spells.
All characters regain magic points at the rate of 1/24th of their current Power per hour. A character will completely regenerate his or her magic points in 24 hours.
MP = POW
Move (MV)
An adventurer's move attribute is based on his or her SIZ and DEX. SIZ reflects the length of one's stride and DEX reflects one's quickness. In combat, one can move up to one's MV in meters and still attack and defend.
MV = (SIZ + DEX)/5
The above calculation is for humanoids. For most quadrupeds, use (SIZ + DEX)/3 instead. Round up in both cases.
DEX Strike Rank (DEX SR)
DEX SR is a measure of an adventurer's speed and reaction time, and is used to determine which figure, in combat, can act before other figures.
| DEX | DEX SR |
|---|---|
| 01-08 | 4 |
| 09-15 | 3 |
| 16-19 | 2 |
| 20+ | 1 |
Figure - DEX SR Table
Melee Strike Rank (Melee SR)
Melee SR is a measure of an adventurer's reach, speed and reaction time, and is used to determine when in combat they land a blow.
| DEX + SIZ | Melee SR |
|---|---|
| 02-10 | 7 |
| 11-20 | 6 |
| 21-25 | 5 |
| 26-30 | 4 |
| 31-35 | 3 |
| 36-39 | 2 |
| 40 | 1 |
Figure - Melee SR Table
Use only the first 20 points of DEX or SIZ (if DEX or SIZ are greater than 20, use 20 instead).
SKILLS CATEGORIES
Skills categories are made up of skills which are influenced by the same characteristic or set of characteristics. There are seven categories of skills in RuneQuest.
Agility—these are physical skills which require general bodily effort and coordination—Acrobatics, Boat, Climb, Dance, Dodge, Hide, Jump, Maneuver, all Parries, Ride, Sneak, Swim. They can be increased by experience.
Communication—such skills facilitate the transfer of information between people—Act, Bargain, Instruct, Orate, Persuade, Sing, Speak Own Language, Speak Other Languages. They can be increased by experience.
Knowledge—these mental skills require formal knowledge and learning. They cannot be increased through experience, only training, practice or research—all Lores, Martial Arts, Read/Write Languages.
Reasoning—these mental skills require both knowledge and individual judgment—Craft, all Customs, Evaluate, First Aid, Physician, all Sorcery spells. They can be increased by experience.
Magic—with these skills users manipulate magical energies to change the world. They cannot be increased through experience, only training, practice or research— Ceremony, Enchant, Intensity, Summon, Sorcery manipulations (Duration, Range, Ease, Speed etc. ), Spirit skills (Spirit Combat, Spirit Dance, Spirit Sense, Spirit Speech, Spirit Travel, etc. ).
Manipulation—these skills require good hand-eye coordination— Conceal, Devise, Drive, Pass, Play Instrument, Sleight, Trap, all Weapon Attacks. They can be increased by experience.
Perception—with these skills characters receive and understand information from outside themselves—Listen, Scan, Search, Track. They can be increased by experience.
SKILL CATEGORY MODIFIERS
In addition to the base chances common to every human, a new adventurer's skills may be increased or decreased by skill category modifiers, which simulate his or her natural ability with kinds of skills. It is possible for skill modifiers to add or subtract percentiles from skills or to leave them unchanged. Skill modifiers may change if the characteristics from which they were derived also change. Skill category modifiers also affect experience rolls, simulating the benefits of natural ability when trying to improve a skill. Calculate the modifiers that follow and record them on your adventurer's character sheet. As always, round any fractions to the nearest whole number.
Once the base chances for an adventurer's skills have been established through character generation, the appropriate skill modifier is added to the base chances for those skills within that category which have base chances above zero. It is not added to skills with a base chance of zero. If a skill with a zero base chance is later raised to 01 or better, add the value of the category modifier to the skill at that time. The resulting percentage is the character's chance to succeed in that skill unless training, experience, or other factors affect the skill.
Agility Skills Category Modifier
Agility Skills Modifier = STR + DEX - SIZ - IO
The Reasons Why
STR—strength is essential to skills requiring general bodily effort
DEX—riding, jumping, acrobatics etc. , all require coordination.
SIZ—bulk impedes rapid coordinated movement.
Communication Skills Category Modifier
Communication Skills Modifier = APP + INT - 20
The Reasons Why
APP—charisma, handsome looks, bearing, or a good voice make it easier to get and hold the attention of others.
INT—intelligence helps convey or comprehend speech and gestures.
Knowledge Skills Category Modifier
Knowledge Skills Modifier = INT + INT - 20
The Reasons Why
INT—the ability to reason abstractly and to memorize is essential to learning.
Magic Skills Category Modifier
Magic Skills Modifier = INT + DEX - 20
The Reasons Why
INT—reasoning, will, and mental ability are vital in working wonders.
DEX—gesture, posture and coordination is integral to the casting of spells.
Manipulation Skills Category Modifier
Manipulation Skills Modifier = DEX + STR/2 + INT/2 - 20
The Reasons Why
DEX—coordination and nimbleness are the most important factors in manipulating an object
STR—having the strength to firmly hold manipulated items is an asset
INT—it helps to know what you are doing.
Perception Skills Category Modifier
Perception Skills Modifier = INT + CON - 20
The Reasons Why
INT—if you aren't smart enough to look or listen in the right places, you'll miss what you seek.
CON—those with the greatest vitality and resistance to fatigue are the most alert
Reasoning Skills Category Modifier
Reasoning Skills Modifier = INT + INT - 20
The Reasons Why
INT—the ability to reason abstractly is essential to making judgments.
SELECT CULTURE
An adventurer's culture will affect their magical background and their choice of profession, which in turn determine their choice of religion and skills. When selecting your adventurer's culture, it is best to consult with the gamemaster, as he may wish players to run adventurers from a specific culture or a limited set of cultures.
A number of cultures in the region of Dragon Pass are described in detail in the section and tables that follow. These include the Kingdom of Sartar, a magical land inhabited by proud barbarians; the Lunar Empire, a civilized empire that has conquered most of central Genertela; the City of Pavis, an ancient ruined city on the Plains of Prax; and Prax and the Wastes, a once fertile land, now a barren waste inhabited by the animal nomads. A set of notes on other cultures follows the four detailed cultures. These should allow players and gamemasters to generate adventurers from other areas of Glorantha, should they desire to do so.
SELECT PROFESSION AND MAGIC
First, select a profession for your adventurer from those available to your culture. A profession reflects what an adventurer has done, learned and earned prior to play. An adventurer may well dabble in more than one profession— one's chosen profession simply represents an adventurer's most significant or most recent choice of profession. An adventurer's profession will determine the basic skills, level of magic, possessions and renown an adventurer starts the game with. The type of magic an adventurer uses is influenced by his or her culture and profession.
Select Profession
Select one of the recommended cultural professions from the four cultures detailed later in this chapter, or select one of the general professions. Add the appropriate skill category modifier values to the basic skills granted by the profession, and write down the final values in the appropriate place on the adventurer's character sheet.
Select Magical Background
Once you have selected a profession for your adventurer, determine your adventurer's magical background—divine magic, spirit magic or sorcery. Your adventurer's culture will likely limit your adventurer's magical background, as most cultures use only one or two forms of magic. Your profession and interest in certain spells may further influence your choice of magical background (see the World of Magic, Divine Magic, Spirit Magic or Sorcery chapters).
The gamemaster may further choose to limit the availability of certain magical backgrounds—spirit magic and divine magic backgrounds are simpler than sorcery, and may be better suited for a new game, for example. If you decide your adventurer's magical background is divine magic, he or she will know some of the battle magic spells called cult magic spells and may also learn the more powerful spells of divine magic. Select the deity that your adventurer worships. Each of the culture specific professions lists the names of deities commonly worshiped by members of the profession, and the notes on other cultures includes information as to the deities commonly worshiped in that culture. It is possible to worship more than one god, particularly if they are closely associated or friendly. See Religions, in the Divine Magic chapter for more details.
If you decide your adventurer's magical background is spirit magic, he or she will know some of the battle magic spells called spirit magic spells. It is helpful to have an idea as to the kind of shaman your adventurer studied under, and what that shaman's tradition was like. This may influence your adventurer's choice of spirit magic, and if your adventurer becomes a shaman's assistant or shaman you will know what tradition he or she will most likely join. If you decide your adventurer's magical background is sorcery, your adventurer will know some sorcery spells and the basic sorcery manipulation of Intensity. Select the school of sorcery your adventurer belongs to, or whether he or she studied under an independent sorcerer. Many schools are restricted to certain areas of the world. An adventurer may only belong to a single school of sorcery. See Sorcery for more information. A sorcerer from the Lunar Empire will most likely belong to the Carmanian school of sorcery, one of the Lunar Colleges of magic, but may have studied under an independent sorcerer as well.
MAKE BACKGROUND CHOICES
The overall level of experience of the game as set by the gamemaster determines the initial skill, Magic, Wealth and Renown of an adventurer. There are five basic levels of experience—Novice, Trained, Skilled, Expert, and Master.
Adventurers may add additional skills, or increase their starting levels of Magic, Wealth or Renown through the expenditure of background choices. The starting number of background choices is listed in bold beneath the starting skills, Magic, Wealth and Renown for each profession, and varies with the advantages or disadvantages inherent in each profession.
Skills
Skill levels represent an adventurer's relative level of competence with a specific skill.
Background choices may be used to purchase additional optional skills from a profession. The cost to purchase each optional skill at the level appropriate to the adventurer's relative level of experience is listed in a profession next to each optional skill.
Skills in professions are grouped by sub-profession— these have no significance other than to suggest what group of skills an adventurer interested in a particular subprofession might wish to purchase. Some skill costs are marked with a v, for variable (e. g. 1v). This means that this is a skill that potentially has a variable cost, as it has variable difficulty. A medium difficulty skill of this type has the listed cost, an easy one costs half as much, and a hard skill costs twice the listed cost. Some skill costs are marked with a s, for subskills (e. g. 1s). This means that the skill has optional subskills, each more limited than the parental skill (see Skills), but costing only half as much. Players and gamemasters interested in more carefully defining skills should feel free to use these. Weapon skills should be selected from those listed in the Possessions table for that culture, as these represent the cultural weapons an adventurer would have learned to use. The fighting skills of Brawl and Grapple can be purchased by any adventurer instead of a Weapon skill.
Initiates of a religion may also purchase any of the cult skills special to that religion (see Religions in Divine Magic). Simply find the skill or its closest equivalent on the skill table that follows professions to determine its cost—it is otherwise treated as an optional skill. As skills are purchased, the adventurer's player should add the appropriate skill category modifier value to the base level of the purchased skill, and write down the final value in the appropriate place on their adventurer's character sheet.
Skills from Other Professions or Cultures
An adventurer may purchase a skill from any other profession in his or her culture by first spending a single background choice to develop a basic familiarity with that profession. After the initial choice is spent, the adventurer may freely purchase basic or optional skills from that profession as well. None of the basic skills of the profession are automatically gained in this manner, unlike those of the adventurer's primary profession. Any number of additional professions can be entered, each at the cost of an additional background choice.
Skills from another culture's professions may be purchased in a similar manner if the adventurer's background is such that learning such skills would make sense, and the gamemaster permits. In this case, the initial cost to enter the other culture's profession is equal to two background choices. Further professions from that culture can be entered at the cost of a single background choice.
Varying Skills
The following options allow players to fine tune their adventurers skill levels to fit their conception of the character. The calculations involved take a little extra time and effort, but allow you to add color to and flesh out characters. Novice players, or those interested in generating characters as quickly as possible may not wish to use these rules. With the gamemaster's permission, additional background choices may be spent to increase an adventurer's level of skill beyond the normal level of skill an adventurer starts with. Increasing a skill by one level (i. e. from Trained to Skilled) costs twice the amount listed by a basic or optional skill. Thus, an Expert adventurer wishing to increase the level of a skill from Expert to Master would pay twice the listed cost. Increasing skills beyond a single level (or beyond 90%) should be carefully considered by the gamemaster, as such adventurers tend to be very one dimensional. The costs keeps doubling until a skill is increased beyond 90%. Skill levels beyond 90% increase by 10% a level (i. e. 90%, 100%, 110%, etc. ), and each additional level of skill costs twice as much as learning a skill to 90% (but no longer keeps doubling).
Adventurers may gain additional background choices by electing to start with lower skill levels. With the gamemaster's permission, an adventurer can reduce a basic skill by one level, gaining in return half the amount of background choices listed by the skill in italic. Thus, an Expert adventurer that wished one of his basic skill to start at the Skilled level would gain additional background choices equal to half the amount listed by the skill (typically 1/2 a choice).
Likewise, an optional skill may be purchased at a lower level by spending half as many choices for each level below that of the adventurer's overall level of experience. Gamemasters should allow any player that wishes to purchase optional skills at reduced levels to do so, as this allows one to add skills that an adventurer might have picked up prior to play at reasonable levels. Thus, an Expert adventurer wishing to purchase an optional skill at a Skilled level would pay half the listed cost, while purchasing an optional skill at a Trained level would cost a quarter the listed cost. Another way to think of this is that the Expert adventurer can start with 2 optional skills at the Skilled level or 4 optional skills at the Trained level for the cost of a single optional Expert skill (this assumes the skills are of equal difficulty, otherwise adjust costs accordingly). A skill may not be reduced by this method below its base chance, or below 15% (the level below 30%) in any case.
Magic
Magic represents an adventurer's relative level of power with a form of magic. An adventurer starts with a level of Magic appropriate to his or her profession and relative level of experience. Magic provides magical benefits in the form of spell knowledge, POW, or enchantments (see selecting starting possessions, below). Some of the advantages and limitations of the various forms of magic are discussed in the World of Magic, Divine Magic, Spirit Magic and Sorcery chapters.
An adventurer with Magic 0 knows no magic, Magic 1 knows a few spells, Magic 2 knows enough magic to potentially qualify as an initiate, shaman's assistant or sorcerer's apprentice, Magic 3 is magically competent, Magic 4 has mastered basic magic, Magic 5 qualifies as an acolyte, priest, magus or powerful shaman, and Magic 6 is even more powerful.
Varying Magic
A single additional level of Magic may be purchased with the expenditure of 2 background choices. Conversely, a single additional background choice may be purchased by decreasing an adventurer's starting level of Magic by one.
Wealth
Wealth represents an adventurer's relative wealth. An adventurer starts with a level of Wealth appropriate to his or her profession and relative level of experience. Wealth provides material benefits in the form of possessions (see selecting starting magic, below), and determines the adventurer's standard of living and social class (see the Economics chapter for more details).
An adventurer with
| Wealth 0 | is poor (a destitute peasant, common criminal, or thrall, living on 200 L/year), |
|---|---|
| Wealth 1 | is struggling (a common citizen, living on 400 L/year), |
| Wealth 2 | is comfortable (a respected citizen or member of society, living on 400 L/year), |
| Wealth 3 | is well off (a well established citizen or member of society, living on 1,600 L/year), |
| Wealth 4 | is very well off (a leading citizen or poor noble, living on 3,200 L/year), |
| Wealth 5 | is wealthy (a magnate or noble, living on 6,400 L/year), and |
| Wealth 6 | is rich (a wealthy noble, living on 12,800 L/year). |
Figure - Wealth Table
Varying Wealth
A single additional level of Wealth may be purchased with the expenditure of 2 background choices. Conversely, a single additional background choice may be purchased by decreasing an adventurer's starting level of Wealth by one.
Renown
Renown represents an adventurer's relative level of fame and social power. An adventurer starts with a level of Renown appropriate to his or her culture, profession and relative level of experience. This score reflects the adventurer's reputation among those who would have cause to know him or her. It influences the reactions of others and can aid the adventurer in social situations.
An adventurer with Renown 0 is unknown (immediate family only), Renown 1 is known among a small group of people (extended family or hearth), Renown 2 is known among a good sized group of people (clan, sept, village or city block), Renown 3 is known among a large group of people (tribe, town or city neighborhood), Renown 4 is known among a small region (part of a country or a city), Renown 5 is known among a good sized region (a small country or a province) and Renown 6 is known among a large region (an empire). See Determine Background for more details.
Varying Renown
A single additional level of Renown may be purchased with the expenditure of 2 background choices. Conversely, a single additional background choice may be purchased by decreasing an adventurer's starting level of Renown by one.
SELECT SPELLS
An adventurer's starting level of Magic determines the number of spells and magical power he or she starts with. Cross-index the adventurer's level of Magic on the table appropriate for their magical background (divine, spirit or sorcery) to find the number of starting spells an adventurer begins with. Those with Magic 0 start with none.
The exact spells available to the adventurer will depend on their cult or religion for divine magicians, the shaman or shamanic tradition they learned spells from for spirit magicians, or the school of sorcery or master one studied under for sorcery.
Some divine cults, notably Waha, Aldrya and Kyger Litor, have shaman and use spirit magic instead of cult magic. Use the Spirit Magic Table for these cults, but members can choose to become initiates at Magic 2 and above, which costs them a point of Spirit Magic Power, but allows them to use Spirit Magic Power to purchase cult divine magic spells.
With the gamemaster's permission, adventurers may split their total levels of Magic among more than one form of magic, selecting spells from each form as appropriate for their level in each form.
| Divine Magic Level | Title | Points of Cult Magic | Cult Magic Limits | Points of Divine Magic |
|---|---|---|---|---|
| 1 | Lay Member | 6 | 1 to 4 (L/I/P) | 0 |
| 2 | Low Initiate | 9 | 2 to 6 (L/I/P) | 0 |
| 3 | Initiate | 12 | 2 to 6 (L/I/P) | 2 |
| 4 | High Initiate | 15 | 2 to 6 (L/I/P) | 5 |
| 5 | Acolyte/Priest | 18 | 2 to 8 (L/I/P) | 10 |
| 6 | Chief Priest | 21 | 2 to 8 (L/I/P) | 15 |
Figure - Divine Magic Table
A divine magician selects his or her cult magic spells from those available to the cult (from either the cult itself or from associated cults). A divine magician is limited in the maximum size of the cult magic spells he or she can learn by the depth of their initiation into the cult and whether the cult magic spell is a speciality of the cult. Cult magic spells are listed for a number of cults in the Religions section of the Divine Magic chapter in the format Lay Member/Initiate/Priest (L/I/P) as to the exact availability of the spells. If no listing is available, assume that the limits are 2/4/6. Thus, a lay member could typically learn only up to 2 point cult magic spells, though he or she could learn up to three of them (6 total points available). An initiate of a cult can learn cult magic spells from associated cults as if a lay member, and an acolyte, priest or Rune Lord of a cult can learn cult magic spells from associated cults as if an initiate.
At Magic 2 and above, divine magicians typically become initiates of a cult. Unless they do so, they cannot learn cult magic spells larger than those available to lay members, cannot select cult skills as optional skills in character generation, and cannot learn divine magic. At Magic 3 and above, initiates can select a number of divine magic spells from among those available to the cult. Some cults may allow certain spells to be learned by only high ranking members, such as Acolytes, Priests, Rune Lords or Chief Priest There is no limit to the size of a divine magic spell that can be learned, other than points available. Any initiate can sacrifice points of their own POW to learn additional divine magic spells. See Divine Magic for more details.
At Magic level 5 and above, with the gamemasters permission, divine magicians can become acolytes or priests of a cult. Players should be aware that being a priest is a full time occupation. With the gamemaster's permission, an adventurer can become an initiate of more than one cult, particularly if the cults are associated or friendly. Each cult joined beyond the first costs the adventurer one point of POW.
Points of Divine Magic can instead be used to increase POW or create enchantments (see Increasing POW and Enchanting).
Spirit Magic Level |
Points of Spirit Magic | Spirit Magic Limits | Points of Spirit Magic Power |
|---|---|---|---|
| 1 | 6 | 4 | 0 |
| 2 | 9 | 5 | 1 |
| 3 | 12 | 6 | 3 |
| 4 | 15 | 7 | 5 |
| 5 | 18 | 8 | 10 |
| 6 | 21 | 9 | 15 |
Figure - Spirit Magic Table
A spirit magician may select from any spirit magic spells that his shaman or tradition teach (generally, almost any battle magic spell is available). More adept spirit magicians have access to larger spells.
Spirit Magic Power represents the POW of the fetch of a shaman has awakened, or the magical power a non-shaman has developed. A shaman starts with a fetch of POW equal to Spirit Magic Power. The shaman can further increase the POW of his or her fetch by sacrificing further points of POW to it (see Spirit Magic). With the gamemasters permission, a spirit magician that starts with the basic skills of a Trained shaman and has awakened a fetch can start with one. If the spirit magician has not awakened a fetch (true for most spirit magic users), or wishes to start with a smaller fetch, Spirit Magic Power can instead be used to increase POW or create enchantments (see below).
Sorcery Magic Level |
Title | Intensity skill | Spell skill(s) |
Points of Enchantment POW |
|---|---|---|---|---|
| 1 | Student | 30% | 45% | 0 |
| 2 | Acothylist | 45% | 60% | 0 |
| 3 | Apprentice | 60% | 75% | 2 |
| 4 | Adept | 75% | 90% | 5 |
| 5 | Magus | 90% | 100% | 10 |
| 6 | High Magus | 100% | 110% | 15 |
Figure - Sorcery Table
A student of sorcery begins by studying the basic sorcery manipulations of Intensity and Low Magic spells. He or she may select from any two Low Magic spells available to his or her school (see Sorcery). A sorcerer, scholar, official or noble may instead choose a single High Magic spell. Add Magic bonus to Intensity and Reasoning bonus to spell skill(s) to determine the final skill levels. Other sorcery spells or skills may be available in their professions as well. Enchantment POW can be used to create enchantments (including creating a familiar) or increase POW (see below).
Increasing POW
An adventurer with POW 1-10 can use 1 point of Divine Magic, Spirit Magic Power or Enchantment POW to increase their POW by 1.
An adventurer with POW 11-15 can use 2 points to increase their POW by 1.
An adventurer with POW 16-20 can use 4 points to increase their POW by 1.
An adventurer with a POW of 21 or above can use 8 points to increase their POW by 1.
Increasing POW may thus raise the cost of further increasing it.
Enchanting
Divine Magic, Power or Enchantment POW can be used to create personal enchantments.
Each point can be used as a point of POW in enchanting.
The adventurer must know the correct spell and the enchantments must be rolled for to succeed.
An adventurer can also use their own POW to create enchantments.
See Divine Magic, Spirit Magic and Sorcery for more details.
SELECT POSSESSIONS
An adventurer's starting level of Wealth determines the possessions he or she starts the game with. An adventurer starts with the basic possessions appropriate to his or her culture, then simply spends wealth choices to purchase possessions from the appropriate culture's table. Crossindex the adventurer's Wealth on the Wealth Table. This will yield a number of A, B and C wealth choices. These wealth choices may be used to purchase possessions from the culture specific possessions tables at the end of each culture's section, or the general possessions table if the adventurer comes from another culture. A single A choice is roughly equal to 75 Lunars (L, see Economics), a single B choice is roughly equal to 300 L and a single C choice is roughly equal to 1,200 L (see Economics), but the possessions that can be purchased vary from culture to culture.
One can always trade down wealth choices, that is to say, convert a C choice to 4B or 16A choices, or convert a B choice to 4A choices, but normally wealth choices cannot be traded up. Wealth has its benefits.
With the gamemaster's permission, adventurers may purchase possessions from another culture's tables at twice the listed cost.
| Wealth Level | A | Choices B |
C |
|---|---|---|---|
| 0 | 4 | 0 | 0 |
| 1 | 4 | 1 | 0 |
| 2 | 8 | 2 | 0 |
| 3 | 8 | 2 | 1 |
| 4 | 8 | 6 | 2 |
| 5 | 16 | 12 | 4 |
| 6 | 16 | 28 | 8 |
Figure - Wealth Table
DEVELOP BACKGROUND
By now you will know a lot about your adventurer—his or her skills, social rank, wealth, possessions, which deity or deities he or she worships, if any, and what kind of magic he or she uses.
Take a little time to form a picture of your adventurer. When was he or she born? How old does that make him or her? What were the formative events in his or her life? The background information and timeline in the Introduction chapter can help with background ideas.
Renown
Once you have formed a picture of your adventurer, use it to come up with an explanation for how they acquired their renown. Being known as a great warrior, wise, trustworthy, or dangerous all serve to differentiate adventurers from each other, and gives the gamemaster's characters something to react to in social situations. Renown due to a famous ancestor, lineage, or birthplace, or some well known deed the adventurer performed all add color and detail to characters. The more detailed the explanation, the better.
Renown is specific to a single area. Most adventurers will simply apply their Renown to their own homeland. An Expert Sartarite warrior with Renown 3 would typically specify Renown/Sartar 3 on his character sheet. An adventurer that begins the game residing in another land may choose to apply their renown to that area instead. Examples of such areas would include Sartar, Pavis, Prax, or a province or satrapy of the Lunar Empire, such as Tarsh. At the gamemaster's option, some overlap can occur between nearby areas, such as Pavis and Sartar, Pavis and Prax, or neighboring provinces or satrapies in the Lunar Empire.
It is possible to further differentiate Renown or acquire Renown in more than one area by limiting or decreasing one's level of Renown. Limiting one's Renown to a single species, sub-population, religion, or type of reaction (Positive Renown—only to befriend or make a good impression; Negative Renown—only to intimidate or frighten) allows one to increase their Renown by one level, or use the same level of Renown, but at a lower cost. One can add areas of Renown by decreasing one's Renown. Renown 3 in one area is equal to Renown 2 or limited Renown 3 in two areas, or Renown 1 or limited Renown 2 in four areas.
Thus, the Sartarite warrior with Renown 3 could decide to actually have Renown/Sartar 2 (freedom fighter) and Renown/Pavis 2 (adventurer), or Negative Renown/Sartar 4 (Cold Wind fanatic), or might go so far as to have Renown/Sartar 2 (freedom fighter), Negative Renown/Tarsh 2 (Sartarite rebel), and Smuggler Renown/Pavis 2 (arms dealer). Other interesting applications for Renown include elf friend (Positive Renown, Elf Renown or Renown of 4 or greater in an elf area, such as the Stinking Forest), troll friend (Positive Renown, Troll Renown or Renown of 2 or greater in a troll area, such as Dagori Inkarth or the Shadowlands), or to create alternate or secret identities.
Renown has three major benefits in play. The first is that people may recognize your adventurer and his or her reputation when they hear your adventurer's name. As a rough guideline, recognition is automatic near the origin of the adventurer's reputation (see Background Choices for more information), and occurs on a Luck Roll (see Game Mechanics) outside that area, the difficulty of the roll varying with the distance. Unless the people involved would automatically be hostile to the adventurer, this generally improves people's reactions to the adventurer—a friendly reaction becomes very friendly, a neutral reaction becomes friendly, and a hostile reaction becomes neutral. the exact nature of the adventurer's Renown will further affect how people react to him or her. The second benefit of Renown occurs in situations where social skills are being used. The character with the highest applicable Renown gains a free hint when using any communication skill (Positive or Negative Renown would limit the skills affected). The effect is as if the character's level of success with a communications skill was one greater (see Skills for more details). The final benefit of Renown is that it can serve as a source of roleplaying suggestions. Gamemaster should feel free to hand out a number of relevant roleplaying suggestions in a session equal to an adventurer's Renown. Of course, should the situation have nothing to do with the adventurer's particular form of Renown, no suggestions need be made. However, an adventurer with Elf Renown/Stinking Forest 3 should be given a few suggestions for how best to speak to a party of elves she has just encountered, even if they come from another elf forest.
Final Points
Consider a few final points in creating your adventurer. What does your adventurer look like? Sound like? Any distinctive traits or distinguishing characteristics? How does your adventurer spend his or her time? What kind of friends, acquaintances or contacts does your adventurer have? Finally, what are some of the beliefs and values most firmly cherished by your adventurer, and how does he or she express them to the world at large? The cultural backgrounds that follow and the Time and Learning chapter can help with some of these questions.
You're now done creating an adventurer with which to venture into the world of Glorantha, or any of the myriad worlds of fantasy that await you. Enjoy!
PROFESSION TABLES
The profession tables and the descriptions of Dragon Pass cultures that follow should allow for the convenient generation of adventurers. They are also meant to serve as a quick source of characters for the gamemaster, and to give players an idea as to how their adventurers compare to other characters in the world. Gamemasters should feel free to modify the tables to suit their needs or create their own. The example that follows takes you through the use of the profession tables and the process of character creation. Arlia: An Example of Creating An Adventurer
A group of players get together with their gamemaster to generate adventurers. The gamemaster announces that he will be running a game whose initial setting is the Lunar Empire. Players are to create Skilled adventurers, preferably Lunar natives. One of the players decides to generate a former legionnaire. She decides that the adventurer will be a female Lunar of Pelorian descent called Arlia.
Determine Characteristics
Arlia's player uses the random method to generate Arlia's characteristics. She ends up with STR 13, CON 16. SIZ 13, INT 15, POW 10, DEX 12 and APP 15.
Arlia's attributes are therefore DB 1, HP 15. MP 10, MV 5, DEX SR 3, and Melee SR 5. Arlia's Skill Category Modifiers are Agility 2, Communication IO, Knowledge IO, Magic 7, Manipulation 7, Perception 11 and Reasoning 10.
Select Culture
Arlia is a native of the Lunar Empire. She is of Pelorian descent. Her player decides that she was born into a poor family in Mirin's Cross, the Lunar provincial capital in Sylila.
Select Profession and Magic
Arlia's player wants her to be a former legionnaire, so she turns to the Lunar Soldier table (reproduced to the right). After a little thought, she decides that she would like Arlia to be a member of the cult of the Seven Mothers and use cult magic and divine magic, so she selects a divine magic background. Her other choice in the Lunar Empire would be sorcery.
Arlia's player examines the Lunar Possessions Table to determine which would be appropriate cultural weapons for Arlia to use, then adds the appropriate skill category modifier values to the basic skills granted by the profession and writes down the final values on Arlia's character sheet.
As Arlia is a Skilled adventurer, her basic skills end up being Scimitar Attack 67, Large Shield Parry 62, Javelin Attack 52, Scimitar Parry 47, Sickle Attack 52, First Aid 70 and Scan 71.
Make Background Choices
As Arlia is a skilled Lunar soldier, she has 7 background choices to spend, and starts with Magic 2, Wealth 2 and Renown 2.
As Arlia's player wishes her to be an experienced magician, she spends 2 background choices to bring her to Magic 3. She will spend the rest of her background choices on skills. She spends 4 background choices on optional skills, purchasing the skills of Read/Write New Pelorian, Stealth, Maneuver, Intimidate and Custom/Pelorian Military. These are purchased at the listed cost, and will thus have the bases listed in the Skilled column. Arlia's player has four more skills she would like to purchase. Unfortunately, she can't afford to do this at the Skilled level, as each of the four skills cost half a choice, for a total of two choices, when Arlia's player has but a single choice left. She thinks about purchasing a subskill, such as Custom/Low Sartarite, but decides instead to purchase all of the skills at the Trained level instead, where they would cost half as much. She thus adds the skills Speak Tradetalk, Speak Sartarite, Custom/Sartarite and Track.
| LUNAR SOLDIER | Novice | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| <Weapon> Attack | 1v | 2 | 6 | 10 | 14 | 18 |
| <Weapon> Parry | 1v | 2 | 6 | 10 | 14 | 18 |
| <Weapon> Attack | 1/2v | 0 | 2 | 6 | 10 | 14 |
| <Weapon> Parry | 1/2v | 0 | 2 | 6 | 10 | 14 |
| <Weapon> Attack | 1/2v | 0 | 2 | 6 | 10 | 14 |
| First Aid | 1/2 | 2 | 6 | 10 | 14 | 18 |
| Scan | 1 | 2 | 6 | 10 | 14 | 18 |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
Uses either Divine Magic (common) or Sorcery (very rare), If uses Divine Magic, typically worships one of the following deities—Seven Mothers, Yanafal Tamils, Hwarin Dalthippa, or the Reaching Moon. Dara Happans would favor Yelm, Pole Star, Yelmalio and City Gods.
7 choices
Cost Trained Skilled
| OPTIONAL SKILLS | Cost | Novice | Trained | Skilled | Expert | Master |
|---|---|---|---|---|---|---|
| Dragoon | ||||||
| Ride <Beast> | ½ | 0 | 2 | 6 | 10 | 14 |
| <Beast> Lore | ½ | 2 | 6 | 10 | 14 | 18 |
| Guard | ||||||
| Search | 1 | 2 | 6 | 10 | 14 | 18 |
| Listen | 1 | 2 | 6 | 10 | 14 | 18 |
| Officer | ||||||
| Craft/Administrate | 1 | 2 | 6 | 10 | 14 | 18 |
| Orate | 1s | 2 | 6 | 10 | 14 | 18 |
| R/W New Pelorian | 1 | 2 | 6 | 10 | 14 | 18 |
| Scout | ||||||
| Conceal | ½ | 0 | 2 | 6 | 10 | 14 |
| Hide | ½ | 0 | 2 | 6 | 10 | 14 |
| <Terrain> Lore | ½ | 2 | 6 | 10 | 14 | 18 |
| Stealth | 1s | 0 | 2 | 6 | 10 | 14 |
| Track | ½ | 0 | 2 | 6 | 10 | 14 |
| Sergeant | ||||||
| Instruct | 1 | 0 | 2 | 6 | 10 | 14 |
| Intimidate | ½ | 2 | 6 | 10 | 14 | 18 |
| Soldier | ||||||
| Craft/Battle | 1 | 2 | 6 | 10 | 14 | 18 |
| Craft/Fortification | ½ | 2 | 6 | 10 | 14 | 18 |
| Custom/Pel. Military | ½ | 2 | 6 | 10 | 14 | 18 |
| Maneuver | 1 | 0 | 2 | 6 | 10 | 14 |
| Other | ||||||
| Custom <Any> | ½vs | 0 | 2 | 6 | 10 | 14 |
| Dodge | 2 | 2 | 6 | 10 | 14 | 18 |
| Speak <Language> | ½v | 0 | 2 | 6 | 10 | 14 |
| Speak Tradetalk | ½ | 2 | 6 | 10 | 14 | 18 |
| <Weapon> Attack | 1v | 2 | 6 | 10 | 14 | 18 |
| <Weapon> Parry | 1v | 2 | 6 | 10 | 14 | 18 |
| If an initiate: | ||||||
| Cult Skills | 1v | 2 | 6 | 10 | 14 | 18 |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | ½ | 2 | 6 | 10 | 14 | 18 |
Her purchases done, Arlia ends up with Magic 3, Wealth 2 and Renown 2. After adding the appropriate skills category modifier values, she writes down her final skill levels for the optional skills she purchased—Read/Write New Pelorian 70, Stealth 47, Intimidate 70, Maneuver 47, Custom/Pelorian Military 70, Speak Tradetalk 55, Speak Sartarite 40, Custom/Sartarite 40 and Track 41.
Select Spells
With a divine magic background and Magic 3, Arlia starts with 12 points of cult magic and 2 points of divine magic. She qualifies as an initiate of the Seven Mothers, the cult her player decided she joined. Turning to the Divine Magic chapter, Arlia's player examines the Seven Mothers writeup, and the cult and divine spells provided by associated cults. She checks a few cult spell definitions and point costs in the Battle Magic section of the World of Magic chapter and then selects the Seven Mothers cult magic spells Befuddle and Glamour 6, and the Yanafal Tamils (an associated cult) cult magic spells Heal 1, Detect Enemies and Protection 2. She uses her two points of divine magic to purchase the Seven Mothers divine Madness spell and increase her POW by 1, to POW 11. She notes the spells and the change in POW on Arlia's character sheet.
Select Possessions
With a Wealth of 2. Arlia has 8A and 2B wealth choices. Examining the Lunar Possessions Table, her player decides to purchase a Legionnaire's outfit, which costs all her 8A choices. She uses a 1B choice to purchase 300L in coin and her last 1B choice to purchase a useful contact—a high ranking military friend. She records these possessions and the Lunar basic gear on her character sheet.
Develop Background
Looking at Arlia's skills and thinking about her background, her player decides that Arlia came from a poor family and entered the Lunar military to move up in the world. Her legion was posted to Sartar in 1616 S. T, where her quick wits and literacy drew the notice of Fazzur Wideread's military intelligence staff. She worked with military intelligence, primarily doing counter-insurgency work and tracking the activities of the Sartarite Cold Wind movement until 1622 S. T, when she resigned in disgust at Fazzur Wideread's replacement, and returned to Sylila. As the gamemaster is starting the game in 1623 S. T, this works out fairly well. Arlia is 23 years old. so she was born in 1600 S. T. With her Renown 2, Arlia could simply start with Renown/Sylila 2. Instead, given her background, she decides to start with Military Renown/Sylila 2 (known to the provincial army forces, but few others) and Negative Renown/Sartar 2 (the military intelligence agent responsible for closing down three Cold Wind cells).
CREATING AN ADVENTURER
SARTAR
Mythology
When the world was made, the dragons chose a place to build their nest. When Larnste the Soul Arranger came to plant the mountain seeds that grew into the Rockwood Mountains, he stopped to rest at the Dragon's Nest, and so no seeds were sown there. When he left, he planted only his best seed, which became Kero Fin, the Mother of Mountains. In this, way, the great pass in the Rockwood Mountains was formed. Eventually, other races came to settle there, and the area became known as Dragon Pass, even after most of the dragons flew away, leaving the dragonewts behind.
The humans and other races of Dragon Pass survived the Greater Darkness better than most, due to the aid of the dragonewts, who battled chaos with great skill, and bore the brunt of the fighting. The forces of chaos gathered against the resistance in Dragon Pass, but all the races of Dragon Pass stood together as one, and the Forces of the Living defeated the Forces of Chaos. The sunken hollow in which the chaos monstrosities were destroyed is now known as Snake Pipe Hollow, and is still haunted by the things that on occasion unearth themselves from where they were buried.
History
The lands now occupied by Sartar were once the home of a several great nations, including the Theyalan Council of Friends in the First Age and the EWF in the Second Age. After the fall of the EWF and the devastation wrought in Dragon Pass by the dragons during the Dragonkill War the land remained free of human inhabitants for centuries. Eventually human refugees, seeking refuge from the expanding Lunar Empire in the north and from a war in the Shadowlands to the south braved the lands once again, and found a peaceful land in which to settle.
The Kingdom of Sartar was founded by the magician Sartar in the midst of Dragon Pass in the year 1492 S. T, centered around the capital, Boldhome, a city built by Sartar's magic high amongst the crags of the Quivin mountains. His kingdom, initially composed of settlers and refugees from Heortland, continued to grow and flourish after his apotheosis in 1520 S. T.
For much of the next century, the forces of Sartar skirmished with those of the expanding Lunar Empire to the north, and a number of Sartar's kings died at the hands of Lunar magic, spirits or assassins. In 1580 S. T. one of Sartar's kings was killed assisting Tarshite rebels fighting against their Lunar overlords. The forces of the Lunar Empire swept over Sartar in 1602 S. T. , storming Boldhome and killing nearly all the heirs to the throne of Sartar.
A distant relative of Sartar, Temertain, was installed by the Lunars as King of Sartar in 1614 S. T. , but this has done little for the unity of the land. After several years in office, Temertain is still commonly known as "The Pretender" among the natives of Sartar.
Sartar is currently a military province of the Lunar Empire, and Lunar officials now collect tax and tribute from the Sartarite people, while the forces of the Lunar Empire maintain an uneasy occupation. There is little love lost between the Sartarites and their Lunar overlords. The failure of several uprisings, most notably Starbrow's ill fated rebellion in 1613 S. T. and the subsequent Lunar reprisals resulted in most of the Sartarite rebels retreating deeper into the mountains and hills, or shifting their base of operations to the Holy Country in the south or to lands even more distant.
People
The clannish warrior-farmers of Sartar reflect the isolated land they inhabit. They are competitive and boastful people, with one being only as good as the story of one's deeds. Though they live a rather spartan life, they pay special attention to items of comfort and decoration.
Sartarites live by herding and farming. The most common livestock are cattle and sheep, which provide both meat and clothing. As they live in small communities separated from their neighbors by mountains, their family structures are very close knit. The Sartarites have developed a strong tradition of hospitality and entertainment in response to their isolation. Their entertainment takes the form of storytelling, singing, clap dancing, music, and the martial forms of sword dancing. Another way Sartarites pass cold nights is with drink. Fermentation is a task the Sartarites have raised to an art. A clan's hospitality is often judged by the quality of beverage they provide their guests. Wars have been fought over slights as to the quality of a clan's brew.
Often thought of as vain, it is said that Sartarites spend as much time tending themselves as their sheep. Common adornments include bracelets, necklaces, torques, elaborate buckles, dyed linens, and mirrors. Warriors are almost as concerned with appearance as prowess. Sartarite warriors favor swords of all kinds, and a particular favorite is the hand and a half sword. Given the choice of armor or a finer blade, a Sartarite warrior would choose the blade without hesitating. Although the culture is patriarchal, women play a strong role, and often take up traditionally male pursuits, such as that of a weaponthane, a professional warrior. The people of Sartar are organized into 24 tribes, each composed of a number of clans. The clan is the focus of Sartarite life, and communally owns the farms and pastures its members occupy. Decisions affecting clans are made by the tribe's council, which has the final say in a clan's activities. Sartarite tribes (with some of their clans in parentheses) include the Colymar (Anmangarn, Hiording, Narri, Orlmarth, Varmandi), the Lismelder (Greydog), the Locaem (Zethnorin) and the Malani (Lysan, Orveling, Namoldin).
The closest terrestrial analog to Sartarite culture is that of the Celts.
Adventurers from Sartar
Recommended adventurer professions include Orlanthi. Humakti or Urox (Storm Bull) warriors; and entertainers, who may worship Donandar, Eurmal or Orlanth. Other likely adventurer professions include Lhankor Mhy scholars or lawspeakers (officials). Chalana Arroy healers and Issaries speakers (officials) or traders (merchants).
Common Traits—boastful, brave, honorable, hospitable, independent, just, keeping one's word, obedient, rebellious, violent, vengeful.
Male Names—Argalant, Ashart, Brandgor, Dorthander, Hendrik, Jarang. Karallan, Naid, Ortossi, Rostakos, Venharl
Female Names—Ernaldesta, Inganna, Jessa, Kallyr, Leika, Rina, Tula, Viri
Other Adventurers in Sartar
Other good choices for adventurers in Sartar might include the Lunar occupiers of Sartar, typically Lunar soldiers, missionaries and officials, one of the Sun Dome Templars of Sartar (generated as a Lunar hoplite or noble, but substituting Sartarite for New Pelorian), or a visiting noble or trader.
Adventurers from Heortland
The culture of Heortland in the Holy Country is closely related to that of Sartar, and an adventurer from Heortland would resemble a Sartarite adventurer. Their native language and customs would be Heortlander, closely related to Sartarite, but with Western influences, such as calling a weaponthane a knight, and tribal positions such as steward and marshal). The Western influences are the result of the Heortlander's interactions with the Western Trader Princes, God Forgot and the Malkioni overlords that rule some of the Heortland tribes.
Adventurers from the Barbarian Belt
One can use generate adventurers from nearly any of the Orlanthi barbarian belt cultures with the Sartarite professions. In many cases, only the native language and customs skill will differ (such as Aggar or Talastar).
Others (such as Tarsh or Ralios), may require a few minor changes to other skills and possessions. For example, adventurers from Tarsh, or any of the Theyalan hill tribes in the Lunar Empire will differ in their native language and customs, be able to learn at least Speak New Pelorian and possibly Read/Write New Pelorian, and have bronze scimitars (1A) and iron scimitars (1C) added to their possible possessions, and would be able to purchase items from the Lunar Empire possessions lists at half again cost instead of double normal
| SARTARITE ENTERTAINER | Unskilled | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Custom/Sartarite | 1s | 60% | 75% | 90% | 100% | |
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 | ||
Uses Divine Magic. Typically worships Donandar, Eurmal or Orlanth.
9 choices
| Optional Skills | Cost | Unskilled | Trained | Skilled | Expert | Master |
|---|---|---|---|---|---|---|
| Magician | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Sleight | Is | 45% | 60% | 75% | 90% | |
| Musician | ||||||
| Play<Instrument> | Iv | 45% | 60% | 75% | 90% | |
| Player | ||||||
| Act | 1 | 45% | 60% | 75% | 90% | |
| Poet | ||||||
| Sartar Lore | 45% | 60% | 75% | 90% | ||
| Sing/Sartarite | 1/2 | 45% | 60% | 75% | 90% | |
| Rogue | ||||||
| Climb | 1/2v | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Stealth | 2s | 45% | 60% | 75% | 90% | |
| Storyteller | ||||||
| Orate | 1s | 60% | 60% | 75% | 90% | |
| Speak Sartarite | 1 | 60% | 75% | 90% | 100% | |
| Swordancer | ||||||
| Dance/Sartarite | 1/2 | 45% | 60% | 75% | 90% | |
| Dodge | 2 | 45% | 60% | 75% | 90% | |
| <Sword> Attack | 1 | 45% | 60% | 75% | 90% | |
| <Sword> Parry | 1 | 45% | 60% | 75% | 90% | |
| Tumbler | ||||||
| Acrobatics | Is | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Speak<Language> | 1v | 45% | 60% | 75% | 90% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| Thrown Knife | 1 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
| SARTARITE WARRIOR | Unskilled | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Dodge | 2 | 45% | 60% | 75% | 90% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| <Weapon>Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parr | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
Uses Divine Magic. Typically worships Orlanth. Humakt, or Storm Bull. Female warriors may worship Babeester Gor or Vinga as well
5-1/2 choices
| Optional Skills | Cost | Unskilled | Trained | Skilled | Expert | Master |
|---|---|---|---|---|---|---|
| Bodyguard | ||||||
| Search | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1 | 45% | 60% | 75% | 90% | |
| Farmer | ||||||
| Animal Lore | 1/2 | 30% | 45% | 60% | 75% | |
| Craft/Farming | 1/2 | 30% | 45% | 60% | 75% | |
| Craft/Herding | 1/2 | 30% | 45% | 60% | 75% | |
| Leader | ||||||
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Persuade | 1/2s | 30% | 45% | 60% | 75% | |
| Speak Sartarite | 1 | 60% | 75% | 90% | 100% | |
| Scout | ||||||
| Conceal | 1/2 | 30% | 45% | 60% | 75% | |
| Hide | 1 | 45% | 60% | 75% | 90% | |
| Mountain Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Sneak | 1/2 | 30% | 45% | 60% | 75% | |
| Track | 1 | 45% | 60% | 75% | 90% | |
| Weaponmaster | ||||||
| <Weapon> Attack | 2V | 60% | 75% | 90% | 100% | |
| Other | ||||||
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Ride/Horse | 1/2 | 30% | 45% | 60% | 75% | |
| Sing/Sartarite | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1/2v | 30% | 45% | 60% | 75% | |
| Speak Tradetalk | Mt | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1v | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
Sartarite Possessions
Basic Gear
Linen tunic, wool kilt, sandals or boots, cloak, furs, headgear, ornaments, belt knife, fire making gear, torches, wineskin
Additional Possessions
| Weapons | Choices | Armor | Choices | Magic | Choices | Miscellaneous | Choices |
|---|---|---|---|---|---|---|---|
| Broadsword | 1A | Heavy Leather | 1A | Iron broadsword | 2C | 60 Sovereigns | 1A3 |
| Bastard Sword | 2A | Heavy leather with linen hauberk | 1A | Iron bastard sword | 2C | 240 Sovereigns | 1B3 |
| Greatsword | IB | Cuirbouilli with open composite helm | 2A | Iron open helm | 2C | 960 Sovereigns | 1C3 |
| War Spear | 1A | Chain hauberk, cuirbouilli limbs, open bronze helm | 1B | Iron small shield | 2C | Shadowcat | 6A |
| 2 spears | 1A | Ringmail | 1B | Iron medium shield | 4C | Mule | 3A |
| Staff and dagger | 1A | Chainmail | 2B | 2 point Thunderstone | 1C | Riding Horse | 1B |
| Battleaxe | 1A | Plate | 2C | 2 point Woad | 1C | War Horse | 1C4 |
| Throwing axe | 1A | Small shield | 1A | 4 point Thunderstone | 2C | Brewery | Varies5 |
| 3 javelins | 1A | Medium shield | 1A | 4 point Woad | 2C | Farm | Varies5 |
| Self Bow and 20 arrows | 1A | Large shield | 2A | 4 point dead(MP storage) crystal | 1C | Herd | Varies5 |
| Ceremonial gear | 2A1 | Inn | Varies5 | ||||
| Shrine | 1C2 | Trade Goods | Varies5 | ||||
| Temple | 2C/4C/8C2 | Contact | 1A/2A/1B/2B6 | ||||
| Friend | 2A/1B/2B/1C6 | ||||||
| Ally | 1B/2B/1C/2C1 | ||||||
| First Aid Kit | 2A1 | ||||||
| Physician's Bag | 1B1 |
Notes
1 These represent fine or exceptional tools that add 5% to the relevant skill. The bonus can be improved—each time you double the cost, it adds 5% more to a maximum of +20% (at eight times cost). A Physician's Bag and Ceremonial Gear have 4 ENC, a First Aid Kit has 1 ENC.
2 A shrine (1C) will support an acolyte and has a congregation of 50. A minor temple (2C) will support a priest and has a congregation of 100. A temple (4C) will support a priest and an acolyte, and has a congregation of 200. A major temple (8C) will support a chief priest and a priest and either an additional priest or two acolytes, and has a congregation of 400. An acolyte must contribute 3 days a week of duties to a temple's upkeep, while a priest or chief priest must contribute 5 days a week of duties to a temple's upkeep.
3 These funds can be used to purchase other pieces of starting equipment as well (see Economics).
4 A war horse has superior characteristics (see Economics for details).
5 These are examples of businesses. Running a business requires a minimum ability in an appropriate skill: Craft/Brewing for a brewery, Craft/Farming for a farm, Craft/Herding for a herd, Bargain for an inn, and Evaluate for trade goods. The business yields a certain amount of cash or barter equivalents each season. The more work put into the business, the greater the yield (measured in days of duties spent attending to the business). One can collect a small amount even without putting any work into the business, representing an investment or share in a business run by others. Once a season, make the relevant skill roll. On a critical success, the business doubles in value (a 1C business becomes a 2C business). On a fumble, the business value is halved (a 1C business becomes a 2B business). Depending on one's skill, one can choose to purchase a 2A, 1B, 2B, 1C, 2C, 4C or a 8C business. See the Business Table below for more information.
6 This represents a useful contact, friend or ally from Sartar. The costs represent a Trained/Skilled/Expert/Master level contact, friend or ally, who requires no time to maintain (above and beyond those one acquires through socializing). In general, one can call on a contact for assistance with an APP x1 roll, a friend with an APP x3 roll, and an ally with an APPx5 roll. See Socializing in Time and Learning for more details.
Business Table
| Amount made in cash or barter each season working | |||||
|---|---|---|---|---|---|
| Value | Minimum skill to own | 0 days a week | 1 day a week | 3 days a week | 5 days a week |
| 2A | 15% | 15 L | 30 L | 45 L | 60 L |
| IB | 30% | 30 L | 60 L | 90L | 120 L |
| 2B | 45% | 60 L | 120 L | 180 L | 240 L |
| 1C | 60% | 120 L | 240 L | 360 L | 480 L |
| 2C | 75% | 240 L | 480 L | 720 L | 960 L |
| 4C | 90% | 480 L | 960 L | 1,440 L | 1,920L |
| 8C | 100% | 960 L | 1,920L | 2,880 L | 3. 840 L |
The only exception to the above is a farm (Craft/Farming) which either functions as an investment (0 days of work a week as above) or requires 5 days a week of work during Water, Earth and Fire Season. At the end of Fire Season the owner receives 225 L (2A), 450 L (1B), 900 L (2B), etc. in cash or barter equivalents.
THE LUNAR EMPIRE
Mythology
The Red Moon rose above Peloria within recorded history, but the priests and priestesses of the Red Goddess claim that she has always been and will always be. The true origins of the goddess are shrouded in mystery.
Historians tell us that the Red Goddess was born in the town of Torang in Peloria in the year 1220 S. T. (0/1 Lunar dating). Her birth was the culmination of a conspiracy that culminated in magical ritual of the Goddess' birth, despite the interference of the Carmanian Empire. The ritual was performed by the Seven Mothers, who later became immortals. The Red Goddess proved herself again and again, and in the end, at the war at Castle Blue, proved her right to existence and her place among the gods by defeating not only against the forces arrayed against her, but the gods themselves, earning her place amongst them. In 1247 S. T. (0/27) the Red Goddess danced her last dream upon the face of the earth, revealing her plans for her heavenly and temporal domains, and the secrets of her inner soul to the High Initiates of the Lunar Way. Then she took the ground she had danced upon, and wrapping it about herself like a cloak, rose into the Middle Air as the Red Moon, where she sits and turns over her domains.
History
In the Third Age, a new power arose in Peloria. At first a minor movement in the north of Peloria, the Red Goddess and her followers quickly proved her might in a series of victories against local warlords. The first of the satrapies of the Lunar Empire, First Blessed, was established in the lands of the former warlords, around Torang, the birthplace of the Red Goddess. The Red Goddess led her followers to victory against the forces around them, including the Carmanian Empire to the west; the Yelmworshipping horsemen of Pent to the east; and the Dara Happan Sun Empire to the south. When the Red Goddess rose from the lands of the Pelorian bowl upon her apotheosis in 1247 S. T (0/27), the proud and warlike dynasty she left behind quickly established control over the Pelorian Heartlands and began to spread into adjacent lands. The Red Emperor is the head of the dynasty founded by the Red Goddess, and is the temporal leader of the Lunar Empire, the immortal incarnation of the Red Goddess in the mundane world. He rules the empire from its capital, Glamour, the First Inspiration of the Moonson. The satraps that rule the Heartland satrapies report directly to the Red Emperor. The outer regions of the Lunar Empire, the Provinces are still in the process of fully adopting the Lunar Way. They also answer to the Red Emperor, and can call on the inner resources of the empire, such as the elite legions of the Heartland Corps. The Lunar Empire's greatest setbacks were suffered at the hands of the Pentan horse nomads, who, led by the great shaman Sheng Seleris, ravaged the Empire time and again, until the final defeat of Sheng Seleris at the hands of the Red Emperor and the Second Inspiration of the Moonson, Yara Aranis, the goddess of the Reaching Moon. Since then, the Glowline, the magical boundary marking the borders of the empire has continued its inexorable spread over the lands of central Genertela, preceded by the missionaries of the Lunar Empire's, who bear its offers of peace and friendship, and the legions of the Empire, which bear its might and wrath. The most recent conquests of the empire are Sartar, whose capital, Boldhome, fell to the forces of Lunar Empire in 1602 S. T. (7/31), and the city of Pavis in Prax, which surrendered to the forces of the empire in 1610 S. T (7/39). The focus of the empire is now on pacifying these regions and their neighbors.
People
The Lunar Empire is a study in contradictions. Although the Red Goddess and the Lunar Way offer a freedom unknown nearly anywhere else in the world, and the Lunar Empire allows even those from the lowest ranks of society to rise to positions of great power and responsibility, the Lunar Empire is one of the largest slave owning nations in Glorantha, and is home to countless oppressed peasants. Those that dare to protest or rebel against their lot in life are imprisoned or executed.
While they embrace individualism, they demand that the individual subordinate his or her interests to those of society. Although every Lunar citizen is seen in their religion's eyes as a potential god, and Lunar religions actively encourage heroquesting as the ultimate search for freedom, true heroes appear only rarely, and those that do are expected to devote themselves solely to their cults. The Lunar Way embraces religious freedom, to the point that the worship of chaotic entities banned almost anywhere else in the world is allowed in the Empire. However, cults that dare to attempt to undermine the authority of the government are banned and suppressed. Although the Lunar Empire allows the nations they conquer to retain their freedom of worship, it unmercifully persecutes those that refuse to join their pantheon, such as the worshippers of Orlanth.
The center of the Lunar Empire is one of the greatest civilizations in Glorantha. The heart of the empire has been at peace for centuries, and is one of the finest places in the world to live. On its borders, the empire is always at war, and there atrocities are committed in its name that would horrify its Heartland residents, who know little of what actually occurs beyond the empire's borders. Even the various cultures that are part of the empire are a study in contrasts. The greatest heroes of the Pelorians are all women, and they treasure equality between the sexes, while Dara Happa is a rigid, authoritarian, patriarchal society. The Carmanians in the Western reaches of the empire are dualists, and the gods they worship have both light and dark aspects.
A Lunar citizen, from whichever of the empire's many cultures, will reflect these contradictions to some degree. The attitudes, prejudices and ideals of its citizens are as varied and contradictory as those of the empire.
Adventurers from Peloria
Peloria is the current center of the Lunar Empire. It is a warm and fertile land, broken by hills to its south. The worship of the Lunar religions is strongest in Peloria, the birthplace of the Red Goddess. Peloria is the source of much of the Lunar Empire's armies, and many legionnaires and peltasts, both male and female, are drawn from its lands. Its closest terrestrial analogs are ancient Rome and Greece.
Recommended adventurers from Peloria include Lunar soldiers, officials, nobles and sorcerers. Adventurers may have a military background, such as mercenaries, soldiers, the military magicians known as monitors, who are often sorcerers, military officials, or poor nobles that joined the military in hopes of gaining advancement. Officials such as diplomats or missionaries can make good adventurers, as might a young noble, either a remittance man, or a poor noble seeking his or her fortune in the world.
Other good choices for Pelorian adventurers include Etyries traders, Irrippi Ontor scholars, Deezola healers, or thieves (who often flee what they consider the boredom of their homelands). Common traits—flexible, clever, adaptable Male names—Arteste, Cassidor, Ineldus, Iphigios, Jarel, Jananin, Lorean, Myran, Phargentes, Philigos, Saval, Seralos, Sor, Targos
Female names—Anacola, Antonia, Enia, Hwarin, Jais, Lara, Lyris, Sarila, Serena, Sorana, Teela
Adventurers from Dara Happa
These wealthy lands are the former center of the Dara Happan Empire. It is the source of the Lunar Empire's hoplites. The culture is extremely patriarchal and is dominated by the worship of Yelm the sun god and the other gods of light and fire. Though the forces of the Dara Happan Empire fell to the Red Goddess, the cult of Yelm has remained an important religion in the former lands of the empire. Its people are often thought of as distant and aloof, but implacable when they set their minds to a task. Dara Happan hoplites are essentially landed knights, and consider themselves nobles. More common soldiers function as homeguards, support troops, or skirmishers. Its closest terrestrial analogs are ancient Egypt and Greece. Recommended adventurers from Dara Happa include former hoplites seeking adventure, former soldiers trying to make their way in the world, or nobles out to see the world.
Other good choices for Dara Happan adventurers include Lokarnos traders or Chalana Arroy healers. When generating a Dara Happan adventurer, substitute Dara Happan for New Pelorian. Many Dara Happans learn New Pelorian as well. Dara Happan warriors favor the use of the spear, with its ancient association with the gods of sky and fire.
Common traits—inflexible, traditional, distant, stubborn, implacable
Male names—Anateus, Anal, Jannisor, Larius, Luxius, Ulvarius, Vemiat
Adventurers from Carmania
This cold land is the former center of the Carmanian Empire, now the Western Reaches of the Lunar Empire. The culture is a caste based feudal culture, dominated by a bizarre mixture of a dualistic form of Malkionism and the Lunar cults. Carmanian travellers can be found nearly anywhere in central Genertela, and a number of Carmanian exiles and settlers have recently arrived in Prax Its closest terrestrial analogs are ancient Persia and Byzantium.
Recommended adventurers from Carmania include members of the Knight and Noble castes, such as soldiers, mercenaries, nobles and sorcerers. Other good choices include Etyries traders, Irrippi Ontor scholars and Chalana Arroy or Deezola healers.
When generating a Carmanian adventurer, substitute Western for New Pelorian, but many Carmanians learn some New Pelorian as well. Their knights favor mounted combat, and they can purchase a warhorse as a possession (1C). They worship a form of the Invisible God alongside the Lunar cults, as well a few older cults, such as Humakt or Zorak Zoran, the worship of which has mostly fallen out of favor. More information on Carmania is provided in the Sorcery chapter.
Common traits—volatile, extreme, dependable, honorable, truthful
Male names—Aronius, Domoran. Dolmedes, Jeha, Kaufir, Mahedres, Syranthir
Female names—Jain, Lanela, Yelena
Other Adventurers from the Lunar Empire
The Pelorian highlands and the outer provinces of the empire are still dominated by worship of the Orlanth pantheon, and are a frequent source of adventurers. These should be generated as Sartarites.
The Lunar Sable Riders of the Hungry Plateau originally came from Prax, and often venture to raid, trade or serve with Lunar forces in distant lands. They should be generated as Praxians.
| LUNAR SOLDIER | Novice | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
Uses either Divine Magic (common) or Sorcery (very rare), If uses Divine Magic, typically worships one of the following deities—Seven Mothers, Yanafal Tamils, Hwarin Dalthippa, or the Reaching Moon. Dara Happans would favor Yelm, Pole Star, Yelmalio and City Gods.
7 choices
| OPTIONAL SKILLS | Cost | Novice | Trained | Skilled | Expert | Master |
|---|---|---|---|---|---|---|
| Dragoon | ||||||
| Ride <Beast> | ½ | 30% | 45% | 60% | 75% | |
| <Beast> Lore | ½ | 45% | 60% | 75% | 90% | |
| Guard | ||||||
| Search | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Officer | ||||||
| Craft/Administrate | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| R/W New Pelorian | 1 | 45% | 60% | 75% | 90% | |
| Scout | ||||||
| Conceal | ½ | 30% | 45% | 60% | 75% | |
| Hide | ½ | 30% | 45% | 60% | 75% | |
| <Terrain> Lore | ½ | 45% | 60% | 75% | 90% | |
| Stealth | 1s | 30% | 45% | 60% | 75% | |
| Track | ½ | 30% | 45% | 60% | 75% | |
| Sergeant | ||||||
| Instruct | 1 | 30% | 45% | 60% | 75% | |
| Intimidate | ½ | 45% | 60% | 75% | 90% | |
| Soldier | ||||||
| Craft/Battle | 1 | 45% | 60% | 75% | 90% | |
| Craft/Fortification | ½ | 45% | 60% | 75% | 90% | |
| Custom/Pel. Military | ½ | 45% | 60% | 75% | 90% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| Other | ||||||
| Custom <Any> | ½vs | 30% | 45% | 60% | 75% | |
| Dodge | 2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | ½v | 30% | 45% | 60% | 75% | |
| Speak Tradetalk | ½ | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1v | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | ½ | 45% | 60% | 75% | 90% |
| LUNAR NOBLE | Trained | Skiled | Expert | Master | |
|---|---|---|---|---|---|
| <Weapon> Attack 1/2v | 45% | 45% | 60% | 75% | |
| <Weapon> Parry 1/2v | 45% | 45% | 60% | 75% | |
| Custom/High Pelor. 1/2 | 60% | 60% | 75% | 90% | |
| Persuade 1/2s | 60% | 60% | 75% | 90% | |
| R/W New Pelorian 1 | 60% | 60% | 75% | 90% | |
| Speak New Pelorian 1 | 75% | 75% | 90% | 100% | |
| Magic | 2 | 2 | 3 | 4 | |
| Wealth | 3 | 3 | 4 | 5 | |
| Renown | 3 | 3 | 4 | 5 |
Uses either Divine Magic (common) or Sorcery (rare). If uses Divine Magic, typically worships one of the following deities—City God (Various), Deezola, Seven Mothers, Yanafal Tamils, or Yelm. Dara Happans would favor Yelm or a City God.
4 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Artiste | ||||||
| Craft/Art | 1 | 45% | 60% | 75% | 90% | |
| Dance/Pelorian | 1/2 | 45% | 60% | 75% | 90% | |
| Play <Instrument> | 1v | 45% | 60% | 75% | 90% | |
| Sing/Pelorian | 1/2 | 45% | 60% | 75% | 90% | |
| Dart Competitor | ||||||
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1v | 45% | 60% | 75% | 90% | |
| Investor | ||||||
| Craft/Administrate | 1 | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Politician | ||||||
| Act | 1 | 45% | 60% | 75% | 90% | |
| Craft/Intrigue | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Savant | ||||||
| <Any> Lore | 1v | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1v | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Ride <Beast> | 1/2 | 30% | 45% | 60% | 75% | |
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1v | 45% | 60% | 75% | 90% |
| LUNAR OFFICIAL | Trained | Skiled | Expert | Master | |
|---|---|---|---|---|---|
| Craft/Administrate 1 | 45% | 60% | 75% | 90% | |
| Custom/Pelorian 1s | 60% | 75% | 90% | 100% | |
| Persuade 1s | 45% | 60% | 75% | 90% | |
| R/W New Pelorian 1 | 45% | 60% | 75% | 90% | |
| Speak New Pelorian 1 | 60% | 75% | 90% | 100% | |
| Magic | 1 | 2 | 3 | 4 | |
| Wealth | 1 | 2 | 3 | 4 | |
| Renown | 1 | 2 | 3 | 4 |
Uses either Divine Magic (common) or sorcery (very rare). If uses Divine Magic, typically worships one of the following deities—City God (Various), Seven Mothers, Irrippi Ontor, or Danfive Xaron. Dara Happans would favor Yelm or Lokarnos.
7 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Bureaucrat | ||||||
| Bribe | 1/2 | 45% | 60% | 75% | 90% | |
| Craft/Intrigue | 1 | 45% | 60% | 75% | 90% | |
| Missionary | ||||||
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Ride <Beast> | 1/2 | 30% | 45% | 60% | 75% | |
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| Spy | ||||||
| Act | 1 | 45% | 60% | 75% | 90% | |
| Craft/Disguise | 1 | 45% | 60% | 75% | 90% | |
| Tax Collector | ||||||
| Intimidate | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| Other | ||||||
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Craft/Torture | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1y | 45% | 60% | 75% | 90% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
| LUNAR SORCERER | Trained | Skiled | Expert | Master | |
|---|---|---|---|---|---|
| Ceremony | 1 | 45% | 60% | 75% | 90% |
| R/W New Pelorian | 1 | 45% | 60% | 75% | 90% |
| R/W Western | ½ | 30% | 45% | 60% | 75% |
| Sorcery Lore | 1 | 45% | 60% | 75% | 90% |
| Magic | 2 | 3 | 4 | 5 | |
| Wealth | 1 | 2 | 3 | 4 | |
| Renown | 1 | 2 | 3 | 4 |
Typically trained in the Western tradition, using primarily sorcery. At a cost of I POW he or she can also become on initiate of a Lunar religion, typically a City God or the Seven Mothers. A sorcerer-initiate gains no free cult or divine magic, but can spend starting POW and/or money to purchase or such spells.
6-1/2 choices
| Optional Skills | Cast | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Demonologist | ||||||
| Sing/Pelorian | 1/2 | 45% | 60% | 75% | 90% | |
| Summon | 2 | 45% | 60% | 75% | 90% | |
| Enchanter | ||||||
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Enchant | 2 | 45% | 60% | 75% | 90% | |
| Magician | ||||||
| Duration | 2 | 45% | 60% | 75% | 90% | |
| Range | 2 | 45% | 60% | 75% | 90% | |
| Multispell | 2 | 45% | 60% | 75% | 90% | |
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1v | 45% | 60% | 75% | 90% | |
| Seer | ||||||
| <Any> Lore | 1v | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1v | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Any> | 1/2v | 30% | 45% | 60% | 75% | |
| Custom/Pelorian | 1s | 60% | 75% | 90% | 100% | |
| Instruct | 1 | 30% | 45% | 60% | 75% | |
| Speak New Pelorian | 1 | 60% | 75% | 90% | 100% | |
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
Lunar Possessions
Basic Gear
Tunic, trews, robe, sandals or boots, underwear, cloak or coat, headgear, belt knife, lamp, flask
Additional Possessions
| Weapons | Choices | Armor | Choices | Magic | Choice | Misc | Choice |
|---|---|---|---|---|---|---|---|
| Scimitar | 1A | Heavy Leather | 1A | Iron sickle | 2B | Peltast's outfit | 1B3 |
| Sickle | 1A | Cuirbouilli | 2A | Iron scimitar | 1C | Legionnaire's outfit | 2B4 |
| Shortsword | 1A | Light scale | 3A | Iron shortsword | 1C | Hoplite's outfit | 1C5 |
| Parrying dagger | 1A | Chain hauberk | 3A | Iron broadsword | 2C | 75 Lunars | 1A6 |
| Greatsword | 1B | Heavy scale | 6A | Iron war spear | 1C | 300 Lunars | 1B6 |
| War Spear | 1A | Chainmail | 2B | Iron closed helm | 2C | 1,200 Lunars | 1C6 |
| Staff and dagger | 1A | Plate | 1C | Iron chainhauberk | 4C | Falcon | 1A |
| Flail | 1A | Small shield | 1A | Smll Iron shiel | 1C | Riding horse | IB |
| Rhompia | 1A | Medium shield | 1A | Medium ironshield | 2C | Business | Varies7 |
| 3 javelins | 1A | Large shield | 2A | Large Iron shiel | 4C | Farmland | Varies7 |
| 6 darts | 1A | Small bronze shield | 2A | 1 point powered crystal | 1C | Investments | Varies7 |
| Self Bow and 20 arrows | 1A | Medium bronze shield | 3A | 4 point dead (MP storage) crystal | 1C | Trade goods | Varies7 |
| Ceremonial Gear | 2A1 | Allowance | 1A/1B/1C8 | ||||
| Enchanting Gear | 1B1 | Slave | 1B/1C/2C9 | ||||
| Summoner's Circle | 1A1 | Contact | 1A/2A/1B/2B10 | ||||
| Shrine | 1C2 | Friend | 2A/1B/2B/1C10 | ||||
| Temple | 2C/4C/8C2 | Ally | 1B/2B/1C/2C10 | ||||
| First Aid Kit | 2A1 | ||||||
| Physician's Kit | 1B1 | ||||||
| Lore Scroll | 2A1 |
Notes
1 These represent fine or exceptional tools that add 5% to the relevant skill. The bonus can be improved—each time you double the cost, it adds 5% more, to a maximum of +20% (at eight times cost). Ceremonial Gear has 4 ENC, civilized Enchanting Gear has 16 ENC, a Summoner's Circle is immobile, a First Aid Kit has I ENC. a Physician's Kit has 4 ENC, and a Lore Scroll has I ENC for an easy Lore, 4 ENC for a medium Lore and 16 ENC (a set of scrolls) for a hard Lore.
2 A shrine (1C) will support an acolyte and has a congregation of 50. A minor temple (2C) will support a priest and has a congregation of 100. A temple (4C) will support a priest and an acolyte, and has a congregation of 200. A major temple (8C) will support a chief priest and a priest and either an additional priest or two acolytes, and has a congregation of 400. An acolyte must contribute 3 days a week of duties to a temple's upkeep, while a priest or chief priest must contribute 5 days a week of duties to a temple's upkeep.
3 A Peltast's outfit consists of an open composite helm, cuirbouilli cuirass, heavy leather skirts and limbs, a peltast (medium) shield, a scimitar, and 3 javelins or 6 darts.
4 A Legionnaire's outfit consists of an open bronze helm, a light scale hauberk, cuirbouilli limbs, a legionnaire (large) shield, a scimitar, a war spear, 2 javelins and an Adventurer's Pack.
5 A Hoplite's outfit consists of a full bronze helm, a heavy scale hauberk, bronze plate limbs, a hoplite (large) shield, a war spear and a shortsword or sickle.
6 These funds can be used to purchase other pieces of starting equipment as well (see Economics).
7 These are examples of businesses. Running a business requires a minimum ability in an appropriate skill: Craft/Appropriate or Bargain for a business, Craft/Farming or Craft/Administrate for farmland, Craft/Administrate for investments, and Evaluate for trade goods. The business yields a certain amount of cash or barter equivalents each season. The more work put into the business, the greater the yield (measured in days of duties spent attending to the business). One can collect a small amount even without putting any work into the business, representing an investment or share in a business run by others. Once a season, make the relevant skill roll. On a critical success, the business doubles in value (a 1C business becomes a 2C business). On a fumble the business' value is halved (a 1C business becomes a 2B business). Depending on one's skill, one can choose to purchase a 2A. 1B, 2B, 1C, 2C, 4C or a 8C business. See the Business Table below for more information.
8 An allowance yields 40 L (1A), 160 L (1B) or 640 L (1C) a year, with no investment of time or any rolls required.
9 A slave is unskilled (1B), trained (1C) or skilled (2B). and will generally obey the letter, though not always the spirit, of their master's orders.
10This represents a useful contact, friend or ally from the Lunar Empire. The costs represent a Trained/Skilled/Expert/Master level contact, friend or ally, who requires no time to maintain (above and beyond those one acquires through socializing). In general, one can call on a contact for assistance with an APPx1 roll, a friend with an APP x3 roll, and an ally with an APP x5 roll. See Socializing in Time and Learning for more details.
PAVIS
Mythology
The founding of the city of Pavis took place within Time, but there are those that claim that there has always been a city on the Plains of Prax. It is known that the city of Pavis was built on the foundations of an earlier city called Robcradle, established by the Jrusteli to loot the giant cradles that came floating down the River of Cradles. The Jrusteli are said to have chosen the site not only for its strategic location, but as they had uncovered ruins and artifacts at the site as well. The exact nature of their discoveries was lost in the giant's destruction of Robcradle.
History
The city of Pavis was founded in Prax in 850 S. T by the hero Pavis, a native of the nearby town of Adari. He had studied under the tutelary dragons of the EWF, and learned the secrets of stone from the dwarf Flintnail. With the knowledge he had acquired, Pavis animated the Faceless Statue of Shadows Dance, and brought it with him to the ruins of Robcradle. With its aid Pavis defeated the nomads and the giant that tried to stop him. He later befriended the nomads by healing their god, Waha.
With Flintnail's aid, Pavis created an immense city from the body of the Faceless Statue, then withdrew into his temple. His daughters took over the day to day management of the city, and the city grew and prospered. It retained some of the former glory of the EWF even after the collapse of the EWF. The prosperity did not last, as the subsequent resurgence in the power of the animal nomads resulted in repeated nomad raids on the city, which reduced much of the city to ruins.
The city's fate was sealed when an army of trolls from Shadows Dance, led by the troll hero Gerak Kag, fought their way across the plains and magically sealed themselves inside the walls of the city. Four hundred years of troll occupation followed, during which the rest of the city was reduced to to rubble. Many of the city's residents were trapped inside, and those that survived the troll occupation did so with the assistance of the city's ancient magics. The period was one of continual struggle between the trolls and the last remnants of the humans, elves and dwarfs. The Pavis cult kept to its rituals, and their intimate knowledge of the city's magics allowed its members to survive in the ruins.
The mysterious event known as the Dragonewt's Dream ended the troll occupation of the Rubble. A phantom procession of dragonewts destroyed the ancient spells the trolls had used to seal off the city. A crude shanty town called the City of Thieves sprang up around a trade post on the nearby Zola Fel River, servicing the fortune seekers and treasure hunters drawn to the newly accessible Rubble. Intrigued by the rumors of the treasures of the Rubble, Dorasar of Sartar came to the city, first to explore, then to settle. In 1550 S. T. he established the small city outside the walls of the Rubble that became known as New Pavis, or Pavis Outside the Walls. The Pavis cult emerged from the basements and cellars of the Rubble and negotiated a settlement with the Sartarites, effectively giving Orlanth dominance over the air, while Pavis retained control of the city and earth. Many of the cult's leaders themselves moved to the new city, though some remained in the Rubble. The zebra riding Pavis Survivors, remnants of the ancient wardens of Pavis, returned to the ruins. The new city continued to expand, and rapidly became a major center for trade.
In 1610 S. T, the forces of the Lunar Empire defeated a massed army of animal nomads and lay New Pavis to siege, which surrendered within a day. The Lunars garrisoned a large number of troops within the walls and began to collect tax and tribute from the citizens and visiting traders, as well as a portion of any treasure recovered by the scholars and adventurers plundering the Rubble. In return they maintain order and provide protection from the raids of the animal nomads.
People
Against the backdrop of the ruins of the magical city of Pavis, now known as the Rubble, has sprung up the all too real city of New Pavis, a frontier town crowded with immigrants pursuing their dreams. Many Sartarites have since followed Dorasar to the walls of the Rubble at the edge of the Wastes. At first they came in search of wealth, later in search of a reprieve from Lunar domination. As a center of trade, it attracts merchants from as far away as the Holy Country and Kralorela. The legendary treasures of the Rubble attract their share of adventures as well. Even the Praxian animal nomads visit Pavis, as out of place there as a Pavis townsman would be in the Wastes. The Lunars are the most recent arrivals in Pavis, and its current overlords. They are doing their best to keep the revolutionary elements in the city pacified.
Pavis is a microcosm of Dragon Pass, a melting pot of diverse cultures. Out of this, the residents of Pavis and the Rubble have developed a society of their own. A city of survivors, the traits most respected by them are those of resourcefulness and pragmatism. Those who arrive in Pavis, whether by choice or exile, soon realize that theirs will be a grim and dangerous existence. However, to most, the chance for great reward seems worth the risks, and adventurers continue to be drawn to the city like flies. The city of New Pavis was constructed with debris from the ancient remains of the Rubble. The new city was built against the ancient walls of the Rubble, and itself protected by a defensive wall. Inside the wall, stone and adobe buildings make up the city proper. Spacious temples and rich manors overlook overcrowded markets and shabby tenements. Outside the wall, a collection of shacks and tents form the shanty town called Thieves Town. Within the ancient walls of Pavis lies the ruins most outsiders call the Rubble. The ruins are haunted by ghosts and creatures of chaos, and inhabited by mutually hostile factions of humans and Elder Races, making the Rubble a very dangerous place.
Adventurers from Pavis
Adventurers from Pavis may be of Pavic or Sartarite descent. Recommended adventurers of Sartarite descent include Sartarite warriors, crafters, thieves and entertainers, either natives of New Pavis or long term residents (use Pavic crafter or thief to generate one of Sartarite descent as well, substituting Sartarite for Old Pavic. though Sartarite residents often learn Old Pavic as well). Recommended adventurers of Pavic descent include Pavic crafters and thieves, natives of New Pavis or the Rubble who often dabble in adventuring. Crafter adventurers may include alchemists, mechanicians, engineers, masons, armorers or the Rubble Trackers of the Flintnail cult. Pavis was a crafter, and many Pavis crafters seek to emulate his example by trying to restore the cities former glories. The skills taught by the thieves rings of Pavis are among those most useful to adventurers.
Other recommended adventurers include the Sun Dome Templars, who have a small temple in Pavis, and are a ready source of adventurers (generated as Lunar hoplite or noble, but substituting Old Pavic for New Pelorian).
Other good choices include natives or long term residents such as Lhankor Mhy scholars, Issaries traders or Chalana Arroy healers, who may be natives of Pavic or Sartarite stock, or long term residents from Sartar or the Holy Country.
Common traits—cautious, cunning, pragmatic, resourceful
Male names—Alebard, Dolan, Dorasor, Jorasor, Kirth, Robasart
Female names—Carrowin, Dora, Erril, Rivkin
Other Adventurers in Pavis
The Rubble is famous, and attracts adventurers of many persuasions. Lunar adventurers may be drawn from the Lunar military units stationed in Sartar, or from the recent influx of Lunar officials, Carmanian settlers, or the occasional visiting or exiled noble. Praxian adventurers may include the Lunar Sable Riders who arrived with the occupying forces, or Praxian nomads exiled from their tribe for breaking a taboo, who are forced to live in Pavis if they wish to remain on the plains of Prax and not join an outlaw band, as no other tribe will accept them and the inhospitability of the Wastes will not allow a lone individual to survive for long.
Other good choices for adventurers include the Lhankor Mhy or Irrippi Ontor scholars drawn to Pavis to study the mysteries of the Rubble, visiting nobles or entertainers, Issaries or Etyries traders, Sartarite refugees, and Deezola or Chalana Arroy healers. The Rubble has nonhuman inhabitants as well, such as the trolls of the Troll Stronglands and the elves of the Garden, and many human or troll Argan Argar merchants visit Pavis and nearby Adari to trade.
| PAVIC CRAFTER | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Craft <Substance> | 1/2 | 30% | 45% | 60% | 75% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
Uses Divine Magic. Typically worships Pavis or Flintnail.
8-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Artisan | ||||||
| Craft/Art | 1 | 45% | 60% | 75% | 90% | |
| <Substance> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Guildsman | ||||||
| Custom/Pavis Guild | 1/2 | 45% | 60% | 75% | 90% | |
| Instruct | 1 | 30% | 45% | 60% | 75% | |
| Shopkeeper | ||||||
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Craft/Administrate | 1 | 45% | 60% | 75% | 90% | |
| R/W Old Pavic | 1 | 45% | 60% | 75% | 90% | |
| Mechanician | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Trap | 1s | 45% | 60% | 75% | 90% | |
| Other | ||||||
| City Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Custom/Pavic | 1s | 60% | 75% | 90% | 100% | |
| New Pavis Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Sing/Pavic | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1/2v | 30% | 45% | 60% | 75% | |
| Speak Old Pavic | 1 | 60% | 75% | 90% | 100% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
| PAVIC THIEF | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| City Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Custom/Low Pavic | 1/2 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 0 | 1 | 2 | 3 | ||
| Renown | 1 | 2 | 3 | 4 |
Uses Divine Magic. Typically worships Black Fang, Lanbril or Pavis.
9 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Adventurer | ||||||
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Rubble Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Assassin | ||||||
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Poison Lore | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1 | 45% | 60% | 75% | 90% | |
| Beggar | ||||||
| Beg | 1/2 | 45% | 60% | 75% | 90% | |
| Con Man | ||||||
| Act | 1 | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Cut-purse | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Pickpocket | 1/2 | 45% | 60% | 75% | 90% | |
| Fence | ||||||
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1/2v | 30% | 45% | 60% | 75% | |
| Mechanic | ||||||
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Trap | 1s | 45% | 60% | 75% | 90% | |
| Second Story Man | ||||||
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Acrobatics | 1s | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| <Appropriate> Lore | 1v | 45% | 45% | 75% | 90% | |
| Stealth | 2s | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1/2v | 30% | 45% | 60% | 75% | |
| Speak Thieves Argot | 1/2 | 45% | 60% | 75% | 90% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| If an initiate: | ? | |||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
Pavic Possessions
Basic Gear
Tunic, pants, kilt, sandals, cloak, headgear, money belt, belt knife, tinderbox, lamp, flask, torches
Additional Possessions
| Weapons | Choices | Armor | Choices | Magic | Choices | Miscellaneous | Choices |
|---|---|---|---|---|---|---|---|
| Shortsword | 1A | Heavy Leather | 1A | Iron dagger | 1C | 75 Guilders | 1A3 |
| Parrying dagger | 1A | Studded Leather | 1A1 | Iron broadsword | 2C | 300 Guilders | 1B1 |
| 2 daggers | 1A | Cuirbouilli | 2A | Iron bastard sword | 3C | 1,200 Guilders | 1C3 |
| Broadsword | 1A | Light scale | 3A | Iron open helm | 2C | Adventurer's Pack | 1A4 |
| Bastard Sword | 3A | Chain hauberk | 3A | Iron light scale hauberk | 2C | Fighting Dog | 1A |
| Greatsword | IB | Heavy scale | 6A | Iron heavy scale hauberk | 4C | Mule | IB |
| War Spear | 1A | Chainmail | 2B | Small iron shield | 1C | Riding zebra | IB |
| Staff and dagger | 1A | Plate | 1C | Medium iron shield | 2C | Business | Varies5 |
| Warhammer | 1A | Small shield | 1A | 1 point powered crystal | 1C | Investments | Varies5 |
| Greathammer | 2A | Medium shield | 1A | 4 point dead (MP storage) crystal | 1C | Trade goods | Varies5 |
| Battleaxe | 1A | Small bronze shield | 2A | 1 point battle magic spell matrix | 1C | Treasure map | 1A/1B/1C |
| Greataxe | 2A | Shrine | 1C2 | Contact | 1A/2A/1B/2B7 | ||
| Maul | 1A | Temple | 2C/4C/8C2 | Friend | 2A/1B/2B/1C7 | ||
| Throwing knife | 1A | Ally | 1B/2B/1C/2C7 | ||||
| Med. crossbow | 2A | First Aid Kit | 1A8 | ||||
| Heavy crossbow | IB | Physician's Kit | 1B8 | ||||
| Lockpicks | 2A8 | ||||||
| Lore Scroll | 2A8 |
Notes
1 Studded leather is the equivalent of heavy leather, but appears identical to a form of light and heavy scale armor popular in Pavis.
2 A shrine (1C) will support an acolyte and has a congregation of 50. A minor temple (2C) will support a priest and has a congregation of 100. A temple (4C) will support a priest and an acolyte, and has a congregation of 200. A major temple (8C) will support a chief priest and a priest and either an additional priest or two acolytes, and has a congregation of 400. An acolyte must contribute 3 days a week of duties to a temple's upkeep, while a priest or chief priest must contribute 5 days a week of duties to a temple's upkeep.
3 These funds can be used to purchase other pieces of starting equipment as well (see Economics).
4 A Pavic adventurer's pack contains twice the gear of a regular adventurer's pack, and includes 30 m of rope and a grapple.
5 These are examples of businesses. Running a business requires a minimum ability in an appropriate skill: Craft/Appropriate or Bargain for a business, Craft/Administrate for investments, and Evaluate for trade goods. The business yields a certain amount of cash or barter equivalents each season. The more work put into the business, the greater the yield (measured in days of duties spent attending to the business). One can collect a small amount even without putting any work into the business, representing an investment or share in a business run by others. Once a season, make the relevant skill roll. On a critical success, the business doubles in value (a 1C business becomes a 2C business). On a fumble, the business' value is halved (a 1C business becomes a 2B business). Depending on one's skill, one can choose to purchase a 2A, 1B, 2B, 1C, 2C, 4C or a 8C business. See the Business Table below for more information.
6 A treasure map can be used once. If its owner succeeds in a POW x1 roll, it yields 375 L (1A), 1,500 L (1B), or 6,000 L (1C). If the roll fails, the map turns out to be worthless. The gamemaster may wish to instead run this as an adventure.
7 This represents a useful contact, friend or ally from Pavis. The costs represent a Trained/Skilled/Expert/Master level contact, friend or ally, who requires no time to maintain (above and beyond those one acquires through socializing). In general, one can call on a contact for assistance with an APP xl roll, a friend with an APP x3 roll, and an ally with an APP x5 roll. See Socializing in Time and Learning for more details.
8 These represent fine or exceptional tools that add 5% to the relevant skill. The bonus can be improved—each time you double the cost, it adds 5% more, to a maximum of +20% (at eight times cost). A First Aid Kit has I ENC. a Physician's Kit has 4 ENC, Lockpicks have 0 ENC, and a Lore Scroll has I ENC for an easy Lore, 4 ENC for a medium Lore and 16 ENC (a set of scrolls) for a hard Lore.
Business Table
| Amount made in cash or barter each season working | |||||
|---|---|---|---|---|---|
| Value | Minimum skill to own | 0 days a week | 1 day a week | 3 days a week | 5 days a week |
| 2A | 15% | 15 L | 30 L | 45 L | 60 L |
| IB | 30% | 30 L | 60 L | 90L | 120 L |
| 2B | 45% | 60 L | 120 L | 180 L | 240 L |
| 1C | 60% | 120 L | 240 L | 360 L | 480 L |
| 2C | 75% | 240 L | 480 L | 720 L | 960 L |
| 4C | 90% | 480 L | 960 L | 1,440 L | 1,920L |
| 8C | 100% | 960 L | 1,920L | 2,880 L | 3. 840 L |
PRAX
Mythology
Before the Chaos Wars this place was different. It was a lush and wonderful land where no one was hungry, no one feared to lose their possessions, no slavers or carnivores roamed, and not even children had nightmares. Genert ruled the land in peace. He was a kind god who had never learned the arts of war, for his way was not that of conflict. He gave to others whatever they asked for. Chaos changed everything, and what it did not change it destroyed. Genert was slain by chaos, and the Gardens of Genert turned into the Wastes and the Krjalki Bog. Nearly all of Genert's followers were destroyed or crippled by chaos. Only those who fled in shame survived.
Everything would have died then, or become something worse than death, except for the might and courage of Storm Bull, Savior of the Universe. He alone stood to fight against the evil surrounding him on all sides. The nomad's ancestors cowered within his cloak and saw what happened then. Storm Bull reached into his heart took from it the Great Rock, and with it crushed the head of the Devil, and smashed its bones, and pulped its flesh and organs. From its remains crawled the Thirteen Great Monsters, then the ten thousand broos, and finally the Eight Human Races which fled in fear from this land, and inhabit the regions around the edges of our world. When he saw these new evils Storm Bull leapt into the sky, and set the sun and stars back into their places, and drew Little Brother and his six companions from the Dark Place to set them to their work. Storm Bull continues his battle against chaos to this very day.
Waha the Butcher, son of Storm Bull the Chaos Killer and Eiritha, Mother of Herds is the Founder of the animal nomads. In the Greater Darkness, Waha went into the Dark Place and freed the Herd Mothers from their place of imprisonment. He held the Contest of Food which separated men from beasts, and allowed the starving people of the Plains to survive.
History
The history of Prax is a repeated story of wild plunderers who raid, then vanish back into the Wastes, and of unsuccessful colonization attempts by border nations.
The nomads have an instinctive love for their bleak home that is difficult for an outsider to comprehend. Wherever they raid, they always seem called back again to the harsh life of Prax and the Wastelands. This passion for their homeland cannot be verbalized by the animal nomads, who do not even have a word for it. But it runs through their veins like fire. Thus, the Sable people that settled in Peloria chose the grim Hungry Plateau to dwell in—the closest facsimile of the Wastelands they could find. Some of the attempts by outsiders to colonize Prax have met with more success than others. The city of Pavis was founded in 850 S. T, upon older ruins by the hero Pavis, and flourished for a time before it too was reduced to rubble. The Sun Dome Templars of Sun Country in Prax have managed to keep their lands intact, despite the hostility of the Wastes. The frontier town of New Pavis, originally build outside the walls of the Pavis Rubble by Sartarites seeking refuge from the expanding Lunar Empire to the north has since become a center of trade, and an informal meeting place for all the peoples of the land. The most recent outsiders in Prax are the forces of the Lunar Empire, who were savagely defeated after an initial incursion in 1608 S. T. , but then defeated massed nomad forces at the Battle of Moonbroth in 1610 S. T. and occupied Pavis. They have since brought in settlers, notably Carmanians from the Western Reaches of the Lunar Empire, and founded the port of Corflu to the south.
People
The nomads are fiercely conservative, and since most of them were born and raised in the Wastes, even the bleak vegetation of Prax, such as the Paps' scraggly orchard and few dozen acres of holygrain, seem decadent luxuries and temptations. The world outside is seen as a land of decadence, only good for robbing.
All the Five Great Tribes, and most of the lesser ones, follow the way of Waha, god of chieftains. Tribesmen worship Waha himself, while women worship Eiritha, the Herd Mother. Another popular god is the Storm Bull, and nowhere else is he as important. Shamans are widespread for there are many homeless spirits roaming the plains, remnants of Godtime and vestiges of other days. The shamans have learned to contact these spirits and harness their waning power.
The nomads believe Prax to be their holy land, and most clans make periodic pilgrimages to the Paps, the holy of holies of Prax, or the Block, where Storm Bull slew the Devil. In general, the nomads follow the migrations of their tribal animal, which they both ride and eat. Though all the nomads eat their own herd animals, their own tribe's animals represent wealth as well as food, and they prefer to eat animals stolen from other tribes. Raiding is so common that a young warrior cannot marry unless he presents a bride-price in the form of a captured beast. A man cannot stand among his clan's Elders until he has captured a herd beast from each other Great Tribe. The mark of a great warrior is the possession of many foreign beasts. The women of the tribes own most of the tribes wealth, as they do not raid, rather tend the herds of their own tribe's animals with great skill, so that they grow and prosper. Each tribe is divided into many clans, which are further divided into septs. These clans often meet and trade, and intermarriage is the norm. The Five Great Tribes of Prax include the Bison, High Llama, Sable, and the Impala. The other Great Tribe of Prax is that of the Morokanth, inhuman tapir like creatures that herd men. They are uniformly despised by the human inhabitants of Prax. The lesser tribes of Prax are the Rhino, Unicorn and Zebra tribes. A number of minor tribes exist as well, some of which hunt animals instead of herding. Praxian culture resembles that of the American Plains Indians in some ways, though not in others.
Adventurers from Prax
Recommended adventurer professions among the animal nomads of Prax include warrior, tender, and shaman (see General Professions). The Bison tribe, whose clans have thousands of members, is a good source of adventurers. Some well known Bison clans include the Antharan, Flower Bison and Skullbat clans. The Sable and High Llama tribes often yield adventurers as well.
The Pol Joni tribe are a nation of horse riders that herd cows. They are despised by the animal nomads for their horses and worship of outside gods, but have proven their place upon the Plains of Prax through their skill in warfare. They are now grudgingly accepted, and as they unique among the tribes in having an adoption ritual that allow anyone that passes their test to join, the tribe allows animal nomads that have been outlawed from their own tribe one last chance at a normal life on the plains of Prax. Should they fail the test, they have few choices—death through slow starvation, a miserable existence in the crowded warrens of the city of Pavis, or joining an outlaw band of Gagarth worshippers, who survive by raiding others on the Plains.
The Zebra tribe, though a minor tribe, is a good source of adventurers. Its members have close ties with the city of Pavis, and are more civilized than most of the other tribes, with members often worshipping more civilized gods, such as Pavis. Issaries. Humakt and Orlanth. Zebra traders (see Merchant in General Professions) are almost as well known as their warriors.
Common traits—Proud, honest, traditional, conservative, vengeful
Male names—Kost, Makasta, Morwaha, Roneer, Varkan. Wahagrim, Yazurkial
Female names—Deratha, Erajia, Neyliss
Other Adventurers from Prax
There are other residents of Prax and the Wastes, though the animal nomads are by far dominant. Some of these, such as the Oasis Peoples, starving dirt farmers, are less likely to produce adventurers. Others are more likely to do so. These include the Sartarite settlers in the area of Pavis (such as those in Garhound), for which the Sartar professions can be used; the residents of Pavis, Adan, and the surrounding cultivated regions, including the Sun Dome Templars of Sun County in Prax (generated as a Lunar soldier or noble, substituting Old Pavic for New Pelorian). A number of independent shamans exist as well, each following their own tradition or spirit cult.
Other Adventurers in Prax
The forces of the Lunar Empire are recent arrivals in Prax. The Lunar occupiers of Pavis and Corflu. Lunar soldier or officials, can serve as a source of adventurers, as can the Carmanian and other Lunar settlers recently arrived in Prax
| PRAXIAN WARRIOR | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Craft/Butchery | 1/2 | 45% | 60% | 75% | 90% | |
| Desert Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Ride<Beast> | 1 | 45% | 60% | 75% | 90% | |
| <Beast>Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
Use Divine Magic (common) or Spirit Magic (rare). If uses Divine Magic worships Waha or Storm Bull. Pol Joni and Zebra tribesmen worship Orlanth and Humakt as well. Outlaws tend to worship Gagarth. Only men become warriors.
6 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Berserk <Weapon> Attack | 2V | 60% | 75% | 90% | 100% | |
| Chieftain | ||||||
| Custom/Praxian | 1s | 60% | 75% | 90% | 100% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| R/W Praxian | 1/2 | 45% | 60% | 75% | 90% | |
| Speak Praxian | 1 | 60% | 75% | 90% | 100% | |
| Herder | ||||||
| Animal Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Raider | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Stealth | 1s | 30% | 45% | 60% | 75% | |
| Track | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Craft/Battle | 1 | 30% | 45% | 60% | 75% | |
| Dodge | 2 | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| Prax Lore | 1/2 | 45% | 60% | 75% | 90% | |
| If Pol Joni or Zebra tribesmen: | ||||||
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
| PRAXIAN TENDER | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Animal Lore | 1 | 45% | 60% | 75% | 90% | |
| Craft/Cooking | ½ | 45% | 60% | 75% | 90% | |
| Desert Lore | ½ | 45% | 60% | 75% | 90% | |
| Ride<Beast> | 1 | 45% | 60% | 75% | 90% | |
| First Aid | ½ | 45% | 60% | 75% | 90% | |
| Plant Lore | 1 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
Use Divine Magic (common) or Spirit Magic (rare). If uses Divine Magic worships Eiritha or Ernalda. Only women become tenders.
6-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Animal tender | ||||||
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Track | 1 | 45% | 60% | 75% | 90% | |
| Crafter | ||||||
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Healer | ||||||
| Craft/Midwife | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Physician | 2s | 45% | 60% | 75% | 90% | |
| Herdmother | ||||||
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Orate | Is | 45% | 60% | 75% | 90% | |
| Persuade | Is | 45% | 60% | 75% | 90% | |
| R/W Praxian | 1/2 | 45% | 60% | 75% | 90% | |
| Speak Praxian | 1 | 60% | 75% | 90% | 100% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| Singer | ||||||
| Ceremony | 1 | 45% | 60% | 75% | 90% | |
| Dance/Praxian | 1/2 | 45% | 60% | 75% | 90% | |
| Sing/Praxian | 1/2 | 45% | 60% | 75% | 90% | |
| Teacher | ||||||
| Custom/Praxian | 1s | 60% | 75% | 90% | 100% | |
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| <Any> Lore | 1v | 45% | 60% | 75% | 90% | |
| If Pol Joni or Zebra tribesmen: | ||||||
| Speak <Language> | 1v | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
Praxian Possessions
Basic Gear
Leather jerkin, leather trews, loincloth, headgear, moccasins, skin poncho, belt knife, fire making gear, saddle pad, waterskin
Men also start with a skinning knife and a man's tent, women with cooking and camping gear.
Additional Possessions
| Weapons | Choices | Armor | Choices | Magic | Choices | Miscellaneous | Choices |
|---|---|---|---|---|---|---|---|
| Lance | 1A | Heavy Leather | 1A | Rhino Fat | 1A | Nomad Saddle | 2A3 |
| War Spear | 1A | Cuirbouilli | 2A | 4/8/12 point dead (MP storage) crystal | 1C/2C/4C | Butchering Gear | 1A3 |
| 2 Daggers | 1A | Cuirbouilli with bone | 3A1 | 1/2/4 point battle magic spell matrix | 2B/1C/2C | Woman's Tent | 1A3 |
| Shortsword | 1A | breastplate and helmet | 1B2 | 1/2/4 point Spirit Trap | 2B/1C/2C | First Aid Kit | 2A3 |
| Broadsword | 2A | Rhino hide armor | 2B | 1 point fixed Truestone | 2C | Physician's Bag | 1B3 |
| Bastard Sword | IB | Chain hauberk, cuirbouilli | 1A | Iron dagger | 2C | Bison | 2A |
| Scimitar | 2A | limbs, open helm | 1A | Iron broadsword | 3C | War Bison | 2B4 |
| Handaxe | 1A | Small hide shield | 1A | Iron bastard sword | 4C | High Llama | 3A |
| Battleaxe | 2A | Medium hide shield | 1A | Iron light scale hauberk | 4C | War Llama | 3B4 |
| Mace | 1A | Large hide shield | 2A | Iron open helm | 3C | Sable | 2A |
| 6 Darts | 1A | Ceremonial Gear | 2A3 | War Sable | 2B4 | ||
| 3 javelins | 1A | Enchanting Gear | 1B3 | Zebra | IB | ||
| Nomad bow | 2A | Summoning Gear | 1B3 | War Zebra | 1C4 | ||
| Impala | 1A | ||||||
| War Impala | 1B4 | ||||||
| Rhino | 2C | ||||||
| War Rhino | 4C | ||||||
| Herd | Varies5 | ||||||
| Contact | 1A/2A/1B/2B6 | ||||||
| Friend | 2A/1B/2B/1C6 | ||||||
| Ally | 1B/2B/1C/2C6 |
Notes
1 A bone breastplate is the equivalent of a light scale cuirass, a bone helmet the equivalent of an open composite helm. Both have 4 AP and an ENC of 2. 5. With cuirbouilli limbs and skirts, the outfit has an ENC of 11.
2 Rhino hide armor is a from of cuirbouilli made of rhino hide, and has 4 AP and an ENC of 16 for the full suit
3 These represent fine or exceptional tools or gear that add 5% to the relevant skill. The bonus can be improved—each time you double the cost, it adds 5% more, to a maximum of +20% (at eight times cost). Ceremonial, Enchanting and Summoning Gear each have 4 ENC, a Nomad Saddle has 4 ENC, Butchering Gear has I ENC, a Woman's Tent (generally influences Craft/Cooking) has 16 ENC, a first Aid Kit has I ENC, and a Physician's Kit his 4 ENC. A nomad saddle is a symbol of prestige among the male animal nomads of Prax The more expensive the saddle, the more elaborate and decorative it is, and the higher its owner's apparent status. A chieftain would have the most expensive kind (4C). A woman's tent is a symbol of prestige among the female animal nomads of Prax. The more expensive the tent, the larger it is, the more elaborate its interior and contents, and the higher its owner's apparent status.
4 A war beast has superior characteristics (see Economics for details).
5 A herd yields a certain amount of barter equivalents each season. The more work put into caring for the herd, the greater the yield (measured in days of duties spent attending to the herd). Once a season, make a Craft/Herding roll. On a critical success, the herd doubles in value (a 1C herd becomes a 2C herd). On a fumble, the herd's value is halved (a 1C herd becomes a 2B herd). Depending on one's Craft/Herding skill, one can choose to purchase a 2A, 1B, 2B, 1C, 2C, 4C or a 8C herd. See the Herd Table below for more information.
6 This represents a useful contact, friend or ally from Prax. The costs represent a Trained/Skilled/Expert/Master level contact, friend or ally, who requires no time to maintain (above and beyond those one acquires through socializing). In general, one can call on a contact for assistance with an APP x I roll, a friend with an APP x3 roll, and an ally with an APP x5 roll. See Socializing in Time and Learning for more details.
Herd Table
| Amount made in cash or barter each season working | |||||
|---|---|---|---|---|---|
| Value | Minimum skill to own | 0 days a week | 1 day a week | 3 days a week | 5 days a week |
| 2A | 15% | 15 L | 30 L | 45 L | 60 L |
| IB | 30% | 30 L | 60 L | 90L | 120 L |
| 2B | 45% | 60 L | 120 L | 180 L | 240 L |
| 1C | 60% | 120 L | 240 L | 360 L | 480 L |
| 2C | 75% | 240 L | 480 L | 720 L | 960 L |
| 4C | 90% | 480 L | 960 L | 1,440 L | 1,920L |
| 8C | 100% | 960 L | 1,920L | 2,880 L | 3. 840 L |
GENERAL PROFESSIONS
The following professions are provided for use by the gamemaster as non-player characters, or for players that wish to generate Gloranthan adventurers of professions other than those recommended and described in fuller detail in the region of Dragon Pass (Sartar, Lunar Empire, Pavis, Prax). Other common adventurer professions include healer, scholar, and merchant.
In addition, they can be used to generate adventurers or non-player characters from other cultures entirely.
Genertelan Cultures and Magic
Civilized Cultures
Arolanit (Sorcery/Atheists)
Black Horse County (Sorcery/Atheists & Arkat) Malkioni)
Sog City (Sorcery/Atheists & Malkioni, Divine Magic/Orlanth & Merman)
Carmania (Sorcery/Malkioni, Divine Magic/Lunar & Orlanth)
Dara Happa (Divine Magic/Yelm, Lunar & Orlanth)
Esrolia (Divine Magic/earth dominated Orlanth)
God Forgot (Sorcery/Atheists)
Janube (Divine Magic/Lunar, Orlanth, Uleria, & Yelm, Sorcery/Malkioni)
Kingdom of War (Divine Magic/all war and death gods)
Kralorela (Sorcery/Kralori, Divine magic/Kralori & Yelm, Dragon Magic)
Loskalm (Sorcery/Hrestoli Malkioni)
Pavis (Divine Magic/Pavis, Orlanth, Lunar, Elf & Troll, Spirit Magic)
Peloria (Divine Magic/Lunar, Yelm & Orlanth, Lunar Magic, Sorcery)
Safelster (Sorcery/Malkioni, Divine Magic/Orlanth)
Seshnela (Sorcery/Rokari Malkioni)
Teshnos (Divine Magic/variant Yelm)
Barbarian Cultures
Barbarian Belt (Divine Magic (Orlanth))
Caladraland (Divine Magic/earth dominated Orlanth and Yelm)
Dagori Inkarth (Divine Magic/Troll, Spirit Magic)
The Islands (Divine Magic/Merman)
Heortland (Divine Magic/Orlanth)
Jonatela (Divine Magic/Orlanth, Sorcery/Malkioni, Spirit Magic)
Kingdom of Ignorance (Divine Magic/Troll, Yelm. & Kralori, Sorcery/Kralori,
Spirit Magic, Dragon Magic)
Ramalia (Divine Magic/Hsunchen, Spirit Magic, Sorcery)
Sartar (Divine Magic/Orlanth, Spirit Magic)
Shadowlands (Divine Magic/Troll, Spirit Magic)
Shadows Dance (Divine Magic/Troll & Elf. Spirit Magic)
Stinking Forest (Divine Magic/Elf & Tusker)
Sun Dome County (Divine Magic/Yelm)
Tarsh (Divine Magic/Lunar & Orlanth)
Nomad Cultures
Char-Un (Divine Magic/Lunar & Yelm, Spirit Magic)
Grazelands (Divine Magic/variant Yelm & Orlanth)
Pent (Divine Magic/Yelm & Orlanth, Spirit Magic)
Prax (Divine Magic/Praxian, Spirit Magic)
Tastolar (Divine Magic/Hsunchen, Spirit Magic)
The Wastes (Divine Magic/Praxian, Spirit Magic)
Primitive Cultures
Eol (Spirit Magic)
Rathorela (Divine Magic/Hsunchen, Spirit Magic)
Shan Shan (Spirit Magic. Divine Magic/Hsunchen)
Cultures in bold type are those recommended for play in the Dragon Pass region. Some of these are briefly described in the Introduction. The cultures of the Barbarian Belt, Carmania, Dara Happa, Heortland, Pavis, Peloria, Prax, Sartar, Tarsh, and the Wastes, or closer analogs, are described in detail in the preceding sections of this chapter.
The information in parentheses describes the forms of magic used in the culture, in relative order of dominance. The pantheons worshiped by users of Divine Magic are listed, as are the schools of sorcery studied by users of Sorcery.
Pantheons or forms of magic not described in this book are italicized. The Hsunchen, Kralori, and Merman pantheons are described in Gods of Glorantha, the Tusker pantheon is described in Elder Secrets of Glorantha, the variant Yelm pantheon of the Grazers is described in King of Sartar, and the variant Yelm pantheon of Teshnos in described in Genertela: Crucible of the Hero Wars.
Professions
Civilized Professions
Crafter (Alchemist, Armorer, Baker, Brewer. Blacksmith. Butcher. Carpenter, Cook, Cooper, Goldsmith, Herbalist, Jeweler, Joiner, Leatherworker, Mason, Potter, Redsmith, Silversmith, Tailor, Weaver)
Entertainer (Acrobat, Actor, Animal Trainer, Dancer, Fool, Juggler, Magician, Minstrel, Musician, Poet, Singer)
Farmer (Wheatgrower, Ricegrower, Corngrower, Herbgrower, Spicegrower)
Fisher (Boatfisher, Seafisher. Linefisher, Netfisher. Penfisher)
Healer (Herbalist, Healer, Midwife, Nurse, Doctor)
Herder (Animal Tamer, Herder, Butcher)
Merchant (Merchant, Trader)
Missionary (Priest, Seven Mothers Missionary, Teelo Norri Missionary)
Noble (Knight, Baron, Chieftain, Count, Duke, King, Satrap)
Official (Accountant, Bureaucrat, Clerk, Functionary, Judge, Priest)
Sailor (Marine, Merchant Marine, Pirate, Sailor)
Scholar (Alchemist, Engineer. Free Sage, Priest, Researcher, Scribe, Teacher)
Sorcerer (Apprentice, Journeyman, Adept, Magus, Priest)
Thief (Assassin, Bandit, Burglar, Cut-purse, Forger, Gambler, Henchman,Mugger, Pimp, Pitchman. Second Story Man)
Warrior (Bodyguard, Dart Competitor, Dragoon, Foot Warrior, Guard, Knight, Mercenary, Mounted Warrior, Soldier)
Barbarian Professions
Crafter (Armorer, Baker, Brewer. Blacksmith, Butcher, Carpenter, Cooper, Herbalist, Joiner, Leatherworker, Mason, Potter, Tailor, Weaver)
Entertainer (Bard. Dancer. Fool, Skald, Tumbler)
Farmer (Wheatgrower. Ricegrower, Corn grower)
Fisher (Boatfisher, Linefisher, Netfisher, Penfisher)
Healer (Herbalist, Healer, Midwife, Nurse, Doctor)
Herder (Animal Tamer. Shepherd, Goatherd. Herder, Butcher)
Hunter (Hunter, Scout, Trapper)
Merchant (Innkeeper, Merchant, Trader)
Noble (Chieftain, King. Lawspeaker, Priest)
Scholar (Free Sage, Speaker. Wise One, Priest)
Shaman (Assistant Shaman, Healer, Shaman, Spirit Chaser, Spirit Talker)
Thief (Bandit, Trickster)
Warrior (Berserk. Champion, Foot Warrior, Guard, Mercenary, Mounted Warrior, Thane)
Nomad Professions
Crafter (Woodcarver, Basketweaver, Bonecarver, Leatherworker, Stonecarver, Weaver)
Herder (Beastherder, Horseherder, Cattleherder, Tender, Butcher)
Hunter (Hunter, Scout)
Merchant (Barterer, Trader, Grazer Trader, Zebra Trader)
Noble (Chieftain. Khan. Leader)
Shaman (Assistant Shaman, Healer, Shaman, Spirit Chaser, Spirit Talker)
Warrior (Foot Warrior, Guard, Mounted Warrior, Warleader)
Primitive Professions
Crafter (Woodworker. Basketweaver, Boneworker, Leatherworker, Stoneworker)
Fisher/Gatherer (Gatherer, Clamdigger, Netfisher, Spearfisher)
Hunter (Hunter, Stalker, Trapper)
Shaman (Assistant Shaman, Healer, Shaman)
Professions in bold type are recommended adventurer professions.
| CRAFTER | Cast | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Craft <Substance> | 1/2 | 30% | 45% | 60% | 75% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
9-1/2 choices
| Optional Skills | Cast | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Alchemist | ||||||
| Craft <Potion> | 2 | 45% | 60% | 75% | 90% | |
| Alchemy Lore | 1 | 45% | 60% | 75% | 90% | |
| Armorer | ||||||
| <Metal> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Guildmember | ||||||
| Custom <Guild> | 1/2 | 45% | 60% | 75% | 90% | |
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| Mechanician | ||||||
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Trap | 1s | 45% | 60% | 75% | 90% | |
| Shopkeeper | ||||||
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Custom <Own> | 1s | 60% | 75% | 90% | 100% | |
| <Substance> Lore | 1 | 45% | 60% | 75% | 90% | |
| Sing <Own> | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 45% | 60% | 75% | 90% |
Crafters make items or offer services for barter and sate. Primitive and nomad crafters typically work leather, bone, wood, stone or weave, white barbarian or civilized crafters have a wider range of crafts.
| DEVOTEE | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Ceremony/Divine | 1 | 45% | 60% | 75% | 90% | |
| <Cult> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Own Lang. > | 1 | 60% | 75% | 90% | 100% | |
| Magic | 2 | 3 | 4 | 5 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
6-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Enchanter | ||||||
| Craft <Substance> | 1/2 | 30% | 45% | 60% | 75% | |
| Enchant/Divine | 2 | 45% | 60% | 75% | 90% | |
| Missionary | ||||||
| Custom <Any> | 1/2VS | 30% | 45% | 60% | 75% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1V | 45% | 60% | 75% | 90% | |
| Speaker | ||||||
| Custom <0wn> | 1s | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Summoner | ||||||
| Magic Lore | 2 | 45% | 60% | 75% | 90% | |
| Summon/Divine | 2 | 45% | 60% | 75% | 90% | |
| Teacher | ||||||
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| <Any> Lore | 1v | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1v | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| Sing <Own> | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% |
Devotees devote themselves to the service of a god or pantheon of gods. They perform tasks for their cult or cults, such as caring for temples, teaching, collecting tithes, praying and performing rituals and ceremonies.
| ENTERTAINER/THIEF | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Custom <Own> | 1s | 45% | 60% | 75% | 90% | |
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
10 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Acrobat | ||||||
| Acrobatics | 1 | 45% | 60% | 75% | 90% | |
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Actor | ||||||
| Act | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Courtesan | ||||||
| Craft/Courtesan | I | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1VS | 45% | 60% | 75% | 90% | |
| Cut-purse/Magician | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Sleight | 1 | 45% | 60% | 75% | 90% | |
| Dancer | ||||||
| Dance <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| Fence | ||||||
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Mechanic | ||||||
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Trap | 1s | 45% | 60% | 75% | 90% | |
| Minstrel | ||||||
| Play <Instrument> | 1V | 45% | 60% | 75% | 90% | |
| Sing <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| Teacher | ||||||
| Instruct | 1 | 30% | 45% | 60% | 75% | |
| <Appropriate> Lore | 1V | 45% | 60% | 75% | 90% | |
| Thief | ||||||
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Stealth | 2s | 45% | 60% | 75% | 90% | |
| Thug | ||||||
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| Scan | 1/2 | 30% | 45% | 60% | 75% | |
| Other | ||||||
| Speak <Language> | 1V | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
Entertainers make their living by entertaining others for pay, whether by playing instruments, singing, acting, storytelling, or another form of entertainment
Thieves moke their living by preying on others, using deception, speed, stealth or violence.
| FARMER | Cast | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Craft/Farming | 1 | 45% | 60% | 75% | 90% | |
| Mineral Lore | 1 | 45% | 60% | 75% | 90% | |
| Plant Lore | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
8 choices
| Optional Skills | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Barterer | ||||||
| Bargain | 1/2 | 30% | 45% | 60% | 75% | |
| Custom <Own> | 1 | 45% | 60% | 75% | 90% | |
| Drive <Vehicle> | 1/2 | 45% | 60% | 75% | 90% | |
| Handyman | ||||||
| Craft <Appropriate> | 1v | 45% | 60% | 75% | 90% | |
| Devise | 1/2 | 15% | 30% | 45% | 60% | |
| Herdkeeper | ||||||
| Animal Lore | 1 | 45% | 60% | 75% | 90% | |
| Ride <Beast> | 1/2 | 45% | 60% | 75% | 75% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Track | 1/2 | 30% | 45% | 60% | 75% | |
| Other | ||||||
| <Area> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Conceal | 1/2 | 30% | 45% | 60% | 75% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Sing | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2 | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
Farmers make their living by raising or tending crops. Common crops include wheat, corn, rice and fodder.
| FISHER/GATHERER | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Search | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
11 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Boatfisher | ||||||
| Balance | 1/2 | 45% | 60% | 75% | 90% | |
| Boat | 1s | 45% | 60% | 75% | 90% | |
| Craft/Wood | 1 | 45% | 60% | 75% | 90% | |
| jump | 1/2 | 45% | 60% | 75% | 90% | |
| Swim | 1/2 | 45% | 60% | 75% | 90% | |
| Netfisher | ||||||
| Craft/Rope | 1 | 45% | 60% | 75% | 90% | |
| Net Attack | 1/2 | 30% | 45% | 60% | 75% | |
| Fisher | ||||||
| Craft/Fishing | 1 | 45% | 60% | 75% | 90% | |
| <Area> Lore | 1 | 45% | 60% | 75% | 90% | |
| Gatherer | ||||||
| Craft <Substance> | 1 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| <Terrain> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Mineral Lore | 1/2 | 30% | 45% | 60% | 75% | |
| Plant Lore | 1 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Stealth | 1s | 30% | 45% | 60% | 75% | |
| Trapper | ||||||
| Devise | 1s | 30% | 45% | 60% | 75% | |
| Trap | 1s | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Custom <Own> | 1s | 60% | 75% | 90% | 100% | |
| Sing <Own> | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
Fishers catch fresh or salt water creatures for a living, while gatherers collect plants and berries or other natural resources.
| HEALER | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Craft/Medicine | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1 | 60% | 75% | 90% | 100% | |
| Physician | 2s | 45% | 60% | 75% | 90% | |
| Plant Lore | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
7-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Doctor | ||||||
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| <Appropriate> Lore | 1V | 45% | 60% | 75% | 90% | |
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1/2V | 30% | 45% | 60% | 75% | |
| Midwife | ||||||
| Craft/Midwifery | 1 | 45% | 60% | 75% | 90% | |
| Pharmacist | ||||||
| Alchemy Lore | 2 | 45% | 60% | 75% | 90% | |
| Craft <Potion> | 2 | 45% | 60% | 75% | 90% | |
| Mineral Lore | 1 | 45% | 60% | 75% | 90% | |
| Surgeon | ||||||
| Craft/Surgery | 2 | 45% | 60% | 75% | 90% | |
| Vet | ||||||
| Animal Lore | 1 | 45% | 60% | 75% | 90% | |
| <Beast> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| <Area> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Custom <Own> | 1s | 60% | 75% | 90% | 100% | |
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Sing <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1/2V | 30% | 45% | 60% | 75% | |
| Speak <Own Lang> | 1 | 60% | 75% | 90% | 100% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1V | 45% | 60% | 75% | 90% |
Healers tend to the minds, spirits and bodies of the ill or needy.
| HUNTER/HERDER | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Animal Lore | 1 | 45% | 60% | 75% | 90% | |
| Craft/Butchery | 1/2 | 45% | 60% | 75% | 90% | |
| <Terrain> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Track | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
7 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Animal Trainer | ||||||
| <Beast> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Herder | ||||||
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Plant Lore | 45% | 60% | 75% | 90% | ||
| Ride <Beast> | 45% | 60% | 75% | 90% | ||
| Search | 45% | 60% | 75% | 90% | ||
| Hunter | ||||||
| Listen | 45% | 60% | 75% | 90% | ||
| Maneuver | 30% | 45% | 60% | 75% | ||
| Scan | 45% | 60% | 75% | 90% | ||
| Stealth | 2s | 45% | 60% | 75% | 90% | |
| Throw | 1/2 | 45% | 60% | 75% | 90% | |
| <Missile> Attack | 1V | 30% | 45% | 60% | 75% | |
| Trapper | ||||||
| Conceal | 1s | 45% | 60% | 75% | 90% | |
| Set Trap | 1/2 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Own> | 1s | 45% | 60% | 75% | 90% | |
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| <Area> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
Hunters hunt or trap game for a living. Some hunt dangerous predators. Bounty hunters hunt sentient creatures to collect rewards.
Herders raise or herd animals for a living. These may include chickens, pigs, cattle, horses, sheep, goats, or more exotic creatures.
| MERCHANT | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Custom <Own> | 1s | 60% | 75% | 90% | 100% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Speak Tradetalk | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 2 | 3 | 4 | 5 | ||
| Renown | 1 | 2 | 3 | 4 |
5-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Caravan Guard | ||||||
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1v | 45% | 60% | 75% | 90% | |
| Merchant | ||||||
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Instruct | 1 | 30% | 45% | 60% | 75% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Speak <Own Lang. > | 1 | 60% | 75% | 90% | 100% | |
| Lore <Appropriate> | 1V | 45% | 60% | 75% | 90% | |
| Shopkeeper | ||||||
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1v | 45% | 60% | 75% | 90% | |
| Trader | ||||||
| <Beast> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Ride <Beast> | 1 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1V | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
| NOBLE | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Custom <Own High> | 1/2 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Read <Own Lang. > | 1/2 | 30% | 45% | 60% | 75% | |
| Speak <Own Lang. > | 1/2 | 60% | 75% | 90% | 100% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 2 | 3 | 4 | 5 | ||
| Renown | 2 | 3 | 4 | 5 |
4-1/2 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Artiste | ||||||
| Craft <Art> | 1V | 45% | 60% | 75% | 90% | |
| Dance <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| Play <Instrument> | 1V | 45% | 60% | 75% | 90% | |
| Sing <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| Duelist | ||||||
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1V | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1V | 45% | 60% | 75% | 90% | |
| Intriguer | ||||||
| Craft/Intrigue | 2 | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Investor | ||||||
| Craft/Administrate | 1 | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Savant | ||||||
| <Any> Lore | 1V | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1V | 45% | 60% | 75% | 90% | |
| Speak <Language> | ***** | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Ride <Mount> | 1 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | ½ | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1V | 45% | 60% | 75% | 90% |
Nobles rule, lead, intrigue and otherwise serve as society's exemplars.
| SAILOR | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Boat | 1s | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2v | 30% | 45% | 60% | 75% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
10 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Lookout | ||||||
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Officer | ||||||
| Craft/Shiphandling | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Pirate/Marine | ||||||
| Dodge | 1 | 30% | 45% | 60% | 75% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1V | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| Ritualist | ||||||
| Ceremony | 1 | 45% | 60% | 75% | 90% | |
| <Any> Lore | 1V | 45% | 60% | 75% | 90% | |
| Open Seas Ritual | 1/2 | 45% | 60% | 75% | 90% | |
| Seaman | ||||||
| Acrobatics | 1s | 45% | 60% | 75% | 90% | |
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Craft/Rope | 1 | 45% | 60% | 75% | 90% | |
| Pass | 1S | 45% | 60% | 75% | 90% | |
| Shipwright | ||||||
| Craft/Shipbuilding | 2 | 45% | 60% | 75% | 90% | |
| Craft/Wood | 1 | 45% | 60% | 75% | 90% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Play <Instrument> | 1/2V | 30% | 45% | 60% | 75% | |
| Sing <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1V | 45% | 60% | 75% | 90% | |
| Swim | 1/2 | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
| SCHOLAR/OFFICIAL | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Read <Own Lang> | 1 | 45% | 60% | 75% | 90% | |
| Speak <Own Lang> | 1 | 60% | 75% | 90% | 100% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
10 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Administrator | ||||||
| Bargain | 1/2s | 30% | 45% | 60% | 75% | |
| Craft/Administrate | 1 | 45% | 60% | 75% | 90% | |
| Craft/Intrigue | 1 | 45% | 60% | 75% | 90% | |
| Human Lore | 1 | 45% | 60% | 75% | 90% | |
| Researcher | ||||||
| Craft <Any> | 1V | 45% | 60% | 75% | 90% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| <Any> Lore | 1v | 45% | 60% | 75% | 90% | |
| Scholar | ||||||
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| <Any> Lore | 2V | 60% | 75% | 90% | 100% | |
| R/W <Language> | 1v | 45% | 60% | 75% | 90% | |
| Speaker | ||||||
| Custom <Own> | 1s | 60% | 75% | 90% | 100% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1y | 45% | 60% | 75% | 90% | |
| Tax Collector | ||||||
| Craft/Torture | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| Other | ||||||
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1vs | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1v | 45% | 60% | 75% | 90% |
| SHAMAN | Trained | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Ceremony/Spirit | 1 | 45% | 60% | 75% | 90% | |
| Spirit Combat | 1 | 45% | 60% | 75% | 90% | |
| Spirit Lore | 1 | 45% | 60% | 75% | 90% | |
| Spirit Sense | 1 | 45% | 60% | 75% | 90% | |
| Summon/Spirit | 2 | 45% | 60% | 75% | 90% | |
| Renown | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Magic | 2 | 3 | 4 | 5 |
4 choices
| Optional Skills | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Enchanter | ||||||
| Craft <Substance> | 1/2 | 30% | 45% | 60% | 75% | |
| Enchant/Spirit | 2 | 45% | 60% | 75% | 90% | |
| Healer | ||||||
| first Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Physician | 2s | 45% | 60% | 75% | 90% | |
| Plant Lore | 1 | 45% | 60% | 75% | 90% | |
| Spirit Dancer | ||||||
| Dance <Own> | 1/2 | 45% | 60% | 75% | 90% | |
| Play <Instrument> | 1/2V | 30% | 45% | 60% | 75% | |
| Spirit Dance | 1 | 45% | 60% | 75% | 90% | |
| Spirit Speaker | ||||||
| Sing <Own> | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1/2V | 30% | 45% | 60% | 75% | |
| Spirit Speech | 1 | 45% | 60% | 75% | 90% | |
| Spirit Walker | 1 | 45% | 60% | 75% | 90% | |
| Spirit Travel | ||||||
| Wise One | 1s | 45% | 60% | 75% | 90% | |
| Custom <Own> | 2 | 45% | 60% | 75% | 90% | |
| Instruct | 1V | 45% | 60% | 75% | 90% | |
| <Any> Lore | ||||||
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Ride <Beast> | 1/2 | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| If an initiate: | ||||||
| Cult Skills | 1v | 45% | 60% | 75% | 90% |
| SORCERER | Trained | Skilled | Trained | Master | ||
|---|---|---|---|---|---|---|
| Ceremony/Sorcery | 1 | 45% | 60% | Expert | 90% | |
| Read <Own Lang. > | 1 | 45% | 60% | 75% | 90% | |
| Sorcery Lore | 1 | 45% | 60% | 75% | 90% | |
| Magic | 2 | 3 | 75% | 5 | ||
| Wealth | 1 | 2 | 4 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
7 choices
| Optional Skills | Cost | Skilled | Expert | Master | ||
|---|---|---|---|---|---|---|
| Enchanter | ||||||
| Craft <Substance> | 1/2 | 30% | 45% | 60% | 75% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Enchant/Sorcery | 2 | 45% | 60% | 75% | 90% | |
| Demonologist | ||||||
| Summon/Sorcery | 2 | 45% | 60% | 75% | 90% | |
| Magician | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% | |
| Spell <High Sorcery> | 1V | 45% | 60% | 75% | 90% | |
| Manipulation <Any> | 2V | 45% | 60% | 75% | 90% | |
| Savant | ||||||
| <Any> Lore | 1V | 45% | 60% | 75% | 90% | |
| R/W <Language> | 1V | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1V | 45% | 60% | 75% | 90% | |
| Teacher | ||||||
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Other | ||||||
| Custom <Any> | 1/2VS | 30% | 45% | 60% | 75% | |
| Sing <Any> | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2v | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% |
Sorcerers are professional practitioners of the arts of sorcery.
| WARRIOR | Skills List | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| <Weapon> Attack | 1V | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1V | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Parry | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1/2V | 30% | 45% | 60% | 75% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Scan | 1 | 45% | 60% | 75% | 90% | |
| Magic | 1 | 2 | 3 | 4 | ||
| Wealth | 1 | 2 | 3 | 4 | ||
| Renown | 1 | 2 | 3 | 4 |
7 choices
| Optional Skills | Cast | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Foot Warrior | ||||||
| Dodge | 1 | 45% | 60% | 75% | 90% | |
| Maneuver | 1 | 30% | 45% | 60% | 75% | |
| Guard | ||||||
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Search | 1 | 45% | 60% | 75% | 90% | |
| Instructor | ||||||
| Instruct | 1 | 30% | 45% | 60% | 75% | |
| Mounted Warrior | ||||||
| <Mount> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Ride <Mount> | 1 | 45% | 60% | 75% | 90% | |
| Officer | ||||||
| Craft/Administrate | 1 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Scout | ||||||
| Conceal | 1/2 | 30% | 45% | 60% | 75% | |
| Stealth | 1s | 30% | 45% | 60% | 75% | |
| <Terrain> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Track | 1/2 | 30% | 45% | 60% | 75% | |
| Soldier | 1/2 | 30% | 45% | 60% | 75% | |
| Craft/Battle | ||||||
| Craft/Fortification | 1/2 | 30% | 45% | 60% | 75% | |
| Custom <Military> | 1/2 | 45% | 60% | 75% | 90% | |
| Other | ||||||
| <Area> Lore | 1/2 | 45% | 60% | 75% | 90% | |
| Custom <Any> | 1/2VS | 30% | 45% | 60% | 75% | |
| Speak <Language> | 1/2V | 30% | 45% | 60% | 75% | |
| <Weapon> Attack | 1v | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1V | 45% | 60% | 75% | 90% | |
| If an initiate: | ||||||
| Cult Skills | 1V | 45% | 60% | 75% | 90% | |
| If uses sorcery: | ||||||
| Spell <Low Sorcery> | 1/2 | 45% | 60% | 75% | 90% |
This comprehensive list of skills and their costs is meant to serve as a reference source. It should assist gamemasters in creating their own profession templates. Subskills follow parental skills.
| Skill | Cost | Trained | Skilled | Expert | Master | |
|---|---|---|---|---|---|---|
| Acrobatics | 1s | 45% | 60% | 75% | 90% | |
| Balance | 1/2 | 45% | 60% | 75% | 90% | |
| Tumble | 1/2 | 45% | 60% | 75% | 90% | |
| Act | 1 | 45% | 60% | 75% | 90% | |
| Bargain | 1s | 45% | 60% | 75% | 90% | |
| Beg | 1/2 | 45% | 60% | 75% | 90% | |
| Bribe | 1/2 | 45% | 60% | 75% | 90% | |
| Boat | 1s | 45% | 60% | 75% | 90% | |
| Row | 1/2 | 45% | 60% | 75% | 90% | |
| Sail | 1/2 | 45% | 60% | 75% | 90% | |
| Brawl | 1s | 45% | 60% | 75% | 90% | |
| Brawl Attack | 1/2 | 45% | 60% | 75% | 90% | |
| Brawl Parry | 1/2 | 45% | 60% | 75% | 90% | |
| Ceremony <Type> | 1 | 45% | 60% | 75% | 90% | |
| Climb | 1/2 | 45% | 60% | 75% | 90% | |
| Conceal | 1 | 45% | 60% | 75% | 90% | |
| Craft<Any> | 1V | 45% | 60% | 75% | 90% | |
| Custom <Culture> | 1V | 45% | 60% | 75% | 90% | |
| Dance <Culture> | 1/2 | 45% | 60% | 75% | 90% | |
| Devise | 2s | 45% | 60% | 75% | 90% | |
| Lockpick | 1 | 45% | 60% | 75% | 90% | |
| Mechanician | 1 | 45% | 60% | 75% | 90% | |
| Dodge | 2 | 45% | 60% | 75% | 90% | |
| Drive <Vehicle> | 1/2 | 45% | 60% | 75% | 90% | |
| Enchant <Type> | 2 | 45% | 60% | 75% | 90% | |
| Evaluate | 1 | 45% | 60% | 75% | 90% | |
| First Aid | 1/2 | 45% | 60% | 75% | 90% | |
| Grapple | 1s | 45% | 60% | 75% | 90% | |
| Grapple Attack | 1/2 | 45% | 60% | 75% | 90% | |
| Grapple Parry | 1/2 | 45% | 60% | 75% | 90% | |
| Instruct | 2 | 45% | 60% | 75% | 90% | |
| Jump | 1/2 | 45% | 60% | 75% | 90% | |
| Listen | 1 | 45% | 60% | 75% | 90% | |
| Lore <Any> | 1v | 45% | 60% | 75% | 90% | |
| Maneuver | 2 | 45% | 60% | 75% | 90% | |
| Martial Arts | 2 | 45% | 60% | 75% | 90% | |
| Orate | 1s | 45% | 60% | 75% | 90% | |
| Intimidate | 1/2 | 45% | 60% | 75% | 90% | |
| Seduce | 1/2 | 45% | 60% | 75% | 90% | |
| Pass | 1s | 45% | 60% | 75% | 90% | |
| Catch | 1/2 | 45% | 60% | 75% | 90% | |
| Throw | 1/2 | 45% | 60% | 75% | 90% | |
| Persuade | 1s | 45% | 60% | 75% | 90% | |
| Debate | 1/2 | 45% | 60% | 75% | 90% | |
| Fast Talk | 1/2 | 45% | 60% | 75% | 90% | |
| Physician | 2s | 45% | 60% | 75% | 90% | |
| Treat Disease 1 | 1/2 | 45% | 60% | 75% | 90% | |
| Treat Poison 1 | 1/2 | 45% | 60% | 75% | 90% | |
| Play <Instrument> 1v | 1s | 45% | 60% | 75% | 90% | |
| R/W <Language> 1v | 1/2 | 45% | 60% | 75% | 90% | |
| Ride <Beast> 1 | 1/2 | 45% | 60% | 75% | 90% | |
| Scan 1 | 2 | 45% | 60% | 75% | 90% | |
| Search 1 | 1/2 | 45% | 60% | 75% | 90% | |
| Shield Parry | 1v | 45% | 60% | 75% | 90% | |
| Sing <Culture> | 1V | 45% | 60% | 75% | 90% | |
| Sleight | 1 | 45% | 60% | 75% | 90% | |
| Juggle | 2s | 45% | 60% | 75% | 90% | |
| Pickpocket | 1 | 45% | 60% | 75% | 90% | |
| Sorcery Manipulations | 1 | 45% | 60% | 75% | 90% | |
| Low Sorcery Spells | 2 | 45% | 60% | 75% | 90% | |
| High Sorcery Spells | 1/2 | 45% | 60% | 75% | 90% | |
| Speak <Language> | 1 | 45% | 60% | 75% | 90% | |
| Spirit <Skill> | 1s | 45% | 60% | 75% | 90% | |
| Stealth | 1/2 | 45% | 60% | 75% | 90% | |
| Hide | 1/2 | 45% | 60% | 75% | 90% | |
| Sneak | 1v | 45% | 60% | 75% | 90% | |
| Summon <Type> | 1V | 45% | 60% | 75% | 90% | |
| Swim | 1s | 45% | 60% | 75% | 90% | |
| Track | 1/2 | 45% | 60% | 75% | 90% | |
| Trap | 1/2 | 45% | 60% | 75% | 90% | |
| Disarm Trap | 1 | 45% | 60% | 75% | 90% | |
| Set Trap | 1s | 45% | 60% | 75% | 90% | |
| <Weapon> Attack | 1/2 | 45% | 60% | 75% | 90% | |
| <Weapon> Parry | 1/2 | 45% | 60% | 75% | 90% |
General Possessions
Basic Gear
Primitive—loin cloth, sandals, cloak or coat, fire making gear, snares, camping gear
Nomad—breeches, loin cloth, sandals or boots, headgear, belt knife, fire making gear, torch, cooking gear, camping gear, travelling gear
Barbarian—tunic, kilt, sandals or boots, headgear, cloak or furs, belt knife, fire making gear, torch, snares, cooking gear, camping gear
Civilized—tunic, trews, robe, sandals or boots, underwear, cloak, headgear, tinder-box, belt knife, lamp, flask, tools
Additional Possessions
| Weapons | Choices | Armor | Choices | Magic | Choices | Miscellaneous | Choices |
|---|---|---|---|---|---|---|---|
| 2 daggers | 1A | Heavy Leather | 1A | Iron dagger | 2B | 75 L | 1A3 |
| Shortsword | 1A | Cuirbouilli | 2A | Iron shortsword | 1C | 300 L | 1B3 |
| Shortsword | 1A | Light scale | 3A | Iron broadsword | 2C | 1,200 L | 1C3 |
| Broadsword | 1A | Chain hauberk | 3A | Iron War Spear | 1C | Riding horse | IB |
| Greatsword | IB | Heavy scale | 6A | Iron closed helm | 2C | War horse | 1C4 |
| 2 spears | 1A | Chainmail | 2B | Iron chain hauberk | 4C | Business | Varies5 |
| War Spear | 1A | Plate | 1C | Small iron shield | 1C | Farmland | Varies5 |
| Staff and dagger | 1A | Small shield | 1A | Medium iron shield | 2C | Herd | Varies5 |
| Flail | 1A | Medium shield | 1A | Large iron shield | 4C | Investments | Varies5 |
| Battleaxe | 1A | Large shield | 2A | 1 point powered crystal | 1C | Trade goods | Varies5 |
| Heavy mace | 1A | Small bronze shield | 2A | 4 point dead (MP storage) crystal | 1C | Allowance | 1A/1B/1C6 |
| 3 javelins | 1A | Medium bronze shield | 3A | 2 point battle magic spell matrix | 1C | Slave | 1B/1C/2C7 |
| Self Bow | 1A | Large hide shield | 1A | 2 point Spirit Trap | 1C | Contact | 1A/2A/1B/2B8 |
| 1H Weapon | 1A | Ceremonial Gear | 2A1 | Friend | 2A/1B/2B/1C8 | ||
| 2H Weapon | 2A | Shrine | 1C2 | Ally | 1B/2B/1C/2C8 | ||
| Temple | 2C/4C/8C2 | First Aid Kit | 2A1 | ||||
| Physician's Kit | 1B1 |
Notes
This table must be adjusted for the culture it is meant to represent For example, primitive and nomadic cultures rarely use metal weapons or wear metal armor, while only civilized cultures have investments or allowances. Depending on the culture, one of the other possessions tables (Sartar, Lunar Empire, Pavis or Prax) may well be more applicable, or a combination of this table and one or more of those may work best Common sense should rule.
1 These represent fine or exceptional tools that add 5% to the relevant skill. The bonus can be improved—each time you double the cost, it adds 5% more, to a maximum of +20% (at eight times cost). Ceremonial Gear has 4 ENC, a First Aid Kit has I ENC, and a Physician's Kit has 4 ENC.
2 A shrine (1C) will support an acolyte and has a congregation of 50. A minor temple (2C) will support a priest and has a congregation of 100. A temple (4C) will support a priest and an acolyte, and has a congregation of 200. A major temple (8C) will support a chief priest and a priest and either an additional priest or two acolytes, and has a congregation of 400. An acolyte must contribute 3 days a week of duties to a temple's upkeep, while a priest or chief priest must contribute 5 days a week of duties to a temple's upkeep.
3 These funds can be used to purchase other pieces of starting equipment as well (see Economics).
4 A war horse has superior characteristics (see Economics for details).
5 These are examples of businesses. Running a business requires a minimum ability in an appropriate skill: Craft/Appropriate or Bargain for a business, Craft/Farming or Craft/Administrate for farmland, Craft/Herding for a herd, Craft/Administrate for investments, and Evaluate for trade goods. The business yields a certain amount of cash or barter equivalents each season. The more work put into the business, the greater the yield (measured in days of duties spent attending to the business). One can collect a small amount even without putting any work into the business, representing an investment or share in a business run by others. Once a season, make the relevant skill roll. On a critical success, the business doubles in value (a 1C business becomes a 2C business). On a fumble, the business' value is halved (a 1C business becomes a 2B business). Depending on one's skill, one can choose to purchase a 2A, 1B, 2B. 1C, 2C, 4C or a 8C business. See the Business Table below for more information.
6 An allowance yields 40 L (1A), 160 L (1B) or 640 L (1C) a year, with no investment of time or any rolls required.
7 A slave is unskilled (1B), trained (1C) or skilled (2B), and will generally obey the letter, though not always the spirit, of their master's orders.
8 This represents a useful contact, friend or ally from the area. The costs represent a Trained/Skilled/Expert/Master level contact, friend or ally, who requires no time to maintain (above and beyond those one acquires through socializing). In general, one can call on a contact for assistance with an APP x1 roll, a friend with an APP x3 roll, and an ally with an APP x5 roll. See Socializing in Time and Learning for more details.
Business Table
| Amount made in cash or barter each season working | |||||
|---|---|---|---|---|---|
| Value | Minimum skill to own | 0 days a week | 1 day a week | 3 days a week | 5 days a week |
| 2A | 15% | 15 L | 30 L | 45 L | 60 L |
| IB | 30% | 30 L | 60 L | 90L | 120 L |
| 2B | 45% | 60 L | 120 L | 180 L | 240 L |
| 1C | 60% | 120 L | 240 L | 360 L | 480 L |
| 2C | 75% | 240 L | 480 L | 720 L | 960 L |
| 4C | 90% | 480 L | 960 L | 1,440 L | 1,920L |
| 8C | 100% | 960 L | 1,920L | 2,880 L | 3. 840 L |