Wednesday, May 23, 2012

1658 New Altburg Land


The Kingdom of New Altburg was formed from the remainder of a mixture of conquered royalty and royal Skas lineage.
Geography:
The land is primarily flat towards the south with a few hill and mountains to the north. Ancient giant forest cover the landscape. The kingdom has a paved road with a fourteen day ride to the chasm city of Kebtz as well as hundred of other paved roads cutting in a web from West Fort. As in all the Old Realm all the villages, towns, and cities are walled and locked at night. Very few if any cities, villages, and towns are more than seven days away from West Fort. Any lands beyond in the wilderness that are isolated paranoid settlements with old ancient ways ruled by some eccentric noble or insane cult leader. Chances of survival without protection from Westfort are slim to none. The Bluea River cuts a zigzagged line from the northwest to the southeast providing a highway to the northern lands and the southern regions. The Skas dug thousands of forgotten stone lined way canals all across the continent many going into lost cities in the darkest wilderness while some provide a secret way of travel by smugglers, spies, and outlaws. To the west is the Torment Mountains that cut the Old Realm in half and holding the Bane at bay.
Politics: The mayor of Westfort and the king are best of friends. They enjoy playing huge cruel, fatal, and sadistic games with the nobility, churches, and the common people especially the Altburgers. The first cousin of the king is Sheriff Dum’Basse of Westfort he as well is used in the various plots and plans. The King is one of the few people who realize that the Empire is fragmented and weak and will do anything in his power to keep any other group in New Altburg Land from gaining to much power. The King knows the Empire could not spare any additional forces to defend his kingdom if a large-scale civil war occurred.
UPDATE:! The King has been lobotomized and allowed to live after it was found out that he was a traitor. He now walks along a pantless gibbering idiot free to be tormented but never to be killed.
The People: The noble people are a mixture of conquered royalty and royal Skas lineage. The common men are the left over Skas and Altburger. The Altburgers were a tan skinned people with black to blonde hair and black to red eyes. As times have passed the Altburgers have been mixed with the lighter skinned peoples from the rest of the Empire though there are still pure Old Altburgers. The Skas are a race of people with blonde to brown hair. The eye colors of the Skas are green and blue but any color may show up.
The Gypsies a nomadic people that are by all others considered thieves and vagabonds wander this area in large numbers. Most gypsies have olive to pale white skin and black to red eyes. The superstitious and mysterious Goths with their pale white skin black eyes and hair. The devoutly religious Kurkish people come from the west from beyond the Torment Mountains with their arabian features of dark tan skin black hair eyes from black to brown. Many Tinker frequently come from the mountains in secret dying kingdoms far below the ground to work in the city of Westfort. The Tinker have a monopoly on the ore smelting of the area with their giant ore smelter. They are the masters of the rediscoveries of the ancient skas elementium technology. The ancient mysterious Elves or the Children of the Annahon live far in the ancient forbidden forest wilderness.


Language: Most of the land speaks Skas Common. The Old Altburgers speak Altspiel a now outlawed language. The King has decided for fun to annihilate and assimilate the old culture to the new imperial culture. The King as well uses the Old Altburger people as various scapegoats for various plots.
Civilized lands of New Altburg Land:
All cities towns and villages are walled. Any that are not are recent additions. Every wall has faced some sort of attack or invasion. Just about every town has supplies ready for a long siege. All are surrounded by patches of fields that grow the precious crops that are needed for food.
Cities:
Westfort SEE WESTFORT SECTION

Small City
Corinth 7000
Corinth is the closest city to Westfort. It enjoys a simple life and benefits of being near a big city without all the trouble.

Large Towns
Zanner 5000 – Another old fine town with not much going on.
Berlich 4000 – A fine little town with as much above ground as below. It has a huge steel gate blocking access to the underworld.
Famin 3000 – A town that is built on a stone tower and plateau. It is a grand town full of beautiful columns and architecture that is commonly seen farther to the southwest. Famin is as old as Westfort.

\
Small Towns
Rosenburg 2000
Here everywhere you look there are roses. Here there everywhere they talks of the Green Lord. That Old God of the Woods. We hides from the priest. We hides from the king. Here be the place of the Green Lord. Old carving in a dark corner of the Rosenburg Church.
Four Winds 1200
A horrible little village. All their buildings are rotting. “People are dying and leaving: says the mayor gleefuly. “The ones that stay their wombs are barren” the mayor says. There is no food nor drink save stagnant water. Now I am sick. All the roads lead back to this place. It seems that I cannot leave. The people seem content in their misery. There is something evil in the woods here. I am going to find out tommorow. I will find a way out of this village through the woods. A fragment of a journal found by a traveler crossing through Four Winds.
Hobs 1000
Hobs is a small stone walled, very old, very creepy town. It is famous for its old clock tower called the Moonblood. The clock can do something that no other time piece can, by its ornate timepieces predict the coming and going of the dark evil bane moon Neckruun. Not one attempt ever in the last few hundred years has been able to even scratch the ancient clock tower that started this grim little town.

Village
Vertz 500 – Vertz is a village that is at war with Tusid.
Vobey 1000 – This is a famous village that raises champion horses and other beast of burden of all kinds.
Tusid 500 – Tusid is a village that is at war with Vertz.
Meleck 700 – Meleck is a lovely village that is the gateway to a necropolis. In fact it is where most of Westfort now bury their dead.
Tomfey 800 – Tomfey is a huge high walled set of fields that raises cattle and other livestock. Huge walled field as in miles and miles of stone walls and fields completely protecting the cattle. Tomfey has been mistaken for a city in the distance by many. The actual village is on the west side of the fields.

Hamlets
Zog 300 – Zog is a small lowland village full of horrid rude people. Mostly inbred and deformed. Some say devil worshippers or bane infested.
Hossel 300 –Hossell is a very safe village that houses the Hossell School of Sword Combat.


Historae

History as told by the Ancient ones? [a script found in the University from an ancient dig from a supposed “Annohonne” or one of the Ancient races some saying still exist. Proctor Sirus has claimed to have met one. Scribe Lotus Apollo]

I will not translate the entire text for now but just the outline of the text. Here are the various ages as told by some ancient race. Much of this “history” is not the same as the accepted history of the scholars and sages.


Old Void Gods- War of the Void Gods, Supurnal Child's Escape, Birth of Beliar, Time of the Old Gods upon Aeon, and Supurnal Father's War.

Here is the jist of the apparently older text written in at least thirty different translations all bundled up. [This is a very exciting find as it will allow us to translate almost all ancient languages SLO]

(Primordia) The Age of Stone and the Wild Hunt- Time of the Prophet Mozen [Here is a very strange mention of the Aramarian Prophet in another religious text. VERY Strange]

Skas- The Age of Empires, Old Machines, Roads and Steam? [Steam like in Tinker Devices???]


Here are the less ages text...

Banebirth- Endall time of Neckruun???[This would explain the strange 'void' in archaeological artifacts and only signs of a great and horrible time at this era. Let us say there has been at least a few 'dark ages' in mankind's time.]

Time of War-Age of Blood lasting 1000 Years.

Avatar's Death- New Clear World??? [ here another religion speaking of the avatar religion?]


Newer recent text...

New Order-Age of Peace

Bane Reigns -Age of Fear

1st Bane Crusade -

Zanich Rule-Age of Pain 175 years

2nd Bane Crusade-







Here is a complety new written text. Strange how the handwriting in the old is same as the new. Exactly the same...

Second Order of the Races-

1658 Plot of the Lost Lords foiled by DE of the OOPC? [Damon Erlich??] Plot of the machine God, Kinglish Teroist, Riots, Necrotic Lords Setback, Guild Wars, Wasteland Invaders, Nobles Club of Cruelty,

1660 Noble Wars, Giants, and Dragons???, New Avatar is Foretold, Bane Births. There will be a series of Children of the Bane that must be stopped. There will be Avatars of the Bane Gods going around impregnating that must be stopped.

An Excerpt from The Life and Teachings of Damon Erlich, Mount Borealis Historical Archives, Section C, Codex 257



The following piece is taken from the archives of the Westfort Central Library (Secton AF, Scroll 112). I have included it in this work because it, I believe, shows a side of the Sage’s philosophy which previous works have only alluded to. I have refrained from extensive commentary on this work at this point, preferring to let the scribe and the members of this discussion speak for themselves. However, this discussion is cross referenced with commentary a great deal later in this work, as it seems to elucidate the reasoning behind many actions and opinions of The Sage that would otherwise have appeared contradictory. In spite of considerable effort, I have been unable to determine the identity of the scribe, and therefore cannot rule out bias. However, I have compared this record with the only other known documentation on the debate which it details, namely a correspondence sent to The Sage himself by a Saffaradegglyn1 who was apparently in attendance for the debate (Purple Cloth New Altberg Archives, section XX, codex 23, Document 71), and there is enough of a correlation between the two to suggest a reasonable level of accuracy. I have not reproduced that other document here, but it is available for public viewing at the Westfort Public Chapterhouse.

Date: 14th Day of Luna’s Harvest Phase in the 1327th Year of The Tree.
Event: Special Advisory Council Convened by the Mayor of West Fort
Subject: Discourse on morality, originally intended as a discussion of the altered role of various social institutions in the aftermatch of the Cataclysm of 1326.
Participants: Damon Erlich, Sage of the Purple Cloth, Hero of Westfort, Destroyer of “Old Lords”
Ariann Helfarch, Preist of Angeladfwyndus (known to humans as Gaianna), Official Diplomatic Emissary of Fae City Caerchrydda, founder of Arlaigorwellyncaerfa temple.
Alexis Unfreiden, Patrician of Westfort Reform Church
Father Dorius Bollero, Emissary of Holy Orthodox Church, Twice Honored Prelate of the Order of the Poor Servants of the Avatar, Abbot of Devon Monastery
Ulrich Dorn, Mayor of Westfort
Notes: This conversation was well underway at the point at which this record commences. Only comments made by a speaker who properly possessed the floor at the time of his remarks have been granted the dignity of being recorded

Ulrich: You confuse me, Damon. It was by and large because of you that The Church suffered its loss of face in the city of Westfort. Now it sounds as if you defend them.

Damon: Not exactly. It is not my place to either condemn or to defend them. I simply relay the truth as I see it. I disagree with the Church’s claim of inherent infallibility. Organizations are neither inherently correct or incorrect nor good or evil. Such ethical claims are based purely on individual characteristics. My previous actions were not against the church, they were against individuals. I do not act against organizations. It would be futile. You, sir mayor, are, I am afraid, forced to deal in such futilities by nature of your position. Therefore, I offer this advice. The worth of an organization depends not on the worth of it’s members but on the worth of the services it provides. In the case of The Church, while some services are, in my opinion, quite questionable, such as the wholesale slaughter of innocents by the office of the inquisition… (Dorius begins shouting at this point, and must be quieted before Damon is allowed to continue), others, such as their valiant work in keeping the bane pockets beneath the city from infecting the citizenry, are certainly commendable. It is the duty of the of the city officials to aid the church in services which it deems commendable and to hamper or perhaps forbid services which are counter to the common good or to the ethics of those officials. The institution must be dealt with separate from its members, and the members separate from the organization. If the members of the organization engage in immoral acts, the organization as a whole should not be held accountable for those actions. Nor should the organization, for good or ill, be considered when justice is applied to its members.

(Both Alexis and Dorius begin shouting at this point, first at Damon, then at one another. When Ulrich manages to restore order to the conclave, he gives the floor to Alexis)

Alexis: Those are pretty words, but they are spoken by a man who lives in an ivory tower, a man that knows nothing of the pain of the common man. You cannot oppose the tyranny that the denizens of the Heirophant have subjected the people of the Realm to without opposing his church. Your cynical words preach of the pragmatism of supporting an organization which is responsible for torturing and burning thousands of innocents every year, for turning a blind eye on the injustices of nobility in an attempt to fill its own coffers, for repressing and degrading the common man in every way possible. They are the core of the sickness which has infected this land, one and the same with the corrupt nobility which has crushed the ancient cultures on this land for no reason other than to spread its own power. Man’s nature is a peaceful nature, but that nature cannot hope to be realized until our corrupt culture with its corrupt institutions and corrupt religion has been utterly toppled. It pains me that it must be that way, but I have witnessed the suffering of my fellow man, and I cannot ignore my anger. If we do not take action against our oppressors now, we may not have another chance.

Damon (After a tense pause - the speaker appears to be near to losing his temper from some comment of Alexis’): In truth, Unfreiden, I know a great deal about the pain and suffering of which you speak. Still, I do not feel you, any more than any other revolutionary I have met, offer a real alternative. The problem with revolutionary jargon is that its roots are sustained by the same lies as sustain that which it opposes. All of the injustices of which you speak exist because of the lines which have been drawn between people - Noble and Common, Avatarian and Pagan, Clergy and Congregation, Orthodox and Heretical, the list goes on and on. It is the sickness of a weak and lazy mind which thinks everything in the world must be thought of in such simple either-or terms. By naming as concrete enemies those that appear to be benefiting from the current situation, you draw the very same lines. It matters not that you draw them in different places. You reinforce the same delusions which give rise to the horrors which you think you oppose. Nor have you any choice in the matter, for the kind of upheaval you wish to cause demands that you instill hatred in your followers, and this cannot be done without the use of the lines of which I speak.

You do not see it yet, but you have doomed yourself. Perhaps your revolution will succeed, perhaps it will fail. If it fails, of course, you will be put to death by the church, but at least you will be allowed to die with the illusion of righteousness. If, however, you succeed, then one of two things will happen. When your organization replaces the displaced as the tool of tyranny, you will either trade your soul for the potential power offered you, or else you will retain the sense of fairness which perhaps led you on the fools errand at the outset and recoil in horror at the work of your hands. And if you dare act on that horror in any way shape or form, it will destroy you without a second’s hesitation.

I do not, however, regard you as an enemy any more than I do the Orthodox Church. A true sage has no enemies. By Sage, I do not refer to men of the purple cloth, for to do so would be to repeat the same error which I am trying to repudiate. Certainly, the training that the purple cloth offers is an aid to the attainment of the wisdom of which I speak, but no group has ever held a monopoly on it, nor has any group ever attained it in full amongst all of their members. Many, in fact, find it on their own. It is the birthright of all men, and can be claimed by simply learning from the world with a fully open mind, and yet accept nothing without questioning. And yet there can be said to be a brotherhood, of sorts, of such like minded men. They are not held together by social ties or dogma. Their ties are invisible, free from the constraints of space and time. Their progress proceeds in a direction which the ordinary mind cannot perceive.

To explain our relationship to such upheaval as we are currently seeing is not a simple thing. We do not attempt to aid it, nor do we stand against it. It often appears that we oppose revolution, but this is an illusion. In all phases of history, we associate mostly with those who seem to be of a conservative temperament. This is not because we are ourselves conservative in nature. Our ideas are often very progressive. However, we recognize that the impulse for revolutionary movements is completely instinctual. It is an organizational response to man’s desire, born of natural law, to attempt ever to displace the powerful and grasp that power for themselves. Those who have surrendered themselves so fully to their instincts, and have strengthened it with the lies necessary to fulfill its desires, lie in the bonds of very heavy chains. They are, to us, infertile ground. In addition, in spite of the fact that it is a natural recurring product of man’s nature, the human suffering created by such upheaval weighs so heavily on the soul of the wise man.

But do not think that we do not strive for change. The revolutionary strives for change of form. We strive for change of substance. This change of substance cannot be achieved through a collective movement such as the type used by revolutionaries who strive for social change. Rather, it can only be achieved through social efforts. If we succeed in affecting social change, it is because we have touched upon enough individual lives that our efforts have become visible; but, however beneficial this social change may be, if we allow it to become our primary objective, we court failure.

When I say that the revolutionary is not our enemy, I mean only that we view him as a force of nature. When man acts from his will, which transcends nature and is the weapon of the wise, he is fully human. When, however, he acts from instinct alone, he is a force of nature. Nothing more, nothing less. And while, when it is in its infancy, the will feels it must struggle against nature to survive, when it reaches maturity, it has learned that nature is its ally. It has tamed and learned to ride the beast, so to speak. In the case of revolution, the wise learn to feel the rumblings of change, to anticipate movement, and to use the chaotic gap between tyrannies to plant the seeds of the sort of real change we wish to create.

How this bears on the question of governance is very nearly as complicated as the issue itself. If one of the wise aspires to be a leader, or if a leader aspires towards wisdom, his responsibility will be a difficult one, and he will be faced with numerous moral dilemmas. It is the goal of the wise to spread wisdom, but this cannot be done through the function of governance. Governance, by it’s nature, relies on natural will, not on human will. He has risen to the top of the herd, not to the top of himself, and while the two are not mutually exclusive, using the benefits of one to the ends of the other is a difficult thing. If one tried to use his temporal power to force the awakening of his subjects, he would be like a gaffer who tried to force a sapling to grow into a tree by pulling on it, accidentally uprooting it. Enlightenment must come from within, not from without. However, a wise leader has two options open to him. He may, because of his visibility, encourage people in the correct direction through his words and actions. And he may directly wield his powers to try and create an environment which is less restrictive to the growth of wisdom he wishes to engender, to create, so to speak, a more fertile soil for the sapling.

Ariann: You make some interesting points, sage. Would it be possible to try and distill your argument into this: That you believe it incorrect to lump people into simple groups and to label them as good and evil based on that grouping?

Damon: Well, I supposed that forms a critical portion of my argument if not the whole of it, yes.

Ariann: Interesting viewpoint, and it would seem to contain at least a portion of truth in it. Yet would not the Bane serve as a potent counterexample?

Dorius: You echo my sentiments exactly, fae. Our friend Damon is great in worldly wisdom, but we must never forget that worldly wisdom pales in the face of the wisdom of the world which is to come. Surely, in th face of the Bane threat, we must all see how vital is the role of the one true church. We have a mandate from the Avatar, from Supernus himself, to do all in our power to halt the advancement of this sickness of the soul. It is only because of the guidance and protection of the Mother Church that this plague of horrors has not fully taken mankind, has not dragged him down into this abyss which yawns at his feet. Surely you can see that, even now, the Realm threatens its own existence by refusing to fully accept the church. The advancement of the bane is halted, not reversed. Were mankind to fully and unquestioningly accept the teachings of the avatar as revealed by the Holy Heirophant, his servant and representative on this mortal plane, why then mankind would be impervious to this evil. He could roll back the tides of darkness and live in a world free of corruption and evil.

Alexis: How dare you speak of evil, dog! Your church is the personification of evil! For every inch you knock back the bane, the evil spread by your tyrannous grip and your treacherous lies allows it to creep forward two. You are the bane’s ally!

(Discussion is once again interrupted by a shouting match between Alexis and Dorius)

Ariann: I believe some of Mr. Unfreidden’s accusations of injustice are probably not without merit. In Father Bollero’s defense, however, I feel that the dedication and valor with which his church has fought the Bane is beyond doubt. In spite of the fact that they often seem to not limit their weening to the truly bane infested…

Dolorius: It is preferable, fae, to remove that which may grow to become bane infested before it has a chance to do so. If we error, and I remind you that our hands are guided by the Avatar himself, then we error on the side of caution. It is better, when in doubt, to lay the soul to rest and let Supernus judge it. Should the party be in fact innocent, he will be taken home. He is in a better world than us.

Ariann: Yes… in spite of this fact, I feel that the bravery of those men who stand up to one who is genuinely bane infested cannot be ignored. But, to return to my original point, I think that Mr. Erlich’s argument only holds true to a point. Certainly, when considering the bane, one must be forced to deal with them as a group, to oppose them as a group.

Damon: Sometimes people are forced into that situation. It is called warfare. As my earlier remarks would suggest, the wise do not participate in warfare. Sometimes life or duty places them in a war, no doubt, but even then they are not its advocates. They are ever the advocates of peace. However, the bane presents us with a somewhat unique situation. It still holds true that all must be judged as individuals and not as a group, but somehow we find ourselves in a situation where it seems that every member of a particular group is subject to the same negative judgment. This is never the case in struggles of a religious or political nature.

And, in fact, we are in danger of oversimplifying even in the case of the Bane. There is reasonable evidence to suggest that the bane itself is nothing more than a type of spiritual energy - similar in nature to primium, but alien to our plane. It appears to originate from beyond the veil. I believe it is the same as what is referred to in your tongue, sir Helfarch, as Dduadanio.

Nothing can be truly considered evil unless it has the property of sentience. Evil is a choice, not a condition. It would seem that the reason the bane acts as an agent of evil in this world, or to be more precise, the reason that the Dduadanio has manifested itself in this world as the Bane, is that it only enters into this world through the action, directly or indirectly, of those known as the Bane Gods. They wield it as if it were a weapons, and they do the same with those who become corrupted by that force. In fact, it could be said that when we act against the bane, we are not acting unfairly against a group of individuals simply because they have been stripped of their individuality and made into mindless extensions of the Bane Gods. And those we can judge individually as entities which must be battled at all costs.

I can perhaps add, as testament that there is some truth in this, that some in my former organization have attempted to find other means of bringing the Dduadanio into this world, free of the will of the Bane Gods. They met with some success, as well, and I can say without hesitation that it did not corrupt them or make them into evil people. However, it none yet have been able to channel the Dduadanio long enough to learn how to use it without going mad. Those that have recovered are in many ways improved as people, both in power and morally, but they have all steadfastly refused to attempt the use of this strange energy again.

Ulrich: This research, Damon… has it uncovered any evidence to support the accusations that the reported use, by some, of Banium in place of Elementium as an energy source is a dangerous practice?

Damon: Nothing conclusive, Sir. There are two schools of thought on this. One says that the practice exerts a corrupting influence on those in the area of the reaction, and even on the device itself which the banium is used to power. The other school however, says that this practice is, in fact helpful in the war against the bane. They believe that the reaction destroys the bane, transferring it into useful energy, thereby taking power from our enemies and giving it to us. We have not yet compiled sufficient energy to rule out either of these theories.

Ariann: Damon’s intellectual rigor is, I suppose, admirable in a way. However, my heart tells me that this is a bad practice and should be stopped, whether or not your sages have determined for certain that it is destructive.

Damon: I must admit that I share a certain sense of foreboding.

Dorian (Gesturing somewhat flamboyantly towards Alexis): I agree. In fact, I believe this is something that even the little heretic would agree with me on.

Alexis: (Scowls but nods)

Transcript Ends

The Thief and the Maiden’s Party



He snuck in with his feet padded and clothes dark! He is so nimble!
He suck through the door like a weaver threading a thread with a thimble.
He stole all the second floor and went to the first stealing his way to the front door.
Then with dread he hid in next to the dining room rafters. Heard the sound of laughter!

A group of maidens from some town poor he heard coming through the door.
A group of young maidens fair with a matron of gray hair!
She presented them with dresses of silver blue and cheaply red.
She did not know soon all would be dead.

The thief hid in rafters dark and he heard the deceiving dark.
With them the five maidens a group of thrice nobles telling a lark.
We will try to marry away the maiden fair to give them noble’s titles a lie!
Tonight the maidens and the matron DIE!

One of the three noble lords he did stand behind and with gyrations he did grind.
Standing behind he did say “ Why would we want a poor slut to marry us today?”
The matron did stare with fear and a cracking sound did she hear. A young maidens head!
He squeezed and crushed until she was dead. The matron and maidens filled with dread!

Another maiden began to spray out blood from her neck a wound her head did come off!
A “noble” with a dagger a knife did her head he did cut off as she gagged and coughed!
Another maiden did cry out and scream for the last time as her head smashed with wine.
The “noble” did laugh with glee feeling so very fine taking a life and not a wife.

Another ran into the thief’s room of hiding in her own shit she was a sliding.
A noble ran fast and true and stomped her with his boot blood a flowing.
He stomped and stomped her a screaming he finished her off with a dagger reaming.
The one left did shudder in fear a face in terror filled with fear!

For her it was the worst for them the pain did they thirst, her remaining life cursed!
For hours to her did they torture killing the matron first before the start.
Many times did they draw forth blood and flesh for they saved her pain for the best.
Here are servants of the bane gods dark evil and true and some day they will come after you.

The thief did witness the actions impure and vile given with a dark smile.
It was a time and awhile before he did steal again the evil still in his mind.
His thoughts did grind he slowly went insane in his frail form of mind.
He did throw himself off of a foul dark hill in the wilderness!

The bane that touched his soul did destroy him!
Death did follow him until the end!
He roast forever in Haadonn!
All who touch the bane or fight it shall fail!

Monday, May 21, 2012

AKADEMIOS Part I

AKADEMIOS

For the old order of things shall pass away.

OLDE REALM TIME COMPARED TO THE EARTH TIME

1 second
60 seconds a minute.
60 minutes an Hour
32 hours in a day
8 days a week
8 weeks in a month
512 days in a year
16384 hours in an Olde Realm Year or Yon
8760 in an earth year.

Modifier x 1.87 for their time to ours or .534 for our time to theirs to convert in years.
So basically a 9 yon old is 18 years old in our world.



BEGGAR
The richy rich have it all. Me I hates them all they be all dogs. I be poor and they be rich eh stupid stupid eh? The rich is cruel to us poor. They takes our women that me and my rotten teeth cannot get. The bitches fall for the riches every time. My name is Ratspit. I be a beggar.
Stab them all and take the gold. Fuck them all. They rape ours and one day we shall rape theirs.
I be a beggar and thief. I see all. I see them parties of the rich. One day I shall be them.

Ratspit the Beggar.
The eyes and ears of the street. The poorest and most wretched. Many Beggars are disfigured and/or handicapped. All are dirty and stink.
Skills: Academic 20, Action 40 , Brawling 30, Entertain 40, Looks 20, Perception 20, Social 30, Status 20, Stealth 40, Streets 45, Wealth 20 HP 13
Equipment
Rags, Bowl, Rot gut , Fleas and Mites, Ragged Clothing, Stick (1-10-1)+3


RIBBON HOOKING

The cruel and evil nobility have a game they play called ribbon hooking. It consist of a group of costumed nobles with a pack of guards following far behind for the “ribbies” as they call themselves are cowards for the most part. The guards are there least there be rescuers of the fair maiden but I am getting ahead of myself.
After donning elaborate and bright costumes most foul and beautiful the group of nobles gather together and get the ribbon hooks which are small barbed darts with hooks in them. The designs vary from arrowhead shapes to a multi-hooked fish hook design. The back of the ribbon hooks have an eye to tie the ribbon or scarf trailing out up to two foot. The color of the ribbon denotes a family color or a team color.
They then find their target, which is normally a commoner or less peasant girl. Whores and nuns are not allowed. Then they chase her through the streets to see how many colored ribbons they can stick or hook into her before she dies.
This is of course a rumor. No decent nobleman or woman would share in apart in such evil.

VIEW OF WESTFORT FROM ACROSS THE LAKE

Oh Westfort my most beloved city. May your great cannons forever cause fear into the eyes of the enemy. I see you now from far away and I miss you. The two moons Luna and Uma are out and the third stays hidden (let us pray it does). The sky is full of stars and I see you most beloved Westfort.



TODDER FISH

The Todder Fish is a huge fresh water carnivorous fish that lurks the waters of the Olde Realm. They average around 15ft. but there have been some found in the deep freshwater seas and stream hundreds of feet long. The various descriptions of the Todder fish make it a large scaly primitive fish with a catfish like head and a mouth full of teeth. The Olde Realm is full of gigantic sized creatures.

RUMORS OF ANCIENT ANNAHONN SEA TREES

It is rumored on the far seas and oceans of the Olde Realm that there are great trees floating thousands of feet in the water with a even larger turnip shaped root system even larger below afloat in the ancient deep oceans. It is said these gigantic trees are so large that there are actual forest and homes on their great limbs. It is said that there is a great forest somewhere to the west of these trees with a great Elvin nation upon the seas.

ELEMENTIUM

What is this ancient source of power rediscovered by the Tinker? The Skas were said to power their ancient lighted cited by such a substance. It is know that the Tinker possess an ever weakening monopoly upon the technology. It can make machines run, make lights light, and move the great ships of the Kinglish.

THE SKAS’ BURNING HATS

It is said that the ancient Skas were masters of steam and brass. They lived in a world of elegance and evil. A Victorian Roman styled world at that age before they threw the world into darkness. Some ancient societies and sects still are said to practice the rite of the burning hat. Thought (and hopefully lost) in time the rite was a sacrifice to their dark gods or perhaps a gamble of how long the victim would live.
The victim was usually a maiden of foreign blood of an upper-class birth. Her waist would be belted to a harness attached to the arms restricting the arms from reaching past the waist. An ornate metal hat much like a bucket with a chinstrap mixed with a helmet. A fire was then lit in the hat or hot coals put inside and a vented ornate lid was closed over the bucket. The victim if she had hair would run around screaming for mercy for up to an hour before a horrible painful death.
There are rumors of fraternities still practicing this ancient rite. The victim is usually the poor.

CLOCKMAKER
My name as far as I know is boy. I am the last. The Necromancers have taken all the other children. I am the last. All the other children they have taken. They are cold but not cruel. They are making a clock.
They are using dead boys and girls to do it. The Necrologist take our bodies and make them undead. They put preservatives and spices to keep us fresh. They are making a clock.
They chop up the undead children and make each piece a part of the clock. Some arms turn wheels forever. Some legs turn wheels forever. The heads filled with air from baffles sing an eerie song sing forever. They are making a clock.
My name is boy. I am the last. Today they come for me and my beautiful voice shall become a part of the clock. My arms turn it forever. My legs run forever. My lungs blow air forever. They are making a clock.
They have put a silver liquid into me. I am now dead but yet in a dream. I feel only a tickle as they cut and sew my body to the clock. I have only been told of it’s beauty until now I see it. They are making a clock.
I now am a part of a beautiful and horrible singing. All our beautiful voices sing this raspy dead song upon this tall clock 30 children tall. It took thousands of us to make this clock. Undead arms and legs turn levers and gears forever and ever and upon the hour and ever hour we sing for the Necromancers every hour on the hour.
Some of our broken bodies do dances upon the hour forever. In a show for each of the 30 hours of the day. They are making a clock.

REPORTS FROM THE WASTELANDS EAST OF WESTFORT

I have muskets 4 on back. We travel the Wastelands far a force of 43 men. We have seen things this last trip unexplained. We were traveling some 20 miles east of Blood Mountains we found a strange area with a violet eerie glow. There were floating body parts as far up as 30 feet as we went farther into the area. Most were still alive and suffering in some fashion. We spoke to a few of the heads we found that were still attached to a lung. They told us they were fighting in some war and just appeared here. Some spoke languages that none had ever heard. Most had a fuzzy memory of who they were and where they were from. We tried to remove one of the men who was only missing a hand but could not move him even with 10 men pulling on rope but his arm did tear off. We finally left feeling helpless an sick to our stomach.
As we traveled into a heavily forested area. We noticed that it was a forest in the wasteland which normally is a barren rocky plane. The place just felt wrong. This was not as disturbing as what we found. We saw 40ft above the trees a strange column with a screaming woman on top of this column. A 9 yon old. woman was on a column some 80 ft. high. There no way visible way on or off the column. It was about 4’ x 4 ‘ square with strange designs of no certain pattern. She appeared to be Gualish wearing a purple skirt and white blouse. She had jet black hair and she told one of our men Pierre Rouge that she had blue eyes. He spoke to her for hours as we tried to get her off of the column. She went to sleep at her home and awoke on top of the column.
Gunter our ranger for years and a very old man said he has seen this very woman some 30 years ago on one of his first patrols to the wasteland. Everyone just looked at him in disbelief. We gave up much to the disappointment of the men and traveled on. The men would not let me shoot her down. We went down into a hidden valley and to our horror hundreds of columns with screaming girls on top. Gunter’s spyglass told us to our horror it was all the same girl on each column! Some of the men went hysterical trying to save these girls that were the same girl. Some of the columns had dead girls on it as if they had been there for years while some had a bodies at the bottom as if she had jumped. A few very aged and weather worn columns had nothing on them.
As we quickly left the area we saw a strange thing in the sky. It was to far to tell how large it was. The thing was almond shaped and silver. It made no noise and traveled in quick jumps. It finally came and silently followed us until we left the forest. The men were terrified and we ran all night and planned camping during the day.
Most of us have four muskets on our back. It is a good thing as right before dawn when we were as tired as we could be a force of 50 goblins and orc Galab-Hah attacked. They stupidly rushed us as we fired upon them. They were mad with battle as we cut them down. Thank the Avatar for muskets or we would have been dead.

Saturday, May 19, 2012

Elect of the Olde Realm

Elect of the Olde Realm

Do you want to join in the Writing and Artwork of the Olde Realm?

More shall be clear as I post more.

Join this secret society and reap the benefits!

One day there shall be this obscene huge book called The Olde Realm: AKADEMIOS!

I already have a few hundred pages but it's not thick enough!

Imagine a thick book that is an insane mixture of art, role-playing game, stories, and lexicon of the Olde Realm.

Not a complete book dare say (As to make room for Book Two) but a taste of the City of Westfort and the Chasm City called Kebtz with hints of the rest of the world.

A new genre called SWORDPUNK!

Not following any rules of morality and nothing is sacred!

A huge book with many things OUT OF ORDER!

The RPG sections shall be organized to facilitate play but all the rest will be akin to a mad publisher putting in various topics not in any certain order making the book a new experience every time you pick it up.

Imagine an old Victorian book or lexicon full of odd pictures and articles mixed with the grittiness of a zine.

I need a few of the elect to help.


Gamemaster's Section

Using Skills


To do anything you need to pick out the appropriate skill then roll the number or less. If you do not have any points in a skill the default skill is 25%. A hard skill can have -10 to -20 subtracted from the Skill, while an easy task would have +10 to +20. Note: you could in extreme situations have a greater situations have a greater than 20 modifier. A Gamemaster can choose to let you know if you can do it instead of a roll. In some cases your character might be completely unable to do something and the Gamemaster will just say no.

Time and Movement
You move as many feet a round as your Action skill. During your round you can move and/or attack. You may move and attack in the same round in most cases. A smart character lets his opponent attack first and reacts to the situation accordingly.
What is a round? A round is a few seconds up to 6 seconds. A turn is 10 rounds that is give or take a minute long, 60 minutes is 1 hour etc.

Vision and Perception
You can see others at a distance of Perception x 5 in feet (average 125 feet). For each multiple of your perception you have a -10 to the Perception roll. You can hear at a range of Perception x 2 in feet (average 50 feet). For each multiple of your perception over 2 you get -10 to Perception roll. You can increase and decrease these multipliers as you see fit depending on the situation.

Unless noted humans cannot see well at all in the dark. They get a -10 to perception on a moonlit night and -20 on a dark night.

Artificial light sources give a small radius of light. Candles give off at the most 15 feet of illumination. Torches and lanterns give off about 30 feet of illumination.
Structures
Wood - Wood stops 4 points of damage. Hit points will vary. Most 5x 5 sections of wall depending on thickness will have around 25-200 hit points. A door depending on it's thickness will have 5-100 hit points.
Stone- Stone stops 20 points of damage. Most 5x5 sections of stone wall depending on thickness will have 100-1000 hit points.
Metal- Metal stops 30 points of damage. Most 5x5 sections of metal walls depending on thickness will have 100-1000 hit points.

To destroy structures you must take out it's supports so that it will fall down. The amount of the damage is up to the GM.

Hazards
Falls-1-10 per 10 ft. If you land in water take away the first 30 ft of damage and convert all other damage to temporary. If you fall through a rotten wooden structure or some other structure that could break your fall roll 1/2 your fall damage dice round up in your favor to roll for a damage reduction. Example: Tom falls 70 feet onto a rotten roof. You would roll 4 dice to see if the rotten roof broke his fall. If the lesser dice are greater than the fall dice you only take the difference.
Fire- 1-10 per round. If you have any flammable objects there is a 50% chance that the object will catch on fire. If any flammable liquid is added there is an 80% chance of fire.
Drowning- You can stay under water equal to your Stamina x 3 in seconds. After that A stamina roll every 10 seconds with a failure giving you a cumulative -10 to your Stamina roll and 1-10 temporary damage. When your Stamina roll is negative you take 1-10 temporary damage a round until dead.
Cold- You take 1-10 temporary damage every 10 minutes you are unprotected in the freezing cold if you fail a Stamina roll. You can protect yourself by wearing winter clothing and take no damage. If you are some protection you might only take 1/2 damage if you fail a Stamina roll. If you find shelter with a fire or the correct gear you can lose 1-10 temporary hit points an hour.
Heat- If you are wearing thick clothing and or armor in the intense heat not doing much you take 1-10 temporary damage an hour on a failed Stamina roll. If you are doing hard work and/or fighting you will take 1-10 every 10 minutes on a failed Stamina roll.
Starvation – You can go without food for you Stamina/10 in days. Each additional Stamina/10 you go down loose 1 Hit Point and you lose 1/10 your Stamina, Action, Might, and any other Skill/Attribute that the Gamemaster feels.

Traps and Poisons
TRAPS
Acid 1-10 a round for 1-10 rounds.
Arrows from Wall 1-10+3
Spear Trap 1-10+5
Explosive Trap 4-40 Damage.
Pit 1-10 per 10 feet
Spikes 1-10 at 1-10 damage each.
Falling rocks 1-10 per 5ft. x 5ft.
Falling Ceiling Block/Room Collapses/Avalanches 1-100 damage.
Poison Needle Stamina Roll or take 1-100 damage.
Slide to deeper level.
Explosive 2-20 damage(or More up to 1-100).
Cage Drops on You!






POISONS
All poisons cause 1-100 damage. Some just take a little more time. The longer the duration the better chance you can find a cure. On poisons that have a duration roll damage and then divide the damage to see how much you get on each segment of the duration.


Instant 1000
1-5 rounds 500
1-10 rounds 250
2-20+5 rounds 125
1-100 rounds 50
1-10 hours 25
2-20+5 hours 10
1-100 hours 5

Example: There is a poison with a duration of 1-100 rounds and 40 rounds is rolled for the duration and 80 is rolled for the damage. The player would take 2 points damage a round until dead.






Experience

For each skill you use place a mark by the skill. Depending on how well you use the skill will depend on how many skill points you receive. For example a player with an Accuracy of 27 would receive 1-4 points per game session depending on how well he did.
01-20 Low 1-5
21-35 Average 1-4
36-50 Skilled 1-3
51-75 Expert 1-2
76-00 Master 1








Combat
Combat Procedure
1.Initiative.
2. Combat
3. Location
4. Damage minus Armor

Initiative
Who goes first in combat? In real life its always the fastest person hands down. Unless you get them in ambush! Action is the Skill you use to see who goes first. The person with the highest action goes first then the next lower Action and so on. You may if you are quicker wait for your opponent to attack. Then you may decide to parry or if your opponent has missed you may attack him freely. If an opponent has 20 more points of imitative then you cannot defend unless he has already attacked.
If your Initiative is higher you may opt to let your opponent attack first. You then may see if his attack was a success, if so you may opt to parry or dodge. If not you may attack at any time during the round, as you are the fastest. If you do not have your weapon drawn you must roll ½ your Action or Melee Skill whichever is lower in order to quick draw the weapon. A defense such as a Parry, Block, or Dodge can be done at any time during a round.
If there is a distance between opponents it takes away 10 points of imitative to move into combat 10 feet. In some cases this will still allow the opponent to attack first but it will give you a chance to parry.
Example: Theodos has an action score of 46 and is attacking a demon with an Action of 85. If the demon is 40 feet away and he closes in it makes his initiative go down to 45 respectively. This allows Theodos to get one good slash in as he stands his ground.

Combat
Are you the best brawler? Swordsman? The best shot? Are there any modifiers?
You have two choices attack or defense.
An attack is done by rolling your Melee, Brawling, or Accuracy or less.
A defense that is done for Melee is a Parry.
A defense that is done in Brawling is Block.
A defense that is done with Action is a Dodge.
Parries can be modified against weapon size.
You simply roll your Skill or less on % roll to hit.
If you choose to attack more than one opponent or preform more than one action it takes away 10 points for the second attack, 20 points for the third, 40 points for the fourth, 80 points for the fifth and so on doubling each extra attack. This resets next round.





Melee Modifiers

Higher Ground +10 - You are on horseback or on a table or just higher than the opponent.

Scratch - no effect

Lightly Injured. -10

Severely Injured -20

Dying -30

Mighty Blow -10 per + 1 damage

Defensive Fighting +10 to Melee parry per -10 to Melee attack and -1 to Damage taken.

Offhand Weapon/Shield-You get an additional ½ your Melee skill for the offhand weapon. For instance a Melee Skill of 40 would give an offhand Melee Skill of 20.The shield can optionality be used as a bashing weapon at -2 to damage.

Ranged Modifiers
Point Blank +20, Close +10, Moderate distance +0, Far -10, Extreme -20, Impossible -40

Cover acts as Armor on the Area being covered.
Different various covers.

Long Weapons on 1st Attack – Some weapons are long and you have a bonus to Initiative on your first attack. It will be listed in the Weapons Shop.










Location
Where did my blow hit? Can I aim for a specific location (-20)? The luck of draw is how most unskilled fight. Damage below is modified by location.

01-15 Head – A hit to the Head does triple damage! If you are hit in the head for 1/2 your total Hit Points roll versus Stamina to Stay conscious. Even is hit in face. A hit that does Stamina Damage decapitates the victim.

16-30 Torso – A hit to the Torso does double damage. If you are hit for your total Hit Points you must roll your Stamina or be cut in two pieces. Odd is chest even is stomach.

31-49 Abdomen - A hit to the Abdomen does normal damage. If hit for your total hit points you must roll your Stamina or be disemboweled or cut in half.

41-55 Right Arm - If you are hit in the right arm for your total hit point damage roll versus Stamina or you lose your arm. Odd is upper arm, even is lower arm.

56-70 Left Arm - If you are hit in the left arm for your total hit point damage roll versus Stamina or you lose your arm. Odd is upper arm, even is lower arm.

71-85 Right Leg - If you are hit in the right leg for your total hit point damage roll versus Stamina or you lose your leg. Odd is upper leg, even is lower leg.

86-00 Left Leg - If you are hit in the left leg for your total hit point damage roll versus Stamina or you lose your leg. Odd is upper leg, even is lower leg.

How much of the limb did you lose when you fail your Stamina roll? The higher the damage roll the more of the limb is lost. Roll a d10 1 being just fingers to 10 being the entire limb.

01-15 Head x3
16-30 Torso x2
31-40 Abdomen
41-55 Right Arm
56-70 Left Arm
71-85 Right Leg
86-00 Left Leg







Damage
Okay so I hit the enemy. What did it do to him? What is a scratch? What’s light Damage? What’s severe? Am I dead yet? Yep I’m dead! Most people when hit with a weapon will fall to the ground and begin going into shock and dying. It does not have to be a body part with organs and entrails to kill. A hit to your arm can kill through shock and blood loss. A real experienced fighter avoids getting hit by spliting his actions per round to parry or dodge. When the time is right the fighter can hit for massive damage after his opponent has missed and has no more actions to defend himself.

-Scratch 1/10 Hit Points or Above -0 (Example Amanda the young scantly clad peasant girl has a Stamina of 25 which is 25 hit point. 3 damage is a scratch.

-Above 1/2 Hit Points but above 1/10 Stamina -10 Lightly Injured. (4-13 hit points) -10 to ALL actions

-Below 1/2 Hit Points -20 Severely Injured (14-25 damage) -20 to ALL actions.

-At 0 hit points or below you are dying. You will live as many rounds as you Stamina minus your damage below 0 taken. (Example above if Amanda is hit for 28 damage in a round she is at - 3 damage. She has 22 rounds to live.) -30 to ALL actions.

-You must roll a Stamina roll at that time or be stunned for 1-10 (minus 1/10 of your Stamina and Will divided by two.) rounds (going in and out of consciousness basically) before you can attempt another Stamina roll. All actions are at -30 (not your Stamina roll) at this time. Any action below 0% you cannot do.

Temporary damage is from fist fights and such. Temporary damage goes up instead of down and it it is higher than you current hit points you fall unconscious.

Damage Levels

Roll D10 + Might divided by 10 + Damage modifier for damage with weapons. Hand to hand damage is 1-5 Damage + Might divided by 10. If you roll a 10 for damage then you automatically roll another 10 sided dice adding the totals. If you keep rolling 10s then you keep adding until you do not roll another 10. An option also is to have fixed damage of 5 + Might divided by 10 + Damage modifier. With this an average person does 9 points of damage with a normal weapon and 5 with a punch.

Specialist get to add their skill divided by 10 added to the damage.

You can have the OPTIONAL quick kill rule that anytime a 10 is rolled in damage an NPC is automatically killed




Armor
Hey did my armor stop that damage? Armor can be bought at an armorer shop. Most of the time you have to have Armor built. Armor has a number listed will take damage first before the damage is applied to the Character.


Shields are another aspect of armor. Shields also add an extra attack like an offhand weapon. It is only a parry as modified by the shield size(which the modifier is listed behind the shield’s name) but you could opt to shield bash at 1-10(-4) damage. A double on a wooden shield shatters it. On a metal shield only a double even number it dents it but it can be repaired.



Healing
How long am I hurt? When does this heal? You heal at 1/10 your Stamina per day after a person . A successful Healer roll gives you back 1-10 hit points and a critical success gives you 2-20 hit points back. You never get back more than you had to start off with. That is unless you can find a magical or alchemy means of healing from a wound.
Temporary damage is healed 1/10 your Stamina per hour of rest.


Surprise! Surprise!
There will always be an enemy faster than you. How do you attack the faster enemy with out getting hacked, killed, or shot? You can use a Stealth roll. As long as you do not fail it you can get one free round of attacks. If you do fail it but not a fumble the enemy then must make a Perception roll. If the enemy fails the perception roll you still get surprise. If you roll during an ambush twice your Stealth you have fumbled and can do nothing for a round.


Morale
When combat is not going well one must do a Will check for non-playing characters. If it fails the NPC will attempt to flee combat for 1-10 rounds after the threat is passed.

QUICK NON PLAYING CHARACTERS
With this document you now have the POWER to make up NPCs on the fly. Fell free to just ignore these rules and make them up on the fly. Try to base your non playing characters on real world people you and your players know, like or hate. A non playing character based on an actual enemy gives a lot of strong motivation to defeat that enemy. Everyone else need not know the non playing character is based on any actual character.


Kid
Your a young early teen to pre-teen kid (10-15) who has no reason to be adventuring. You only start out with 25 points to spend.
Looks 30 (+5), Melee 20 (-5), Might 20 (-5), Stamina 20 (-5), Status 10 (-15), Will 15 (-10), Wealth 10 (-15) (-50 Total)

Kid 25pts. To spend 10/5/5/5 One skill at 45 and three skills at 30 plus or minus modifiers.

Youth
Your in your late teens to middle 20’s (15-25) your just now beginning to figure out the world. You start out with 50 points to spend. Your abilities are all 25%.

Youth 50pts. to spend. 20/10/10/5/5 One Skill at 45, two skills at 35, two skills at 30.

Adult
Your in your late middle 20’s to middle 40’s. (25-45) You have some skills and abilities but some of your physical body is going down hill. You have 75 points to spend.
Action 20 (-5), Brawling 20 (-5), Looks 20 (-5), Perception 20 (-5), Stealth 20 (-5), (-25 Total)

Adult 75pts. to spend 25/20/10/10/5/5 One skill at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.

Mature
You are in your late middle 40’s to your early middle 60’s. (45-65) You have 100 points to spend.
Accuracy 20 (-5), Action 15 (-10), Brawling 20 (-5), Looks 15 (-10), Melee 20 (-5), Might 20 (-5), Perception 15 (-10) (-50 Total)

Mature 100pts.tTo spend 25/25/20/10/10/5/5 Two skills at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.


Old
You are in your late 60’s to middle 90’s. (65-95) You have 150 points to spend.
Accuracy 15 (-10), Action 15 (-10), Brawling 15 (-10), Looks 15 (-10), Melee 15 (-10), Might 15 (-10), Perception 15 (-10), Stamina 15 (-10), Stealth 20 (-5), (-85 Total)

Old 150 pts. to spend 50/25/25/20/10/10/5/5 One skills at 75, two skills at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.


Ancient
You are in you late 90’s or older. (95-up)You have 200 points to spend. 10% chance of being very ancient adds another 50 skill points and another 10-30 years to your age. Keep rolling until you fail.
Accuracy 10 (-15), Action 10 (-15), Brawling 10 (-15), Looks 10 (-15), Melee 10 (-15), Might 10 (-15), Perception 10 (-15), Stamina 10 (-15), Stealth 10 (-15), (-135)

Old 200 pts. to spend 50/50/25/25/20/10/10/5/5 Two skills at 75, two skills at 50, one at 45, two at 35, and two at 30 plus or minus modifiers.



More Experienced/Powerful PCs/NPCs will have +25 points for a somewhat experienced, +50 for a veteran of many adventures. A master will have +75 points.

Starting characters get an additional +50 points to spend. More Experienced/Powerful PCs/NPCs will have +100 points for a somewhat experienced, +200 for a veteran of many adventures. A master will have +400 points. An average character is based on 500 points divided 20 times with an average of 25.




Making a character

The Olde Realm





Introduction
The Old Realm is a game that promises quick leveless character creation and fast and understandable rules. You can create a character in less than 5 minutes and be on your way playing in a fantastic world.

Character Creation
Age

Kid
Your a young early teen to pre-teen kid (10-15) who has no reason to be adventuring. You only start out with 25 points to spend.
Looks 30 (+5), Melee 20 (-5), Might 20 (-5), Stamina 20 (-5), Status 10 (-15), Will 15 (-10), Wealth 10 (-15) (-50 Total)

Youth
Your in your late teens to middle 20’s (15-25) your just now beginning to figure out the world. You start out with 50 points to spend. Your abilities are all 25%.

Adult
Your in your late middle 20’s to middle 40’s. (25-45) You have some skills and abilities but some of your physical body is going down hill. You have 75 points to spend.
Action 20 (-5), Brawling 20 (-5), Looks 20 (-5), Perception 20 (-5), Stealth 20 (-5), (-25 Total)

Mature
You are in your late middle 40’s to your early middle 60’s. (45-65) You have 100 points to spend.
Accuracy 20 (-5), Action 15 (-10), Brawling 20 (-5), Looks 15 (-10), Melee 20 (-5), Might 20 (-5), Perception 15 (-10) (-50 Total)

Old
You are in your late 60’s to middle 90’s. (65-95) You have 150 points to spend.
Accuracy 15 (-10), Action 15 (-10), Brawling 15 (-10), Looks 15 (-10), Melee 15 (-10), Might 15 (-10), Perception 15 (-10), Stamina 15 (-10), Stealth 20 (-5), (-85 Total)

Ancient
You are in you late 90’s or older. (95-up)You have 200 points to spend. 10% chance of being very ancient adds another 50 skill points and another 10-30 years to your age. Keep rolling until you fail.
Accuracy 10 (-15), Action 10 (-15), Brawling 10 (-15), Looks 10 (-15), Melee 10 (-15), Might 10 (-15), Perception 10 (-15), Stamina 10 (-15), Stealth 10 (-15), (-135)

Starting characters get an additional +100 points to spend. More Experienced/Powerful PCs/NPCs will have +200 points for a somewhat experienced, +400 for a veteran of many adventures. A master will have +600 points. An average character is based on 500 points divided 20 times with an average of 25.




Backgrounds

Skills

These are the 20 skill categories listed below. The most important rule to remember about skills is the average score is 25%. If someone has put no points in a skill it defaults to 25%. To use a skill you roll a % dice the score or lower to succeed. The points that you get are dependent on your age and skill level. There may be modifiers directly to the Skill. For simplicity they are always in the 10s. For example you will never have a +8 or a –12 modifier. You would only have a +10 or minus –30 for example. If you roll higher than your score you fail to do the action you desired. The higher your roll without going over the score is how successful you are. This does not count on combat skills as the roll of damage determines how much “good” a hit is. A critical failure is twice your skill. For example a skill of 35 a critical failure would be a 70 or more. A 100 is a horrible failure. It is up to the GM to prescribe what happens.

A character can choose to specialize in an individual skill after his score goes past 35%. A specialty only works for the one skill only not for the whole category. Example would be a specialty in dagger under Melee. A skill of 55(30 plus the base of 25%) would cost 30 points and now is a separate skill altogether but must be within 20 points of the Base Skill. If melee would go up or down it would not effect the specialized dagger skill as long as it was within 20 points. A specialty allows the player with the game master's permission to do incredible feats of daring. What these are are up to the game master and the players. Multiple actions per round are at -10 and double for every additional attack.

01-20 Low 10
21-35 Average 25
36-50 Skilled 45 May Specialize
51-75 Expert 65
76-00 Master 85

Academic-This skill deals with all things scholarly and learned. This covers reading and writing at the skilled level. Example specialties: law, ancient history, ancient, foreign, and modern languages, science, various forms of occult lore, and any others that you can think of.
Accuracy-This is your natural ability to aim, shoot and throw. Specialties would be a specific type of ranged weapon such as bow, crossbow, musket pistol, daggers, etc… et…
Action-This is you speed, coordination, and dexterity. Example specialties climbing, acrobatics, running, combat speed (Initiative) etc. etc. This number is VERY important, as it is the number used to determine who goes first in close combat! If you are of average speed the only way to attack first is to sneak up on the quicker person or attack him/her from a distance.
Animals-This is the knowledge of animal care and lore. Example specialties would be riding, ranching, shepherd etc… etc…
Brawling-This is your raw hand to hand ability. Example specialties would be punch, brawling parry, kick, etc…etc…
Entertain-This skill is you raw ability to sing, act, and play an instrument. Specialties could be specific musical instrument, opera singer, thespian, etc… etc…
Healer-This is the knowledge of healing wounds and curing maladies. Example specialties could be surgeon, barber, etc… etc… A successful roll on healing provides 1-5 hit points of healing. If you have a proper medical kit or healing herbs you can heal 1-10 hit points.
Looks-This is you physical attractiveness. Some specialties would be cuteness, ruggedly handsome, sexy, etc… etc…
Melee- This is your raw skill with melee weapons such as swords, daggers, maces, and others. You may specialize by choosing a specific weapon.
Might-This is a measure of your raw strength. Specialties in this attribute are break down door, push, pull, and any others you think of. Your bonus to damage is Might /5.
Perception-This is your ability to notice the world around you. Many a quick warrior has gotten himself killed by not being perceptive. Specialties that some develop are see, hear, taste, touch, etc… etc…
Smith-This is your mechanical ability as well as you skill in figuring out how to build something as well as occupations. Specialties include blacksmith, locksmith (a favorite of thieves!), stone mason, carpenter, brewer, printer, basket weaver, trapsmith, sailor, the list could go on forever.
Social-This is your ability to interact with others. Specialties include leadership, seduction, con, intimidate, bribe as well as any others you could think of.
Stamina-This is you health and endurance. Your Stamina score is your hit points. Specialties include drink, resist cold/heat, resist poisons, the possibilities are endless.
Status-This is you station in society. Specialization in this attribute will be only for a group or guild involved. Specialties include merchant rank, church rank, secret order’s rank ect…
01-20 Low Poor, slaves, foreigners, and scum
21-35 Average Commoners and serfs
36-50 Skilled Craftsmen and merchants
51-75 Expert Guild masters and noblemen
76-00 Master Royalty
Stealth-This is your sneakiness and cunning. With this skill you can sneak around pick pockets palm objects. Specialties could be pick pocket, palm object, sneak, hide etc…
Street-This is the working knowledge of lower class life. This skill also works as a social rank in the slums for obtaining goods and contraband. Specialties include thieves’ guild rank, assassin’s guild rank, fence, counterfeiting, prostitution, slavery, drugs, illegal magicks, or any other lowly professions or services.
Wilderness-This is working knowledge of the wilderness and how to survive. The specialties in this include forest, wetland, tundra, desert, jungle, fire building, herbalist, hunting, seamanship, trapping, and any others that you think of.
Wealth- This is you starting wealth as well as income.
01-20 Low 1-10 P
21-35 Average 10-100P
36-50 Skilled 100-1000P
51-75 Expert 1000-10,000P
76-00 Master 10,000-100,000P
Will-This is your mental strength. The ability to resist magicks and manipulations. Specialties would include resist specific magick sphere, resist fear, resist torture, resist pain, etc…


These are some of the various occupations that fit with the backgrounds listed above. Most categories will have standard equipment and skills for that background. Then in the occupation there will be additional skills and occupations (if any). These serve as only a guide and a quick way to get players in the game. The list is set up the following way.
1. Name of the occupation
2.A brief description of the occupation
3. Additional skills associated with the occupation
4. Additional starting equipment

Don't limit yourself to the skills that are just on the occupational list. You also don't have to use all the skills listed with the occupation. Be free create your own characters.


Backgrounds
01-09-Raised in the Woods...
10-18-Living Poor on the Streets...
19-27-Lying, Cheating, Stealing...
28-36-Fighting, Brawling, Swordplay...
37-45-In Cities and Towns...
46-54-Working in the fields....
55-63-Studying old tomes.....
64-72-Praying and Fasting.....
73-81-In the Circus, Playhouses, Street performing.....
82-90-Living in large Estates, Castles, Colleges...
91-99-On the High Seas, Port Towns, Rivers.....
00 Pick your own Background

Raised in the Woods...

Animals +5, Status -5, Streets -10, Wilderness +10, Wealth –5, Academic Specialty (Language Woodespeake) +5.
Standard equipment. ragged clothes, stick, staff, or club, hand axe, 1 man tent, slicker, hat, flint and steel, and knife. Any additional equipment will be listed next to the occupation.

Druid -
The Druids are the keepers of the woods. There are various denominations of the "Worship of the Woodes". Some are vegetarians and would not harm another soul even to save their own life. While others engage in divination through the sacrifice of prisoners or enemies to divine. Most are somewhere within these extremes.

The Druid start with the following additional skills:
Academic, Academic Specialties Languages (Feyspeake, Druid Tongue) Social, and Status
Any of the eight elements one might see a druid using but a druid would mostly use Wood and Storm
Robes, Sickle (Small), Holly Crown

Gamekeeper-
Then Gamekeeper is commonly hired by local lords to protect lands and parks from poachers and wild beast.
Skills
Smith, Streets, Accuracy Specialties (Rifle), Animals Specialties (Riding Horse), Wilderness Specialties (Tracking)
Starting Equipment
Rifle w/ 10 Shots, Dagger, Melee Weapon of Choice, Riding Horse, Saddle and Bags, Leather Shirt, and Leather Pants.

Herbalist-
The Herbalist is the doctor of the woods, they prepare and plant various herbal remedies as well as poisons and antidotes.
Skills
Wilderness Specialties (Herbalist)
Hand Sickle (dagger), Herb Sack. 1-10 heal packs (heals 1-5 hp of damage)

Hunter-
A hunter is one who makes his/her living by hunting wild game. One who does this illegally is called a poacher and is the bane of every gamekeeper.
Skills
Accuracy Specialties- (Long Bow or Rifle)
Wilderness Specialties- (Tracking, Trapping)
Equipment
Long Bow w/ 20 Arrows or Small Rifle w/ 10 Shots ,Dagger

Ranger-
A Ranger is an explorer of wilderness uncharted. Usually hired by a local lord to explore land already seen by the ranger and his kin.
Skills
Perception Specialties (See, Hear, Smell), Wilderness Specialties- (Tracking, Herbalist, Snares)
Nature,
Equipment
Long Bow w/ 20 Arrows Leather Jack

Pagan-
The Pagan also known as the Wicka are a group of Goddess worshipers. Normally they are quite peaceful but here have been known to have evil Pagan groups.
Skills
Academic Specialties- (Wicka Lore, Fey Lore, Feyspeake)
They commonly use the five powers of the pentacle Spirit, Stone, Flame, Ice, and Storm and will specialize in one element..

Scout-
The Scout is a Solider of a sort and a Ranger of another. The scout goes far ahead into enemy lines and reports back what he has seen.
Skills
Perception Specialties- (See) Wilderness Specialties- (Tracking, Snares)
Melee weapon of choice, Dark Earthen Clothing, 1 Extra week of food

Shepherd-
This is the person who has the life of tending to the herds of animals. Most leave that life to go adventuring as it is safer than facing wild beast that threaten the herds.
Skills
Animals Specialties- (Heard Animal of Choice)

Wilderness Folk-
These are the ones who live far from the reaches of civilization. They live from the land and the land lives from them. Most would only adventure under dire circumstances.
Skills as background





Woodcutter-
The Woodcutters are the burly axe wielding, song-singing, hard drinking, mule driving guys of the realm who chop the trees down for the wood the Old Realm so desperately needs.
Skills
Melee Specialty- (Two-handed Axe) Animal Specialty- (Mules)
Two-handed Axe Mule tack and harness Chain for dragging logs

Living Poor on the Streets...

These are the poor of the poor. They have literally nothing to loose by being an adventurer. From a young age they are taught that they are lesser than others and will go to great links to insits their betters get treated as a better. Others are just trash waiting to become criminals.
Academic -5 Status -5, Stealth +5, Streets +10, Wealth -5
Starting equipment. ragged clothing, stick,

Agitator-
The Agitator of the Old Realm is a teller of tales and a speaker of various causes. The Agitator has no love for corrupt governments, the nobility, the rich, and churches and will speak his mind freely inspiring riots and unrest. Most Agitators don't live very long due to this fact
Skills
Academic, Entertain, Looks, Perception, Social, Status, Will

Animal Handler-
The guy who handles all the animals. Mostly livestock and riding animals. At home in a barn more than home. Likes animals more than people.
Skills
Animals Specialty (type), Wilderness
Equipment Animal(s) of Choice (within reason), Job at a Stable

Beggar-
The eyes and ears of the street. The poorest and most wretched. Many Beggars are disfigured and/or handicapped. All are dirty and stink.
Skills
Entertain, Perception, Social,
Equipment
Rags, Bowl, Rot gut , Fleas and Mites

City Poor-
These are the very poor and uneducated low class people. Their life is a horrible one as they are victims all. Any money gained is quickly stolen by thieves or the town guard. Still in their squalor they still can be quite happy and gleeful.
Skills as Background
Equipment
Old dirty mismatched clothing, Stick or club, 10% dagger, 5% melee weapon of choice.

Drunk-
This is the fool who lives for drink. He/She could have once been someone important but who knows now. Sometimes life will give them a chance to redeem themselves in some heroic way. Most are doomed to failure.
Skills
Stamina Specialty (Drink!)
Nearly Empty Bottle of Rot gut


Former Noble-
Once a member of an established noble family now a wandering bum and drunkard possibly dishonored by some scandal.
Skills
Maybe Status
Equipment
Old Ratty Formally Noble Clothing, Various Rings and Jewelry with Gems missing (sold or stolen )all Worthless Rusted Gemless, Fine Melee Weapon in need of cleaning. Family Seal on ring

Freak-
Born disfigured the Freak only lives in the shadows fearing the reaction of the masses. Attractiveness is at minus 25. Use these skill points on your starting skills only.
Skills
Action, Brawling, Might, Perception, Stealth, Streets,

Gossip-
This is the busy body of the slums. She is usually found snooping around sticking her nose into someone's business.
Skills
Perception, Social Spec (Gossip), Stealth, Streets

Jailor-
This is the man who has the job of taking care of prisoners. Most are sadistic and cruel but there are very rare exceptions of jailors that are actually kind. Making friends with the jailor can allow you to live longer.
Skills
Action, Brawling, Healer Spec (Torture) , Melee, Might, Perception, Smith, Stamina
Equipment Shackles, Lock, Keys, Club

Laborer-
These are your workers that do all the hard unskilled work around the Realm. The death rate for Laborers is astronomical. Most are trying to become noticed by a craftsman or artisan to be made an apprentice. The rarely happens though because many crafts are family only. Life isn't to bad though because at night they all gather to drink eat and fight in various taverns. Many leave this life in search of adventure as it is safer than working.
Skills
Action, Brawling, Might, Smith, Stamina

Orphan-
Just a kid with no parents. Usually on his or her way to becoming a criminal or a whore. Adjusted Wealth can be dropped to zero.
Skills as background.
Equipment
None except clothes

Peddler-
A seller of things merchant too poor to buy a cart or shop. Usually trying to make a deal with some one. Usually the target of thieves and corrupt guards.
Skills -
Entertain, Perception, Smith, Social, Streets
Equipment -
Backpack 1-10 Pots and Pans 1-10 Soap Cakes, 1-10 Cigars 1-100ft, of Rope 1-10 tools (used) if you can think of other weird stuff to sell replace it on his list.



Rat catcher-
This is the person who has the disgusting job of going into the dark and unmapped sewers and caves to kill rats and other varmints. Some find out that things worse than rats live underground. Most people are afraid of Rat catchers because they seem to fear nothing.
Skills
Accuracy, Action, Animals Spec (Rats) ,Melee, Perception, Stealth, Streets
Equipment
Lantern, 5 flask of oil, Rat Bag, Club, Sling with 20 Stones

Stevedore-
Those who are laborers on the docks that only unload ships. They sometimes become a crew member of a ship when business is slow.
Skills AS LABORER but also add
Wilderness Specialty (Seamanship)

Street Guide-
These are the sorts who show newcomers a good time around town. This is of course as long as the suckers are paying. Some work with Thieves Guilds and sell their patrons out for a cut of their cash.
Skills
Action, Brawling, Entertain, Melee, Perception, Social, Stealth, Streets,
Equipment
Melee Weapon of choice, Leather Jack, Flashy Hat, and Jacket

Wench-
The lovely ladies of the poor sections. Usually employed in taverns, as maids, and various other menial tasks. Usually they are looking for a husband although some give it all up for adventures.
Skills
Brawling, Entertain, Healer, Looks, Perception, Social, Stealth, Streets
Equipment
Ragged but sexy Dress

Lying, Cheating, Stealing...
These are the city poor who have decided to turn to a life of crime and deceit. Many have no choice, as the law, the government, and the church are corrupt.
Academic -5, Status -5, Stealth +5, Streets +10, Wealth -5
Starting equipment. Ragged Clothing, Club

Bandit-
A thief and robber that preys upon people upon the roadways. Most are there for the money and will rarely kill or injure any who don’t put up a fight.
Skills
Accuracy, Action, Animals Specialty (Ride), Brawling, Melee, Might, Perception, Stamina, Wilderness
Additional Equipment: Pot Helm, Studded Leather Vest, Melee Weapon of Choice, Light Crossbow, 1-10 bolts, Riding Horse, Saddle, Saddle Bags, Back Pack, 30 ft. of Rope, Grappling Hook, Tinder Box, Tent 1 man, and Riding Cloak.

Burglar-
A specialized thief that breaks into houses and temples. Not very good at fighting, but very good at stealth and locksmithing.
Skills
Action, Perception, Smith Specialty (Locksmith)
Additional Equipment: Dark Cloak, Hip Sack, Cheap Lock Picks, and Hood Mask.


Charlatan-
A seller of potions, maps, and magical items. Most of all are fake. The Charlatan occasionally come across something real like a map of some sort to a treasure.
Skills
Academic, Entertain, Healer, Perception, Smith, Social, Wilderness, Will
Additional Equipment: Ragged Mismatched Fine Clothing, 2-10 Bottles of Various Concoctions, 2-20 Maps (of various places with hints of treasure only a 05% chance of it being real), 3-30 Books, 3-30 empty bottles, Melee Weapon of Choice, and a Push Cart (with canopy to keep all your stuff dry.)

Conman-
A smooth talking get the gold type rogue. While the Bugler breaks in unnoticed the Conman steals right to their faces. This rogue makes his way into a guild or noble house and gains trust. He then will propose a venture with a high return then leave with the money.
Skills
Additional Skills: Academic, Social, Stealth
Additional Equipment: Dagger, Back Pack, 1-10 Fine Stolen Outfits

Fence-
The lowlife and scum have to sell their good somewhere. That’s you a worse criminal than they only giving them ¼ the value! Your small shop here lately has been being watched ether the thieves' guild or the law. You’ll find out soon enough!
Skills
Perception, Smith, Social, Wealth
Additional Equipment: Small Run Down Shop Full of Junk, Club, Blunderbuss, 1-10 Shots

Forger-
The Coins these days are so easy to forge. With this forged bank note you’ll be able to start on your way to the big time.
Skills
Academic, Perception, Smith Specialties (Coin Mint) (Printing Press), Wealth

Fortune Teller-
You sometimes see the future. Most of the time you just tell them what they want to hear. Some times your really scare yourself with your accuracy.
Lately something is going terribly wrong you seem to feel the Bane moving into the city....
Skills
Academic Specialties (Fortune Telling) (Occult Lore), Healer Specialty (Folk Medicine), Perception, Will
Spirit

Gambler-
Betting either honest or not is a good living as long as you don’t get caught. You love to gamble in the pits. You don't care about anyone or anything else other than gambling. One day you will strike it big.
Skills
Streets Specialty (Gambling)
Additional Equipment: Deck of Cards, Dice, Nice set of Clothing

Gypsy -
Your people are considered thieves and murderers. You have never done any of these things. Your people are a magical race of humankind. You travel with the shows to make money. You work behind the scenes setting up the tents and work as a watchman or your people travel in caravans far out in the wilderness safe from man but not from beast.. Your people are dying out as the Church targets them more and more.
Skills
Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Stealth, Streets, Wilderness
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Madame-
You run a brothel. You look for girls off the streets. Runaways, orphans, and slaves you pull them in and use them up. One day you’ll become a Madame to a Noble Lord and then you’ll be set!
Skills
Brawling, Entertain, Healer Specialty (Midwife), Looks, Perception, Social, Stamina,
Additional Equipment: Expensive Sexy Dress, Hand Bag, Make Up Kit, Knife, and sword.

Outlaw-
You have escaped from the horrible prisons of the Olde Realm. You are living in the wilderness outside the city only coming back for supplies when needed. You will die before you have to return to the prisons.
Skills
Accuracy, Action, Animals, Brawling, Melee, Might, Perception, Wilderness
Additional Equipment: Shackles on Wrist and Feet attached to Steel Collar. Dirty cloak and Rags. Ball and Chain (you managed to break free from treat as a flail)

Pick Pocket -
Your quick with your hands and can pick a pocket with out notice. You lurk the streets looking for the fool who carries all his money carelessly.
Skills
Action, Perception, Stealth Specialty (Pick Pocket)

Pimp-
You run a flock of whores on the street. You use them until they die or get ugly or you kill them yourself. You make them give you all the money they make and give them a flop to sleep in and a few morsels of food to eat each day. You will use violence against them for any reason to keep them in line. You also are their protector when there is a customer that gets out of line. Your at war with any other pimp or madam in the area.
Skills
Action, Brawling, Melee, Perception, Social Specialty (Con)
Additional Equipment: Dagger, Melee Weapon of Choice, 1-10 Whores, Flash Clothes

Smuggler-
You are a provider of items illegal and untaxed. You do not care what you smuggle as long as it turns a profit. It could be banned religious text, weapons to rebels, or slavery.
Skills
Accuracy, Action, Brawling, Melee, Perception, Wilderness
Additional Equipment: Flat Barge, Two Mules, Cart, Tarp, Melee Weapon of Choice, Large Musket Rifle, 1-10 Shots.

Spy-
You work for a foreign power and are here to spy on the surrounding country side. If called to do so you will cause anarchy if possible. You stay in the poor quarters but are at home in any environment.
Skills
Academic, Accuracy, Action, Animals, Brawling, Entertain, Entertain Specialty (Disguise), Healer Specialty (Torture), Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth

Thug-
You are an evil brute. You enjoy beating up weak people. You work for pimps, madams, and various other criminal elements.
Skills
Action, Brawling, Melee, Might, Perception, Stamina
Additional Equipment: Melee Weapon Of Choice, Leather Jack


Whore-
You are a whore. You sell your body for money. If your lucky you can get away with not getting involved with a pimp or madam using you up and taking all your profits. If your still young and beautiful you can make some real money. If you have lived long enough to get old you are probably disfigured or diseased and don't make a lot of money. Some of the smarter ones become madams. Most die young. It is a horrible life. Many whores leave their whore life to hang out with adventurers (putting them in danger as pimps and madams don't give up their property easily) or to become one themselves.
Skills
Brawling, Entertain, Looks, Perception
Additional Equipment: Sexy Dress, Hand Bag, Make Up Kit, Knife




Fighting, Brawling, Swordplay...

The fighting man is the most common occupation in the Old Realm. Here to avoid repetition are the basic skills all fighting men have.
Skills
Accuracy, Action, Brawling, Melee, Might, Perception, Stamina, Will

Additional Equipment: Melee Weapon of Choice, Sturdy Clothing, Drink Horn or Tankard, Cutlery (Fork, Knife, Spoon), Back Pack

Assassin-
You are a killer for hire. Many think this is a highly skilled trade but anybody can kill an unwary victim. There are few true professionals in this trade. Most were Thugs before they became assassins.
Skills
Stealth, Streets, Wilderness
Additional Equipment: Dagger, Garrote, Large Pistol, 1-10 Shots, Cloak, Leather Vest

Body Guard -
Your a personal guard. You are probably a veteran of war. You can handle most street thugs and robbers with ease. Your war experience has let you be at home in the city or wilderness.
Skills
Social, Streets, Wilderness
Additional Equipment: Nice Clothing, Sword, Chain Shirt, Pot Helm, Large Pistol, Half-Cloak

Bounty Hunter -
You are a hunter of wanted men. Most are weak street trash. Some are true challenges. You find your prey from the court house wanted posters.
Skills
Stealth, Streets, Wilderness
Additional Equipment: Chain Shirt, Wood Buckler, 1-10 Shackles with Locks, Cloak (full of pockets)

Bowman -
You are a specialist with the Long Bow. Your arrows are deadly quite. You and your regiment have fought in many battles (and maybe even a few wars!)
Skills
Accuracy Specialty (Long Bow)
Additional Equipment: Long Bow, 2-10 Arrows, Quiver, Leather Vest, Pot Helm, Dagger



Crossbowman -
Your a specialist with a cross bow. Your bolts are an a force to be reckoned with. Your deadly bolts have killed many an enemy.
Skills
Accuracy Specialty (Crossbow)
Additional Equipment: Crossbow and 20 bolts

Freelance -
You want to be a knight but you are not of noble blood. So you are a Freelance. Selling your skills to various tourneys and causes. One day you will be recognized by a noble house for your valor and skill and become a knight.
Skills
Animals Specialty (Ride), Social
Additional Equipment: War horse, Lance, Medium Metal Shield, Basket Helm, Chain Mail Shirt, Chain Mail Pants, 2 More Melee Weapons of Choice, Saddle, Saddle Bags, 1-10 days of food, Bottle of Wine, Waterskin

Footman, Light -
You are the quick moving lightly armored footmen of battle. You’re also cheap and expendable.
Additional Equipment: Leather Armor, Medium Wooden Shield.

Footman, Medium -
You are the slightly more experienced and more expensive fighting troops. You are the norm on a battle field.
Additional Equipment: Chain Mail Shirt, Chain Mail Pants, Basket Helm, Medium Metal Shield

Footman, Heavy -
You are the elite fore that is sent in the most fierce battles and wars. You are highly paid and the most experienced. Since the introduction of the musket your value has now being questioned.
Additional Equipment: Basket Helm, Front and Back Plate, Arm and Leg Vembraces, Large Metal Shield

Gunman -
You are a specialist with a Large Musket Rifle. Your shots are death to your opponents. Mage or fully armored soldier falls before your shots
Skills
Accuracy Specialty (Rifle)
Additional Equipment: Large Musket Rifle, Leather Jack, 2-20 shots

Horseman, Archer -
You are a quick and deadly bowman on horseback. You have the advantage of being able to fire arrows then move quickly away.
Skills
Accuracy Specialty (Long Bow), Animals Specialty (Ride)
Additional Equipment: Long Bow, 2-10 Arrows, Quiver, Leather Vest, Pot Helm, Dagger, War horse, Saddle, Saddle Bags

Horseman, Light -
You are the fast moving outriders. You ride in do quick attacks and leave.
Skills
Animals Specialty (Ride)
Additional Equipment: Long Spear, Leather Armor, Medium Wooden Shield , Warhorse, Saddle, Saddle Bags



Horseman, Medium -
You are the standard cavalry.
Skills
Animals Specialty (Ride)
Additional Equipment: Long Spear, Chain Mail Shirt, Chain Mail Pants, Basket Helm, Medium Metal Shield , Warhorse, Saddle, Saddle Bags

Horseman, Heavy -
You are heavy cavalry. You go into heavy fortified areas and hopeless outnumbered situations. You hope to retire real soon.
Skills
Animals Specialty (Ride)
Additional Equipment: Lance, Basket Helm, Front and Back Plate, Arm and Leg Vembraces, Large Metal Shield, Warhorse, Saddle, Saddle Bags

Pit Fighter -
You are a professional gladiator. You fight in the Pits that are in every slum. You make a lot of gold but having no vision of a future you spend it on whores and taverns. You hope to be a champion and retire if you live long enough.
Additional Equipment: Basket Helm, 3 additional Melee Weapons

Swordsman - You are a professional duelist. You pick fights for gold. Your combats are rarely fatal as you stop at first blood. There are a breed of Swordsmen called Bloodswords who do kill all they fight after surrender. They are considered honor less dogs in the swordsmen's eyes.
Skills
Melee Specialty (Sword)
Additional Equipment: Fancy Outfit, Expensive Sword, Long Cloak

Town Guard -
You are a town guard. You know your town like the back of your hand. Your job is quite boring so you take great pleasure when you see a crime to punish the criminal before he even gets to the jail. While not beating criminals and the unlucky senseless you are busy visiting taverns and bakeries and looking for young wenches to harass.
Additional Equipment: Leather Jack, Pot Helm, Spear, Lantern

Warrior/Barbarian -
You are a primitive fighter from the great wildernesses in the Old Realm. You truly are half naked and barbaric looking with your primitive furs, bones, and leather work. Despite their primitive appearance many barbaric people are skilled smiths. Many barbarians tend to get into trouble in civilized areas and end up having to kill lots of people. The one who keep their cool tend to live longer and become adventurers.
Skills
Animals, Smith, Stealth, Wilderness
Additional Equipment: Fur Cloak, Fur Outfit (only covering the bare minimum), Large Melee Weapon, Short Bow, 1-10 Arrows, Backpack, Tinder Box,

In Cities and Towns...
These are the people who live in cities and towns. They have the normal starting skill list with all at 25. The life of a middle class worker is better than the poor in the slums but is very boring. Many start as children working from sunup to sundown. As they move to adulthood it gets no better. Life is work day in and out. Many leave this boring life and become adventurers.
Standard Equipment: Shirt, Boustiea and Skirt (if female), Breeches (if male), Sandals, Boots, or Shoes



Appraiser -
You are hired by people to tell the value of things. This is not to bad of a job as long as your honest. A dishonest Appraiser who tries to fence things are quickly caught and punished. It is a boring life. Many become adventurers because they see how much gold and treasure is gained through the delving of ancient ruins in which the old realm is full of.
Skills
Academic Specialty (Appraise), Perception, Smith
Additional Equipment: Small Shop (full of junk), 1-100 Books on Various Values of Things, Melee Weapon of Choice (hidden under the counter)

Apprentice -
You are an apprentice for a Craftsman or Artisan. This involves very little learning and much backbreaking work. You are little more than a slave. You endure constant beating and berating so you can gain a trade. One day you will be a Craftsman or Artisan if you don't loose your cool or you might give that master a piece of your mind and quit to go adventuring.

Artisan -
You are an Artisan. You work hard at your art. You are either part of a guild or being threatened by one. You have to train your stupid apprentices so they do not mess up your business. One day you will work for the nobles and live on an estate. But for now you will work your Trade day by day.
Skills
Smith Specialty (Artisan Trade of your choice), Status, Wealth
Additional Equipment: Large Shop, Cart with Mule, 1-10 apprentices, 1-5 servants, A pending order of 1-100 items.

Bartender -
You own a bar. It could be in any part of the city depending on your level of wealth. You deal with your regular patrons as well as travelers. You hear a lot of information much false some true. You sell it with the drinks if the price is right.
Skills
Smith Specialty (Brewer)
Additional Equipment: Small Bar, Club (under the bar), 1-10 Serving Wenches.

Clerk -
You work for some guild, legal, or governmental office. You must scribe all the things you are told. It is a safe boring job. You come across much secret business information. Most worthless some quite valuable and damaging. You can make money on the side by selling information if you could find some one to buy it. Sometimes there are secret maps to hidden treasures. You have perhaps in your leisure copied one of these maps?
Skills
Academic
Additional Equipment: Pen and Ink, 2-100 Sheets of Paper, Candle, Flint and Steel, Wax and Seal.

Common m/f -
You are a common person. Nothing much more to be said. You work for someone and are hoping to become an apprentice.
Craftsman -
You are an Craftsman. You work hard at your Craft. You are either part of a guild or being threatened by one. You have to train your stupid apprentices so they do not mess up your business. One day you will work for the nobles and live on an estate. But for now you will work your Trade day by day.
Skills
Action, Might, Smith, Stamina
Additional Equipment: Large Shop, Wagon with 4 Mules, 1-10 apprentices, 1-5 servants, An upcoming job


Engineer -
You are a builder and destroyer of castles and other large structures.
Skills
Academic Specialty (Engineer)
Additional Equipment: Telescope, Tools of Trade, Pen & Ink, Stack of Papers with Your Latest Design, Fine Clothing

Falconer -
You train and raise falcons for nobles. They in turn have falconry contest and get all the credit. This is the life of a Falconer. You do hear most of the business of the nobles as they think of lesser common people as not worthy of speaking to. Recently the nobles have been talking a lot about treasure laden ruins and secret cults! What is going on?
Skills
Animals Specialty (Falconry)

Healer -
You are a folk doctor of the common man. Your art does not come from only the universities like a physician does but from the old folk cures passed down from generations long ago. Many a strange disease is being seen these days. Some whisper it is the Bane.
Skills
Healer
Additional Equipment: Medical Kit, 1-10 Heal Roots

Maiden -
You are a daughter of a Craftsman or Artisan. Your family has money but no title. You would normally be a courting but here of late many a maiden has gone missing. Even one of your closest friends is gone.
Skills
Looks
Additional Equipment: 1-10 Lovely Dresses, Pen & Ink, Paper (for various love letters), Jewelry (worth a total of 1-100 P)

Mechanist -
You are a master of gears and cogs and create fantastic machines for the betterment of society and for war. Mostly you work in the great forges banging out smaller cogs with your hammers and tools.
Skills
Academic, Melee Specialty (Hammers), Might, Perception, Smith, Stamina, Status, Wealth
Additional Equipment: Hammer, 2-20 Various tools, a Shop in a Factory, 100P

Merchant -
You are a member in good standing of the merchants guild and have a successful import and export business. If your not a member of the merchant's guilds beware! You will be asked to join or leave.
Skills
Academic, Animals, Perception, Smith, Social, Status, Streets, Wilderness, Wealth
Additional Equipment: Fine Clothing, Melee Weapon of Choice, Shop (with upstairs home), Wagon, 4 Mules

Midwife -
You deliver babies from high class to low. Women in you family have been doing this for generations. You have notices many strange deformities here lately both in mother and child. You had better pretend to not notice. Especially in the noble and royal families where this seems to be spreading.
Skills
Healer, Healer Specialty (Midwife), Will



Servant -
You and your families have worked for the noble families for uncounted generations. You are underpaid abused, fired, and dismissed by the whims of the nobles. You do on the other hand live in large estates and castles. That is unless the noble decides to travel then life is truly miserable. Some servants are forever ruined by the whims of one cruel noble. You hope one day to work for royalty. The your pay and life in general will be better. Some with lower status are actually owned by the nobility.
Skills
Action, Animals, Might
Additional Equipment: Uniform of Noble House.

Taxman -
You are a Taxman hired by the government to gather taxes from the people. Most taxmen are crooked and despicable creatures hated and alone in the world. You hope to one day be a high tax official with a large manor in some city but now you are traveling collecting taxes as you go. You have more power than any local government anywhere you go. You may at will have anyone arrested for tax evasion. The nobles and many guilds will produce letters of exception so the commoner is the most taxed.
Skills
Academic, Perception, Social, Status, Streets, Wilderness, Wealth
Additional Equipment: Fine Clothing, Pen & Ink, Stack of Papers and Tax Records, Abacus, 500G a year expense account.

Teamster -
You are a rough and tumble wagon driver. You either drive or guard from bandits along the roads as well as humanoids and beast. You most likely belong to a company or guild and will openly combat other teamsters that get in your way.
Skills
Accuracy, Action, Animals, Brawling, Melee, Might, Perception, Smith, Streets, Wilderness
Additional Equipment: 4 Horses, Wagon, Whip, Hand Weapon, Cross Bow

Tinkerer -
You are a maker of small clock work things such as clocks and musical boxes. In some cases you use small steam motors to power your creations.
Skills
Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth
Spirit, Stone, Flame, Ice, Luminance, Shadow, Wood, Storm


Trader -
You are a merchant who travels from village to village and town to town selling your wares. Many belong to the merchant's guild if they do not want trouble. Many have their families with them. Traders who travel the wilderness lands usually do not have to worry about the merchants guilds as the guilds reach are too far out.
Skills
Academic, Animals, Perception, Smith, Social, Status, Streets, Wilderness, Wealth
Additional Equipment: Fine Clothing, 2 Wagons, 8 Horses, Melee Weapon, Missile Weapon

Weaponsmith -
You are a maker of weapons and you are very good at what you do. You either belong to the guild or have trouble.
Skills
Smith Specialty (Weaponsmith), Status
Additional Equipment: Shop with Hammer and Anvil

Working in the fields....
This is the most common occupation in the civilized world. Most will work their lives away and die never seeing any adventure. Here are a list of the skill all of this background will have.
Action +5, Animals +5, Might +5, Perception +5, Smith +5, Stamina +5, Status -15, Wealth -15
Additional Equipment: Ragged Clothing, Club

Farmer -
You live in the wilderness away from civilization. You have no lord save yourself.
Additional Equipment: Farm in the Wilderness, Tools, Ox

Peasant -
You are a freeman in the service of the government or a local lord. As long as you farm successfully you are left alone. You are required to give one half of your crop to the lord or more. Sometimes there is only crops for the lord and none for the family.
Additional Equipment: Farmland Owned by Lord, Tools, Plow

Serf -
You and your family are owned until a debt is paid off. The lord takes most of your crop leaving you very little. He adds on bogus debts for any reason. All the beautiful girls when old enough are taken and end up servants in his house. Once paid off you can work as a peasant. Many break their contract and begin their lives as adventurers.
Additional Equipment: Land Owned by Lord, Tools, Plow, 1-100G Debt to Lord

Studying old tomes.....
The scholarly and sagely occupations are looked on with curiosity by most folk as the mystery of reading and writing is out of their reach. Many of the educated study forbidden lore and tomes to gain knowledge of the mystical. While others study the limits of science and scoff at the mystical. Most will have the following attributes unless otherwise stated.
Skills
Academic, Perception, Status, Will, Wealth

Alchemist -
The Alchemist is the creator of potions of all sorts. This is a very respected person from all classes of society. Alchemist very rarely form guilds and pass their knowledge to a very few select students. Normally this is their own children though for the right price an Alchemist will train another.
Skills
Academic Specialty (Alchemy) Smith Specialty (Glassblowing)
Additional Equipment: Shop in town with Alchemist Laboratory upstairs

Artificer -
You are a collector and finder of ancient artifacts and devices from the past. You have vast knowledge of ancient history and science.
Skills
Academic Specialty (History), Academic Specialty (Science of the Ancients), Smith, Status, Wilderness,
Additional Equipment: Spyglass, Melee Weapon, 1-10 Ancient Devices that you and the Game Master decides on.

Doctor -
The honorable occupation of a physician is needed in the Old Realm. Only the very rich or the military can afford the services of such skill. Although the local healer can give many Doctors a run for their money the Physician is also well trained in medical knowledge collected from across the world.
Skills
Academic Specialty (Language Latinus), Academic Specialty (Science Anatomy), Healer
Additional Equipment: Office/Manor in Town (with upstairs above), Medical Kit
Linguist -
The linguist is a busy sort with the history of the world as it is. There are thousands of ancient tongues across the world lost to all but a very few. Many are hired by nobles and mages wanting translations of unspeakable lost text. Many have their lives in danger once they translate the wrong cult's tome and have to take up a life of adventure.
Skills
Academic Specialty (Languages as many as you can learn. ) Academic Specialty (Translate Ancient Language. Requires library)
Additional Equipment: Books in Private Library, Nice Home in University

Mage -
You are the most rare of sorts. A wizard of old. With the church's inquisition killing out most of the future of mages you have to keep your arts in secret. Only revealing to those who have the powers of the elements or could have the potential to be taught. You are well known by the nobility and give them much service. You may either live in a city among the noble neighborhoods or in a walled manor far out in the wilderness but near at least a village.
Skills
Academic Specialty (Language Latinus), Academic Specialty (Language Surpurnal), Academic Specialty (Language Infernal), Academic Specialty (Lore)
Any of the Magical Elements
Spirit, Stone, Flame, Ice, Luminance, Shadow, Wood, Storm,
Additional Equipment: Books in Private Library, Manor

Mage Apprentice -
You are an apprentice to a Mage. You must keep your master's arts secret. You have been taught how to read and write if you did not know how and are currently studying strange languages and lore. That is when your not cleaning the manor, stables, rooting the garden, cooking, and doing the laundry as well as a million other things. You have been naturally gifted or have quickly learned a few elements of magic.
Skills
Pick one or two elements of magic.
Spirit Stone Flame Ice Luminance Shadow Wood Storm

Navigator -
You are hire for armies, navies, and nobility to plot a course from know maps and the sun and stars. Be it on land or sea. Unfortunately most of the work is on the sea where many disappear with no return.
Skills
Academic Specialty (Navigation), Academic Specialty (Astrology)
Additional Equipment: Tools, Fine Clothing

Sage -
The Sage is of the view of the world from a mystical view. They are masters of history and lore. They have many of the secrets of religions. They are quite safe from the inquisition as most are from noble blood and the Sagely Orders can wield a huge amount of money and power. They are at odds with the Scholars who scoff at anything mystical. The debates are usually in the streets and can turn to downright bloody brawls to the death.
Skills
Academic Specialty (History), Academic Specialty (Lore) Academic Specialty( Language Latinus),
Academic Specialty (Theology) and ANY Element of Magic.
Additional Equipment: Fine Clothing, Sage's Cape, Library at Home or Luminarium





Scholar -
The Scholar is of the humanist view that the world and all mystical occurrences can be explained away by science. They are antagonistic to any and all religions and mystics and say not much about the Surpurnal Church. They are quite safe from the inquisition and the church as most are from noble blood and the Scholarly Orders can wield a huge amount of money and power. They despise the Sages worst of all as many of their debates oppose and shake everything the Scholar believes in.
Skills
Academic Specialty (History), Academic Specialty (Science), Academic Specialty (Mathematics), Academic Specialty (Theology)
Additional Equipment: Fine Clothing, Scholar's Cape, Library at Home or University

Teacher -
You are a Professor without a university. You go from manor to manor educating the noble children preparing them for university life. It is a horrible job as the noble children are as bad as the adults.
Additional Equipment: Fine Clothing, Hat, Library at Home, Backpack with Books (on various subjects)

Praying and Fasting.....
The papacy of the old realm is mostly corrupt save for a few true good priest trying to truly help others. The nobility are allowed to do horrible things to the lower class and buy indulgences from the church that lets them walk free men. Various orders within the Church plot and plan various schemes. Members of the priesthood fight amongst each other for various church and governmental positions using up and destroying anyone in their way. Though if there is a challenge to the church all other activities are put aside to defend the Church. The Orthodox Holy Suprurnal Church of the Avatar is though of with reverence and fear by most of the peasantry. The church for some is one place that they can escape their daily woes for a while within a great tall grand chapel.
Here are a the most common skills of an Avatarin priest.
Academic, Entertain, Healer, Perception, Social, Will
They may have any one or more of these powers.
Spirit, Stone, Flame, Ice, Luminance, Shadow, Wood, Storm
Standard Equipment
Robes, Holy Symbol, Staff and Dagger (in storage for use only in battle or travel and only if an adult)

Acolyte -
You are a priest in training. You are nothing more than a servant. You work and clean for 10 hours and study for 8-10 hours a day. If you fail at your duties you are beat severely. A few of the priest are perverts and homosexuals. You now do not know if you want to be a priest (or nun if female) anymore. After a few years you know you will be a Monk (or Nun) and then possibly move up to the priesthood. If you are of noble blood your life is 8-10 hours of study and a lot of time off. In a few years one of noble blood will become a priest (although female nobles will still only be nuns, but nuns in a really good station)

Bishop -
You have been a priest for many years and now you are a bishop. You weld great power and wisdom in which you use to further the will of the Church. You delegate the indulgences of the nobility and how much to charge them. You wish is to become the Arch Bishop and then be the Supurnal Father.
Skills
Academic Specialty (History), Academic Specialty (Lore) Academic Specialty( Language Latinus),
Academic Specialty (Theology)
Additional Equipment: Extravagant Clothing, Holy Books, Extravagant Headdress, Gold Holy Symbol, Gold Rings, Holy Jeweled Staff, Holy Jeweled Dagger, Holy Jeweled Ceremonial Sword, Holy Jeweled Chalice, Holy Artifact (If in a big enough town or city), Holy Jeweled Breastplate, Grand Cathedral




Choir Boy/Girl -
You are a poor child that has been raised within the confines of the churches. You sing for the church and do slave work the rest of the time. Many of the priest are good people but the rest molest you on a daily basis. You hope to become an acolyte or escape the church grounds. If not you will kill your tormentors.
Skill
Entertain Specialty (Singing)
Additional Equipment: Robes

Heretic -
You may have been a priest but now hate the corrupt church. You now are a member of the Unorthodox or Protestant Church. You and your followers are seen as more of a threat than the Bane by the Orthodox Church and they will actively go forth to kill any and all of you and your followers. You have taken up the sword to defend your people and are though of as an outlaw by most.
Skills
Accuracy, Action, Animals, Brawling, Melee, Stealth, Streets, Wilderness
Additional Equipment: Black Robes, Black Hat, Holy Books (Translated into Skasspiel)

Monk -
You are in training for the priesthood. You may actually if skilled enough get to go with a priest to do various church appointed task. Other than that you are a slave doing more of what you did as an acolyte but getting to study more.
Skills
Academic Specialty (History), Academic Specialty (Lore) Academic Specialty( Language Latinus),
Academic Specialty (Theology)

Nun -
You are a sisterhood married to the Church. You are suppose to be a virgin but many a priest has taken that from you during your acolyte years (Unless you were of noble blood). You try to forget the corruption and do good deeds for mankind. You want to get into the high sisterhood and then become a mother superior.
Skills
Academic Specialty (History), Academic Specialty (Lore) Academic Specialty( Language Latinus),
Academic Specialty (Theology)
Additional Equipment: Headdress

Priest -
After being an acolyte and then a monk for years (unless you were of noble blood then you went right to the priesthood) you are now a priest of the Orthodox Holy Surpurnal Church of the Avatar. You are stationed in a small cathedral you have command over a few monks, nuns, and acolytes. You are expected to hear confessions and collect indulgences from the nobility. You are also expected to ferret out any heresy, wizards, and bane worship you find and report them to the inquisition if you cannot destroy them yourself.
Skills
Academic Specialty (History), Academic Specialty (Lore) Academic Specialty( Language Latinus),
Academic Specialty (Theology)
Additional Equipment: Extravagant Clothing, Holy Books, Extravagant Headdress, Gold Holy Symbol, Holy Jeweled Staff, Holy Jeweled Dagger, Small Cathedral

Witch Hunter -
You are a priestly warrior for the inquisition. You ferret out heretics, wizards and the Bane wherever you go. If anyone gets in your way you will accuse them of working for the Bane. You are above the law and god's chosen champion in this world. You are a truly mad with fervor to hunt down what you see as evil.
Skills
Accuracy, Action, Brawling, Melee, Might, Stamina, Stealth, Streets, Wilderness,
Full Helm, Breastplate, Chain Sleeves, Chain Pants, Sword, Shield, Crossbow, Backpack, Rope 50 ft. Horse, Chain Barding, Saddle, Saddlebags
In the Circus, Playhouses, Street performing.....
You are a performer. You travel from town to town, city to city making your way in the world bringing light happiness and culture to people's dreary lives. The life is not always easy as travel between civilized lands is quite dangerous. The Church and Government can sometimes step in too if the message of the play is controversial. Hopefully all they do is just shut your show down and your told to leave. Many an entertainer has had his or her property confiscated and or been imprisoned for years or worse. Though most from rich to poor enjoy a good show.
The entertainer most commonly has these following items
Puffy Shirt, Tights (or nice dress), Set of Common Clothing, Dagger, Club

Actor -
You are an Actor. You want to play in the great cities playhouses one day but for now you must travel the world making your way
Skills
Academic, Action, Entertain, Looks, Perception, Social, Streets, Wilderness,
Additional Equipment: Fine Stage Clothing, Stack of Plays on Paper

Acrobat -
You are an acrobatic wonder you can fold and bend yourself in ways unimaginable, flip and roll across the ground and balance high above a crowd upon a wire.
Skills
Action, Action Specialty (Acrobatics), Brawling, Entertain, Looks, Might, Perception, Stamina, Stealth, Streets, Wilderness

Animal Trainer -
You train animals of various sorts to perform in the shows. You want to one day perform for nobility in a command performance.
Skills
Action, Animals, Brawling, Entertain, Perception, Streets, Wilderness
Additional Equipment: Collection of animals (Get with the GM on this one)

Bard -
The bard is an ancient order (akin to the druids) of performers who use magic in their performance. They are loved and treasured where ever they go as they spread news and gossip of the rest of the world throughout the year. They are great teller of tells and sagas of old. They sing songs as no one else can and leave the people wanting more the next year. All bards belong to an order and will recognize any other bard on sight. Bards are left alone by most as their order is quite dangerous if disturbed.
Skills
Academic, Academic Specialty (History), Academic Specialty (Lore) Academic Specialty( Language Latinus), Academic Specialty (Theology), Accuracy, Action, Brawling, Entertain, Looks, Melee, Perception, Social, Status, Stealth, Streets, Wilderness, Will, Wealth
Spirit, Stone, Flame, Ice, Luminance, Shadow, Wood, Storm
Additional Equipment: Musical Instrument, Pen & Ink, Fine Clothing, Fine Hat, Melee Weapon

Comedian -
You are a funny man! You crack jokes with your quick wit and make others laugh. You are sometimes hired to insult another and can do so with great skill. Most laugh but it can be dangerous to anger nobility.
Skills
Action, Brawling, Entertain, Perception, Social, Stealth, Streets, Wilderness
Additional Equipment: Pen & Ink, Stack of Comedy Papers with various Jokes, Backpack




Dancer -
You are a dancer. You cavort around in nearly nothing for the pleasure of the crowd. You are wanted and loved by many men. This is normally a good thing unless the wrong nobleman or priest takes a fancy to you then it is time to leave or drain his money coffers.
Skills
Action, Entertain (Dance), Looks, Stealth, Streets, Wilderness
Equipment
Additional Equipment: Sexy Costume, Tambourine, Finger Symbols

Fortune Teller -
You are a teller of fortunes. Be you real or fake people flock to you and your advice. You are also full of advice for curses and omens as well as supernatural creatures. In many cases what is not know is made up.
Skills
Academic Specialty (Astrology), Academic Specialty (Lore) Academic Specialty( Taros Cards), Perception
Sometimes the element of Spirit
Equipment
Additional Equipment: Tent, Crystal Ball (if you have the element of Spirit), Taros Cards, Astrological Charts, Fancy Clothing, Rapier, Wagon, 2 Horses

Minstrel -
You are a traveling singer and are the better you are the better you are paid. You dress fancy.
Skills
Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth
Spirit Stone Flame Ice Luminance Shadow Wood Storm
Additional Equipment: Musical Instrument, Pen & Ink, Fine Clothing, Fine Hat, Melee Weapon

Musician -
You play a musical instrument. you hope to make it into a big city symphony.
Entertain Specialty (Musical Instrument of Choice)
Additional Equipment: Musical Instrument of Choice

Singer -
You voice commands attention each time you sing. You hope to make it to one of the big opera houses in the big cities. But for now you are just going to make it with a traveling show.
Skills
Entertain (Specialty Singing)
Additional Equipment: Fancy Clothing, Pen & Ink, Stack of Papers with Songs

Storyteller -
You are a one man (or woman) show. You can set up anywhere and tell a tale for a few coins. You hope one day to work the taverns of large cities but the street corners will do for now.
Skills
Academic, Entertain, Perception, Social, Stealth, Streets, Wilderness
Additional Equipment: Pen & Ink, Papers with Various Stories

Street Performer -
You are a juggler and acrobat. The street corner is your stage and the world your theater. You hope to join up with a show but for now the street corner is just fine. It barely pays the bills.
Skills
Accuracy, Action, Entertain (Specialty Juggling), Melee, Perception, Social, Stealth, Streets, Wilderness
Additional Equipment: Billiards, Balls, 3 Daggers, Fancy Costume



Strong Man -
You are a strong man. You challenge others to feats of strength. You sometimes will have fight matches if a challenger is particularly loud and obnoxious. You have not lost yet
Action, Brawling, Entertain, Melee, Might, Perception, Stamina, Streets, Wilderness
Additional Equipment: Iron Bars, Weights, Tiger Skin Costume

On the High Seas, Port Towns, Rivers.....
You live on the coast or on the banks of the many rivers of the Olde Realm. You are very comfortable with being on the water and never get sea sick.
Skills
Accuracy, Action, Brawling, Melee, Might, Perception, Stamina, Stealth, Streets, Wilderness, Wilderness Specialty (Seamanship)
Additional Equipment: Comfortable Clothing, Dagger, Light Boots or Sandals

Boatman -
You use your small boat or barge to ferry passengers, pilot ships, or smuggle cargo. You have lived on the river/coast your entire life. You see that most boatmen rarity live to old age as the seas and the rivers are dangerous. There are attacks from bandits and monsters that are getting more frequent.
Additional Equipment: Barge (on rivers) or Large Rowboat with sail (on oceans), Melee Weapon

Captain -
You are a military naval officer of the crown. You run a tight ship. You hope to gain a larger ship and perhaps a fleet.
Additional Equipment: Small Ship, Fine Officer Uniform, Melee Weapon, Musket Pistol, 4 cannons, Telescope

Explorer -
You have been given a ship by the crown/church/nobleman to explore and claim uncharted lands. Many others before you have gone never to return. You will find new lands and claim them.
Academic, Social, Status, Wealth
Additional Equipment: Small Ship, Fine Clothing, Melee Weapon, Musket Pistol, 4 cannons, Telescope

Fisherman -
You catch fish for a living. You eat fish every day. You might give it up and go adventuring.
Additional Equipment: Large Rowboat, Fishing Nets, Melee Weapon

Marine -
You are a marine of the royal navy. You are a force to be reckoned with. You have fought in over 10 sea battles. Your bad rough and have a neat uniform. When you enter a tavern you expect respect.
Additional Equipment: Melee Weapon, Missile Weapon, Studded Leather, Pot Helm, 50 ft. of Rope, Grappling Hook, Backpack, Fine Naval Uniform

Pirate -
You are the scum of the earth. You are escaped prisoners or slaves (or whatever) that raid other ships for loot. It is rumored that all pirates are bloodthirsty murderers. This is not so as many times the crew is spared if they give no trouble. You wish one day to get away from this life and go adventuring.
Additional Equipment: Melee Weapon, Small Musket Pistol

Pirate Captain -
You have stabbed and shot your way to the top. You now have a ship and a crew of pirates. You hope to have a fleet of ships raiding and controlling a section of the seas avoiding the navy and their marines.
Additional Equipment: Small Ship, Fine Clothing, Melee Weapon, Musket Pistol, Parrot on Shoulder, 4 cannons, Telescope

Sailor -
You sail the ship. You clean the ship. You watch for the enemy. You fix food, wash clothes, and cater to the Marines who protect you on board.
Additional Equipment: Royal Navy Sailor Uniform, Melee Weapon, Small Musket Pistol


Living in large Estates, Castles, Colleges...
You were born into power and riches. You live a life of luxury. Most of the nobility are openly ruthless and cruel to the under classes. They live hedonistic lives and think themselves above the under classes and will not tolerate any person acting out of their place. Nobility are notoriously stupid with money and will run out before their next monthly allowance. They are constantly in debt and on the run from various guild masters and loan sharks they owe money to. They must keep a good name and will usually pay back debts or have someone else take care of it as a favor. Almost all of them dabble in various forms of black magic, which they use against each other. Others are actually rumored to be into bane cults. The nobleman commonly will go out wenching and have hundreds of illegitimate children from underclass women they have seduced or raped. Female nobles have life differently. They must stay pure until marriage, which is usually around twelve to seventeen years old give or take. They are normally married to an older well-established already married noble man, as polygamy is commonplace within noble society. Many a young noble girl has died from an older jealous vicious wife. Many of the noble females if poor and widowed and with daughters will live a wing from a nobleman and let him have his way with all of them. Any male offspring of widows are sent to be acolytes. If you are a good person and a noble you must have been raised far from society.

Academic +10, Animals -20, Entertain +5, Perception -5, Smith -20, Social +10, Stamina -5, Status +35, Stealth -10, Streets -10, Wilderness -10, Will -15, Wealth +35

Male - 1-10+5 Fine to Extravagant Outfits, 2-200P worth of Jewelry, Horse, Saddle, Melee Weapon, Pen & Ink, Stack of Papers with various plans and liaisons.

Female - 2-20+5 Fine to Extravagant Dresses, 4-400P worth of Jewelry, Pen & Ink, Stack of Papers with various plans and liaisons

You live in one of your family's estates (1-10 of them in various locations chosen by the Game Master) if you do not have your own. Only the Head of the Family or the Family Council can sell an estate.

Bastard-
You are an illegitimate child of a noble. You have all the trappings of the noble male or female except the jewelry is halved. Your life is in great danger as any legitimate Noble's offspring will try to keep you away from any of the families fortune.

Concubine -
You are a high-class pleasure slave owned by the royalty or the church. You are sent to the nobles for a time to spy upon them or as payment for good deeds. Sometimes you are passed or traded from royal to royal. You are given your own wing of a manor where ever you stay.

Courtesan -
You are a single young noblewoman waiting to be married. Every week you are brought to various court appearances to be seen. It is more of an auction of titles and fortunes. Many noblewomen are married off to old disgusting noblemen and are never seen from again. Many escape their lives leaving fortune and title behind to go adventuring.

Diplomat -
You are a nobleman appointed by the crown to deliver terms of diplomacy to other countries. This is a very well paying job although dangerous. Sometimes you are asked to spy as you are in places that none else could enter. You know if you are caught it would mean death.
Additional Equipment: Various Treaties and Intelligence Reports

Guild master -
You have move up into business so high that you are considered a nobleman. You know that they must treat you with respect because they commonly borrow money from you when they have spent all their monthly allowances. A guild master is a vary dangerous position. Other guilds will try to sabotage your business. They will try to kidnap, kill, or maim you or your family. The royalty will try to tax you. The Church will want tithes. Bandits harass the trade routes. If you can solve these problems you will have the greatest most powerful guild.
Smith Specialty (Chose a trade)
Additional Equipment: Various Trade Agreements and Plans

Herald -
You are from the very respected royal college of arms. You study and catalog all the heraldry of the nobles and royalty. You must know who every single person is without fail. You are commonly sitting beside a noble or royal leader being ask who is that?
Additional Equipment: Books on Heraldry, Telescope, Trumpet

Knight -
You are a noble or royal knight in service to the crown. You are suppose to be honorable and kind and practice chivalry. This you know is very rare as most knights are noblemen who bully their way through life. Most spend their time going to tourneys, carousing, and wenching. Some knights are lights of the world and practice the law of chivalry and justice. They give money to the poor and healing to the sick. These men are called paladins and they are vary rare indeed
Animals Specialty (Ride), Social
Spirit (if you are a paladin)
Additional Equipment: Warhorse, Plate Barding, Lance, Medium Metal Shield, Great Helm, Plate Mail from Head to toe, 4 Weapons of Choice, Saddle, Saddle Bags, 1-10 days of food, Bottle of Wine, Waterskin, Small Manor

Lady -
You are an established unmarried noblewoman. You are either a widow or your father died before you were married and you had no brothers. You must be vicious as ever as many a nobleman, gigolo, and con man will try to take your fortune.

Lawyer -
You are a barrister in high court. You try cases in court. You know that many noblemen and noblewomen are guilty but you cannot convict them as you hope one day to become a judge. You must keep friends in high places. You would be bankrupt if you did not accept the gifts from noblemen and noblewomen on trial. You have seen many an innocent commoner be punished unjustly. Will you turn your back on your society and face true justice.
Additional Equipment: Law Books in Library, White Wig, Gavel

Nobel Lord -
You are a Noble Lord and Leader of a Noble family. You must run your household like a business and be very careful about whom you invest with. There are many guilds asking for loans. You do not mind asking for strict terms for you know if they do not pay you will own them and their family. You have various problems each day to deal with. Servants, peasants, and serfs various complaints and excuses. Much trouble in finding good quality guards. Various households in various lands needing repair or being attacked by bandits. The troubles never end.
Additional Equipment: 1-10 Estates in Various Locations across the Old Realm.






Nobel's Son -
Your father wants you to marry and start running his various businesses. You are young and just want to have fun. You anger him often and are sent to out of the way places to rest. You spend all your money on taverns and wenches. You are spoiled and rude. You tend to thrash various commoners. Any real trouble and your father's guards take care of any real threat.
Additional Equipment: 1 wing in Estates in Various Locations across the Old Realm

Page -
You are a young nobleman under the age of 15. You have been chosen to become a knight but you first must make it to squire. You train every day in the arts of war against other pages. You retrieve weapons for the knight on the tourney field. You are responsible for the servants to take care of the knights needs. The rest of the time you spend carousing and wenching.
Additional Equipment: Cloth Armor, Pot Helm, Knight's Wagon (with his supplies), Draft Horse

Professor -
You teach the students in the local college. You are a nobleman and enjoy your great body of knowledge you possess. You despise most of the nobles that come to the college for they are wasting your and their time and money. You truly enjoy the serious student and will quickly make them a teacher or professor if you are able.
Academic Specialty (as many as you can think of)
Additional Equipment: Library in College, Private Apartment in College, Laboratory in College

Student -
You are a spoiled and obnoxious nobleman. You only are going to college to please your parents. Your degree has already been bought. You do nothing except cause trouble after school.
OR
You really are there to learn. The other nobles consider you an idiot as they see learning a worthless endeavor.

Squire -
You are a knight in training. When not a a tourney you are seen carousing and wenching. Sometimes you are dispatched to do the royal justice to a chosen foe. You are hoping that you can have a heroic moment in a battle to gain your knighthood.
Additional Equipment: Chain Shirt, Chain Pants, Chain Coif, Bassinet


List of all Skills/Magic
Academic, Accuracy, Action, Animals, Brawling, Entertain, Healer, Looks, Melee, Might, Perception, Smith, Social, Stamina, Status, Stealth, Streets, Wilderness, Will, Wealth
Spirit, Stone, Flame, Ice, Luminance, Shadow, Wood, Storm

Skills

Additional Equipment: