Professions

Below are descriptions of all the Professions available at character generation, listed in alphabetical order.

Contents
Beggar
Crafter
Entertainer
Fallen Noble
Farmer
Fisher
Forager
Healer
Herder
Hunter
Merchant
Noble
Peddler
Priest
Runaway Slave
Sailor
Scribe
Servant
Shaman
Sorcerer
Thief
Unskilled Laborer
Warrior

Beggar

Social upheaval has swelled the ranks of the destitute. Many today depend on the pity of others for survival. When that’s not enough, they turn to scavenging or theft. Beggars congregate in cities where a dense population provides no shortage of marks. In small towns and villages they fiercely defend their “territory” from other would-be beggars.

Basic Skill Bonuses
Sleight +5%, Perception +10%, Dodge +10%, Stealth +5%, Pick one: Unarmed +5% or Club +5%; Pick one: Sing +5%, Play Instrument +5%, or Influence +5%
Advanced Skills
Streetwise
Low Magic
Unable to pay the prices, beggars start with no magic.
Equipment
Rags for clothing, sack, flint and tinder, pot for begging, old blanket, 5 iron shu in goods rummaged or stolen

Crafter

Crafters specialize in making goods for barter or sale. Choose a specific craft appropriate to the character’s Subsistence Type or roll on the table below.

Nomadic Agricultural Urban Craft
- 01 01 Armorer
- 02-07 02-06 Baker
01-15 - - Bone/stone/beadworker
- - 07 Brewer
- 08-13 08-13 Butcher
16-30 14-15 14-15 Carpenter/Woodworker
- - 16-17 Cook
- 16-18 18-20 Cooper
- 19-21 21-23 Herbalist/Incense maker
- - 24 Jeweler
- 22-23 25-27 Joiner
31-70 24-38 28-42 Leatherworker
- 39-44 43-47 Mason
- 45-51 48-52 Potter
- 52-57 53-56 Smith
- 58-80 57-76 Tailor
71-00 81-00 77-00 Weaver
Basic Skill Bonuses
Evaluate +20%, Influence +5%, Persistence +5%
Advanced Skills
Craft; Pick one: Artistic Expression, Craft, Engineering (if appropriate to Subsistence Type), Mechanisms, Lore
Equipment
Normal clothing, waterskin, knife, set of hand tools for chosen craft, tool/weapon appropriate to craft such as hammer or hatchet or club or bow, flint and tinder, sack, appropriate crafted goods worth 120 iron shu
Low Magic
Choose one spell learned from the local shaman or priest: Bladesharp, Bludgeon, Endurance, Glue, Guess Weight, Light, Lock, Repair, Sort, Strength

Entertainer

Entertainers include poets, fools, minstrels, bards, jugglers, musicians, tumblers and acrobats, animal trainers, stage magicians, actors, singers, dancers, courtesans, and so on. In Wu-Yu, where ancestry is sacred, there are bards that have local ancestral lines committed to memory. Some entertainers have wealthy patrons, others contract their talents for food and lodging at inns, while still others attempt to live as street performers. Many develop functional specializations such as weddings, funerary dirges, festival shows, ancestral recitations, and the like.

Basic Skill Bonuses
Influence +10%, Lore(World) +10%; Pick two: Lore(Any) +10%, Sing +10%, Sleight +10%, Acrobatics +10%, Throwing +10%, Dodge +10%, Athletics +10%
Advanced Skills
Pick one: Lore(Any), Artistic Expression, Courtesy, Dance, Oratory, Play Instrument, Language, Mechanisms, Stealth, Disguise, Streetwise, Literacy (if appropriate to Subsistence Type)
Equipment
Appropriate clothing (gaudy, elegant, solemn, etc.), waterskin, knife, flint and tinder, tools of trade such as musical instrument, throwing knives, stage magician’s equipment, costume, etc., sleeping blanket, 120 iron shu in trinkets or coin (as appropriate to Subsistence Type)
Low Magic
Choose one spell learned from the local shaman or priest: Coordination, Emotion, Featherfall, Glamour, Golden Tongue(outlawed), Guess Weight, Polyglot, Tell Fortune, Versatility

Fallen Noble

For nearly a thousand years, the Dwarven nobility lived off the labor of Goblinoids and low-born Dwarves. When Hunun Gol and his Orcs conquered the Empire, however, they fell from power. Now all urban Dwarven nobles are “Fallen Nobles”, stripped of lands and income. Furthermore, after the conquest Hunun Gol conducted a purge of his own Orc ranks, eliminating political enemies by stripping certain powerful families of clan status. Thus, some urban Orcs also find themselves as “fallen nobles.”

Note that only urban Dwarves and Orcs are “fallen.” Nomadic and agricultural nobles live too far from Imperial power centers, and have therefore been able to rebuff the Imperial threat. They owe allegiance to the Empire and pay heavy tribute, but have thus far retained their powers and stations. Non-fallen nobles include Dwarves of the Dhaksa Bay, Iron Forest, and Anga Mountains, as well as the Orcs that remain in the Uga’ama Steppes and Goro Desert.

Pride requires a noble-born person perform no work beneath their status, yet economic conditions demand otherwise. For most, economics wins out. Roll again on the appropriate professions table to find the new profession to which the character has stooped.

A second result of “Noble” indicates a Quixotic Noble, one who resolutely refuses to change. These few depend on sympathetic souls for survival. Figure as a regular Noble, with all accompanying skills, magic, and equipment, but with no starting money. In addition, the Quixotic Noble has a patron, in exchange for whose support is owed either a debt of some 1D4×10,000 iron shu or a service of heroic proportion.

For all other Fallen Nobles, use the following skills, equipment, and magic.

Basic Skill Bonuses
As per new profession, but 5 percentiles of Basic Skill bonuses may be re-allocated to one of the following skills: Athletics, Influence, Riding, 1H Sword, 2H Sword, Dagger, Spear, Shield, Bow
Advanced Skills
As per new profession, but one Advanced Skill may be replaced with one of the following: Lore(World), Lore(Regional), Language(Imperial), Language(Native or Other), Courtesy, Dance, Oratory, Play Instrument, Literacy (if appropriate to Subsistence Type)
Equipment
As per new profession, plus the following: one change of noble clothing, signet ring or symbol of nobility, and weapon or helm or amulet as family legacy
Low Magic
Choose one spell learned from the local shaman or priest: Demoralise, Fanaticism, Lock, Message, Mindspeech, Oath of Ordeal, Read Thoughts(outlawed), Thunder’s Voice. Choose only from these spells; do NOT choose from the new profession.

Farmer

Farmers live off the land. Rice is the staple in Wu-Yu, but other cultivated species include beans, buckwheat, taro, peppers, melons, grapes, apples, bananas, tamarinds, flowers, and so on. Humans in the Imperial Highlands grow opium poppies. Those on the coasts may harvest salt from the sea. Farmers everywhere also tend to work closely with animals, as beasts of burden as well as sources of supplementary nutrition and fertilizer. Many also keep bees and silkworms. The work of a farmer is back-breaking, but it allows food stocks to be stored up and traded easily. It is the foundation of all civilization.

The farmer profession also includes a number of related specialties, such as cart driver, grass cutter, and so forth.

Basic Skill Bonuses
Athletics +5%, Driving +5%, Lore(Animal) +5%, Lore(Plant) +15%, Resilience +5%; Pick one: 2H Flail +5%, 1H Axe +5%, Polearm +5%
Advanced Skills
Pick one: Lore(Weather), Lore(Regional), Lore(Mineral)
Equipment
Normal clothing, waterskin, knife, flail or hatchet or sickle (1H Axe skill) or scythe (Polearm skill), flint and tinder, 10m rope, push cart, appropriate crop goods worth 120 iron shu
Low Magic
Choose one spell learned from the local shaman or priest: Basket, Bladesharp, Bless Crops, Detect(Substance, usually Water), Heal, Preservation, Purify Water, Repair

Fisher

Fishers make their living by catching aquatic animals, whether by pole, spear, harpoon, trap, or net. They might also dig for clams, mussels, and the like.

Basic Skill Bonuses
Athletics +5%, Boating +10%, Lore(Animal) +5%, Resilience +10%; Pick one: Throwing +10% or Spear +10%
Advanced Skills
Pick one: Lore(Mineral), Lore(Regional)
Equipment
Normal clothing, gourd or waterskin, knife, flint and tinder, fishing kit, pole and fish hook or net or aquatic traps or appropriate tool/weapon such as spear, trident, or harpoon, 10m rope, baskets, salted fish and/or other aquatic goods worth 120 iron shu, tattoo
Low Magic
Choose one spell learned from the local shaman or priest: Detect(Aquatic Species), Endurance, Float, Preservation, Purify Water, Repair, Speak With(Aquatic Species), Warmth, Water Breath

Forager

Foragers make their living off wild plants and minerals. They seek out food, like berries, mushrooms, coconuts, or aquatic vegetables, as well as valuable goods, such as medicinal herbs, ornamental flowers, and pearls.

Alternately, a forager may pan or mine for mineral resources, like salt, coal, or ore. This is only an option if the relevant market is available in the character’s society (e.g. hunter-gatherers who don’t craft metals have little use for metal ore).

Basic Skill Bonuses
Athletics +5%, Resilience +5%, Evaluate +5%, Perception +5%; Pick one: Lore(Plant) +20% or Lore(Mineral) +20%
Advanced Skills
Pick one: Lore(Plant), Lore(Mineral), Lore(Regional), or Healing
Equipment
Normal clothing, gourd or waterskin, knife, hatchet (1H Axe skill) or sickle (1H Axe skill) or spade (Club or Staff skill) or mining pick (1H Hammer skill) or hammer (1H Hammer skill), flint and tinder, baskets or sacks or other containers, block and tackle, 10m rope, first aid kit, appropriate foraged goods worth 120 iron shu
Low Magic
Choose one spell learned from the local shaman or priest: Endurance, Detect(Plant Species or Substance), Clear Path, Basket, Featherfall, Float, Heal, Preservation, Purify Water, Sort, Spider Climb, Water Breath

Healer

Healers may be chirurgeons, barber-surgeons, leeches, herbalists, and the like. They may also treat sick animals. They are skilled in advanced cures and restorative abilities, including surgery, developing antidotes to poisons, and curing diseases. The training required is available only in urban areas, takes years to complete, and costs a fair deal. Therefore, most healers come from well-to-do urban backgrounds.

Basic Skill Bonuses
First Aid +10%, Lore(Animal) +10%, Lore(Plant) +10%
Advanced Skills
Healing; Pick one: Literacy, Lore, Courtesy
Low Magic
Choose two spells, learned from a local priest or shaman, from the following list: Aid Birth, Amorousness, Detect(Substance, such as poison), Endurance, Fertility, Heal, Light, Preservation, Protection, Purify Water, Resist(Disease), Vigour, Warmth
Equipment
Normal clothing, healer’s kit, knife, sack, flint and tinder, lantern, dagger, and 300 iron shu in goods or coin.

Herder

Herders live off the animals they care for, be they goats, sheep, swine, cattle, horses, or reindeer. Their animals provide food as well as products such as milk, wool, and leather. Herders follow their herds as they range about, spending a great deal of their time out of doors.

Basic Skill Bonuses
Athletics +5%, Lore(Animal) +20%, Resilience +5%, First Aid +5%, Pick one: Sling +5% or Club +5%
Advanced Skills
Pick one: Play Musical Instrument, Sing, Dance
Equipment
Normal clothing, gourd or waterskin, knife, staff or cudgel, sling or appropriate missile weapon, crude musical instrument, flint and tinder, 10m rope, first aid kit, appropriate animal goods worth 120 iron shu
Low Magic
Choose one spell learned from the local shaman or priest: Amorousness, Fertility, Aid Birth, Heal, Preservation, Purify Water, Speak With(Animal Species), Warmth, Find Lost Item

Hunter

Hunters kill land animals for food, clothing, and goods. Their prey ranges from small game, like rabbit and fowl, to large prey, like boar and antelope. Some animal quarry offer valuable materials, such as pelts, ivory, or medicinal ingredients. Hunters are important providers in hunter-gatherer societies, and offer supplementary foods and goods to nomadic, agricultural, and urban societies.

Basic Skill Bonuses
Bow +5%, Lore(Animal) +10%, Spear +5%, Stealth +10%
Advanced Skills
Tracking; Pick one: Mechanisms, Lore(Regional), Lore(Plant), Lore(Mineral)
Equipment
Normal clothing, appropriate missile weapon or traps, knife, gourd or waterskin, flint and tinder, 50m rope, backpack, bedroll, and animal products (pelts, jerky, etc.) worth 120 iron shu
Low Magic
Choose one spell learned from the local shaman or priest: Cover of Night, Endurance, Speedart, Clear Path, Mobility, Night Sight, Detect(Species), Preservation, Purify Water, Speak With(Animal Species), Warmth

Merchant

Merchants are masters of trade and profit. More than mere shopkeepers, they may own or aspire to own markets, caravans, or ships. Their wealth is second only to that of the nobility. But with wealth comes attention—merchants are often targets of thievery, and may come under extortion from nobles.

Basic Skill Bonuses
Evaluate +20%, Influence +10%, Lore(World) +10%
Advanced Skills
Pick one: Language, Lore, Shiphandling, Literacy
Low Magic
Choose one spell, learned from a local priest or shaman, from the following list: Detect(Substance, such as gold), Glamour, Golden Tongue(outlawed), Guess Weight, Lock, Message, Mobility, Polyglot, Preservation, Read Thoughts(outlawed), Sort
Equipment
Fine clothing, sack, knife, flint and tinder, waterskin, measuring scales, abacus, writing kit (if literate), 500 iron shu in tradable goods, plus 500 iron shu in tradeable goods or coin

Noble

Nobles are members of aristocratic families. They may be clan heads, tribal councilors or chiefs, landed gentry, or even royalty. Few are wealthier or more powerful, but such status does not come without responsibilities. First, there’s the managing of estates, duties to superiors, and hearing of pleas from subjects. There’s also the threat of other nobles competing for favors at court. Then there’s the image. Nobles are expected to keep up a respectable level of luxury, whether they can afford it or not. Finally, there’s the politics of gifting, which dictate that the superior party always give the greater gift. Moreover, they are expected to give generously to vassals who serve them. If they don’t, they may soon find themselves stabbed in the back by their own guard. It’s almost enough to make one jealous of the peasants. Almost.

Note that “noble” may also include officials and functionaries with authority but lacking noble blood.

Basic Skill Bonuses
Athletics +5%, Influence +10%, Riding +5%; Pick two: 1H Sword +5%, 2H Sword +5%, Dagger +5%, Spear +5%, Shield +5%, Bow +5%
Advanced Skills
Pick two: Lore(Regional), Language(Imperial), Language(Native or Other), Courtesy, Dance, Oratory, Play Instrument, Literacy (if appropriate to Subsistence Type)
Equipment
Noble clothing, waterskin, finely crafted knife, dagger, armor (leather, scalemail, or plate as appropriate to Subsistence Type), two weapons or weapon and shield, flint and tinder, one riding animal, signet ring or symbol of nobility, herd animals and/or exquisite goods worth 1000 iron shu, plus 1000 iron shu in goods or coin (as appropriate to Subsistence Type)
Low Magic
Choose one spell learned from the local shaman or priest: Demoralise, Fanaticism, Lock, Message, Mindspeech, Oath of Ordeal, Read Thoughts(outlawed), Thunder’s Voice

Peddler

Peddlers live by selling goods and services for profit. Less grandiose than merchants, they may be shopkeepers, street hawkers, tavern operators, barmaids, brothel managers, snake oil salesmen, and the like.

Basic Skill Bonuses
Driving +5%, Evaluate +10%, Influence +10%, Lore(World) +10%; Pick one: 1H Hammer +5%, Dagger +5%, Unarmed +5%, or Dodge +5%
Advanced Skills
Pick one: Language, Lore, Streetwise,
Low Magic
Choose one spell, learned from a local priest or shaman, from the following list: Basket, Detect(Substance, such as gold), Glamour, Golden Tongue(outlawed), Guess Weight, Lock, Polyglot, Preservation, Read Thoughts(outlawed), Sort
Equipment
Normal clothing, sack, knife, flint and tinder, water skin, club or appropriate weapon, 100 iron shu in tradable goods, plus 20 iron shu in tradable goods or coin

Priest

Priests mediate between lay folk and the gods. Their chief rivals in Wu-Yu are shamans.

Unlike shamans, who deal with lesser spirits, priests work with the greatest of spirits. In Wu-Yu, gods are ancestor spirits that have grown so powerful, they can control events and execute powers through worshipers. So august are these deities that elaborate protocol and ceremony are required to interact with them. Priests specialize in such ritual.

Priests differ from shamans in another way. Whereas shamans are figures of mystery and wonder, priests are agents of inspiration and moral guidance. They specialize in uplifting and guiding the community.

Another difference is that priests have access to the High Magic known as Divine Magic, which shamans do not. Divine Magic is executed by the power of the gods, and its spells are more powerful than those of Spirit Magic. But they are also costly to obtain and renew, requiring dedications of life force (POW) and days of prayer at the temple.

Also, priests differ from shamans in having formulated theologies. Priests share a doctrine with their co-religionists, whereas shamans are more free-form and individualistic. Perhaps this is why priests fit so nicely into Imperial governance, whereas shamans sometimes find themselves at odds with authority.

Finally, priests and shamans differ in status among different peoples. Priests enjoy prominence among urban peoples and the higher classes of agricultural peoples, but are mistrusted or despised among nomadic and hunter-gatherer tribes, where shamans hold sway.

The powers of a priest are formidable, and so are the responsibilities. Priests may be busy with worship services, festivals, weddings, funerals, and temple affairs much of the time. Commitments increase along with rank, from the relatively-free Initiate to the completely devoted High Priest.

One important function of priests in Wu-Yu is instructing lay followers in magic useful to their professions. Such teaching may also be a significant source of income. A priest is under no obligation to teach spells to those outside the religion. Furthermore, a strict code prohibits teaching magic beyond professional needs, as magic is dangerous and not to be spread around unnecessarily. Some spells are also illegal by Imperial law, and are only taught by unscrupulous priests.

Beginning characters start at Initiate rank. To remain in good standing, Initiates must perform the following duties: donate 10% of all income to the temple, attend services at least once every two weeks, attend all ceremonies on Holy Days, defend the religion, and perform any special errands requested by the temple.

Unlike other characters, beginning characters do not need to pass cult skill tests or make gifts to become Initiates. Acceptance is automatic. However, normal Initiate duties are still incumbent.

Basic Skill Bonuses
Influence +15%, Lore(World) +5%, Persistence +10%
Advanced Skills
Pick two: Healing, Lore(Magic), Lore(Any), Oratory, Artistic Expression, Play Instrument, Language, Literacy
Equipment
Noble clothing, waterskin, knife, dagger, flint and tinder, candles, religious talismans, writing equipment (if Literate), 500 iron shu in clothing, trinkets, jewelry, or coin (as appropriate to Subsistence Type)
Low Magic
Choose 3 spells from the following list, which represents the stock spells that keep a priest functional in the community: Aid Birth, Bless Crops, Demoralize, Detect(Magic), Dispel Magic, Fanaticism, Fate, Good Fortune, Heal, Lock, Message, Mindspeech, Oath of Ordeal, Preservation, Protection, Purify Water, Resist(Disease), Second Sight, Undead Bane, Thunder’s Voice. Initiates will receive one free Low Magic spell per three years in good standing. Increasing in rank may increase this rate.
High Magic
Choose one Divine Magic spell of up to Magnitude 4, choosing only from those appropriate to the archetype(s) of the primary deity worshiped. As with all Divine Magic, it is good for one casting only. Further Divine Magic requires days of prayer at an appropriately-sized temple and monetary donations proportionate to the spell’s Magnitude. See the Divine Magic section of the Spell List.

Runaway Slave

Those who runaway from their masters live forever looking over their shoulder and sleeping with one eye open. They learn to trust no one and survive by their wits. If their past is discovered, they will be swiftly returned to their master or carted off to be re-sold, so they become proficient concealers of the truth.

Basic Skill Bonuses
Perception +10%, Persistence +10%, Sleight +5%, Stealth +10%; Pick one: Unarmed +5%, 1H Hammer +5%, Dodge +5%
Advanced Skills
Pick one: Disguise, Language, Streetwise, Lore(Regional)
Low Magic
Applying to learn magic from a priest or shaman is risky—they ask too many questions. Better to lay low. Therefore, runaway slaves start with no magic.
Equipment
Appropriate clothing, knife, makeshift club or dagger, sack, flint and tinder, 5 iron shu in coin.

Sailor

Sailors ply the seas. They may be rowers or deckhands on a large fishing boat, merchant vessel, or naval warship. Or they may be pirates or privateers.

Basic Skill Bonuses
Acrobatics +10%, Athletics +10%, Boating +10%, Lore(World) +5%, Resilience +10%
Advanced Skills
Pick one: Shiphandling or Language
Low Magic
Choose one spell, learned from a local priest or shaman, from the following list: Call Wind, Featherfall, Float, Polyglot, Preservation, Purify Water, Repair, Rope Work, Spider Climb, Water Breath
Equipment
Ragtag clothing, sack, knife, flint and tinder, waterskin, 10m rope, jar of grog, oilskin slicker, marlinespike, appropriate weapon, small ivory image of a sea creature (or as desired), salt fish worth 50 iron shu, 20 iron shu in tradeable foreign novelty goods or coin

Scribe

Scribes comprise the ancient equivalents of common civil professions—scholar, teacher, philosopher, minor bureaucrat, accountant, engineer, proto-scientist, shipwright, and so on. But a scribe could also be a letter-writer for hire in the marketplace. Many are bound to temples and temple affairs.

Basic Skill Bonuses
Evaluate +5%, Lore(World) +5%
Advanced Skills
Pick four: Artistic Expression, Courtesy, Engineering, Healing, Language, Lore, Literacy, Mechanisms, Oratory
Low Magic
Choose one spell, learned from a local priest or shaman, from the following list: Basket, Endurance, Guess Weight, Heal, Light, Lock, Message, Polyglot, Sort, Thunder’s Voice
Equipment
Normal clothing, wool cloak (1-point protection), writing kit, bronze wristlet inscribed with calendar, any tools appropriate to civil role, an old letter of introduction from a semi-powerful priest or bureaucrat, bundles of reports and notes worth 100 iron shu, blank parchment or tablets worth 50 iron shu, and 100 iron shu in books or coin.

Servant

Servants are those who attend to some wealthy patron, such as a noble, merchant, or the Empire itself. They are not slaves but free individuals paid for their work. Servants include butlers, majordomos, stewards, heralds, messengers, and the like. Alternately, they may be public servants such as officials, clerks, or low-level magistrates.

Basic Skill Bonuses
Evaluate +10%, Influence +10%, Lore(World) +10%
Advanced Skills
Pick two: Courtesy, Language, Lore(Regional), Lore(Any), Literacy, Oratory
Low Magic
Choose one spell, learned from a local priest or shaman, from the following list: Demoralize, Glamour, Golden Tongue(outlawed), Lock, Message, Mindspeech, Read Thoughts(outlawed), Oath of Ordeal, Polyglot, Thunder’s Voice
Equipment
Noble clothing, sack, finely crafted knife, flint and tinder, waterskin, writing kit (if literate), signet ring or other proof of master’s authority, wax for sealing documents, 500 iron shu in fine quality goods, plus 500 iron shu in goods or coin

Shaman

Shamans are the spirit-chasers, healers, and spell teachers of a tribe or clan. They have considerable powers as well as responsibilities. Their chief rivals in Wu-Yu are priests.

Unlike priests, who deal with exalted ancestor-gods, shamans interact with lesser ancestor spirits, the recently deceased, disease spirits, possessing spirits, and haunting ghosts. This sort of spirit-work is the shamanic specialty.

Shamans differ from priests in another way. Whereas priests are agents of inspiration and moral guidance, shamans have no such message to teach. They are figures of mystery and wonder, conveying only the power of the spirits.

Another difference is that shamans have access to the High Magic known as Spirit Magic, which priests do not. Spirit magic is learned by battling spirits and capturing their powers. Spirit Magic is weaker than Divine Magic and prone to spell failure, but also easier to learn and renew.

Also, shamans differ from priests in having no formulated theology. They may teach traditional myths and legends, add in some of their own wisdom, or create an entirely new path. Shamans are individualistic and unpredictable in this regard. Perhaps this is why they often find themselves at odds with authority.

Finally, shamans and priests differ in status among different peoples. Shamans are respected leaders among hunter-gatherer and nomadic peoples. Among agricultural peoples, they are snubbed by the high-class elites but still venerated by the lower classes. Urban peoples consider them deplorable peddlers of superstition, though it is still possible for urban shamans to eke out a meager living telling fortunes, finding lost items, casting love spells, and conducting seances for the least-educated classes.

One important function of shamans in Wu-Yu is instructing lay folk in magic useful to their professions. Such teaching may be a significant source of income. A shaman is under no obligation to teach spells to anyone, especially those outside the tribe or clan. Furthermore, it is against custom to teach magic beyond professional needs, as magic is dangerous and not to be spread around unnecessarily. Some spells are also illegal by Imperial decree, though shamans are not particularly renowned as sticklers for the law.

Beginning characters start as Assistant Shamans, aiding the local shaman with tribal duties. In return, the shaman instructs the assistant in the deeper knowledge of shamanism. Much of their time will be spent attending to the shaman, but they may have call to travel on errands or special quests.

Basic Skill Bonuses
First Aid +5%, Influence +10%, Lore(Animal) 5%, Lore(Plant) +5%, Persistence +5%
Advanced Skills
Pick two: Healing, Lore(Magic), Lore(Any), Play Instrument, Dance, Artistic Expression
Equipment
Normal clothing, gourd or waterskin, knife, appropriate weapon, first aid kit, beaded goods and trinkets worth 30 iron shu, a decorated sleeping blanket, flint and tinder, fetishes, small drum or appropriate instrument
Low Magic
Choose three spells from the following list, which represents the stock spells that keep the shaman in business with the community: Heal, Resist(Disease), Fertility, Aid Birth, Amorousness, Bless Crops, Control(Species, usually Spirits), Spirit Screen, Find Lost Item, Lock, Detect(Substance, usually Water), Detect(Magic), Dispel Magic, Preservation, Purify Water, Speak With(Species), Tell Fortune, Undead Bane. Assistant Shamans will receive one free Low Magic spell per year spent in service to a shaman.
High Magic
Choose one Spirit Magic spell of up to 4 points of Magnitude. Second Sight, Seance, Spellteaching, and Rain Dance may be particularly appropriate. See the Spirit Magic section of the Spell List. Additional High Magic is taught only to the worthy, and must be acquired through role-playing.

Sorcerer

Sorcerers manipulate the laws of nature through force of will. They learn by studying sorcerous texts, and cast with no more than a thought. Neither spirits nor gods are necessary for their purposes. It’s no wonder this form of magic is outlawed everywhere but the Plateau of Trulkor. The mere possession of sorcerous texts is enough to be burned at the stake. Yet such texts have been leaking into the Empire, and an underground tradition of sorcerers lurks in the shadows.

On the Plateau of Trulkor, sorcerers fill the roles of priests and shamans: they are the spiritual leaders, moral guides, and spell teachers of society. They have duties and obligations in relation to their community. Outside Trulkor, no such relationship exists. Sorcerers have no formal obligations; they are responsible only for themselves. However, many do form close bonds with apprentices, with whom they share their secrets.

Sorcerers have access to the High Magic called Sorcery, a versatile system in which the range, duration, and potency of effects may be augmented at will.

All magic in the Sorcerous tradition, both high and low, is dependent on sorcerous texts to learn and relearn. Once a spell is cast, it is magically wiped from memory and must be relearned from the text.

Casting spells does not require gesture, chant, or foci. It only takes concentration. On the other hand, nothing stops sorcerers from using gestures, chants, and foci to disguise their art.

Sorcery spells may be augmented using special Manipulation skills, which may affect the spell’s Magnitude, Duration, Range, or Targets. Manipulation may also be used to combine spells together into a single casting.

All sorcerous texts are written in the Gnomish language, and require both Literacy and Language(Gnomish) to decipher. Since it takes money to acquire these rare skills, sorcerers usually come from well-to-do families.

Most, but not all, sorcerers adhere to the Gnomish religion of Trulkoran. This religion is considered heretical and is despised outside the Plateau of Trulkor.

Beginning characters start as Dabblers. Such characters have stumbled across a few sorcerous texts or have been given them by a mentor. Advancing in rank is a matter of improving sorcery skills and expanding knowledge by researching further texts. This can only be done in-game through role-playing.

Basic Skill Bonuses
Disguise +5%, Sleight +5%, Persistence +10%
Advanced Skills
Literacy, Language(Gnomish); Pick one: Manipulation(Magnitude), Manipulation(Duration), Manipulation(Range), Manipulation(Targets), or Manipulation(Combine)
Low Magic
Choose 3 spells from the following list: Basket, Call Wind, Control(Species), Detect(Any), Dispel Magic, Emotion, Extinguish, Find Lost Item, Glamour, Glue, Ignite, Light, Lock, Mindspeech, Preservation, Protection, Purify Water, Repair, Rope Work, Versatility, Water Breath.
High Magic
Choose one Sorcery spell of any Magnitude. See the Sorcery section of the Spell List.
Equipment
Fine clothing, knife, sack, dagger, flint and tinder, candles, writing kit, notebook for recording dreams, one sorcerous text per spell, false pocket or other means of hiding sorcerous texts, 500 iron shu in clothing, scrolls, jewelry, odd or arcane items, or coin

Thief

Thieves usually make their living outside the law, at the expense of others. They range from the lowly pickpocket to the masterful jewel thief, and include all manner of bandits, muggers, gamblers, pimps, swindlers, con artists, sneaks, and cheats. Occasionally, talented thieves may find employ under a respectable patron as informants, espionage agents, troubleshooters, or assassins.

Basic Skill Bonuses
Acrobatics +5%, Evaluate +5%, Perception +10%, Sleight +10%, Stealth +10%
Advanced Skills
Pick one: Courtesy, Disguise, Martial Arts, Mechanisms, Streetwise
Low Magic
Choose one spell, most likely learned from a disreputable priest or shaman, from the following list: Babel, Coordination, Cover of Night, Detect(Substance, such as gold), Dispel Magic, Golden Tongue(outlawed), Good Fortune, Lock, Mindspeech, Mobility, Night Sight, Polyglot, Read Thoughts(outlawed), Spider Climb
Equipment
Normal clothing, lock picks, crowbar, other appropriate tools, knife, appropriate light 1H weapon, mask, 20m of rope with grappling hook, sack, hooded lantern, 30 iron shu in pawnable items or coin, secret thieves’ mark or sign of gang affiliation

Unskilled Laborer

Urban society tends to concentrate training and knowledge-capital in the well-off, thus creating a lower class of hardworking but unskilled laborers. These unfortunate souls have little chance of rising above their stations.

Basic Skill Bonuses
Athletics +5%, Throwing +5%, Perception +5%, Dodge +10%, Unarmed +10%, 1H Hammer +5%
Advanced Skills
Pick one: Streetwise or Lore(Regional)
Low Magic
It’s difficult to acquire magic on such low pay. Unskilled laborers start with no magic.
Equipment
Poor clothing, knife, makeshift club or other makeshift weapon, sack, flint and tinder, waterskin filled with alcohol, lots or other gambling device, goods worth 10 iron shu, plus 5 iron shu in goods or coin.

Warrior

Warriors devote their lives to combat. They may be defenders of the village, clan, or tribe, vassals to some lord, bodyguards to a merchant, military soldiers, mercenaries, or martial arts masters. It takes money to maintain weapons, armor, and training, so warriors usually have some paying patron. Those who do not are likely brigands who take what they need from the weak.

Basic Skill Bonuses
Athletics +5%, Resilience +5%; Pick three: Appropriate weapon +10%, Shield +10%, Riding +10%, Throwing +10%, Unarmed +10%, Dodge +10%
Advanced Skills
Pick one: Engineering, Lore(Regional), Martial Arts, Mechanisms, Tracking
Equipment
Good clothing, waterskin, knife, dagger, leather armor, two weapons or weapon and shield, flint and tinder, 1D3 distinctive scars, lots or other gambling device, war booty worth 100 iron shu, plus 100 iron shu in booty or coin (as appropriate to Subsistence Type)
Low Magic
Choose one spell learned from the local shaman or priest: Bladesharp, Bludgeon, Featherfall, Endurance, Protection, Speedart, Strength, Vigour

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