It’s been a while since I posted, so I thought I’d continue with rules for my Barbarians of Lemuria campaign setting: The Fjarrstrand Sagas. I had left off with human cultural groups for the setting. Below are new and altered heroic careers for BoL characters in the setting.
Careers are the key to playing The Fjarrstrand Sagas. The career path of a Hero represents all of his upbringing, training, and experience, and therefore can be used to help determine everything he knows – his skills, his knowledge, his expertise, and his influence.
Initial Careers: Choose four careers for your Hero, and four ranks to allocate between them, with a minimum rank of 0 and a maximum starting rank of 3. These points cannot be used elsewhere. Advancement Points (see Chapter 6) let you add and enhance careers.
Choosing your Careers: Choosing the four careers gives you an immediate handle on your character. A high rank in a career could mean that you spent a long period following that career path. A rank of 0 could mean only a short spell in – or just an affinity for – the career.
The careers give a general knowledge of anything to do with the career, such as who would hold high positions within the profession, where to find the guilds and who heads them, skills and abilities that members of the profession should have, as well as helping the Hero obtain employment in the career. Some careers improve your chance to gain followers, and others help on the battlefield.
Note that there are no individual skills as such in this game. The skills and abilities set out for each career aren’t exhaustive and are intended only as a guide to how that career should help you. The careers provide some crossover of abilities.
If a player has two careers that could be used in a situation, it is up to the GM whether to allow both career ranks to be added to the task at hand, or whether to simply take the higher of the two ranks.
If you can convince the GM that your career could be helpful in other areas, explain why or how, and the GM may agree and give you a bonus.
Career Path: The main characters in many sword-and-sorcery stories follow many different paths during their lives of adventure – Conan started as a berserker, and at one time or another became a thief, pirate, champion, warrior, and even, at the end, a noble.
Many of their traveling companions have several aspects to their character. Fafhrd, boon companion to The Gray Mouser, was trained as a skald but went on to become a warrior, thief, and acolyte of Issek of the Jug.
When you choose your four careers, create a story that follows your character’s career path. It doesn’t have to be long – or even great literature – but it can hint at places your character may have been and things he or she might have done.
Example: Dwalin was born into a family of traders from Kaupenborg, and this naturally led him into a life of buying and selling (trader 2). This lifestyle led him to sea trade and introductions to several sea captains in Stórrhafn. Before long, he was learning the essential skills of a seaman (sailor 0). On one particular voyage, several years ago, pirates attacked Dwalin’s ship – the crew was captured and sold into thralldom (thrall 1). Dwalin’s new mistress was a witch, Gullveig, and during his enslavement (and until his escape), he used every opportunity to learn the secrets of that völva until he could perform basic enchantments himself (magician 1).
Alternative career names: craft-weaver, spell-smith, hedge wizard.
Artificers are the creators of both enchanted and cunningly-crafted items; from blades forged of elven steel, to raven-feathered cloaks that grant their wearer the ability to take flight, to healing draughts that restore the vitality of even the most gravely wounded warrior.
Artificers are often mistaken for seers, witches, and sorcerers by those who do not understand that an artificers’ training is used solely to weave magic into items.
They are master brewers and herbalists; mixing and blending various ingredients together to create potions and tinctures. Their work with herbs, fungi, venoms, and oils enables artificers to produce perfumes, potions, powders, poisons, poultices, and other amazing creations.
When making weapons and armor, artificers work closely with blacksmiths of the highest renown. For more information on Artifice, see Chapter 4.
Attributes: Mind is normally the most important attribute for artificers, as they need to be able to make and read descriptive notes, understand ancient texts and diagrams, and recall unwritten secrets that have been passed down through the ages.
Adventuring: Artificers are nearly always dwarfs, for their kind is blessed with innate cunning with regard to the weaving of item-bound magic. It is extremely rare for a dwarven artificer to take on a non-dwarven apprentice, but not unheard of.
This is not a terribly common career for Heroes, as it requires much patience and little excitement. However, some of the more daring artificers like to visit ancient sites to see the remains themselves, in case there are relics they’d recognize for their true worth that others would pass over.
Fighting: There are very few circumstances where having ranks as an artificer would help a character in combat.
Lore of the Ancients: For each rank above 1 in this career, the character must take (or have) one of the following Boons or Flaws: Blood of the Immortals, Fostered by the Hidden Folk, Gift of Artifice, Literate, Obsession (Magical Lore), Unhinged.
Suggested Boons: Deft Hands, Excellent Workshop, Excellent Library, Literate, Keen Scent, Learned, Poison Resistance, Savant
Suggested Flaws: Absent-Minded, City Dweller, Combat Paralysis, Delicate, Greed, Non-Combatant, Obsession (knowledge or artifacts), Tools of the Trade
Alternative career names: agent, spy.
Blades-for-hire, perhaps agents in the service of a jarl, spies and assassins make killing and stealing in a discreet manner a way of life. They are adept at sneak attacks, killing, information gathering, disguises, city lore, persuasion, poisons, and lock picking. Their methods involve gathering intelligence on their subject from various (sometimes seedy) sources, circumventing security measures of all types, adopting disguises that allow them to get close to the target, and building up a broad selection of contacts. They are also patient, sometimes hiding out in a single spot for days to await the perfect opportunity to strike.
Attributes: All attributes are important for assassin characters.
Adventuring: Assassins and spies tend to be loners, so this isn’t a career that lends itself to an adventuring group. However, ex-assassins do have skills that might be welcome in an adventuring party.
Fighting: In combat, an assassin might gain a brief advantage in a surprise attack, such as when he strikes out of the shadows, or when he attacks by surprise using a concealed blade.
Suggested Boons: Alert, Keen Hearing, Keen Eyesight, Friends in High Places, Friends in Low Places, Literate, Master of Disguise, Poison Resistance, Silver Tongue, Sneaky, Trademark Weapon
Suggested Flaws: Arrogant, City Dweller, Hunted, Infamous, Obsession (finish the mission)
Alternative career names: animal handler, beast trainer.
Beastmasters are in demand all over Fjarrstrand for their special empathy and skill with animals. They train animals for riding, for pulling wagons, for combat, and even for the pit-fighting.
Beastmasters can calm maddened creatures, are expert riders and wagoneers, can recognize whether creatures are dangerous and about to attack or not, and often have some skill in healing them if injured or sick. Some beastmasters rule their animals by fear and deprivation.
Attributes: Beastmasters have to have a strong personality, tempered with a good heart (in most cases) and steely determination. So, Appeal is the most important, but Mind is a close runner up.
Adventuring: Beastmasters are sought after by: traders with caravans – nobles and commanders of armies, to train and look after their mounts – owners of fighting-pits – and adventurers who expect to come across strange beasts on their missions.
Fighting: Beastmasters know how to deal with beasts and where their weak spots are, so they will gain the occasional advantage if they ever have to fight them.
Suggested Boons: Alert, Bare-Shirt, Beast-Friend, Born-in-the- Saddle, Keen Eyesight, Keen Hearing, Keen Scent, Night Sight, Poison Resistance,
Suggested Flaws: Can’t Lie, Country Bumpkin, Hot-Headed
Alternative career names: mendicant, vagabond.
Beggars are vagrants or tramps, aimlessly wandering from place to place. They may do casual work here and there, they may sell a few small trinkets that they carry about in their backpacks, or they may have to beg for a few coins when times are really hard. Some even turn their hands to dishonest pursuits.
Attributes: There are no particular attributes that vagabonds are noted for. It helps, if begging, to have a deformity, missing body part, or an unsocial disease (or at least to appear to have one of these disabilities).
Adventuring: A life on the road means you will meet all sorts of people, which can lead to adventure even if you are not actively seeking it.
Fighting: A vagabond is not normally a combatant and, therefore, the only times having this career would be helpful in a fight is when the character is doing his best not to be noticed.
Suggested Boons: Deft Hands, Friends in Low Places, Low-Born, Sneaky
Suggested Flaws: City Dweller, Cravings, Cursed, Delicate, Distinctive Appearance, Drunkard, Missing Eye or Ear, Missing Limb, Non-Combatant, Poor Recovery, Unhinged, Untrustworthy
Alternative career names: barbarian, savage.
Berserkers are warriors who fight in a trance-like fury. These fearsome warriors would often enter battle without mail-coats; instead wearing only wolf pelts or other animal skins.
Berserkers are wild and untamed, like the lands they live in. They have natural skills in wilderness lore, survival, beast riding, intimidation, natural instincts, berserk rages, and so on.
Attributes: Living rough requires a certain degree of hardiness, and so berserkers are generally noted for their Strength. A good Agility is also useful.
Adventuring: Berserker characters are natural adventurers and have the skills and abilities to survive where others wouldn’t.
Fighting: In combat, berserkers are generally brutal and unrefined. This might shock city folks not used to dealing with such savagery, so a berserker could gain a brief advantage where the fight is hard and dirty.
Suggested Boons: Alert, Bare-Shirt, Fearsome Looks, Hard-to-Kill, Forest-Born, Keen Eyesight, Keen Hearing, Keen Scent, Lightning Reflexes, Mountain-Born, Quick Recovery, Strength Feat, Thick Skin, Tundra-Born, Trademark Weapon, War Cry
Suggested Flaws: Country Bumpkin, Distinctive Appearance, Distrust of Magic, Gullible, Hot- Headed, Landlubber, Lustful, Taciturn, Unhinged
Alternative career names: armorer, smith.
Often found helping artificers to craft magical arms and armor, these craftspeople work hard at their forges – melting, bending, shaping, and fixing metal objects.
They are skilled at weapon and armor smithing and repair. They craft tools and implements, and manufacture many other metallic items and objects, from shackles and cages to the metal parts of galleys and wagons. Their skills lie in metallurgy, and the knowledge of weapons, armor, and metal goods. This helps them when bartering and haggling the price of smith-forged items.
Attributes: Blacksmiths are noted for their Strength and their toughness – being able to work hard at their forge tends to develop their muscles and hardiness.
Adventuring: Blacksmiths aren’t really adventurers, although some do join mercenary companies to craft and maintain their weapons and armor.
Fighting: Although not a combatant, a blacksmith might receive a Melee bonus if his opponent is wearing metallic armor and if he knows its design and weak points.
Suggested Boons: Brawler, Strength Feat, Thick Skin, Tools of the Trade, Trademark Weapon
Suggested Flaws: City Dweller, Feels the Cold, Gullible, Hot- Headed, Taciturn, Unprepared
Alternative career names: gladiator, pit-fighter, hero.
Champions are specialists at single combat and are adept with a variety of weapons. Their knowledge of fighting styles and ability to read foes’ body language makes them fearsome, and unpredictable opponents.
While most lords have household warriors, only those with coin to spare employ a champion to further their renown and protect their honor through trials by combat.
Champions without a noble or wealthy patronage are often found in the fighting pits and arenas of Fjarrstrand’s larger cities, fighting as duelists. Some duelists may have ended up in the arena as a slave or to pay off a debt – whatever the reason, they have survived to hear the howls of the crowd and their adversary at their feet.
The best champions are often famous throughout Fjarrstrand, which can be to their advantage or to their detriment.
Attributes: Champions should be strong and agile, but the most popular ones also have plenty of Appeal.
Adventuring: A life in service to a noble household, or fighting in the arena, does not lend itself to a life of adventure. However, many heroes have set out into the wider world after a stint as a champion or duelist… either by choice or out of necessity.
Fighting: They are especially good at fighting in a style that is designed for spectacular bloodletting rather than a simple quick kill.
They might get a combat bonus on certain flashy moves made in single combat, at the GM’s discretion.
Suggested Boons: Alert, Bare-Shirt, Born Athlete, Brawler, Fearsome Looks, Hard-to-Kill, Alert, Marked by Fate, Quick Recovery, Bare-Shirt, Trademark Weapon, War Cry
Suggested Flaws: Braggart, Distinctive Appearance, Hot-Headed, Missing Eye or Ear, Missing Limb
Alternative career names: slaver, torturer.
Executioners are expected to carry out public slayings as required by local nobles and judges, and carry out ritual executions.
Torturers are skilled in interrogation and intimidation, and are tasked with gathering information from hardened criminals and spies on behalf of their lord or reeve. They ply their unpleasant trade in squalid conditions, deep underground in dank cells, extracting information from reticent prisoners and the enemies of their people.
Slavers capture or buy able-bodied men and women to bring back to their lands to sell as thralls, house servants, and concubines.
Executioner, slavers, and torturers all have a basic awareness of anatomy and first aid. Slavers and torturers have got to make sure their prisoners, or slaves, are healthy before they are broken, or sold. Executioners, on the other hand, need to know how to kill efficiently or draw out an execution in order to cause prolonged suffering.
Attributes: They are not often blessed with a great deal of Appeal, but Strength is handy for beheadings and for maintaining a hold on your captives.
Adventuring: Although torturers rarely leave their dank prisons, and don’t have much interest in adventure, the odd executioner may find himself exiled and forced to choose riches and wealth over pain and suffering. Slavers travel far and wide.
Fighting: In combat, executioners prefer two-handed axes and great swords, and some slavers will be handy with a whip. Executioners are not subtle, so skilled fighters will rarely fall to their combat style, unless already prone and helpless.
Suggested Boons: Strength Feat, Fearsome Looks, Hard-to-Kill, Quick Recovery, Friends in Low Places, Trademark Weapon
Suggested Flaws: Braggart, Cowardly, City Dweller, Drunkard, Fear of …, Greed, Lumbering, Missing Eye or Ear, Missing Limb, Poor Eyesight, Poor Hearing, Ugly & Brutish, Unsettling, Unprepared, Zealot
Alternative career names: freemen, peasant, karl.
Farmers live outside of large settlements, but often within half a day’s travel, so that they are able to get their produce to market. They are hardy and hardworking, and are skilled in basic plant- and animal lore, animal handling, cooking, baking and brewing, trading for basic goods, and the like.
Attributes: Farmers do not rely on any one attribute over any other, although Appeal is probably the least important.
Adventuring: Farmers are not particularly adventurous, so something unusual or dreadful would have to happen to make a farmer leave his farm and take up a life of adventure.
Fighting: Farmers are not generally skilled combatants and so rarely receive any advantage from this career, except maybe when defending their own lands against raiders, or when turning an agricultural implement into a serviceable weapon.
Suggested Boons: Beast-Friend, Brawler, Carouser, Marked by Fate
Suggested Flaws: Country Bumpkin, Drunkard, Gullible, Landlubber, Lumbering, Taciturn, Ugly & Brutish, Unprepared
Alternative career names: scout, tracker, woodsman.
The hunter is a master of tracking prey through the wilderness and the wastelands. Once hunters locate their target, they’ll use stealth, traps and/or expert bowmanship to bring it down. They are at home in the wild and can survive there for long periods, returning to more civilized areas only when they have furs and hides to sell, or when they require the company of their fellow men (or women).
Attributes: Agility is important to a hunter, as are Strength and Mind to a slightly lesser degree.
Adventuring: Hunting dangerous beasts is adventure enough. However, hunters are also very familiar with the areas they hunt in and sometimes stumble across old trails, ancient ruins, and strange places during their travels. For this reason, they can be highly sought after as guides.
Fighting: In combat, a hunter may receive a career bonus if fighting a creature of a type he is familiar with, but the career is rarely useful against human opponents.
Suggested Boons: Alert, Beast-Friend, Desert-Born, Keen Eyesight, Keen Hearing, Keen Scent, Mountain-
Born, Night Sight, Plains-Born, Sneaky, Swamp-Born,
Suggested Flaws: Landlubber, Missing Eye or Ear, Missing Limb, Taciturn
Alternative career names: sorcerer, witch.
Magicians are both respected and feared. There are few who will deal with them willingly without great need, as a great many magicians are amoral at best, exceedingly evil at worst, and all of them are at least slightly unhinged. Magicians often live alone, with only a few servants or the occasional apprentice to attend them.
Attributes: Magicians need a powerful Mind both for their studies and for the will to create and cast mighty spells.
Adventuring: Magicians aren’t usually great adventurers, preferring to leave that to hirelings and minions. Sometimes they will venture out of their lairs to personally supervise or join an expedition, when they may gain something of great mystical significance at the end of it.
Fighting: There are not many circumstances where being a magician helps in a fight using ordinary weapons. But then, the best magicians don’t need to use mundane weapons to kill someone.
Lore of the Ancients: The use of magic brings with it great power, but it also comes at a price. For each rank above 1 in this career, the character must take (or have) one of the following Boons or Flaws: Blood of the Immortals, Fostered by the Hidden Folk, Gift of Artifice, Literate, Obsession, Unhinged.
Suggested Boons: Blood of the Immortals, Detect Deception, Excellent Library, Fostered by the Hidden Folk, Gift of Artifice, Learned, Literate, Magic of The Sorcerer-Kings, Power of the Void, Resistance to Sorcery, Savant
Suggested Flaws: Absent-Minded, Arrogant, Cravings, Delicate, Distinctive Appearance, Fear of …, Infamous, Non-Combatant, Obsession (Magical Lore), Poor Recovery, Unhinged, Unsettling, Untrustworthy
Alternative career names: bandit, hireling, sellsword, guard.
These warriors work for anyone who will pay for their services. Some form themselves into companies under a strong leader and others travel individually or in small bands to seek employment.
Often these mercenary groups turn to banditry when not gainfully employed. Just about all the jarls of Fjarrstrand have used mercenaries in past conflicts and will continue to do so. They tend to have skill in living rough, riding, intimidation, carousing, and in basic upkeep and repair of weapons and armor.
Attributes: Mercenaries should be strong and agile to be able to ply their trade of war.
Adventuring: Mercenaries, by nature, tend to be drifters – travelling across Fjarrstrand to seek employment. Even when warring has ceased, there will be jobs guarding trader caravans, treasure-hunting expeditions, guarding frontier holdings, and working for the nobility as bodyguards.
Fighting: Mercenaries are notorious for their ability to fight well when well paid, but to fight badly – or not at all – when conned or badly paid. In combat, they might receive a career bonus if the money is particularly good.
Suggested Boons: Blind Combat, Brawler, Born-in-the-Saddle, Carouser, Hard-to-Kill, Alert, Quick Recovery, Inspire, Bare-Shirt, Trademark Weapon, War Cry
Suggested Flaws: Braggart, Greed, Hot-Headed, Lustful
Alternative career names: jarl, lord, high-born, chieftain.
Often holding homes in cities and towns, and estates or hunting lodges in the countryside, these characters are usually titled (though not necessarily deserving) and have some authority over the common people, peasants, and thralls. Nobles are often able to obtain credit, have high-ranking contacts, and are skilled in such things as bribery, browbeating, dress sense, and etiquette.
Attributes: Nobles need plenty of Appeal as well as clever minds, although at the end of the day, money always talks whatever the circumstances.
Adventuring: Nobles are not notable adventurers, although they will often finance expeditions to remote areas to obtain artifacts or to carry out trade. Some more adventurous nobles will join expeditions to oversee them.
Fighting: In combat, having a career of noble will rarely be of any benefit whatsoever. However, some peasants or lower classes will have qualms about attacking their superiors. Also, nobles often lead armies (whether capable or not). In Fjarrstrand, most nobles are expected to have some martial prowess and, as such, have ranks in careers such as warrior or berserker.
Suggested Boons: Attractive, Born-in-the-Saddle, Friends in High Places, Great Wealth, High-Born, Inspire, Literate
Suggested Flaws: Arrogant, Braggart, City Dweller, Cravings, Greed, Hot-Headed, Lustful
Alternative career names: healer, leech, herbalist.
Free men or women who have their own place in the clan, healers maintain the medical traditions of their ancestors, the knowledge passed down through the generations. This is not magic, but rather a good working knowledge of the body and its functions: a healer knows how to set a broken bone, stitch a wound, and defeat an infection. He knows how the organs work, and of remedies that relieve pain.
Physicians are dispensers of potions and medicines and are knowledgeable of plant lore. Many physicians have their own herb gardens, where they grow the exotic plants that are used in their medications. Some physicians practice a little basic artifice.
Attributes: Mind is the most important attribute for a physician character.
Adventuring: Being a physician does not lend itself to a life of adventure, although physicians will be required wherever battle is joined.
Fighting: In combat, this career is not really of particular benefit to a character, although after the fight, they are often most welcome.
Suggested Boons: Deft Hands, Disease Immunity, Excellent Library, Healing Touch, Learned, Literate, Poison Resistance
Suggested Flaws: Can’t Lie, City Dweller, Combat Paralysis, Drunkard, Non-Combatant
Alternative career names: godi, thulr, shaman, druid.
Priests are the earthly agents of ancestral and natural spirits, and of the hero-deities worshipped throughout Fjarrstrand. They conduct sacrifices and rituals that honor their patrons and, in return, may call upon these spirits to grant them blessings in the form of spells.
Respected within his clan, the priest is a practitioner of ancient sacred rites, knowledgeable in the secret ways of nature. His community is usually uneasy about his eerie and often unsettling presence, so he often lives in isolation, close to the village, but in the wild places he loves.
Priests and druids need to worship their gods in places sacred to their people. This involves visits to the sacred groves, monoliths, or rings of sacred stones (menhirs or runestones) where they pray, meditate, fast, carry out priestly duties, and even perform sacrifices. When priests carry out their devotions, they receive benefits in the form of spells.
The priest can heal wounded men and sick animals with the spells and natural remedies he has mastered. He also presides over funeral rites, and is said to converse with the dead. He can cast the evil eye on anyone in the community who displeases him.
Attributes: Priests need to have clever Minds, and the best ones have sufficient Appeal to be able to sway or command followers.
Adventuring: Some priests are highly adventurous – seeking out ancient knowledge and artifacts of their gods. Others prefer the easy life and rarely leave the safety of their shrine, sacred grove, or temple.
Fighting: Having the priest career will rarely, if ever, give you any advantage in combat. The only plus might be that gods-fearing fighters will be loath to attack a priest.
Devotion: Priests and druids pay homage to all of their people’s gods but, at rank 1 or higher, must choose one above all the rest. At rank 0, priests and druids are still in training and do not devote themselves to any one god or spirit in particular.
For each rank above 1 in this career, the character must take (or have) one of the suggested Boons or Flaws listed below.
Suggested Boons: Detect Deception, Friends in High Places, Inspire, Learned, Marked by Fate, Nose for Magic, Resistance to Sorcery, Savant, Silver Tongue
Suggested Flaws: Arrogant, Can’t Lie, Combat Paralysis, Cravings, Non-Combatant, Obsession, Unhinged, Zealot
Alternative career names: pirate, sea-wolf, reaver.
Sailors are sea warriors and adventurers, are skilled in sea lore, navigation by stars, and boat handling, and have a good knowledge of local ports and nearby coastlines and islands.
Skilled mariners are always in demand and will rarely be refused working passage on board a galley.
Attributes: Sailors need Strength, and some Agility is useful too.
Adventuring: A life at sea is full of adventure – sea monsters, exotic places, strange people, sea-battles, and treasure maps are all food and drink to a sailor.
Fighting: Sailors may receive a combat bonus in actions at sea and possibly even against sea creatures that they might have some familiarity with or heard about.
Suggested Boons: Alert, Brawler, Born Athlete, Born- at-Sea, Carouser, Deft Hands, Friends in Low Places,
Keen Eyesight, Bare-Shirt, Sneaky, War Cry
Suggested Flaws: Braggart, Distinctive Appearance, Distrust of Magic, Drunkard, Fear of …, Greed, Hot Headed, Lustful, Missing Eye or Ear, Missing Limb
Alternative career names: loremaster, chronicler, scholar.
Scribes are chroniclers and teachers, well-educated and knowledgeable on a wide variety of subjects – they are cartographers, astronomers, linguists, historians, and philosophers. Scribes are also skilled at debate as they discuss at length a variety of topics with other enlightened individuals.
Scribes need to be clear of thought to do their laborious work of cataloging volumes and copying texts. It goes without saying that they need to be literate.
Attributes: Mind is of primary importance to a scribe.
Adventuring: Scribes make poor adventurers, although to have some of the knowledge of a scribe would make such a character a useful addition to a party.
Fighting: Whilst scribes might have it that “the pen is mightier than the sword”, there are not actually many circumstances where having a career in scribe will have any discernible use in combat.
Suggested Boons: Excellent Library, Learned, Savant
Suggested Flaws: Delicate, Can’t Lie, Combat Paralysis, Non-Combatant, City Dweller, Obsession
Required Boon: Scribes need to have the Literate boon if they wish to choose this career.
Alternative career names: advisor, manipulator, schemer.
There are some who have honed seduction and manipulation down to an art form. The seducer may be a nobleman’s mistress, an ambitious courtier, or a power-hungry advisor, who tries to gain power over others through flattery and various forms of enticement. A seducer is skilled in etiquette, intuition, conversation, manipulation, and seduction.
Attributes: Appeal is the most important attribute for a seducer. Agility and Mind can be useful too.
Adventuring: Seducers are usually not very adventurous, so you’d need other careers to help explain your life of peril.
Fighting: This career is seldom helpful in combat, though a seducer may be able to add her career ranks to checks made to bluff or distract guards.
Suggested Boons: Attractive, Beguiling, Carouser, Deft Fingers, Friends in High Places, Friends in Low Places, Inspire, Literate, Sneaky, Silver Tongue
Suggested Flaws: City Dweller, Delicate, Hot-Headed, Lustful, Non-Combatant, Unprepared
Alternative career names: prophet, spækona, diviner, oracle.
Seers are gifted, some would say cursed, with the ability to gaze into the future and divine others’ fortunes. Their ability to unravel the strands of fate to see what lies ahead makes seers the object of both reverence and dread.
Seers are valued for their wise and insightful counsel, prophetic predictions, and precognition of the future. Many ventures are not undertaken by nobles and wealthy patrons unless a seer is present to divine whether it will be met with good fortune or ill-omens.
Attributes: Seers need to have quick Minds and strong intuitive powers. Appeal is also of use when persuading others to accept prophecies (or to deflect others wrath when prophecies are unclear or inaccurate).
Adventuring: Seers are not usually adventurers, preferring the patronage of others and the comforts of civilization.
Fighting: Though seers are able to peer into the future, this does not impart any benefit in the fast-paced chaos of combat.
Suggested Boons: Detect Deception, Friends in High Places, Inspire, Learned, Literate, Marked by Fate, Nose for Magic, Resistance to Sorcery, Savant, Silver Tongue
Suggested Flaws: Arrogant, Can’t Lie, Combat Paralysis, Cravings, Delicate, Non-Combatant, Obsession, Unhinged
Alternative career names: bard, poet, fili.
Wandering or employed by a lord, the skald is an accomplished artist and scholar who knows legends of past heroes, and who may even be ready to join an adventure himself so he can get a good story out of it. Some skalds extend their art to a bit of juggling and, possibly, sleight-of-hand trickery.
Because they travel and are great gossips, they learn ancient legends, are good orators, and have some knowledge of city and world lore.
Some skalds, particularly those of the Brjotaband, are renowned for their mastery of satire, as well as for their ability to lampoon others in order to enrage or dishearten them.
Attributes: Skalds require a sharp Mind and an abundance of Appeal.
Adventuring: Skalds are often wanderers, so by their very nature they can get caught up in some dangerous escapades on the road. Some might also follow warriors and adventurers, simply to be able to create heroic tales from first-hand experience.
Fighting: Skald is not generally a combat career and there are very few circumstances where this career will provide a combat bonus. Possibly a trick or distraction might give the opportunity to get a surprise stab or, more likely, a chance to escape.
Suggested Boons: Artistic, Attractive, Carouser, Detect Deception, Keen Hearing, Learned, Master of Disguise, Inspire, Literate, Silver Tongue, Tools of The Trade (instrument)
Suggested Flaws: Arrogant, Delicate, Drunkard, Lustful, Non-Combatant
Alternative career names: rogue, scoundrel.
Perhaps you fell into a life of crime or began as a young street urchin. In either case, you have a certain unique set of skills that most find unsavory.
Thieves, scoundrels, and other ne’er-do-wells will have skill in such things as city lore, picking pockets, climbing, burglary, sneaking, gambling, and skullduggery, and may be part of some “guild” or order.
You will almost certainly be robbed at some time or another if you stay in the city for any length of time.
Attributes: Thieves require Agility for their trade, but a quick Mind also helps.
Adventuring: Good thieves are sought after by adventurers looking to break into temples and tombs where there are locks and traps guarding the treasures.
Fighting: Thieves usually need to avoid combat where possible, and will only gain a career bonus in combat when trying to get away – and not always then if up against well-trained guards.
Suggested Boons: Alert, Carouser, Deft Hands, Escape Artist, Friends in Low Places, Keen Hearing, Low-Born, Night Sight, Sneaky, Tools-of-the-Trade (lock-picks)
Suggested Flaws: City Dweller, Cowardly, Greed, Hunted, Infamous, Poor Recovery, Untrustworthy
Alternative career names: serf, slave.
Slavery or indentured servitude is not exactly a career of choice for a heroic adventurer. Nevertheless, it can be useful in rounding out a character concept, and does provide the opportunity to pick up a few skills and techniques that other careers do not give.
The career provides skill in things like humility, going unnoticed, listening and sneaking, as well as cooking, cleaning, gardening, sewing, and manual labor. Some thralls (the strong ones or the troublemakers) are sold to mercenary companies or jarls desperately in need of warriors, or made to fight for their owner’s amusement.
Attributes: Thralls that are used for labor need good Strength. Thralls used to run errands often need high Agility. Clever thralls are normally considered to be troublemakers.
Adventuring: Adventurous thralls do not remain thralls for very long. A life on the run from slavery leads to adventure, whether wanted or not.
Fighting: This career is not really of any practical use in a fight. Still, thralls will mostly be ignored by warriors, maybe to their cost.
Suggested Boons: Escape Artist, Keen Hearing, Sneaky, Strength Feat
Suggested Flaws: City Dweller, Combat Paralysis, Cursed, Fear of …, Feels the Cold, Land-lubber, Mute, Non-Combatant, Poor Recovery, Taciturn
Alternative career names: peddler, merchant.
Traders are not shopkeepers – they are wide-traveled adventurers, who seek new and exotic goods to sell from faraway places. As such, trader characters pick up a range of useful skills like trading, appraisal, obtaining rare or unusual goods, persuasion, city lore, knowledge of distant places, and guild membership.
If you want a strange or unusual item, speak to a trader first.
Attributes: Traders need a quick Mind and a degree of Appeal to haggle and barter for their living.
Adventuring: A life on the road is a life of adventure, whether the trader tries to avoid it or not. Many traders actively seek out new lands and new markets, leading to many adventures.
Fighting: Trader is not a combat career, so this will almost never be helpful to a character in a fight.
Suggested Boons: Detect Deception, Great Wealth, Literate, Savant, Silver Tongue
Suggested Flaws: Greed, Non-Combatant, Obsession, Unprepared
Alternative career names: acrobat, jester.
Juggling and tumbling are important parts of entertainment in Fjarrstrand. Ceremonies and feasts will have tumblers or acrobats. Tumblers are athletic, showing feats of skill, agility, and coordination. Some tumblers extend their skills to a few sleight-of-hand and juggling tricks, and others to feats of contortion.
Attributes: Tumblers rely mostly on their Agility and their Appeal. Acrobats and tumblers tend to be stronger than they look.
Adventuring: These entertainers often travel around in troupes from settlement to settlement. This can lead to some dangerous situations on the road, from fierce monsters to brigands and thieves.
Fighting: In combat, a tumbler might gain an advantage if her opponent is caught off-guard by her acrobatic leaps, or she might gain an edge performing a roll or diving tumble. However, tumbling is not really a combat career and will rarely be of use against a skilled fighting man. Acrobats can make very good use of branches, rafters, ropes, and wall hangings in daring swashbuckling-style moves, though.
Suggested Boons: Alert, Attractive, Born Athlete, Deft Hands, Escape Artist, Quick Recovery, Sneaky
Suggested Flaws: City Dweller, Delicate, Non-Combatant
Alternative career names: huskarl, militiaman, soldier.
Warriors are the guards in a town or in the standing armies of rich nobles. They are often stoic but of limited imagination. They will have some city lore, perhaps skills in intimidation and riding, as well as a limited amount of authority – especially the officers.
Attributes: Strength is normally most important for warriors, although archers and cavalrymen could do with a bit of Agility. Officers need to have plenty of Appeal to lead their men, and quick Minds to make sound battle plans.
Adventuring: Most warriors are dull and uninspired. However, characters will use their time in the city guard to hone their weapon skills ready for their next adventure.
Fighting: Warriors are not specialists of any sort but will sometimes gain a career bonus in combat, especially if fighting tactically as a part of a well-led unit.
Suggested Boons: Born Athlete, Born-in-the-Saddle, Brawler, Carouser, Hard-to-Kill, Inspire, Quick Recovery, Trademark Weapon
Suggested Flaws: Braggart, Drunkard, Gullible, Lustful, Poor Hearing, Taciturn
Alternative career names: porter, laborer.
Workers are unskilled laborers – men who erect palisades, dig ditches, build homes, city walls, and temples, or load and unload wagons and riverboats.
Workers often move around doing a range of odd jobs here and there, many of which are seasonal or temporary. Workers will be skilled in heavy lifting, intimidation, carousing, and hard labor. Some of the tasks carried out by workers are also the work of thralls.
Attributes: Workers tend to find a high Strength very useful in their physical endeavors.
Adventuring: Labor is dull and doesn’t really lead to a life of adventure. Therefore, a character with Worker as one of his careers is unlikely to have stuck it out for very long.
Fighting: Workers are not really fighters, although they do tend to settle their disputes with their fists. They might be given a bonus during a brawl, especially when grappling or choking someone.
Suggested Boons: Carouser, Brawler, Giant Strength, Hard-to- Kill, Strength Feat, Fearsome Looks, Poison Resistance, Tools-of-the-Trade
Suggested Flaws: Can’t Lie, Drunkard, Fear of …, Hot-Headed, Lumbering, Lustful, Poor Hearing, Taciturn, Unsettling