An elf woman juggles pins with a muscular man in a sunlit town square while a lute player looks on.
A frontiersman in a feathered hat, a halfling and a dwarf gather beside a camp with a compass-star banner and a waterfall behind.

Careers

There are 27 adventuring careers. Each sorts the ten characteristics into four primary (1), two secondary (2) and four tertiary (3). Skill names, the groups in brackets and (all) are explained in the next chapter, Skills.

Characteristic profile. The line beside each career's name is its characteristic profile. Each number is the cost multiplier for that characteristic: primary (1), secondary (2) and tertiary (3). How characteristic advances work, and how to work out their experience cost, is explained in chapter 7, Advancement.

Skills. Each career lists its primary skills, which include its main Knowledge fields, and two or three secondary skills. A character whose first career this is starts at Familiar rank in all of them. How skill advances work, and how to work out their experience cost, is explained in chapter 7, Advancement.

Weapons. Every career that is not mainly academic has a basic weapon skill among its skills.

Magic. Three careers each hold one magic skill that no other career can learn: Hearthwarden (Hearth Magic), Keeper (Soul Magic) and Runewright (Rune Magic).

Trappings. Each career lists its starting trappings, kept short because goods are scarce. Every character also starts with travelling clothes, flint and steel, and d6 pieces.

Packs, chests, lanterns, a spyglass and a compass piled beside a map spread on a rock.
An elf woman leaps across scaffolding on a fortress wall.

Career master talents

Every career has one Master talent: a capstone ability that marks a character as one of the very best at their trade. A Master Bowman chooses where every arrow lands; a Master Sworn Guard takes the blow meant for their charge.

Master talents are the one exception to the rule that talents are flat modifiers or situational bonuses. Each one changes how the character plays.

Who can buy one. Only a member of the career. A character can buy the Master talent of their current career, and no other.

Prerequisite. Master rank in at least two of the career's skills, primary or secondary. Each group of a grouped skill, such as Melee (Basic) or Knowledge (Law), counts as one skill.

Cost. 8 experience, the most of any talent.

Once only. Each Master talent can be bought once.

Changing career. A Master talent already bought is kept after changing career, and keeps working. The old career's Master talent cannot be bought after leaving it. A character who has been in several careers can hold several Master talents, one from each career they mastered while in it.

Soldiers with a pike and a musket fight behind a wooden barricade.

Other talent rules still apply. A Master talent follows every other talent rule, including one talent per roll, unless its own entry says otherwise.

The full list of Master talents, one for each career, is in Master talents in chapter 5, Talents.

A traveller shows a map to a young adventurer on a harbour dock under a ship-sign, a mountain town behind.

Changing career

A character has one career at a time and can change to another. Three things are needed.

  1. The trappings. Gather everything in the new career's trappings list. Papers and badges that cannot be bought, such as a warrant or a letter of marque, must be earned in play.
  2. A trainer. Find a member of the new career who is willing to teach. For the three magic careers this is hard.
  3. The experience. Spend 3 experience points.

What switches. From that moment the new career's characteristic profile and skill lists set every cost. The old career's no longer apply.

What is kept. Every advance, skill rank, talent and spell already bought.

Advances carry on counting. The next advance in a characteristic costs the new career's multiplier times the advance being bought. A character with 2 advances in Might buys the third for 3, 6 or 9, depending on where Might sits in the new career.

Old skills. A skill that is not on the new career's lists is treated as a skill outside the career: a basic skill costs triple, and an advanced skill or group cannot be raised any further. That includes a magic skill. The caster keeps their rank and their spells and can still cast.

Master talents. A Master talent already bought is kept. The old career's Master talent cannot be bought after leaving.

Nothing is handed out. The starting skill ranks, free advances, starting spells and starting coin are for new characters only.

Closed careers stay closed to the species listed in the random career table, in Career in chapter 1.

Going back to a former career is another change, made the same way.

Acrobat

Travelling shows follow the trade roads from the ports to the frontier forts. An acrobat is welcome in most settlements, which makes one useful to anyone who needs eyes inside the walls.

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A dark-haired elven acrobat in a patchwork vest and scarves leans back with a hand on her hip.

Primary skills: Acrobatics, Athletics, Deftness, Performance, Stealth, Knowledge (Arts, Cultures)

Secondary skills: Knowledge (Geography, Streetwise), Ranged (Basic)

Trappings: three throwing knives, 50 feet of rope, a performer's costume, a pot of face paint.

Useful gear

  • Three throwing knives.
  • 50 feet of rope.
  • Performer's costume.
  • Pot of face paint.
A juggler balances on a barrel before a watching crowd.
Travelling shows entertain in every town and fort, drawing crowds and opening doors that are otherwise closed.
A walled fort above a camp of tents and wagons.
From the ports to the frontier forts.
An acrobat scrambles up a stone wall.
An acrobat is welcome in most settlements, which makes one useful to anyone who needs eyes inside the walls.
An acrobat in a handstand cartwheel.
Acrobatics, juggling and stilt work draw a crowd in any settlement.

Antiquarian

Digs the abandoned earthwork cities of the river elves and the oldest dwarven workings, and sells what turns up to collectors or the merchant company. The boat-clans call most of them grave robbers.

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A red-bearded dwarf antiquarian in a heavy coat, hung with tools, holds up a small figurine.

Primary skills: Acrobatics, Deduction, Deftness, Insight, Perception, Knowledge (Arcana, Cultures, History, Religion)

Secondary skills: Knowledge (Engineering, Geography)

Trappings: a writing kit, a book of old-world tales, a lantern and oil, a knife, a magnifying lens.

Tools of the trade

  • Writing kit with ink, pens and notes.
  • Book of old-world tales.
  • Lantern and oil.
  • Knife.
  • Magnifying lens.

River elf figurine. Exquisitely made. Likely a household or ancestor shrine piece.

Fragment of a larger stone disk. Purpose unknown.

Broken tablet. Ancient script. Still working on a translation.

A dwarf with a heavy pack explores ruins of an abandoned earthwork city.
Abandoned earthwork city of the river elves. Much still lies beneath the mud.
A dwarf holds a lantern among carved pillars in an old dwarven delving.
Oldest dwarven workings. Long abandoned. Still beautiful.
A dwarf with a pack lifts a carved stone from a beached boat.
The boat-clans call us grave robbers. Maybe they're not wrong. But what is forgotten to them is knowledge to others — and coin enough to fund the next dig.

Barber-Surgeon

A practical healer with a saw and a razor, found in every garrison, ship and trading post, On the frontier this is the only medicine most people will ever see.

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A curly-haired halfling healer stands with a heavy medical bag and bottles at her belt.

Primary skills: Deduction, Deftness, Persuasion, Resist (Disease), Treat Wounds, Knowledge (Alchemy, Medicine, Nature)

Secondary skills: Knowledge (Streetwise, Warfare), Melee (Basic)

Trappings: a surgeon's kit, a flask of rum, a knife, a jar of leeches.

Tools of the trade

  • Bone saw for amputations and severe cases.
  • Razor for shaving and minor work.
  • Forceps, probes and needles for surgery and stitching.
  • Bandages, thread and linen.

Other trappings

  • Surgeon's kit with instruments, sutures and salves.
  • Flask of rum (for the difficult cases).
  • Jar of leeches.
  • Knife for everyday use.

Common remedies

  • yarrow for bleeding
  • comfrey for bones
  • juniper for cleansing.
A surgeon tends a wounded man outside a palisaded fort.
Treats wounds, sets bones and keeps men fit enough to march, fight or sail.
A surgeon treats a patient aboard a ship.
Found in every garrison, ship and trading post.
A surgeon binds a soldier's arm.
On the frontier this is the only medicine most people will ever see.

Bowman

The bow is still the weapon of the elven nations and of anyone who cannot afford powder. A good bowman shoots faster and more quietly than any musket.

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An elven bowman in a fringed green cloak draws a longbow, a quiver of arrows at his hip.

Primary skills: Athletics, Perception, Ranged (Bows), Stealth, Survival, Knowledge (Geography, Warfare)

Secondary skills: Knowledge (Cultures, Nature), Melee (Basic)

Trappings: a longbow, 20 arrows, a hatchet, a knife, a spare bowstring.

Tools of the trade

  • Longbow.
  • 20 arrows.
  • Spare bowstring.
  • Hatchet.
  • Knife.

Common quarry

  • Provides meat quietly, without spoiling the hide.

Elf scouts move through these forests as easily as the rivers. They see as long before we see them.

An archer paddles a canoe down a river below mountains.
High ground, clear sight lines, and good cover an archer more valuable than a score of soldiers with guns.
Travellers cross a forest river in a canoe.
On the frontier, a quiet shot can feed a camp, keep a traveller alive, or settle a problem before it starts.
An elf archer draws a longbow.
A skilled archer can loose several arrows before a musketeer manages a single shot.

Charlatan

Sells cures, charms and forged deeds to settlers who cannot tell a true working of the Worldsoul from a trick, and moves on before the buyers find out.

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A feathered-hat charlatan in a patchwork coat holds up a small bottle of red liquid.

Primary skills: Deception, Deftness, Insight, Performance, Persuasion, Knowledge (Commerce, Streetwise)

Secondary skills: Knowledge (Alchemy, Law), Melee (Basic)

Trappings: fine clothes, a case of bottled remedies, a pack of cards, a knife, loaded dice.

Some of his wares

  • "Cures" for fever, bad luck, and the bite of strange things.
  • Charms. Feathers, bone, stone and copper. Some real magic, most just well-made trinkets.
  • Forged deeds. Land claims, mining rights, and "official" documents for those who do not know better.

Other trappings

  • A pack of cards.
  • Loaded dice.
  • A knife.
  • A case of bottled remedies and powders.
A charlatan holds up a bottled cure to a crowd at a market stall.
A smooth talker. Knows what each settlement wants to hear.
A river town with a church and a wooden pier.
Common along the trade roads and river towns. Harder to track than most.
A charlatan spins a tale to a pair of settlers.
Tells a different story in every place. Knows their fears, their hopes, and the right words.
A charlatan with a pack walks away down a road.
Always moves on before questions catch up to him.

Duellist

Honour is settled with steel among the colonial gentry and the plains elves alike. A duellist fights for a name, their own or a paying patron's.

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A young elven duellist in a dark gold-trimmed coat and tall boots holds a rapier at his side.

Primary skills: Acrobatics, Deception, Insight, Melee (Basic), Persuasion, Knowledge (Law, Politics)

Secondary skills: Knowledge (Arts, History), Ranged (Firearms)

Trappings: a smallsword, fine clothes, a knife, a pair of gloves.

Typical gear

  • Smallsword. Light, quick and made for precision.
  • A pair of gloves. Both protection and a matter of style.
  • Fine clothes. A mark of rank and a necessity.
  • Knife. For everyday use.
  • Pistol for country work and final arguments.

Fencing notes

  • Economy of movement. Control first, then speed.
  • Keep the centre. Make the other man commit.
Two duellists cross swords before onlookers.
Different peoples, same rules. Skill, composure, and reputation matter more than rank.
A town with a church beside a lake and a jetty.
Duels happen in towns, forts and even on the frontier. Witnesses are essential. The code travels well.
Plains elves and settlers meet before a camp of tents.
Among the plains elves, duels can follow a different form, but the meaning is the same. A test of skill, will and honour.

Envoy

Speaks for one people to another: a crown to the League, a nation to a company. Every treaty on the continent has passed through someone like this.

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An envoy with long braids and feathers in her hair wears a fringed woven cloak and carries a scroll.

Primary skills: Deception, Insight, Performance, Persuasion, Resist (Temptation), Knowledge (Cultures, Law, Politics)

Secondary skills: Knowledge (Commerce, History), Melee (Basic)

Trappings: fine clothes, a writing kit, a sealed letter of introduction, a knife, sealing wax and a seal.

Tools of the trade

  • Writing kit. Letters, agreements and copies of treaties.
  • Sealed letter of introduction. Opens doors that words alone cannot.
  • Sealing wax and a seal. A mark of authority.
  • Knife. A practical necessity.

Common companions

  • Light travel gear. Able to move quickly when a council ends.

Knows the rivers, the peoples, and the ambitions. The land is woven together by knowledge as much as by force.

An envoy and native leaders meet at a table under a canopy.
Different nations. Different languages. The same need for understanding.
Travellers paddle a canoe beneath wooded cliffs.
Travels widely — by canoe, on foot, and in the company of traders, soldiers and native guides.
A fort and trading post on a harbour with a flag.
Forts, trading posts and council fires are where agreements take shape.

Hearthwarden

Keeps the hearth magic of the halfling homesteads: small workings of bread, fire, threshold and field. Newcomers hungry for the Worldsoul overlook it, and those who want the Worldsoul ended rarely think it worth burning.

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A bald, smiling halfling hearthwarden in a layered embroidered skirt carries herbs and satchels.

Primary skills: Animal Handling, Insight, Persuasion, Survival, Treat Wounds, Hearth Magic, Knowledge (Cultures, Medicine, Nature)

Secondary skills: Knowledge (Commerce, Religion), Ranged (Basic)

Trappings: a sling, a copper kettle, a pouch of herbs and seed, a knife, a jar of salt. Starts knowing three Hearth Magic spells: two Very easy and one Easy.

Tools of the trade

  • Sling, Useful for hunting and protection.
  • Copper kettle. For cooking, healing and small workings of the hearth.
  • Knife. A practical necessity.
  • Jar of salt. For food, preservation and warding.
  • Pouch of herbs and seed. For healing, charms and the land.
A stone cottage with a chimney behind a fence.
Strong hearths make strong homes. Strong homes make strong communities.
A hearthwarden sets a pot over a glowing hearth.
Bread, fire, and good company keep more than hunger away.
A hearthwarden hands fresh bread to neighbours.
Newcomers chase grand magic and rare wonders. They often overlook the small workings that keep people alive. That suits a hearthwarden well.
A farmstead behind a fence and tilled fields.
Fields tended with care feed families for generations. Quiet magic endures longer than armies.

Highwayman

The roads between settlements are long and unwatched, and coin now travels them. A highwayman takes it at pistol point.

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A highwayman in a tricorn hat and long coat stands with pistols and a sword at his belt.

Primary skills: Animal Handling, Deception, Intimidation, Ranged (Firearms), Stealth, Knowledge (Geography, Streetwise)

Secondary skills: Knowledge (Commerce, Law), Melee (Basic)

Trappings: a pistol, powder and shot for 10 rounds, a mask, a saddle and tack but no horse, a knife, a hooded cloak.

Tools of the trade

  • Pistol. Reliable, simple and decisive.
  • Powder and shot for 10 rounds.
  • Knife. A constant companion.
  • Mask. Keeps questions few.
  • Hooded cloak. For travel and disappearing when needed.

Saddle and tack

  • A saddle and tack, but no horse. A useful prize or a quick escape.
A highwayman on horseback holds up a stagecoach.
Lonely roads make good opportunities.
A stone bridge over a river in forested mountains.
Forest roads, river crossings, and mountain passes all carry coin, supplies and news.
Travellers rest by a campfire with horses.
A short halt, then move on. Never the same road twice.
A rider on a dark horse gallops past rocks and pines.
A fast horse and knowledge of the land are worth more than numbers.

Housebreaker

Colonial towns are full of new wealth behind new locks: strongboxes, land deeds and dwarven rune-work, all worth taking.

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A young hooded thief in a feathered hat leans against a wall holding a knife and a lantern.

Primary skills: Acrobatics, Deception, Deftness, Perception, Stealth, Knowledge (Commerce, Streetwise)

Secondary skills: Knowledge (Engineering, Law), Melee (Basic)

Trappings: lockpicks, 50 feet of rope, a lantern and oil, a knife, a small pry bar.

Tools of the trade

  • Lockpicks. Small tools open big opportunities.
  • 50 feet of rope. For high walls, quiet entries and quick escapes.
  • Lantern and oil. Light when needed, darkness when not.
  • A knife. A constant companion.
  • A small pry bar. For doors, chests and other stubborn problems.

Strongboxes, land deeds and small treasures fetch high prices.

A hooded thief creeps down a moonlit street past barrels.
A quiet approach, a watchful eye, and an open door where others see only walls.
A housebreaker picks a lock by lantern light.
New locks and clever rune-work make a challenge worth the risk.
A thief climbs a ledge above a moonlit town.
The best housebreakers leave no trace. A closed door, a quiet street, and business unfinished to the world.
A village with a church spire beside a river and boats.
Wealth moves through every port and town. A careful thief can travel far on it.

Keeper

Tends the Worldsoul, which elves call the Breath or the Soul. The river elves' older word is the Braiding, and the plains elves' is the Under-Song. Keepers are courted by those who want to learn from it and hunted by those who want it ended.

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A hooded elf keeper with white braids stands holding a crystal-topped staff.

Primary skills: Deduction, Insight, Persuasion, Resist (Enchantment), Treat Wounds, Soul Magic, Knowledge (Alchemy, Arcana, History, Religion)

Secondary skills: Knowledge (Cultures, Nature), Melee (Staves)

Trappings: a staff, a bundle of herbs and tokens, a knife, a string of shell beads. Starts knowing three Soul Magic spells: two Very easy and one Easy.

Staff — Not just a walking stick.

  • There's magic in it. The crystal pulses faintly when he's not speaking.

Trinkets & tokens

  • Shell beads, carved tokens, natural things.

Herbs and supplies

  • A bundle of herbs for healing, charms and communion.

Other useful items

  • A knife for everyday use.
  • Small vials, salts and tokens.
A sketch of a keeper's face in profile.
Same elf — closer look. Scar on left cheek?
A lone figure stands before a ruined castle among mountains.
He headed north, toward the mountains. Didn't say where. Just nodded and kept going.
A waterfall and river in wooded country.
The same land, seen differently. The Worldsoul is always here for those who know how to listen.
A crouching keeper with a staff touches a still pool.
The Worldsoul moves through rivers, stone, wind and living things. A Keeper listens for what others miss.

Lancer

A mounted warrior bound by honour. The riders of the plains elves and the cavalry officers of the crowns both answer to the name.

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A mounted lancer in armour and a plumed hat sits on a brown horse.

Primary skills: Animal Handling, Athletics, Melee (all), Persuasion, Resist (Fear), Knowledge (Politics, Warfare)

Secondary skills: Knowledge (Geography, History), Ranged (Basic)

Trappings: a lance, a riding horse with saddle and tack, a knife, a regimental pennant

Arms and equipment

  • A lance. Reach, power and presence on the field.
  • Pistol for close defence.
  • Cavalry sabre for the press of battle.
  • A knife. A constant companion.
  • Saddle and tack. Built for long rides and hard country.
  • A regimental pennant. Shows where you ride and whom you serve.

Horse proportions (for reference)

  • 14-16 hands (140-160 cm) at the withers
  • Body length ~1.6-1.8 × height
  • Rider height ~1.7-1.9 m
  • The horse in this illustration uses realistic proportions for a riding/war horse. It stands around 15 hands (+ 150 cm / 5 ft) at the withers, with correct anatomy, depth, and mass to carry an armoured rider with equipment.

The wide country favours the mounted. Speed brings opportunity, but also responsibility.

A column of cavalry rides under banners.
Different peoples, a shared code. Discipline, skill and honour travel farther than borders.
A plain with a river and mountains in the distance.
A lake and pine forest below distant mountains.
Long roads, open plains, and new frontiers. A lancer can be a scout, a messenger, or the first, answer to danger.

Minstrel

Carries news, songs and old stories between settlements and nations, and is often the only word a place gets from anywhere else.

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A bearded minstrel in a feathered hat and bright woven poncho plays a lute.

Primary skills: Acrobatics, Deception, Insight, Performance, Persuasion, Knowledge (Arts, Cultures, History)

Secondary skills: Knowledge (Politics, Religion), Melee (Basic)

Trappings: a fiddle or flute, a wool blanket, a knife, a songbook

Tools of the trade

  • A fiddle or flute.
  • A songbook for news, stories and new verses.
  • A wool blanket. Home on the road.
  • A knife. A constant companion.
Travellers listen to a lute player around a campfire, songs and stories shared.
Songs and stories keep people connected across great distances.
A minstrel plays the lute in a harbour town, bringing word of far-off events.
Brings word of new allies, new dangers, and far-off events.
A lone minstrel travels through forests and mountains with a pack and staff.
Travels in all seasons, through forests, rivers and mountains.
Different peoples share music around a campfire.
Different peoples, a shared code. Music, stories and news open doors where weapons cannot.
A stone bridge and a town with a church spire below mountains.
Every settlement looks outward, waiting for news.

Pilgrim

Walks to holy places, the newcomers' shrines or the old sacred sites. Pilgrims are tolerated nearly everywhere and cross lines that others cannot.

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A curly-haired pilgrim walks with a ribboned staff, a pack and a satchel.

Primary skills: Insight, Performance, Resist (Hardship), Survival, Treat Wounds, Knowledge (Cultures, History, Religion)

Secondary skills: Knowledge (Geography, Medicine), Melee (Staves)

Trappings: a staff, a holy book or symbol, a wool blanket, a knife, a begging bowl

Pilgrim's kit

  • A holy book or symbol. Prayers, observations and new friends.
  • A wool blanket. Home on the road.
  • A begging bowl. Food and welcome where coin will not open doors.
  • A knife. A constant companion.
  • Tokens and relics from many places. Small reminders of the road and what endures.
Pilgrims with staffs climb toward a hilltop shrine.
New shrines draw many pilgrims from far and wide.
Pilgrims of different peoples talk together beside a stone fountain below a town.
Pilgrims are tolerated nearly everywhere and cross lines that others cannot.
A lone pilgrim with a staff stops by a waterfall and a stone bridge.
Walks through forests, rivers and mountains to places of meaning.
A path winds past standing stones toward a distant town.
The pilgrim's road leads to many peoples, many beliefs, and a wider world.
A waymarker stone carved with a scallop shell beside a cairn.
A respectful visitor is often welcome, even where others are turned away.

Powderman

Gunpowder is new, and this is the one who understands it: mixing, mining, blasting and serving the guns. Every fort and company wants one.

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A red-haired powder-wright with goggles carries a powder keg and a hung belt of tools.

Primary skills: Athletics, Deduction, Deftness, Ranged (Artillery), Stealth, Knowledge (Alchemy, Engineering, Warfare).

Secondary skills: Knowledge (Commerce, Geography), Melee (Basic)

Trappings: a small keg of powder (20 rounds' worth), slow match and fuse, a hatchet, a knife, a ball of twine

Tools of the trade

  • A small keg of powder (20 rounds' worth).
  • Slow match and fuse for controlled fire.
  • A hatchet for many purposes.
  • A knife. A constant companion.
  • Ball of twine, spare shot and small tools.

Every fort and company wants one.

Gunners tend a big cannon before a fort wall.
Forts, ships and companies all need skilled hands for their guns.
Miners set a blast at a rock-cut mine entrance.
Understands blasting and mining as well as the battlefield.
A powder-maker kneels at a workbench by a lantern and barrel.
Knows the right mixtures for different uses and conditions.
A mountain lake framed by pines.
New resources open new possibilities.
Gunners load a mortar before a fort and tents.
Knows a range of guns, from small field pieces to large mortars.

Privateer

A licensed raider on the Eastern Ocean or the great river, taking a rival power's ships under a letter from a crown or company. Without the letter, a pirate.

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A privateer in a red coat and tricorn hat holds a spyglass and cutlass.

Primary skills: Boating, Athletics, Deception, Intimidation, Melee (Basic), Knowledge (Commerce, Geography).

Secondary skills: Acrobatics, Knowledge (Law, Warfare), Ranged (Firearms).

Trappings: a cutlass, a flask of rum, a letter of marque, a knife, a twist of tobacco.

Arms and equipment

  • A cutlass for boarding.
  • A pistol for close work.
  • A flask of rum. For courage, trade or friends.
  • A letter of marque. Turns raiding into lawful work.
  • A knife. A constant companion.
  • A twist of tobacco. A small comfort on long voyages.

Prizes bring wealth, information and useful supplies.

A sailing ship lies at a harbour town.
Rival merchants, supply ships and naval vessels are all targets.
A privateer ship under sail near a coastal fort.
Taken ships can be brought to friendly ports for a legal prize, or must be hidden if taken without a letter.
Crewmen with swords and pistols fight on a ship's deck.
Skilled crews can take prizes with speed and surprise.
A sailing ship in a bay below a hilltop castle.
The Eastern Ocean and great rivers offer many routes, and many prizes for those bold enough to sail them.

Prizefighter

Fights for purses in the ports and frontier camps, wherever a crowd gathers and wagers are laid.

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A wild-haired, tattooed prizefighter with wrapped fists stands ready to brawl.

Primary skills: Acrobatics, Intimidation, Melee (all), Performance, Resist (Pain), Knowledge (Streetwise, Warfare)

Secondary skills: Knowledge (Commerce, Medicine), Ranged (Basic)

Trappings: a club, hand wraps, a purse of winnings (an extra d6 pieces), a knife, a jar of liniment

Typical gear and trinkets

  • A club for breaking problems.
  • Hand wraps for protection and a firm grip.
  • A knife. A constant companion.
  • A jar of liniment to ease sore limbs and keep fighting.
  • A purse of winnings (an extra d6 pieces).
Two brawlers fight before a dockside crowd.
Brawls in taverns, on docks and in frontier camps draw crowds and coin.
A prizefighter raises a fist before a cheering harbour crowd.
Where there are wagers, there is a crowd.
A fat leather purse spills coins.
A good fight can earn a fat purse.
A weary prizefighter sits drinking from a tankard.
Known for strength, endurance and a wild spirit. Fights often end in friendship, or in a long grudge.

Raider

Lives by taking: the war parties of the nations and the border reivers of the colonies. Colonists call them barbarians, and their own people call them providers.

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An elf raider in fringed buckskin and feathers crouches with a flintlock musket.

Primary skills: Athletics, Intimidation, Melee (Two-Handed), Resist (Pain), Survival, Knowledge (Nature, Warfare)

Secondary skills: Knowledge (Cultures, Geography), Melee (Basic)

Trappings: a great axe, a buckskin coat (armour 1), a week's rations, a knife, a whetstone

Arms and equipment

  • A great axe for close fighting.
  • A buckskin coat (armour 1) for travel and protection.
  • A knife, a constant companion.
  • A whetstone to keep blades sharp.
  • A week's rations for long travel.
A war party paddles a canoe with spears raised.
War parties strike quickly, taking horses, weapons and supplies.
A raider sits on a rock above a lake and forest.
They know the rivers, forests and trails, and move where others dare not.
Raiders in colonial dress surge past a burning village.
Border reivers from the colonies live the same way, raiding across the frontier for what they need.
Two raiders ride in a laden canoe on a lake.
Travel by river and forest, knowing the land and its hidden paths.

Rifleman

The long rifle is the frontier's new weapon, slow to load and deadly at a distance. Riflemen serve the militias as scouts and marksmen.

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A rifleman in a wide feathered hat and fringed buckskin holds a long rifle.

Primary skills: Deduction, Perception, Ranged (all), Stealth, Survival, Knowledge (Engineering, Warfare)

Secondary skills: Knowledge (Geography, Nature), Melee (Basic)

Trappings: a long rifle, powder and shot for 10 rounds, a powder horn, a knife, a gun-cleaning kit

Arms and equipment

  • A long rifle, accurate at great range.
  • A powder horn to carry and measure powder.
  • Powder and shot for 10 rounds.
  • A knife for camp and close work.
  • A gun-cleaning kit to keep the rifle in good order.
Two riflemen aim across a river valley.
Riflemen range ahead, scouting the land and watching for signs.
A rifleman takes aim at a moose beside a lake.
Riflemen hunt for food, but their greatest value is what they can see and report.
A rifleman aims from a hidden rocky position among pines.
From a hidden position, a skilled shot can strike at great distance.
Riflemen in buckskin march through rough forest country.
Riflemen often serve with the militias, guiding them through rough country.
A rifleman sits on a rock overlooking a river valley.
They know the rivers, ridges and game trails, and can move unseen where others cannot.

Runewright

Cuts the runes that turn a dwarven device from metal into magic. Anyone can use the finished work, but only a runewright can make it. Every trading company wants a runewright on its books, and very few will teach an outsider.

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A bearded dwarf runewright in goggles cuts runes into a brass device with hammer and chisel.

Primary skills: Deduction, Deftness, Perception, Resist (Hardship), Rune Magic, Knowledge (Arcana, Commerce, Engineering)

Secondary skills: Knowledge (Alchemy, History), Melee (Basic)

Trappings: one rune device of the player's choice from the Very easy or Easy lists, engraving tools, a hammer (as a club), a knife, chalk and charcoal. Starts knowing two runes from the Very easy or Easy tiers, one of them the rune on that device.

Tools of the trade

  • Runic chisels and punches in many shapes and sizes.
  • An engraving hammer (as a club).
  • A knife for many uses.
  • A gun-cleaning kit works well for keeping tools in order.
  • Chalk and charcoal for marking layouts.

Runes can improve a weapon's range, accuracy or durability.

Rune-lit lanterns, a compass and metal boxes.
Runes can guide, protect, repair and do much more.
A dwarf carves runes on a glowing lantern at his bench.
Runes channel power into a device, giving it properties beyond ordinary metal.
A metal chest engraved with runes.
Common devices include tools, locks, weapons, navigation aids and everyday gear for explorers and traders.
A dwarf and two traders examine a glowing rune device.
Every trading company wants a runewright on its books.
Rune-veined glowing ore among rocks beside a pickaxe.
Some seek out rare metals and rune-stones in the wilds, where new work and knowledge can be found.

Soldier

A drilled, paid fighter for a crown, a company or a nation's war band. The coming war will need thousands of them.

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A soldier in a red coat and tricorn hat stands with a musket.

Primary skills: Athletics, Intimidation, Melee (all), Resist (Fear), Treat Wounds, Knowledge (Geography, Warfare)

Secondary skills: Knowledge (Engineering, Politics), Ranged (Firearms)

Trappings: a military musket with bayonet, powder and shot for 10 rounds, a heavy coat (armour 1), a knife, a tin mess cup.

Arms and equipment

  • Military musket with bayonet.
  • Powder and shot for 10 rounds.
  • A heavy coat (armour 1).
  • A knife for many uses.
  • A tin mess cup.
Red-coated troops fire a volley.
Disciplined troops can hold ground, take forts, and win battles.
Soldiers rest at a campfire beside tents.
A soldier's life is hard work, but it brings pay, purpose and a place in the coming war.
Soldiers with heavy packs march along a lakeside trail.
Soldiers march long distances to fight in distant lands.
Red-coated soldiers fire muskets from behind a log barricade.
They fight in forests, on rivers, and in harsh country.
A wooden fort with cannon above a harbour.
They build, garrison and defend forts, securing the frontier.

Surveyor

Maps land, routes and borders, and for the merchant company, where the Worldsoul runs strong. A surveyor's map decides who claims what.

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A young surveyor in a feathered hat crouches over a map with dividers, instruments strapped to their back.

Primary skills: Animal Handling, Athletics, Perception, Survival, Treat Wounds, Knowledge (Cultures, Geography, Nature)

Secondary skills: Knowledge (Engineering, Law), Melee (Basic)

Trappings: a surveyor's instruments, a writing kit, a hatchet, a knife, a bundle of marker stakes.

Tools of the trade

  • Surveyor's instruments for measuring angles and distance.
  • Compass for navigation.
  • Maps, charts and notebooks.
  • Writing kit with ink, quills and field journal.
  • Marker stakes for marking routes and claims.
  • A hatchet for camp and field work.
  • A knife for many uses.
A surveyor sights through a tripod instrument over a river valley.
Surveys rivers, mountains and trails, marking distances, dangers and good land.
A large hand-drawn map of rivers and mountains.
A surveyor paddles a canoe beside a rocky cliff.
Maps routes for trade, travel and forts.
A surveyor sketches notes beside a carved boundary stone.
A surveyor's map can settle borders, assign land and spark disputes.
A surveyor, a colonist and a native man study a map together.
Works with traders, soldiers and native nations, for today's alliances shape tomorrow's maps.
Carved standing stones rise above rocks.
Looks for the Worldsoul's signs — strange stones, unusual places, and lands of power that the company wants to claim.

Sworn Guard

Bound by oath to one person: a chief, a governor, a keeper or a merchant with enemies.

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A braided, bearded bodyguard in a red cloak stands on a rock with a musket and hatchet.

Primary skills: Insight, Intimidation, Melee (Basic), Perception, Treat Wounds, Knowledge (Medicine, Streetwise)

Secondary skills: Knowledge (Law, Politics), Ranged (Firearms)

Trappings: a sword, a buff coat (armour 2), an employer's badge, a knife, a whistle.

Arms and equipment

  • A sword, for protection and authority.
  • A buff coat (armour 2).
  • An employer's badge.
  • A knife for many uses.
  • A whistle for signalling.
Armed guards in uniform stand before a castle wall.
Sworn guards protect their patron in councils, at forts, and on the road.
A guard lies on a snowy ridge watching with a spyglass.
They stand watch by day and night, in towns, camps and on the frontier.
A guard with a pack and his patron in a long coat walk a snowy forest path.
They travel with their patron through wild country, watching for danger.
A guard in a red cloak and his patron look toward a distant town across water.
A sworn guard keeps their patron alive, informed and out of ambushes.

Thief-Taker

Paid to bring in fugitives, deserters and runaways. Colonial law reaches only as far as someone is willing to carry it.

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A thief-taker in a long coat and feathered hat holds a light crossbow, with chains and a coil of rope at his belt.

Primary skills: Deduction, Intimidation, Melee (Brawling), Ranged (Crossbows), Survival, Knowledge (Law, Streetwise)

Secondary skills: Knowledge (Geography, Politics), Melee (Basic)

Trappings: a light crossbow with 10 bolts, manacles, a warrant, a knife, a length of cord.

Arms and equipment

  • A sword, for protection and authority.
  • Manacles for prisoners.
  • A length of cord for binding and other uses.
  • Knife, always within reach.
  • A warrant authorising the arrest of fugitives.
A thief-taker seizes a bound fugitive in the forest.
Thief-takers track runaways, deserters and criminals through towns, forests and along the rivers.
A thief-taker holds a captive by a campfire near a horse.
Colonial law reaches only as far as someone is willing to carry it.
A thief-taker kneels by a riverbank reading tracks.
They read the signs — tracks, broken branches, ash and camp remains.
A thief-taker shows a wanted poster to an officer in a blue coat.
They work for governors, magistrates, merchants and anyone with a reason to bring someone in.
A thief-taker holds a captive fugitive beside a lake.
Fugitives hide in the wilds, with native nations, or in frontier camps. A thief-taker knows where to look.

Trapper

Works the fur trade, alone for months in country that belongs to the nations, and lives there by their leave.

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A curly-haired trapper in a fringed coat kneels, working a chained steel trap and a long fur, a rifle and bedroll on his back.

Primary skills: Animal Handling, Perception, Ranged (Bows), Stealth, Survival, Knowledge (Geography, Nature).

Secondary skills: Boating, Knowledge (Commerce, Cultures). Melee (Basic), Ranged (Basic).

Trappings: a shortbow, 20 arrows, three steel traps, a knife, fish hooks and line.

Tools of the Trade

  • Shortbow for hunting.
  • 20 arrows for small and larger game.
  • Three steel traps for beaver and other furs.
  • Knife for skinning and everyday use.
  • Fish hooks and line for food on the trail.

Knows the country — where the beaver run, which lakes hold marten, and which routes are worth the risk.

Two native traders prepare furs by a lake.
Builds trust, trades fairly, and lives by the leave of the nations.
A rack hung with beaver, marten and other furs.
Furs are the wealth of the trade — beaver, marten, otter and more.
A trapper paddles a canoe loaded with packs on a lake.
Traps along rivers, lakes and portages, following the signs of the land.
A trapper crouches by a campfire under a snowy lean-to.
Lives for long stretches in a hard country, reading the land and the sign.
A trapper in snowshoes walks through snowy forest toward a lake.
Sets traps, checks lines, and knows where the best furs are to be found.

Witchfinder

Roots out Worldsoul-craft for the southern crown and for the sects of the charter colonies. Feared by the nations, and by any settler who has traded for a charm.

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A grey-haired witchfinder in a tricorn hat and a black coat hung with charms rests a boot on a rock, holding a carved stone.

Primary skills: Deduction, Intimidation, Melee (Basic), Ranged (Crossbows), Resist (Enchantment), Knowledge (Arcana, Law, Religion)

Secondary skills: Knowledge (History, Politics), Ranged (Firearms)

Trappings: a sword, manacles, a writ of authority, a knife, a holy symbol.

Tools of the trade

  • Musket for defence in hostile country.
  • Powder horn (often decorated by native friends).
  • Crossbow for close work.
  • Sword for those who would stand in the way.
  • Manacles for prisoners and accused.
  • Knife for field work and daily use.
  • A writ of authority from the crown.
  • A holy symbol against Worldsoul-craft.
A witchfinder touches a rune-carved standing stone in the forest.
Searches old sites, caves and burial places for signs of Worldsoul-craft.
A witchfinder sits by a campfire with three native men.
Feared by the nations, who know what he seeks and what it means. Many will stop him if they can.
A witchfinder studies carved stones in a lantern-lit cave.
Recovering artefacts before others can claim or destroy them.
A witchfinder rests on a rise above a forested lake.
Travels far from settlements, following rumours from traders, missionaries and captured goods.
A hand-drawn map of forests, a lake and a winding river.
Follows maps, rumours and the signs left by those who came before. Even a small charm can hold power and bring the witchfinder to your door.

Woods Runner

An unlicensed trader and scout who lives among the nations, carrying goods and messages where no road goes. Neither side fully trusts one.

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A red-haired woods runner in a feathered hat sits on a rock holding a light crossbow, a laden pack with snowshoes beside her.

Primary skills: Boating, Animal Handling, Athletics, Perception, Ranged (Crossbows), Survival, Knowledge (Geography, Warfare)

Secondary skills: Knowledge (Commerce, Cultures), Melee (Basic)

Trappings: a light crossbow with 10 bolts, a hatchet, snowshoes, a knife, a string of glass beads.

Trappings

  • Light crossbow with 10 bolts.
  • Hatchet
  • Snowshoes
  • Knife
  • String of glass beads.
A woods runner and a native man trade by a campfire.
Lives among the nations by their leave, learning their ways, languages and news.
A woods runner on snowshoes crosses a snowy forest.
Reads the land — tracks, weather and the signs others miss.
A woods runner on a rock scans a lake with a spyglass.
Scouts ahead, learns the land, and watches for danger long before others arrive.
A woods runner paddles a packed canoe on a forest lake.
Travels by river, lake and old trails, carrying goods and messages where no road goes.