Post by sleepingdragon on Mar 15, 2013 0:12:36 GMT
These are the professions in Gaston society. Of course, these relate to how someone starts out - a squire will eventually become a knight, a burgher is likely to become a merchant or innkeeper, etc.
You get ten profession skills from each profession, which are split in two types. The first set, between three to five, are essential to that career, and so are always profession skills (e.g. boatmen always have Swim). The second set, making up the remaining ten, are selected from a list of skills that are not strictly essential for that profession, but are very common nonetheless.
Careers which have a skill marked (any one) as one of their essential skills can choose another skill of the same type later as a non-essential skill. For example, students get Knowledge (any one), Language (any one), and Literacy (any one) as essential skills. Though these are not listed on their non-essential skills to save space, they may choose another if they wish (for example, a student could select Knowledge (Law) as their essential skill, and Knowledge (Religion) as a non-essential skill). I am mostly writing this paragraph to make this clear because I'm too lazy to go and make sure to list these skills again in all the non-essential sections ;D
Each profession is related to a social background, which is indicated in brackets after the name of the profession. The four backgrounds in Gastony are Nobility (the ruling class of Gastony), Spiritual (the priesthood, as well as scribes and scholars of the Church), Urban (the small city-dwelling population) and finally Rural (the peasants composing the majority of Gaston society, as well as others who live or work on the land). Certain professions are linked to multiple backgrounds, and in this case you should choose the one most appropriate for your character. Each background gets certain bonuses to skills:
Nobility: You gain +35% to Status. You gain +30% to Etiquette (Nobility) and Knowledge (Politics). You can also choose one of the following bonuses – Literacy (Gaston) +30%, or Command +30%.
Spiritual: You gain +25% to Status. You gain +30% to Etiquette (Spiritual) and Literacy (Gaston). You can also choose one of the following bonuses – Knowledge (Religion) +30%, or Teach +30%.
Urban: You gain +20% to Status. You gain +30% to Etiquette (Urban). You can also choose two of the following bonuses – Gossip +30%, Literacy (Gaston) +30%, Craft (any one) +30%, or Bargain +30%.
Rural: You gain +15% to Status. You gain +30% to Etiquette (Rural). You can also choose two of the following bonuses – Animal Care +30%, Gossip +30%, or Sense +30%.
Barber-Surgeon (Rural or Urban)
For the majority of people in Gastony, a trained physician is out of their price range, so they turn to Barber-Surgeons. Barber-Surgeons are noted for their large array of knives, used for purposes from cutting hair and beard, to amputating limbs and dentistry.
Wealth: Average.
Skills: Bargain, Craft (Apothecary), First Aid, Literacy (Gaston), Medicine. Any five of the following as appropriate: Appraise, Craft (Poisoner), Etiqutte (Urban or Rural), Fast Talk, Gossip, Insight, Melee (Dagger), Sense, Throwing.
Boatman (Rural)
Gastony is a land of rivers and coasts, and the Gastons are a people who have always been comfortable on the water. Fishermen, ferrymen, and others who make their living on these waterways make up this profession.
Wealth: Poor.
Skills: Bargain, Navigate, Sail, Spot, Swim. Any five of the following as appropriate: Carouse, Climb, Dodge, Gaming, Jump, Listen, Marksman (Bow), Melee (Spear or Sword), Sense, Spot, Throwing.
Bone Picker (Urban)
These scavengers survive by picking through garbage and debris, taking the rubbish of Gastony's cities and towns and selling them on. Brave bone pickers might lurk near battlefields as well, though these are not well thought of by warriors on either side who resent sharing their loot.
Wealth: Destitute to Poor.
Skills: Appraise, Bargain, Drive, Fast Talk, Gossip. Any five of the following as appropriate: Animal Care, Brawl, Etiquette (Rural or Urban), Insight, Melee (Staff), Navigate, Repair (any one), Regional Knowledge (Gastony), Sleight of Hand, Spot.
Bounty Hunter (Rural or Urban)
These grim folk hunt down outlaws and criminals, sometimes alive, often dead. Bounty Hunters are usually regarded with suspicion, as it is hardly unknown for them to pass off innocent people as 'culprits' to gain easy coin.
Wealth: Average.
Skills: Knowledge (Nature), Listen, Spot, Track. Any six of the following as appropriate: Animal Care, Bargain, Brawl, First Aid, Gossip, Grapple, Hide, Insight, Marksman (any one), Melee (Hammer, Staff or Dagger), Persuade.
Burgher (Urban)
Though Gastony is largely a rural society, a small portion still live in the cities. The small bourgeois class of petty traders, shopkeepers, and minor officials have managed to pull themselves up slightly from the mass of peasants.
Wealth: Average.
Skills: Appraise, Bargain, Gossip, Persuade. Any six of the following as appropriate: Brawl, Carouse, Craft (any one), Etiquette (Urban), Fast Talk, Literacy (Gaston), Knowledge (Stewardship), Language (Swylledd or Kuffrah), Regional Knowledge (Gastony, Swennings, or Erse)
Camp Follower (Urban or Rural)
Gastony is currently at peace, but between groups fighting bandits and monsters, to settlers travelling to Palania, there are always armed men on the move. These inevitably attract camp followers to tend to their various needs. As the most common and notorious service provided by camp followers is sex, the Church and others of a pious nature tend to look down on these people.
Wealth: Destitute to Poor.
Skills: Bargain, Carouse, Craft (any one), Fast Talk. Any six of the following as appropriate: Animal Care, Appraise, Brawl, Disguise, Drive, First Aid, Gaming, Gossip, Insight, Listen, Melee (Dagger), Perform (Act), Persuade, Repair (any one), Spot.
Craftsman (Urban or Rural)
Smiths, engineers, and other craftsmen play a vital role in Gaston society, and can be found in every village though they prefer to congregate in the cities. The most honoured craftsmen in the Virian realms are the silversmiths, as that was the Prophet's own profession before he was called by God.
Wealth: Average.
Skills: Appraise, Bargain, Craft (any one), Repair (any one). Any six of the following as appropriate: Art (Architecture, Sculpture or Stained Glass), Literacy (Gaston), Gossip, Teach, Device, Insight, Spot, Listen, Sense, Etiquette (Urban or Rural), Persuade.
Entertainer (Urban or Rural)
Although Gastons are generally considered a solemn people, they are still fond of music, song and poetry.
Wealth: Poor to Average.
Skills: Fast Talk, Gossip, Perform (any one), Persuade. Any six of the following as appropriate: Art (any one), Carouse, Etiquette (any one), Gaming, Jump, Knowledge (Folklore, History, Politics, or Streetwise), Language (any one), Listen, Literacy (any one), Perform (any one), Regional Knowledge (any one), Sleight of Hand, Teach.
Hunter (Rural)
Gastony is principally an agrarian society, however there remain stretches of untamed or wild land, especially in the woods of Alanscir and the wracked and desolate hills of Westunscir. Here, there still live men who live by hunting game, also bringing in valuable furs for trade. Of course, the untamed lands are also those areas where the dragonspawn and other monsters lurk, so hunters must take care or become prey themselves.
Wealth: Poor.
Skills: Hide, Knowledge (Nature), Marksman (Bow), Stealth, Track. Any five of the following as appropriate: Animal Care, Climb, First Aid, Listen, Melee (Spear), Regional Knowledge (Gastony), Sense, Spot, Swim, Throwing.
Initiate (Spiritual)
The very essence of Gastony is the Virian Way. The Church of the Prophet is the land’s most powerful institution, and many men enter the Church, wishing to become priests and dedicate their lives to spreading the faith. Outside the Church, there are also the seminaries of the Faithful, who ceaselessly study the teachings of the Prophet and seek an end to the ‘heretic’ Church. Faithful Gastons are known to send their children to seminaries, though as yet these exist only outside of Gastony.
Wealth: Average to Affluent.
Skills: Insight, Knowledge (Religion), Persuade, Teach. Any six of the following as appropriate: Art (Sculpture or Stained Glass), Bargain, Craft (Jeweller), Etiquette (any one), Exorcise, First Aid, Knowledge (any one), Language (Swylledd, Kuffrah, Alanian, or Old Gaston), Literacy (Gaston, Swylledd, Erse, Alanian, or Old Gaston), Medicine, Melee (Sword), Perform (Orate, Recite, or Ritual), Regional Knowledge (Gastony, Swennings, or Erse), Status.
Special: Only men are permitted to become initiates. Initiates of the Church are trained communally in monasteries, so it is unheard of for any woman to successfully pretend to be a man in this kind of environment for any length of time. The seminaries of the Faithful are more individualistic and allow students to live in their own homes, so occasionally a woman will hide her gender throughout the whole of her training.
Labourer (Urban)
The majority of Gastons are serfs bound to the land, however a small number of people have fled rural poverty to the safety of urban poverty. Lacking a skilled craft, these wage labourers perform menial, physical labour, of which the most common sort is unloading cargo on the docks of the great cities of Malagen, Meringas, and Barthenfold. Not being bound to a lord like a serf, many labourers have decided to seek better fortunes in Palania.
Wealth: Poor.
Skills: Brawl, Carouse, Gossip, Repair (any one). Any six of the following as appropriate: Appraise, Climb, Dodge, Drive, Gaming, Grapple, Insight, Knowledge (Streetwise), Listen, Regional Knowledge (Gastony), Sleight of Hand, Spot, Swim, Throwing.
Mercenary (Urban or Rural)
The Gastons are a notoriously warlike race. Though the most renowned fighters of Gastony are the aristocratic knights, far more numerous than them are mercenaries. Many mercenaries travel to the lands of the Faithful, entering the lengthy wars between those kingdoms, while others remain in Gastony and are hired to engage in battles with bandits, monsters, or the skirmishes between nobles that have increased in frequency under the House of Canulf.
Wealth: Average.
Skills: Carouse, Dodge, Melee (any one) or Marksman (any one). Any seven of the following as appropriate: Brawl, Craft (Blacksmithing or Stonemasonry), Drive, First Aid, Gaming, Gossip, Grapple, Knowledge (Streetwise), Language (Swylledd or Kuffrah), Marksman (any one), Melee (any one), Regional Knowledge (Gastony, Swennings, or Erse), Repair (any one), Ride, Shield, Strategy, Throwing.
Special: Mercenaries are not noted for their scruple, piety, or attention to cultural mores, so this is the most likely profession which would result in a woman knowing how to fight. Of course, Gastons generally assume that women are weak and incapable of defending themselves, so female mercenaries might have a hard time finding an employer.
Messenger (Urban or Rural)
The lords, priests, and merchants of Gastony are often in communication with one another, and when one needs to pass information on quickly and secretly they turn to a messenger. A messenger’s life can be pretty hazardous. Not only do they travel rapidly and sometimes at night, they are often along in dangerous territory. Also, the very messages they bring can put them in peril.
Wealth: Average.
Skills: Animal Care, Gossip, Insight, Persuade, Ride. Any five of the following as appropriate: Carouse, Disguise, Drive, Etiquette (any one), Fast Talk, Knowledge (Astrology, Folklore, Nature, Politics, or Streetwise), Language (Swylledd or Kuffrah), Listen, Perform (Orate or Recite), Regional Knowledge (Gastony, Swennings or Erse), Sense, Spot.
Militiaman (Rural)
In war, the principal fighters in Gastony come from the highly trained nobility, while the mass of peasant levies fight with whatever they can get their hands on. However, some peasants are trained to fight, particularly those in duchies that border monsters or enemy territory, or those who live in rural areas where large number of knights are far away. These militiamen are given small weapons training and taught discipline, though the nobility are wary of training them too well…
Wealth: Poor to Average.
Skills: Craft (any one), Dodge, Melee (Spear or Polearm), Shield. Any six of the following as appropriate: Animal Care, Carouse, Craft (farmer), Climb, Drive, First Aid, Gaming, Jump, Listen, Marksman (Bow), Repair (any one), Sense, Spot, Swim, Throwing.
Special: Gaston culture and the Virian Way frown on teaching women to fight. It is very rare for them to end up in organised militias, however in the dangerous region of Westunscir, or in lands under impious lords, it has been known to happen.
Miner (Rural)
Of old, the Alanians conquered Maseda out of desire to control its precious silver mines. The mines of Gastony are still fantastically rich, especially those in the duchy of Haragmyne. The Ringing Mountains are border territory and home to many monsters in the deep places, so the miners must learn to be tough and strong.
Wealth: Poor to Average.
Skills: Climb, Craft (Mining), Repair (any one), Sense. Any six of the following as appropriate: Appraise, Craft (any one), First Aid, Gaming, Hide, Language (Swylledd or Kuffrah), Listen, Melee (Axe, Hammer or Dagger), Navigate, Regional Knowledge (Gastony, Swenning or Erse), Spot, Stealth.
Noble (Nobility)
The Virian societies, especially Gastony, are marked by the institution of vassalage and the rule of the land-owning nobility. Most nobles in Gastony trace their descent back to the old Gaston clan chiefs or the families of Alanian nobles that came to settle in Maseda, though some, including the royal family, are more recently ennobled. Nobles, quite simply, have more rights, wealth, and power than anyone else in Gastony, and have enough strength to make this unlikely to change any time soon. Nobles are trained from the time they are born to believe they are born to rule, and are taught the skills needed to back this up. Male nobles are taught to fight and to lead, or else are given over to the Church, while female nobles are taught to look beautiful, to manage and command a household, and to bear children to carry on their husband's house.
Wealth: Affluent.
Skills: Command, Knowledge (Politics), Persuade, Ride. Any six of the following as appropriate: Art (Oil Painting, Sculpture, Sketch), Carouse, Dodge, Etiquette (Nobility or Spiritual), Fast Talk, Insight, Knowledge (History, Law, Religion, or Stewardship), Language (Old Gaston or Alanian), Literacy (Gaston, Old Gaston or Alanian), Melee (Sword, Hammer, Flail or Lance), Perform (Act, Dance, Orate, Play Instrument, or Recite), Shield, Status, Strategy.
Special: For reasons of game balance, player characters of the noble profession will be presumed either to be minor lords, from cadet branches, or children well out of the line of succession. At absolute highest, your character can be no more than the fourth son of an Earl. Such minor nobles, are, of course, the ones most likely to be seeking their fortune in Palania anyway.
Outlaw (Rural)
Gaston society is harsh, unforgiving, and contains very few opportunities for advancement. As a result, it's a society containing outlaws. Some outlaws are driven there by poverty or famine, others by a fondness for violence. Because runaway serfs are generally executed or at least maimed if they return to their lords, it is quite difficult to stop being an outlaw once you've started. Those few that manage usually melt into the cities and become labourers.
Wealth: Destitute to Poor.
Skills: Hide, Listen, Marksman (Bow), Spot, Stealth. Any five of the following as appropriate: Brawl, Carouse, Climb, Dodge, First Aid, Jump, Knowledge (Folklore or Nature), Melee (Axe, Dagger, Spear or Staff), Navigate, Sense, Swim, Throwing, Track.
Peasant (Rural)
The great mass of the Gaston people are the peasants, who work the land so that all (or at least all who aren't peasants) may have bread. The great majority of peasants are serfs, who are bound to toil for their lord for the rest of their lives. A small number, through fortune or service, are raised to the free peasantry and might own (very small) amounts of land.
Wealth: Destitute to Poor.
Skills: Animal Care, Craft (Farmer), Gossip. Any seven of the following as appropriate: Brawl, Carouse, Drive, Gaming, Hide, Knowledge (Folklore or Nature), Listen, Melee (Staff or Dagger), Repair (any one), Sense, Sleight of Hand, Spot, Stealth, Swim, Throwing.
Pilgrim (Rural or Spiritual)
Gastony is the very land where the Prophet walked, and sites of great religious and historical significance are everywhere, and pilgrims eagerly seek these out. Some are truly pious, while others are runaway serfs or impoverished burghers happy to have an excuse to travel. Amongst the Faithful, pilgrims called Brothers travel round the land, preaching the Virian Way and rebuking the 'heretical' Church. At least once in their lives, all Virians are expected to undertake pilgrimage, to the sacred site of Mount Maragar.
Wealth: Destitute to Poor.
Skills: Gossip, Knowledge (Nature), Knowledge (Religion), Navigate. Any six of the following as appropriate: Animal Care, Bargain, First Aid, Hide, Insight, Knowledge (Astrology or Folklore), Listen, Perform (Dance, Juggle, Orate or Sing), Persuade, Regional Knowledge (Gastony, Swenning or Erse), Ride, Sense, Spot, Stealth, Swim, Throwing, Track.
Rat Catcher (Urban or Rural)
Rat catchers have the unenviable job of disposing of rats and other vermin that are continuous pests and spreaders of disease. Rat catchers spend a significant amount of time wading through filth, which rarely endears them to others. The sewers and crevices rat catchers work in are also noted as places were the undead or small monster bands often lurk, so a rat catcher that wants to stay alive learns how to stay out of sight and run when they need to.
Wealth: Destitute to Poor.
Skills: Hide, Listen, Spot, Stealth. Any six of the following as appropriate: Animal Care, Climb, Jump, Knowledge (Nature), Melee (Dagger), Navigate, Sense, Swim, Throwing, Track.
Reeve (Nobility)
A reeve is a courtly official serving a landed noble, tasked with keeping their estates, collection of tax and rent, and surveying lands to ensure their lord has enough able-bodied peasants to raise as levies in case of war. Reeves are usually the younger sons of minor nobles who are too poor to provide them with land, and who lack the piety or interest to join the Church. There are many lords in Gastony who have several fiefs, some of which are many miles apart (or, in some cases, are not even in the same duchy). In these instances the appointed reeve will rule in their lord's absence, making them virtually a landed noble in their own right.
Wealth: Average to Affluent.
Skills: Appraise, Bargain, Knowledge (Stewardship), Literacy (Gaston), Persuade. Any five of the following as appropriate: Command, Etiquette (Nobility or Rural), Fast Talk, Insight, Knowledge (Law or Politics), Melee (Sword), Perform (Recite), Regional Knowledge (Gastony), Ride, Status.
Sailor (Urban or Rural)
Sailors make long voyages by sea in the name of profit and adventure. Those realms where humanity remains are all sundered from each other save by sea, so sailors play a vital role in keeping alive the faint hopes that the children of God will one day reclaim the world. Of course, the sea lanes are infested with pirates, especially goblins, so the life expectancy of sailors leaves a little to be desired.
Wealth: Poor.
Skills: Climb, Melee (Sword or Dagger), Sail, Swim. Any six of the following as appropriate: Appraise, Bargain, Brawl, Carouse, Dodge, Gaming, Jump, Knowledge (Astrology), Language (Gaston, Swylledd, Erse, High Fryderi, Low Fryderi or Gavish), Marksman (Bow), Navigate, Regional Knowledge (Gastony, Swennings, Erse, Palania, Fryddenland or Ersenland), Repair (any one), Spot.
Scoundrel (Urban)
Scoundrels are vagabonds and miscreants devoted to separating fools from their money. They are by no means above simple robbery, but would rather steal with their tongues - thievery, after all, is too near to manual labour for their tastes. Scoundrels who sell fake relics supposedly belonging to the companions of the Prophet or to saints have become so widespread that the Reliquary Order of knights has begun plans for a small sister Order for the sole purpose of preventing such blasphemous schemes.
Wealth: Poor.
Skills: Bargain, Fast Talk, Insight, Gossip, Persuade. Any five of the following as appropriate: Appraise, Brawl, Carouse, Disguise, Gaming, Hide, Knowledge (Folklore, Law, Religion, or Streetwise), Perform (Act or Orate), Sleight of Hand, Spot.
Scribe (Spiritual)
Scribes are people trained by the Church or by seminaries, who either lack the desire or charisma to become priests or Teachers, or who are barred from doing so due to being women. Though not as exalted as initiates, in an illiterate society scribes are deeply valued as some of the only people able to copy sacred texts and translate ancient works.
Wealth: Average
Skills: Craft (Bookbinder), Knowledge (any one), Language (any one), Literacy (any one). Any six of the following as appropriate: Art (Oil Painting or Sketch), Etiquette (Spiritual), Knowledge (any one), Perform (Recite), Regional Knowledge (any one), Sense, Spot, Teach.
Servant (Rural or Urban)
Servants are peasants who have traded a back-breaking and wearying life on a farm for a back-breaking and wearying life in the manor, church, or city. Many servants remain serfs, and are bound to serve a lord until death, while others have gained very marginal freedom. Many nobles barely consider their servants as existing, which more cunning people use to their advantage by bribing servants to act as their spies, or, occasionally, assassins.
Wealth: Poor
Skills: Etiquette (any one), Fast Talk, Gossip, Listen. Any six of the following as appropriate: Animal Care, Craft (Cooking), Disguise, Dodge, Insight, Melee (Dagger), Perform (Dance, Juggle, Play Instrument, Recite or Sing), Repair (any one), Sense, Sleight of Hand, Spot.
Squire (Nobility)
Squires are noble men-at-arms in training to become knights, the finest warriors in Gastony. Squires learn to wield the knightly weapons, to conduct themselves in a chivalrous fashion, to ride, and to maintain their lord's equipment. Amongst the Faithful, knights are called paladins, and they generally keep squires for much shorter periods of time, or do not keep them at all.
Wealth: Affluent.
Skills: Animal Care, Dodge, Melee (Sword, Hammer, Flail, or Lance), Ride, Shield. Any five of the following as appropriate: Carouse, Command, Etiquette (Nobility), Knowledge (Politics), Literacy (Gaston), Persuade, Status, Strategy.
Special: Women are not permitted to train as squires. Since a squire often serves only one knight before they earn their spurs, however, women in disguise have been known to receive training, if their master is either supportive or not very intelligent.
Student (Spiritual)
Learning in Gastony is done entirely under the auspices of the Church, who generally seek to turn out priests, scribes, and scholars of the Virian Way. Some, however, do study to learn more worldly skills, such as medicine, art, or the law. The most 'secular' learning institution in Gastony is the University in Malagen, which was a school long before the Virian Way had ever been revealed.
Wealth: Average.
Skills: Knowledge (any one), Language (any one), Literacy (any one). Any seven of the following as appropriate: Art (any one), Carouse, Etiquette (Nobility, Spiritual or Urban), Fast Talk, First Aid, Gaming, Gossip, Insight, Medicine, Perform (any one), Persuade, Regional Knowledge (any one), Status, Strategy, Teach.
Thief (Urban)
Thieves are burglars, second-storeymen, pickpockets, smugglers, kidnappers, or any other person who uses finesse, force, and guile to take the wealth of others. Some thieves pose as labourers or servants, while others are professionals who form criminal guilds. For reasons that are as yet unknown but a cause of much hand-wringing, the holy city of Meringas seems to be Gastony's thieving capital.
Wealth: Poor.
Skills: Fast Talk, Hide, Stealth. Any seven of the following as appropriate: Appraise, Brawl, Climb, Device, Gaming, Gossip, Insight, Jump, Knowledge (Streetwise), Listen, Melee (Dagger), Persuade, Regional Knowledge (Gastony), Sense, Sleight of Hand, Spot, Swim, Throwing.
Thug (Urban)
Thugs are the enforcers of the criminal guilds. Though not noted for their wits or conversational skills, they are strong, tough, and vicious. While thugs typically work for illegal organisations, unscrupulous lords and merchants have been known to hire thugs to act as bodyguards or to intimidate their rivals.
Wealth: Poor.
Skills: Brawl, Dodge, Melee (Axe, Staff or Dagger). Any seven of the following as appropriate: Carouse, Climb, First Aid, Gaming, Gossip, Grapple, Hide, Jump, Listen, Persuade, Spot, Stealth, Throwing.
Valet (Nobility)
Valets (or ladies-in-waiting, as the female equivalents are called) serve a lord or lady as personal manservant. They are responsible for their masters' comfort, grooming, and appearance. The duties of a valet can be messy, but are highly trusted. In perilous times, or under paranoid masters, some are given the duty of food-taster, while one of the king's valets is known as the Attendant of the Stool and is tasked with ensuring no harm comes to the royal person whilst they are answering nature's call. Others serve as attendants, mind young noble children, or simply act as hangers-on.
Wealth: Average.
Skills: Etiquette (Nobility, Spiritual, or Urban), Gossip, Knowledge (Politics), Persuade. Any six of the following as appropriate: Art (Oil Painting, Sculpture, or Sketch), Carouse, Command, Disguise, Drive, Insight, Language (Gaston, Swylledd or Kuffrah), Listen, Literacy (Gaston, Swylledd or Kuffrah), Perform (Act, Dance, Orate, Play Instrument, Recite or Sing), Ride, Sense, Spot, Status, Teach.
Watchman (Urban)
In Gastony's cities and towns, forces of watchmen have been put together to combat urban crime. Previously this was simply done by men-at-arms or even mercenaries, however this proved completely unable to deal with the gangs of thieves and robbers endemic to the cities. Unfortunately, watchmen are somewhat notorious for corruption and most criminal guilds can find out the right ones to bribe.
Wealth: Average.
Skills: Brawl, Dodge, Grapple, Insight, Knowledge (Law). Any five of the following as appropriate: Command, Etiquette (Nobility or Urban), Knowledge (Politics or Streetwise), Listen, Literacy (Gaston), Melee (Hammer or Staff), Persuade, Regional Knowledge (Gastony), Spot, Track.
Special: Women are not accepted into the various town and city watches.
Woodsman (Rural)
The woods of Gastony are a perilous place. Apart from wild animals and natural hazards, bandits are ever-present, and bands of dragonspawn and orcs are fond of preying on isolated woodsmen. Still, the axes of the woodsmen never rest, and they can comfort themselves at least in the knowledge that there are no elves in Gastony.
Wealth: Poor.
Skills: Knowledge (Nature), Melee (Axe), Navigate, Spot, Track. Any five of the following as appropriate: Animal Care, Climb, Craft (Carpentry or Leatherwork), First Aid, Hide, Knowledge (Astrology or Folklore), Listen, Marksman (Bow), Regional Knowledge (Gastony), Sense, Stealth, Swim, Throwing.
Zealot (Spiritual or Rural)
At the core of Gaston society is its fervent belief in the Virian Way, so it's hardly strange that it produces many zealots. Zealots are roving fanatics who care nothing save for spreading and upholding the Virian Way. Of course, zealots are noted for developing unusual and idiosyncratic interpretations of what exactly upholding the Virian Way entails, so they can cause problems. The Church tends to stamp down very harshly on groups of zealots larger than about five, since their failure to suppress the Malabite zealots a hundred and fifty years ago still haunts them. On the other hand, zealots are known for defending pilgrims, fearlessly battling the undead, and serving as shock troops in times of war, so many people are tolerant of them.
Wealth: Destitute to Poor.
Skills: First Aid, Knowledge (Religion), Persuade. Any seven of the following as appropriate: Craft (Jeweller), Etiquette (Spiritual or Urban), Exorcise, Insight, Knowledge (Astrology, Folklore, History, or Occult), Language (Gaston, Swylledd, Kuffrah, Alanian or Old Gaston), Literacy (Gaston, Swylledd, Kuffrah, Alanian or Old Gaston), Melee (Hammer or Flail), Navigate, Perform (Orate, Recite, Ritual), Regional Knowledge (Gastony, Swennings, Erse), Ride, Sense, Teach.
You get ten profession skills from each profession, which are split in two types. The first set, between three to five, are essential to that career, and so are always profession skills (e.g. boatmen always have Swim). The second set, making up the remaining ten, are selected from a list of skills that are not strictly essential for that profession, but are very common nonetheless.
Careers which have a skill marked (any one) as one of their essential skills can choose another skill of the same type later as a non-essential skill. For example, students get Knowledge (any one), Language (any one), and Literacy (any one) as essential skills. Though these are not listed on their non-essential skills to save space, they may choose another if they wish (for example, a student could select Knowledge (Law) as their essential skill, and Knowledge (Religion) as a non-essential skill). I am mostly writing this paragraph to make this clear because I'm too lazy to go and make sure to list these skills again in all the non-essential sections ;D
Each profession is related to a social background, which is indicated in brackets after the name of the profession. The four backgrounds in Gastony are Nobility (the ruling class of Gastony), Spiritual (the priesthood, as well as scribes and scholars of the Church), Urban (the small city-dwelling population) and finally Rural (the peasants composing the majority of Gaston society, as well as others who live or work on the land). Certain professions are linked to multiple backgrounds, and in this case you should choose the one most appropriate for your character. Each background gets certain bonuses to skills:
Nobility: You gain +35% to Status. You gain +30% to Etiquette (Nobility) and Knowledge (Politics). You can also choose one of the following bonuses – Literacy (Gaston) +30%, or Command +30%.
Spiritual: You gain +25% to Status. You gain +30% to Etiquette (Spiritual) and Literacy (Gaston). You can also choose one of the following bonuses – Knowledge (Religion) +30%, or Teach +30%.
Urban: You gain +20% to Status. You gain +30% to Etiquette (Urban). You can also choose two of the following bonuses – Gossip +30%, Literacy (Gaston) +30%, Craft (any one) +30%, or Bargain +30%.
Rural: You gain +15% to Status. You gain +30% to Etiquette (Rural). You can also choose two of the following bonuses – Animal Care +30%, Gossip +30%, or Sense +30%.
Barber-Surgeon (Rural or Urban)
For the majority of people in Gastony, a trained physician is out of their price range, so they turn to Barber-Surgeons. Barber-Surgeons are noted for their large array of knives, used for purposes from cutting hair and beard, to amputating limbs and dentistry.
Wealth: Average.
Skills: Bargain, Craft (Apothecary), First Aid, Literacy (Gaston), Medicine. Any five of the following as appropriate: Appraise, Craft (Poisoner), Etiqutte (Urban or Rural), Fast Talk, Gossip, Insight, Melee (Dagger), Sense, Throwing.
Boatman (Rural)
Gastony is a land of rivers and coasts, and the Gastons are a people who have always been comfortable on the water. Fishermen, ferrymen, and others who make their living on these waterways make up this profession.
Wealth: Poor.
Skills: Bargain, Navigate, Sail, Spot, Swim. Any five of the following as appropriate: Carouse, Climb, Dodge, Gaming, Jump, Listen, Marksman (Bow), Melee (Spear or Sword), Sense, Spot, Throwing.
Bone Picker (Urban)
These scavengers survive by picking through garbage and debris, taking the rubbish of Gastony's cities and towns and selling them on. Brave bone pickers might lurk near battlefields as well, though these are not well thought of by warriors on either side who resent sharing their loot.
Wealth: Destitute to Poor.
Skills: Appraise, Bargain, Drive, Fast Talk, Gossip. Any five of the following as appropriate: Animal Care, Brawl, Etiquette (Rural or Urban), Insight, Melee (Staff), Navigate, Repair (any one), Regional Knowledge (Gastony), Sleight of Hand, Spot.
Bounty Hunter (Rural or Urban)
These grim folk hunt down outlaws and criminals, sometimes alive, often dead. Bounty Hunters are usually regarded with suspicion, as it is hardly unknown for them to pass off innocent people as 'culprits' to gain easy coin.
Wealth: Average.
Skills: Knowledge (Nature), Listen, Spot, Track. Any six of the following as appropriate: Animal Care, Bargain, Brawl, First Aid, Gossip, Grapple, Hide, Insight, Marksman (any one), Melee (Hammer, Staff or Dagger), Persuade.
Burgher (Urban)
Though Gastony is largely a rural society, a small portion still live in the cities. The small bourgeois class of petty traders, shopkeepers, and minor officials have managed to pull themselves up slightly from the mass of peasants.
Wealth: Average.
Skills: Appraise, Bargain, Gossip, Persuade. Any six of the following as appropriate: Brawl, Carouse, Craft (any one), Etiquette (Urban), Fast Talk, Literacy (Gaston), Knowledge (Stewardship), Language (Swylledd or Kuffrah), Regional Knowledge (Gastony, Swennings, or Erse)
Camp Follower (Urban or Rural)
Gastony is currently at peace, but between groups fighting bandits and monsters, to settlers travelling to Palania, there are always armed men on the move. These inevitably attract camp followers to tend to their various needs. As the most common and notorious service provided by camp followers is sex, the Church and others of a pious nature tend to look down on these people.
Wealth: Destitute to Poor.
Skills: Bargain, Carouse, Craft (any one), Fast Talk. Any six of the following as appropriate: Animal Care, Appraise, Brawl, Disguise, Drive, First Aid, Gaming, Gossip, Insight, Listen, Melee (Dagger), Perform (Act), Persuade, Repair (any one), Spot.
Craftsman (Urban or Rural)
Smiths, engineers, and other craftsmen play a vital role in Gaston society, and can be found in every village though they prefer to congregate in the cities. The most honoured craftsmen in the Virian realms are the silversmiths, as that was the Prophet's own profession before he was called by God.
Wealth: Average.
Skills: Appraise, Bargain, Craft (any one), Repair (any one). Any six of the following as appropriate: Art (Architecture, Sculpture or Stained Glass), Literacy (Gaston), Gossip, Teach, Device, Insight, Spot, Listen, Sense, Etiquette (Urban or Rural), Persuade.
Entertainer (Urban or Rural)
Although Gastons are generally considered a solemn people, they are still fond of music, song and poetry.
Wealth: Poor to Average.
Skills: Fast Talk, Gossip, Perform (any one), Persuade. Any six of the following as appropriate: Art (any one), Carouse, Etiquette (any one), Gaming, Jump, Knowledge (Folklore, History, Politics, or Streetwise), Language (any one), Listen, Literacy (any one), Perform (any one), Regional Knowledge (any one), Sleight of Hand, Teach.
Hunter (Rural)
Gastony is principally an agrarian society, however there remain stretches of untamed or wild land, especially in the woods of Alanscir and the wracked and desolate hills of Westunscir. Here, there still live men who live by hunting game, also bringing in valuable furs for trade. Of course, the untamed lands are also those areas where the dragonspawn and other monsters lurk, so hunters must take care or become prey themselves.
Wealth: Poor.
Skills: Hide, Knowledge (Nature), Marksman (Bow), Stealth, Track. Any five of the following as appropriate: Animal Care, Climb, First Aid, Listen, Melee (Spear), Regional Knowledge (Gastony), Sense, Spot, Swim, Throwing.
Initiate (Spiritual)
The very essence of Gastony is the Virian Way. The Church of the Prophet is the land’s most powerful institution, and many men enter the Church, wishing to become priests and dedicate their lives to spreading the faith. Outside the Church, there are also the seminaries of the Faithful, who ceaselessly study the teachings of the Prophet and seek an end to the ‘heretic’ Church. Faithful Gastons are known to send their children to seminaries, though as yet these exist only outside of Gastony.
Wealth: Average to Affluent.
Skills: Insight, Knowledge (Religion), Persuade, Teach. Any six of the following as appropriate: Art (Sculpture or Stained Glass), Bargain, Craft (Jeweller), Etiquette (any one), Exorcise, First Aid, Knowledge (any one), Language (Swylledd, Kuffrah, Alanian, or Old Gaston), Literacy (Gaston, Swylledd, Erse, Alanian, or Old Gaston), Medicine, Melee (Sword), Perform (Orate, Recite, or Ritual), Regional Knowledge (Gastony, Swennings, or Erse), Status.
Special: Only men are permitted to become initiates. Initiates of the Church are trained communally in monasteries, so it is unheard of for any woman to successfully pretend to be a man in this kind of environment for any length of time. The seminaries of the Faithful are more individualistic and allow students to live in their own homes, so occasionally a woman will hide her gender throughout the whole of her training.
Labourer (Urban)
The majority of Gastons are serfs bound to the land, however a small number of people have fled rural poverty to the safety of urban poverty. Lacking a skilled craft, these wage labourers perform menial, physical labour, of which the most common sort is unloading cargo on the docks of the great cities of Malagen, Meringas, and Barthenfold. Not being bound to a lord like a serf, many labourers have decided to seek better fortunes in Palania.
Wealth: Poor.
Skills: Brawl, Carouse, Gossip, Repair (any one). Any six of the following as appropriate: Appraise, Climb, Dodge, Drive, Gaming, Grapple, Insight, Knowledge (Streetwise), Listen, Regional Knowledge (Gastony), Sleight of Hand, Spot, Swim, Throwing.
Mercenary (Urban or Rural)
The Gastons are a notoriously warlike race. Though the most renowned fighters of Gastony are the aristocratic knights, far more numerous than them are mercenaries. Many mercenaries travel to the lands of the Faithful, entering the lengthy wars between those kingdoms, while others remain in Gastony and are hired to engage in battles with bandits, monsters, or the skirmishes between nobles that have increased in frequency under the House of Canulf.
Wealth: Average.
Skills: Carouse, Dodge, Melee (any one) or Marksman (any one). Any seven of the following as appropriate: Brawl, Craft (Blacksmithing or Stonemasonry), Drive, First Aid, Gaming, Gossip, Grapple, Knowledge (Streetwise), Language (Swylledd or Kuffrah), Marksman (any one), Melee (any one), Regional Knowledge (Gastony, Swennings, or Erse), Repair (any one), Ride, Shield, Strategy, Throwing.
Special: Mercenaries are not noted for their scruple, piety, or attention to cultural mores, so this is the most likely profession which would result in a woman knowing how to fight. Of course, Gastons generally assume that women are weak and incapable of defending themselves, so female mercenaries might have a hard time finding an employer.
Messenger (Urban or Rural)
The lords, priests, and merchants of Gastony are often in communication with one another, and when one needs to pass information on quickly and secretly they turn to a messenger. A messenger’s life can be pretty hazardous. Not only do they travel rapidly and sometimes at night, they are often along in dangerous territory. Also, the very messages they bring can put them in peril.
Wealth: Average.
Skills: Animal Care, Gossip, Insight, Persuade, Ride. Any five of the following as appropriate: Carouse, Disguise, Drive, Etiquette (any one), Fast Talk, Knowledge (Astrology, Folklore, Nature, Politics, or Streetwise), Language (Swylledd or Kuffrah), Listen, Perform (Orate or Recite), Regional Knowledge (Gastony, Swennings or Erse), Sense, Spot.
Militiaman (Rural)
In war, the principal fighters in Gastony come from the highly trained nobility, while the mass of peasant levies fight with whatever they can get their hands on. However, some peasants are trained to fight, particularly those in duchies that border monsters or enemy territory, or those who live in rural areas where large number of knights are far away. These militiamen are given small weapons training and taught discipline, though the nobility are wary of training them too well…
Wealth: Poor to Average.
Skills: Craft (any one), Dodge, Melee (Spear or Polearm), Shield. Any six of the following as appropriate: Animal Care, Carouse, Craft (farmer), Climb, Drive, First Aid, Gaming, Jump, Listen, Marksman (Bow), Repair (any one), Sense, Spot, Swim, Throwing.
Special: Gaston culture and the Virian Way frown on teaching women to fight. It is very rare for them to end up in organised militias, however in the dangerous region of Westunscir, or in lands under impious lords, it has been known to happen.
Miner (Rural)
Of old, the Alanians conquered Maseda out of desire to control its precious silver mines. The mines of Gastony are still fantastically rich, especially those in the duchy of Haragmyne. The Ringing Mountains are border territory and home to many monsters in the deep places, so the miners must learn to be tough and strong.
Wealth: Poor to Average.
Skills: Climb, Craft (Mining), Repair (any one), Sense. Any six of the following as appropriate: Appraise, Craft (any one), First Aid, Gaming, Hide, Language (Swylledd or Kuffrah), Listen, Melee (Axe, Hammer or Dagger), Navigate, Regional Knowledge (Gastony, Swenning or Erse), Spot, Stealth.
Noble (Nobility)
The Virian societies, especially Gastony, are marked by the institution of vassalage and the rule of the land-owning nobility. Most nobles in Gastony trace their descent back to the old Gaston clan chiefs or the families of Alanian nobles that came to settle in Maseda, though some, including the royal family, are more recently ennobled. Nobles, quite simply, have more rights, wealth, and power than anyone else in Gastony, and have enough strength to make this unlikely to change any time soon. Nobles are trained from the time they are born to believe they are born to rule, and are taught the skills needed to back this up. Male nobles are taught to fight and to lead, or else are given over to the Church, while female nobles are taught to look beautiful, to manage and command a household, and to bear children to carry on their husband's house.
Wealth: Affluent.
Skills: Command, Knowledge (Politics), Persuade, Ride. Any six of the following as appropriate: Art (Oil Painting, Sculpture, Sketch), Carouse, Dodge, Etiquette (Nobility or Spiritual), Fast Talk, Insight, Knowledge (History, Law, Religion, or Stewardship), Language (Old Gaston or Alanian), Literacy (Gaston, Old Gaston or Alanian), Melee (Sword, Hammer, Flail or Lance), Perform (Act, Dance, Orate, Play Instrument, or Recite), Shield, Status, Strategy.
Special: For reasons of game balance, player characters of the noble profession will be presumed either to be minor lords, from cadet branches, or children well out of the line of succession. At absolute highest, your character can be no more than the fourth son of an Earl. Such minor nobles, are, of course, the ones most likely to be seeking their fortune in Palania anyway.
Outlaw (Rural)
Gaston society is harsh, unforgiving, and contains very few opportunities for advancement. As a result, it's a society containing outlaws. Some outlaws are driven there by poverty or famine, others by a fondness for violence. Because runaway serfs are generally executed or at least maimed if they return to their lords, it is quite difficult to stop being an outlaw once you've started. Those few that manage usually melt into the cities and become labourers.
Wealth: Destitute to Poor.
Skills: Hide, Listen, Marksman (Bow), Spot, Stealth. Any five of the following as appropriate: Brawl, Carouse, Climb, Dodge, First Aid, Jump, Knowledge (Folklore or Nature), Melee (Axe, Dagger, Spear or Staff), Navigate, Sense, Swim, Throwing, Track.
Peasant (Rural)
The great mass of the Gaston people are the peasants, who work the land so that all (or at least all who aren't peasants) may have bread. The great majority of peasants are serfs, who are bound to toil for their lord for the rest of their lives. A small number, through fortune or service, are raised to the free peasantry and might own (very small) amounts of land.
Wealth: Destitute to Poor.
Skills: Animal Care, Craft (Farmer), Gossip. Any seven of the following as appropriate: Brawl, Carouse, Drive, Gaming, Hide, Knowledge (Folklore or Nature), Listen, Melee (Staff or Dagger), Repair (any one), Sense, Sleight of Hand, Spot, Stealth, Swim, Throwing.
Pilgrim (Rural or Spiritual)
Gastony is the very land where the Prophet walked, and sites of great religious and historical significance are everywhere, and pilgrims eagerly seek these out. Some are truly pious, while others are runaway serfs or impoverished burghers happy to have an excuse to travel. Amongst the Faithful, pilgrims called Brothers travel round the land, preaching the Virian Way and rebuking the 'heretical' Church. At least once in their lives, all Virians are expected to undertake pilgrimage, to the sacred site of Mount Maragar.
Wealth: Destitute to Poor.
Skills: Gossip, Knowledge (Nature), Knowledge (Religion), Navigate. Any six of the following as appropriate: Animal Care, Bargain, First Aid, Hide, Insight, Knowledge (Astrology or Folklore), Listen, Perform (Dance, Juggle, Orate or Sing), Persuade, Regional Knowledge (Gastony, Swenning or Erse), Ride, Sense, Spot, Stealth, Swim, Throwing, Track.
Rat Catcher (Urban or Rural)
Rat catchers have the unenviable job of disposing of rats and other vermin that are continuous pests and spreaders of disease. Rat catchers spend a significant amount of time wading through filth, which rarely endears them to others. The sewers and crevices rat catchers work in are also noted as places were the undead or small monster bands often lurk, so a rat catcher that wants to stay alive learns how to stay out of sight and run when they need to.
Wealth: Destitute to Poor.
Skills: Hide, Listen, Spot, Stealth. Any six of the following as appropriate: Animal Care, Climb, Jump, Knowledge (Nature), Melee (Dagger), Navigate, Sense, Swim, Throwing, Track.
Reeve (Nobility)
A reeve is a courtly official serving a landed noble, tasked with keeping their estates, collection of tax and rent, and surveying lands to ensure their lord has enough able-bodied peasants to raise as levies in case of war. Reeves are usually the younger sons of minor nobles who are too poor to provide them with land, and who lack the piety or interest to join the Church. There are many lords in Gastony who have several fiefs, some of which are many miles apart (or, in some cases, are not even in the same duchy). In these instances the appointed reeve will rule in their lord's absence, making them virtually a landed noble in their own right.
Wealth: Average to Affluent.
Skills: Appraise, Bargain, Knowledge (Stewardship), Literacy (Gaston), Persuade. Any five of the following as appropriate: Command, Etiquette (Nobility or Rural), Fast Talk, Insight, Knowledge (Law or Politics), Melee (Sword), Perform (Recite), Regional Knowledge (Gastony), Ride, Status.
Sailor (Urban or Rural)
Sailors make long voyages by sea in the name of profit and adventure. Those realms where humanity remains are all sundered from each other save by sea, so sailors play a vital role in keeping alive the faint hopes that the children of God will one day reclaim the world. Of course, the sea lanes are infested with pirates, especially goblins, so the life expectancy of sailors leaves a little to be desired.
Wealth: Poor.
Skills: Climb, Melee (Sword or Dagger), Sail, Swim. Any six of the following as appropriate: Appraise, Bargain, Brawl, Carouse, Dodge, Gaming, Jump, Knowledge (Astrology), Language (Gaston, Swylledd, Erse, High Fryderi, Low Fryderi or Gavish), Marksman (Bow), Navigate, Regional Knowledge (Gastony, Swennings, Erse, Palania, Fryddenland or Ersenland), Repair (any one), Spot.
Scoundrel (Urban)
Scoundrels are vagabonds and miscreants devoted to separating fools from their money. They are by no means above simple robbery, but would rather steal with their tongues - thievery, after all, is too near to manual labour for their tastes. Scoundrels who sell fake relics supposedly belonging to the companions of the Prophet or to saints have become so widespread that the Reliquary Order of knights has begun plans for a small sister Order for the sole purpose of preventing such blasphemous schemes.
Wealth: Poor.
Skills: Bargain, Fast Talk, Insight, Gossip, Persuade. Any five of the following as appropriate: Appraise, Brawl, Carouse, Disguise, Gaming, Hide, Knowledge (Folklore, Law, Religion, or Streetwise), Perform (Act or Orate), Sleight of Hand, Spot.
Scribe (Spiritual)
Scribes are people trained by the Church or by seminaries, who either lack the desire or charisma to become priests or Teachers, or who are barred from doing so due to being women. Though not as exalted as initiates, in an illiterate society scribes are deeply valued as some of the only people able to copy sacred texts and translate ancient works.
Wealth: Average
Skills: Craft (Bookbinder), Knowledge (any one), Language (any one), Literacy (any one). Any six of the following as appropriate: Art (Oil Painting or Sketch), Etiquette (Spiritual), Knowledge (any one), Perform (Recite), Regional Knowledge (any one), Sense, Spot, Teach.
Servant (Rural or Urban)
Servants are peasants who have traded a back-breaking and wearying life on a farm for a back-breaking and wearying life in the manor, church, or city. Many servants remain serfs, and are bound to serve a lord until death, while others have gained very marginal freedom. Many nobles barely consider their servants as existing, which more cunning people use to their advantage by bribing servants to act as their spies, or, occasionally, assassins.
Wealth: Poor
Skills: Etiquette (any one), Fast Talk, Gossip, Listen. Any six of the following as appropriate: Animal Care, Craft (Cooking), Disguise, Dodge, Insight, Melee (Dagger), Perform (Dance, Juggle, Play Instrument, Recite or Sing), Repair (any one), Sense, Sleight of Hand, Spot.
Squire (Nobility)
Squires are noble men-at-arms in training to become knights, the finest warriors in Gastony. Squires learn to wield the knightly weapons, to conduct themselves in a chivalrous fashion, to ride, and to maintain their lord's equipment. Amongst the Faithful, knights are called paladins, and they generally keep squires for much shorter periods of time, or do not keep them at all.
Wealth: Affluent.
Skills: Animal Care, Dodge, Melee (Sword, Hammer, Flail, or Lance), Ride, Shield. Any five of the following as appropriate: Carouse, Command, Etiquette (Nobility), Knowledge (Politics), Literacy (Gaston), Persuade, Status, Strategy.
Special: Women are not permitted to train as squires. Since a squire often serves only one knight before they earn their spurs, however, women in disguise have been known to receive training, if their master is either supportive or not very intelligent.
Student (Spiritual)
Learning in Gastony is done entirely under the auspices of the Church, who generally seek to turn out priests, scribes, and scholars of the Virian Way. Some, however, do study to learn more worldly skills, such as medicine, art, or the law. The most 'secular' learning institution in Gastony is the University in Malagen, which was a school long before the Virian Way had ever been revealed.
Wealth: Average.
Skills: Knowledge (any one), Language (any one), Literacy (any one). Any seven of the following as appropriate: Art (any one), Carouse, Etiquette (Nobility, Spiritual or Urban), Fast Talk, First Aid, Gaming, Gossip, Insight, Medicine, Perform (any one), Persuade, Regional Knowledge (any one), Status, Strategy, Teach.
Thief (Urban)
Thieves are burglars, second-storeymen, pickpockets, smugglers, kidnappers, or any other person who uses finesse, force, and guile to take the wealth of others. Some thieves pose as labourers or servants, while others are professionals who form criminal guilds. For reasons that are as yet unknown but a cause of much hand-wringing, the holy city of Meringas seems to be Gastony's thieving capital.
Wealth: Poor.
Skills: Fast Talk, Hide, Stealth. Any seven of the following as appropriate: Appraise, Brawl, Climb, Device, Gaming, Gossip, Insight, Jump, Knowledge (Streetwise), Listen, Melee (Dagger), Persuade, Regional Knowledge (Gastony), Sense, Sleight of Hand, Spot, Swim, Throwing.
Thug (Urban)
Thugs are the enforcers of the criminal guilds. Though not noted for their wits or conversational skills, they are strong, tough, and vicious. While thugs typically work for illegal organisations, unscrupulous lords and merchants have been known to hire thugs to act as bodyguards or to intimidate their rivals.
Wealth: Poor.
Skills: Brawl, Dodge, Melee (Axe, Staff or Dagger). Any seven of the following as appropriate: Carouse, Climb, First Aid, Gaming, Gossip, Grapple, Hide, Jump, Listen, Persuade, Spot, Stealth, Throwing.
Valet (Nobility)
Valets (or ladies-in-waiting, as the female equivalents are called) serve a lord or lady as personal manservant. They are responsible for their masters' comfort, grooming, and appearance. The duties of a valet can be messy, but are highly trusted. In perilous times, or under paranoid masters, some are given the duty of food-taster, while one of the king's valets is known as the Attendant of the Stool and is tasked with ensuring no harm comes to the royal person whilst they are answering nature's call. Others serve as attendants, mind young noble children, or simply act as hangers-on.
Wealth: Average.
Skills: Etiquette (Nobility, Spiritual, or Urban), Gossip, Knowledge (Politics), Persuade. Any six of the following as appropriate: Art (Oil Painting, Sculpture, or Sketch), Carouse, Command, Disguise, Drive, Insight, Language (Gaston, Swylledd or Kuffrah), Listen, Literacy (Gaston, Swylledd or Kuffrah), Perform (Act, Dance, Orate, Play Instrument, Recite or Sing), Ride, Sense, Spot, Status, Teach.
Watchman (Urban)
In Gastony's cities and towns, forces of watchmen have been put together to combat urban crime. Previously this was simply done by men-at-arms or even mercenaries, however this proved completely unable to deal with the gangs of thieves and robbers endemic to the cities. Unfortunately, watchmen are somewhat notorious for corruption and most criminal guilds can find out the right ones to bribe.
Wealth: Average.
Skills: Brawl, Dodge, Grapple, Insight, Knowledge (Law). Any five of the following as appropriate: Command, Etiquette (Nobility or Urban), Knowledge (Politics or Streetwise), Listen, Literacy (Gaston), Melee (Hammer or Staff), Persuade, Regional Knowledge (Gastony), Spot, Track.
Special: Women are not accepted into the various town and city watches.
Woodsman (Rural)
The woods of Gastony are a perilous place. Apart from wild animals and natural hazards, bandits are ever-present, and bands of dragonspawn and orcs are fond of preying on isolated woodsmen. Still, the axes of the woodsmen never rest, and they can comfort themselves at least in the knowledge that there are no elves in Gastony.
Wealth: Poor.
Skills: Knowledge (Nature), Melee (Axe), Navigate, Spot, Track. Any five of the following as appropriate: Animal Care, Climb, Craft (Carpentry or Leatherwork), First Aid, Hide, Knowledge (Astrology or Folklore), Listen, Marksman (Bow), Regional Knowledge (Gastony), Sense, Stealth, Swim, Throwing.
Zealot (Spiritual or Rural)
At the core of Gaston society is its fervent belief in the Virian Way, so it's hardly strange that it produces many zealots. Zealots are roving fanatics who care nothing save for spreading and upholding the Virian Way. Of course, zealots are noted for developing unusual and idiosyncratic interpretations of what exactly upholding the Virian Way entails, so they can cause problems. The Church tends to stamp down very harshly on groups of zealots larger than about five, since their failure to suppress the Malabite zealots a hundred and fifty years ago still haunts them. On the other hand, zealots are known for defending pilgrims, fearlessly battling the undead, and serving as shock troops in times of war, so many people are tolerant of them.
Wealth: Destitute to Poor.
Skills: First Aid, Knowledge (Religion), Persuade. Any seven of the following as appropriate: Craft (Jeweller), Etiquette (Spiritual or Urban), Exorcise, Insight, Knowledge (Astrology, Folklore, History, or Occult), Language (Gaston, Swylledd, Kuffrah, Alanian or Old Gaston), Literacy (Gaston, Swylledd, Kuffrah, Alanian or Old Gaston), Melee (Hammer or Flail), Navigate, Perform (Orate, Recite, Ritual), Regional Knowledge (Gastony, Swennings, Erse), Ride, Sense, Teach.