Post by Deleted on May 30, 2018 11:43:33 GMT -5
This seems to be the current state of the new classes but they will probably change before they go live
---HEAVY COMBAT GUILDS---
Heavy combat guilds are talented in combat in general, and focus primarily on
melee combat. They have barely any mercantile skill and a small amount of survival
skill. Since they are the most competent in combat out-of-the-box, players who choose them
will likely lean toward combat and antagonist roles.
*ENFORCER*
Brutal and efficient, Enforcers often come from a criminal background and are possessed of a low cunning and a murderous efficiency in combat. Capable with whatever weapons fall into their hands, Enforcers lever every potential advantage in a fight, using a wide variety of underhand tactics to achieve their ends - be it by springing a hasty ambush or laying their foes low with a stunning strike. While enforcers find fast employ wherever their talents in killing find direct application - on either side of the law - they are also capable bodyguards and assassins for hire.
Starts with the following skills, which progress up to:
Master: contact, barrier, bash, crossbow use, flee, guarding, kick, parry, rescue, threaten, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
Advanced: subdue, hide
Journeyman: forage, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, blowgun use, backstab, blind fighting, disarm, rescue, sap, throw
Advanced: sneak, climb, sleight of hand
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*RAIDER*
Raiders survive through violence - gouging a living from the wastes through superiority at arms. Confident astride a mount as they are creeping through the undergrowth, Raiders are talented at pursuing their quarry - humanoid or otherwise - across the worst that Zalanthas’ blighted landscape can throw at them. In melee or at a range, a Raider is a capable combatant and more than able to wrest a close victory through use of combat maneuvers.
Starts with the following skills, which progress up to:
Master: contact, barrier, archery, bash, flee, kick, parry, rescue, sling use, threaten, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
Advanced: subdue, climb, ride, direction sense
Journeyman: forage, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, crossbow use, charge, disarm, guarding, throw
Advanced: sneak, hide, scan
Abilities:
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
Can hitch two mounts at once.
*FIGHTER*
Fighters know violence above all else. The ability to fight - and fight well - defines their capabilities. Where others create or connive to survive the brutality of the world, Fighters fight, kill and overcome. A Fighter’s potential with any kind of weapon is rarely matched. They are masters at bashing, kicking or otherwise clawing victory from their foes. They are entirely at home on any conceivable battlefield, in any role at arms - but very little else. They are Fighters.
Starts with the following skills, which progress up to:
Master: contact, barrier, bash, crossbow use, disarm, flee, guarding, hack, kick, parry, rescue, riposte, sling use, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
Advanced: subdue, listen
Journeyman: forage, cooking
Increased capacity for alcohol and pain
May eventually acquire the following skills through use, which progress up to:
Master: expel, archery, blind fighting, threaten, throw
Advanced: bandage, armor repair
Journeyman: watch
---LIGHT COMBAT GUILDS---
Light combat guilds are competent in combat, though not as talented in it as their
heavy counterparts. They make up for it with greater knowledge in mercantile and
survival skills.
*INFILTRATOR*
To the Infiltrator, a city is a weapon: A collection of opportunities to be exploited and rendered to achieve combat superiority. Every alleyway is a potential ambush site - every rooftop a vantage point. The Infiltrator moves through their chosen environment with ease - capable of seeing all, hearing all and confounding the defenses of their prey. When it is time to strike, the Infiltrator attacks from the shadows with a broad arsenal of weapons - tainted blades, sapping bludgeons or the silent bite of a blowgun’s dart. Infiltrators find ready work in the criminal sphere, but are just as capable of turning their skills to the use of patrons on the ‘right’ side of the law. Others may operate as assassins, burglars or petty muggers, supporting themselves independently.
Starts with the following skills, which progress up to:
Master: contact, barrier, backstab, crossbow use, throw, dual wield, two handed
Advanced: flee, parry, sap, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, sneak, hide, climb, poisoning, sleight of hand, hunt, listen, search, watch, forage, value, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, blowgun use
Advanced: bash, blindfighting, pick, peek, scan, watch
Journeyman: subdue, pick making
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*SCOUT*
Scouts are comfortable beyond the isolated dots of civilization, past the ancient walls of cities and outposts - among the dunes and shattered landscape of Zalanthas’ wilderness. Able to ply the precarious routes between settlements, Scouts are also capable of pushing into even more rugged terrain - on foot, undetected or astride mounts up to the task. While Scouts are well suited to working as guides, outriders or mercenaries for those with coin and need of their knowledge of the land, they are also able to feed themselves and eke out a living from gathering the jealously-guarded bounty of the wastes. In combat, Scouts are capable and adaptable, being skilled in the use of many weapons - ranged or otherwise.
Starts with the following skills, which progress up to:
Master: contact, barrier, archery, sling use, throw, dual wield, two handed, skinning
Advanced: flee, parry, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, climb, bandage, poisoning, ride, direction sense, hunt, scan, forage, fletchery, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, blowgun use, crossbow use, guarding, rescue
Advanced: blindfighting, charge, kick, sneak, hide, bandagemaking
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
May prepare a campsite in the wilderness.
Fair recovery from exertion.
Can hitch two mounts at once.
May eventually tame mounts.
*SOLDIER*
Soldiers live and die by their skill at arms - either because it is their trade, their obligation or their means of survival. Capable warriors, Soldiers possess a broad array of combat skills to match whatever the battlefields of Zalanthas throw at them. In the absence of a patron or master, Soldiers find easy work as independent mercenaries, being able to produce their own arms and maintain their armour. This self-sufficiency also makes Soldiers well-suited to smaller outfits or minor merchant ventures as quartermasters or lieutenants.
Starts with the following skills, which progress up to:
Master: contact, barrier, crossbow use, guarding, rescue, sling use, dual wield, two handed
Advanced: bash, flee, kick, parry, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, bandage, listen, forage, armor repair, bandagemaking, fletchery, cooking
Journeyman: subdue
Increased capacity for alcohol and pain
May eventually acquire the following skills through use, which progress up to:
Master: expel, archery, hack, riposte
Advanced: disarm, watch, axe making, club making, knife making, spear making, sword making
---MIXED GUILDS---
Neither as competent in combat as the combat guilds, nor as competent in
mercantile things as the mercantile guilds, mixed guilds rely on a mixture of
talents and a great deal of strength in survival skills.
*MISCREANT*
A Miscreant is in their element at the rotten heart of Zalanthas’ cities and outposts: amidst the teeming masses of those who cling to the assumed safety of walls and laws. Capable of exploiting the built environment to a level without peer, a Miscreant works the hidden pathways and shadowy back-alleys unseen and unheard, scaling rooftops as easily as they slink through crowds. Opportunists and natural spies, a Miscreant’s senses are primed for collecting valuable information or wrestling a living from even the most dire circumstances. In combat the Miscreant can hold their own, favouring easy marks or ambushes where they can turn circumstances against their foes. While a Miscreant is easily capable of supporting themselves, their streetwise savvy also makes them excellent aides or problem solvers for those who prefer to keep their hands clean.
Starts with the following skills, which progress up to:
Master: contact, barrier, sneak, hide, climb, pick, poisoning, sleight of hand, steal, hunt, listen, peek, scan, search, watch, forage
Advanced: crossbow use, flee, parry, throw, shield use, dual wield, two handed, piercing weapons, bludgeoning weapons, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel
Advanced: backstab, blind fighting, blowgun use, sap, haggle, value, brew, pick making
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*STALKER*
The blighted wastes of Zalanthas are cruel and unforgiving - the slightest mistake ends the lives of the rich and poor alike and the brutal attrition turns even the strongest to dust with time. Stalkers are capable of plunging into this harsh environment, surviving and even thriving through application of their skills. More than able to move unseen and undetected by those who’d do them harm, Hunters can traverse even the most broken terrain as they unerringly hunt their quarry. Their competent senses can cut a path through the harshest storm and discern the hidden bounty of the desert - or its lurking dangers with equal ease. While mostly suited to ambush tactics, a Stalker’s skill in combat isn’t negligible. Capable of supporting themselves through hunting, Stalker also make excellent trackers and guides and, in a pinch, can keep less capable allies alive under Suk-Krath’s wrathful glare.
Starts with the following skills, which progress up to:
Master: contact, barrier, sneak, hide, climb, bandage, poisoning, skinning, ride, direction sense, hunt, scan, watch, forage
Advanced: archery, crossbow use, flee, parry, throw, shield use, dual wield, two handed, piercing weapons, bludgeoning weapons, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel
Advanced: blind fighting, blowgun use, charge, guarding, rescue, bandagemaking, brew, fletchery, floristry, leatherworking, tanning
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
May prepare a campsite in the wilderness.
Good recovery from exertion.
Can hitch two mounts at once.
May eventually tame mounts.
*LABORER*
Within the cities and outposts that dot the Known’s surface, for the majority of those who huddle within their walls - the only constant is struggle and suffering. The Laborer faces this attrition and carves a life from it, clawing any and all opportunities they can. Laborers have a breadth of talents that permit them to succeed in a variety of situations. Laborers can quarry and dig, cut lumber and tan hides, earning their keep through craft. Often pressed into service or forced to defend themselves, Laborers can also take up what simple arms that might be available to a fair degree. While a Laborer’s lot is often to toil, often for others, those possessing more drive can support themselves.
Starts with the following skills, which progress up to:
Master: contact, barrier, bandage, listen, scan, watch, forage
Advanced: crossbow use, flee, guarding, kick, parry, rescue, sling use, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, armor repair, bandagemaking, fletchery, knife making, lumberjacking, toolmaking, cooking
Increased capacity for alcohol and pain
May eventually acquire the following skills through use, which progress up to:
Master: expel
Advanced: bash, disarm, hack, axe making, basketweaving, clayworking, clothworking, stonecrafting, swordmaking, tanning
Apprentice: subdue
---LIGHT MERCANTILE GUILDS---
These guilds lean more toward the craft and barter skills, but not quite as much
as the heavy mercantile guilds. They make up for that with a good mixture of
combat and survival skills, which they can achieve competency in.
*PILFERER*
The Pilferer gets by on their wits and their talented hands - natural entrepreneurs, they are capable of squeezing value out of whatever life in the Known’s cities and outposts throw at them. Whatever they scavenge off the streets can find some use, be fashioned to some profit - indeed, many Pilferers can survive just fine off of their petty crafting, easily asserting themselves as canny hagglers at market. But a Pilferer’s opportunism doesn’t end in lawful activity - they are just as comfortable as burglars or pickpockets. While not notable warriors, a Pilferer can still put up a fight if challenged, or when working as a team. Suited to a solitary life of crime, Pilferers can find work as spies or agents for more organized criminals.
Starts with the following skills, which progress up to:
Master: contact, barrier, value, clothworking, knife making, stonecrafting, cooking
Advanced: crossbow use, throw, dual wield, two handed, hide, climb, sleight of hand, hunt, listen, peek, scan, watch, forage, pick making
Journeyman: flee, shield use, piercing weapons, bludgeoning weapons
May eventually acquire the following skills through use, which progress up to:
Master: expel, steal, haggle, brew, clay working, club making
Advanced: sneak, pick, search
Journeyman: sap
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*ADVENTURER*
An Adventurer only looks to the next horizon - their next meal, or what lies beyond the next storm. They are adaptable and capable in most situations, moving from opportunity to opportunity as they present themselves in the wastes or at the edges of civilization. Capable of keeping themselves alive, Adventurers also are confident at eking out a profit from their ventures - working with the materials they find on their journeys. When their lot falls in with others they have a lot to offer either as leaders or followers - patching up their allies and their gear or guiding them through storms or across the silt sea. While lacking a flare for combat, Adventurers can fight as need be. Perfectly suited to life alone, many Adventurers are nomads or tribals, if not outcasts and wastelanders.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, skinning, armor repair, bandagemaking, fletchery, lumberjacking, spearmaking, toolmaking, cooking
Advanced: archery, dual wield, two handed, sneak, climb, ride, direction sense, hunt, scan, forage
Journeyman: flee, shield use, piercing weapons, bludgeoning weapons
May eventually acquire the following skills through use, which progress up to:
Master: expel, brew, bow making, floristry, knife making, leatherworking, tanning, tentmaking
Advanced: crossbow use, rescue, hide, bandage, search
Journeyman: parry
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
May prepare a campsite in the wilderness.
Fair recovery from exertion.
Can hitch two mounts at once.
May eventually tame mounts.
*CRAFTSPERSON*
Craftspeople fill out a broad section of Zalanthan society - they are those with an eye for value and the creative skill to exploit it. They are canny merchants and are most at home in the markets and bazaars - at the point of sale where they can put their broad pool of skills to direct use in turning a profit. While not at home in battle or on the hunt, Craftspeople are rarely complete strangers to violence and know enough about protecting themselves to survive muggers or racketeers. If not working as part of their own enterprise, Craftspeople find ready employ with merchant houses or even as hands in mercenary endeavours, where their familiarity with combat might be useful.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, value, armor making, bandagemaking, clothworking, dyeing, fletchery, knifemaking, lumberjacking, stonecrafting, toolmaking, woodworking, cooking
Advanced: crossbow use, sling use, dual wield, two handed, bandage, listen, watch, forage,
Journeyman: flee, kick, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
May eventually acquire the following skills through use, which progress up to:
Master: expel, haggle, armor repair, axe making, basketweaving, clayworking, club making, jewelrymaking, leatherworking, spearmaking, swordmaking, tanning, tentmaking
---HEAVY MERCANTILE GUILDS---
These guilds go all-in on barter and craft skills, sacrificing most talent in all but the most specific of combat and survival skills.
*FENCE*
Constrained only rarely by lip-service to the law, the Known’s criminal enterprises are ruthless in their exploitation of the various markets and bazaars that are permitted to exist by the oppressive forces in power. Fences are the interface between the corrupt worlds of mercantile and criminal excess. Exceptionally talented crafters, Fences can easily pass as more ‘legitimate’ businesspeople, covering their less-than-lawful activities beneath the facade of a typical merchant. Able to keep pace with their criminal contacts when it comes to passing unseen, a Fences’ senses are well honed in spotting marks. A Fence, if working alone, can support themselves through crafting and managing suspect deals - but their many talents make them good hires for Merchant Houses. Some Fences fully embrace the criminal life, acting as the face for gangs or criminal organizations.
Starts with the following skills, which progress up to:
Master: contact, barrier, haggle, value, allundean, clayworking, clothworking, dyeing, fletchery, knifemaking, stonecrafting, tanning, toolmaking, cooking
Advanced: sneak, hide, peek
Journeyman: shield use, dual wield, two handed, forage
May eventually acquire the following skills through use, which progress up to:
Master: expel, armor making, armor repair, bandagemaking, brew, club making, featherworking, jewelrymaking, leatherworking, pick making, spearmaking, swordmaking
Advanced: poisoning, sleight of hand, steal, listen
Journeyman: piercing weapons, crossbow use
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
*DUNE TRADER*
A precarious web of commerce ties each outpost of civilisation together across the Known. The lifeblood of these arteries of life-giving trade, in times past, were the Dune Traders - nomads, tribals or those raised by the wilderness’ hard lessons - who blazed the precarious trails across the desert and scrub. From these intrepid merchants grew the Houses that dominate commerce across the Known today, their fortune built upon the Dune Trader’s dual ability at survival and trade. Today, Dune Traders still ply dusty bazaars and dustier trails, using their ability to find a route through storms or over impassable barriers to overcome the difficulties the wastelands throw at them. Either leading an expedition to gather raw resources, or as the head of a trading caravan, Dune Traders are both master craftspeople and savvy traders. While a lone Dune Trader might make good coin buying and selling, in groups they are capable outfitters and leaders, able to support merchant groups both at home and in the field. Dune traders excel at going from place to place to trade in their wares, utilizing material rarity to turn the greatest profit. They have little skill in combat, their trips will likely be more fruitful if they take along a retinue for protection.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, haggle, value, bendune, axe making, basketweaving, bow making, dyeing, fletchery, lumberjacking, spearmaking, tentmaking, toolmaking, cooking
Advanced: skinning, ride, direction sense, scan
Journeyman: shield use, dual wield, two handed, forage
May eventually acquire the following skills through use, which progress up to:
Master: expel, armor making, armor repair, bandagemaking, brew, clothworking, club making, featherworking, floristry, instrumentmaking, jewelrymaking, knifemaking, leatherworking, stonecrafting, tanning, woodworking
Journeyman: archery, crossbow use, piercing weapons
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Can hitch two mounts at once.
*ARTISAN*
Artisans are, first and foremost, makers - they possess a broad and masterful understanding of materials and how to best work them into many conceivable uses. Their artisanal talents are often discovered early and set many Artisans on the track for employ with one of the Known’s Merchant Houses. An Artisan is more than capable of picking up many trades. Artisans often attract the attention of patrons or employers who have much use for their skill. Those Artisans who strike out alone, however, can easily make a living through trade, given a little business savvy.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, haggle, value, cavilish, armor making, bandagemaking, bowmaking, clayworking, clothworking, club making, dyeing, fletchery, knifemaking, lumberjacking, stonecrafting, toolmaking, cooking
Journeyman: shield use, dual wield, two handed, bludgeoning weapons, forage
May eventually acquire the following skills through use, which progress up to:
Master: expel, armor repair, axe making, basketweaving, featherworking, floristry, instrumentmaking, jewelrymaking, leatherworking, spearmaking, swordmaking, tanning, tentmaking, wagonmaking, woodworking
Advanced: bandage
Journeyman: crossbow use, piercing weapons
---HEAVY COMBAT GUILDS---
Heavy combat guilds are talented in combat in general, and focus primarily on
melee combat. They have barely any mercantile skill and a small amount of survival
skill. Since they are the most competent in combat out-of-the-box, players who choose them
will likely lean toward combat and antagonist roles.
*ENFORCER*
Brutal and efficient, Enforcers often come from a criminal background and are possessed of a low cunning and a murderous efficiency in combat. Capable with whatever weapons fall into their hands, Enforcers lever every potential advantage in a fight, using a wide variety of underhand tactics to achieve their ends - be it by springing a hasty ambush or laying their foes low with a stunning strike. While enforcers find fast employ wherever their talents in killing find direct application - on either side of the law - they are also capable bodyguards and assassins for hire.
Starts with the following skills, which progress up to:
Master: contact, barrier, bash, crossbow use, flee, guarding, kick, parry, rescue, threaten, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
Advanced: subdue, hide
Journeyman: forage, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, blowgun use, backstab, blind fighting, disarm, rescue, sap, throw
Advanced: sneak, climb, sleight of hand
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*RAIDER*
Raiders survive through violence - gouging a living from the wastes through superiority at arms. Confident astride a mount as they are creeping through the undergrowth, Raiders are talented at pursuing their quarry - humanoid or otherwise - across the worst that Zalanthas’ blighted landscape can throw at them. In melee or at a range, a Raider is a capable combatant and more than able to wrest a close victory through use of combat maneuvers.
Starts with the following skills, which progress up to:
Master: contact, barrier, archery, bash, flee, kick, parry, rescue, sling use, threaten, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
Advanced: subdue, climb, ride, direction sense
Journeyman: forage, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, crossbow use, charge, disarm, guarding, throw
Advanced: sneak, hide, scan
Abilities:
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
Can hitch two mounts at once.
*FIGHTER*
Fighters know violence above all else. The ability to fight - and fight well - defines their capabilities. Where others create or connive to survive the brutality of the world, Fighters fight, kill and overcome. A Fighter’s potential with any kind of weapon is rarely matched. They are masters at bashing, kicking or otherwise clawing victory from their foes. They are entirely at home on any conceivable battlefield, in any role at arms - but very little else. They are Fighters.
Starts with the following skills, which progress up to:
Master: contact, barrier, bash, crossbow use, disarm, flee, guarding, hack, kick, parry, rescue, riposte, sling use, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
Advanced: subdue, listen
Journeyman: forage, cooking
Increased capacity for alcohol and pain
May eventually acquire the following skills through use, which progress up to:
Master: expel, archery, blind fighting, threaten, throw
Advanced: bandage, armor repair
Journeyman: watch
---LIGHT COMBAT GUILDS---
Light combat guilds are competent in combat, though not as talented in it as their
heavy counterparts. They make up for it with greater knowledge in mercantile and
survival skills.
*INFILTRATOR*
To the Infiltrator, a city is a weapon: A collection of opportunities to be exploited and rendered to achieve combat superiority. Every alleyway is a potential ambush site - every rooftop a vantage point. The Infiltrator moves through their chosen environment with ease - capable of seeing all, hearing all and confounding the defenses of their prey. When it is time to strike, the Infiltrator attacks from the shadows with a broad arsenal of weapons - tainted blades, sapping bludgeons or the silent bite of a blowgun’s dart. Infiltrators find ready work in the criminal sphere, but are just as capable of turning their skills to the use of patrons on the ‘right’ side of the law. Others may operate as assassins, burglars or petty muggers, supporting themselves independently.
Starts with the following skills, which progress up to:
Master: contact, barrier, backstab, crossbow use, throw, dual wield, two handed
Advanced: flee, parry, sap, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, sneak, hide, climb, poisoning, sleight of hand, hunt, listen, search, watch, forage, value, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, blowgun use
Advanced: bash, blindfighting, pick, peek, scan, watch
Journeyman: subdue, pick making
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*SCOUT*
Scouts are comfortable beyond the isolated dots of civilization, past the ancient walls of cities and outposts - among the dunes and shattered landscape of Zalanthas’ wilderness. Able to ply the precarious routes between settlements, Scouts are also capable of pushing into even more rugged terrain - on foot, undetected or astride mounts up to the task. While Scouts are well suited to working as guides, outriders or mercenaries for those with coin and need of their knowledge of the land, they are also able to feed themselves and eke out a living from gathering the jealously-guarded bounty of the wastes. In combat, Scouts are capable and adaptable, being skilled in the use of many weapons - ranged or otherwise.
Starts with the following skills, which progress up to:
Master: contact, barrier, archery, sling use, throw, dual wield, two handed, skinning
Advanced: flee, parry, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, climb, bandage, poisoning, ride, direction sense, hunt, scan, forage, fletchery, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel, blowgun use, crossbow use, guarding, rescue
Advanced: blindfighting, charge, kick, sneak, hide, bandagemaking
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
May prepare a campsite in the wilderness.
Fair recovery from exertion.
Can hitch two mounts at once.
May eventually tame mounts.
*SOLDIER*
Soldiers live and die by their skill at arms - either because it is their trade, their obligation or their means of survival. Capable warriors, Soldiers possess a broad array of combat skills to match whatever the battlefields of Zalanthas throw at them. In the absence of a patron or master, Soldiers find easy work as independent mercenaries, being able to produce their own arms and maintain their armour. This self-sufficiency also makes Soldiers well-suited to smaller outfits or minor merchant ventures as quartermasters or lieutenants.
Starts with the following skills, which progress up to:
Master: contact, barrier, crossbow use, guarding, rescue, sling use, dual wield, two handed
Advanced: bash, flee, kick, parry, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, bandage, listen, forage, armor repair, bandagemaking, fletchery, cooking
Journeyman: subdue
Increased capacity for alcohol and pain
May eventually acquire the following skills through use, which progress up to:
Master: expel, archery, hack, riposte
Advanced: disarm, watch, axe making, club making, knife making, spear making, sword making
---MIXED GUILDS---
Neither as competent in combat as the combat guilds, nor as competent in
mercantile things as the mercantile guilds, mixed guilds rely on a mixture of
talents and a great deal of strength in survival skills.
*MISCREANT*
A Miscreant is in their element at the rotten heart of Zalanthas’ cities and outposts: amidst the teeming masses of those who cling to the assumed safety of walls and laws. Capable of exploiting the built environment to a level without peer, a Miscreant works the hidden pathways and shadowy back-alleys unseen and unheard, scaling rooftops as easily as they slink through crowds. Opportunists and natural spies, a Miscreant’s senses are primed for collecting valuable information or wrestling a living from even the most dire circumstances. In combat the Miscreant can hold their own, favouring easy marks or ambushes where they can turn circumstances against their foes. While a Miscreant is easily capable of supporting themselves, their streetwise savvy also makes them excellent aides or problem solvers for those who prefer to keep their hands clean.
Starts with the following skills, which progress up to:
Master: contact, barrier, sneak, hide, climb, pick, poisoning, sleight of hand, steal, hunt, listen, peek, scan, search, watch, forage
Advanced: crossbow use, flee, parry, throw, shield use, dual wield, two handed, piercing weapons, bludgeoning weapons, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel
Advanced: backstab, blind fighting, blowgun use, sap, haggle, value, brew, pick making
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*STALKER*
The blighted wastes of Zalanthas are cruel and unforgiving - the slightest mistake ends the lives of the rich and poor alike and the brutal attrition turns even the strongest to dust with time. Stalkers are capable of plunging into this harsh environment, surviving and even thriving through application of their skills. More than able to move unseen and undetected by those who’d do them harm, Hunters can traverse even the most broken terrain as they unerringly hunt their quarry. Their competent senses can cut a path through the harshest storm and discern the hidden bounty of the desert - or its lurking dangers with equal ease. While mostly suited to ambush tactics, a Stalker’s skill in combat isn’t negligible. Capable of supporting themselves through hunting, Stalker also make excellent trackers and guides and, in a pinch, can keep less capable allies alive under Suk-Krath’s wrathful glare.
Starts with the following skills, which progress up to:
Master: contact, barrier, sneak, hide, climb, bandage, poisoning, skinning, ride, direction sense, hunt, scan, watch, forage
Advanced: archery, crossbow use, flee, parry, throw, shield use, dual wield, two handed, piercing weapons, bludgeoning weapons, cooking
May eventually acquire the following skills through use, which progress up to:
Master: expel
Advanced: blind fighting, blowgun use, charge, guarding, rescue, bandagemaking, brew, fletchery, floristry, leatherworking, tanning
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
May prepare a campsite in the wilderness.
Good recovery from exertion.
Can hitch two mounts at once.
May eventually tame mounts.
*LABORER*
Within the cities and outposts that dot the Known’s surface, for the majority of those who huddle within their walls - the only constant is struggle and suffering. The Laborer faces this attrition and carves a life from it, clawing any and all opportunities they can. Laborers have a breadth of talents that permit them to succeed in a variety of situations. Laborers can quarry and dig, cut lumber and tan hides, earning their keep through craft. Often pressed into service or forced to defend themselves, Laborers can also take up what simple arms that might be available to a fair degree. While a Laborer’s lot is often to toil, often for others, those possessing more drive can support themselves.
Starts with the following skills, which progress up to:
Master: contact, barrier, bandage, listen, scan, watch, forage
Advanced: crossbow use, flee, guarding, kick, parry, rescue, sling use, shield use, dual wield, two handed, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons, armor repair, bandagemaking, fletchery, knife making, lumberjacking, toolmaking, cooking
Increased capacity for alcohol and pain
May eventually acquire the following skills through use, which progress up to:
Master: expel
Advanced: bash, disarm, hack, axe making, basketweaving, clayworking, clothworking, stonecrafting, swordmaking, tanning
Apprentice: subdue
---LIGHT MERCANTILE GUILDS---
These guilds lean more toward the craft and barter skills, but not quite as much
as the heavy mercantile guilds. They make up for that with a good mixture of
combat and survival skills, which they can achieve competency in.
*PILFERER*
The Pilferer gets by on their wits and their talented hands - natural entrepreneurs, they are capable of squeezing value out of whatever life in the Known’s cities and outposts throw at them. Whatever they scavenge off the streets can find some use, be fashioned to some profit - indeed, many Pilferers can survive just fine off of their petty crafting, easily asserting themselves as canny hagglers at market. But a Pilferer’s opportunism doesn’t end in lawful activity - they are just as comfortable as burglars or pickpockets. While not notable warriors, a Pilferer can still put up a fight if challenged, or when working as a team. Suited to a solitary life of crime, Pilferers can find work as spies or agents for more organized criminals.
Starts with the following skills, which progress up to:
Master: contact, barrier, value, clothworking, knife making, stonecrafting, cooking
Advanced: crossbow use, throw, dual wield, two handed, hide, climb, sleight of hand, hunt, listen, peek, scan, watch, forage, pick making
Journeyman: flee, shield use, piercing weapons, bludgeoning weapons
May eventually acquire the following skills through use, which progress up to:
Master: expel, steal, haggle, brew, clay working, club making
Advanced: sneak, pick, search
Journeyman: sap
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
Hunting specialized for city environments.
*ADVENTURER*
An Adventurer only looks to the next horizon - their next meal, or what lies beyond the next storm. They are adaptable and capable in most situations, moving from opportunity to opportunity as they present themselves in the wastes or at the edges of civilization. Capable of keeping themselves alive, Adventurers also are confident at eking out a profit from their ventures - working with the materials they find on their journeys. When their lot falls in with others they have a lot to offer either as leaders or followers - patching up their allies and their gear or guiding them through storms or across the silt sea. While lacking a flare for combat, Adventurers can fight as need be. Perfectly suited to life alone, many Adventurers are nomads or tribals, if not outcasts and wastelanders.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, skinning, armor repair, bandagemaking, fletchery, lumberjacking, spearmaking, toolmaking, cooking
Advanced: archery, dual wield, two handed, sneak, climb, ride, direction sense, hunt, scan, forage
Journeyman: flee, shield use, piercing weapons, bludgeoning weapons
May eventually acquire the following skills through use, which progress up to:
Master: expel, brew, bow making, floristry, knife making, leatherworking, tanning, tentmaking
Advanced: crossbow use, rescue, hide, bandage, search
Journeyman: parry
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Hunting specialized for wilderness environments.
May prepare a campsite in the wilderness.
Fair recovery from exertion.
Can hitch two mounts at once.
May eventually tame mounts.
*CRAFTSPERSON*
Craftspeople fill out a broad section of Zalanthan society - they are those with an eye for value and the creative skill to exploit it. They are canny merchants and are most at home in the markets and bazaars - at the point of sale where they can put their broad pool of skills to direct use in turning a profit. While not at home in battle or on the hunt, Craftspeople are rarely complete strangers to violence and know enough about protecting themselves to survive muggers or racketeers. If not working as part of their own enterprise, Craftspeople find ready employ with merchant houses or even as hands in mercenary endeavours, where their familiarity with combat might be useful.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, value, armor making, bandagemaking, clothworking, dyeing, fletchery, knifemaking, lumberjacking, stonecrafting, toolmaking, woodworking, cooking
Advanced: crossbow use, sling use, dual wield, two handed, bandage, listen, watch, forage,
Journeyman: flee, kick, shield use, slashing weapons, piercing weapons, chopping weapons, bludgeoning weapons
May eventually acquire the following skills through use, which progress up to:
Master: expel, haggle, armor repair, axe making, basketweaving, clayworking, club making, jewelrymaking, leatherworking, spearmaking, swordmaking, tanning, tentmaking
---HEAVY MERCANTILE GUILDS---
These guilds go all-in on barter and craft skills, sacrificing most talent in all but the most specific of combat and survival skills.
*FENCE*
Constrained only rarely by lip-service to the law, the Known’s criminal enterprises are ruthless in their exploitation of the various markets and bazaars that are permitted to exist by the oppressive forces in power. Fences are the interface between the corrupt worlds of mercantile and criminal excess. Exceptionally talented crafters, Fences can easily pass as more ‘legitimate’ businesspeople, covering their less-than-lawful activities beneath the facade of a typical merchant. Able to keep pace with their criminal contacts when it comes to passing unseen, a Fences’ senses are well honed in spotting marks. A Fence, if working alone, can support themselves through crafting and managing suspect deals - but their many talents make them good hires for Merchant Houses. Some Fences fully embrace the criminal life, acting as the face for gangs or criminal organizations.
Starts with the following skills, which progress up to:
Master: contact, barrier, haggle, value, allundean, clayworking, clothworking, dyeing, fletchery, knifemaking, stonecrafting, tanning, toolmaking, cooking
Advanced: sneak, hide, peek
Journeyman: shield use, dual wield, two handed, forage
May eventually acquire the following skills through use, which progress up to:
Master: expel, armor making, armor repair, bandagemaking, brew, club making, featherworking, jewelrymaking, leatherworking, pick making, spearmaking, swordmaking
Advanced: poisoning, sleight of hand, steal, listen
Journeyman: piercing weapons, crossbow use
Abilities:
Can forage scraps of food in cities.
Stealth specialized for city environments.
*DUNE TRADER*
A precarious web of commerce ties each outpost of civilisation together across the Known. The lifeblood of these arteries of life-giving trade, in times past, were the Dune Traders - nomads, tribals or those raised by the wilderness’ hard lessons - who blazed the precarious trails across the desert and scrub. From these intrepid merchants grew the Houses that dominate commerce across the Known today, their fortune built upon the Dune Trader’s dual ability at survival and trade. Today, Dune Traders still ply dusty bazaars and dustier trails, using their ability to find a route through storms or over impassable barriers to overcome the difficulties the wastelands throw at them. Either leading an expedition to gather raw resources, or as the head of a trading caravan, Dune Traders are both master craftspeople and savvy traders. While a lone Dune Trader might make good coin buying and selling, in groups they are capable outfitters and leaders, able to support merchant groups both at home and in the field. Dune traders excel at going from place to place to trade in their wares, utilizing material rarity to turn the greatest profit. They have little skill in combat, their trips will likely be more fruitful if they take along a retinue for protection.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, haggle, value, bendune, axe making, basketweaving, bow making, dyeing, fletchery, lumberjacking, spearmaking, tentmaking, toolmaking, cooking
Advanced: skinning, ride, direction sense, scan
Journeyman: shield use, dual wield, two handed, forage
May eventually acquire the following skills through use, which progress up to:
Master: expel, armor making, armor repair, bandagemaking, brew, clothworking, club making, featherworking, floristry, instrumentmaking, jewelrymaking, knifemaking, leatherworking, stonecrafting, tanning, woodworking
Journeyman: archery, crossbow use, piercing weapons
Abilities:
Can forage food in the wilderness.
Stealth specialized for wilderness environments.
Can hitch two mounts at once.
*ARTISAN*
Artisans are, first and foremost, makers - they possess a broad and masterful understanding of materials and how to best work them into many conceivable uses. Their artisanal talents are often discovered early and set many Artisans on the track for employ with one of the Known’s Merchant Houses. An Artisan is more than capable of picking up many trades. Artisans often attract the attention of patrons or employers who have much use for their skill. Those Artisans who strike out alone, however, can easily make a living through trade, given a little business savvy.
Starts with the following skills, which progress up to:
Master: contact, barrier, pilot, haggle, value, cavilish, armor making, bandagemaking, bowmaking, clayworking, clothworking, club making, dyeing, fletchery, knifemaking, lumberjacking, stonecrafting, toolmaking, cooking
Journeyman: shield use, dual wield, two handed, bludgeoning weapons, forage
May eventually acquire the following skills through use, which progress up to:
Master: expel, armor repair, axe making, basketweaving, featherworking, floristry, instrumentmaking, jewelrymaking, leatherworking, spearmaking, swordmaking, tanning, tentmaking, wagonmaking, woodworking
Advanced: bandage
Journeyman: crossbow use, piercing weapons