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Basic Careers List

Basic Careers Listing


Career
Limitations
Agitator
Alchemists' Apprentice
Arbiter
Archer
Artisans' Apprentice
Bailiff
Barbarian / Berserker
Barkeeper
Bawd
Beggar
Boatman
Bodyguard
Bounty Hunter
Clerk
Coachman
Cook
Courier
Dispatch Rider
Diver
Sea Elves Only
Druid
Engineer
Dwarfs/Gnomes Only
Entertainer
Acrobat, Actor, Animal Act, Bunko Artist, Clown,
Comic, Escapologist, Fire Eater, Fortune Teller,
Freak, Hypnotist, Impressionist, Jester, Juggler,
Knife Thrower, Pavement Artist, Poet, Singer,
Strongman, Tight Rope Walker, Troubadour,
Ventriloquist, Wrestler
Exciseman
Executioner
Farmer
Fisherman
Footpad
Forager
Wood Elves Only
Forest Guardian
Wood Elves Only
Forestrunner
Wood Elves Only
Freeman / Freewoman
Gambler
Gamekeeper / Poacher
Glade Guard
Wood Elves Only
Glade Rider
Wood Elves Only
Gong Farmer
Grave Robber
Hedge-Wizards' Apprentice
Herbalist
Herdsman
High Elf Mages Apprentice
High Elves Only
Hunter
Hypnotist
Informer
Initiate
Interpreter
Jailer
Jester
Gnomes Only
Labourer
Marine

Career
Limitations
Mercenary
Militiaman
Miner
Minstrel
Elves Only
Muleskinner
Noble Rank 1 (Knight, Lord/Lady)
Outlaw
Outrider
Pedlar
Pharmacist
Physicians' Student
Pilot
Pirate
Pit Fighter
Prospector
Prostitute
Protagonist
Raconteur
Rat Catcher
Riverwarden
Roadwarden
Runescribe
Dwarfs Only
Runesmiths Apprentice
Dwarfs Only
Runner
Dwarfs Only
Rustler
Scribe
Seaman
Seer
Servant Original
General Servant, Chambermaid, Groom, Herald,
Porter, Scullion, Usher, Valet, Wench
Sewer Jack
Ship's Lookout
Smuggler
Soldier
Squire
Student
Teller
Wood Elves Only
Thief
General Thief, Burglar, Clipper, Embezzler, Fisher,
Pickpocket
Toll-Keeper
Tomb Robber
Trader
Trapper
Troll Slayer
Dwarfs Only
Tunnel Fighter
Dwarfs/Gnomes Only
Vigilante
Sea Elves Only
Warrior (Dwarven)
Dwarfs Only
Watchman
Watercoachman
Wizards' Apprentice
Wood Elf Mages Apprentice
Wood Elves Only
Wood Elf Scout
Wood Elves Only
Woodsman

Basic Careers Details


Agitator
Agitators are active supporters of causes. Almost any cause will do, from the rights of common Humans (or Elves, Dwarfs or Halflings)
to the state of the drains. They campaign tirelessly to enlist support, addressing meeting, distributing leaflets and bending the ear of
anyone who will listen. To an Agitator, the greatest satisfaction is to see the establishment forced to act by the weight of public opinion.
Some Agitators are motivated by genuine public concern, but many more have their own interests at heart the winning side in a
dispute will often reward its most loyal servants handsomely. Often, the cause of civilization has been seriously damaged by meddling
Agitators, although they can often be the cause of much good. The fact that there can be professional busy-bodies of this kind shows
how complicated the Old World is.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
+ 10
Skills:
Public Speaking, Read/Write
Trappings:
Hand Weapon, Leather Jack, 2D10 Leaflets for various causes
Career Entry:
Random Entry or Entertainer, Exciseman, Freeman / Freewoman, Gong Farmer, Initiate, Seer, Servant, Student
Career Exits:
Arbiter, Charlatan, Demagogue, Outlaw, Teller (Wood Elves Only)
Alchemists' Apprentice
The only way to become an Alchemist is by serving an apprenticeship with an experienced Alchemist. All too frequently, however, life
as an apprentice is all work and no learning. The apprentice is often treated as an unpaid servant, and spends too much time
scrubbing floors and running errands to learn very much of the Alchemists art. Not surprisingly, therefore, few apprentices stick it out
long enough to become proficient Alchemists.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Brewing, Evaluate, Read/Write, 50% Chemistry
Trappings:
None
Career Entry:
Random Entry or Engineer, Entertainer Fire Eater, Hedge-Wizards' Apprentice, Pharmacist, Physician, Runescribe
(Dwarfs Only), Shipmaster (Dwarfs Only)
Career Exits:
Alchemist Level 1, Alchemist (Dwarven) Level 1 (Dwarfs Only), Bawd, Charlatan, Counterfeiter, Entertainer
Bunko Artist, Grave Robber, Prospector
Arbiter
Very often the official judgment of the law does not extend to the far off rural areas. For these rustic peasants, the arbiter is the only
means of settling disputes.
They are paid by the village usually, and are slightly better off then your average peasant. However, sometimes arbiters are forced to
leave their homes due to the wrath of people not happy with their decisions.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Charm, Etiquette, Law, Public Speaking, Read/Write, Wit
Trappings:
Wooden Gavel, Fine Clothes, Writing Equipment
Career Entry:
Agitator, Lawyer, Scribe, Seer, Student
Career Exits:
Exciseman, Lawyer, Scribe
Archer
Archers are infantry who specialize in the use of the bow, specifically the longbow, or the crossbow. Usually it is these men who are
some of the strongest of the rank and file as both the longbow and crossbow take a substantial amount of strength to use properly.
Some generals prefer to shower their enemies with thousands of arrows or bolts with the sole purpose of either breaking the morale of
the enemy or softening them up enough so that the rest of the army can charge in to finish them off.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+2
+ 10
+ 10
+ 10
Skills:
Dodge Blow, Flee!, Secret Language Battle Tongue, Sure Shot, 75% Marksmanship, 50% Fletching, 50% Very
Strong, 25% Excellent Vision
Additional Skills:
Crossbowman
50% Very Resilient, 10% Rapid Fire Crossbows
Longbowman
Marksmanship, Specialist Weapon Longbow
Skirmisher
Concealment Rural, Fleet Footed, Orientation, Silent Move Rural
Mounted Archer
Animal Care, Orientation, Ride Horse, 10% Rapid Fire Bows
Trappings:
50% Mail Shirt, Leather Jack (if no Mail Shirt), Helmet, Livery Surcoat (uniform of reasonable quality, with army or
detachment's colors and symbol, worn over mail/jack), Crossbow (if Crossbowman), Longbow (if Longbowman),
Normal Bow (if Skirmisher or Mounted Archer), 3D6 Arrows/Bolts in Quiver, Dagger, Horse with Saddle and Harness
(if Mounted Archer)
Career Entry:
Random Entry or Gamekeeper, Outlaw, Scout, Soldier, Targeteer
Career Exits:
Archer Sergeant/Captain, Artillerist, Bounty Hunter, Footpad, Gunner, Mercenary Sergeant/Captain, Outlaw, Soldier
Sergeant/Captain, Targeteer

Artisans' Apprentice
All Artisans learn their trades by taking an apprenticeship. As apprentices, they learn the skills necessary to their profession, earning
their keep in the meantime. Sadly, in all too many cases they also work long hours for little reward and are given all the unpleasant,
menial jobs to do, and they may be unlucky enough to have an ill-tempered, drunken or incompetent master. Apprentices who leave
their masters before completing their apprenticeship have no trade by which to support themselves, and many may become vagabonds
or adventurers for want of any other way to make a living.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Drive Cart, 25% Very Resilient, 25% Very Strong
Trappings:
Hand Weapon, Tools Appropriate to trade skill;
Career Entry:
Random Entry or Lodefinder (Dwarfs Only), Runescribe (Dwarfs Only)
Career Exits:
Artisan (Same as base trade), Bodyguard, Footpad, Runescribe (Dwarfs Only), Runesmiths Apprentice (Dwarfs
Only)
Bailiff
A Bailiff must make sure that the lands around the manor are well-ploughed, properly cropped and well sown with good and pure seed.
He must also oversee that the corn is cleanly threshed and that the straw is in good condition. Other duties include ensuring that the
right amount of corn is reaped; that oxen and cart-horses are well-treated and that no other animals graze on their pastures; and
overseeing the selling and tithing of lambs. All in all the Bailiff must see that his noble's estate is well looked after and that the correct
jobs are allotted.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Animal Care, Carpentry, Identify Plants, 35% Stewardship, 25% Drive Cart, 20% Evaluate, 10% Ride Horse
Trappings:
Leather Jerkin
Career Entry:
Gamekeeper, Servant General Servant, Servant Groom, Servant Herald, Servant Porter, Woodsman
Career Exits:
Freeman / Freewoman (if requirements of nobility met), Gambler, Gamekeeper, Outlaw, Steward (if Stewardship skill
is gained first)
Barbarian / Berserker
Barbarians come from all over the world mostly on trading ships who use them for oarsmen and other physical tasks. They are most
often human but are on occasion other races. Barbarians are rude and overbearing and smell so bad that a common remark when they
walking into Bars is "Who let the Dwarf in".
Berserkers are unpredictable characters, even at the best of times, but should there be a sniff of a fight they will almost always be the
first there. Why it is that some warriors act in this unsavoury manner can only be explained as either an innate psychological imbalance
or a personal loss. Not surprisingly there are few berserkers in the armies of the Old World but when they are brought together into
fighting units they can be quite formidable as they care little for their own personal safety.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+1
+1
+2
+ 10
+ 10
Skills:
Consume Alcohol, Dodge Blow, Specialist Weapon Fist Weapons, Specialist Weapon Flail Weapons, Specialist
Weapon Two Handed Weapons, Street Fighter, Strike Mighty Blow, 50% Ride Horse, 50% Very Resilient, 50%
Very Strong, 50% Wrestling, 30% Frenzied Attack (if skill is gained, considered Berserker instead of Barbarian)
Trappings:
Shield, Leather Jerkin, 25% of either Flail or Two Handed Sword (equal chance of either)
Career Entry:
Random Entry Only
Career Exits:
Bodyguard, Bounty Hunter, Footpad, Laborer, Outlaw Chief, Pit Fighter Champion, Seaman, Slaver
Barkeeper
In a world as treacherous and brutal as most Old Worlders world is, many turn to the comforts of alcohol and the people who serve
them. A Barkeep needs to be able to provide a drink, a smile and an attentive ear and the advice that accompanies it. Barkeeps learn to
talk to people and how to get on their good side. Sometimes force must be used with an unruly or drunken customer and they may
become quite adept at stunning these drunks and throwing them out. Occasionally a Barkeep will eventually own his own Inn, but
sometimes the many stories of treasure and adventure heard from his patrons can cause a Barkeep to become an adventurer.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Blather, Brewing, Charm, Consume Alcohol, Street Fighter, Strike to Stun, Wit
Trappings:
Dirty Cloth Apron, Wooden Club, 3D6 Silver Shillings
Career Entry:
Random Entry or Raconteur, Scribe, Servant Wench
Career Exits:
Artisan Brewer, Innkeeper, Raconteur

Bawd
In virtually any Old World town, there can be found a professional guide and escort to the seedier districts, someone familiar with the
full range of illegal and immoral establishments and services to be found there. The whole world over they are known as Bawds. Such
men and they are usually male Humans know all the best drinking houses and gambling halls, as well as where to find brothels,
drug dens, and establishments catering to all manner of other vices. They can gain access to such places for outsiders, and can be
relied upon to know which are safe, which are under official scrutiny, and which make a practice of robbing and/or murdering clients.
Their services are for hire to any reveler who appears suitably wealthy, although many Bawds are not above leading their new-found
companions into sucker-traps or gangs of cut-throats, in exchange for a share of the pickings.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Blather, Bribery, Secret Language Thieves' Tongue, Street Fighting, 25% Wit
Trappings:
Hand Weapon, Leather Jack, 1D6 Gold Crowns
Career Entry:
Random Entry or Alchemists Apprentice, Freeman / Freewoman, Informer, Interpreter, Noble, Physicians Student,
Servant, Student, Wizards Apprentice
Career Exits:
Bodyguard, Fence, Informer, Interpreter
Beggar
Beggars are societys outcasts, desperate people with no visible means of support. They are drawn to the towns and cities of the Old
World, for the only way they can keep themselves from starving is to beg in the streets. This is a hazardous business, since most Old
World towns allow the town watch to beat, brand and throw vagabonds into the stocks almost as they please. The Beggar accepts
these risks as an occupational hazard, and often becomes highly skilled in the art of extracting money from passers-by; some play on
pity, while others offer blessings or threaten curses in order to fill their begging-bowls. In some of the larger cities, the Beggars have
organized themselves into a semi-legitimate Beggars Guild, which deals with the allocation of pitches, the diverting of official attention
and the suppression of amateur or non-affiliated Beggars. In many cases the Beggars Guilds work in conjunction with the local
Thieves Guild, serving as information-gatherers and lookouts.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
Skills:
Begging, Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, 25% Consume
Alcohol
Trappings:
Begging Bowl, Tattered Clothes, Heavy Stick, Bottle of Rotgut Spirit
Career Entry:
Random Entry or Cavalier, Entertainer, Gong Farmer, Hedge-Wizards' Apprentice
Career Exits:
Bodyguard, Informer, Racketeer, Rat Catcher
Boatman
The Old World has many coastal settlements, and inland waterways are as important as roads for trade and communications. The
Boatman has the same role on water as the Coachman (see below) has on the roads; transporting passengers and goods from place to
place and avoiding unwelcome attentions of robbers and officials. As well as being competent boat-handlers and navigators, therefore,
Boatmen need to be able to look after themselves, their passengers and their cargo, as some of the trade routes go through wild and
dangerous country.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Fish, Orientation, River Lore, Row, Swim, 50% Very Strong, 25% Consume Alcohol, 25% Boat Building
Trappings:
Hand Weapon, Leather Jack, Rowing Boat (moored on nearest water)
Career Entry:
Random Entry or Riverwarden, Seaman, Ship's Lookout, Watercoachman
Career Exits:
Diver (Sea Elves Only), Interpreter, Outlaw, Riverwarden, Seaman, Ship's Lookout, Smuggler, Watercoachman
Bodyguard
The Old World is a dangerous place, especially if you happen to be outspoken, unpopular, powerful or rich. Since there are plenty of
people who can manage there attributes, it is hardly surprising that a class of professional minders has sprung up to keep them from
harm. Merchants and Nobles almost always maintain a group of Bodyguards to protect them from those who wish them ill and to keep
Beggars and other riff-raff from getting in the way. Bodyguards can vary in nature from semi-skilled heavies to members of what
amounts to a private army; the bulk of them, though are simple thugs who enjoy being aid for beating up unsuspecting citizens.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+2
+ 10
+1
Skills:
Disarm, Specialist Weapon Fist Weapon, Street Fighting, Strike Mighty Blow, Strike to Stun, 50% Very Strong
Trappings:
Knuckledusters, Leather Jack, 50% Shield
Career Entry:
Random Entry or Artisans Apprentice, Barbarian, Bawd, Beggar, Footpad, Grave Robber, Jailer, Labourer, Pedlar,
Rat Catcher, Servant Herald, Servant Porter, Sewer Jack, Thief General Thief, Thief Burglar, Thief Fisher,
Thief Pick Pocket, Tomb Robber, Vigilante (Sea Elves Only)
Career Exits:
Bounty Hunter, Footpad, Mercenary, Outlaw Chief, Sewer Jack, Vigilante (Sea Elves Only)

Bounty Hunter
Bounty Hunters live by tracking down wanted criminals, bandits or other undesirables and bringing them to justice. By and large, to all
but the criminals, this makes them a useful part of Old World civilization. Rewards may be offered by local rulers, guilds or councils in
an effort to dispose of brigands, rampaging Goblin bands or other troublesome creatures. Occasionally, whole races or clans may be
outlawed and subject to bounty and, for a while, an area may draw Bounty Hunters from miles around. As well as being skilled fighters,
Bounty Hunters must be able to track their quarry without being thrown off the trail, and they tend to be single-minded, harsh and
cynical. They are professional killers in every sense, and will not hesitate to resort to means which others might consider distasteful in
order to dispatch their quarry. They are loners by nature, trusting no-one and only seeking company where it may serve their ends.
Among poorer folk, Bounty Hunters are generally regarded with fear and distrust, since they are not unknown for turning in humble
peasants where the true quarry has eluded them. The authorities consider them a necessary evil, but never a welcome one.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+ 10
Skills:
Follow Trail, Shadowing, Silent Move Rural, Silent Move Urban, Specialist Weapon Lasso, Specialist Weapon
Net, Strike Mighty Blow, 50% Marksmanship, 20% Sure Shot, 10% Rapid Fire Bows or Crossbows
Trappings:
Hand Weapon, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Mail Shirt, Rope 10 yards, Net, 1D4 Pairs of
Manacles
Career Entry:
Random Entry or Archer, Archer Sergeant/Captain, Barbarian, Bodyguard, Jaeger Rifleman/Officer, Marine, Marine
Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Pit Fighter, Protagonist, Scout, Soldier, Soldier
Sergeant/Captain, Watchman
Career Exits:
Assassin, Executioner, Footpad, Mercenary, Pirate, Protagonist, Slaver, Targeteer, Wardancer (Wood Elves Only),
Wood Elf Scout (Wood Elves Only)
Clerk
To run a library it takes people. From processing new items to re-shelving and repairing books, managing funds. Clerks are more than
just a scribe, they are assistants to librarians and the first person the general public meet upon entering a library. Where a scribe simply
writes and copies, a clerk assists in research or even conducts research.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+ 10
+ 10
Skills:
Blather, Read/Write, Super Numerate, 25% Linguistics, 25% Secret Language Classical
Trappings:
Eye Glasses, Writing Equipment, 1D20 Forms and Petitions, 1D3 Gold Crowns, Dagger
Career Entry:
Random Entry or Initiate, Scribe, Student
Career Exits:
Charlatan, Initiate, Librarian, Scribe, Student, Wizard's Apprentice
Coachman
Traveling the highways of the Old World is a dangerous business, and those who do it regularly develop important skills. The
Coachman who bravely runs the gauntlet daily faces many hazards; the roads are dangerous and difficult in places, with surfaces
seldom adequately maintained, and travelers can expect trouble from bandits, Highwaymen, irate Toll-Keepers and inquisitive
Roadwarden, to say nothing of the occasional monster or marauding band of Goblins. It is the Coachmans unenviable task to convey
passengers and cargo safely through all these hazards, and to carry official messages or messengers when called upon. Few
Coachmen stay in the job long enough to benefit from the Teamsters Guild pension scheme, and some take their skills into a life of
adventuring.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Animal Care, Drive Cart, Musicianship Coach Horn, Ride Horse, Specialist Weapon Firearms
Trappings:
Hand Weapon, Coach Horn, Blunderbuss, 1D6 Shot of Powder and ammunition, Mail Shirt
Career Entry:
Random Entry or Dispatch Rider
Career Exits:
Courier, Highwayman, Jaeger Rifleman/Officer, Scout
Cook
Even though being a Cook might not seem very adventurous, try working at the local Inn for a while. And good Cooks are always in
demand, adventurers wanting someone to make their meals, households looking for someone to impress their neighbors with and so
on. A Cook often has a couple of Servants working for him, running errands, cleaning the kitchen, washing up and such trivial tasks.
Many of the legendary Cooks have been Halflings, most notably the famous Maximilian Merriweather, the Master of Biscuits.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+2
+ 10
+ 10
+ 10
Skills:
Cook, Herb Lore, 35% Identify Plants
Trappings:
White Apron, Cooking Utensils, Cleaver, Assorted Knives, Pots and Pans, Basic Ingredients (15% chance of Rare
Spices)
Career Entry:
Random Entry or Servant
Career Exits:
Chef, Herbalist, Innkeeper

Courier
Couriers have a perilous job delivering messages and packages from town to town. Speed is of the essence as they travel through
areas often plagued by outlaws and goblins. In all cases the couriers first recourse is to avoid trouble and flee, but that can not always
be avoided. Many become addicted to danger and find it hard to settle down in a sedated life.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+ 10
Skills:
Animal Care, Dodge Blow, Orientation, Ride Horse, Trick Riding
Trappings:
Horse Saddle and Harness, Saddle Bags, Mail Shirt, Water Skin, Hand Weapon
Career Entry:
Random Entry or Coachman, Outrider, Road Warden
Career Exits:
Dispatch Rider, Highwayman, Scout
Dispatch Rider
Dispatch Riders are similar to Couriers, though whereas a Courier is generally available to anyone wholl pay him to deliver the
message, Dispatch Riders are affiliated with a Noble house or military unit and wear livery to broadcast their affiliation. Like Couriers,
they have a perilous job delivering messages and packages from town to town. Speed is of the essence as they travel through areas
often plagued by outlaws and goblins.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+ 10
Skills:
Animal Care, Follow Trail, Orientation, Ride Horse, Spot Trap
Trappings:
Riding Horse with Sponsor's Livery, Livery Surcoat Bearing Sponsors Heraldry, Mail Shirt, 50% Chance of Shield,
Weatherproof Coat, Weatherproof Dispatch Bag, Document Of Commission Bearing Sponsor's Seal
Career Entry:
Random Entry or Coachman, Courier, Outrider, Road Warden
Career Exits:
Outrider, Road Warden, Scout, Soldier
Diver (Sea Elves Only)
Used for varying tasks, sea elf Divers are trained for endurance and to carry out specialised work underwater; repairing the hull of a
ship, cleaning the hull of marine growths such as barnacles and diving for valuable sea goods eg. pearls and abalone. Divers are well
known for holding their breath. They are also known to be powerful swimmers and capable of fighting underwater when attacked by sea
creatures. The best Seaman will often go on the more dangerous career of Diver, with more danger often comes a greater reward. A
Diver fights with no modifiers when engaged in combat in the water.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+2
+1
+ 10
+ 20
+ 20
Skills:
Diving, Sixth Sense, Swim, Very Resilient
Trappings:
Spear, 2 x Knives / Daggers
Career Entry:
Random Entry or Boatman, Marine, Seaman
Career Exits:
Merchant, Navigator, Pilot, Sea Mate/Captain
Druid
The Druid is a practicing member of the Old Faith, following a belief whose origin is lost in the mists of antiquity. The Old Faith is
outside the main religions of the Old World, but co-exists with them most of the time. Druids pursue a strict code of life, and strive to
live in harmony with nature. They long for the natural order of a bygone age, and have little patience with the modern world. Many
choose to live apart from it altogether, and all prefer the countryside to town life. Only Humans may become Druids.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Animal Care, Dowsing, Follow Trail, Identify Plants, Secret Signs Druid
Trappings:
Bag, Religious Token (a small of silver, Sickle Knife), Staff, Dowsing Rods
Career Entry:
Random Entry or Gamekeeper, Herbalist, Herdsman, Hunter, Trapper, Woodsman
Career Exits:
Druidic Priest Level 1, Gamekeeper, Hedge-Wizards' Apprentice, Hunter, Outlaw, Trapper, Woodsman

Engineer (Dwarfs Only)


Dwarvish Engineers are greatly sought after in nearly all parts of the old World, for they alone have the skill to create the mechanical
marvels of the age. The Dwarven Engineers Guild is a powerful but very secretive body; its structure, rules and the bizarre and
sometimes distasteful rituals it employs are founded on centuries of tradition. It has a deep distrust of innovation and invention if
anything had been worthwhile, they maintain, the Guild would have tried it centuries ago. Because of this, and because of the tight
control which the Guild maintains over its members, it is not unusual for imaginative and inventive young Dwarfs to leave or be expelled
from the Guild and seek employment and patronage outside it. The technical terms for these individuals, for historical reasons, is
wetbacks, although it is unwise to call them this to their faces. Wetbacks can be found working for a number of wealthy patrons in the
Old World, and the Guild is increasingly worried about the steady undermining of its position and authority. Guild members and
wetbacks rarely treat each other with anything but hostility.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Carpentry, Drive Cart, Engineering, Read/Write, Secret Signs Dwarven Engineer's Guild, Set Trap, Smithing, Spot
Traps, 50% Metallurgy
Trappings:
Hand Weapon, Leather Jack, Tool Bag, 1D4 Hammers, 1D6 x 10 Nails, 1D4 Cold Chisels, Pick, Saw, 1D6 Iron
Spikes, Tongs, Pliers, Heavy Wire 10 yards, Hand Axe, Ring with concealed Guild symbol (unless wetback)
Career Entry:
Random Entry (Dwarfs Only) or Alchemist (Dwarven) (Dwarfs Only), Arisan Builder, Artisan Stonemason,
Lodefinder (Dwarfs Only), Master Artisan (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only), Sapper (Dwarfs
Only), Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only)
Career Exits:
Alchemists' Apprentice, Artillerist, Artisan Carpenter, Artisan Stonemason, Freeman / Freewoman (if requirements
of nobility met), Gunner, Master Engineer (Dwarfs Only), Noble Rank 1 (if requirements of nobility met), Pilot
(Gyrocopter / War Balloon) (Dwarfs Only), Sapper (Dwarfs Only), Shipmaster (Dwarfs Only), Ships Gunner,
Stoneshaper (Dwarfs Only), Tunnel Fighter (Dwarfs Only)
Entertainer
Entertainers make their living by providing live shows in the cities, villages and palaces of the Old World. They travel widely, either in
small bands or alone, performing wherever they think there is a chance of earning some money, or even as little as a free meal or a bed
for the night. A very few become sufficiently famous to attract the patronage of the nobility, but the rest live more or less as vagabonds,
performing when and where they can before being moved on by suspicious town Watchmen.
Entertainer Acrobat
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
+ 10
+2
+ 10
Skills:
Acrobatics, Dodge Blow
Trappings:
Bright or spangled costume
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only), Prostitute
Career Exits:
Entertainer, Luxury Prostitute / Courtesan / Protectress, Thief General

Int

Cl

WP

Fel
+ 10

Entertainer Actor
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Acting, Charm, Public Speaking, 50% Disguise, 10% Read/Write
Trappings:
Costumes and make-up, 25% Wooden Sword, Cheap copies of 1D4 plays from (Barbenoire: The Bastard Of
Bretonnia, The Desolate Prisoner Of Karak Kadrin, History Of Sigmar, Immortal Love, The Loves Of Ottokar &
Myrmidia, The Magnus The Pious Cycle volumes 1-7, The Romance Of Fair Matilda, Strange Flower)
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only), Prostitute
Career Exits:
Entertainer, Luxury Prostitute / Courtesan / Protectress, Playwright, Raconteur
Entertainer Animal Act
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Animal Care, Animal Training
Trappings:
Bear or Horse or 1D4 Dogs (equal chance of either)
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer

Dex
+ 10

Ld

Int

Cl

Entertainer Bunko Artist


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
+ 10
+2
+ 10
Skills:
Blather, Palm Object, 50% Gamble
Trappings:
3 Wooden Cups and 3 balls, Pack of Cards
Career Entry:
Random Entry or Alchemists Apprentice, Entertainer, Jester (Gnomes Only), Wizards Apprentice
Career Exits:
Charlatan, Entertainer

WP

Fel
+ 10

WP

Fel
+ 10

Entertainer Clown
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Clown, Comedian, Jest
Trappings:
Make-up
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Demagogue, Entertainer, Jester (Gnomes Only)
Entertainer Comic
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Comedian, Wit
Trappings:
None
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Demagogue, Entertainer
Entertainer Escapologist
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Contortionist, Escapology
Trappings:
1D4 Yards of Chain, 1D4 Locks
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer
Entertainer Fire Eater
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Chemistry, Fire Eating
Trappings:
Alcoholic preparation, Flask of protective mouthwash
Career Entry:
Random Entry or Entertainer
Career Exits:
Alchemists Apprentice, Entertainer
Entertainer Fortune Teller
Advance Scheme
M
WS
BS
S
T
W
+ 10
+2
Skills:
Blather, Palmistry, 50% Divining
Trappings:
Divination equipment
Career Entry:
Random Entry or Entertainer
Career Exits:
Charlatan, Entertainer, Seer

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Int

Cl

WP

Fel
+ 10

Int

Cl

WP

Fel
+ 10

Entertainer Freak
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
+ 10
+2
+ 10
Skills:
Dodge Blow, Flee!, 50% Begging
Trappings:
(Freaks may take a roll on a mutation table or develop a gimmick with the GM)
Career Entry:
Random Entry or Entertainer
Career Exits:
Beggar, Entertainer, Outlaw
Entertainer Hypnotist
Advance Scheme
M
WS
BS
S
T
W
+ 10
+2
Skills:
Blather, Hypnotize, Public Speaking
Trappings:
Silver Charm on Chain
Career Entry:
Random Entry or Entertainer, Hypnotist
Career Exits:
Entertainer, Hypnotist

Dex
+ 10

Ld

Entertainer Impressionist
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
+ 10
+2
+ 10
Skills:
Comedian, Disguise, Mimic, Public Speaking, 50% History, 10% Act
Trappings:
Make-up, Wigs
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Demagogue, Entertainer, Raconteur
Entertainer Jester
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Jest
Trappings:
None
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer
Entertainer Juggler
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+ 10
+2
Skills:
Dodge Blow, Juggle
Trappings:
6 Wooden Balls
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Entertainer Knife Thrower


Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
+ 10
+ 10
+2
+ 10
Skills:
Marksmanship, Palm Object, Specialist Weapon Throwing Knife, 75% Sure Shot, 25% Rapid Fire Thrown
Trappings:
6 Throwing Knives
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer
Entertainer Pavement Artist
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Art, Concealment Urban
Trappings:
1D6 Pieces of colored Chalk
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Fel
+ 10

Entertainer Poet
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Art, Public Speaking, Read/Write
Trappings:
1D4 Books from (Songs of Old Albion, The Vulgar Shepherd and other Poems, The Song of Rothkinson, The Bumper
book of Heroic Verse, Rothniksons' Saga,La Mort de Rothkinson)
Career Entry:
Random Entry or Entertainer, Interpreter, Jester (Gnomes Only)
Career Exits:
Demagogue, Entertainer, Raconteur, Student
Entertainer Singer
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
+ 10
+2
+ 10
Skills:
Sing, 75% Charm, 75% Dance, 50% Secret Language Classical
Trappings:
None
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only), Prostitute
Career Exits:
Entertainer, Luxury Prostitute / Courtesan / Protectress, Minstrel

Ld

Int

Cl

WP

Fel
+ 10

Entertainer Strongman
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Street Fighter, Strongman, Very Strong
Trappings:
Weights
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer, Racketeer
Entertainer Tight Rope Walker
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Acrobatics, Scale Sheer Surface
Trappings:
Rope 6 yards
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer, Thief

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Cl

WP

Fel
+ 10

Entertainer Troubadour
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
+ 10
+2
+ 10
Skills:
Musicianship Lute, Sing
Trappings:
Lute, Horn or Drum
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only), Prostitute
Career Exits:
Entertainer, Jester (Gnomes Only), Luxury Prostitute / Courtesan / Protectress, Minstrel
Entertainer Ventriloquist
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Public Speaking, Ventriloquism, 50% Comedian, 50% Wit
Trappings:
Tatty Dummy
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Agitator, Entertainer
Entertainer Wrestler
Advance Scheme
M
WS
BS
S
T
W
I
A
+ 10
+2
Skills:
Dodge Blow, Street Fighter, Strike to Stun, Wrestling
Trappings:
None
Career Entry:
Random Entry or Entertainer, Jester (Gnomes Only)
Career Exits:
Entertainer, Pit Fighter, Racketeer

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Dex
+ 10

Ld

Int

Cl

WP

Fel
+ 10

Exciseman
Excisemen are probably the least popular citizens of the old World. No matter how benevolent the government might be, or how many
great public works it may undertake, the fact remains that no-one likes paying taxes, and the tax collectors bear the brunt of this
resentment. Nonetheless they are a highly necessary branch of the civil service, and no government could survive long without them.
However, excisemen tend to lack job satisfaction and are seldom well paid. This means that some inevitably become corrupt, while
others go to the other extreme in the faint hope of securing promotion.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
Skills:
Blather, Numismatics, Read/Write, Supernumerate, 50% Law, 20% Embezzle
Trappings:
Hand Weapon, Leather Jack, Writing Kit, Abacus, 1D6 Gold Crowns
Career Entry:
Random Entry or Arbiter
Career Exits:
Agitator, Freeman / Freewoman (if requirements of nobility met), Lawyer (only if Law skill obtained), Merchant,
Militiaman, Noble Rank 1 (if requirements of nobility met), Outlaw, Riverwarden, Roadwarden, Thief Clipper, Thief
Embezzler

Executioner
Across the Empire, magistrates travel from town to town, passing sentence on crimes that fall outside the local watch's scope. The
worst of these criminals - murderers, horse-thieves and the like - are sentenced to death. However, local officials are loath to cany out
such tasks. The condemned are their neighbours, people they grew up with. As a result, travelling executioners are called on to do the
deed. In this way, the ill-feeling and resentment is directed at a nameless, masked figure, rather than at the Watch.
Executioners live a secret life, performing a job no one else wants to do. For their own reasons they kill for money. They are loners who
wander from town to town, carrying a magistrate's warrant and performing legal executions. They are expected to be able to kill in a
number of ways (beheading, hanging etc.), and are also responsible for maintaining equipment such as gallows. These are regularly
sabotaged. In time, some begin to learn the laws that they serve.
Although there are few executioners, they do occasionally meet. They have a secret handshake, but most know each other by sight.
These meetings usually take place when two executioners exchange an area of operation, reasoning that it is safer not to travel the
same roads too often in case they are recognised. Some belong to a loose Guild, which is administered by members of the judiciary in
Nuln. On joining, they are presented with a ring, which contains a hidden noose symbol.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+3
+ 20
+ 10
Skills:
Dodge Blow, Specialist Weapon Two-Hand, Strike Mighty Blow, 75% Carpentry, 50% Street Fighting, 25% Law
Trappings:
Leather Mask, Manacles, Rope, Two-Hand Axe
Career Entry:
Bounty Hunter, Jailer, Torturer
Career Exits:
Assassin, Judicial Champion, Protagonist, Student (if Law skill)
Farmer
Agricultural life is the standard way of life for most peasants. The farmer works the overlord's fields and gets scant reward for it,
especially if bandits raid the villages to steal hard worked for food. Not only do the bandits raid the villages but keep an eye out for
farmers who travel to the town and city markets with their goods. Sometimes a harvest is poor, the crops become diseased, vermin eat
the supplies or cattle die due sickness, such is the life of a peasant Farmer. These, and innumerable reasons, may force a Farmer into
a life of adventure and travel.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+ 10
+ 10
Skills:
Animal Care, Agriculture, Carpentry, Drive Cart, Herb Lore, Identify Plants
Trappings:
Leather Jack, Plough, Spade
Career Entry:
Random Entry Only
Career Exits:
Glade Rider (Wood Elves Only), Jaeger Rifleman/Officer, Militiaman, Scout, Soldier, Trader, Warrior (Dwarven)
(Dwarfs Only)
Fisherman
Not everyone in the Old World is an heroic adventurer. Many of those who live in coastal areas and around lakes, make their living by
fishing. Being a Fisherman is not a bad life; there is plenty to eat nearly all the time even if it is always fish. But in hard times, or
when it is so hot that the catch goes off before it can be transported to market. Fisherman often gather around the quays and in the
dockside inns, where they dream of becoming adventurers, sailors, explorers and most of all, rich. Most are content to dream, but a
few actually turn to adventuring in pursuit of their ambitions.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+1
+ 10
Skills:
Fish, Sailing, Swim, 50% River Lore, 25% Boat Building, 5% Cartography
Trappings:
Leather Jack, 25% Boat (moored or hidden at nearest water)
Career Entry:
Random Entry or Watercoachman
Career Exits:
Pilot, Seaman, Ship's Lookout, Smuggler, Trader, Watercoachman
Footpad
Footpads and cut-throats are a menace in towns and on the road. They act in groups, waylaying travellers or helpless passers-by. They
prefer to avoid bloodshed unless absolutely necessary, but can fight ferociously, though they generally attack from ambush with an
advantage of at least two to one. Most will normally only seek to disable their victim through a stunning blow to the head, but there are
those known as cutthroats who actually seek to kill those they rob.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
Skills:
Shadowing, Silent Move Rural, Silent Move Urban, Strike To Stun
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts, Club, Hood or Mask, Leather Jack, 25% Shield
Career Entry:
Random Entry or Archer, Artisans Apprentice, Barbarian, Bodyguard, Bounty Hunter, Labourer, Marine, Militiaman,
Pit Fighter, Protagonist, Rat Catcher, Sewer Jack, Soldier
Career Exits:
Bodyguard, Fence, Highwayman, Informer, Outlaw, Racketeer, Slaver

Forager (Wood Elves Only)


Foragers are the main food providers in an Elven community along with the hunters. They are if anything more important because they
provide the bulk of the food the community eats. They tend to operate in pairs, and can be ingenious in the places they find food. They
are very much at home in the wild.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
Skills:
Fish, Herb Lore, Identify Plant, Orientation, Scale Sheer Surface
Trappings:
Bag For Collecting Food, Tools For Collecting Food
Career Entry:
Random Entry Only (Wood Elves Only)
Career Exits:
Forestrunner (Wood Elves Only), Gamekeeper, Scout
Forest Guardian (Wood Elves Only)
The Elves interdependence with their forest homes puts them in a delicate position: when disease or disaster strikes an area, whole
kindreds are put at risk. For this reason, there will always be Elves in each settlement who tend and care for their habitat. They roam
the woods around their homes, looking for signs of sickness, and checking for unnatural damage. Their work often takes them to the
scenes of battles, where the forests have been transformed into blood-churned, rust-ridden and charred travesties of their once-verdant
glory. Where such extensive work is needed, Forest Guardians from nearby kindreds will usually be called upon to travel to the scene
of the battle, and begin their own struggle to help the land grow and become fertile once more.
Whilst Elves rarely meet the legendary Dryads and Treemen, such creatures will always recognise Forest Guardians as healers and
servants of the forest, and will treat them with respect.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Dowsing, Herb Lore, Identify Plant, Orientation, Plant Care
Trappings:
Dowsing Rods, Sickle, Sling Bag
Career Entry:
Random Entry (Wood Elves Only) or Herbalist, Physicians Student
Career Exits:
Initiate (Isha), Physician, Seer, Teller (Wood Elves Only)
Forestrunner (Wood Elves Only)
Elven communities are spread out throughout the forests. To maintain communication, every Elven outpost and community relies upon
a network of messengers. Spread along the border outposts and in the communities, these Forestrunners carry messages back and
forth. Warnings of danger, fire, invasion, summoning healers, and all other purposes. Their roles are similar to that of the town criers in
the cities. They typically nimble young elves play an important part in keeping Elven safety and solidarity strong.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+2
+ 20
+ 10
+ 10
+ 10
Skills:
Concealment Rural, Dodge Blow, Flee!, Fleet Footed, Follow Trail, Orientation, Spot Traps, Silent Move Rural,
25% Sixth Sense
Trappings:
Running Shoes, Specially made loose fitting clothes, Headband
Career Entry:
Random Entry (Wood Elves Only) or Forager (Wood Elves Only)
Career Exits:
Beastfriend (Wood Elves Only), Glade Guard (Wood Elves Only), Scout, Wardancer (Wood Elves Only), Wood Elf
Scout (Wood Elves Only)
Freeman / Freewoman
Minor noble families can pass their rank and wealth only to their eldest son. The rest of the sons and daughters of Knights and other
lesser nobles are called Freemen or Freewomen. Like other nobles they are exempt of most of the taxes, and enjoy the respect of the
commoners, but otherwise they will have to fend for themselves. Many Freemen become very successful as military leaders or
commerce patrons, but others are less fortunate, and turn to the life of adventuring in hopes of gaining the status reserved to their
parents.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Etiquette, Heraldry, Read/Write, Ride Horse, Specialist Weapon Fencing Sword
Trappings:
Good Clothes, Sword (Preferably Fencing Rapier), 2D6 Gold Crowns, 50% Chance Of Riding Horse With Saddle And
Harness
Career Entry:
By Birth (Initial Generation Entry) or (if requirements of nobility met) Bailiff, Duellist, Engineer, Exciseman, Luxury
Prostitute / Courtesan / Protectress, Outrider, Riverwarden, Roadwarden, Scribe, Soldier, Squire, Trader
Career Exits:
Agitator, Bawd, Cat Burglar, Cavalier, Duellist, Freelance, Gambler, Lawyer, Mercenary, Pistolier Trooper/Officer,
Student, Weaponmaster

Gambler
Many Old Worlders look for easy ways to make money. Gamblers seek to use their skills to make theirs at the expense of others.
Sometimes things go wrong and the gambler loses large sums of money; in these cases, a swift retreat is generally indicated, before
the creditors discover that the gambler has no means of paying. Gamblers tend to be drifters by nature, always moving on to avoid old
debts and bad losers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Gamble, Luck, Palm Object
Trappings:
Hand Weapon, Leather Jack, Pack of Cards (including spare aces), Pair of Dice, Pair of loaded Dice (always rolls
6s)
Career Entry:
Random Entry or Bailiff, Freeman / Freewoman, Marine Sergeant/Captain, Mercenary Sergeant/Captain, Noble,
Soldier Sergeant/Captain, Wizards Apprentice
Career Exits:
Charlatan
Gamekeeper / Poacher
Gamekeeper: Most Old Worlder landowners employ gamekeepers to look after their estates, woodlands or hunting parks.
Gamekeepers look on trespassers with deep and sometimes fatal suspicion. The arch-enemy of the gamekeeper is the poacher, who
seeks to make a living by trapping or shooting animals or birds. Every gamekeeper likes to boast of his victories over these elusive and
devious opponents.
Poacher: Poachers seek to make a living by trapping or shooting animals or birds on estates held by Old Worlder landowners, without
their permission. As such, they are the arch-enemies of the gamekeepers who look after these estates. Poachers like to brag how they
have fooled gamekeepers.
Poachers and Gamekeepers can be thought of as opposite sides of the same coin, and players with Gamekeeper characters of a
Neutral, Evil or Chaotic character may choose to be Poachers instead. Gamekeepers or Poachers may take this career a second time,
taking the opposite career, following the normal procedures for changing careers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+1
+2
+ 10
+ 10
Skills:
Concealment Rural, Marksmanship, Secret Sign Poachers (Poachers only), Set Trap, Silent Move Rural, Spot
Traps, 50% Fletching, 50% Secret Language Ranger (Gamekeepers only), 50% Sure Shot, 25% Rapid Fire Bows
or Crossbows, 10% Animal Trainer Hawk
Trappings:
Hand Weapon, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Leather Jack, Man Trap
Career Entry:
Random Entry or Bailiff, Druid, Forager (Wood Elves Only), Outlaw, Servant
Career Exits:
Archer, Bailiff, Beastfriend (Wood Elves Only), Druid, Glade Rider (Wood Elves Only), Jaeger Rifleman/Officer,
Militiaman (Gamekeeper only), Outlaw (Poacher only), Raconteur, Rustler (Poacher only), Scout, Targeteer
(Gamekeeper only)
Glade Guard (Wood Elves Only)
It is hardly surprising that a race that places such great importance on defending its borders will have a standing guard dedicated to the
tasks. What is surprising about the Wood Elves is the proportion of their populace involved in this. Almost every Wood Elf will serve as
a Glade Guard at some time in their life, forming a front line against attacks and, when necessary, policing the affairs of the kindred. As
a result, the Wood Elf nation can, when pressed, mobilise almost in its entirety.
Whenever the number of Glade Guards dwindles, members of the community will volunteer to take a turn, spending a year or so in a
state of readiness for conflict, learning the skills and disciplines that have earned the Elven force such a keen reputation amongst the
less civilised nations. It is a serious life, poorly suited to the wildness and impulsiveness of the Wood Elves; those who undertake
service often become more reflective, more thoughtful as a result, and many life-long friendships are formed through the sense of
camaraderie the work brings.
Any established member of the kindred will be welcomed into the Guards. In game terms, this means that the career should always be
treated as a career exit for Wood Elves living in a kindred.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+4
+ 10
+1
+ 10
Skills:
Disarm, Dodge Blow, Strike Mighty Blow, Strike to Stun
Trappings:
Sleeved Mail Shirt, Sword or Axe, 50% chance of a Shield, 50% chance of a Spear
Career Entry:
Random Entry (Wood Elves Only) or Forestrunner (Wood Elves Only), Mercenary, Militiaman, Watchman,
Woodsman
Career Exits:
Knight, Mercenary Sergeant/Captain, Soldier Sergeant/Captain, Templar

Glade Rider (Wood Elves Only)


Glade Riders can be found in many of the larger Wood Elven settlements, patrolling the heath, scrub and downs that form the borders
of the enclave. In Loren, the Kindred of Equos takes on this responsibility, as it gives them a perfect excuse to tend, breed and care for
the herds of Elven steeds descended from the handful that the first refugees managed to spirit away with them to the forests. On these
heaths and moors, between the scattered clumps of trees and bushes, their precious horses can graze freely.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
+ 10
Skills:
Animal Care, Charm Animal (Horse), Follow Trail, Orientation, Ride Horse, Trick Riding, 50% chance of Specialist
Weapon Lance
Trappings:
Elven steed (with trappings and harness), Leather Jack, Sword or Axe, Shield, Spear
Career Entry:
Random Entry (Wood Elves Only) or Farmer, Gamekeeper, Beastfriend (Wood Elves Only), Herdsman, Outrider
Career Exits:
Beastfriend (Wood Elves Only), Far Rider (Wood Elves Only), Glade Champion (Wood Elves Only), Windrider (Wood
Elves Only), Wood Elf Scout (Wood Elves Only)
Gong Farmer
The gong farmer has the least enviable job in the Old World. In towns and other settlements without a sewer system, the gong farmer
gathers up all human waste and deposits it in a communal dump or cesspool outside the walls. Often permitted to work only at night,
gong farmers are also known as nightsoil men. Owing to the nature of their profession, gong farmers are able to remain calm in the face
of things that would disgust and even nauseate ordinary folk. They are also well able to resist disease and poison through long
exposure to the most noxious of substances. The job is not without its compensations, but they are few and unreliable. Gong farmers
have access albeit at night and well supervised to the houses of the great and good and can find themselves privy (pun intended) to
household secrets as well as having a unique insight into their state of health. In addition, the by-laws of many communities allow gong
farmers to keep any coins, small pieces of jewellery, or other items of value that they may find in the course of their work.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+2
+ 10
+ 10
Skills:
Immunity to Disease, Immunity to Poison, Very Resilient
Trappings:
Ragged clothing, Shovel, Wheelbarrow, Lantern
Career Entry:
Random Entry Only
Career Exits:
Agitator, Beggar, Grave Robber, Labourer, Rat Catcher, Sewer Jack, Thief General
Special Rules: No Sense of Smell - Their olfactory sense has been completely destroyed by long exposure to foul-smelling
substances or through some other circumstance. They automatically fail any dice roll that depends upon smell.
Grave Robber
The medical and magical professions require many fresh ingredients from humanoids, and the difficulty of obtaining some of them
legally creates an opening for the Grave Robber. A Grave Robber typically supplies fresh corpses, and since the people who require
them don't ask questions as to where they came from they can demand high prices. The poor graves are easier targets than those of
the rich, as the rich can afford traps and other protection.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Drive Cart, Silent Move Rural, Silent Move Urban, 25% Spot Trap
Trappings:
Hand Weapon, Black Cloak, Large Sack, Lantern, Spade
Career Entry:
Random Entry or Alchemists Apprentice, Gong Farmer, Physicians Student, Rat Catcher, Wizards Apprentice
Career Exits:
Bodyguard, Physicians' Student, Rat Catcher
Hedge-Wizards' Apprentice
Hedge-wizards tend to be an eccentric lot, and any child taken in by a hedge-wizard is likely to end up a little strange too. Hedgewizards' apprentices will spend a lot of their time picking herbs at odd hours of the day and night, fetching and carrying, washing up and
the like. They will also tend to be teased, bullied or treated with suspicion by the locals. Most apprentices are taken on at about the age
of fourteen, and may spend years performing minor tasks for their master whilst slowly learning spells. Even after apprentices have
gained the capability to be hedge-wizards in their own right, they will often stay with their master until the master's death, and only then
take over as the new village hedge-wizard.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+5
+1
+ 10
+5
+5
Skills:
Animal Care, Cast Spells Petty Magic, Flee!, Identify Plants, Palm Object, 50% Silent Move Rural
Trappings:
None
Career Entry:
Druid, Physicians Student, Woodsman
Career Exits:
Random Entry or Alchemists Apprentice, Beggar, Charlatan, Hedge-Wizard Level 1, Herbalist, Pharmacist, Servant,
Wizards Apprentice
Magic Points:
Man 2D4, Elf 2D4, Dwarf 1D4, Halfling 2D4, Gnome 1D4

Herbalist
Medicine in the Old World is primitive, unreliable and expensive, so many people rely on traditional cures and medicines handed down
through the centuries. In fact, many people distrust scientific medicine. Herbalists, on the other hand, are respected members of
society, although their clientele is not generally so exclusive as that of the physicians. They gather and trade in herbs, and prepare
herbal remedies for all manner of ills. In rare and severe cases they will treat the patient personally. Some do misuse their powers, as
those who have been the subject of love or charm philtres know only too well, but the profession is steeped in the folk lore of the Old
World, and most of the common people feel the herbalist is their only friend when they fall ill.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
Skills:
Arcane Language Druidic, Brewing Cure Disease, Heal Wounds, Herb Lore, Identify Plant, Secret Language
Classical, Secret Language Guilder, 20% Prepare Poisons, 20% Read/Write
Trappings:
Pestle and Mortar, Sling Bag with dried herbs
Career Entry:
Random Entry or Cook, Hedge-Wizards' Apprentice, Initiate
Career Exits:
Druid, Forest Guardian (Wood Elves Only), Initiate, Physicians Student
Herdsman
Herdsmen are solitary individuals who spend much of their time alone, looking after domestic animals, moving them from pasture to
pasture and generally leading a fairly dull life. Nevertheless, they learn to look after themselves too, for they have to defend their
animals from predators and bands of thieves and rustlers. Herdsmen have a natural affinity with animals of all kinds, even though they
may have grown up tending only a few species.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+1
+1
+2
+ 10
Skills:
Animal Care, Charm Animal, Musician Wind Instruments, Specialist Weapon Sling, 50% Animal Training, 75%
Herb Lore, 75% Very Resilient, 25% Sure Shot
Trappings:
Hand Weapon, Pan-pipes, Sling, 2D6 Sling Stones, Staff
Career Entry:
Random Entry Only
Career Exits:
Beastfriend (Wood Elves Only), Druid, Glade Rider (Wood Elves Only), Jaeger Rifleman/Officer, Militiaman,
Mountaineer Trooper/Officer (Dwarfs Only), Outlaw, Rustler, Scout
High Elf Mages Apprentice (High Elves Only)
High Elves are the pioneers of magic in the Warhammer world. In fact, their wizards, or mages, are unrivalled in their magical ability.
The prime location of magical knowledge in the world lies in the mystical land of Ulthuan in the region of Saphery. Here, in ancient
times, the legendary Tower of Hoeth, the shrine of the God of Wisdom, was erected. The Tower is a remarkable feat of construction,
rising high above the forest. The bone-white structure is almost half a mile high, a feat of engineering made possible only by powerful
magic. This is the location for elven mages and scholars to study from the vast multitude of books, grimoires and tomes stored in the
libraries of the Tower.
In order to study magic, all aspiring High Elves will travel to the Tower of Hoeth. There they have to impress the Loremasters of Hoeth,
as they have the final say in who should study magic in the Tower. Those who lust for power for power's sake are never seen again
whilst those who want to study hard to gain wisdom are rewarded, in time.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Arcane Language Magick, Cast Spells Petty Magic, Read/Write, Speak Additional Language Malla-room-balrin, Secret Language Classical, Sing
Trappings:
None
Career Entry:
Random Entry Only (High Elves Only)
Career Exits:
Wizards Apprentice, High Elf Mage Level 1 (High Elves Only)
Magic Points:
High Elf 3D4
Hunter
Hunting is one of the oldest professions in the history of the Old World. Each can follow and almost sense animal trails with uncanny
precision and is expert at the kill. The habits and habitats of wild animals are a part of their lives; they share an uncommon affinity with
the creatures of the wild and their ways. The Hunter may appear sullen and uncommunicative to his fellow men, but this is the result of
his solitary, stealthy lifestyle. Hunters stand out from the common press of Old Worlders and are often seen wearing the skins of the
animals they have killed; in colder climates this has practical as well as symbolic value.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+1
+1
+2
+ 10
+ 10
Skills:
Concealment Rural, Follow Trail, Game Hunting, Secret Language Ranger, Secret Signs Woodsmans', Silent
Move Rural, 50% Fletching, 50% Sure Shot, 25% Immunity to Poisons, 25% Rapid Fire Bows or Crossbows
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Hand Weapon
Career Entry:
Random Entry or Druid
Career Exits:
Artisan Furrier, Druid, Jaeger Rifleman/Officer, Mountaineer Trooper/Officer (Dwarfs Only), Outlaw, Scout, Wood
Elf Scout (Wood Elves Only)

Hypnotist
In the Old World the power of hypnotism is used medicinally as well as for entertainment. Hypnotists with the exception of a few
charlatans do not pretend to understand the mysteries of the human mind, but some to have a gift for soothing its ills. Hypnotists are
called in to treat a wide range of nervous addictions, alcoholism and addiction to various other substances, and even some forms of
insanity.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Hypnotize, Magical Awareness
Trappings:
Silver Charm on chain
Career Entry:
Random Entry or Entertainer Hypnotist, Physician
Career Exits:
Charlatan, Entertainer Hypnotist, Physician
Informer
An Informer makes a living by selling information, often the kind that people want to keep secret. Nobody really likes an Informer, so
this career choice may be a dangerous one. There are, however, many on both side of the law who find Informers' services invaluable
in tracking down anything from a stolen brooch to a long-lost relative, from a defaulting debtor to a rival's plans. Successful Informers
may have contacts in the City Watch or in the highest echelons of crime - sometimes both.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+2
+ 20
+ 10
+ 10
Skills:
Acute Hearing, Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs,
Shadowing, Silent Move Urban, 50% Excellent Vision, 25% Lip Reading, 25% Read/Write
Trappings:
Knife / Dagger, 3D10 Silver Shillings
Career Entry:
Bawd, Beggar, Footpad, Scribe, Thief
Career Exits:
Bawd, Racketeer, Spy
Initiate
Religion has taken second place to money in the affections of many old Worlders, but there are many young men and women who
strive to attain the position of cleric. The clerical profession requires great dedication from its members and all clerics start as initiates.
Time is spent learning the scriptures and acting as a servant and assistant to other clerics. The period as an initiate is often regarded as
a test of the individuals spiritual resolve.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Cure Disease, Read/Write, Righteous Certainty, Scroll Lore, Secret Language Classical, Specialist Weapon
Quarterstaff, Stubborn Determination, Theology
Trappings:
Robes, Religious Symbol, Quarterstaff
Career Entry:
Random Entry or Beastfriend (Wood Elves Only), Clerk, Forest Guardian (Wood Elves Only), Knight, Luxury
Prostitute / Courtesan / Protectress, Teller (Wood Elves Only), Templar, Wardancer (Wood Elves Only), Witch Hunter
Career Exits:
Agitator, Beastfriend (Wood Elves Only), Cleric Level 1, Clerk, Herbalist, Pharmacist, Physicians Student, Scribe
Interpreter
The various languages and dialects of the Old World require many merchants, military forces, and local authorities in areas such as
ports and major trading centers to employ interpreters. Many spend time in waterfronts and ports, acting as intermediaries between
merchants and the port authorities. Others accompany diplomats and other envoys to foreign lands. Many colleges and universities will
also employ them, for teaching or translating. The least fortunate find themselves trekking around the countryside with armies, acting as
a liaison with the less than friendly local population.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+2
+ 10
+ 20
+ 10
+ 20
Skills:
Linguistics, Read/Write, Secret Language Classical, Speak Additional Language (D4 Languages)
Trappings:
D3 Foreign Dictionaries
Career Entry:
Random Entry or Bawd, Boatman, Muleskinner, Pedlar, Student, Watercoachman
Career Exits:
Bawd, Pedlar, Entertainer Poet, Linguist, Raconteur, Trader
Jailer
Usually poor, unpleasant to look at, and pale from living most of their time in the jail or dungeon which they look after. Money speaks
loudly to the average jailer as they tend to be poorly paid. They develop an uncanny resistance to disease, but tend to have no sense of
justice and are normally brutal men, desensitized to violence and usually addicted to alcohol.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+2
+ 10
Skills:
Immunity to Disease, Immunity to Poison, Palm Object, Silent Move Urban, Strike to Stun, Wrestling, 50% Very
Resilient, 25% Consume Alcohol, 25% Very Strong
Trappings:
Club, Ring of Heavy Keys, Bottle of rough wine, Fleas
Career Entry:
Random Entry or Rat Catcher
Career Exits:
Bodyguard, Executioner, Rat Catcher, Slaver, Torturer

Jester (Gnomes Only)


Jesters have been employed by most noble families in the Empire since time immemorial. In a political system where intrigue and
double-dealing is the quickest way to the top, the 'fool' serves the dual function of relieving the pressures of command by presenting
his/her employer in a comic light and of being a trustworthy confidante - someone without political ambitions of their own. With their
penchant for biting put-downs and off-the-cuff wit, added to their complete disinterest in the politics of the Empire, Gnomes are ideally
suited to this role. It is true that they rarely remain in the job for too long - sooner or later they either get fed up of being isolated from
their own kind or get carried away and have to be dismissed for insulting some visiting dignitary. Nevertheless, those Imperial nobles
unable to find a Gnomic jester have often been heard to bemoan the fact that they 'don't have a Gnome to go to...'
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+ 20
+ 10
+ 20
Skills:
Acrobatics, Clown, Dance, Jest, Juggle, 50% Mimic, 25% Palm Object, 25% Wit, 10% Contortionist, 10%
Ventriloquism
Trappings:
Jesters Stick, Quartered Clothing, 6 Wooden Balls, Rope 10 yards
Career Entry:
Random Entry or Entertainer, Minstrel
Career Exits:
Charlatan, Entertainer, Minstrel, Raconteur, Spy
Labourer
The broad mass of city-dwellers enjoy a precarious living. Most hire themselves out as labourers, usually on a temporary basis. Most
labourers are loud, burly, brusque individuals who like nothing better than singing or whistling, climbing around insanely dangerous
scaffolding, drinking prodigious amounts of herbal tea and occasionally working extremely hard. Their lives are hardly secure and they
command a fairly low wage compared to the artisan classes, but when there is plenty of work, labourers prosper. The best jobs involve
the building of temples, fortifications, large houses and the like, because then work is guaranteed for a longer period. They are practical
men and when they turn to adventuring, as many do in times of unemployment, they are often successful.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+2
Skills:
Scale Sheer Surface, 75% Consume Alcohol, 75% Sing, 50% Carpentry, 50% Drive Cart, 25% Engineering, 25%
Very Resilient, 25% Very Strong
Trappings:
Sling Bag containing packed lunch, Flask of Herbal Tea, Leather Jack
Career Entry:
Random Entry or Barbarian, Gong Farmer
Career Exits:
Artillerist (only for character with Carpentry and/or Engineering skill), Bodyguard, Footpad, Miner
Marine
The Marine is a sea-fighter, a Warrior who sails with civilian or fighting ships to offer some assurance against Pirates. On fighting ships,
the Marines also form press gangs, which are a source of fear in some coastal towns. Those unfortunates pressed into service can buy
their way out of the navy, but - more often - they are faced with a hard, dangerous five-year spell aboard a fighting ship. This side of
their business has made the Marines a feared and loathed part of the seaboard community, even though they perform a dangerous and
rigorous task. Many Sea Captains, faced with a captive Marine after taking a prize, have ordered the fellow thrown to the sharks; most,
though, try to bribe the Marine into their own service.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+1
+ 10
Skills:
Consume Alcohol, Disarm, Dodge Blow, Row, Secret Language Battle Tongue, Street Fighting, Strike Mighty Blow,
Strike to Stun, 25% Swim
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Grappling Hook and 10 yards of Rope, Mail Shirt, Shield
Career Entry:
Random Entry or Artillerist, Gunner, Riverwarden, Riverwarden Sergeant, Ships Gunner, Vigilante (Sea Elves Only)
Career Exits:
Artillerist, Bounty Hunter, Diver (Sea Elves Only), Footpad, Marine Sergeant/Captain, Mercenary Sergeant/Captain,
Mercenary Veteran, Pirate, Pirate Mate/Captain, Riverwarden, Sea Mate/Captain, Ships Gunner, Slaver, Soldier
Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster

Mercenary
The Mercenary fights for money, the spoils of war, and the taste of blood. All Mercenaries dream of untold riches; for most of them, the
reality consists of an early death and an unmarked grave. Mercenaries roam the Old World, from one war to another - inevitably
someone will hire their swords to settle a grievance. Rich Nobles, Merchants, and others take on Mercenaries to bring an argument to a
swift conclusion; the Old World kingdoms generate enough conflict to keep many thousands of Mercenaries fully employed. Eventually,
however, the wiser ones realize that there is no crock of gold for the hired fighter, and so they turn to adventuring for variety or in
search of greater rewards.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+1
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Secret Language Battle Tongue, Street Fighting, Strike Mighty Blow, Strike to Stun, 75%
Drive Cart, 50% Animal Care, 25% Ride Horse
Additional Skills:
Infantryman / Militia
25% Special Weapon Two-Hand
Spearman
Special Weapon Thrown, 50% Special Weapon Two-Hand
Halberdier / Pikeman
Special Weapon Two-Hand
Archer / Crossbowman
Marksmanship, 50% Sure Shot, 25% Rapid Fire Bows or Crossbows
Cavalryman
Ride Horse, Special Weapon Two-Hand, 25% Special Weapon Lance
Trappings:
Helmet, Mail Shirt or Metal Breastplate, Shield, Hand Weapon
Additional Trappings:
Infantryman / Militia
Two-Hand Weapon (if skilled)
Spearman
Spear
Halberdier / Pikeman
Polearm
Archer / Crossbowman
Bow or Crossbow, 3D6 Arrows/Crossbow Bolts in quiver
Cavalryman
Horsemans Axe or other Two-Hand Weapon, Lance (if skilled)
Career Entry:
Random Entry or Assassin, Bodyguard, Bounty Hunter, Demagogue, Freeman / Freewoman, Luxury Prostitute /
Courtesan / Protectress, Militiaman, Mountaineer Trooper/Officer (Dwarfs Only), Outrider, Pit Fighter Champion,
Prostitute, Sapper (Dwarfs Only), Vigilante (Sea Elves Only), Warrior (Dwarven) (Dwarfs Only), Wood Elf Scout
(Wood Elves Only)
Career Exits:
Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Glade Guard (Wood Elves Only), Gunner, Marine
Sergeant/Captain, Mercenary Sergeant/Captain, Mercenary Veteran, Outlaw Chief, Sapper (Dwarfs Only), Sewer
Jack, Slaver, Soldier Sergeant/Captain, Tunnel Fighter (Dwarfs Only), Veteran Warrior (Dwarven) (Dwarfs Only),
Waywatcher (Wood Elves Only), Weaponmaster
Militiaman
Throughout the Old World, armies are organized on a three-fold pattern. The Nobles provide an 'elite' volunteer force, Mercenaries are
hired for professional 'muscle', and the Militiamen do all the hard work. Militias are part-time local defense forces, formed from the rural
peasantry (only rarely are city-dwellers called up, although they may serve in the Watch, which may itself form a military body in time of
war). All forms of local government are empowered to call up all able-bodied men and women to form the militia and the Militiamen are
committed to spend a certain amount of time each year - usually seven days - training together on common land (this elementary
training gives them some advantage). Militia leaders are either civil leaders or retired military types. Equipment is purchased and
maintained by the local government body and so it can vary tremendously in quality from town to town. Some militias will be equipped
almost to mercenary standards, while others may be no better off than the peasants.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+1
Skills:
Dodge Blow, Strike Mighty Blow, 50% Drive Cart, 25% Animal Care, 25% Ride
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Mail Shirt, Shield, Spear
Career Entry:
Random Entry or Exciseman, Farmer, Gamekeeper, Herdsman, Roadwarden, Roadwarden Sergeant, Toll Keeper,
Vigilante (Sea Elves Only), Warrior (Dwarven) (Dwarfs Only), Watch Sergeant
Career Exits:
Footpad, Glade Guard (Wood Elves Only), Mercenary, Outlaw, Veteran Warrior (Dwarven) (Dwarfs Only), Vigilante
(Sea Elves Only)
Miner
The Old World countries rely heavily on the mineral resources that miners work hard to recover. Despite the sheer wealth that they
mine, most miners are poor and worked hard by their overseers. In many cases, the miners are indentured workers, debt prisoners, or
slaves. The conditions they work under are cramped and harsh, and the dangers are numerous. Not only is there danger from gases,
cave-ins, sadistic overseers, chasms, and flooding, but from all kinds of monsters that dwell in the dark beneath the surface.
It is unsurprising that those that can escape this lifestyle will resort to less dangerous careers-like adventuring!
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+2
+ 10
+ 10
Skills:
Carpentry, Metallurgy, Mining, Orientation (Underground), 25% Very Strong, 15% Very Resilient, 10% Night Vision
Trappings:
Pack, One-Man Tent, Pick, Shovel
Career Entry:
Random Entry or Laborer, Prospector
Career Exits:
Lodefinder (Dwarfs Only), Prospector, Scout, Tunnel Fighter (Dwarfs Only)

Minstrel (Elves Only on initial generation)


Traditionally, minstrel was a term given to singers of ballads who traveled the old world making a living from their songs. However the
word has a more precise meaning, many people found the talent elves have for song made them ideally suited for the role. Minstrels
enjoy the advantage of guaranteed bed, board and spending money but in return are expected to produce words and song as the
patron demands it. Though the life is far from hard some find themselves forced to the road after a minor indiscretion with members of
their employers family.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 20
+ 10
+ 10
+ 10
Skills:
Charm, Etiquette, Musicianship, Public Speaking, Sing
Trappings:
Lute or Mandolin, Sheet Music, Colorful Clothes
Career Entry:
Random Entry (Elves Only) or Entertainer Troubadour, Jester (Gnomes Only)
Career Exits:
Charlatan, Jester (Gnomes Only), Teller (Wood Elves Only)
Muleskinner
Wagon or mule trains are the most common means of transporting goods overland in the Old World, and it is the muleskinners job to
look after the animals (be they mules, oxen or anything else) and ensure that they are fit and co-operative. Since everyone working on
a long-distance caravan must be able to look after themselves, muleskinners often double as guards in much the same way as
coachmen.
Advance Scheme
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WS
BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
Skills:
Animal Care, Specialist Weapon Whip, 75% Drive Cart, 25% Animal Training
Trappings:
Waterproof Coat, Broad-brimmed Hat, Hand Weapon, Whip
Career Entry:
Random Entry Only
Career Exits:
Interpreter, Outlaw, Scout, Smuggler
Noble Rank 1 (Knight, Lord/Lady)
Typically the eldest son of a local Lord or other Noble. Always first in line to their father's title. The younger sons/daughters are classed
as Freemen.
They have either taken to a life of wandering to alleviate boredom or have been disinherited for whatever reason.
Advance Scheme
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WS
BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
+ 20
+ 10
+ 10
Skills:
Blather, Charm, Etiquette, Heraldry, Intimidate, Luck, Read/Write, Ride Horse, Wit, 50% Gamble, 50% Public
Speaking, 25% Consume Alcohol, 25% Specialist Weapon Fencing Sword, 10% Musicianship
Trappings:
Horse, Expensive Clothes (worth at least 250 GCs), 2D6 Gold Crowns, 10D6 GCs worth Jewelry, 1D4 Hangers-on
Career Entry:
By Birth (Initial Generation Entry) or (if requirements of nobility met) Engineer, Exciseman, Linguist, Luxury Prostitute
/ Courtesan / Protectress, Outrider, Riverwarden, Roadwarden, Scribe, Soldier, Squire, Trader
Career Exits:
Bawd, Cat Burglar, Cavalier, Duellist, Freelance, Gambler, Knight, Noble Rank 2 (if requirements of nobility met),
Pistolier Trooper/Officer, Student, Vigilante (Sea Elves Only), Weaponmaster
Outlaw
Outlaws are people who are been driven from general society or who choose to live outside its laws. In practice, this can mean a great
many people. Some Outlaw strongholds are quite powerful and can effectively become independent petty kingdoms. Outlaws tend to
indentify themselves with the peasantry and the common folk upon whom they rely for support and protection, although there are
Outlaw nobles and princes, disowned by their families and fighting guerilla war against their former homeland. Outlaws generally
confine their attentions to the wealthy and the minions of the establishment; the fact that these are more likely to be worth robbing has
never escaped them, although they will attack just about anyone in times of hardship. Outlaws prefer to work in forests or areas of
rough terrain, where there is plenty of cover. Their favorite tactic is the ambush and some make quite a specialty of leaping out of trees.
Their rugged outdoor life makes them fairly tough, but it can be wearing on the constitution; many Outlaws have almost permanent
coughs and severe skin disorders and those who live to any age are invariably riddled with arthritis.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+1
+ 10
Skills:
Concealment Rural, Disarm, Dodge Blow, Scale Sheer Surface, Secret Language Battle Tongue, Secret Language
Thief, Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow, Strike To Stun, 75% Drive Cart, 75% Ride
Horse, 50% Animal Care, 25% Marksmanship, 25% Secret Signs Woodsmans'
Trappings:
Bow, 2D6 Arrows in quiver, Shield, 50% Leather Jerkin
Career Entry:
Random Entry or Agitator, Archer, Bailiff, Boatman, Druid, Entertainer Freak, Exciseman, Footpad, Gamekeeper
(Poacher), Herdsman, Hunter, Luxury Prostitute / Courtesan / Protectress, Mercenary Veteran, Militiaman,
Muleskinner, Pedlar, Roadwarden, Roadwarden Sergeant, Rustler, Thief, Toll Keeper, Trapper, Vigilante (Sea Elves
Only), Watercoachman, Woodsman
Career Exits:
Archer, Gamekeeper, Highwayman, Jaeger, Outlaw Chief, Pirate, Rustler, Targeteer, Wardancer (Wood Elves Only)

Outrider
Outriders are experienced fighting-men, employed to reconnoitre to the front and flanks of travelling parties and armies, keeping a
lookout for possible attackers and other problems. Most base their skill on an intimate knowledge of the area through which they
journey. They are expected to operate more or less independently of the party or army they serve and must be able to look after
themselves and live off the land as they go. Occasionally they undertake long-range patrols along dangerous borders or troublesome
areas, operating in the same way as a Scout and gathering information on potential hazards, troop movements, and other activity.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+ 10
+ 10
Skills:
Animal Care, Follow Trail, Orientation, Ride Horse, Silent Move Rural, Specialist Weapons Skill Lasso, 75%
Secret Signs Scouts' or Secret Signs Woodmans'
Trappings:
Horse, Saddle, Harness, Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Mail Shirt, Rope 10 yards,
Shield
Career Entry:
Random Entry or Dispatch Rider
Career Exits:
Courier, Dispatch Rider, Freeman / Freewoman (if requirements of nobility met), Glade Rider (Wood Elves Only),
Highwayman, Jaeger Rifleman/Officer, Mercenary, Noble Rank 1 (if requirements of nobility met), Scout
Pedlar
Few villages have shops or regular trading-posts of their own, so all are dependent on the pedlar, a smalltime tradesman. Buying
easily-transportable goods at markets from craftsmen or merchants, pedlars travel from village to village, selling their wares and
carrying news and gossip from the towns. A pedlars wares can be anything that is easily carried, such as pots, pans, small items of
clothing, purses, pins, knives, and so on. In more settled areas, pedlars are often licensed and they may have their own guild to protect
their interests and discourage outsiders from poaching their trade. Most live a completely nomadic life and believe strongly in the
fraternity of their profession, even though they can come from many different races and have no common culture, traditions or
languages. They are almost universally distrusted, especially by roadwardens and watchmen.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+ 10
Skills:
Animal Care, Blather, Drive Cart, Evaluate, Haggle, Herb Lore, Secret Signs Pedlar, Specialist Weapon Fist
Weapon, 10% Astronomy
Trappings:
Wagon and Horse, Mattress, 1D4 Blankets, 1D4 Sacks with (1D4 Pots and Pans, 3D6 Small Knives, 1D6 x 100 Pins,
1D6 Reels of colored ribbon), Lantern, Pack Containing (Tinderbox, 4 Blankets, Rope 10 yards)
Career Entry:
Random Entry or Interpreter
Career Exits:
Bodyguard, Fence, Interpreter, Outlaw, Trader, Trapper
Pharmacist
Pharmacists are specialists who prepare and supply the medicines prescribed by physicians. In many ways they are the counterpart of
the herbalist, dealing in mineral and chemical preparations rather than herbal remedies. They have a working familiarity with a wide
range of rare and exotic substances, and their properties for healing and otherwise. It is a profession which demands great skill and
most pharmacists are kept in the employ of great houses to make sure the best treatments are readily available. Unfortunately, the
pharmacist is often the scape-goat when the physician fails and many have been forced to leave town in disgrace, and have either
offered their services to outlaws and bandits or have sought adventure in the wildest lands of the Old World.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
Skills:
Brewing, Chemistry, Cure Disease, Heal Wounds, Immunity to Poison, Manufacture Drugs, Prepare Poisons,
Read/Write, Secret Language Classical, Secret Language Guilder
Trappings:
Pestle and Mortar, 1D6 Small glass jars containing various powders and solutions
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Initiate
Career Exits:
Alchemists' Apprentice, Charlatan, Initiate, Physician, Prospector
Physicians' Student
After the military and the church, the most popular career for young, relatively wealthy Old Worlders is that of physician. Anyone with
talent or just a reputation can earn great wealth through the patronage of the nobility. As with most academic careers, the only way
to become a physician is to take tuition from an established practicioner. Physicians, however, do not take apprentices as such.
Instead, renowned or retired individuals sometimes teach their skills to groups of students who pay them fees. Most hospitals and
universities in large cities have teaching facilities. It takes several years and a great deal of work to become a physician and not all
students last the course.
Advance Scheme
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WS
BS
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T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Read/Write, Scroll Lore, Secret Language Classical, 50% Cure Disease, 50% Heal Wounds, 50% Manufacture
Drugs, 50% Prepare Poison
Trappings:
Hand Weapon, Medical Instruments (battered) in case, 1D6 Leeches in pottery jar
Career Entry:
Random Entry or Grave Robber, Herbalist, Initiate
Career Exits:
Bawd, Charlatan, Forest Guardian (Wood Elves Only), Grave Robber, Hedge-Wizards' Apprentice, Initiate, Physician

Pilot
One of the most important men on the seaboard is the pilot. Pilots guide large boats and ships into port through dangerous coastal
areas and become the most trusted associate of all mariners. Most live onshore, normally in or near a harbour area, and work in
conjunction with the harbour master and the masters of any ships coming into the harbour. Pilots are essential, because no ships crew
is going to have the necessary detailed knowledge of local tides, sandbanks and hidden rocks of every port they will visit. It is the very
fact that they are so trusted that makes some fall from grace, and others become the victims of fraudsters. Many a pilot has been set
up as a vessel has scuttled on the way into harbour, with the owner claiming it struck a sandbank. For these men, a new life as an
adventurer is all that is left, and many others fall deeper into a life of crime.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+2
+ 10
+ 10
+ 10
Skills:
Orientation, Row, Sailing, Swim, 20% Consume Alcohol
Trappings:
Leather Jerkin, Rope 10 yards, Rowing Boat moored on nearest water, 2 Lanterns
Career Entry:
Random Entry or Diver (Sea Elves Only), Fisherman, Marine Sergeant/Captain, Pirate Mate/Captain, Sea
Captain/Mate, Seaman, Ship's Lookout, Smuggler
Career Exits:
Marine Sergeant/Captain, Navigator, Pirate Mate/Captain, Raconteur, Sea Mate/Captain, Ship's Lookout, Smuggler
Pirate
Pirates plague the old world, in particular the south coast of Estalia, Tilea and the Border Princes. Unlike Seamen, Pirates not only must
crew the ship, but each man must also act as part of its fighting component. Life on a pirate vessel is often dull, with many ships holding
three times the needed crew.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+2
+ 10
+1
+ 10
+ 10
Skills:
Consume Alcohol, Disarm, Dodge Blow, Scale Sheer Surface, Speak Additional Language, Strike Mighty Blow,
Street Fighter, Swim
Trappings:
Leather Jerkin, Cutlass, Bow Quiver with 2D10 Arrows, Shield, Rope 2D10 Yards, Grappling Hook
Career Entry:
Random Entry or Barbarian, Boatman, Fisherman, Riverwarden Sergeant, Ship's Lookout, Slaver, Smuggler
Career Exits:
Boatman, Marine Sergeant/Captain, Pilot, Pirate Mate/Captain, Raconteur, Sea Mate/Captain, Ships Gunner, Slaver,
Smuggler
Pit Fighter
In many parts of the Old World, combat to the death is still a popular form of entertainment. The cheapest form this takes is a one-onone brawl in an enclosed ring or pit between two condemned criminals or prisoners of war. The fights can be hard and vicious, because
Pit Fighters who manage to survive for any length of time pick up a lot of weapon training and, in some cases, enough money to buy
their freedom. Also, there is a growing breed of professional Pit Fighters, men who do the job for the money and the sport, who are not
just convicts. The sport attracts large audiences and much money changes hands through betting. Those few hardy souls who survive
long enough to buy their way out nearly always end up as Outlaws, Bounty Hunters, or adventurers, where their formidable fighting
skills and fearlessness makes them indispensible.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+1
+1
+2
+ 10
+1
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Specialist Weapon Fist Weapons, Specialist Weapon Flail Weapons, Specialist Weapon
Parry Weapons, Specialist Weapon Two Handed Weapons, Strike Mighty Blow, Strike to Injure, 50% Very
Resilient, 50% Very Strong
Trappings:
Shield, Mail Shirt, Knuckledusters, Flail, 20% Two Handed Sword
Career Entry:
Random Entry or Entertainer
Career Exits:
Battlemaster (Dwarfs Only), Bounty Hunter, Footpad, Giant-Slayer (Dwarfs Only), Judicial Champion, Outlaw Chief,
Pit Fighter Champion, Tunnel Fighter (Dwarfs Only), Wardancer (Wood Elves Only), Weaponmaster
Prospector
Far from the normal trade routes, towns and farms, prospectors can be found sifting through the silt of river and stream beds in search
of gold washed down from the mountains. Most deposits in populated areas are already exhausted, so prospectors spend most of their
time in remote and dangerous mountain and badlands areas. Their one hope is to find a large vein and to claim it or to work it before
others find out, but few manage to resist bragging about their find, even when they do finally strike it rich. Word spreads quickly when
gold is discovered and prospectors shanty towns spring up almost overnight, only to be abandoned just as quickly once the area is
worked out. The lure of gold is one of the few things that can draw a dwarf above ground, and dwarven prospectors are not an
uncommon sight in gold rush areas.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+ 10
+ 10
Skills:
Animal Care, Carpentry, Metallurgy, Orientation, River Lore, 50% Fish, 50% Game Hunter, 50% Luck, 20%
Cartography
Trappings:
Pack, One-man tent, Pick, Shovel, Pan, 25% Mule
Career Entry:
Random Entry or Alchemists Apprentice, Miner, Pharmacist
Career Exits:
Lodefinder (Dwarfs Only), Miner, Scout, Soldier, Tomb Robber, Tunnel Fighter (Dwarfs Only)

Prostitute
The oldest profession in the world, some say, the prostitute is a person, male or female, selling sexual favors to other people. Often in
the hands of a Pimp (treat as Bawd) who functions as a sort of manager. Unfortunately, many young boys and girls end up Prostitutes
when coming to the big city searching for fame and glory. Many are ill-treated, often beat up by customers and protectors and always
badly paid. The lucky ones might get to work in a brothel, where they are relatively safe and well treated.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+2
+ 10
+ 20
+ 10
+ 10
+ 10
Skills:
Acute Hearing, Ambidextrous, Blather, Charm, Flee!, Pick Pocket, Secret Language Prostitute, Secret Signs
Prostitute, Special Weapon Fist Weapon, 50% Seduction, 50% Immunity To Disease
Trappings:
Beauty-box, Garrotte, Revealing Clothes, Stiletto Blade
Career Entry:
Random Entry Only
Career Exits:
Entertainer Acrobat, Entertainer Actor, Entertainer Singer, Entertainer Troubadour, Luxury Prostitute /
Courtesan / Protectress, Mercenary, Servant, Thief General, Thief Pick Pocket
Protagonist
Protagonists live by their combat skills, and enjoy picking fights for people in return for small sums - even the price of a drink. In many
cases they are hired to provide a beating or other damaging lesson, while hiding the fact that there is someone in the background who
profits from or enjoys the results. Roughing up a couple of locals is cheap, while the more able opponents and more extensive injuries
are proportionally more expensive. A murder may earn the Protagonist enough to live on for a couple of months. When no employer is
forthcoming, they generally wander from place to place, challenging those who they meet and robbing their victims. Needless to say,
local law enforcement officials do not take kindly to Protagonists, and an error in sizing up potential opponents can be fatal.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+2
+ 10
+1
+ 20
Skills:
Disarm, Dodge Blow, Intimidate, Ride Horse, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun
Trappings:
Horse with saddle and harness, Mail Shirt or Metal Breastplate, Shield
Career Entry:
Random Entry or Archer Sergeant/Captain, Bounty Hunter, Executioner, Marine Sergeant/Captain, Mercenary
Sergeant/Captain, Soldier Sergeant/Captain
Career Exits:
Bounty Hunter, Duellist, Footpad, Judicial Champion, Pistolier Trooper/Officer
Raconteur
Raconteurs love to talk. For hours on end, they pontificate, rant and hurl abuse at anyone who will listen. And, strangely though it may
seem, people do stop to listen. For one thing, raconteurs are good at what they do; no matter what they say or what they are talking
about, they always manage to be interesting, amusing or captivating. Like actors, they are masters of speech and can convince their
listeners of just about anything. Whether standing on a box in the town square or recounting risqu anecdotes over the brandy and
cigars at a society dinner, raconteurs voices are the tools of their trade. Understandably, in a world where few can read and gossip is
rife, anyone who can command the attention of others through the spoken word will make name for themselves. The only risk involved
is that most raconteurs find themselves accompanying great armies or bands of adventurers, just so they can witness magnificent
events as the source of their next epic tale. The smarter ones tend just to make them up.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Blather, Charm, Public Speaking, Seduction, Story Telling, Wit, 25% Etiquette
Trappings:
Clothes (often loud and always of fine quality), Hat (nearly always outrageous), 3D6 Gold Crowns
Career Entry:
Random Entry or Barkeeper, Entertainer, Gamekeeper, Interpreter, Jester (Gnomes Only), Lawyer, Pilot, Seaman,
Servant Herald, Servant Usher, Servant Valet, Ship's Lookout
Career Exits:
Barkeeper, Cavalier, Charlatan, Demagogue, Teller (Wood Elves Only)
Rat Catcher
The Rat Catcher is a common sight everywhere in villages, towns, and cities, making a living by disposing of the vermin which infests
all dwellings in this unsanitary age. Rat Catchers are often travelling folk, although in a large town or city settled 'vermin soldiers' may
actually be employed by the authorities. Rats are their chief enemy, but a Rat Catcher will also be able to deal with moles, mice, and
similar pests. It isn't a great life and many soon retire from the cellars and seek adventure in the clear air of the country... where they
become favoured scouts among adventurers who poke around in caves and dungeons.
Advance Scheme
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WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+ 10
+ 10
+ 10
Skills:
Animal Trainer Dog, Concealment Urban, Immunity to Disease, Immunity to Poison, Set Trap, Silent Move Urban,
Specialist Weapon Sling, Spot Trap
Trappings:
Ratters Pole, 1D6 Dead rats on the Pole, Sling, 2D6 Sling Stones, Small but vicious dog, 1D6 Animal Traps
Career Entry:
Random Entry or Beggar, Gong Farmer, Grave Robber, Jailer, Sewer Jack, Tomb Robber
Career Exits:
Bodyguard, Footpad, Grave Robber, Jailer, Sewer Jack

Riverwarden
A clarion call across the murky waters of the Reik can only mean one thing: Riverwardens. These strong-backed lawmen are commonly
perceived by river goers as little better than thugs, as they must harass even innocent vessels when checking for smuggled goods and
have learned that politeness and trust do not pay off. The over-worked patrols, which toil through month-long shifts at a time, are
responsible for waters too large to be effectively controlled.
They spend most of their time concentrating on the worst law-breakers, including pirates, murderers, and barge thieves, and allow most
petty misdemeanours to slip by with spot-fines.
They are a common sight on the rivers, and their patrols extend as far as Kislev.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Dodge Blow, Orientation, River Lore, Row, Street Fighting, Swim, 50% Sail, 25% Speak Additional Language, 30%
Sure Shot, 25% Very Resilient
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Row Boat, Leather Jacket, Rope 10 yards, Shield
Career Entry:
Random Entry or Boatman, Exciseman, Marine, Roadwarden
Career Exits:
Boatman, Freeman / Freewoman (if requirements of nobility met), Marine, Noble Rank 1 (if requirements of nobility
met), Riverwarden Sergeant, Roadwarden, Seaman, Ship's Lookout, Smuggler, Toll-Keeper
Roadwarden
The roads of the Old World are narrow and treacherous; many are little more than tracks. The few decent roads have toll gates and
charge travellers a fee. Also, needless to say, the roads are rarely safe, with bandits and the like menacing travellers and Goblin bands
digging pits and laying traps for coaches and riders. Because of these threats, many civic bodies employ professional marshals called
Roadwardens who patrol the roads, dealing with or reporting problems as they are found. It's an enormous task. In theory, the tolls pay
for the upkeep of the roads, but this is not always the case and the safety and honesty of the Toll-Keepers has to be checked upon.
Skilled Roadwardens can find themselves leading militia after bandits or goblinoid warbands. Roadwardens will also occasionally ride
with wagons or coaches with important cargo or passengers to bring their swordarm to the assistance of Coachmen and drivers.
Because of who they are, Roadwardens get to hear of all kinds of treasures and adventures from captured bandits and Outlaws and
sometimes the temptation proves too great and they set off as adventurers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Ride Horse, Strike Mighty Blow, Strike to Stun, 20% Sure Shot
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Horse with Saddle and Harness, Mail Shirt, Rope 10
yards, Shield
Career Entry:
Random Entry or Dispatch Rider, Exciseman, Riverwarden, Watchman
Career Exits:
Courier, Freeman / Freewoman (if requirements of nobility met), Highwayman, Militiaman, Noble Rank 1 (if
requirements of nobility met), Outlaw, Riverwarden, Roadwarden Sergeant
Runescribe (Dwarfs Only)
The majority of Dwarfs only have a limited ability to read and write Khazalid - although the rate of literacy is much higher among Dwarfs
than among humans. Runescribes spend years of study to become fluent in reading and writing the entire cript of Khazalid runes. They
copy and maintain the vast chronicles of their hold, under the direction of a loremaster. These chronicles are inscribed on fine sheets of
metal foil, which are more lasting than the parchment and paper used by the manlings.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
+ 10
Skills:
Arcane Language Dwarf, Arcane Language Magick, Read/Write, Rune Lore, 75% Speak Additional Language
Trappings:
Writing Equipment, Sheets of thin metal foil
Career Entry:
Random Entry or Artisans Apprentice, Master Artisan (Dwarfs Only), Student
Career Exits:
Alchemists Apprentice, Loremaster (Dwarfs Only), Runesmiths Apprentice (Dwarfs Only), Scholar
Runesmiths Apprentice (Dwarfs Only)
Those who become Runesmiths usually start as a promising apprentice from the Runesmiths' family. Any wishing to enter this career
and join the Guild of Runesmiths must be selected by the highest-ranking Master Runesmith of the Dwarfhold or settlement. Those
selected normally serve an experienced Runesmith for a minimum of five to ten years, learning the basic mysteries of runesmithing.
Some apprentices stay with their master for as long as he lives, only assuming his title, rank, and ancestral name when he finally dies.
The life of a runesmith's apprentice is one of toil and sweat, often preparing the forge and doing the dirty slog of smithing, while the
Runesmith does skilled work. Some apprentices (particularly among Dwarfs living in exile in human lands) grow tired of the drudgery
before they reach the end of their training and leave their master for a career as an artisan.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Animal Care, Art, Carpentry, Engineer, Magical Sense, Metallurgy, Read/Write, Rune Lore, Smithing
Trappings:
Hand Weapon, Tools, Staff, Horse & Cart (to carry masters anvil)
Career Entry:
Random Entry or Artisans Apprentice, Loremaster (Dwarfs Only), Runescribe (Dwarfs Only)
Career Exits:
Artisan, Engineer (Dwarfs Only), Loremaster (Dwarfs Only), Runesmith (Dwarfs Only)

Runner (Dwarfs Only)


Miles of tunnels link the Dwarfholds of the Worlds Edge Mountains. Communications between Holds is carried out by means of
specially trained Runners who carry messages from one to the other. As more and more tunnels are taken over by Goblinoids, their job
is made harder with longer routes and the danger of running into Goblinoid patrols. More frequently, they even have to abandon the
tunnels, and run over ground through the valleys on the surface.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 20
+1
+1
+1
+ 10
+ 10
+ 10
Skills:
Flee!, Fleet Footed, Orientation, Spot Traps, 75% Silent Move Urban, 50% Sixth Sense, 25% Follow Trail
Trappings:
Running Shoes, Specially made loose fitting clothes, Headband
Career Entry:
Random Entry Only (Dwarfs Only)
Career Exits:
Mountaineer Trooper/Officer (Dwarfs Only), Scout, Tunnel Fighter (Dwarfs Only), Veteran Warrior (Dwarven) (Dwarfs
Only), Warrior (Dwarven) (Dwarfs Only)
Rustler
In rural areas the rustler makes a living by stealing cattle and sheep and reselling them at distant markets. While rustling can be
profitable, most convicted rustlers are punished by death or mutilation, so the risks are great. Unlike other rural criminals, rustlers are
not favoured by the small farmers and villagers, since they rarely operate from the area in which they were born or in which they have
family. They take from small farms in preference to the large where guards may be placed, and live away from the small communities,
taking the money they earn into the cities to spend.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
Skills:
Drive Cart, Silent Move Rural, Specialist Weapon Lasso, 50% Secret Language Ranger, 50% Animal Care
Trappings:
Horse and Cart, Hand Weapon, Lantern, Rope 10 yards
Career Entry:
Random Entry or Gamekeeper (Poacher), Herdsman, Outlaw
Career Exits:
Outlaw, Slaver
Scribe
In a world where few people are literate, the Scribe is in much demand. Virtually all the Guilds, civil and religious bodies, the legal
profession and the military require large numbers of Scribes for their recordkeeping. At the other end of the scale there are the public
Scribes who make a living by reading documents or writing for the common folk.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Arcane Language Magick, Read/Write, Secret Language Classical, 50% Speak Additional Language
Trappings:
Writing Equipment
Career Entry:
Random Entry or Arbiter, Clerk, Initiate, Servant, Thief Embezzler
Career Exits:
Arbiter, Barkeeper, Clerk, Forger, Freeman / Freewoman (if requirements of nobility met), Initiate, Informer, Lawyer,
Librarian, Merchant, Noble Rank 1 (if requirements of nobility met), Scholar
Seaman
Seaman are the crew members of the merchant, civilian and military sea vessels. They are essentially what makes the ship go. It is a
harsh and brutal life, and as a result Seamen tend to be loud, brash and enjoy bragging, yelling, singing and brawling, much to the
annoyance of the normal land-going public. Many of the crew on merchant ships spend months at a time in foreign ports, and
eventually pick up many new languages.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+1
+ 10
Skills:
Dodge Blow, Row, Sailing, Scale Sheer Surface, Speak Additional Language, Street Fighting, Strike Mighty Blow,
Swim, 75% Consume Alcohol
Trappings:
Bottle of Cheap Spirit
Career Entry:
Random Entry or Barbarian, Boatman, Fisherman, Riverwarden, Riverwarden Sergeant, Slaver, Smuggler, Vigilante
(Sea Elves Only), Watercoachman
Career Exits:
Boatman, Diver (Sea Elves Only), Marine Sergeant/Captain, Pilot, Pirate, Pirate Mate/Captain, Raconteur, Sea
Mate/Captain, Ships Gunner, Ship's Lookout, Slaver, Smuggler, Watercoachman

Seer
Seers are self-appointed religious authorities, operating outside normal churches. They can be found in the market places of any town,
proclaiming their latest revelations to anyone who will listen. In an age of religious tolerance and competition, Seers may appear to be
opportunists, poaching from genuine beliefs; in an age where mental illness is not fully understood, the Seer may more realistically be
seen as an eccentric. Some of them may actually be divinely inspired; more often than not, though, they are either Charlatans on the
make or completely unhinged.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Arcane Language Magick, Divination, Magical Sense, 50% Blather, 50% Charm Animal, 50% Public Speaking
Trappings:
Divination Equipment (bones or sand-tray, dice etc.)
Career Entry:
Random Entry or Entertainer (Fortune Teller), Forest Guardian (Wood Elves Only)
Career Exits:
Agitator, Arbiter, Charlatan
Servant
Fairly self-explanatory. Most Servants are retained by Nobles and rich middle-class Merchants or Artisans.
Servant Original
There are advantages and disadvantages to being a domestic Servant. Though the work is often tedious, menial and hard it is
worthwhile for a Servant to be in the employ of a kind lord or master. However, the difficult work when coupled with a rude and abusive
employer often leads to hardship throughout a Servant's life. Usually Servants are conscripted if they possess talents and abilities there
are useful to a noble. Such things as cooking, baking, sewing or even performing music could attract the attentions of a local lord. If
these conditions are met and the service satisfactory, the Servant could enjoy the mild benefit and protection of working within a castle.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Dodge Blow, 25% Animal Care, 25% Blather, 25% Drive Cart, 25% Etiquette, 25% Heraldry, 10% Cook, 10% Ride
Horse, 10% Strike to Stun
Trappings:
Club, 3D6 Silver Shillings, 25% Livery (a suit of good quality clothing wearing the masters' heraldic colors)
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bailiff, Bawd, Cook, Gamekeeper, Scribe, Thief
Servant General Servant
There are many serving jobs and some are better than others, offering slightly better wages and a little more respect to go with it.
However, being a Servant does not pay well and many choose a life of adventure for better rewards.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Dodge Blow
Trappings:
Club, 3D6 Silver Shillings
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bailiff, Bawd, Cook, Gamekeeper, Scribe, Thief
Servant Chambermaid
Chambermaids are primarily women employed to clean and maintain bedrooms in hotels and inns; luckier ones (usually prettier) may
work in an exclusive hotel or a wealthy nobleman's house. It is a job that does not pay well regardless of environment but better respect
goes to those who are employed by nobles or the masters of expensive hotels.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Blather, Dodge Blow, 25% Etiquette, 25% Heraldry
Trappings:
Club, 3D6 Silver Shillings, Bonnet, Apron
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bawd, Cook, Gamekeeper, Scribe, Thief
Servant Groom
Grooms are responsible with the care and well-being of horses. They must ensure that they are well-fed and combed, as some guests
do not take kindly to their chargers being mistreated. Being a Groom isn't an especially well-paid job and those who occupy this position
tend to be young boys and they can only expect the heavy whack of a leather belt if they do not do their job properly.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Animal Care, Dodge Blow, Ride Horse
Trappings:
Club, 3D6 Silver Shillings, Brush
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bailiff, Bawd, Cook, Gamekeeper, Scribe, Squire, Thief

Servant Herald
Heralds are usually appointed by the master of a noble household from his staff; the requirements being that the individual has a good
speaking voice and has the ability to read and write. The role of the Herald, or Harker, is to declare announcements on his master's
behalf (as the majority of Old Worlders cannot read, this service is vital so a ruler can inform the public about what is going on) as well
as being skilled in heraldry and being able to identify the many devices that are born on nobles' armor, shields, standards, etc.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+1
+ 10
+ 10
+ 10
Skills:
Animal Care, Dodge Blow, Etiquette, Heraldry, Public Speaking, Read/Write, Ride Horse, Secret Language
Classical
Trappings:
Club, 3D6 Silver Shillings, Livery (a suit of good quality clothing wearing the masters' heraldic colors), Parchment,
Horse with saddle and harness
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute, Squire
Career Exits:
Agitator, Bailiff, Bawd, Bodyguard, Cook, Demagogue, Gamekeeper, Raconteur, Scribe, Squire, Steward, Thief
Servant Porter
Porters take care of the doors in a household and the more senior ones usually have the job of being guardians of the main entrance.
They must also make sure that no-one enters the house without permission (Porters of this kind are more commonly known as doorwards.)
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Dodge Blow, 50% Heraldry, 50% Strike to Stun, 25% Etiquette
Trappings:
Club, 3D6 Silver Shillings, Livery (a suit of good quality clothing wearing the masters' heraldic colors)
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bailiff, Bawd, Bodyguard, Cook, Gamekeeper, Scribe, Thief
Servant Scullion
Scullions are mere dishwashers and kitchen hands. A very low paid, unrewarding and tedious job.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
+ 10
+2
+ 10
Skills:
Dodge Blow
Trappings:
Club, 3D6 Silver Shillings, Cleaning Rags
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bawd, Cook, Gamekeeper, Scribe, Thief

Int

Cl

WP

Fel
+ 10

Servant Usher
Ushers have the task of leading the denizens of the castle, house, hotel, inn etc, to their seats. They must be well spoken and polite so
as to not cause any unnecessary offence. They must also know the etiquette of the table so that the right people are seated in the right
places, as social level and status often dictates where a person is allowed to sit.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Dodge Blow, Etiquette, Heraldry
Trappings:
Club, 3D6 Silver Shillings, Livery (a suit of good quality clothing wearing the masters' heraldic colors)
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bawd, Butler, Cook, Gamekeeper, Raconteur, Scribe, Squire, Thief
Servant Valet
Valets are tasked with the responsibility of dressing a nobleman as well as taking care of his clothes, ensuring that they are clean, fresh
and well ironed. Valets are generally well thought of in the servant fraternity.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Charm, Dodge Blow, Heraldry, 75% Etiquette, 25% Blather
Trappings:
Club, 3D6 Silver Shillings, Clothes Brush, Livery (a suit of good quality clothing wearing the masters' heraldic colors)
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Bawd, Butler, Cook, Gamekeeper, Raconteur, Scribe, Squire, Thief

Servant Wench
Wenches are invariably women who work in inns. They have many tasks from serving the drinks to acting as waitresses. It is rarely a
boring job, especially if the Wench is young and buxom. They are seldom given much respect and the denizens of some
establishments see them as mere prostitutes.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
Skills:
Dodge Blow, Wit, 50% Seduction
Trappings:
Club, 3D6 Silver Shillings, Low-cut Dress
Career Entry:
Random Entry or Hedge-Wizards' Apprentice, Prostitute
Career Exits:
Agitator, Barkeeper, Bawd, Cook, Gamekeeper, Luxury Prostitute, Scribe, Thief
Sewer Jack
The sewers of the urban centres of the Old World (those places that have them) are far from safe places: criminals frequently use the
tunnels for their illicit practices, as well as vermin, such as giant rats (and the odd Skaven), and mutants. The sewers need to be
cleansed and the people who do this less than glamorous job are the Sewer Jacks, who are effectively Tunnel Fighters but their tunnels
are the sewers. Conditions are often extremely poor and only those with tough constitutions ever stick the job out - many fighters leave
for want of better health.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+1
+ 10
Skills:
Dodge Blow, Orientation (underground only), Strike Mighty Blow, Strike to Injure, Strike to Stun, 25% Immune to
Disease, 25% Immune to Poison
Trappings:
Mail Shirt, Helmet, Hand Weapon, Water Flask
Career Entry:
Random Entry or Bodyguard, Gong Farmer, Mercenary, Rat Catcher, Tunnel Fighter (Dwarfs Only)
Career Exits:
Bodyguard, Footpad, Rat Catcher, Thief General, Tunnel Fighter (Dwarfs Only)
Ships Lookout
The most sharp-eyed Seamen will become Lookouts. Placed in a lofty position, often up in the crow's nest amidst the rigging, the Ship's
Lookout is supposed to keep their attention focused on the horizon, searching for signs of lands or other ships. In naval warfare, early
detection is absolutely essential in evasion or in interception and therefore essential to the ship's success and survival. The Ship's
Lookout is also able to tell a ship by its make, and the flag that the spotted ship is flying. Many ships also use lamps or a series of flags
to communicate, and the Ship's Lookout is proficient in this sort of signaling.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 20
+ 20
+ 10
+ 10
Skills:
Excellent Vision, Heraldry Ship Flags, Row, Sailing, Secret Signs Ship Signals, Scale Sheer Surface, Speak
Additional Language, Swim, 75% Consume Alcohol
Trappings:
Bottle of Cheap Spirit, Baggy Pants, Striped Shirt, Cutlass, Knife / Dagger
Career Entry:
Random Entry or Boatman, Fisherman, Pilot, Riverwarden, Riverwarden Sergeant, Seaman, Smuggler,
Watercoachman
Career Exits:
Boatman, Navigator, Pilot, Pirate, Pirate Mate/Captain, Raconteur, Sea Mate/Captain, Smuggler, Watercoachman
Smuggler
Since most of the waterways, roads and ports are subject to one tax or another, there exists an opportunity for the more enterprising
person to import goods while avoiding the authorities (and therefore, the taxes). Almost any authority can place a tax or duty on the
movement of any type of goods, anywhere, and in most major ports almost everything (except the people) moving in and out is taxed in
some form. Smugglers are quite often very respectable people, who find an opportunity to cut a few corners. In some places they are
fairly popular, as they bring goods in at a cheaper price as a result of avoiding the taxes.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Drive Cart, Row, Silent Move Rural, Silent Move Urban, 50% Consume Alcohol, 50% Secret Language Thieves
Tongue, 25% Speak Additional Language
Trappings:
Horse and Cart, Rowing boat (moored or hidden on nearest water), Hand Weapon, Leather Jack
Career Entry:
Random Entry or Boatman, Fisherman, Muleskinner, Pilot, Pirate, Riverwarden, Seaman, Ship's Lookout, Tunnel
Fighter (Dwarfs Only), Watercoachman
Career Exits:
Fence, Pilot, Pirate, Seaman, Ship's Lookout

Soldier
It is quite rare for there to be a standing military force in the Old World, since most nations depend on their militia and nobility, backed
up with mercenary help when required. However, during any lengthy war, most countries will develop and employ professional fighting
men. Soldiers exercise a degree of power beyond their individual prowess, for although they are at the command officers and lords, it is
their skill upon the field of battle that becomes the crucial factor in the survival of each Kingdom during prolonged strife. Once
independent, many turn their back on the harsh army life and turn to a life of adventuring in the hope of greater reward.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+1
+ 10
Skills:
Dodge Blow, Secret Language Battle Tongue, Street Fighting, Strike Mighty Blow, 50% Animal Care, 25% Ride
Horse
Additional Skills:
Infantryman
25% Special Weapon Two-Hand
Greatsword
Special Weapon Two-Hand, Strike to Injure
Spearman
Special Weapon Thrown, 50% Special Weapon Two-Hand
Halberdier
Disarm, Special Weapon Two-Hand
Pikeman
Disarm, Special Weapon Two-Hand
Handgunner
Special Weapon Firearms, Sure Shot
Cavalryman
Ride Horse, Special Weapon Two-Hand
Lancer
Ride Horse, Special Weapon Two-Hand, Special Weapon Lance
Trappings:
Helmet, Mail Shirt, Shield, Hand Weapon, Livery Surcoat (uniform of reasonable quality, with army or detachment's
colors and symbol, worn over mail), Leather Leggings (if Infantry), Full Helm (if Cavalry), Mail Leggings (if Cavalry),
Light Warhorse with Saddle and Harness (if Cavalry)
Additional Trappings:
Infantryman
Two-Hand Weapon (if skilled)
Greatsword
Mail Coat (instead of Mail Shirt), Breastplate, Two-Hand Sword
Spearman
Spear
Halberdier
Mail Coat (instead of Mail Shirt), Polearm / Halberd
Pikeman
Mail Coat (instead of Mail Shirt), Polearm / Pike
Handgunner
Pistol with 2D6 Shots in pouch
Cavalryman
Horsemans Axe or other Two-Hand Weapon
Lancer
Lance
Career Entry:
Random Entry or Artisan Armourer, Dispatch Rider, Farmer, Prospector, Vigilante (Sea Elves Only), Watch
Sergeant
Career Exits:
Archer, Archer Sergeant/Captain, Artillerist, Battlemaster (Dwarfs Only), Bounty Hunter, Footpad, Freeman /
Freewoman (if requirements of nobility met), Gunner, Marine Sergeant/Captain, Mercenary Sergeant/Captain,
Mountaineer Trooper/Officer (Dwarfs Only), Noble Rank 1 (if requirements of nobility met), Slaver, Soldier
Sergeant/Captain, Sapper (Dwarfs Only), Veteran Warrior (Dwarven) (Dwarfs Only), Weaponmaster
Squire
Squires act as servants to Nobles and Freelances and it may seem to some that their status is no better than that of a common
domestic. The Squire attends to the maintenance of the horse and armour and the warrior's other general needs. Many untitled Nobles
- younger sons of petty aristocrats - serve as Squires as part of their training, although in some cases this is only a token
'apprenticeship' before they receive some recognition from a Noble of higher rank.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+1
+ 10
+ 10
Skills:
Animal Care, Animal Training, Dodge Blow, Etiquette, Heraldry, Ride Horse, Strike Mighty Blow
Trappings:
Mail Shirt, Pony with saddle and harness, Shield
Career Entry:
Random Entry or Servant Groom, Servant Herald, Servant Usher, Servant Valet
Career Exits:
Freelance, Freeman / Freewoman (if requirements of nobility met), Knight, Marine Sergeant/Captain, Mercenary
Sergeant/Captain, Noble Rank 1 (if requirements of nobility met), Servant Herald, Soldier Sergeant/Captain,
Weaponmaster
Student
There are many Students receiving formal tuition at the university establishments of the Old World. By doing so, they have the
opportunity to learn many new skills and to progress into a variety of lucrative and respected careers. Many Students, however, tend to
forego these opportunities in favour of broadening their range of social activities and developing their less intellectual appetites.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Arcane Language Magick, Read/Write, Secret Language Classical, 25% Consume Alcohol, 20% History, 10%
Astronomy, 10% Cartography, 10% Identify Plants, 10% Numismatics, 10% Speak Additional Language
Trappings:
Hand Weapon, 1D3 Textbooks corresponding to each knowledge skill, Writing Kit
Career Entry:
Random Entry or Clerk, Entertainer, Executioner, Freeman / Freewoman, Noble
Career Exits:
Agitator, Arbiter, Bawd, Cavalier, Clerk, Interpreter, Lawyer, Librarian, Navigator, Playwright, Runescribe (Dwarfs
Only), Scholar, Thief

Teller (Wood Elves Only)


When a kindred gathers to discuss matters of importance to the community, matters are weighed on their merit, and on the arguments
of their protagonists. Such discussions may become heated, and on some of the finer points, experts may need to be consulted.
Tellers are individuals who dedicate their lives to supporting the kindreds process of government. At kindred meetings, they will
recount relevant stories, clarify points, and sometimes chair the session. They are the nearest the Elves have to lawyers, but could
equally well be thought of as social historians.
Outside of meetings, Tellers can usually be found arbitrating in disputes, acting as an emissary, or simply biding their time before their
skills are next needed by telling stories to children or helping forage for food. Because of their social role, Tellers are usually wellrespected; by the same token, a corrupt or self-centred Teller is viewed with great contempt and disdain.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
+ 10
Skills:
Charm, Etiquette, History, Law (Wood Elven only), Public Speaking, Story Telling
Trappings:
Elven steed (with trappings and harness), Leather Jack, Sword or Axe, Shield, Spear
Career Entry:
Random Entry (Wood Elves Only) or Agitator, Forest Guardian (Wood Elves Only), Minstrel, Ranconteur, Trader
Career Exits:
Demagogue, Initiate, Merchant, Wizards Apprentice, Wood Elf Mages Apprentice (Wood Elves Only)
Thief General Thief
Many Rogues have no special skills or inclinations, but indulge their larcenous tendencies as the opportunity presents itself. The
simplest way to make money in the Old World is to take it from somebody else. Thieves are opportunists, ready to turn their hands to
anything - they may even consider legitimate employment from time to time, although many regard employment with distaste.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, Silent Move Rural, Silent
Move Urban, 25% Evaluate
Trappings:
Hand Weapon, Sack
Career Entry:
Random Entry or Counterfeiter, Entertainer Acrobat, Entertainer TightRope Walker, Fence, Forger, Gong Farmer,
Prostitute, Servant, Sewer Jack, Student, Torturer, Watch Sergeant
Career Exits:
Bodyguard, Charlatan, Informer, Outlaw, Racketeer, Thief
Thief Burglar
Burglars specialise in entering and robbing houses, mainly at night. They are adept at spotting the tell-tale signs that show a house is
not occupied and are skilled in dealing with locks, alarms, and other security devices.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, Silent Move Rural, Silent
Move Urban, 25% Evaluate, Pick Lock, Scale Sheer Surface, Sense Magical Alarm, Spot Trap
Trappings:
Hand Weapon, Sack, Black Hooded Tunic, Lockpicking Tools, Rope 10 yards
Career Entry:
Artisan Locksmith, Counterfeiter, Entertainer Acrobat, Entertainer TightRope Walker, Fence, Forger, Servant,
Student, Torturer
Career Exits:
Artisan Locksmith, Bodyguard, Cat Burglar, Fence, Informer, Thief
Thief Clipper
Clippers are petty crooks who earn their living by tampering with coinage. Old World coins are irregularly-shaped things, whose value is
determined by the weight of metal they contain; the stamp of the issuing government on both sides of a coin is a guarantee of its weight
and consequently of its value. The Clipper exploits this by clipping or shaving a small amount of metal off the coin. By doing this to ten
or twenty coins, the clipper can recover enough metal to make a new coin. One trick, which requires considerable expertise, is to saw a
coin in half from edge to edge to give two coins which can be passed to the unwary.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, Silent Move Rural, Silent
Move Urban, 25% Evaluate, Palm Object
Trappings:
Hand Weapon, Sack, Small Clippers and files
Career Entry:
Counterfeiter, Entertainer Acrobat, Entertainer TightRope Walker, Exciseman, Fence, Forger, Servant, Student,
Torturer, Trader
Career Exits:
Counterfeiter, Fence, Informer, Thief

Thief Embezzler
Embezzlers are highly-skilled Rogues who work, undetected, for an individual or organisation, syphoning off money through various
methods. They place themselves in positions of trust and then help themselves to the monetary wealth of their clients.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Concealment Urban, Embezzling, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, Silent Move
Rural, Silent Move Urban, 25% Evaluate, Palm Object, 50% Read/Write, 25% Super Numerate
Trappings:
Hand Weapon, Sack
Career Entry:
Counterfeiter, Entertainer Acrobat, Entertainer TightRope Walker, Exciseman, Fence, Forger, Servant, Student,
Toll Keeper, Torturer
Career Exits:
Fence, Informer, Scribe, Thief, Trader
Thief Fisher
The Fisher is a thief who specialises in stealing goods through broken or open windows and similar small openings, by using a hooked
pole. This method attracts less attention than breaking and entering, and a Fisher has less chance of being caught than a burgler who
is detected inside an unfamiliar building - all he has to do is drop hi pole and run. Fishing is called "curbing" in Thieves' Tongue, but this
term is not known to the law-abiding.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Concealment Urban, Flee!, Palm Object, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, Silent
Move Rural, Silent Move Urban, Spot Trap, Window Fishing, 50% Evaluate
Trappings:
Hand Weapon, Sack, Hooked pole - up to 6 feet long (some are collapsible and may be disguised as walking-sticks)
Career Entry:
Counterfeiter, Entertainer Acrobat, Entertainer TightRope Walker, Fence, Forger, Prostitute, Servant, Student,
Torturer
Career Exits:
Bodyguard, Fence, Informer, Thief
Thief Pickpocket
Pickpockets are specialised Thieves whose forte is stealing valuables from pockets and purses. The Pickpocket is a regular curse in
cities and, on crowded market days, there can be any number of individuals or teams operating through the crowds. Cash, of course, is
the favourite, the most common technique being to cut the purse from the victim's belt with a small, sharp knife or straight razor.
Jewellery has a high value, but is too often difficult to steal unnoticed and can be easily traceable - which makes it difficult to dispose of
without the help of a reliable Fence, who will probably rob the Thief even more than the Thief has just robbed the true owner...
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
+ 10
Skills:
Concealment Urban, Secret Language Thieves' Tongue, Secret Signs Thieves' Signs, Shadowing, Silent Move
Rural, Silent Move Urban, 25% Evaluate, Flee!, Palm Object, Pick Pocket
Trappings:
Hand Weapon, Sack
Career Entry:
Counterfeiter, Entertainer Acrobat, Entertainer TightRope Walker, Fence, Forger, Prostitute, Servant, Student,
Torturer
Career Exits:
Bodyguard, Fence, Thief
Toll-Keeper
Toll Keepers man the tollgates, which are found on the better roads in the Old World. They collect and enforce the Toll for their
particular stretch of road, but risk themselves doing so. Some outlaws pose as travelers, wait for the Toll Keeper to appear, then kill him
and steal the Gate Takings.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+2
+ 10
Skills:
Evaluate, Haggle, Numismatics
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Mail Shirt, Shield
Career Entry:
Random Entry or Riverwarden
Career Exits:
Highwayman, Militiaman, Outlaw, Thief Embezzler

Tomb Robber
Whereas Grave Robbers steal the body, Tomb Robbers are only interested in the valuables which may have been buried with the body.
Although few burials now contain valuable goods, many ancient burialsites contain much treasure the most famous being the fabled
tombs of Araby. The more ancient tombs are frequently protected by all manner of traps, and many Tomb Robbers have met their
death in someone else's grave!
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+2
+ 10
+ 10
+ 10
+ 10
Skills:
Concealment Rural, Concealment Urban, Silent Move Rural, Silent Move Urban, Spot Trap, 75% Secret Signs
Thieves', 50% Language Thieves' Tongue, 50% Evaluate
Trappings:
Crowbar, Hand Weapon, Lantern, Leather Jack, Rope 10 yards, 1D4 Sacks
Career Entry:
Random Entry or Prospector, Tunnel Fighter (Dwarfs Only), Wizards Apprentice
Career Exits:
Bodyguard, Fence, Rat Catcher, Tunnel Fighter (Dwarfs Only)
Trader
In larger towns and cities there are sufficient people so that traders can set up a small shop or market stall. Thus, instead of the
wandering life of the pedlar, traders wait for their customers to come to them. Some can become quite wealthy, with more than one
shop and a social status approaching that of lesser merchants. By and large, however, a traders life is a dull one, enlivened only by the
occasional robbery or visit from racketeers, and it is not unknown for traders to turn to adventuring in search of excitement and quicker
profits.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+ 10
+ 10
Skills:
Evaluate, Haggle, Numismatics, 25% Blather, 25% Law
Trappings:
Leather Jerkin, 2D6 Gold Crowns
Career Entry:
Random Entry or Farmer, Fence, Fisherman, Interpreter, Pedlar, Thief Embezzler
Career Exits:
Fence, Freeman / Freewoman (if requirements of nobility met), Innkeeper, Merchant, Noble Rank 1 (if requirements
of nobility met), Teller (Wood Elves Only), Thief Clipper
Trapper
Trappers hunt furred animals for their pelts, a valuable commodity in the Old World. Their skill lies in obtaining the skin without
damaging it; they do not shoot their quarry, like a hunter, but set traps instead. Even so, trappers learn to use weapons; they must live
in the wild, cold mountains of the Old World, so they must be able to protect themselves from the dangerous wild creatures not to
mention goblins with whom they share that environment. Since so much of their lives is spent in the parts of the world where
adventurers look for their livelihood anyway, it doesnt take much for trappers to change the nature of their work.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+ 10
Skills:
Concealment Rural, Orientation, Row, Secret Language Ranger, Secret Signs Woodmans', Set Trap, Silent
Move Rural, Spot Trap, 50% Fletching, 25% Sure Shot
Trappings:
Bow or Crossbow, 2D6 Arrows/Crossbow Bolts in quiver, Fur hat and buckskins, Leather Jerkin, Rope 10 yards,
Rowing Boat or Canoe (moored or hidden on nearest water), 1D4 Animal Traps
Career Entry:
Random Entry or Druid, Pedlar
Career Exits:
Artisan Furrier, Druid, Jaeger Rifleman/Officer, Mountaineer Trooper/Officer (Dwarfs Only), Outlaw, Scout, Wood
Elf Scout (Wood Elves Only)

Troll Slayer (Dwarfs Only)


Becoming a Troll Slayer is not a career willing entered by Dwarves. The Dwarven psyche, emphasizing honor and reputation, prohibits
any Dwarf from entering this career as a normal exit from any other career. Troll Slaying is not so much a choice as it is an atonement.
If a Dwarf commits an act so dishonorable that he is disgraced, humiliated, or his clan disowns him and the only redemption is an
honorable death against overwhelming odds. Such acts might include, but would not be limited to, failing on watch at an outpost
(allowing a murderous enemy to slip through undetected), committing a serious crime (burglary, murder, etc.) against one's own clan,
and continued cowardly acts when faced with an enemy of the clan.
Shamed in the eyes of Grungni and the clan's ancestors, dishonored Dwarves join the ancient cult of Throrin the Slayer. They cover
their bodies with ritualistic tattoos (including Throrin's rune), dye their hair orange, spike it with animal fat, and become a Troll Slayer.
These are the Troll Slayers most familiar to Human Society.
In some cases, new Troll Slayers leave their clan to wander to embattled and besieged Dwarfholds. There they redeem themselves by
joining other Troll Slayers to form battle units for the hold's army (such as the Troll Slayer warrior castes of Karaz-a-Karak). Most,
however, wander alone or with groups of adventurers seeking honor by hunting the most ferocious of beasts. The prey of choice,
naturally, are Trolls due to the near certainty of death for the Dwarf. Of course, Troll Slayers would never pass up combat with other
foes, especially when the odds are greater than seven to one.
As exiles from their clan, Troll Slayers suffer from periodic bouts of severe depression. The result is a tendency for Troll Slayers to
indulge in frequent bouts of overeating, fasting, alcohol and stimulants. They also spend a great deal of time boasting of their exploits
and showing off their numerous scars. Troll Slayers wear exotic jewelry such as earrings and nose plugs. Inquiries into their past
(especially regarding the circumstance that brought them to Slaying) usually result in an uncontrollable rage which could erupt into a
bloodlust.
Dwarves, even those who live in Human settlements instead of the mountain Dwarfholds, respect the clanless Troll Slayers' drive to
redeem their honor. In contrast, Troll Slayers avoid other Dwarves; it reminds them too much of their clanless state, their disgrace and
dishonor. Dwarven adventurers and Troll Slayers interact with a level of deference and will travel together so long as there are others
(i.e., Humans) in the group to provide some separation between the two types of Dwarves. After all, wherever Dwarven adventurers or
Troll Slayers travel, danger is sure to rear its head.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+1
+1
+4
+ 10
+1
+ 10
Skills:
Dodge Blow, Specialist Weapon Two Handed Weapons, Street Fighter, Strike Mighty Blow
Trappings:
Two-handed Axe
Career Entry:
Random Entry Only (Dwarfs Only)
Career Exits:
Giant Slayer (Dwarfs Only)
Psychology:
Hates Goblins, Orcs, Hobgoblins and Trolls, Animosity to Elves.
Tunnel Fighter (Dwarfs Only)
The Incursions of Chaos into the Worlds Edge Mountains have overrun many Dwarfholds and, over the centuries, others have had to
be abandoned. Against this, the Dwarfs have struggled to maintain their existence for centuries and have developed armies of highlytrained warriors who specialise in combat underground. Nearly all Tunnel Fighters are Dwarfs, as might be expected, as Humans only
become involved as mercenaries, seeking to be rewarded with Dwarven treasure. In recent years, as the Dwarfs have declined still
further, even Halflings have been known to take up the life of the Tunnel Fighter, for the rewards are often great. Other races only
become Tunnel Fighters as mercenaries.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+1
+2
+ 10
+1
+ 10
+ 10
Skills:
Dodge Blow, Orientation (underground only), Scale Sheer Surface, Spot Trap, Strike Mighty Blow, Strike to Injure,
Strike to Stun
Trappings:
Crossbow, 2D6 Crossbow Bolts in quiver, Grappling Hook and 10 yards of Rope, Mail Coat, Shield, Water Flask
Career Entry:
Random Entry (Dwarfs Only) or Engineer, Mercenary, Miner, Pit Fighter, Prospector (Dwarfs Only), Runner (Dwarfs
Only), Sapper (Dwarfs Only), Sewer Jack, Tomb Robber
Career Exits:
Battlemaster (Dwarfs Only), Mountaineer Trooper/Officer (Dwarfs Only), Sapper (Dwarfs Only), Sewer Jack,
Smuggler, Tomb Robber, Veteran Warrior (Dwarven) (Dwarfs Only), Warrior (Dwarven) (Dwarfs Only)

Vigilante (Sea Elves Only)


A unique part of sea elf society is the emergence of vigilante groups. They shadow the local militia (usually unknown to it) of the sea
elven quarter in coastal cities. To understand why these groups have evolved and what exactly they are about, we must look firstly at
the independent nature of sea elven ghettos within human cities.
Whether the quarter is a small section of the wharf side or perhaps physically quite large part of the main city, it is legally independent
from the rest of the metropolis. When the sea elf clan first arrives at a port and decides to make the place its home, it seeks the
permission of the local authorities to allow the clan to land and rule its own affairs. Human authorities have to decide whether they are
prepared to give away part of their city. If so, are they then prepared to have a part of their city where their guards are not allowed to
enter. The benefits of having a clan based in a port always tempt the local rulers, usually they give their permission and the most run
down part of the wharf is cleared of beggars and thieves then handed to the elves.
While the clan's militia keeps their quarter clean and safe they can do nothing for the rest of the city where they have no jurisdiction.
This is the Vigilantes' role. They spread through the rest of the city after dark seeking out one specific type of law breaker (in their
eyes), that is, chaos cultists among the human population. Most vigilantes will, once they have tracked down their prey, lure them near
or into the elven quarter. Once the victim is in an elven controlled area it can be killed without arousing the attention of the authorities.
This behaviour is inspired by the elves' feeling of insecurity living amongst so many humans. Treachery is a very real possibility, it is
upon such thoughts that they act.
Vigilante abilities make them deadly to their enemies, but sadly they are small in number. Also, their actions do not go completely
unnoticed and it becomes increasingly harder to dig out the weeds from human society. An average Vigilante group will have around
four members. The group does not travel randomly through the city but will have carefully researched their possible targets. Eventually,
if they discover that the person concerned is illegal in their eyes, they will set out on a search and destroy mission. Each separate
investigation and execution will take up to eight weeks to complete. A group of sea elf vigilantes may spend up to four nights a week on
a suspect, hiding what they are doing from the rest of the clan. The clan, regardless of whether it approves of vigilantes or not, cannot
officially help them as it is deemed interference with the human city's affairs. Such actions breech the original agreement made
between the city and the clan.
The reaction from the local human authorities where these groups are known to operate is usually one of feigned ignorance. Where
Municipal militia are under great pressure from the criminal and chaotic elements of the Old World they often welcome the aid of sea elf
vigilantes. Other cities, however demand a stop, claiming the activity is both unlawful and dangerous. Often it is in these cities that
vigilantes are most needed.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 20
+ 10
+1
+3
+ 10
+1
+ 10
Skills:
Ambidextrous, Disarm, Dodge Blow, Silent Move Urban, Specialist Weapon Throwing Knives, Strike to Stun,
Strike Mighty Blow, 50% Sure Shot, 25% Rapid Fire Thrown
Trappings:
Hand Weapon, Leather Jerkin, Net, 4 Throwing Knives
Career Entry:
Random Entry (Sea Elves Only) or Bodyguard, Merchant, Militiaman, Noble
Career Exits:
Bodyguard, Marine, Mercenary, Militiaman, Outlaw, Seaman, Soldier
Warrior (Dwarven) (Dwarfs Only)
While a warrior is strictly speaking a soldier, Dwarf warriors tend to have a range of specialist skills according to their role.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+1
+ 10
+ 10
Skills:
Disarm, Dodge Blow, Secret Language Dwarven Battle Tongue, Special Weapon Two-Hand, Special Weapon
Thrown, Street Fighting, Strike Mighty Blow
Additional Skills:
Crossbowman
Marksmanship, Sure Shot, 50% Rapid Fire Crossbows
Soldier
Strike to Injure
Bombard Crew:
Specialist Weapon Bombard
Cannon Crew:
Specialist Weapon Cannon
Firethrower Crew:
Specialist Weapon Firethrower
Flame Cannon Crew:
Specialist Weapon Flame Cannon
Mortar Crew:
Specialist Weapon Mortar
Organ Gun Crew:
Specialist Weapon Cannon
Swivel Gun Crew:
Specialist Weapon Firearms
Volley Gun Crew:
Specialist Weapon Firearms
Trappings:
Hand Axe, Crossbow, 2D6 Crossbow Bolts in quiver, Helmet, Sleeved Mail Coat, Throwing Axe, Two-Hand Axe
Career Entry:
Random Entry (Dwarfs Only) or Farmer, Militiaman, Mountaineer Trooper/Officer (Dwarfs Only), Runner (Dwarfs
Only), Tunnel Fighter (Dwarfs Only)
Career Exits:
Battlemaster (Dwarfs Only), Engineer (Dwarfs Only), Mercenary, Mercenary Sergeant/Captain, Mercenary Veteran,
Soldier Sergeant/Captain, Veteran Warrior (Dwarven) (Dwarfs Only)

Watchman
Watchmen are employed by the town/city authorities to patrol the street both day and night upholding the local laws. They are
responsible for general law and order as well as dealing with any un-expected emergencies which crop up. Their powers vary from
place to place, but are usually absolute as they are backed up by the authorities. Many are unpopular with the inhabitants of the town or
city, and few are professional fighters and many can end up corrupt.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+2
+ 10
+1
Skills:
Disarm, Dodge Blow, Strike Mighty Blow, Strike to Stun, 50% Specialist Weapon Two-Hand
Trappings:
Club, Lantern and Pole, 25% Mail Shirt, Leather Jack (if no Mail Shirt), Helmet, Halberd (if skilled in Two-Hand
weapons), 50% Crossbow with 2D6 Crossbow Bolts in quiver (if no Halberd)
Career Entry:
Random Entry Only
Career Exits:
Archer Sergeant/Captain, Bounty Hunter, Glade Guard (Wood Elves Only), Judicial Champion, Mercenary
Sergeant/Captain, Racketeer, Roadwarden (except Halflings), Soldier Sergeant/Captain, Watch Sergeant/Captain
Watercoachman
The twisting canals of Marienburg (among other cities) are the city's swiftest means of passage, serviced by watercoachmen,
gondoliers and row boat operators who ferry folk about the city's murky waterways. Competition for customers can be aggressive, and
the job can be hazardous when darkness or heavy rainfall makes navigating the waterways difficult. Nonetheless, watercoachmen are a
hardworking, oftentimes personable lot, some even known to entertain or regale passengers with jest, song, or tall tales as much to
relieve the monotony of the job as to entice further custom.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+2
+ 10
+ 10
+ 10
Skills:
Haggle, Linguistics, Orientation, River Lore, Row, Street Fighting, Swim, Choose one of Comedian, Poetry or Sing,
50% Boat Building, 50% Numismatics, 50% Sail, 25% Consume Alcohol, 25% Speak Additional Language, 25% Very
Resilient
Trappings:
Hand Weapon, Leather Jack, Boat (moored on nearest water) with Pole or Oars, 2 Lanterns, Flask of Alcohol or
Warm Tea
Career Entry:
Random Entry or Boatman, Fisherman, Seaman, Ship's Lookout
Career Exits:
Boatman, Fisherman, Interpreter, Outlaw, Seaman, Ship's Lookout, Smuggler
Wizards' Apprentice
Wizards must serve a long and dangerous apprenticeship, by becoming an apprentice aspiring wizards find themselves working long
hours doing menial tasks in return for lodgings and the occasional magic instruction. May tire and take to the road and do not complete
the apprenticeship.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Arcane Language Magick, Cast Spells Petty Magic, Read/Write, Secret Language Classical, 50% Scroll Lore
Trappings:
None
Career Entry:
Hedge-Wizards' Apprentice, Teller (Wood Elves Only), Wood Elf Mages Apprentice (Wood Elves Only)
Career Exits:
Random Entry or Bawd, Charlatan, Clerk, Entertainer Bunko Artist, Gambler, Grave Robber, Tomb Robber, Wizard
Level 1
Magic Points:
Man 2D4, Elf 2D4, Dwarf 1D4, Halfling 1D4, Gnome 1D4
Wood Elf Mages Apprentice (Wood Elves Only)
A Wood Elf mage's apprentice will spend years learning forest lore as a child before venturing out into the wide world. They will be wise
in the ways of the earth, as well as having a rudimentary knowledge of magic. Very few apprentices leave the forest, for they still have
much to learn from their mage masters. Those who do travel in human lands do so for one of three reasons: they may be fleeing from
some great tragedy; they may be outcast from Wood Elf society; or they may have decided to study the ways of human society as part
of their apprenticeship.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+1
+ 10
+ 10
+ 10
Skills:
Arcane Language Magick, Cast Spells Petty Magic, Follow Trail, Identify Plants, Speak Additional Language
Malla-room-ba-lrin, Sing, Silent Move Rural
Trappings:
None
Career Entry:
Random Entry (Wood Elves Only) or Teller (Wood Elves Only)
Career Exits:
Wizards Apprentice, Wood Elf Mage Level 1 (Wood Elves Only), Woodsman
Magic Points:
Elf 2D4

Wood Elf Scout (Wood Elves Only)


Guarding any Wood Elven settlement requires constant vigilance. In a realm the size of Athel Loren, this requires a full-time standing
force of Elves dedicated to patrolling, watching, and reconnoitering. Additionally, when unexplained rumours are brought by travellers
from other kindreds, the scouts are usually the first dispatched to find out information.
In Athel Loren, the scouts form one kindred, whose tradition extends unbroken back to the first Elves to enter Loren, even before the
coming of the refugees.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+ 10
+1
+ 10
+ 10
+ 20
Skills:
Concealment Rural, Fletching, Follow Trail, Orientation, Scale Sheer Surface, Secret Signs Waywatcher, Silent
Move Rural, Spot Trap, Sure Shot, 50% Rapid Fire Elf Bow
Trappings:
Elven Bow and 2D6 arrows, Leather Jerkin
Career Entry:
Random Entry (Wood Elves Only) or Bounty Hunter, Far Rider (Wood Elves Only), Forestrunner (Wood Elves Only),
Glade Rider (Wood Elves Only), Hunter, Trapper
Career Exits: Knight, Mercenary, Templar, Wardancer (Wood Elves Only), Waywatcher (Wood Elves Only), Windrider (Wood Elves
Only)
Woodsman
Woodsmen live among the mighty forests of the Old World, looking after trees which they fell for timber. The Woodsman must be able
to recognize and dispose of any vermin that threatens the timber. Most Woodsmen work on the estates of landed Nobles, but the more
enterprising set up on their own, working the fringes of the forest, selling lumber or building new settlements. Most realize their skills
might bring them greater reward in the wilder parts of the world as adventurers.
Advance Scheme
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
+ 10
+1
+1
+2
+ 10
+ 10
Skills:
Concealment Rural, Follow Trail, Identify Plants, Secret Language Ranger, Set Trap, Silent Move Rural,
Specialist Weapon Two-handed Weapon, Spot Trap, 75% Secret Signs Woodsmans
Trappings:
Leather Jack, Two-handed Woodmans' Axe
Career Entry:
Random Entry or Druid, Wood Elf Mages Apprentice (Wood Elves Only)
Career Exits:
Artisan Furrier, Bailiff, Beastfriend (Wood Elves Only), Druid, Glade Guard (Wood Elves Only), Hedge-Wizards'
Apprentice, Jaeger Rifleman/Officer, Outlaw, Scout

Notes: Changes from WFRP rulebook:


Numerous Careers had Advance Schemes, Skills, Career Entries & Career Exits updated
New Basic Careers:
Arbiter, Archer, Barbarian, Barkeeper, Clerk, Cook, Courier, Dispatch Rider, Diver, Executioner,
Farmer, Forager, Forest Guardian, Forestrunner, Freeman / Freewoman, Glade Guard, Glade
Rider, Gong Farmer, Hedge-Wizards' Apprentice, High Elf Mages Apprentice, Informer, Interpreter,
Jester, Miner, Pirate, Prostitute, Riverwarden, Runescribe, Sewer Jack, Ship's Lookout, Thief
Fisher, Warrior (Dwarven), Wood Elf Mages Apprentice, Vigilante, Watercoachman, Wood Elf
Scout
Some careers were taken from official sources and combined into this document, others were
created by myself, still others were found throughout the internet.
Many thanks to:

Graeme Davis, and the following websites for their ideas and contributions to expanding the career
lists over the years Ive played this game: Critical Hit, The Snotling Foundation, Ye Olde Den of
Iniquity, Clo & Charles' personal pages
Forgive me if I missed anyone, please let me know if this is so and Ill make note.

This document is completely unofficial and is in no way endorsed by Games Workshop Ltd., Hogshead Publishing, Black Industries or
Fantasy Flight Games.
Games Workshop, Hogshead Publishing, Black Industries, Fantasy Flight Games, Warhammer Fantasy Roleplay, Warhammer 40,000
and all associated trademarks and intellectual property used or referred to in this document are the property of Games Workshop Ltd.,
Hogshead Publishing, Black Industries or Fantasy Flight Games and are used without permission.
No challenge to any such intellectual property is implied or intended.

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