2-8. Craftsman Crafts &Trades
|03||Apothecary (C)||53||Laborer (2-3.d)|
|44||Glassworker/-blower||94||Tent-/ Pavilion Maker|
(C) indicates a direct tie to the Clergy
2-8.a Builders 2-8.b Criminals †
|13||Pavior||10||Outlaw Adventurer (2-3.g)|
2-8.c Entertainers 2-8.d Laborers
|10||Wandering Adventurer (2-3.g)||8||Streetsweeper/-raker|
2-8.e Lawyers 2-8.f Merchants
|1||Judge/Magistrate, Royal Government (C)||1||Apothecary/Herbal/Spicer|
|2||Judge/Magistrate, regional/itinerant (C)||3||Clothmonger|
|3||Judge, local Shire (C)||5||Costermonger|
|5||Lawyer, Attorney (C)||7||Fishmonger|
|6||Lawyer, Pleader (C)||8||Grocer|
|7-8||Lawyer, Solicitor (C)||9||Haberdasher|
2-8.g Adventurers 2-8.g.2 Magick Wielders
|14||Physicker (C)||10||Drug-Trance Wizard*|
|21-22||Chapman (R)||21-32||Hearth-Witch (mainstream,R)|
|23-24||Merchant (T)||33-42||Hedge-Wizard (mainstream,R) *|
|29-31||Craftsman-Artisan **||55-62||Medium-Wizard *|
|99-00||(roll again) ††|
† Indicates the GM should roll through the tables again, in order, to determine what sort of cover the NPC hides behind as cover for his nefarious activities, unless the GM decides the NPC in question lives solely from the proceeds of his illegal activities, as either an established wolf’s head with a price on him, or suspected but never brought before the law, or somewhere in between. Such a character likely has a den or retreat in a rural or wilderland near where he commits his crimes, perhaps with a band of cohorts or sharing a den with others of the same ilk. In the period of the game it was not unusual for a powerful outlaw with a large band of followers to set themselves up as robber barons in a deserted ruined keep, or to set up their own motte-and-bailey fort of timber.
Social and clerical criminals such as forgers (of all sorts) must maintain a respectable front in order to disarm their potential victims and divert suspicion.
†† Indicates a compound result. The GM should roll twice on the table to find the two trades in which the character is trained. If the GM should roll “00” again, he should compound no more than a total of four (4) trades. One of the trades should be a Secondary, and the additional trades should be chosen only from among those that are available to be bundled under the Primary and Secondary.
* These entries denote different formats applied to wizardry. They are applied to the schools of knowledge already presented, as described in the Grimoire. Of these, Alchemist, Cabalist, Drug-Trance, and Shaman all practice Low Magick, and so will be defined by the trades of WiseWomen and CunningMen. Hedge Wizards and Hearth Witches practice Low and Common Magick. The GM should roll again on the table, ignoring any of the entries marked with an asterisk (*) to see which of the Ars Quintates is actually performed, or if the character is an Arch Mage or Witch.
** indicates that the craft needs to be specified on table 2-12.
The tables above are set up to be diced on but, regardless of whether a Quick Method or Custom Method character, the player is by no means required to accept a random result, but is free to pick what he likes for his character’s background.
Because the definitions of the family stations from the tables and their relationships to one another do fill several pages and only really affect roleplay (as opposed to having further importance to the process of Character Creation), including them here would only clutter this section needlessly. All of the details on the titles used to describe both Class and Station have been grouped together with the rest of the social background provided for the player’s use in roleplaying in Part II. Playing the Game, Chapter 1. Character Background.
It is very important that the GM read the entries for all the results for the backgrounds of all the characters in his game, otherwise it is impossible to actually understand what those results mean in the context of the medieval gameworld, where they fit in for the purposes of drawing them into the adventures he plans, and how those results affect not only the way the characters are going to be expected to carry and conduct themselves in public, but how they are going to be expected to treat those of the other classes and stations in the various social situations that may arise during play.
The GM needs this information to fill in all the family names, place names, friends, and other details lacking in order to provide a complete picture of the character’s place in the world, tie him to it and fill it with color and life, as well as motivations for getting involved in the adventure at hand and describing his relationships with the rest of the PC’s.
| The GM should be aware that the “Adventurer” result on table 2-3. and “Outlaw Adventurer” on table 2-3.b are followed by “(see GM)” in the PG, those players who roll that result will be coming to the GM to notify him of them. The GM should then roll or allow the player to roll on table 2-3.g to determine the actual trade the character’s parent pursues in his travels and adventures and pass that information on to the player.
The Adventurer entry is very special, indicating that either one or both the character’s parents (GM’s discretion, perhaps generating a separate station for the mother to see if “Adventurer” comes up again) is of PC caliber, indicating their attribute scores should be determined in the same manner as any other PC. The number of tables the players must get through to achieve a result of Adventurer is designed to give emphasis to how rare and exceptional the PC’s and those of their ilk should be in the game world. The narrow range given to the magick-wielding trades and the sub-table used to determine what type is to further emphasize how rare and wonderful magick is in the gameworld.
Because of the of the relative rarity with which this result should occur and the rarity of heroic characters in the gameworld in general, the GM should consider as a rule of thumb automatically making the adventurer parent of the same trade as the PC he raised. In the case to,
IF the GM should be dicing to randomly generate the details for a NPC for his own needs and such a result should come up, the actual trade would likely be determined by the needs of the adventure or campaign at hand, otherwise the GM can follow the tables.
IF the parent of a PC should be determined to be a Sacred Knight, the GM must be sure the player understands that the character will have all the advantages of the noble class in skills and knowledge and he will be expected to uphold that standard of behavior, regardless of his class by birth. The money for the character will be determined according to the originally determined class and station by birth, however. Such a PC will have the opportunity to train in arms when he is ready and upon achieving sufficient wealth or applying to the same order to which his Sacred Knight father is sworn, he may be elevated to knighthood. If the Sacred Knight trade is chosen for the character, he will have all the same benefits to skills and skill levels provided other characters following in their parents’ footsteps explained in Step 3.
IF the player chooses, the character may be a Squire, a full Warrior but in social rank still one step below a Knight Simple.