YSGARTH 7th EDITION
Expanded Professions List

Soldier
Skills: Any 2 Weapon Skills, Dodge Defense, ,Endurance, Durability, Bind Wounds, Survival.
	The basic skills of a soldier revolve around fighting in a group and as an individual.  Some of
the benefits assigned are fairly general, because in different places and situations soldiers will be
trained in different weapons and types of combat.

Knight
Skills: 2 Attack Skills, 1 Shield Skill, Riding, Law, Leadership, 1 Military Skill, Endurance, Durability.
	Knights are elite, mounted warriors most commonly found among highly militarized and
hierarchical societies.  Their position often entitles them to special priveleges and powers,
including powers of administering justice or acting as representatives of their overlords in minor
matters.  They are often the lowest rank of the nobility, though the status of knighthood is often
earned rather than just inherited.  Knights are most common among the Caludae, Aesc and
Combrae.

Sailor
Skills: 2 Nautical Skills, Swimming, 1 Combat skill, 1 Woodworking Skill, 1 Leathersmithing Skill, 1 Fishing Skill, 1 Clothworking skill.
	Sailors are found in every port and on every ship.  Their skill selection is broad because
sailors will often be called on to be warriors and craftsmen when onboard ship.

Tradesman
Skills: 1 Craft Skills, 1 Business Skill, Street Sense, 1 Combat Skill, any 2 Secondary Craft Skills.
	Tradesmen are skilled laborers with a defined trade, probably one which has a guild, such as
leathersmithing, cordwainery, chandlery, glaziery, etc.

Clerk
Skills: Mathematics, Clerical, Merchant, Politics, Any 1 Language, Research, Any 1 Diviner Charm
	Clerks are the record keepers and administrators of business, religion and government.  In
some regions their role is reserved mostly for educated members of the clergy, but in other areas it
is a respectable trade for the sons of merchants or the younger sons of noble families.

Merchant
Skills: Merchant, Any 1 Language, Assess Person, Assess Value, Accounting Any 1 Craft Skill,  Persuasion, Any 1 Weapon Skill, Nautical
	Merchants are the elite of the business world, they hire others, own shops, engage in trade
and finance.  It is a profession with considerable status, especially in urban areas, and one which is
reserved for the noble classes in some areas like the Saes Empire.

Scribe
Skills: Calligraphy, Any 2 Languages, Illumination, Writing, Literary Criticism, Business.
	Scribes are the masters of the written word.  Their role is to produce written documents on
commission of varying levels of functionality and quality.  In a semi-literate society they are
essential to business, government and communication.

Low Mage (Physician, Herbalist, Diviner, Beastmaster, etc)
Skills: Any 1 Casting Skill, Any 1 Empowering Skill, 2 Spells within a Specific Guild, 1 Craft Skill, Business, Writing.
	Low mages specialize in those areas of magic which are most practical and most
commonplace.  Their magic is generally of the sort for which people would pay on an everyday
basis, and in status they are on par with the craftsmen and tradesmen of other guilds.

Elemental Mage (Aeromancer, Hydromancer, Pyromancer, Geomancer)
Skills: Any 1 Casting Skill, Any 1 Empowering Skill, 2 Spells within a Guild, 1 Technical Skill, 1 Nautical Skill, 1 Craft Skill.
	Elemental Mages deal with the forces of nature.  They are in great demand in association
with various trades, particularly nautical and agricultural.  Their status is somewhat higher in
most societies than that of Low Mages, but they are not considered among the intellectual elite of
the High Magics.

High Mage (Necromancer, Sorcerer, Enchanter, Wizard, etc.)
Skills: Any 1 Casting Skill, Any 1 Empowering Skill, Mana Shield, Will Enhancement, 2 Spells within a Guild, Lost Scripts, Writing, Magical Research.
	High Mages are the intellectual elite of the magical community.  They work with magics
which involve spirits, supernatural powers and the most complicated of magics.  These arcane
studies require great dediction and considerable risk, so they view themselves as more worthy and
less worldly than other mages.  They are usually trained in magical colleges with a curriculum
which requires a great deal of reading and research.

Shaman
Skills: Empowering, Medical, Persuaion, Any 2 Shaman Spells, Will Enhancement, Mana Shield.
	Shamans are the priests, physicians and mages of tribal societies.  Their skills are diverse and
they have access to a selection of varied types of practical spells.  They are usually trained under
and apprenticeship system or have skills passed from father to son or mother to daughter through
the generations.

Priest (General)
Skills: Empowering, Casting, Medical, Priest, Persuasion, 2 Priest Spells or 2 Appropriate Mage Spells, Writing, Preaching.
	Priests serve a particular god with powers, spells and skills appropriate to that god and the
needs of his followers.  They are sometimes very well educated, but intellectual skills may not be
the primary requirement of all religions.  The skills of priests for specific relgions are highly varied,
so use this set primarily as a general guideline.

Laborer
Skills: Endurance, 1 Craft Skill, Falchion, Spear, Begging, 1 Combat Skill, Durability, Survival
	This profession is a grab-bag for anyone who works with their hands in a basically unskilled
occupation.  Laborers may have some familiarity with a craft, but are not sufficiently trained to
qualify as a professional.  They are the great urban peasant class whose hard work keeps society
functioning.

Peasant
Skills: 2 Agricultural Skills, 2 Craft Skill, 1 Woodland Skill, 1 Artistry Skill, 1 Musical Skill
	Peasants are the backbone of rural society.  They are the lowest rung in the hierarchy of a
feudal society, but they are not just a homogeneous mass.  While all peasants work the land and
depend on its produce for their welfare, their status, freedoms and opportunities differ greatly from
one society to another.  In some areas peasants are mostly serfs or even slaves, with little freedom,
working only for survival and giving most of their produce to a landlord or owner.  In other
societies they may have more freedom, perhaps as tenant farmers paying rent in produce, or even
as free Yeomen who own their small farms outright.  Most of their skills are agricultural in nature,
but because of their rural and isolated lifestyle they often find it useful to know woodcraft or
appropriate craft skills.

Thief
Skills: 1 Gaming Skill, 1 Combat Skill, 1 Deceit Skill, 2 Movement Skill, 2 Perception Skills, 2 Manual Skills
	The concept of the professional thief is one which is hard to pin down into a single profession.
There are so many different ways to separate the average citizen from his wealth that one
profession really isn't sufficient to cover all the possibilities of the criminal class.  These SBs are for
the generalist thief who relies on both his wits and his physical skills to obtain wealth.  See later SB
packages for more specialized types of criminals.

Footpad/Thug
Skills: Intimidation, 1 Movement Skill, 1 Combat Skill, 1 Perception Skill, Durability, Street Sense, Ambush, Damage Strike
	The typical footpad is a creature of humble background but physical capacity who has found
his intelligence too limited to raise him above his brutish antecedents and does not have the
inclination for hard work.  However, he has found that violence and the threat of violence are
surprisingly effective against the average citizen.  The footpad preys on the innocent and
unsuspecting, waiting for them in out of the way places (the classic dark alley) and threatening
them with violence unless they give up their possessions.  It's a time honored profession, but not
exactly the cream of the criminal world.

Burglar
Skills: 1 Manual Skill, 1 Combat Skill, 1 Movement Skill, 1 Perception Skill, Climbing, Concealment, Silent Movement, Pick Locks
	The burglar specializes in getting into private places and removing the valuables.  They are
not a class of criminal specifically given to violence, but may fall back on it when cornered.  Their
focus is on subtlety, secretiveness and preparedness.  They think of themselves as the princes of
thieves, or even talented artists, because they rely on their wits and skills rather than brute force
or other crude methods.

Cozener
Skills: Conning, 1 Manual Skill, 1 Craft Skill, Oratory, 1 Combat Skill, Storytelling, 1 Political Skill, Research, 1 Magical Charm
	The Cozener is the most subtle of thieves.  His art is to separate fools from their wealth and
possessions and make them party to the theft.  His is the skill of every form of deception and
illusion, making the worthless seem valuable and the insignificant seem important.  A good
cozener can get a farmer to sell his farm for a handful of 'magical' beans, or convince a
grandmother to give up her heirlooms for a drink of life-extending elixer.  The best cozeners know
how to get what they want and leave their victims feeling like they were the ones who made came
out on top.  There are as many scams and techniques as there are members of this profession and
there seems to be an endless supply of eager victims whose greed makes them believe they really
can get something for nothing.  Cozeners tend to be somewhat egotistical and cynical because
they play to the worst of human nature and feel that this sets them above the common herd of easy
marks.

Assassin
Skills: 2 Combat Skills, 1 Movement Skill, 1 Perception Skill, 2 Deception Skills, 1 Mercantile Skill, 1 Political Skill, 1 Military Skill
	The Assassin is an alltogether different kind of criminal.  He often thinks of himself as an
artist untainted by the grubbiness of other criminal professions because all he does is kill people
and do it very, very well.  Assassins are, of course, of many different types.  Some few are
consumate professionals who hone their skills and only take on the most important and well-paying
jobs, but the rest get buy working in related professions (as guards, as soldiers, as priests) or
pursue similar criminal careers (as thugs and footpads) while trying to build a reputation as a killer
which will get them the good assignments and the big money.  Assassins tend to be somewhat
sociopathic and often come from backgrounds which have not inspired them with the normal
codes of morality, though some have rationalized what they do to the point that they see it as a
positive good, or even a holy mission.

Athlete
Skills: 2 Sport Skills, 2 Combat Skills, Gaming, 1 Perception Skill, 2 Movement Skills
	There are many different types of athlete, but this set of skill benefits ought to cover the most
of them adequately.  Professional athletes are not uncommon in Ysgarth.  Audiences exist in most
civilized areas for sports of skill, speed and even blood sports.  Many sports have their origins in
ritual combat of one kind or another and some even have religious significance, but a unifying
characteristic is that most popular sports in Ysgarth are fast and fairly violent.

Gladiator
Skills: 3 Combat Skills, Durability, Endurance, Combat Reflexes, Combat Tactics, 2 Movement Skills
	The Gladiator is the ultimate combat specialist, but while he knows a lot about combat he
also has to be prepared to fight in a number of different styles and with a variety of weapons.  It's a
hard profession and very dangerous, which is why it is most often one into which people are forced
rather than entered into by choice.  Many Gladiators are slaves or bondsmen, or forced into that
life by circumstances.  However, the life of constant battle is rewarded by renown and special
priveleges in those societies which favor blood sports.

Drayman
Skills: Driving, Animal Tending, Wheelwright, Durability, Endurance, 1 Combat Skill, Street Sense, 1 Mercantile Skill,1 Language Skill
	Draymen are the teamsters of Ysgarth, skilled drivers and cargo handlers who often own
their own wagons and teams and work freelance to carry goods from place to place within cities, or
as part of caravans over greater distances.  They'll haul virtually anything and set their rates based
on distance and work involved, and sometimes value of the cargo.

Noble
Skills: 2 Political Skills, 1 Combat Skill, 1 Persuasion Skill, 1 Gaming Skill, 1 Lore Skill, 1 Musical Skill, 1 Deceit Skill, 1 Hunting Skill
	Virtually every society has nobles, be they elevated by birth, by circumstance or by pure
wealth.  Not all nobles may start out as such, but their children will tend to fall into this same
pattern of lifestyle for the leisure classes.  In some environments these skills may be changed
around a bit.  Nobles from an urban background or some sort of meritocracy might replace the
Lore, Deceit or Musical skills above with a Mercantile skill, a Clerical Skill and a Nautical, Military
or Perception skill.

Chirurgeon
Skills: 3 Chirurgical Skills, 1 Medical Skill, 1 Herbology Skill, 1 Persuasion Skill, 1 Clerical Skill, 1 Mercantile Skill, 1 Physician Charm.
	Chirurgeons are healers who specialize in treating injuries, deformities and traumas by
means such as surgery and manipulation of the body.  They are highly regarded and feared in
most societies.  Their skills, especially surgical and anatomical knowledge are closely guarded and
passed down from generation to generation.  They charge high fees, but less high than they would
if competition from magic were not a threat.

Physician
Skills: 2 Physician Skills, 1 Chirurgical Skills, 2 Herbology Skills, 1 Persuasion Skill, 1 Clerical Skill, 1 Mercantile Skill, 1 Physician Charm.
	Physicians are healers who deal with sickness and imbalance of the humors.  Their skills are
oriented towards treating various afflictions with poultices, salves and elixers, the composition of
which is passed down from generation to generation and guarded very secretively.

Apothecary
Skills: 1 Physician Skill, 1 Chirurgical Skill, 1 Clerical Skill, 3 Herbology Skills, 1 Mercantile Skill, 1 Floromancy Charm, Alchemy
	Apothecaries specialize in the preparation of medicines and other chemical compounds from
herbal and mineral sources.  They have knowledge of various areas of medicine, often including
poisoning, and great and closely guarded knowledge of the properties of various plants and rare
earths and what they can do to people.

Witch
Skills: Spell Empowering Skill, 1 Spell Casting Skill, 1 Divinatory Skill, 1 Persuasion Skill, 2 Medical Skills, 1 Perception Skill, 2 Shaman Spells
	The Witch is a figure of rural, agricultural society, similar in function to the shaman of more
primitive, nomadic peoples.  Witches generally reside apart from their community, but fulfill vital
functions to that community, including the roles of healer and counselor and even priest in some
circumstances.  The unfortunate side effect is that the status of a witch in society is very informal,
and no matter how much good a witch may seek to do, if anything goes awry the community tends
to single witches out as scapegoats.

Cook
Skills: Cooking, Baking, Greengrocery, 2 Artistry Skills, 1 Medical Skill, Aesthetics, 1 Victuelry Skill
	Cooks are an essential part of everyone's day, especially in urban society where prepared
food is a major element of the diet.  The Cook combines the skills of a craftsman and an artist, with
the potential to bring pleasure and health to many, or leave them unsatisfied or even rather ill.
Cooks often do not get the respect they deserve, but the wise praise and honor them according to
their skills and merits.  Becoming head cook to a wealthy household can be an excellent career for
a lad lucky enough to have been apprenticed into this craft.

Lawyer
Skills: Law, Politics, Conning, 1 Deceit Skill, 1 Perception Skill, 1 Clerical Skill, Oratory, 1 Lore Skill, 1 Mercantile Skill
	Lawyers are the growing disease which chokes the life out of most civilized societies.
Wherever people form communities they form laws, and lawyers are not far behind, like sucking
leeches on the body of society, draining away its lifesblood.  Even in a medieval society Lawyers
play a surprisingly significant role, especially in the preparation of legal documents, such as wills,
business contracts and other instruments.  Most moderately civilized societies realize that it's
better to have professionals settle disputes than leave them up to the common citizenry,
entertaining though traditional trial by combat can be, so Lawyers become the champions of
causes and the defenders of rights, all to line their own pockets.

Volgarian Aescetics 
Skills: Empowering, Priestly, Casting, Persuasion, 2 Aeromancer or Pyromancer Spells, Prayer, Will Enhancement.
Spell Lists: Aeromancer, Pyromancer
Home Temple: Basilica of Daios Volgar in Bergamnios, Evaria
Area of Worship: Evaria & Aetruvia
High Priest: Naizos Aliator
	The Volgarian Aescetics are priests of Daios in his incarnation as a sky god and a deity of
wind, storm, lightning and fire.  They maintain various secret mysteries, including some spells
restricted only to certain members of the sect.  They prefer to recruit their membership from the
upper classes or at least the upper middle class and membership is entirely restricted to men.
They are particularly characterized and differentiated from other priests of Daios by their zealous
efforts to oppose and restrict the spread of the Cult of Sabazios.  Rituals include  vows of silence,
scourging, ceremonial exposure and fire handling.

Sabazian Ecstatics
Skills: Empowering, Priest, Casting, Divination, Persuasion, 1 Mystic, Beastmaster or Enchanter Spell, Rustic, Durability
Spell Lists: Beastmaster, Enchanter or Mystic
Home Temple: None
Area of Worship: Evaria, Aetruvia & Gottia
High Priest: None
	The Sabazian Ecstatics are a widespread but very disorganized cult.  Sabazios is a the god of
summer, and in general a god of the arts and magic, as well as being closely associated with
nature and with prophecy.  He is married to Daios' wayward daughter Sarplyna, and the two cults
are closely linked.  There is great secrecy over the central mysteris of the cult which include a
number of relics, supposedly with the actual mummified phallus of the god among them.
Membership is open to both men and women.  Cult membership is large, but they are broken
down into small regionally separated groups.  There is no church heirarchy or structure outside of
local groups, but many of these have intricate systems of status and heirarchy.within their local
group.  Common practices include festivals, mock sacrifice, drug and alcohol use, prophetic
divination during fits of ecstacy, speaking in tongues, dramatic performances and magic.  There
are rumors of human sacrifice in some regional cults, but the suspicions are generally
unsubstantiated.

Priests of Vayu
Skills: Empowering, Priest, Casting, 1 Weapon Skill, Athletics, 1 Priest or Pyromancer Spell, 1 Combat Skill.
Spell Lists: Pyromancer, Priest
Home Temple: Great Temple of Vayu at Catopatis, Aetruvia
Area of Worship: Evaria, Aetruvia, Gottia, Auscia, Cumbria, Tolemeias, Marmaria, Orvadia
High Priest: Chadomanthis of Kileria
	The Cult of Vayu is enormous.  It is a militant cult devoted to a god of light and fire.  It
originated in Ilchania, but has taken hold all over Ysgarth.  It's home temple is in the hills west of
Tibrum, but there are large temples in many cities.  Temples are often located in caverns or have
their inner temples underground.  The cult is open only to men, preferably those in military service
or professions.  There are seven levels of initiation based on knowledge of ritual and on
achievement in the outside world.  Reincarnation is a central concept of the faith, with deeds in
this life earning better status in the next incarnation until one ultimately is pure enough to reside
as pure spirit with Vayu.  Regular rituals include various sporting activities, particularly wrestling
and fire leaping.  Taurobolium (ritual bull fighting) is also practiced at major festivals.  The cult is
very popular in the Saesan army and has zealous adherents as far north as Cumbria.  It is a religion
heavily populated by converts, but it is very tolerant of other faiths.

Masters of Zehuti
Skills: Empowering, Priest, Casting, 1 Mystic or Enchanter Spell, Will Enhancement, Research, Intrigue.
Spell Lists: Mystic, Enchanter
Home Temple: Probably in Tibrum
Area of Worship: Urban areas from Tolemeias southward
High Priest: Unknown
	The Masters of Zehuti are the priesthood of Zehuti, generally called Masters of Magisters,
and they are generally those members of the cult who have reached the highest level of attainment
with their skills and spells.  Zehuti is a god of magic and secret knowledge and everything about
the cult is secretive, from the membership to the rituals to the actual beliefs.  Basically it is a
gnostic religion which preaches cleansing of the self and gathering of mystical power so that the
spirit can ascend to higher levels of consciousness, both before and after death.  Supposedly
achieving the ultimate level of initiation allows one to transcend the flesh, achieve immortality, or
even godhood.  The cult guards its nature and its magical secrets jealously.  Members attend
meetings masked and robed.  Most of the temples are blinds to fool the uninitated and services are
actually held in secret shrines.  To even mention involvement will bring quick and gruesome
death.  There are secret recognition signals and members give special assistance to each other in
business and politics.

Priests of Kernunos
Skills: Empowering, Shaman, Priest, Casting, 1 Combat Skill, Woodcraft, Riding, 1 Beastmaster or Shaman Spell, 1 Animal Affinity.
Spell Lists: Beastmaster, Shaman
Home Temple: Baelnoc, Morianoc
Area of Worship: Kyvenia, Kaelia, Auscia and Kernioc
High Priest: Gwalchmai Gwyrion
	Kernunos is enormously popular in the central and northern regions of Ysgarth.  His faith is
widespread and enjoys official recognition and favored status in a number of kingdoms.  Kernunos
or Guyon (depending on region) is the great horned god of the woodlands and mountains.  He is
generally represented as a huge horned man, usually riding a horse and accompanied by
yellow-eyed hunting dogs.  He is a god of warfare and of battle-madness, but also associated with
the moon and with violent weather.  There is a certain mysterious aspect to the sect, with secret
knowledge reserved only for the initiates.  The priesthood is entirely restricted to men, and
members often function as mystical advisors or healers among armies and in the courts of the
northern kingdoms.  The most common rituals involve exposure of initiates and supplicants on
mountain tops and ceremonies in which animal sacrifices are made and a special ceremony at
Sauin in which wine and blood are offered to the god and then drunk in a wild orgy.

Priests of Lodens
Skills: Empowering, Priest, Casting, Medicine, Nautical, 1 Combat Skill, 2 Aeromancer or Hydromancer Spells
Spell Lists: Aeromancer, Hydromancer
Home Temple: Baelnoc, Morianoc
Area of Worship: Kyvenia, Kaelia, Auscia and Kernioc
High Priest: Liraiach Bulnoros
	Lodens or Lugon is the father of Kernunos.  He is a father-deity, a god of the air, the winds
and storms of the sea and coastline.  He is the protector of navigators and sea-port towns.  He is
generally depicted as an old man striding across the waves accompanied by tritons or mer-men of
some sort.  His cult is well-established and quite popular, particularly with seamen.  The priesthood
is all male and lower order priests often hire aboard seagoing vessels to earn their living taming
the weather.  Ceremonies are highly ritualized and include the sacrifice of small animals, as well as
a ceremony which involves mock burial at sea.  The church is closely associated with their martial
order, the Warrior Knights of Lodens.

Priestesses of Delphyna
Skills: Empowering, Casting, Priest, Persuasion, Will Enhancement, 1 Hydromancer or Mystic Spell.
Spell Lists: Mystic and Hydromancer
Home Temple: Bergamnios, Evaria
Area of Worship: Evaria, Aetruvia, Oscia
	Delphyna is a serpentine goddess of the waters and mystical knowledge.  Her priestesses are
renowned for their prophetic skills and mental powers.  Her cult is somewhat misanthropic, with an
emphasis on bettering the lot of women in the world.



