# Men of the Empire
The Empire is the preeminent realm in the Old World, a wealthy
nation with powerful armies, inhabited by a dynamic race of men
who hold the fate of civilisation in their hands.

There is no such thing as the typical Empire citizen. The people of
the northern forests and icy coasts are tall and strong, with fierce
eyes and blond hair, the men sporting bushy beards. A belligerent
folk, they honour Ulric, god of battle. Those from the cold, eastern
borderlands are shorter and darker, the men growing luxuriant
moustaches. They wear heavy furs and are renowned for their love
of strong drink and their dour temperament. The inhabitants of the
Great Forest that dominates the centre of the Empire prefer unhurried
lives devoted to Taal, god of nature, while those of the sunny,
open plains of the south dress in bright colours and are known for
their lively disposition and tall tales.

Men are not as long-lived as the elder races of dwarfs and elves, but
their mortality drives them to stamp their mark on the world. The
folk of the Empire are renowned for their endless creativity, and are
insatiable adventurers. Imperial engineers strive to improve upon
the clockwork and steam-powered technologies borrowed from the
dwarfs, and explorers traverse exotic lands across the ocean. A few
men and women have recently begun to master the dangerous art
of magic, introduced by the high elves to help humankind defend
itself against the warped sorceries and armies of Chaos.

___
### Averlanders
Averland is one of the wealthier provinces of the Empire. This is
largely thanks to the fact that the domain is far less forested than it
is further north, and the climate is less unkind. These advantages
make it easier to farm the land and have provided Averland with a
flourishing trade in breeding fine horses. The province’s affluence
means its armies are often clad in gleaming armour, equipped with
the latest innovations in weaponry, and adorned with outlandish
feathers and decoration on their yellow and black livery.

The main route into the Empire from the south – Black Fire Pass,
which leads through the mountains from the lands of the Border
Princes – winds down through the foothills into Averland. This
is the route taken by many invasion forces into the Empire, and so
the province has formed the front line against attack on innumerable
occasions. Mighty fortresses and watchtowers guard the end
of the pass, but there have been times when these defences were
overwhelmed and marauding hordes have poured through into the heartlands of the Empire. Most notable was the terrible invasion in
1707 led by Gorbad Ironclaw, the greatest orc warlord in history.
Gorbad’s armiess rampaged and ravaged the lands of the Empire,
and he was only stopped after his attempt to besiege and sack Altdorf
failed. The entire province of Solland was wiped from the map,
and the disinherited nobles of that land settled in Averland, whose
banner now bears their icon, a stylized sun, in memory of those
terrible events.

The greenskins have proved a grave threat time and again, and
Averlanders have developed a particular loathing for these warmongering
brutes. In 2420, the goblin chieftain Grom led another
massive invasion that swept across the Empire, and a recent incursion
saw the Elector Count Marius Leitdorf slain, and the invaders
were only thrown back by the intervention of the Emperor himself.
___
> ## Averlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  An Averlander starts with one rank in Riding during character creation. They obtain this rank before spending experience points, and may not increase Animal Handling above rank 2 during character creation.
>
> ** Greenskinner: ** Each time an Averlander kills a non-minion
greenskin, he may recover either 1 strain or may perform a free manoeuvre.

> **Superior Stock: ** The Brawn score of any horse ridden
by an Averlander is increased by 1.
>

___
### Hocklanders
The province of Hochland is swathed in the eastern marches of the
Drakwald Forest and its northern border comprise of the foothills
of the dangerous Middle Mountains, a mighty range of peaks that
harbour many vile and terrible creatures right in the heart of the
Empire. Under the dark canopy of the trees, roads theoretically
connect the far-flung towns and logging camps, but contact is tenuous
at best. The vast tracts of wilderness that separate villages are
full of savage beastmen, goblin tribes and other dangers. A series of
forts, watchtowers, armoured shrines and fortified coaching houses
dot the forest highways, and patrols of road wardens regularly
march or ride the routes between. However, any journey is perilous
and there is often time for just a single volley before foes are upon
you. As such, Hochlanders tend to become top-notch marksmen
and learn to make each shot count. Their armies, clad in the state
colours of red and green, often include many handgunner regiments,
and many of the Hochlanders who travel south hope to find
work of a similar fashion.



___
\page
The Hochland long rifle was developed by an Imperial engineer
from the accurate weapons used by the hunters of the province.
Known properly as Leon Todmeister’s Fantabulously Far-reaching
Harquebus of Unforseeable and Unperceived Bereavement, the
gun has become the bane of enemy generals and unit commanders,
its firer being able to single them out even within a regiment of
troops thanks to the excellent precision and magnifying telescopic
apparatus mounted on the barrel. The Hochlanders are suitably
proud of the invention and have often put it to good use. When the

provincial capital of Hergig was threatened by a sudden attack of
massed goblin tribes, sharpshooting engineers on the highest towers
targeted the goblin leaders with the biggest profusion of banners
and feathers, as well as aiming for the eyes of the gargantuan
spider that spearheaded the assault. The enemy quickly fell into
disarray, and were soundly beaten when a relief force arrived from
the nearby Count’s castle.
___
> ## Hochlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Hochlander starts with one rank in Stealth during character creation. They obtain this rank before spending experience points, and may not increase Stealth above rank 2 during character creation.
>
> **Rustic Composure: ** Hochlanders gain 2 Boost dice on initiative
checks when in a rural setting.
>
> **Marksman: ** When a Hochlander spends a Story Point
point on a Ranged check, he rolls an additional proficiency die, rather than upgrading an Ability die.

### Middenlanders
Middenland is the land of Ulric, god of winter, wolves and battles,
an ancient warrior-god who predates the birth of Sigmar. All those
who travel here offer up a prayer lest they fall foul of the vicious
white wolves that roam the land. These creatures are sacred to
Ulric, and his icon takes the form of one of these ferocious beasts.
Middenland is the centre of Ulrican worship, and his great temple
is located in the capital, Middenheim.
The realm is wide and covered by the dark, perilous Drakwald
Forest. In fact, a large part of Middenland used to be the separate
province of Drakwald. However this land was lost during the time
of the Black Plague over a thousand years ago, with almost the
entire population wiped out by disease. The province was formally
divided up between Middenland and Nordland, but has never really
been reclaimed. Towns and villages lie ruined and overgrown
deep within the dense trees, ruled only by the beastmen.

Beastmen seem to be especially numerous within the Drakwald
Forest and are a major threat to the people of Middenland. These
savage man-hating mutants are not content with lurking under the
eaves, and regularly pour out of the forest in frenzied hordes to tear
down human settlements and feast on the torn flesh of the fallen.
Isolated farms and outposts maintain high walls and a careful
watch, while the forest roads are heavily patrolled – but the danger
is always there. Middenlanders have learned to be wary, and are
well-practiced in battles with the accursed half-beasts.

Only Middenheim, seat of Elector Count Graf Boris Todbringer,
offers a reliable haven against the beastmen. This great city state is
built atop a huge pinnacle of rock that rises up out of the trees, and
is only accessible by long viaducts or hair-raising lifts. The armies
of Middenland customarily wear blue, while those from the capital
are differentiated in blue and white. The province is also famously
home to the fierce Knights of the White Wolf.

___
> ## Middlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Middlander starts with one rank in Coercion during character creation. They obtain this rank before spending experience points, and may not increase Coercion above rank 2 during character creation.
>
> ** Spirit of the Wolf: ** Once per session, when targeted
by an attack, a Middenlander character may spend a Story point as an out-of-turn incident, to increase his Melee or Ranged defence
value by an amount equal to his Agility.
>
> ** Slayers of Beastmen: ** All of a Middenlander’s Melee, Ranged, Arcana, Primal or Divine checks against beastman gain +2 damage per 2 Advantages spent. 


### Nordlanders
The northernmost province of the Empire is the only one with a
substantial coastline. The icy Sea of Claws lies beyond its shores,
and a chill wind blows off the waves and through the snowbound
forests. Strange monsters lurk beneath the waters, but that is not
the worst threat that comes from the sea. When the northern tribes
of Chaos-worshipping marauders and iron clad warriors invade the
lands of the south, ofttimes they will bypass the realm of Kislev
completely by constructing a fleet of longships. Seaborne incursions
are a major issue for there are hundreds of miles of cliffs and
beaches, and little warning as the dark sails appear looming out of
the fog.



___

\page

Consequently the coast is lined with watchtowers and sea fortresses,
manned with stern-faced regiments, and mounted shore-guards
patrol in between. Systems of warning beacons and fast riders are
maintained ready to raise the alarm whenever enemy ships are
sighted. Time is of the essence, for once an invasion force has made
landfall, it can easily disappear into the cold forests and become a
much greater problem to deal with. The armies of Nordland, clad
in blue and yellow uniforms, are often forced to trudge through
knee-deep snow as their scouts attempt to locate warbands that
have slipped inland.Nordland has its own navy that, for the most part, patrols the Sea
of Claws to intercept enemy ships or bring early warning of large
invasion fleets. As a result, Nordlanders are far more familiar with
boats, ropes and nautical matters than the average Empire citizen,
and it is common for young adults to serve time on board ship
before taking up their chosen profession.

___
> ## Nordlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Nordlander starts with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience during character creation.
>
> ** Nautical: ** Nordlanders add 1 Boost die to any check made to
handle a boat, navigate a ship, swim, or work with ropes.
>
> ** Northerner: ** Two fewer Setback dice are
added to a Nordlander’s dice pool for any effects from cold, wind or bad weather. 


### Ostermarkers
The people of Ostermark have strong ties with Kislevites from the
lands to the north and have marched to their aid on many occasions
when Chaos worshipping tribes have rampaged southwards intent
on spilling blood in the name of the dark gods. Like neighbouring
Ostland, Ostermark forms a vital part of the Empire’s frontier
against invasion from the north.
This rural province is a sombre place with a long history of warfare
and disaster. To the south lies the cursed land of Sylvania, erstwhile
home of the infamous Vampire Counts, and the terrible Mannfred
von Carstein was finally defeated in Ostermark at the Battle of Hel
Fenn.

The realm features bleak moors and endless, fog-shrouded
marshes, where entire armies have been lost, never to be seen again.
Rumours abound of ghouls, skaven, and even stranger creatures
lurking within the damp mists, and that whole farmsteads and
villages have vanished without a trace. While many of these stories
are undoubtedly fanciful exaggerations, there is surely an element
of truth, for the province is bounded by the towering Worlds Edge
Mountains – home of slavering monsters and countless foul creatures.

These terrors often roam down into the lands of Ostermark,
forcing the people to defend their homes. The State Troops of
Ostermark, clad in reddish purple and yellow or white, have faced wyverns, ogres and giants, while the province’s banner bears the emblem of a manticore, slain, according to legend, by the very first Elector Count of Ostermark.

___

> ## Ostermarker
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  An Ostermarker starts with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience during character creation.
>
> ** Monster Slayers **: Ostermarkers gain 1 Boost die to all Melee or Ranged checks, or magical effects that target the defence of any creature with a Fear rating. **
>
> ** Stoic Defenders ** : Add 1 Setback die to all Melee or Ranged
attacks, or magical effects that target the defence of
an Ostermarker whenever he is outnumbered. 
___

### Ostlanders
Ostland lies on the frontier with the land of Kislev, a firm ally of the
Empire. The frozen steppes of Kislev form the most direct route for
any overland invasion by the marauding tribes of the north, and if
the Kislevites cannot hold back an invading army then the province
of Ostland invariably receives the brunt of the attack. Indeed, some
incursions seem to deliberately avoid the cities and roving cavalry
patrols of Kislev, intent on ravaging the rich lands of the south – a
far greater prize. The capital Wolfenburg, as well as Volganof, Kollengrad
and Ferlangen have all been besieged at one time or other.
Truly it can be said that Ostland is one of the provinces that form
the front line in the defence of the Empire.







\page
Yet invasion from the north is not the only concern for the men of
Ostland. Much of the land is covered by the Forest of Shadows, a
forbidding, haunted place filled with raiders, bandits and Chaos
warbands – in fact it is said that there are more brigands than trees.
The province is also overshadowed by the Middle Mountains,
which while technically are largely within Ostland’s borders, are in
fact considered more or less enemy territory. This range of jagged
peaks is surrounded by impenetrable forest, and the rocky uplands
are perilous in the extreme, and in its furthest reaches stand the
towers and walls of the Brass Keep – once an Imperial fortress, now
in the hands of the warriors of Chaos.


Little wonder then that the Ostlanders are grim folk and proudly
stubborn as the bull that adorns their flag. Their armies defend the
borders clad in stark black and white livery, and are led by the fierce Elector Count Valmir von Raukov – a man who exemplifies the
virtue of defiance in the face of any odds. 
___

> ## Ostlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  An Ostlander starts with one rank in Discipline and Survival. They obtain this rank before spending experience points, and may not increase either skill above rank 2 during character creation.
>
> ** Fighters Against Chaos: ** Ostlanders treat the difficulty of all Fear ratings of foes aligned to Chaos as 1 less than normal (to a minimum of 1).


### Reiklanders
Forest-swathed Reikland in the southwest of the Empire is its foremost
province. Reiklanders tend to be richer, better educated, and
more urbane than other provincials, and the province’s merchants
vie with the nobility for power. Reikland’s inhabitants truly believe
that Sigmar favours them as the true heirs of the Empire.

Reiklanders are renowned for their flamboyant nature and eagerness
to impress. The men’s clothes are slashed in military style,
and their floppy hats are festooned with feathers, while the women
dress in equally extravagant fashions. Despite appearances, Reiklanders
are hard workers and brave fighters when duty calls. Their
success is due to their natural ability to adapt to any situation.

The city of Altdorf attracts visitors from all over the Known World,
so Reiklanders are a cosmopolitan people, rubbing shoulders with
foreigners, dwarfs, and elves. They are more open-minded than
other Empire folk, and because Altdorf is home to the Colleges of
Magic, they are slightly more tolerant of magical activities which
would have unsophisticated provincials reaching for their pitchforks
and torches – outside the Reikland, even sanctioned magic is
tantamount to Chaos sorcery to many.

___
> ## Reiklander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Reiklander starts with one rank in two non-career skills during character creation. They obtain these ranks before spending experience points, and may not increase either skill above rank 2 during character creation.
>
> ** Favoured by Fate: ** Once per session as an out-of-turn
incidental, you may move one Story Point from the Game Master’s pool to the players’pool. 

### Stirlanders
Stirland is the poorest province of the Empire, a situation not
helped by their most fertile lands being given away to the halflings,
centuries ago when the Moot was formed (which still causes bitterness
and resentment). The Stirlanders are rustic people, and their
strange customs and old-fashioned ways are the cause for many a
sneer and snide comment from the citizens of Reikland and other
more progressive provinces. Their pronounced accents and colloquial phrases mean that travellers from Stirland find themselves
endlessly repeating their words just to be understood by other
people of the Empire.

Their armies tend to be equipped mostly with those weapons
that are cheap and easy to produce, particularly spears and bows.
However, they excel with these arms, and make proficient hunters
besides. The provincial colours of green and yellow are often
worn only in a token fashion, and uniforms are usually patched
and mended many times. A hunting horn adorns many shields and
the state banner, and its bearers fight all the harder to dispel any
assumptions that Stirlanders are in any way inferior.


\page

The realm of Sylvania is technically part of Stirland. However, this
cursed land was blighted by the Vampire Counts of old and to this
day the dead do not rest easy there. During the terrible wars against
these dark lords, huge undead armies decimated the farms, villages
and towns of the province and the fallen only swelled the numbers
of the shambling hordes. The population of Stirland remains
rightly fearful of the walking dead, but is at least hardened to the
evil of their existence. When mouldering zombies and ravening
crypt ghouls stalk the lands, the brave Stirlanders stand ready to
face the horror that assails them.
___
> ## Stirlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Stirlander starts with one rank in Survival during character creation. They obtain this rank before spending experience points, and may not increase Survival during character creation.
>
> **Unflinching: **  Stirlanders treat the difficulty of all Fear
ratings of undead as 1 less than normal (to a minimum
of 1).
>
> ** Hatred of Undead: ** Stirlanders gain the Invigorated condition whenever they are within long range of
undead.  

### Talabeclanders
The province of Talabecland is so called after Taal, god of beasts
and wild places. It is an appropriate name, as most of the realm is
covered by the ancient boughs of the Great Forest. Though large
tracts have been cleared to form farmland, many of the felled trees
have necessarily been used to build sturdy palisades, designed to
keep the fierce creatures of the woods at bay. Despite the dangers
of the forest, the sparse population has a strong affinity with nature
and the wild. Talabeclanders are at home camping, tracking and
hunting, although they are always vigilant and sure to post enough
guards and watchmen.

Worship of Taal is especially prevalent in the province, among its
citizens as well as visiting travellers – it is considered good luck to
cross the wide River Talabec, and army regiments will often dip
their banners or weapon tips into the waters to gain Taal’s blessing.
The State Troops often bear the image of a stag or a tree on
their banners, both symbols of Taal.
The capital of the province is Talabheim, a city state in its own
right, situated within the bowl of a massive crater. The crater edges
have been built up into high bastions that make the city one of the
best protected in the Empire. The city’s troops wear red and white
livery, while the armies of the wider province wear striking red and
yellow.

While it is largely surrounded by the other provinces, Talabecland
has its share of hostile threats. Beastmen lurk in the forests and the
Barren Hills that lie north of Kemperbad are riddled with skaven
warrens.

___
> ## Talabeclander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Talabeclander starts with one rank in Survival during character creation. They obtain this rank before spending experience points, and may not increase Survival during character creation.
>
> ** Lore of the Wild: **  When a Talabeclander spends a Story Point
point on a Survival check, he rolls an additional proficiency die, rather than upgrading an Ability die..
>
> ** Trackers: ** Talabeclanders add 1 Boost die to all Perception
checks made in a rural environment. 

### Wissenlanders
After the orc warlord Gorbad Ironclaw’s invasion in the year 1707,
the devastated lands of the province of Solland became part of Wissenland.
It should be noted that certain descendants of the exiled
Solland nobles, who fled and settled in Averland, still harbour a bitter
resentment over their lost family estates and dream of refounding
the lost province. The Wissenlanders themselves also suffered
terribly at the hands of the greenskins, and their numbers have
never entirely recovered. As a result, the province today is sparsely
populated and is dotted with hundreds of abandoned, ruined and
burnt out villages, farmsteads and towns. More recent invasions by
orcs, goblins and other attackers out of the Black Mountains have
kept the province on the back foot, and its population is constantly
rebuilding shattered towns, repairing defences and re-seeding ravaged
farmland.

Such a grim existence has led Wissenlanders to cling to religion for
succour in their time of hardship. They have become devout worshippers
of the entire pantheon of gods of the Empire. Shrines and
temples are well maintained (or at least the first things to be rebuilt
after an attack), and priests can always find willing ears to listen to
the divine words of their cult. Warrior Priests are a common sight
in the province, stirring the Wissenlanders to defend what remains
of their homes and instilling the fires of vengeance and fury.

Many lose all hope and ultimately lose their sanity in the face of
so much war and hopelessness. These poor souls abandon their
squalid lives to join the roving bands of flagellants. These doomfilled
fanatics wander the land, seeking penitence in the fires of battle.
They hurl themselves at the enemy in a lunatic frenzy – utterly
convinced that the end of the world has arrived.
\page
___
> ## Wissenlander
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|2|2|2|
>___
> - **Wound Threshold:** 10+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 5+Presence
> - **Starting Experience:** 110 XP
> ___
> **Starting skills: **  A Wissenlander starts with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience during character creation.
>
> ** Devout: **  After resolving an action in which a Wissenlander
spends one or more Stoery Points, roll 1 Proficiency die. If the
result is a Triumph, the Wissenlander gains 1 Story Point..
>
> ** Grim: ** When performing an Skill check, a Wissenlander
ignores the first Threat that is not canceled by an Advantage, before
triggering any Threat effects. 

\page
# Dwarfs
Dwarfs are a sturdy race: four and a half feet of solid muscle. They
wear tough leathers, chainmail, and horned helmets, warhammers
or axes slung at their belts. A dwarfs most prized possession is his
beard – its length and whiteness reveal age and experience, and its
adornments and the weave of its braids denote rank. Dwarfs live in
mountain strongholds bordering the Empire, and are adept fighters,
even in the gloom of tunnels. Unless they die in battle, they live
for centuries.

Every dwarf can recount his lineage back through numerous generations,
and remembers every insult endured by his ancestors –
the settling of a grudge is a serious issue. Dwarfs seldom back down
or change their mind, but they always honour their pledge. They do
not waste words on trivialities, and their gruff manner wins them
few friends outside their own race. But a dwarf ’s friendship, once
given, is absolute.

Dwarf craftsmanship is vastly superior to that of men. They utilise
steam-powered engines, clockwork devices, devastating blackpowder
weaponry, and even ingenious flying machines. However,
bound by tradition, nothing can be invented or improved without
approval from the elders of the Dwarf Engineers Guild. Most
dwarfs respect their betters, and those who do not are snubbed
and humiliated. Dwarfs have no affinity for spellcasting, although
runesmiths carve artefacts with intricate, magical runes. Dwarfs
honour the smith-god Grungni, the warrior-god Grimnir, and
Valaya, protectoress of the hearth, and their religious rites involve
the copious quaffing of potent ale.

Most dwarfs have an insatiable lust for wealth, and are loath to part
with the smallest treasure. Expert miners, they delve deep underground
for precious stones and metals, including rare gromril,
tougher yet lighter than iron.

___
### Dwarfs of Karak Azgaraz
Until recently, only scattered communities of dwarfs lived in the
Grey Mountains – there are few rich mineral deposits to attract
them. However, an exodus of young dwarfs from the eastern mountains
have founded a new small stronghold among the peaks south
of the Reikland town of Ubersreik. They have named it Karak
Azgaraz – the Hold of the Fearless Axes. It has attracted ambitious
short-beards keen to make a name for themselves away from the
shadows of their elders, who thoroughly disapprove of the venture.
The dwarfs glean a little silver from the meagre seams below the
stronghold, which they trade within the Reikland. The main function
of Karak Azgaraz is a military base of operations from which
the dwarfs plan to eradicate the greenskins that plague the mountains,
and thus win themselves glory.

Dwarfs are not an uncommon sight in the Empire, especially in
larger cities. The craftsmanship of dwarfs is renowned, and a dwarf
can find work as a blacksmith, brewer or craftsman throughout the
Reikland. Some dwarfs from Karak Azgaraz frequently visit towns
and villages throughout the Reikland, trading their wares to restock

___
> ## Azgaraz Dwarf
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|1|2|2|2|2|
>___
> - **Wound Threshold:** 11+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 90 XP
> ___
>
>
> **Starting skills: **  An Azgaraz dwarf starts with one rank in either Discipline, Melee (Light), Melee (Heavy) or Resilience during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character
creation.
>
> ** Dark Vision: ** When making skill checks, Azgaraz dwarfs may
remove up to 2 Setback dice imposed due to darkness.
>
> ** Grudge: ** An Azgaraz dwarf gains 1 Boost die to all Melee and Ranged checks against Greenskins, and against any target that has wounded him. This bonus lasts until the end of the encounter.


### Dwarfs of Barak Varr
Barak Varr is found to the south of the Empire, beyond the Black
Mountains, where two mighty rivers converge and open out into
the sea known as the Black Gulf. Uniquely in the entire dwarf
realm, it is a sea port, carved out from the towering cliffs to form a
series of vast underground harbours and docks, as well as the caverns
and tunnels that form the rest of the city. The stone piers and
quays bristle with cannons to defend against attacks from the sea,
while the dwarf armies patrol inland, warding off raiding orcs and
goblins from the Badlands to the south. This provides an invaluable
barrier between the greenskin tribes and the frontier kingdoms
of Border Princes to the north.
The dwarfs’ sea-going fleet is based here, though dwarfs are not
fond of the ocean and consequently their vessels are quite unlike
those of other races. They are heavily fortified against both enemy attack and the elements themselves, and are powered by coal-fired steam engines instead of sails, in order to rely on the weather as
little as possible.

Barak Varr is a great trade centre, not just with the other holds
but also with the wider world, and as such is one of the most open,
cosmopolitan dwarf cities. Traders from across the world bring
goods from every realm, including Bretonnia and Estalia, Tilea and
Araby, and even exotic items from Ind and Cathay. The merchandise
is then transported inland, to the dwarf capital or through the
Black Fire Pass into the Empire of men.
___
\page
After a lifetime surrounded by commerce and trade, any dwarf that
harks from Barak Varr is a stony-faced expert at haggling a good
price, and has the contacts to obtain the rarest of goods.
___
> ## Barak Varr Dwarf
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|1|2|2|2|2|
>___
> - **Wound Threshold:** 11+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: **  A Barak Varr dwarf starts with one rank in either Charm, Discipline or Resilience during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character
creation.
>
> ** Dark Vision: ** When making skill checks, Barak Varr dwarfs may
remove up to 2 Setback dice imposed due to darkness.
>
> ** Grudge: ** A Barak Varr dwarf gains 1 Boost die to all Melee and Ranged checks against Greenskins, and against any target that has wounded him. This bonus lasts until the end of the encounter.

___
### Dwarfs of Karaz-a-Karak
Karaz-a-Karak is the mighty capital of the entire dwarf empire. Its
towering halls are carved out deep in the heart of the Worlds Edge
Mountains, an impregnable fortress-city that has never fallen, even
as the rest of the realm slowly crumbles. It is the seat of the High
King of the dwarfs, who rules from a vast throne vault the size
of a human town, wielding the full might of the dwarfen armies.
Ornately carved pillars and statues line the walls and elaborate mirror
systems reflect shafts of light from above. The noble clans that
dwell here have long and proud histories, and can trace their ancestries
back for thousands of years – a fact which earns them great
respect from dwarfs of other holds whose family line dates back
mere centuries. Many are the guardians of ancient artefacts and
rune-etched relics whose secrets of manufacture are long forgotten.

Here can be found the high temples of the ancestor-gods Grungni,
Grimnir and Valaya. Here too is kept the Great Book of Grudges,
wherein is written every wrong, sleight, broken oath or outright
attack against the dwarf people. For the dwarfs are bitter and
grudgeful, and none more so than clansfolk of Karaz-a-Karak,
who nurture the memory of every last misdeed until vengeance is
exacted. It is considered woefully shameful for a dwarf of Karaza-
Karak to go to his grave and pass a long list of grudges on to his
sons and daughters. What exactly constitutes a long list is debatable,
but certainly includes anything over an entire bookful. Consequently
dwarfs of the capital are famously quick to anger and seize
upon any perceived insult with rage and threats (at the very least)
of violence.
___
> ## Karaz-a-Karak Dwarf
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|1|2|2|2|2|
>___
> - **Wound Threshold:** 11+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 80 XP
> ___
> **Starting skills: ** A Karak-a-Karak dwarf starts with one rank in Resilience during character creation. They obtain these ranks before spending experience points, and may not increase Resilience during character creation.
>
> ** Dark Vision: ** When making skill checks, Azgaraz dwarfs may
remove up to 2 Setback dice imposed due to darkness.
>
> ** Eternal Grudge: ** A Karak-a-Karak dwarf gains 1 Boost die to all Melee and Ranged checks against Greenskins, and against any target that has wounded, tainted or insulted him. A Karak-a-Karak dwarf may may
choose to suffer strain in order to add additional Boost dice to
the dice pool of any such action. For each strain suffered
in this way, add 1 Boost die to the dice pool. 
>
> ** Pround and Strong: ** A Karak-a-Karak dwarf ignores the
first 2 points of strain suffered each session. 


### Dwarfs of Zhufbar
Zhufbar lies within the Worlds Edge Mountains, overlooking the
Empire province of Stirland, and north of the huge upland lake
known as Black Water, or Varn Drazh in the dwarfish tongue. The
dwarf hold is built in a deep chasm, into which a raging torrent
from the lake cascades. The tumultuous waterfall is channelled
into cunningly built culverts and flow-pipes to drive hundreds of
waterwheels. These in turn operate enormous drop hammers, ore
crushers, and steam bellows, driving the industry of the dwarfs as
they process and smelt the precious ore mined near Varn Drazh.


\page
After much toil and expertise handed down through generations,
exquisite items made from the priceless meteoric iron are completed
– impregnable suits of armour and mighty rune-forged weapons.
These go to the stout armies that defend the lower tunnels against
skaven and goblins, or are traded on to other dwarf strongholds.
Zhufbar has long represented the best of dwarf engineering,
guarding the ancient knowledge and techniques of their ancestors.
The city contains the principle shrine of the dwarf Guild of Engineers,
and is a centre for metalworking and industry of every kind.
Although the beardlings sometimes display a desire to experiment
and innovate, their elders ensure that the old ways are learnt and
treasured, lest they be lost for all time.

Not surprising then, that a dwarf born and raised in Zhufbar invariably
has an innate mechanical expertise and a talent for building
things, not to mention a love of fine craftsmanship and a loathing
for shoddy, rushed workmanship. A common saying among Zhufbar
dwarfs goes: ‘If a job’s worth doing, it’s worth doing slowly.’
___
> ## Zhufbar Dwarf
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3|1|2|2|2|2|
>___
> - **Wound Threshold:** 11+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: **  A Barak Varr dwarf starts with one rank in either Discipline, Mechanics or Resilience during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character
creation.
>
> ** Dark Vision: ** When making skill checks, Zufbar dwarfs may
remove up to 2 Setback dice imposed due to darkness.
>
> ** Grudge: ** A Zhufbar dwarf gains 1 Boost die to all Melee and Ranged checks against Greenskins, and against any target that has wounded him. This bonus lasts until the end of the encounter.


### Gnomes of Glimdwarrow
Gnomes are smaller relatives of Dwarfs; they have a similar cultural background and speak their own Dwarvish dialect. If anything, Gnomes are even more short-tempered and difficult to get along with than Dwarfs. Like them, they live mostly underground or amongst mountains. Gnomes can be found almost exclusively on the western side of the Worlds Edge Mountains. Their numbers are few and declining all 
the time. Some communities survive in the remoter areas of the Isle of Albion, but 
these cannot be said to constitute anything other 
___
than a backward remnant of the race.Within The Empire, Gnomes have a reputation for clannishness, being regarded as a well-balanced race insofar as they obviously have a chip on both shoulders. 
It is true that they do not easily mix with the other races (adventurers being an exception to this, of course), but they are by no means as secretive and withdrawn as, for example, the Wood Elves of the Laurelorn Forest.

Gnome pedlars are a relatively common sight and Gnomish smiths and engineers are accorded almost as much respect as their Dwarven counterparts - often more, but this is usually from fear of their acerbic wit and sharp-tongued sarcasm. Indeed, it is probably the Gnomic capacity for vitriol which led to the appointment of a Gnome as Imperial Court Jester as long ago as 1143; since then, such appointments have become a tradition and one which the current Emperor, Karl-Franz I, continues to maintain.

Nevertheless, Gnomes prefer to live among other Gnomes in self-contained, isolated communities. These are invariably burrows or cavern networks beneath The Empire's numerous limestone plateaus and other hill ranges. The Gnomic fondness for fishing is almost as infamous as their love of practical jokes and no permanent settlement is ever established far from a well-stocked fishing lake or river (preferably underground). Indeed, the Gnomic skill with rod and line is almost legendary.

The largest Gnomic community in The Empire (Glimdwarrow) is to be found beneath the hill range known as The Mirror Moors and numbers nearly a thousand inhabitants. Like other Gnomic settlements, it is run along complex hierarchical lines, but since each member of the community has several different roles and a corrospondingly different status according to which role they are filling, Gnomic society invariably strikes outsiders as an incomprehensible confusion. Even their cousins, the Dwarfs, find it difficult to fathom the significance of the innumerable Gnomic customs and rules of etiquette. In each community, there is a clan overlord who acts as a sort of head of state, there is a religious leader who deals with matters spiritual, a craftsmaster who supervises mining and smithing activities, and a loremaster who guards the secrets of the clan's history, preserves its learning, and ensures that ancient customs and rituals are observed with clockwork precision. Some clans also have a spellmaster who passes on the Gnomic skills in illusion-weaving to those few Gnomes deemed worthy of such an apprenticeship. Then, of course, the society's warriors are trained in the use of weapons and assigned to the Gnome guard...

Unlike their close cousins, the Dwarfs, Gnomes have a strong affinity for magic, particularly illusionist magic. Gnomes see illusions as a natural extension of their love for jokes, tricks, and gadgets. Within Gnome society, some clans have a spellmaster, who passes on illusionist skills to apprentices. Some Gnomes are present at the highest levels of the Empire College of Illusionists; others follow their forebear, Addic - according to legend, the first gnome to leave Glimdwarrow and travel in human society - and wander The Empire, either alone or with a band of travelling players, providing illusions as entertainment.

Gnomes are short and stocky, rarely exceeding four feet in height. Characteristic features include bulbous noses, shaggy hair and beards. Hair colour is usually black, but can also be brown or red. Skin colour is the same as Dwarfs, but Gnomes have a tendency to look weather-beaten and tanned.

\page

___
> ## Gnome

>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|2|2|3|2|1|
>___
> - **Wound Threshold:** 9+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: **  A Gnome starts with one rank in either Deception, Mechanics or Skulduggery during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character
creation.
>

> ** Acerbic Wit: ** Gnomes charactes need only 3 Advantages to inflict a critical remark during a social encounter, and when doing so can spend a Story Point as an out-of-turn incidental in order to add their Cunning × 10 to the result.
>
> ** Dark Vision: ** When making skill checks, gnomes
remove up to 2 Setback dice imposed due to darkness.



# Halflings
The halflings are a race of short humanoids, typically around three
feet tall when fully grown. They are generally considered to be
sneaky little blighters, who are extremely selfish and greedy, and
are often accused (with some justification) of being stunted, inbred
and vulgar. They certainly arouse their share of prejudice, and like
most non-human visitors to the Empire, the general opinion of the
human citizens is somewhat at odds with how halflings describe
themselves. They consider themselves lovers of peace and quiet, of
relaxation and a pleasant snooze after a good meal. Others simply
call them lazy. Halflings are also cautious and careful, sensibly
wary of placing themselves into danger – qualities often construed
as cowardice by all the other races. Similarly, they have a well
deserved reputation for being light-fingered thieves, while the
halflings themselves would say they are opportunistic and simply
take the chances that fortune sends their way. They typically claim
that if the former owner had really cared about keeping the given item, he would have kept it in a safer place. It’s fair to say that if
a halfling needs some string, he will happily borrow someone’s
shoelaces, and probably forget to give them back (and fail to own up
when the angry wearer’s boot falls off). Consequently, their pockets
are usually full of ‘useful’ bits and bobs that they have acquired.

Fortunately, they do have a couple of redeeming features – firstly
that they are rather good shots with a bow (a short bow of course),
and secondly that they are excellent cooks. Unsurprisingly, these
talents have grown from the desire to hunt and prepare a tasty
dinner.

___
> ## Halfling

>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1|3|2|2|2|2|
>___
> - **Wound Threshold:** 8+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 15+Presence
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: **  A Halfling starts with one rank in either Ranged, Skulduggery or Stealth during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character
creation.
>
> ** Dark Vision: ** When making skill checks, halflings
remove up to 2 Setback dice imposed due to darkness.
>
> ** Naturally Sneaky: ** Halflings often escape notice and as
such all Perception checks to detect the halfling add 2 Setback dice to the dice pool.

\page

# Ogres
Ogres are massive by human standards, standing over ten feet tall.
They are hulking brutes, their broad frames covered in slabs of
dense muscle, over which lies a thick layer of blubber that insulates
them in the icy climes of their homeland. Their skulls are thick and
their hide is tough as cured leather. Their legs are as sturdy as tree
trunks and their arms can smash in a man’s chest without even the
need for a weapon. However, an ogre’s most distinctive feature is
his gut. The size of an ogre’s gut is proportional to his status – those
that are strong and successful eat well and develop massive bellies
that spill out over the belt. Ogres take great pride in their guts and
protect their precious innards with large armoured shields, fashioned
from heavy iron and known as gut plates.

Every ogre has a ravenous appetite. Their whole society traditionally
revolves around eating, and both their religion and magic
are also based on food. Ogres can devour practically anything –
powerful, grinding stomach muscles can even crack rocks if there is
no alternative. They will eagerly consume their enemies at the end
of a battle, shovelling bloody hunks of raw flesh into their everhungry
maws.

It is a gross understatement to say that ogres are not the brightest
individuals. In fact it is often said that they are dumber than the
rocks they sometimes eat. They are completely illiterate and speak
with growls, grunts and belches, using words with as few syllables
as possible. However, they are capable of cobbling together crudely
effective weapons. The only thing they excel at, apart from eating,
is fighting. In battle, an ogre is the match of ten men – a devastating
force, especially once he has picked up some momentum. An ogre’s
‘bull charge’ can knock an armoured knight and his steed dazed
and bruised to the floor.
___
> ## Ogre

>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4|2|1|2|2|1|
>___
> - **Wound Threshold:** 14+Brawn
> - **Strain Threshold:** 8+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 75 XP
> ___
> **Starting skills: **  An Ogre starts with one rank in Coercion during character creation. They obtain these ranks before spending experience points, and may not increase Coercion above rank 2 during character
creation.
>
> ** Thick Skin: ** Ogre hide is tougher and thicker than the
smaller and weaker races. Ogres gain +1 soak.
>
> ** The Great Maw: ** Ogres can and will eat almost anything
– their hunger is legendary. In fact, ogres must eat
a pound of meat every hour or begin to starve. An ogre
who fails to eat adds 1 Setback die to all checks for each “meal” he
skips. He keeps adding Setback dice to his checks until he is able
to eat enough meat to make up for his skipped meals.
If the number of Setback dice added to his checks due to hunger
ever exceeds an ogre’s Brawn score, he either
descends into a desperate, murderous, rage, killing and
eating everything around him, or slumps helplessly to
the ground until fed (player’s choice).
Ogres gain 2 Boost dice to any check to resist ingested toxins,
diseases, or any other hazard encountered through
eating.
>
> ** Fearless: ** Ogres treat the difficulty of all Fear ratings confronting them as 1 less than normal (to a minimum
of 1). 

\page

# High Elves
Taller and more slender than most men, high elves have pointed ears and pale, delicate features framed by long golden or ebony hair. They live for many centuries, and to stare into elven eyes is to gaze into deep wells of arcane lore. They bear themselves with noble dignity, wearing silk robes, or, in times of war, shining scale-mail and tall helms, decorated with gold and jewels..

High elves dedicate their long lives to perfecting a chosen art. Some pursue the skills of war, some become exceptional craftsmen, and others seek out ancient lore, reaching an understanding of magic far beyond human comprehension. They value learning, and consider themselves the most civilised of all races. Subtle in speech and manner, they can convey intricate depths of meaning with the slightest gesture.

Their homeland is Ulthuan, ruled by the Phoenix King Finubar and the beautiful Everqueen. It is a verdant, magical isle of white towered
cities, lying across the Great Ocean far to the west of the Old World. The venerated elf deities protect Ulthuan: Asuryan the creator, Vaul the craftsman, Isha, lady of fertility, and violent Khaine. High elf citizens proudly join the ranks of Ulthuan’s armies from an early age, taking their responsibilities and duties seriously. The High Elves are not a numerous race, and their island is beset by a cruel enemy – their treacherous kin, the dark elves.
___
> ## High Elf

>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|3|2|2|2|1|
>___
> - **Wound Threshold:** 9+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: **  A High Elf starts with one rank in Education and one rank in either Discipline, Perception or Vigilance during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character
creation.
>
> ** Dark Vision: ** When making skill checks, high elves
remove up to 2 Setback dice imposed due to darkness.
>
> ** Valour of Ages: ** When facing their fallen kin, the dark elves, high elves gain 2 Boost dice on Discipline and Resilience checks.


___
# Wood Elves
Wood elves are physically similar to their high elf kin. They equal
them in beauty and grace, and have unsurpassed agility. Wood
elves wear simple hides and furs, camouflaged to allow them to fade
among the trees. Their forest life teaches them to move without
trace through the most tangled terrain. Their home, Athel Loren, is
a great forest that hugs the southern foothills of the Grey Mountains
between the Empire and Bretonnia. Outsiders dare not enter
these strange woods, for a powerful magic protects the trees. The
wood elves wander in small kinbands, forever guarding the forest.
They emerge from the foliage like ghosts, striking down intruders
before vanishing mist-like into the undergrowth.

Magic and illusion are integral aspects of wood elf life – their mages
can awaken the trees and commune with the spirits of the forest,
such as tiny spites, vicious dryads, and lumbering treemen. Wood
elves revere all arboreal life, and despise those who despoil the
forests, whether men, dwarfs, or greenskins, but reserve their bitterest
hatred for Chaos, which warps the natural world.
___
> ## Wood Elf
>___
>|Brawn|Agility|Intellect|Cunning|Willpower|Presence|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2|3|2|2|2|1|
>___
> - **Wound Threshold:** 9+Brawn
> - **Strain Threshold:** 10+Willpower
> - **Corruption Threshold:** 10+Presence
> - **Starting Experience:** 90 XP
> ___
> **Starting skills: **  A Wood Elf starts with one rank in either Ranged, Perception or Survival during character creation. They obtain these ranks before spending experience points, and may not increase this skill above rank 2 during character creation.
>
> ** Dark Vision: ** When making skill checks, high elves
remove up to 2 Setback dice imposed due to darkness.
>
> ** Forest Walk: ** Wood elves may ignore up to 2 Setback dice penalties to movement and actions performed while in woodland terrain.
>
> ** Nature Bond: ** Wood elves gain a Boost die to initiative, as well as to Perception and Stealth checks while they are in woodland terrain

\page
# Skills

#### General Skills
Alchemy, Athletics, Cool, Coordination, Discipline, Medicine, Perception, Mechanics, Piloting, Resilience, Riding, Skulduggery, Stealth, Survival, Vigilance
#### Magical Skills
Arcana, Divine, Primal, Runes
#### Combat Skills
Brawl, Gunnery, Melee (Light), Melee (Heavy), Ranged

#### Social Skills
Charm, Coercion, Deception, Leadership, Negotiation

## General Skills

### Seafaring (Intellect)
Use this skill to crew sailing vessels. The skill includes
familiarity with the ship-borne operations, knowledge of different types of sails, procedures for inclement weather, and the like. Sailing under normal conditions does not require a skill check. However, tests may be called for when there is bad weather, dangerous obstacles, or rough waters to contend with. 

## Magical Skills
### Magical Sight (Cunning)
Magical sight is a skill possessed by nearly all wizards and very few other people. It allows characters to observe the winds of magic by a focused act of will. For a more detailed description of this skill, see the magic section.

## Knowledge Skills


### Education (Intellect)
This skill is a broad category covering a variety of knowledges and disciplines. Training in education confers basic literacy. This skill is used to recall facts about specific topics, rely on book-learned knowledge, or show appreciation and understanding of various schools of thought or philosophies.

___
___
### Folklore (Intellect)
General knowledge and information, common sense, and an understanding of the way the Empire and its society operate, and related topics. Folklore relies on experience, savvy, and second-hand knowledge more than refined education or information gleaned from books. It also encompasses knowledge of regional customs, colourful local myths and superstitions and the opinions of the common man.



# Careers
___
A character's career defines what they are currently doing before setting off as an adventurer. Each career grants access to a number of career skills which they can improve at an easier rate than other skills, and each player must choose a basic career for their starting character. Each career also indicates what trappings a character of that career typically starts with and can be used as a guide when initially purchasing equipment. 

## Transitioning Careers
Characters can, if they choose, remain in their current careers for the rest of their adventuring lives. However it is entirely possible to transition into a new career, reflecting a change in direction for a character, or possibly moving up within a career. When transitioning into a new career it must make sense within the narrative of the game, so becoming an

___
Assassin, for example, may require training within a guild for a short period. At this stage a character will typically neeed to require any trappings that a member of the new career would typically start with.
___
Once these requirements are met, the player must spend experience points, reflecting a fundamental shift in the characters view point and training. The greater this shift, the higher the XP cost to transition. Each career is defined by 4 traits, reflecting these ideologies. When transitioning into a new career, a player must spend 20 XP, reducing this cost by 5 XP for each trait in the new career that matches their existing career, with a minumum cost of 5 XP.

___
*For example, Sylvie is currently playing Klaus Holbech, the watchman. After a few escapades, Klaus decides he prefers a life of crime and so decides to give up being a watchan and become a smuggler instead. His current career has the Basic, Bureaucrat, Combat and Urban traits, while Smuggler has Basic, Rogue, Specialist and Urban. Since this new career shares 2 traits in common, it will cost Klaus 10 XP to make the transition.* 
___
Once a player has spent these experience points, they can now change their character's career. The player now makes note of their new career skills, which replace their previous ones. This reflects the character switching focus.

\page


# Basic Careers

___
# Agent
___
*Basic, Bureaucrat, Social, Urban*
___
** Career Skills: **
Charm, Cool, Deception, Education, Folklore, Negotiation, Perception, Vigilance

___
*Resourceful and slightly dangerous, he excels at getting jobs done*
___
There are so many demands on the time of powerful
people and organisations that they struggle to
look after all their interests, especially those that
may be in geographically remote places, politically
sensitive, or strictly confidential. As a consequence,
many powerful people and organisations make use of
agents: skilled individuals who act on behalf of their
employer.
___
Most agents work exclusively for a single employer
over the long term. Their day-to-day responsibilities
may change, but their loyalty remains fixed. These
agents proudly wear the badge of the noble house,
Imperial cult, or guild that employs them, and use it
as a means of getting ahead in the world.
___
Agents are tasked with a broad variety of assignments.
Whether negotiating a new trade agreement,
evaluating prospective members of a guild, or recovering
missing relics, the agent is trusted to oversee
his employer’s interests… sometimes by any means
necessary. A smaller number of agents, particularly
in cosmopolitan places such as Altdorf, perform a
more restricted set of tasks on a contracted basis for
whoever hires them. They may act as go-betweens for
ship captains and merchant houses, or specialise in
finding missing people, or acquiring rare works of art.
___
For every type of
agent, the line between
adventuring
and discharging
their normal duties
may become blurred. Some set off on an adventure
on behalf of their patron, whereas others grow tired
of their responsibilities and put their skills to use for
their own ends after becoming disillusioned with a
patron or getting a taste for the adventuring life.
___
** Typical Trappings: ** An agent travels with two sets
of clothing, one formal and one nondescript for
travelling incognito. He often bears a badge, seal, or
letter authorising him to act on his employer’s behalf
(though an agent employed in clandestine work will
forego this item). He carries an easily concealed
weapon such as a dagger, and perhaps a less subtle
weapon, such as a blackpowder pistol.




___
# Agitator
___
*Basic, Rogue, Social, Urban*
___
** Career Skills: **
Brawl, Charm, Deception, Folklore, Leadership, Perception, Streetwise, Vigilance
___

*A tough and wilful individual with streetwise social skills*
___
The Empire has stood firm against its enemies for
more than 2,500 years. It has prospered in that time
to become the most powerful nation in the Old
World. The noble and religious leaders are quick to
take the credit for this.
___
There are those who feel that progress has not
happened fast enough. They regard the nobility as
parasites living in luxury off the labours of the poor.
They declaim the priests as hypocrites who preach
virtues they fail to practice. Whilst many people hold
such views, usually they content themselves by grumbling
over a pint of ale. However, some nurse such
vehemence against the social order that they make a
career out of calling for change. These agitators take
to the streets of the Empire’s cities, shouting their
grievances in the hope of gathering an audience.
___
The issues they complain about are usually local
concerns such as a new tax, a military draft, or the
state of the drains. Some agitators deal with more
controversial matters such as the dangers posed by
Chaos. A few are lunatic conspiracists who rant about
“ratmen” in the sewers plotting to topple the Empire.
There is little money to be made from preaching
change in this manner, though enterprising agitators
produce scurrilous
pamphlets that
interested parties
can purchase for a
small amount.
___
The authorities do not take kindly to criticism, and
agitators have to take care that their rabble-rousing
does not end in the cells of the nearest watch station.
The penalties for those found guilty of sedition can
be harsh, and the heads of unlucky agitators adorn
bridges and city gates throughout the Empire. For
this reason, many agitators keep on the move. The
pressing need to relocate, and the need to supplement
their meagre income should an opportunity arise,
means that agitators are often willing to take up a life
of adventure.
___
** Typical Trappings: ** An agitator usually wears a
tough leather jacket to protect him in the streets.
Many agitators carry bundles of printed pamphlets to
help spread their message.


\page
___
# Apothecary
___
 *Academic, Basic, Menial, Specialist*
___
___
** Career Skills: **
Folklore, Education, Negotiation, Medicine Perception, Survival, Resilience, Vigilance
___
*A self-reliant dabbler of medicines and poultices*
___

Whilst physicians are experts in diagnosing maladies
and deciding what sort of treatments they require to
cure, they are not necessarily skilled in the preparation
of medicine. Apothecaries prepare and supply
the medicines prescribed by physicians. They master
different areas of expertise, from the vanguard of
alchemical research to folk remedies passed down
generations by word of mouth. They deal mostly in
mineral or chemical preparations, but may also stock
herbs renowned for their healing properties, such as
spiderleaf or gesundheit.
___
The Apothecaries’ Guild is not as powerful as the
Physicians’ Guild, and often has to defer to it when
there is a conflict of interest between members of
the professions. Nevertheless, the Apothecaries’
Guild does look out for the interests of its members.
It can provide them with sources of reliable ingredients,
customers in need of particular medicines
and it prosecutes charlatans and other competitors.
It is a profession that demands great skill, and many
apothecaries become quite adept at diagnosing symptoms
of common conditions themselves. Guild law
allows them to prescribe for minor ailments, though
few ever do so in order to avoid resentment from
physicians.
___
Some unscrupulous
apothecaries
are not so interested
in curing
the ills of their
customers as they are in hooking them onto addictive
substances. They manufacture stimulant chemicals
such as daemon dust and laughing powder, or
they cultivate the hallucinogenic weirdroot and the
soporific black lotus. Such apothecaries can make a
lucrative trade by selling their wares to assassins and
crime lords, or by distributing them themselves.
___
** Typical Trappings: ** Apothecaries typically wear a
tough leather jerkin to protect them from burns and
splashing chemicals. They use a variety of tools for
their trade, including measuring spoons, pestle and
mortar, and various vials of liquid, bunches of herbs
and jars of powder.

___
# Apprentice Wizard
___
*Academic, Arcane, Basic, Wizard*
___
___
** Career Skills: **
Alchemy, Arcana, Discipline, Education, Magical Sight, Perception, Vigilance plus one from chosen Lore
___

*Intelligent and wilful, with burgeoning magical powers*
___
Those who can perceive and manipulate the Winds
of Magic are treated with fear and suspicion by most
folk, and wayward magic users are persecuted. Should
a person develop some awareness of magical potential,
they are required by Imperial law to apply to join one
of the eight Colleges of Magic devoted to the study of
arcane lore in Altdorf. The alternative for not doing
so usually culminates in a fiery end at the hands of
a witch hunter.
___
The life of an apprentice is one of hard work
with a little learning thrown in. He spends most
of his time serving his master – cleaning and
preparing ingredients or ritual equipment. The
remaining time is spent in lectures or solitary
study in the College library.
___
Towards the end of this apprenticeship, an
aspirant wizard may be allowed to leave the
College for some time. After a long period of
study closeted away from the world outside,
the masters of the Colleges deem it wise to allow
their apprentices to rediscover what life is
like outside. However, the apprentice wizard
is not free to do simply as he pleases during
this time. His master will typically set him
some sort of task,
such as searching
out arcane lore or
finding a magical
artefact. The
apprentice will also be given a deadline, by which
time he must return to the College and complete
his training. Given the nature of these tasks, it is not
uncommon for these apprentices to join parties of
adventurers. Such companions usually tolerate arcane
abilities, and sometimes even appreciate them.
___
** Special: ** If you are playing an apprentice wizard, you
must choose one College of Magic to belong to when
starting this career.
___
** Typical Trappings: ** An apprentice wizard is given
a talismanic item by his master, usually a staff to
help him attune to the Winds of Magic. He wears
the robes of his College to identify him, and carries
a letter from his master granting him permission to
travel. An apprentice wizard will also carry a book
filled with essays and study-notes on spell casting..


\page
# Bailiff
___
 *Basic, Bureaucrat, Social, Urban*
___

___
** Career Skills: **
Charm, Coercion, Deception, Folklore,  Perception, Riding, Resilience, Vigilance
___
*A strong, diligent, socially mobile individual*
___
The noble rulers of the Empire literally own the
land of the nation. The heads of the noble housesr
possess an estate consisting of their own manors
and castles, and the villages and wild areas surrounding
them. Commoners who live in the surrounding
settlements pay rent to their noble lords. Even
those few burghers who grow rich enough to afford
their own plot of land must owe taxes to the local
authorities to pay for the upkeep of public areas such
as roads, wharfs, and places of worship.
___
Of course, the nobles and burgomeisters do not
collect these taxes themselves. Instead they employ
bailiffs to gather the tithes. Although they are
members of noble households, or representatives
of burgomeisters, bailiffs are often little more than
bully boys who break into people’s houses when
they are unable or unwilling to pay. As well as their
tax collecting duties, bailiffs attached to noble
households are expected to manage the upkeep of
the land and the resources of their master’s manor.
In towns and cities, their duties include making
sure that measures and prices of goods, such as
ale, cuts of meat, and loaves of bread, are correctly
observed in all the shops and markets. Successful
urban bailiffs can become very influential.
___
Bailiffs tread a fine
line between the
nobility and the
peasantry. They
are too lowly to be
accepted as the peers of their employers. However,
their duties make them unpopular with the common
folk, and they are the first to suffer during peasant
revolts. Bailiffs who fail to please their employers
tend to move on rather than risk finding another
role in a community that views them with contempt.
Some of them take up a new life as adventurers, where
their ability to work with people from different backgrounds
and social standing can prove valuable.
___

** Typical Trappings: ** Bailiffs are typically given a
good set of quality clothing by their lords, though
they also wear a leather jack and skullcap to protect
themselves from irate peasants. Bailiffs have to travel,
and often have access to a riding horse with a saddle
and harness.


___
# Barber-Surgeon
___
*Basic, Social, Specialist, Urban*
___

** Career Skills: **
Charm,  Discipline, Folklore, Medicine, Leadership, Negotiation, Perception,  Resilience
___

*A crafty, savvy individual, skilled in the healing arts and grooming*
___
Followers of Shallya do what they can to assuage the
ills and injuries of the people of the Empire, but they
can only work so many miracles. Many towns in
the Empire have no access to Shallyan temples, and
temple hospices in the larger cities lack the facilities
to deal with everyone who comes in need of
healing. There are also those who are reluctant to
deal with followers of Shallya for reasons of shame,
or who wish to avoid the eyes of anyone in a position
of authority. They prefer the anonymous ministrations
of back-alley surgeons. 
___
So despite the presence of miracle healers in the
Empire, there is still a living to be made for those who
take a down-to-earth approach to healing. Barbersurgeons
typically have little to no formal training
in medicine, but they know enough about first aid
and simple remedies to treat common complaints.
Barber-surgeons provide rough and ready healing to their patients, usually treating trivial complaints such
as fevers, rotten teeth, cuts, and scrapes.
___
In times of
war or plague, barber-surgeons may be called upon to
deal with mangled limbs or to restore unbalanced humours
through bloodletting. When business is slow,
they can still rely on a steady stream of customers in
need of a shave and a haircut.
___

When times are
hard, barbersurgeons
often
take up a travelling
lifestyle. For
example, ships’ captains and the organisers of expeditions
rarely command the resources to have a priestess
of Shallya or a qualified physician as a part of their
crew, and so offer contracts to barber-surgeons. Some
barber-surgeons even get a taste for exploration and
join parties of adventurers, who usually appreciate
their medical talents.
___
** Typical Trappings: ** A barber-surgeon will carry the
tools of his trade, such as pliers, scalpels, scissors, jars
containing medicinal leeches, a clyster syringe for
administering enemas, a straight razor for removing
beards, and a saw for removing limbs. Some considerate
barber-surgeons might possess pain-killing drugs
such as tincture of black lotus, but most forego the
expense.

\page
# Boatman
___
*Basic, Menial, Rural, Urban*
___
** Career Skills: **
Athletics, Coordination, Folklore, Perception, Resilience, Seafaring, Survival, Vigilance
___
*A rugged bloke, adept at handling boats and barges*
___

A number of majestic rivers flow across the land of
the Empire, fed by countless tributaries that raise
from the mountain ranges that border the nation. In
good weather it is generally considered easier, safer,
and more picturesque to travel by river rather than
road, and in the summertime busy stretches of river
are crowded with vessels. Barges heavy with cargo,
showboats carrying minstrels or mummers, pleasure
boats providing entertainment for noble customers,
peddlers in small brightly patterned boats, river patrolmen
attempting to keep the peace, and, in remote
areas, gangs of ruthless river pirates all traverse the
rivers of the Empire.
___
All this activity means that there is always plenty
of work available for boatmen. They mostly crew
the trading barges of the Empire, helping to load
and unload cargo, and protect it during the voyage.
They are adept at boat handling, knowing how to
set the sails and work the tiller. They are also strong
enough to man the oars or to punt when the wind
drops. Boatmen must always be alert for danger.
River pirates prey on isolated vessels in order to steal
their cargoes, and are willing to kill the crew in order
to do so. Gangs of bandits sometimes waylay boats
from the banks at narrow bottlenecks or locks. In the
wilderness, raiding
parties of greenskins
or beastmen
sometimes attack
vessels. Wild tales
abound of all manner of monstrous creatures that
make their homes in the water, such as the rapacious
stirpike, the aggressive Reik eel, the revolting bog
octopus, or fearsome river troll.
___
Thanks to their travelling lifestyle and the need for a
strong sword arm, most boatmen see little difference
between their work and a life of adventure, and they
often join bands of adventurers chasing after stories
of gold or glory.
___
**Typical Trappings: ** A boatman usually wears a a
tough jacket of hardened leather to protect him from
the elements and buffets and scrapes while on deck.
While most boatmen form the crew of larger vessels,
some may own a small rowboat themselves.

# Bounty Hunter
___
*Basic, Combat, Rural, Urban*
___
** Career Skills: **
Coercion, Perception, Ranged, Riding, Stealth, Survival, Streetwise, Vigilance
___
*Determined, focused individual good at tracking down others*
___

In the heart of the Empire, institutions such as the
Cult of Verena, the watchmen, the fearsome judges,
and the road wardens attempt to enforce the law and
bring criminals to justice. Despite their efforts great
stretches of the Empire remain largely lawless. Fugitives
hide in the rookeries of poor quarters of cities,
while gangs of outlaws and highway robbers operate
with effective impunity in the vast tracts of wilderness.
Often the most expedient way to see a fugitive
brought in is to place a price on his head and hope
someone else does the job. In areas of the Empire
under threat from raiding greenskins or beastmen,
rewards are also offered to anyone who provides
evidence of a kill – goblin ears are accepted as proof,
as are the hands of beastmen.
___
Some people become full-time bounty hunters, living
by tracking down bandits, highwaymen, river pirates
and other outlaws. The rewards can be good for
bringing wanted men back dead, but greater remuneration
is usually offered for living fugitives. This
is because most noble rulers follow the maxim that
justice must be seen in order to be done (unless the
criminal is from the aristocracy), and the populace
just love a good hanging. Unscrupulous bounty
hunters exist, and they have even been known to kill
innocent victims
unlucky enough to
resemble a genuine
fugitive. As a result,
the peasantry
view a known bounty hunter with trepidation. Their
employers see them as a necessary evil, treating them
with a curious mixture of gratitude and disgust.
___
Bounty hunters live a life of adventure day to day.
Sometimes they join parties of adventurers when
work is short, or when having a little back-up might
help in bringing in a particularly dangerous criminal.
___
**Typical Trappings:** Bounty hunters typically favour
the crossbow and net to bring down their quarry.
They carry a quiver with about a dozen bolts. They
wear sturdy leather armour on their body and head.
To restrain prisoners, bounty hunters make use of
manacles and rope.
\page
# Burgher
___
*Basic, Social, Specialist, Urban*
___
** Career Skills: **
Charm, Discipline, Education, Folklore, Mechanics, Negotiation, Perception, Streetwise

___
*An intelligent, industrious, and ambitious member of the citizenry*
___

For most of the Empire’s history, there has been
a clear distinction between the noble rulers and
pretty much everyone else. The aristocracy of
the Empire has traditionally been a tiny minority
of interrelated families who, for centuries,
have enjoyed prestige and privilege. Until quite
recently, few commoners could hope to attain
the wealth, education, and freedoms enjoyed by the
nobility.
___
However, over the last few centuries, the old traditions
of distinction between noble and commoner
have not been so stringently observed. Whilst the
nobility still enjoy lives of hereditary privilege and
authority, a new class of merchants and businessmen
has emerged. These burghers command wealth,
learning and political influence that many reactionary
elements of the nobility would have rather kept
for themselves. Unlike certain dissolute nobles,
burghers have to work hard for their position. They
must keep their labourers happy and well trained, and
they have to provide detailed accounts to the bailiffs.
___
Most of all, they have to please their customers. To
support each other, burghers often form guilds or
brotherhoods. These organisations protect their
members, offering such perks as widows’
pensions and
support in times of
crisis. The guilds
also regulate their
members by setting
recognised standards of weights, measures, pay
scales, and prices. Abiding by all these stringencies
is difficult work, but the rewards for a successful burgher
are fair pay and the chance to make a name for
himself as a rich merchant or influential politician.
___
In times of unrest or plague, the burghers of a town
can find themselves facing ruin. It is not unknown for
such citizens to take up the adventuring life. Alternatively,
a burgher might leave behind the tedium and
toil of his old job in order to seek fame and fortune.
___
**Typical Trappings:** A burgher will dress well, and
usually owns at least one set of good quality clothing.
He might carry an abacus to help keep his accounts,
and a lantern to inspect dark storerooms or light his
premises after dark.

# Coachman
___
*Basic, Rural, Specialist, Urban*
___
** Career Skills: **
Cordination, Folklore, Perception, Resilience, Ranged, Riding, Survival, Vigilance
___
*A rugged individual who can safely get cargo to its destination*
___

The Empire is a populous nation, but it is also
vast. Travelling between settlements involves long
journeys along lonely roads that wend through miles
of dangerous wilderness. The wilds of the Empire
are home to bandit gangs, herds of beastmen, goblin
raiders, and worse. Taking a trip by coach is, relatively
speaking, one of the safer ways to travel, and a
number of Imperial chartered coaching lines operate
services. These are designed to get their customers
from one destination to another securely and with
some degree of comfort. The coaching lines own
a fleet of coaches that travel to their destination in
stages. Coaching inns dot strategic points along the
roads of the Empire, providing a safe place for longdistance
travellers to rest at night. In more remote
parts, these inns are quite heavily fortified.
___
Coaches are well defended by a pair of coachmen,
one of whom keeps a look out for trouble whilst the
other drives the coach. Should a highwayman or
outlaw band interrupt the journey, the coachmen will
attempt to see off the threat with their intimidating
blunderbusses. The coachmen are also tasked with
looking after the packages of mail that the coaches
carry from city to city. Diligent coachmen also learn
a few jaunty tunes
to play on their
coach horn in
order to keep their
passengers entertained.
___
During the cold winter months, most of the coaching
lines limit their services, and coachmen can find
themselves at a loose end. Under such circumstances,
a coachman might be tempted by the opportunity to
join a party of adventurers. A coachman who wants to
spend a long time chasing after adventure may have
to come to some understanding with his bosses in the
coaching line though, as they might want their expensive
blunderbuss back.
___
**Typical Trappings:** Bounty hunters typically favour
the crossbow and net to bring down their quarry.
They carry a quiver with about a dozen bolts. They
wear sturdy leather armour on their body and head.
To restrain prisoners, bounty hunters make use of
manacles and rope.
\page




___
> ## Apprentice Runesmith
>*Academic, Basic, Runesmith, Specialist*
>___

> #### Career Skills
Alchemy,Discipline, Education, Mechanics, Perception, Runes,Vigilance



___
> ## Commoner
>*Basic, Menial, Rural, Social*
>___

> #### Career Skills
Athletics, Folklore, Negotiation, Resilience, Survival, Stealth, Vigilance

___
> ## Courtier
>*Basic, Noble, Social, Urban*
>___

> #### Career Skills
Charm, Cool, Deception, Discipline, Perception, Vigilance

___
> ## Dilletante
>*Academic, Basic, Social, Specialist*
>___

> #### Career Skills
Charm, Cool, Deception, Folklore, Medicine, Riding


___
> ## Dockhand
>*Basic, Menial, Rural, Urban*
>___

> #### Career Skills
Athletics, Brawl, Coercion, Coordination, Deception, Resilience, Vigilance


___
> ## Engineer
>*Academic, Basic, Engineer, Specialist*
>___

> #### Career Skills
Ranged, Education, Mechanics, Perception, Trade

___
> ## Envoy
>*Academic, Basic, Bureaucrat, Social*
>___

> #### Career Skills
Charm, Education, Folklore, Leadership, Negotiation, Perception, Vigilance, Trade


___
> ## Fop
>*Basic, Noble, Social, Urban*
>___

> #### Career Skills
Charm, Cool, Deception, Education, Folklore, Leadership, Melee (Light), Riding


___
> ## Forger
>*Basic, Rogue, Specialist, Urban*
>___

> #### Career Skills
Coordination, Deception, Perception, Skulduggery, Stealth, Vigilance

___
> ## Gambler
>*Basic, Rogue, Social, Urban*
>___

> #### Career Skills
Deception, Perception, Skulduggery, Stealth Vigilance

\page

___
> ## Grave Robber
>*Basic, Menial, Rogue, Specialist*
>___

> #### Career Skills
Coordination, Deception, Discipline, Negotiation, Perception, Resilience, Stealth, Streetwise

___
> ## Grudge Keeper
>*Basic, Social, Specialist, Urban*
>___

> #### Career Skills
Education, Folklore,Perception, Resilience, Survival

___
> ## Chef
>*Basic, Menial, Rogue, Social*
>___

> #### Career Skills
Deception, Perception, Skulduggery, Stealth, Streetwise, Trade

___
> ## Hunter
>*Basic, Menial, Rural, Specialist*
>___

> #### Career Skills
Athletics, Coordination, Perception, Ranged, Resilience, Survival, Stealth, Vigilance

___
> ## Initiate
>*Academic, Basic, Priest, Religion*
>___

> #### Career Skills
Charm, Education, Divine, Discipline, Medicine, Perception, Vigilance, plus one from chosen God.

___
> ## Ironbreaker
>*Basic, Combat, Ironbreaker, Specialist*
>___

> #### Career Skills
Athletics, Discipline, Leadership, Melee (Heavy), Resilience

___
> ## Mercenary
>*Basic, Combat, Menial, Rogue*
>___

> #### Career Skills
Athletics, Deception, Melee (Light), Melee (Heavy), Ranged, Riding


___
> ## Messenger
>*Basic, Bureaucrat, Social, Urban*
>___

> #### Career Skills
Charm, Folklore, Riding, Stealth, Vigilance

___
> ## Navigator
>*Basic, Rural, Specialist, Urban*
>___

> #### Career Skills
Athletics, Perception, Resilience, Riding, Vigilance


___
> ## Maneater
>*Basic, Combat, Menial, Rogue*
>___

> #### Career Skills
Athletics, Coercion, Discipline, Melee (Heavy), Melee (Light), Resilience


___
> ## Pedlar
>*Basic, Menial, Social, Rural*
>___

> #### Career Skills
Charm, Deception, Folklore, Negotiation, Stealth, Vigilance

___
> ## Performer
>*Basic, Menial, Social, Urban*
>___

> #### Career Skills
Animal Handling, Athletics, Charm, Coordination, Discipline, Folklore, Perception, Vigilance

\page

___
> ## Pistolier
>*Basic, Military, Noble, Specialist*
>___

> #### Career Skills
Coordination, Discipline, Leadership, Ranged, Riding

___
> ## Pit Fighter
>*Basic, Combat, Menial, Specialist*
>___

> #### Career Skills
Athletics, Coercion, Melee (Light), Deception, Resilience

___
> ## Rat Catcher
>*Basic, Menial, Rural, Urban*
>___

> #### Career Skills
Animal Handling, Folklore, Perception, Resilience Stealth, Streetwise

___
> ## Roadwarden
>*Basic, Rural, Social, Specialist*
>___

> #### Career Skills
Folklore, Melee (light), Perception, Riding, Vigilance

___
> ## Scout
>*Basic, Menial, Rogue, Rural*
>___

> #### Career Skills
Ranged, Ride, Perception, Stealth, Survival, Vigilance

___
> ## Scribe
>*Academic, Basic, Social, Specialist*
>___

> #### Career Skills
Discipline, Education, Folklore, Perception, Vigilance

___
> ## Servant
>*Basic, Menial, Rural, Urban*
>___

> #### Career Skills
Athletics, Coordination, Folklore, Resilience, Vigilance


___
> ## Smuggler
>*Basic, Rogue, Specialist, Urban*
>___

> #### Career Skills
Coercion, Deception, Riding, Skulduggery, Stealth, Vigilance

___
> ## Soldier
>*Basic, Combat, Military, Specialist*
>___

> #### Career Skills
Discipline, Leadership, Melee (Heavy), Melee (Light), Riding


___
> ## Miner
>*Basic, Industrious, Menial, Rural*
>___

> #### Career Skills
Athletics, Medicine, Perception, Survival, Resilience, Vigilance,


___
> ## Minstrel
>*Basic, Menial, Social, Urban*
>___

> #### Career Skills
Charm, Coordination, Discipline, Folklore, Vigilance

___
> ## Mystic
>*Arcane, Basic, Rural, Social*
>___

> #### Career Skills
Charm, Deception, Folklore, Magical Sight, Perception, Vigilance
\page

___
> ## Student
>*Academic, Basic, Social, Urban*
>___

> #### Career Skills
Discipline, Education, Folklore, Perception, Survival

___
> ## Sword Master
>*Basic, Combat, Sword Master, Specialist*
>___

> #### Career Skills
Coordination, Discipline, Leadership, Melee (Light), Vigilance

___
> ## Thief
>*Basic, Rogue, Social, Urban*
>___

> #### Career Skills
Coordination, Deception, Discipline, Skulduggery, Stealth, Streetwise

___
> ## Roadwarden
>*Basic, Rural, Social, Specialist*
>___

> #### Career Skills
Folklore, Melee (light), Perception, Riding, Vigilance

___
> ## Thug
>*Basic, Combat, Menial, Rogue*
>___

> #### Career Skills
Athletics, Brawl, Coercion, Deception, Melee (Light), Skullduggery, Streetwise

___
> ## Troll Slayer
>*Basic, Combat, Fanatic, Slayer*
>___

> #### Career Skills
Athletics, Coercion, Melee (Heavy), Melee (Light), Resilience

___
> ## Wardancer
>*Basic, Combat, Ritual, Dancer, Rural*
>___

> #### Career Skills
Athletics, Coordination, Discipline, Melee  (Light), Survival


___
> ## Watchman
>*Basic, Bureaucrat, Combat, Urban*
>___

> #### Career Skills
Discipline, Leadership Perception, Resilience, Streetwise, Vigilance

___
> ## Waywatcher
>*Basic, Combat, Rural, Watcher*
>___

> #### Career Skills
Athletics, Coordination, Ranged, Perception, Stealth, Survival, Vigilance


___
> ## Witch
>*Arcane, Basic, Rural, Witch*
>___

> #### Career Skills
Deception, Folklore, Primal, Resilience, Vigilance

___
> ## Zealot
>*Basic, Devoted, Fanatic, Religion*
>___

> #### Career Skills
Athletics, Coercion, Discipline, Divine, Resilience

___
\page

___
> ## Bodyguard
>
>___

> #### Career Skills


___
> ## Estalian Diestro
>
>___

> #### Career Skills

___
> ## Ferryman
>
>___

> #### Career Skills


___
> ## Fieldwarden
>
>___

> #### Career Skills



___
> ## Fisherman
>
>___

> #### Career Skills

___
> ## Jailor
>
>___

> #### Career Skills


___
> ## Kislevite Kossar
>
>___

> #### Career Skills

___
> ## Kithband Warrior
>
>___

> #### Career Skills



___
> ## Woodsman
>
>___

> #### Career Skills
___

___

> ## Norse Beserker
>
>___

> #### Career Skills


___
> ## Outlaw
>
>___

> #### Career Skills


___
> ## Protagonist
>
>___

> #### Career Skills


___
> ## Runebearer
>
>___

> #### Career Skills


___
> ## Seaman
>
>___

> #### Career Skills


___
> ## Squire
>
>___

> #### Career Skills


___
> ## Tollkeeper
>
>___

> #### Career Skills


___
> ## Tomb Robber
>
>___

> #### Career Skills


___
> ## Tradesman
>
>___

> #### Career Skills


_
\page

___
> ## Valet
>
>___

> #### Career Skills

___

> ## Jester
>
>___

> #### Career Skills


___
> ## Marine
>
>___

> #### Career Skills


___
> ## Militiaman
>
>___

> #### Career Skills
___
\page
# Talents

###  Acrobatic Strike
___
** Tier: 2 ** 
___
** Activation:** Active (Action)
___
** Ranked:** No
___
If armed with a light melee weapon (dagger, rapier, sword etc), you may perform the Acrobatic Strike action by making a Coordination check against the target's Melee Defence, adding an additional 2 Setback dice If successful, you inflict damage just like a Melee check but may add Agility instead of Brawn.

###  Backstab
___
** Tier: 2 ** 
___
** Activation:** Active (Action)
___
** Ranked:** No
__
If armed with a light melee weapon (dagger, rapier, sword etc), you may perform the Backstab action by making a Stealth check opposed by the target's Perception. Add 3 Setback dice to this action, reducing this by one die per ally engaged with your foe. If successful, you inflict damage as for a melee check. 



### Accurate Shot
___
** Tier:** 3
___
** Activation:** Active (Action)
___
** Ranked:** Yes
___
Once per round, you may perform the Accurate Shot action. Suffer a number of strain no greater than ranks in Accurate Shot, then make a Ranged check, reducing the target's ranged defense by that number.



###  Arrowstorm *(Watcher)*
___
** Tier: 1 ** 
___
** Activation:** Active (Incidental)
___
** Ranked:** No
___
When making a Ranged check using a bow, you may attack up to 3 targets within medium range. Reduce the damage you inflict by 1, and add 2 Setback die for every target above 1.

### Bullseye *(Watcher)*
___
** Tier:** 2
___
** Activation:** Passive
___
** Ranked:** No
___
When making a Ranged check using a bow, you require one less Advantage in order to inflict a Critical Hit. When you do, you may also roll 3 times and choose which result you wish.



### Called Shot
### Chink in the Armour
### Close-Quarters Shot
### Covering Fire
### Execution Shot
### Extreme Shot
### Flight of the Phoenix
### Immobilising Shot
### Knockback Shot
### Powerful Throw
### Rapid Fire
### Snap Shot
### Sniper Shot
### Sudden Knife
### Threading the Needle
### Thundering Shot
### Trick Shot
### Twin Pistols