These archetypes are generic in nature, and represent typical members of these occupations, based on the human average. Obviously, these 'averages' can vary greatly, depending on the individual in question, but do provide a useful starting point for the GM.
Primarily intended as generic NPCs, these archetypes can easily be customized for use by players, but the GM should exercise caution. In such cases, all the player has to do is detail the specifics of their background, and decide which culture they belong to. Obviously, this determines their appearance and character somewhat. Changing these archetypes to reflect non-human races requires more work.
Alchemist
Alchemists are often paid to create philters, potions, and elixirs. Few can be found outside the continent's larger cities, but those that do usually specialize in herbal concoctions.
Attributes:
INT +2 STR 0 CR -1
PER 0 DEX 0 MR 0
WIL 0 CON 0 HP 19
CHA 0 SPD 0
Skills:
Alchemy +5 Herb Lore +3 Haggle +3
High Talislan, native Low Talislan, fluent
Equipment: Alchemically-stained work clothing, alchemical laboratory filled with vials, glass jars of ingredients, retorts, etc. Several dozen ready-made potions/powders, etc.
Wealth: 2d10 x 20 g.l.
Assassin
Assassins are illegal in most of Talislanta's nations, but are still a regrettably common tool of those individuals wealthy enough to hire them. Few are as skilled as the Revenants or Rajin, though a very few have achieved reputations of great notoriety.
Attributes:
INT +1 STR 0 CR +3
PER +1 DEX +1 MR 0
WIL 0 CON 0 HP 19
CHA 0 SPD 0
Skills:
Assassinate +4 Weapon (Two of choice) +3 Evade +2
Deception +3 Locks +3 Stealth +4 Underworld +3
Low Talislan, native
Equipment: Nondescript clothing, concealed knives/garrotes, vial of poison.
Wealth: 2d20 x 10 g.l.
Bard/Entertainer
The bard is a travelling storyteller, musician and singer making his living by performing in various establishments, by busking on the streets, or entertaining travelers. While few can compete with the Bodor, they are notably cheaper in most cases.
Attributes:
INT +1 STR 0 CR 0
PER +1 DEX +1 MR 0
WIL 0 CON 0 HP 20
CHA +2 SPD 0
Skills:
Cultures +2 Etiquette +3 Fashion +3 Weapon (choice) +2
Ride +5 Oratory, Song, or Music (two of choice) +5
Low Talislan, native High Talislan, fluent Thaecian, fluent
Equipment: Rugged traveling clothes, colorful performing clothes, musical instrument of choice, weapon of choice, travelling pack, steed.
Wealth: 2d10 g.l. in various currencies.
Beast Handler
Beast handlers command steady work, with the best being courted by well-to-do clients eager to purchase the best bred and highly trained steeds, guard beasts, and pets. In addition, many beast handlers make a point of tracking down animals and capturing them themselves.
Attributes:
INT +1 STR 0 CR +1
PER +1 DEX 0 MR 0
WIL 0 CON +1 HP 22
CHA 0 SPD 0
Skills:
Animal Handler +5 Tracking +3 Ride +4
Weapon (of choice) +2 Bargain +3
Low Talislan, native
Equipment: Rugged clothing, appropriate pens, cages, or stables, a handful of beasts (both trained, and untrained).
Wealth: 2d20 x 10 g.l.
Bounty Hunter
Bounty hunters consist of a very mixed group of professionals and thugs, and have a less than savory reputation among many common folk. Most bounty hunters are intensely solitary, and some resent others trying to capture what they consider "their" target.
Attributes:
INT 0 STR +1 CR +4
PER +1 DEX 0 MR 0
WIL 0 CON +1 HP 22
CHA -1 SPD 0
Skills:
Brawling +3 Weapon (Two of choice) +3 Tracking +3
Interrogate +3 Coerce +3 Streetwise +2 Survival +3
Low Talislan, native
Equipment: Light armor (usually leather), appropriate weapons (one of which is usually useful for subdual combat), steed, stout rope or chain, survival gear.
Wealth: 2d20 g.l. in assorted currencies.
Caravan Master
Caravans travelling across the continent can expect to experience many travails, including attacks by bandits of beasts, arduous terrain, and inclement weather, and it is the caravan master's job to ensure that these problems are dealt with. The caravan master essentially ensures the smooth operation of the caravan, maintaining discipline over the workers, making sure mounts and wagons are well-tended, provisions properly sorted, and problems of all sorts planned for.
Attributes:
INT O STR 0 CR +2
PER +1 DEX 0 MR 0
WIL +1 CON +1 HP 22
CHA 0 SPD 0
Skills:
Caravan Master +5 Guide +3 Cultures +2
Conveyance +4 Ride +4 Mounted Combat +2
Weapon (Two of choice) +2 Guard +1 Brawling +2
Low Talislan, native Language (of choice), fluent
Equipment: Rugged travel-stained clothing, whip, appropriate weapons, steed.
Wealth: 2d10 g.l. in assorted currencies.
Diplomat
Diplomats are employed by their home nations to undertake negotiations with other nations, handling trade agreements, truces, and other important matters in a delicate fashion, paying heed to the mores and etiquette of their foreign counterparts.
Attributes:
INT +2 STR 0 CR 0
PER +1 DEX 0 MR 0
WIL 0 CON -1 HP 19
CHA +1 SPD 0
Skills:
Diplomacy +5 Etiquette +5 Cultures +3
Fashion +3 Oratory +3
High Talislan, native Language (choice), fluent
Equipment: Expensive clothing, several bodyguards.
Wealth: Expenses paid by home nation (includes 2d20 x 10 g.l.)
Farmer
Talislanta's farmers are a hardy lot, eking a living from the land, raising livestock or crops that they sell to support themselves and their family, sometimes facing dangerous local fauna, or even bandits.
Attributes:
INT 0 STR 0 CR +1
PER 0 DEX 0 MR 0
WIL 0 CON +1 HP 20
CHA 0 SPD 0
Skills:
Agriculture or Livestock +4 Barter +2
Haggle +2 Artificer +1 Conveyance - Cart +3
Low Talislan, native
Equipment: Cart, beasts of burden, farm equipment, livestock or crops.
Wealth: d10 x 5 g.l.
Fisherman
Fishermen can be found along any of Talislanta's rivers, lakes, or ocean shores, patiently making their living by catching edible fish, using either a rod and line, spear, nets, or baited baskets. Few individuals know as much about the hazards of the local waters as they do.
Attributes:
INT 0 STR 0 CR 0
PER 0 DEX 0 MR 0
WIL +1 CON +1 HP 20
CHA 0 SPD 0
Skills:
Fishing +4 Conveyance - Small boat, raft, or canoe +3
Barter +2 Haggle +2 Swim +1 Knife +1
Spear or Net +2
Low Talislan, native
Equipment: Rugged clothing, knife, fishing gear (net, spear, rod and line, or several baskets), small water craft.
Wealth: d10 g.l.
Gambler
Gamblers exist in most larger cities, making their living by touring any gambling dens, or swindling locals in the games of chance commonly played in taverns. Needless to say, Gamblers must often deal with the local criminal element, and sometimes have to face sore losers (or those that catch them cheating...).
Attributes:
INT +1 STR 0 CR 0
PER +2 DEX +1 MR 0
WIL 0 CON 0 HP 19
CHA 0 SPD 0
Skills:
Gambling +5 Legerdemain +4 Underworld +2
Brawling +1 Evade +1 Streetwise +2
Weapon (of choice) +1
Low Talislan, native
Equipment: Two pairs of bone dice (one pair loaded), zodar deck with marked cards, quatrillion deck with marked cards, comfortable clothing, choice of one weapon.
Wealth: d20 + 10 g.l. in various currencies.
Healer
Healers hold a respected position in Talislanta, especially in smaller, non-urban communities. In such areas, magical practitioners are less common, and often viewed with suspicion. Healers typically use local natural ingredients or herbs, acting to cure sickness, injury, and aid such things as childbirth. Unfortunately, healing is speculative at best, and many remedies are little more than quackery, far less efficient than magical aid.
Attributes:
INT +1 STR 0 CR -1
PER 0 DEX 0 MR 0
WIL 0 CON 0 HP 19
CHA 0 SPD 0
Skills:
Healer +4 Herb Lore +3 Barter or Haggle +2
Low Talislan, native
Equipment: Simple clothing, pouch of herbal salves, unguents, and other homemade remedies.
Wealth: d10 g.l.
Hunter
Hunters exist in most of the Talislantan cultures, working to provide food and furs for their family, or perhaps for trade. Some operate as trappers, capturing live animals for sale. Typically rugged compared to their kin, theirs is perhaps the oldest profession.
Attributes:
INT 0 STR 0 CR +3
PER +2 DEX 0 MR 0
WIL 0 CON +2 HP 22
CHA 0 SPD 0
Skills:
Barter +2 Bow +4 Dagger +2 Haggle +2 Ride +4
Spear +4 Stealth +4 Survival +4 Tracking +4 Traps +4
Low Talislan, native
Equipment: Rugged outdoor clothing, sharp hunting knife, bow and quiver of arrows, spear, steed.
Wealth: 2d20 g.l. in various skins and local currency.
Laborer/Miner
Laborers are the cornerstone of Talislantan life, performing all the manual unskilled tasks that make up much of the work on the continent, laying roads, repairing walls, helping to construct buildings, mining, etc. Their jobs involve a great deal of grueling work, and their wages are often pitifully low.
Attributes:
INT 0 STR +1 CR +1
PER 0 DEX 0 MR 0
WIL 0 CON +1 HP 22
CHA 0 SPD 0
Skills:
Laborer or Mining +4 Haggle +1 Brawling +1
Low Talislan, native
Equipment: Rough clothing, appropriate tools.
Wealth: d10 silver pieces.
Litigator
Litigators represent their client's interests in those few nations civilized enough to have courts of law where the defendee is entitled to argue their case. As a result, litigators are only found in larger urban centers, and their fees are often prohibitive, making legal defense for the poor a moot point.
Attributes:
INT +2 STR 0 CR -1
PER +1 DEX 0 MR 0
WIL 0 CON -1 HP 19
CHA 0 SPD 0
Skills:
Litigator +5 Etiquette +3 Interrogate +3
High Talislan, native
Equipment: Expensive but tasteful urban apparel, tome of local laws.
Wealth: 2d20 x 10 g.l.
Magician
Magicians vary a great deal in aptitude, specialty, and personality, ranging from highly schooled professionals, to barely trained hedge-wizards, or those of a reclusive sort. As many Talislantans are suspicious of magic users, many avoid populated areas, living in isolated abodes where they can study their craft in peace. Others happily sell their services to paying clients, or seek to use their powers for their own immediate gain.
Attributes:
INT +3 STR -1 CR -1
PER 0 DEX 0 MR +4
WIL 0 CON -1 HP 19
CHA 0 SPD 0
Skills:
Order of choice plus Three Modes of choice +3
Arcane Lore +4 Antiquarian or Astrology +3
High Talislan, native Archaen, fluent
Equipment: Robes, spell book.
Wealth: 2d20 g.l.
Merchant
The merchant can be found throughout the continent, haggling with the natives, trying to buy and sell what they can while maximizing their profits. Merchants often hire guards to aid them on their perilous cross-country travels, protect their wares or person, and so often have several generic thugs or warriors in their employ.
Attributes:
INT +2 STR 0 CR 0
PER +1 DEX 0 MR 0
WIL 0 CON 0 HP 20
CHA 0 SPD 0
Skills:
Appraiser +5 Barter +5 Conveyance (choice) +5 Cultures +3
Haggle +5 Merchant +5 Weapon (choice) +1
Low Talislan, native Languages (two of choice), fluent
Equipment: Decent clothing, travelling conveyance, weapon of choice (typically a concealed knife), various trade goods (worth d20 x 100 g.l.), thug or warrior employees.
Wealth: Trade goods (see above), hidden purse of d20 x 25 g.l. in various currencies).
Nobleman
Noblemen are the aristocrats, landowners, and royalty of their home nation, raised in a wealth and privilege that few commoners can dream of. Sadly, many disdain those lower than themselves, and act in an arrogant and aloof manner.
Attributes:
INT 0 STR 0 CR +1
PER 0 DEX 0 MR 0
WIL 0 CON 0 HP 19
CHA 0 SPD 0
Skills:
Etiquette +4 Fashion +3 Ride +4
Weapon (of choice) +1 Art, Dance, Music, or Song (one) +2
High Talislan, native
Equipment: Numerous sets of wealthy apparel, fine steed, servant or bodyguard(s), weapon.
Wealth: 2d20 x 20 g.l.
Priest
Priests are found spreading the word of their patron deity throughout the continent, whether administering to their local parishioners, working in the local temple, aiding the down-trodden, trying to win converts, preaching loudly in public areas, or heading pilgrimages.
Attributes:
INT +1 STR 0 CR 0
PER 0 DEX 0 MR +2
WIL +2 CON 0 HP 19
CHA 0 SPD 0
Skills:
Doctrines (own faith) +6 Etiquette +2 Oratory +3
Invocation Magic (Three modes of choice) +2
Low Talislan, native High Talislan, native
Equipment: Apparel and other trappings of the faith (such as holy book, robes, amulet, staff of position and the like).
Wealth: d10 g.l. in donations.
Prostitute
Wherever people gather there will always be people willing or desperate enough to sell their sexual services in exchange for money. While the majority of unskilled, experienced or highly trained prostitutes can make a handsome living.
Attributes:
INT 0 STR 0 CR 0
PER 0 DEX +1 MR 0
WIL 0 CON 0 HP 18
CHA +1 SPD 0
Skills:
Seduce +3 LoveMaking +5
Streetwise +2 Brawling or Knife +1
One Thieving Skill +2
Low Talislan, native
Equipment: Revealing clothing, concealed weapon.
Wealth: d10 g.l.
Sage
Sages are the scholars of Talislanta, and as such are typically only found in centers of learning and substantial population areas. Often amongst the most learned members of their society, they accumulate vast repertoires of knowledge, and can provide characters with useful information, or hire them for fact-finding expeditions.
Attributes:
INT +3 STR 0 CR -1
PER 0 DEX 0 MR 0
WIL 0 CON -1 HP 19
CHA 0 SPD 0
Skills:
Scholar Skills (Three of choice) +5
High Talislan, native Phaedran, native Language (choice of one), fluent
Equipment: Comfortable clothing, a collection of scrolls, books and scribbled musings.
Wealth: 2d10 g.l.
Sailor/Pirate
The sailors of Talislanta are not purely restricted to the sea; there are windships that soar elegantly through the sky, duneships cutting swiftly through the sand dunes of the great deserts, land arks thundering across the wastes, and ice skiffs slicing across the frozen waters of the north. Whatever their element, be it land, sea, air or other, the sailors of Talislanta are a rugged and hardy bunch.
Attributes:
INT 0 STR +1 CR +2
PER 0 DEX 0 MR 0
WIL 0 CON +1 HP 21
CHA 0 SPD 0
Skills:
Artillerist +3 Astromancy +2 Barter +2
Brawling +3 Cultures +2 Gambling +3
Haggle +2 Pilot +5 Weapon (choice) +3
Equipment: Rugged clothing, weapon of choice.
Wealth: d10 g.l. in various currencies.
Thief
Thieves are typically found in areas with large populations where their activities are likelier to go unnoticed. Ranging from burglars to pickpockets, con men to beggars, black marketers to racketeers, they often form a vast underbelly of society, and can be frighteningly organized.
Attributes:
INT 0 STR 0 CR +2
PER +1 DEX +1 MR 0
WIL 0 CON 0 HP 19
CHA 0 SPD +1
Skills:
Appraiser +2 Brawling +2 Club or Dagger +2 Evade +2
Streetwise +5 Thieving Skills (two of choice) +4 Underworld +5
Low Talislan, native
Equipment: Rugged urban clothing, dagger.
Wealth: d10 g.l.
Thug
Thugs are found with frightening regularity, typically preying on the weak around them, using their strength and brutality to get what they want. Most are just ruthless bullies, while others find work with the local criminal element, aiding their strong-arm and intimidation attempts. Others find employ as cheap bodyguards and enforcers.
Attributes:
INT -1 STR +2 CR +4
PER 0 DEX 0 MR 0
WIL 0 CON +1 HP 22
CHA -1 SPD 0
Skills:
Brawling +4 Coerce +3 Club +4 Dagger +4
Streetwise +2 Underworld +2 Waylay +2
Low Talislan, native
Equipment: Rugged clothing, club, knife.
Wealth: d10 g.l.
Trader
Traders run the various shops and stalls found throughout Talislanta, and are often minor artisans themselves, selling their produce to any customer who desires it.
Attributes:
INT 0 STR 0 CR 0
PER 0 DEX 0 MR 0
WIL 0 CON 0 HP 20
CHA 0 SPD 0
Skills:
Barter +2 Haggle +3 Merchant +3
Artificer +3
Low Talislan, native
Equipment: Shop or stall with merchandise or produce (worth d20 x 50 g.l.), hidden weapon (under the counter)
Wealth: d20 x 5 g.l. in various currencies.
Urchin
Urchins are young children who typically live a rough life on the streets, usually as a result of poverty or bereavement. They tend to form into gangs, and often come under the sway of the local criminal element, acting as lookouts and petty thieves.
Attributes:
INT 0 STR -1 CR +1
PER +1 DEX +2 MR 0
WIL 0 CON 0 HP 12
CHA 0 SPD +1
Skills:
Brawling +1 Evade +4 Legerdemain +5
Stealth +3 Streetwise +3 Underworld +3
Low Talislan, native
Equipment: Ragged clothing.
Wealth: A few loose coins.
Vagabond
The vagabond is the archetypal hobo, drifting around the continent, performing any job they can while satisfying their wanderlust. Often viewed with distrust, they can find themselves on hard times, but usually manage to survive.
Attributes:
INT 0 STR 0 CR +1
PER +1 DEX 0 MR 0
WIL +1 CON +1 HP 20
CHA 0 SPD 0
Skills:
Brawling +2 Cultures +2 Laborer +2 Ride +5
Survival +2 Weapon (choice) +2
Low Talislan, native Language (Two of choice), basic
Equipment: Worn and travel-stained clothing, travelling-pack, weapon of choice, bedroll, steed.
Wealth: d10 g.l. in various currencies.
Warrior
The generic warrior is a soldier or mercenary, skilled at arms, and at least semi-professional in conduct. Superior to the typical thug, they can be found in a nation's employ, selling their skills to the highest bidder, or performing guard duties for their employer.
Attributes:
INT 0 STR +2 CR +4
PER 0 DEX 0 MR 0
WIL 0 CON +1 HP 22
CHA 0 SPD 0
Skills:
Brawling +3 Ride +5 Weapon (choice) +4 Weapon (Two of choice) +3
Command, Evade, Guard, Mounted Combat, Shield, Tactics (Two of choice) +3
Weaponer +1
Low Talislan, native
Equipment: Suitable weapons, shield (if skilled), battered armor (PR rarely higher than 5), rugged clothing, steed.
Wealth: 2d10 g.l.
Watchman/Militia
The town or city watch is responsible for keeping law and order, and make patrols keeping an eye out for trouble. Most are comprised of poorly trained volunteers, and while most are honest, petty corruption is not uncommon. Militiamen are in charge of defending their small hometown or village from attack, and like watchmen are also comprised of poorly trained volunteers.
Attributes:
INT 0 STR 0 CR +3
PER +1 DEX 0 MR 0
WIL 0 CON 0 HP 20
CHA 0 SPD 0
Skills:
Guard +3 Brawling +2
Weapon (two of choice) +3
Coerce, Interrogate, Streetwise, Underworld (choice of one; Watchmen only) +2
Agriculture, Artificer, Fishing (choice of one; Militia only) +2
Low Talislan, native
Equipment: Rugged clothing, symbol of status, leather vest, two weapons of choice, lantern.
Wealth: d10 g.l.