Careers

A career in Blood & Burden is a term of service — a period of your character's life spent in a profession. Each term earns skills, advances your rank, and generates events: good fortune, hardship, rivalries, and opportunities. You may serve multiple terms across multiple careers, building a character whose history is as layered as their skills.

No careers match your search.

Civil

Trades, guilds, and the everyday work of town and city life.

Artisan

Qualifies on Education + Administration vs 7

Artisans occupy the middle ground between raw labour and learned profession — skilled workers whose products are both useful and beautiful. Guild membership defines the artisan's world: the guild controls who may practise, sets standards, resolves disputes, and determines who rises. A skilled artisan builds their reputation slowly, through commissions completed and masters impressed, in a trade that rewards consistency over inspiration.

Basic Training
Administration, Investigation, Persuasion
Survival Check
Endurance vs 5
Assignments
Tailor / Weaver
Apprentice Tailor → Journeyman Tailor → Master Tailor → Guild Master
Cloth is money and identity. Tailors and weavers supply the visible markers of status that everyone from the lowly clerk to the noble household requires. Much of the work is repetitive — cutting, stitching, fitting — but a reputation for quality or an eye for fashion can draw patrons who pay well and request difficult things.
Jeweler / Goldsmith
Apprentice Jeweler → Journeyman Jeweler → Master Jeweler → Guild Master
Goldsmithing sits at the intersection of craft and finance — jewellers work with materials worth more than most people earn in a lifetime, and mistakes are permanent. The guild scrutinises every piece; patrons are often noble, often demanding, and sometimes dangerous if they feel cheated on a commission.
Painter / Illuminator
Apprentice Illuminator → Journeyman Illuminator → Master Illuminator → Guild Master
Illuminators produce manuscripts for the church, the academy, and the wealthy — detailed, painstaking work done in poor light, under contract to institutions that outlast any individual. A skilled illuminator knows history, iconography, and the politics of patronage, because patrons expect their preferences reflected in the finished page.
Career Events
You completed a masterwork. Gain Perception +1.
You impressed a noble patron. Gain a noble contact.
You were injured at your craft. Lose Agility -1.
You trained apprentices. Gain Leadership +1.
Mishaps
You ruined a valuable commission. Lose cash.
You were caught in guild politics. Gain a rival.
You suffered a workplace accident. Lose Endurance -1.
You woke to find a piece of work completed that you had no memory of making, in a style that is not quite yours. You cannot replicate it. Arcana awakens.
Mustering-out cash: 20–250 silver  ·  Pension: 8 silver/month
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Cook

Qualifies on Education + Administration vs 6

The cook feeds the world. In a manor house, a hospital, an inn, or an army camp, the person who controls the kitchen holds a quiet but real authority over the people who depend on them. Cooking careers range from the hard work of the kitchen fire to the business of running establishments that serve dozens of guests. Those who rise in this field do so through reputation, reliability, and the judgment to know what is needed before anyone asks.

Basic Training
Administration, Persuasion, Streetwise
Survival Check
Endurance vs 5
Assignments
Cook
Kitchen Hand → Cook → Senior Cook → Head Cook
Kitchen work is hot, relentless, and unglamorous up close, but a cook who produces consistently good food earns the loyalty of their household. Advancement comes through surviving difficult postings — field kitchens, fever-season inns, great households with exacting standards and no patience for excuses.
Innkeeper
Junior Innkeeper → Innkeeper → Senior Innkeeper → Master Innkeeper
The innkeeper is host, accountant, bouncer, and mediator all at once. A good inn is a hub for local information, and a successful innkeeper knows everyone who passes through. The job requires a strong stomach for difficult guests and the patience to manage employees, suppliers, and creditors simultaneously.
Brewmaster
Apprentice Brewer → Brewer → Senior Brewer → Master Brewer
Brewing requires precision, patience, and a grasp of chemistry that most practitioners learn by instinct rather than instruction. A successful brewmaster serves everything from common alehouses to noble cellars; a failed batch in the wrong establishment can end a career faster than almost anything else.
Career Events
You catered a major feast. Gain Persuasion +1.
You impressed a noble patron. Gain a noble contact.
You survived a kitchen accident. Lose Agility -1.
You managed a busy inn. Gain Leadership +1.
Mishaps
You were burned or scalded. Lose Endurance -1.
You were followed through the market by someone who knew things about you they could not have known. When you turned to face them, you were alone. Arcana awakens.
You were caught in tavern violence. Lose Agility -1.
You were fined for improper measures. Lose cash.
Mustering-out cash: 10–120 silver  ·  Pension: 5 silver/month
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Craftsman

Qualifies on Education + Engineering vs 7

Craftsmen work with their hands and minds in equal measure. Building, forging, and shaping the physical world demands not only skill but knowledge — of materials, of structures, of forces that kill without warning when misunderstood. Guild membership governs access to better commissions and protects a reputation that takes years to build. Craftsmen often find themselves indispensable to projects far larger than themselves.

Basic Training
Engineering, Administration
Survival Check
Endurance vs 6
Assignments
Smith
Apprentice Smith → Journeyman Smith → Master Smith → Master of the Forge
A smith works metal from ore to finished object — weapons, tools, hardware, agricultural equipment. The forge is loud, hot, and the work is physically punishing, but a skilled smith commands respect in any community that depends on metal, which is every community worth naming.
Carpenter
Apprentice Carpenter → Journeyman Carpenter → Master Carpenter → Master Builder
Carpenters build and repair the structures that hold civilisation together — houses, bridges, wagons, docks, fortifications. The work takes them wherever construction is needed. A master carpenter can read a site, estimate materials, and manage a team; a poor one is eventually buried in the rubble of their own errors.
Mason
Apprentice Mason → Journeyman Mason → Master Mason → Master Builder
Masons shape stone — the most permanent of building materials and the most unforgiving. Church walls, castle towers, harbour walls, and city gates are mason's work. A well-built mason's project outlasts everyone involved in it; a poorly built one is a disaster waiting for the right winter.
Career Events
You completed a major project. Gain Engineering +1.
You impressed the guild elders. Gain a guild contact.
You were injured at work. Lose Strength -1.
You managed a team of apprentices. Gain Leadership +1.
Mishaps
A structure collapsed. Lose Endurance -1.
You were blamed for a failed project. Gain a rival.
You suffered a workplace accident. Lose Agility -1.
You were caught in guild politics. Gain a political enemy.
Mustering-out cash: 20–250 silver  ·  Pension: 8 silver/month
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Executioner

Qualifies on Strength + Intimidation vs 7

The executioner occupies a paradoxical position in society: employed by the law to do what the law requires, and shunned for doing it. The work extends far beyond the block — it includes judicial interrogation, prison management, and for those who develop a surgical specialism, practical anatomy. The executioner knows things about bodies that few physicians do, and often carries skills that no one wants to name publicly.

Basic Training
Heavy Blades, Intimidation, Medicine
Survival Check
Endurance vs 6
Assignments
Torturer
Junior Torturer → Torturer → Senior Torturer → Master Torturer
The torturer extracts information under official sanction — a role that requires knowledge of anatomy, the ability to manage proceedings over extended periods, and complete professional detachment. The records suggest that the most effective torturers are methodical rather than brutal; terror is a tool, not the objective.
Surgeon
Apprentice Surgeon → Surgeon → Senior Surgeon → Chief Surgeon
Prison surgeons and executioner-surgeons practise medicine at the boundary of the profession — setting bones broken by judicial proceedings, amputating condemned limbs, treating inmates of institutions that no legitimate physician would serve. The experience produces rare practical knowledge, and some transition into conventional medicine on the strength of it.
Warden
Deputy Warden → Warden → Senior Warden → Chief Warden
Wardens maintain order in prisons, workhouses, and courts of confinement. The job requires administrative competence, physical presence, and the judgment to distinguish prisoners who can be managed from those who cannot. A good warden prevents escapes, minimises deaths, and keeps records accurate enough that the law remains satisfied.
Career Events
You carried out a high-profile execution. Gain Intimidation +1.
You interrogated a dangerous criminal. Gain Streetwise +1.
You were protected by the city guard. Gain a civic contact.
You studied anatomy. Gain Medicine +1.
Mishaps
A botched execution haunts you. Lose Presence -1.
You were attacked by a victim’s family. Gain a rival.
You were blamed for a wrongful death. Gain a political enemy.
You suffered an injury.
Mustering-out cash: 20–200 silver  ·  Pension: 10 silver/month
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Farmer

Qualifies on Endurance + Survival vs 6

Farming in this world is survival work rather than prosperity — most farmers produce enough to eat and enough to pay what is owed, with little margin for bad weather, illness, or a poor harvest. Those who persist in the agricultural trades develop a practical knowledge of animals, seasons, and land that proves surprisingly transferable. The ranks of experienced agricultural workers are valuable to anyone who needs reliable, hardworking people with a broad range of practical skills.

Basic Training
Survival, Animal Handling, Light Bludgeons
Survival Check
Endurance vs 6
Assignments
Stablehand or Groom
Stablehand → Groom → Head Groom → Master of Horse
Horses are wealth, and the people who care for them are trusted with something that matters. Stablehands learn the anatomy, health, and temperament of animals in daily contact; a groom who keeps good horses healthy is worth considerably more than their wages suggest to the household that depends on them.
Field Worker
Laborer → Farmhand → Senior Farmhand → Overseer
Field work is the hard core of agricultural labour — planting, harvesting, clearing, digging, and all the rest. Experienced field hands develop physical endurance that most other workers cannot match, and an intimate knowledge of what crops need and when to expect failure that no amount of theory can substitute.
Herder
Junior Herder → Herder → Senior Herder → Master Herder
Herders spend most of their time in motion — driving animals to pasture, protecting them from predators, reading weather and terrain. They know routes, water sources, and the behaviour of animals under stress in ways that make them excellent guides through country that others find difficult.
Career Events
You survived a harsh season. Gain Endurance +1.
You helped deliver livestock. Gain Animal Handling +1.
You discovered a new grazing route. Gain Navigation +1.
You earned the respect of your village. Gain a local contact.
Mishaps
You were injured by livestock.
A blight struck your crops. Lose Endurance -1.
You were caught in a storm. Lose Agility -1.
You were accused of hoarding or theft. Gain a rival.
Mustering-out cash: 5–80 silver  ·  Pension: 3 silver/month
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Knacker

Qualifies on Endurance + Animal Handling vs 6

Knackers perform the work that every settled community requires but none acknowledge — removing, processing, and disposing of dead animals, salvaging what can be sold from carcasses that would otherwise become a public health problem. The trade is legally protected in many jurisdictions precisely because it is essential, and knackers often have access to materials and markets unavailable to others. Social ostracism and practical necessity exist in uncomfortable balance throughout this career.

Basic Training
Animal Handling, Medicine, Streetwise
Survival Check
Endurance vs 6
Assignments
Bone Collector
Collector → Senior Collector → Lead Collector → Master Collector
Bone collectors work the outskirts of settlements, gathering carcasses and animal remains for processing. The work is physically demanding, aromatic, and done largely without company; it produces bones for glue, soap, and fertiliser, hides for leather, and fat for tallow. Collectors develop a practical knowledge of anatomy and animal disease that has unexpected uses outside the trade.
Tanner
Apprentice Tanner → Tanner → Senior Tanner → Master Tanner
Tanning converts raw hides into leather through a process involving caustic chemicals, extended soaking, and sustained physical labour. The process is slow, foul-smelling, and technically demanding — poorly tanned leather fails at the worst moments. Skilled tanners supply armour makers, shoemakers, saddlers, and book binders, and command reasonable prices for good work.
Carrion Handler
Handler → Senior Handler → Lead Handler → Master Handler
Carrion handlers deal with the most contaminated and dangerous animal material — carcasses from disease outbreaks, flood-killed livestock, mass animal deaths. The role requires courage, protective equipment, and practical knowledge of containment. Handlers often work with public authorities during crisis events, giving them connections that their normal status does not explain.
Career Events
You handled a diseased carcass safely. Gain Medicine +1.
You navigated dangerous outskirts. Gain Survival +1.
You earned the trust of a local farmer. Gain a contact.
You processed valuable hides. Gain Administration +1.
Mishaps
You contracted a mild disease. Lose Endurance -1.
You were attacked by scavengers. Lose Agility -1.
You were blamed for a foul incident. Gain a rival.
You were injured by a large animal.
Mustering-out cash: 5–80 silver  ·  Pension: 5 silver/month
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Merchant

Qualifies on Presence + Persuasion vs 7

Merchants move goods and money between the people who have them and the people who need them, taking a percentage of everything that passes through their hands. It is a career built on reputation, connections, and the ability to read risk accurately — a merchant who extends too much credit or trusts the wrong partner loses everything. Those who succeed build networks of relationships across cities and trade routes that make them influential in ways no formal title reflects.

Basic Training
Persuasion, Administration, Bribery
Survival Check
Intellect vs 6
Assignments
Shopkeep
Apprentice → Shopkeep → Senior Shopkeep → Master Merchant
The shopkeeper maintains a fixed establishment — a permanent retail point that depends on location, stock, and the relationships built with customers who could go elsewhere. The work is daily, detail-oriented, and unglamorous, but a well-run shop in a good location generates consistent income and access to the stream of people who pass through.
Caravan Guard
Guard → Senior Guard → Veteran Guard → Guard Captain
Caravan guards travel with goods in transit — on roads that are not always safe, for employers who expect the cargo to arrive. The work is partly combat readiness, partly vigilance, and partly the social skill needed to manage long journeys with mixed groups in difficult conditions. Guards who do their job well rarely need to fight; those who cannot deter threats do a great deal of fighting.
Guild Agent
Junior Agent → Agent → Senior Agent → Chief Agent
Guild agents operate on behalf of trading organisations — negotiating contracts, investigating partners, carrying letters of credit, and managing relationships with officials whose cooperation is commercially necessary. The role requires discretion, persuasion, and a thorough understanding of how money moves through institutional structures. Agents often know more about the real operation of commerce than the guildmasters above them.
Caravan Factor
Junior Factor → Factor → Senior Factor → Master Factor
The factor manages logistics — coordinating wagon trains, negotiating road tolls, handling customs officials, and ensuring that dozens of people and animals and wagons arrive somewhere on schedule. It is a role of continuous problem-solving under conditions that guarantee unexpected difficulties; a good factor treats problems as routine and has contingency plans for the contingencies.
Career Events
You negotiated a major deal. Gain Persuasion +1.
You uncovered fraud. Gain Administration +1.
You traveled with a caravan. Gain Navigation +1.
You earned the trust of a guildmaster. Gain a guild contact.
Mishaps
Your stock was gone in the morning with no sign of forced entry. The lock was sealed from the inside. Something had replaced one item with another you have never been able to identify. Arcana awakens.
You were cheated in a deal. Lose Presence -1.
You were caught in guild politics. Gain a political enemy.
A caravan was attacked. Lose Endurance -1.
Mustering-out cash: 30–350 silver  ·  Pension: 15 silver/month
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Serf

Open — no qualification roll required

The serf occupies the bottom of the agrarian order, bound by obligation to land and lord and compensated primarily by the permission to survive. The career is available to anyone — there are no barriers to entry because there are no choices involved. Despite this, serf experience builds something real: the physical endurance and practical knowledge that come from hard labour, low resources, and the constant management of a life in which everything can go wrong and usually does.

Basic Training
Survival, Light Bludgeons, Animal Handling
Survival Check
Endurance vs 5
Assignments
Laborer
Bondsman → Laborer → Senior Laborer → Overseer
Common labourers do whatever work is needed — harvest, construction, road repair, loading, carrying, clearing. The work is undifferentiated, frequently exhausting, and the pay is minimal. Those who endure it long enough develop the specific kind of physical competence and practical problem-solving that comes from handling difficult work without adequate tools or time.
Builder
Junior Builder → Builder → Senior Builder → Master Builder
Builders work under direction on construction projects — walls, roads, drainage works, and the infrastructure that settlements require. The work is seasonal, often dangerous, and produces skills in engineering and heavy work that have applications beyond manual labour. Builders who pay attention understand construction in ways that their official status does not reflect.
Miner
Miner Apprentice → Miner → Senior Miner → Mine Foreman
Mining is arguably the most dangerous common occupation in the known world — confined underground, dependent on timber supports that fail without warning, extracting ore under conditions that require constant vigilance. Those who survive acquire endurance, a knowledge of subterranean navigation, and an absence of fear about confined spaces that most people find deeply unsettling.
Career Events
You endured a brutal season of labor. Gain Endurance +1.
You repaired damaged structures. Gain Engineering +1.
You were trusted with important work. Gain a local contact.
You helped reclaim ruined land. Gain Survival +1.
Mishaps
You were injured during heavy labor.
You were punished for disobedience. Lose Social Standing -1.
You fell ill from poor conditions. Lose Endurance -1.
You were blamed for another’s mistake. Gain a rival.
Mustering-out cash: 0–30 silver  ·  Pension: 2 silver/month
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Criminal

Those who live outside the law, by skill or necessity.

Rogue

Qualifies on Agility + Stealth vs 7

The rogue career covers those who earn their living outside the law's protection by operating outside the law's constraints. It is not a romantic life — it involves genuine danger, betrayal, and the persistent threat of arrest or worse. But it develops skills that legal professions rarely offer: the ability to enter places one is not meant to be, to move unseen, to understand criminal systems from the inside, and to survive in environments where the rules are enforced by violence rather than courts.

Basic Training
Stealth, Lockpicking, Streetwise
Survival Check
Agility vs 7
Assignments
Thief
Cutpurse → Thief → Senior Thief → Master Thief
Thieves take what belongs to others, which requires understanding security, social systems, and the predictable behaviours of people who think their belongings are safe. Good thieves are patient, observant, and disciplined; poor ones are caught. The work ranges from cutting purses in markets to planned entry into secured premises, with the risk scaling accordingly.
Highwayman
Bandit → Highwayman → Senior Highwayman → Road Captain
Highwaymen work the roads — stopping travelers, merchants, and coaches and relieving them of valuables through a combination of surprise and threat. The job requires mobility, the ability to read whether a target will submit or resist, and a swift exit. Those who stay in one area are eventually caught; those who keep moving accumulate enough encounters to determine which ones are worth taking.
Assassin
Apprentice → Knife → Senior Knife → Master Assassin
Assassination is employment in the removal of specific individuals — a trade that requires patience, planning, and the ability to operate in proximity to a target without triggering their suspicion. Most of the work is preparation; the act itself is brief. What makes it dangerous is not the act but the discovery, and the people who employ assassins are rarely those who would benefit from a witness.
Career Events
You pulled off a major theft. Gain Stealth +1.
You infiltrated a guarded place. Gain Lockpicking +1.
You made a useful underworld contact.
You escaped the law. Gain Streetwise +1.
Mishaps
You were caught by the guard. Lose Social Standing -1.
You were betrayed by an ally. Gain a rival.
You were injured during a job.
You were hunted by bounty hunters. Gain a criminal enemy.
Mustering-out cash: 10–120 silver
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Knowledge

Learned professions — medicine, history, and the sciences.

Healer

Qualifies on Education + Medicine vs 7

Healers occupy a profession that is simultaneously respected and suspected — they deal with illness and death, understand things about the body that most people find disturbing, and charge for access to knowledge that desperate people have no choice but to pay for. Medicine in this world is practical, empirical, and sometimes wrong in ways that kill the patient. Those who practise it well are worth considerably more than their social status suggests; those who practise it poorly attract lawsuits, superstition, and occasionally worse.

Basic Training
Medicine, Survival, Investigation
Survival Check
Endurance vs 6
Assignments
Herbalist
Herbalist Apprentice → Herbalist → Senior Herbalist → Master Herbalist
The herbalist works with plants — gathering, drying, blending, and administering remedies that range from effective to useless to dangerous, sometimes without clear knowing which. Good herbalists travel widely, know the land they gather from, and maintain networks with others who deal in remedies. The knowledge overlaps with folk medicine, natural philosophy, and the simple observation of what actually works.
Physician’s Assistant
Junior Assistant → Assistant → Senior Assistant → Deputy Physician
Physicians depend on assistants who can handle the work that a credentialed practitioner cannot spend time on — examination, record-keeping, basic treatment, and the management of patients who need attention but not the physician's direct skill. Assistants see more cases than the physicians above them and often accumulate a practical understanding of medicine that exceeds their official rank.
Plague Doctor
Junior Plague Doctor → Plague Doctor → Senior Plague Doctor → Chief Plague Doctor
The plague doctor goes where no one else will — into quarantined houses, fever wards, and outbreaks that clear the streets. The distinctive mask and protective garments are as much symbol as protection. Those who survive several outbreak seasons develop an empirical knowledge of disease management that is rare and valuable, because most people who get close enough to learn it do not survive to apply it.
Career Events
You treated a difficult illness. Gain Medicine +1.
You gathered rare herbs. Gain Survival +1.
You saved a patient’s life. Gain a contact.
You studied under a master healer. Gain History +1.
Mishaps
You contracted an illness. Lose Endurance -1.
You were injured while treating a patient.
You were accused of malpractice. Gain a rival.
Your supplies ran out at the worst possible moment, yet the patient recovered. You have no medical explanation for what happened. Arcana awakens.
Mustering-out cash: 10–120 silver  ·  Pension: 15 silver/month
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Scholar

Qualifies on Education + History vs 7

Scholars maintain and expand the accumulated knowledge of the known world — in archives, academies, noble households, and the institutions of the church that preserve what would otherwise be lost. It is a career that requires sustained effort in pursuit of objectives that do not always produce immediate results, in institutions that are political despite appearing purely intellectual. Those who navigate it well gain access to knowledge, contacts, and analytical skills that apply far outside the academic context.

Basic Training
History, Religion, Administration
Survival Check
Intellect vs 6
Assignments
Historian
Junior Historian → Historian → Senior Historian → Master Historian
Historians work with records — maintaining them, interpreting them, and using them to understand patterns invisible without access to the past. The field is as political as any court: which histories are preserved, which are emphasised, and which are suppressed are not neutral questions. A historian who makes themselves useful to powerful patrons survives; one who makes themselves inconvenient usually does not.
Scribe
Apprentice Scribe → Scribe → Senior Scribe → Head Scribe
Scribes are the infrastructure of literacy — producing, copying, and maintaining the documents that institutions, trade, and law depend on. A skilled scribe is precise, discreet, and fast; they handle information that could be valuable to many parties and are trusted accordingly. Some serve a single household for decades; others move through a series of engagements that expose them to a wide range of institutions and their workings.
Engineer
Junior Engineer → Engineer → Senior Engineer → Master Engineer
Scholar-engineers apply learned principles to physical problems — designing fortifications, water systems, siege equipment, and the structures that survive because they were calculated rather than guessed. The role bridges theory and practice in ways that neither pure scholars nor practical craftsmen fully manage; an engineer who can explain what they are doing and why is worth considerably more than one who only knows how.
Career Events
You uncovered an ancient record. Gain History +1.
You assisted a noble household. Gain a noble contact.
You copied rare manuscripts. Gain Administration +1.
You solved a scholarly dispute. Gain Persuasion +1.
Mishaps
You were blamed for a transcription error. Lose Social Standing -1.
You were caught in academic politics. Gain a rival.
You suffered an accident in the archives. Lose Endurance -1.
You were accused of heresy. Gain a political enemy.
Mustering-out cash: 10–150 silver  ·  Pension: 15 silver/month
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Military

Service in the organised armies and cavalry of the realm.

Cavalry

Qualifies on Social Standing + Riding vs 8

The cavalry is the visible power of armies — fast, expensive, and trained for the decisive charge that can end a battle or begin a rout. Entry requires social standing as much as skill; horses, equipment, and training cost money that the common soldier does not have. A cavalry trooper serves under officers who are often noble, in campaigns that depend on speed, coordination, and the willingness to close with the enemy at full gallop.

Basic Training
Riding, Heavy Blades, Warfare
Survival Check
Agility vs 7
Assignments
Light Cavalry
Trooper → Outrider → Veteran Rider → Sergeant
Light cavalry are the eyes of the army — scouting ahead, screening the flanks, running down broken enemies, and carrying orders across the field. Speed matters more than armour; a light rider who cannot read the terrain will not survive the situations that find them.
Heavy Cavalry
Man-at-Arms → Lancer → Knight → Sergeant-at-Arms
The heavy cavalryman is a weapon of mass — armoured, well-mounted, and trained to shatter infantry lines in a single charge. It is decisive when it works. When it does not, a man in full armour with a dead horse beneath him is in a very poor position.
Mounted Archer
Mounted Archer → Skilled Archer → Veteran Archer → Sergeant
Mounted archers offer what few military units can: the ability to strike from horseback and withdraw before the enemy can respond. The training demand is high — a good mounted archer must shoot accurately while managing a moving horse — but those who master it are valued by any commander who can afford them.
Career Events
You rode in a successful charge. Gain Riding +1.
You protected a noble officer. Gain a noble contact.
Your mount saved your life. Gain Animal Handling +1.
You were sent on patrol. Gain Navigation +1.
Mishaps
Your horse was killed beneath you without warning. Something stood over the animal in the moment before it fell that you cannot describe clearly. Gain an injury.
You were thrown during battle. Lose Agility -1 or muster out.
You offended a noble patron. Gain a powerful rival.
You were captured after a failed charge. Gain Survival +1.
Mustering-out cash: 30–350 silver  ·  Pension: 20 silver/month
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Infantry

Qualifies on Strength + Polearms vs 6

Infantry is the body of every army — the foot soldiers who march in all weather, hold the line under fire, and take the casualties that cavalry avoids. It is brutal, hierarchical, and deeply bonding. Veterans of infantry service carry a particular knowledge of human endurance and group tactics that does not transfer easily to civilian life, but makes them valuable wherever organised violence is the primary activity. Officers rise from the ranks or enter with commissions; most soldiers remain soldiers.

Basic Training
Polearms, Light Blades, Unarmed
Survival Check
Endurance vs 6
Assignments
Spearman
Recruit → Soldier → Veteran → Sergeant
The spearman is the core of formed infantry — part of a line that holds or breaks as a unit. Training focuses on formation discipline, the management of the spear in close press, and the understanding that breaking ranks gets everyone killed. Individual skill matters less than collective steadiness; a soldier who panics is a problem for everyone beside them.
Shieldbearer
Recruit → Shield-Soldier → Veteran → Sergeant
Shield-soldiers hold a defensive role in the line — the wall that allows other troops to operate. The work requires strength, steadiness under fire, and the discipline to hold position when every instinct suggests moving. Experienced shield-soldiers often transition into leadership roles; what they do is straightforward but it takes a particular temperament to do it well.
Skirmisher
Skirmisher → Scout → Veteran Scout → Sergeant
Skirmishers operate on the fringes of battle — harassing enemy formations, screening advances, and falling back before the enemy can close. The role rewards individual judgment and movement over formation discipline; skirmishers function more like hunters than soldiers, which attracts a particular type of person and creates particular problems for those trying to command them.
Career Events
You fought in a major battle. Gain Warfare +1.
You protected a fellow soldier. Gain a military contact.
You endured a brutal campaign. Gain Endurance +1.
You trained new recruits. Gain Leadership +1.
Mishaps
You were wounded in battle.
You were punished for insubordination. Lose Social Standing -1.
You were separated from your unit. Gain Survival +1.
You were caught in a rout. Lose Agility -1.
Mustering-out cash: 10–120 silver  ·  Pension: 15 silver/month
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Militia

Qualifies on Endurance + Light Blades vs 6

Militia service is the organised response to threats at the local level — town watch, constabulary, and garrison duty that does not require a standing army. It is civil rather than military in character, concerned with maintaining order in settled places rather than fighting in the field. Militia members navigate the overlap between law enforcement and community relationships daily, managing situations that rarely have clean resolutions and populations that do not always cooperate.

Basic Training
Light Blades, Polearms, Streetwise
Survival Check
Endurance vs 6
Assignments
Town Watch
Watchman → Senior Watchman → Watch Corporal → Watch Sergeant
Watch officers patrol streets, respond to disorder, enforce curfews, and manage the persistent low-level violations that constitute most of what law enforcement actually handles. A good watchman knows the community they patrol intimately, which is both their greatest advantage and a source of considerable personal complication when the community's interests conflict with the law's.
Catchpole
Catchpole → Senior Catchpole → Corporal → Sergeant
Catchpoles are debt collectors and warrant officers — the people who knock on doors with legal authority to collect what is owed or take who is named. The role requires navigating the anger of people who do not want to be found and the danger of enforcing judgments on those who have reasons to resist. Catchpoles develop thick skin, practical negotiation skills, and a realistic understanding of what law does in daily life.
Yeoman Guard
Guardsman → Senior Guardsman → Guard Corporal → Guard Sergeant
Yeoman guards provide garrison and protective duties — guarding gates, escorting convoys, standing watches at important buildings. The role is more formal than the watch and more military in character; yeomen receive better training and equipment than ordinary watchmen and are expected to hold their ground against threats that would overwhelm a constable.
Career Events
You broke up a tavern brawl. Gain Intimidation +1.
You patrolled dangerous streets. Gain Streetwise +1.
You were commended by the captain. Gain Leadership +1.
You trained with the guard. Gain Polearms +1.
Mishaps
You were injured on duty.
You were blamed for a wrongful arrest. Gain a rival.
A riot overwhelmed your patrol. Muster out immediately.
You accepted a bribe. Gain Streetwise +1 and a criminal contact.
Mustering-out cash: 10–120 silver  ·  Pension: 10 silver/month
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Royal Scout

Qualifies on Agility + Stealth vs 7

The royal scouts are military intelligence — small units operating in advance of armies, in denied territory, or in environments where larger forces cannot go without giving themselves away. The role is selective: qualification demands both physical capability and the mental adaptability to function alone without support. Scout assignments range from tactical reconnaissance to long-range surveillance to operations that blur the line between military and intelligence work.

Basic Training
Stealth, Bows, Survival
Survival Check
Agility vs 6
Assignments
Pathfinder
Scout → Senior Scout → Veteran Scout → Scout Sergeant
Pathfinders locate routes, assess terrain, and report on what lies ahead of an advancing force. The work demands precision — a pathfinder who misreads a ford or underestimates a defensive position costs lives. Navigation, tracking, and the ability to assess terrain from a military perspective are the core skills; everything else is secondary to getting the assessment right.
Outrider
Outrider → Senior Outrider → Veteran Outrider → Outrider Sergeant
Outriders are mounted scouts who extend the eyes of a force further than infantry scouts can reach. They carry information quickly across large distances and screen the flanks of advancing forces against surprise. The combination of riding and observation requires particular skill; an outrider who cannot manage their horse under stress is a liability in precisely the situations where scouts matter most.
Shadow
Shadow → Senior Shadow → Veteran Shadow → Shadow Sergeant
Shadows operate in deep surveillance — embedded in populated areas, watching targets over extended periods, and gathering information through presence and observation rather than direct action. The work requires the ability to disappear into ordinary life, maintain cover across extended operations, and bring back accurate intelligence under conditions that do not allow for written notes.
Career Events
You scouted enemy territory. Gain Stealth +1.
You discovered a hidden route. Gain Navigation +1.
You saved your unit from an ambush. Gain a military contact.
You trained with elite scouts. Gain Tracking +1.
Mishaps
You were wounded behind enemy lines.
You became lost for days. Lose Perception -1.
You were captured and escaped. Gain Survival +1.
You were ambushed. Lose Agility -1.
Mustering-out cash: 20–200 silver  ·  Pension: 20 silver/month
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Religious

The clergy, monastic orders, and those who serve the temples.

Priest

Qualifies on Education + Religion vs 7

The priesthood administers the relationship between the community and whatever powers govern the universe — a function that is simultaneously sacred, political, and practical. Priests bury the dead, bless the sick, mediate disputes, maintain records, and provide the ideological framework that holds communities together under pressure. The church is a large institution with internal politics, competing factions, and a hierarchy that moves people to positions based on usefulness as much as virtue.

Basic Training
Religion, History, Persuasion
Survival Check
Presence vs 6
Assignments
Village Priest
Acolyte → Deacon → Priest → Senior Priest
The village priest is the most immediate face of the church for most people — conducting rites, counselling the distressed, maintaining records of birth and death, and representing an institution that is always present but not always welcome. The work is local, relational, and rarely finished; a good village priest becomes central to a community in ways that no other figure quite manages.
Monk
Novice → Brother → Senior Brother → Prior
Monasteries are self-contained institutions dedicated to preservation — of texts, of traditions, of disciplines. Monks follow structured lives of work and study within communities that can be intensely political beneath their tranquil surface. The scholarly resources available to monks exceed what most secular institutions can offer, and the network of monasteries functions as something like a communications system across the known world.
Templar
Initiate → Templar → Senior Templar → Commander
The templar is a religious warrior — trained for combat and motivated by conviction, serving military orders that operate with both ecclesiastical authority and military effectiveness. Templars have the discipline of soldiers and the institutional backing of the church, which makes them formidable in contexts where both matter. The expectations of the role are demanding in ways that most soldiers do not face.
Career Events
You mediated a dispute. Gain Persuasion +1.
You tended the sick. Gain Medicine +1.
You uncovered heresy. Gain a political enemy.
You completed a pilgrimage. Gain Survival +1.
Mishaps
You were accused of heresy. Gain a rival.
You suffered a crisis of faith. Lose Presence -1.
You were injured during a ritual.
You were caught in religious politics. Gain a political enemy.
Mustering-out cash: 10–120 silver  ·  Pension: 15 silver/month
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Social

Courtiers, performers, and those who navigate society by wit.

Noble

Qualifies on Social Standing + Etiquette vs 9

The noble career is the management of inherited position through institutions — court, military order, and diplomatic service — that exist to translate social standing into power. Entry requires not just birth but the demonstrated ability to navigate structures designed by and for people with competing interests. Those who succeed accumulate contacts, favours, and the kind of influence that comes from being known and trusted by people who matter in rooms that most people never enter.

Basic Training
Etiquette, Leadership, Riding
Survival Check
Presence vs 7
Assignments
Courtier
Page → Squire → Courtier → Senior Courtier
The courtier exists in the orbit of power without necessarily holding it — attending functions, managing relationships, representing interests, and navigating the politics of households where everything carries implication. The work is social, exhausting, and requires a detailed understanding of protocol that functions as a second language in the environments where it applies.
Knight-Errant
Squire → Knight → Senior Knight → Knight Commander
The knight-errant holds a formal military rank within a noble order, with obligations to both active service and the social expectations that come with the title. Some assignments involve genuine campaigning; others are largely ceremonial. The distinction is not always clear until the campaign starts.
Diplomat
Attaché → Junior Diplomat → Diplomat → Senior Diplomat
Diplomats represent interests in courts and negotiations they do not control — carrying instructions, managing conversations, and finding agreements in situations where the parties distrust each other. The role requires patience, complete control of presentation, and the capacity to maintain a position under sustained social pressure while appearing entirely relaxed about it.
Career Events
You attended a major court function. Gain Etiquette +1.
You negotiated a delicate matter. Gain Persuasion +1.
You trained with knights. Gain Riding +1.
You gained the favor of a powerful noble. Gain a noble contact.
Mishaps
You were embarrassed at court. Lose Social Standing -1.
You were caught in a scandal. Gain a rival.
You were injured in a duel.
You were targeted by political enemies. Gain a political enemy.
Mustering-out cash: 50–600 silver  ·  Pension: 20 silver/month
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Street Performer

Qualifies on Agility + Persuasion vs 6

Street performers live on the edge of respectable society, earning their keep from crowds who are under no obligation to pay. The work requires a combination of skill, showmanship, and the ability to read what an audience will respond to before investing the effort. Performers travel, adapt, and develop the social intelligence of people who depend on strangers — which produces a particular worldliness that more settled careers rarely achieve.

Basic Training
Persuasion, Streetwise, Stealth
Survival Check
Agility vs 6
Assignments
Bard
Minstrel → Bard → Senior Bard → Master Bard
Bards provide music, poetry, and narrative entertainment across a range of venues from the tavern floor to the noble hall. The repertoire matters — knowing what a given audience wants to hear, and what they can be persuaded to appreciate — and so does the management of patrons who provide access to better performance spaces. A bard with a good reputation and useful connections is a node in an information network that reaches further than most people expect.
Acrobat
Tumbler → Acrobat → Senior Acrobat → Master Acrobat
Acrobats perform physical feats for audiences who want to see something impressive and slightly dangerous. The training is demanding, the injuries are frequent, and the margin between impressive and injurious is narrower than it appears from the audience side. Experienced acrobats develop movement skills and body awareness that transfer readily to contexts where passing through difficult spaces quickly and quietly is what matters.
Jester
Apprentice Jester → Jester → Senior Jester → Royal Jester
The jester occupies a peculiar social position — licensed to say what others cannot, in contexts that require high social skill to navigate. The comedy is the surface; underneath is a precise reading of the social environment, an understanding of what each person in the room will find amusing and what they will find offensive, and the ability to stop short of a line before crossing it. Jesters who miscalculate find the licence suddenly revoked.
Career Events
You performed for a noble household. Gain Etiquette +1.
You drew a large crowd. Gain Persuasion +1.
You escaped a dangerous situation. Gain Stealth +1.
You traveled with a troupe. Gain Streetwise +1.
Mishaps
You were injured during a performance.
You were followed for three days by someone who was never there when you turned. They stopped following you after you spoke to them directly. You do not know what you said. Arcana awakens.
You were blamed for a disturbance. Gain a rival.
You were chased by guards. Gain Streetwise +1.
Mustering-out cash: 5–100 silver  ·  Pension: 8 silver/month
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Transport

Sailors, rivermen, and those who move goods across the world.

Sailor

Qualifies on Endurance + Navigation vs 6

Sailors work the rivers and coastal waters that connect the cities of the known world — carrying cargo, passengers, and news along routes that are often faster than any road. The sea and the river are indifferent to the people who travel them; seamanship is the accumulated experience of managing vessels and conditions that will kill the incompetent without malice. A sailor develops endurance, navigation, and the practical skills of a trade that demands competence in everything at once.

Basic Training
Navigation, Survival, Bows
Survival Check
Endurance vs 6
Assignments
Deckhand
Deckhand → Senior Deckhand → Able Seaman → Boatswain
Deckhands do the physical work of keeping vessels underway — working lines, managing cargo, maintaining the equipment that keeps a ship functional. The work is hard, wet, and dangerous in ways that feel routine until they are not. Experienced deckhands understand ships in ways that become instinctive; they know by sound and motion when something is wrong before they can name what it is.
Riverman
Junior Riverman → Riverman → Senior Riverman → River Master
Rivermen operate on inland waterways — rivers, canals, and lakes that connect the interior of the land to the coast and to each other. River navigation differs from open-water sailing in character: more constrained, more dependent on detailed knowledge of specific routes, and involving a different set of hazards. A skilled riverman knows every bend of their regular route and every danger the seasons bring to it.
Navigator / Helmsman
Junior Helmsman → Helmsman → Senior Helmsman → Master Navigator
The helmsman has the wheel and the navigator has the charts; in smaller vessels they are the same person. The responsibility is total — a ship goes where the helmsman takes it, and in difficult conditions the crew's survival depends on their judgment. Navigation by coast, by star, and by dead reckoning across open water each require different skills; experienced navigators develop all three.
Career Events
You survived a storm at sea. Gain Endurance +1.
You navigated treacherous waters. Gain Navigation +1.
You fought off river pirates. Gain one combat skill.
You earned the trust of the crew. Gain a contact.
Mishaps
You nearly drowned. Lose Endurance -1.
You were injured by rigging.
You were blamed for a navigational error. Gain a rival.
You were pulled from the water by a vessel that was not in the shipping lanes and was gone before rescue ships arrived. The crew spoke no language you could place. Arcana awakens.
Mustering-out cash: 10–120 silver  ·  Pension: 10 silver/month
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Wanderer

Those without a fixed path — traveling by choice or chance.

Wayfarer

Open — no qualification roll required

The wayfarer has no fixed place and no fixed profession — moving from settlement to settlement, taking work as it comes, and building the kind of knowledge that only comes from covering ground. It is a life of modest resources and significant experience, producing people who know roads, know people, and know how to read a situation quickly because they have seen the same situation in twenty different forms. The open road is not comfortable, but it is educational.

Basic Training
Survival, Navigation, Streetwise
Survival Check
Endurance vs 6
Career Events
You traveled with a caravan for a season. Gain Navigation +1.
You survived a harsh storm. Gain Endurance +1.
You befriended a fellow traveler. Gain a contact.
You learned the ways of the road. Gain Streetwise +1.
Mishaps
You were injured during travel.
You became lost for days. Lose Perception -1.
A stranger sold you something that was not in your hand when you opened it. What they had told you about it has proven accurate. Arcana awakens.
You fell ill from bad food or water. Lose Strength -1.
Mustering-out cash: 5–40 silver
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Wilderness

Hunters, foresters, and those who know the land beyond the road.

Forester

Qualifies on Perception + Tracking vs 7

Foresters serve the lords who own the woodland — a resource worth protecting and worth exploiting carefully. The work ranges from enforcing hunting rights and chasing poachers to managing charcoal production and surveying boundaries. A forester operates largely alone in remote country, makes their own decisions, and is expected to be competent in everything the woods can demand. Independence and physical resilience are the qualities that define the career.

Basic Training
Tracking, Survival, Bows
Survival Check
Endurance vs 6
Assignments
Woodswarden
Junior Warden → Warden → Senior Warden → Head Warden
Wardens patrol and enforce the rules of the forest — who may hunt, who may take wood, and who may pass through. It is largely a job of observation and confrontation, often with people who resent the rules and have reasons to resist. A warden who is feared is not respected; a warden who is respected rarely needs to be feared.
Boundary Ranger
Ranger → Senior Ranger → Veteran Ranger → Ranger Captain
Rangers operate on the edges of held territory, monitoring threats and reporting back. They spend extended periods alone in difficult country, navigating by skill and experience, reading signs of human and animal movement. The role attracts people who are comfortable without supervision and capable of surviving on what the landscape provides.
Charcoal Burner
Helper → Charcoal Burner → Senior Burner → Master Burner
Charcoal burning takes place deep in the forest, far from towns, in conditions the uninitiated find miserable. Charcoal burners maintain kilns for weeks at a time, sleeping beside them, adjusting the burn, and producing the fuel that iron-working, glassmaking, and dozens of other industries depend on. The work is solitary, demanding, and surprisingly skilled.
Career Events
You mapped dangerous woods. Gain Navigation +1.
You discovered poachers. Gain a rival.
You saved travelers from danger. Gain a contact.
You survived a forest fire. Gain Endurance +1.
Mishaps
You were mauled by wildlife. Lose Agility -1.
You were caught in a storm. Lose Endurance -1.
You were blamed for a boundary dispute. Gain a rival.
You were injured by falling timber.
Mustering-out cash: 10–120 silver  ·  Pension: 10 silver/month
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Hunter

Qualifies on Perception + Tracking vs 7

Hunters work the frontier between settled land and wilderness — providing meat and pelts to markets that depend on both, and managing the wild animals that threaten flocks and settlements. It is skilled work that requires patience, physical endurance, and the ability to read landscape and animal behaviour with precision. Professional hunters work with contracts, traps, dogs, and bows, often spending weeks alone in country that kills the unprepared.

Basic Training
Tracking, Survival, Bows
Survival Check
Endurance vs 6
Assignments
Trapper
Junior Trapper → Trapper → Senior Trapper → Master Trapper
Trappers operate a circuit of snares and deadfalls spread across a territory they know intimately — checking, resetting, skinning, and carrying furs to market. The work requires detailed knowledge of animal behaviour and habitat; a trapper who cannot read signs reads losses. Good trapping ground is defended, sometimes violently.
Monster Hunter
Apprentice Hunter → Hunter → Veteran Hunter → Master Hunter
Monster hunters take contracts that other hunters decline — large predators, animals that have developed a taste for livestock or people, and occasionally things that do not behave like normal animals at all. The work pays well because the alternatives are few and the danger is real. Monster hunters tend to develop very good tactical instincts and very little patience for people who underestimate what they are dealing with.
Tracker
Junior Tracker → Tracker → Senior Tracker → Master Tracker
Trackers follow things through country where following is difficult — whether that means escaped prisoners, missing travelers, stolen livestock, or game that has fled a wound. The skill is as much detective work as field craft: a good tracker reconstructs events from physical evidence and anticipates where their quarry is going before it arrives.
Career Events
You tracked a dangerous beast. Gain Tracking +1.
You survived a harsh winter. Gain Endurance +1.
You discovered a hidden trail. Gain Navigation +1.
You saved a traveler. Gain a contact.
Mishaps
You were caught in your own trap. Lose Agility -1.
You were stalked by predators. Gain Survival +1.
You became lost for days. Lose Perception -1.
You came back from a hunt with no memory of three hours and prey you had not aimed at. Arcana awakens.
Mustering-out cash: 15–150 silver
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