Scoundrel
In Ambria the word “scoundrel” is used broadly and refers
to all who “steal” something from others, be it their trust,
secrets, money or life. The calling of the warrior, to proudly
face an opponent face-to-face, is an exception to this rule: it
is the sneaky assassin that counts among the thieving scoundrels. In essence, warriors, craftsmen and scholars are the
ideal occupations among the Ambrians; the rest are more
or less regarded as scoundrels.
Scoundrels and the Origins
People at large would say that changelings and goblins are
synonymous with scoundrels, and are usually surprised
when they realize that ogres and humans can also be found
amongst their number.
Scoundrel Approaches
We cover the Explorer approach for those who wish to get
into trouble in the wild, the Former Cultist for scoundrels
with a dark history, a Guild Thief for one that follows (certain) rules, Sappers that attack the foundations of society,
Spies that seek secret information on behalf of their master,
Thugs that serve as the chosen enforcers of other criminals
and Treasure-hunters that are only concerned with finding
more valuables.
Former Cultist
Many sorcerers foster cults around themselves and their
beliefs, promising drug-induced insights and black salvation to those willing to follow the mystic into the dark.
Not many defect from such cults and those who do and
survive more than a few days are fewer still, hunted as
they are by both the cult they left behind and by witch
hunters and Black Cloaks. The situation is not made any
easier by the defector’s own burdens – memories of services rendered to please their master and explicitly cruel
actions performed in the name of the cult weigh most
Former Cultists down and haunt their nightmares long
after leaving the master.
You might have been a deeply convinced fanatic, or
someone for whom the membership was more of a practical
choice motivated by ambition or greed. However, if one is to
believe the interrogation protocols of the Black Cloaks, desperation is the most common characteristic among cultists
– the injustices of life combined with a charismatic leader
who promises redemption and strength can be an attractive
combination. But no matter your background, the choices
of the cultist were never innocent; your hands are forever
colored by blood.
Guild Thief
The Guild Thief has a long, if not proud, tradition rooted
in Alberetor, a tradition that emerged stronger after the
relocation to the north. Each of Ambria’s towns has at least
one Thieves’ Guild, larger ones often have one based in each
district or block.
Not just anyone is qualified to be a Guild Thief. Sure, pickpockets and simplistic thugs may prove to be suitable recruits but only the most cunning and agile can hope to gain
membership in the Guild. To strike unnoticed and know who
is untouchable are matters of principle to the Guild Thief.
Sapper
War can be won on battlefields or through sieges, and both
of these require advanced field-works. In Ambria, most
such tasks are handled by Her Majesty’s Sapper Corps,
7th Army, Yndarien. Ordo Magica also has a department
for battlefield alchemy at their headquarters in Agrella.
Known as The Panzer Alchemists, this elite group of Sappers serves the duchy of Kasandrien. The other duchies
also have Sapper squads, though not of the same caliber.
All Sappers are trained in the use of siege weapons, from
ballistae to trebuchets, and the most qualified can handle
alchemical weapons. Sappers are also trained to craft simple fortifications, like barricades for cavaliers, trenches
and undermining tunnels.
Ordo Magica has realized that ogres are well equipped to
be Panzer Alchemists and the Wizards are supervising attempts to school a number of ogres in the use of alchemical
weapons. These pensive giants have also convincingly proven that the heavy alchemical firetube can be employed as an
effective, two-handed crushing weapon (counts as a great
club). This is assumed to increase the life expectancy of the Sappers, since those who discharge an alchemical firetube
often are at a worryingly short distance from the enemy.
Spy
Already during The Great War there were secret agents
working for the King and the court in Alberetor. After the
war, the agency lay dormant until the recent troubling times
made Queen Korinthia breathe life into what is called the
Royal Sekretorium.
The Sekretorium consists of a number of reliable nobles
who secretly enforce the Queen’s command to infiltrate
various operations and hunt for sensitive information – or
spread disinformation. The committee is led by high-borns,
while the field work is carried out by nobles of lower rank. A
vital part of the operations is aimed at Korinthia’s own allies
within the Sun Church, Ordo Magica, the military and also
the duchies of the realm, meaning the Queen’s close relatives. Some Spies are not equipped to handle the intrigues
and moral ambiguities; others are cast out in the cold after
incriminating failures. Former Spies of the Queen often live short lives, constantly on the run from both enemies and
their former superiors.
Some other organizations surely have a few spies placed
in Ambria, causing many people to be suspicious of converted barbarians, changelings, abducted humans who have
returned, and other strangers.
Thug
The eastern districts of Yndaros are a wilderness as dangerous as Davokar, and just as rewarding for those who know
how to harvest its fruits. You grew up on streets whose gangs
have taught you the art of making a profit from others’ hard
work, right under the noses of the city watch. Other Thugs
rise through the ranks by becoming employed by barons or
counts, free to act as ruffians and enforcers without being
bothered by the Queen’s watchmen.
You have always preferred the direct approach, dispensing violence directly against your enemies and your employer’s enemies.
Treasure-hunter
The depths of Davokar hide many treasures; to locate, salvage and return them to civilization is your bread and butter.
You dream of overgrown ruins and fantasize about sunken
temples. Unlike many others, you have proven yourself willing to risk your life in order to succeed. You have developed
an impressive set of skills in order to do just that and there
are few situations within Davokar for which you have not
prepared a strategy.
Scoundrel Shadows
The Shadows of scoundrels are invariably darker than their
fellows’, but the nature of their appearance varies based on
their focus. A charlatan looks like they’re wearing a mask or
hood of deep shadow while a thug is grim and gray all over.
Tendrils of darkness emerge from a treasure-hunter’s heart
and a ranger is cloaked by a green so dark that it seems black
and it obscures their movements.
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