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Nests of the Roden

Roden Lifepaths

Fields and Forests Setting

Lifepath
Time
Res
Stat
Leads
1. Born to the Fields5 yrs4 rps
Skills: 3 pts: General
Traits: Roden Common Traits; plus 2 pts: Vegetarian

2. Field Hand3 yrs3 rps+1 PExile
Skills: 4 pts: Singing, Friends-wise, Digging
Traits: 1 pt: Back-breaking Labour

3. Shepherd4 yrs4 rps+1 PExile
Skills: 5 pts: Driving, Animal Husbandry, Slings, Llama-wise, Borders-wise
Traits: 1 pt: Spitting, Cry Dragon

4. Woodsen4 yrs6 rps+1 PExile
Skills: 4 pts: Tree Cutting, Tree-wise, Carpentry, Orienteering
Traits: 1 pt: Independent

5. Apprentice5 yrs9 rps+1 PExile
Skills: 3 pts: Mending, Haggling, Sewing, Digging, Firebuilding, Materials-wise
Traits: 1 pt: Gofer

6. Gatherer4 yrs9 rpsExile
Skills: 3 pts: Foraging, Herbalism, Watercarrots-wise, Orchard-wise, Nuts and Berries-wise
Traits: 1 pt: —

7. Farmer8 yrs10 rps+1 P
Skills: 3 pts: Farming, Mending, Seed-wise, Oats-wise, Barley-wise
Traits: 1 pt: Hoarder

8. Beekeeper6 yrs10 rps+1 M
Skills: 3 pts: Insect Husbandry, Firebuilding, Bee-wise, Flower-wise, Honey-wise
Traits: 1 pt: Thick Skin, Beespeaker
Requires: Woodsen, Gatherer, Farmer, Father / Mother, Apprentice, or Field Hand

9. Cultivator8 yrs10 rps
Skills: 5 pts: Foraging, Basketry, Insect Husbandry, Apothecary, Medicinals-wise, Mushrooms-wise
Traits: 1 pt: Impressive Hat, Fun Guy, A Bit Mad
Requires: Gatherer, Weaver, Scavenger, Mycanist, Scrub, Scavenger, or Hermit

10. Furrier4 yrs10 rps+1 PExile, Milita
Skills: 5 pts: Tanner, Armourer, Haggling, Pelts-wise, Trim-wise
Traits: 2 pts: Reeks
Requires: Shepherd, Scrub, Bushwhacker, Hunter, or Sawbones

11. Crabber6 yrs11 rps+1 M/PExile
Skills: 5 pts: Crabbing*, Trapper, Knots, Cooking, Boatwright, Scrimshaw, River-wise
Traits: 2 pts: Superstitious, Pinched Once (Once!)
Note: Crabbing works like the Fishing skill, but for crabs

12. Baker4 yrs12 rpsCitadel
Skills: 4 pts: Baking, Firebuilding, Bread-wise, Cooking, Oven-wise
Traits: 1 pt: Fragrant, Sweet Tooth
Requires: Beekeeper, Miller, Shepherd, or Field Hand

13. Weaver6 yrs15 rpsCitadel
Skills: 6 pts: Weaving, Sewing, Embroidery, Soothing Platitudes, Singing, Loose Ends-wise, Wool-wise
Traits: 1 pt: Calloused
Requires: Apprentice or Cultivator

14. Miller5 yrs14 rps+1 M/P
Skills: 5 pts: Milling, Grain-wise, Haggling, Flour-wise, Watermills-wise
Traits: 1 pt: Industrious

15. Meadmaker5 yrs15 rps
Skills: 5 pts: Brewing, Mead-wise, Haggling, Cooper, Braggot-wise, Dandewine-Wise
Traits: 1 pt: —
Requires: Beekeeper or Miller

16. Gardener8 yrs16 rps+1 MCitadel
Skills: 6 pts: Almanac, Farming, Foraging, Animal Husbandry, Conservation-wise, Weeds-wise, Gardens-wise
Traits: 2 pts: Fragrant, Affinity for Plants
Requires: Apprentice, Farmer, Meadmaker, Cultivator, or Beekeeper

17. Refiner8 yrs18 rps
Skills: 4 pts: Vintner, Liquors-wise, Alchemy, Alcohol Appraisal, Extraction-wise, Distillation-wise
Traits: 1 pt: Portly
Requires: Quartermaster, Meadmaker, Cultivator, or Gardener

18. Crafter6 yrs15 rps+1 M, +1 P
Skills: 6 pts: Jargon, Coppersmith, Carpentry, Potter, Mason
Traits: 1 pt: Diligent
Requires: Apprentice, or Furrier

19. Landscaper8 yrs17 rps+1 PBelow
Skills: 6 pts: Orienteering, Excavation*, Mining, Engraving, Composition, Stone-wise, Breechlands-wise
Traits: 2 pts: Salt of the Earth, Perspective
Requires: Gardener, Crafter, Worker, Munitions Expert, or Scratcher
Note: Excavation costs 2 pts to open, replaces the Ditch-Digging skill (refunding any points spent already), and is naturally open-ended (see pg 271)

20. Sylvaneer8 yrs18 rps+1 M/PExile
Skills: 6 pts: Climbing, Tree Surgery*, Architect, Fortifications, Carving, Bark-wise, Woods-wise, Axes
Traits: 1 pt: Humble, Prehensile Tail
Requires: Gardener, Crafter, Worker, Artillerist, Woodsen, or Cultivator
Note: Tree Surgery is a naturally open-ended skill that combines and replaces the Tree Cutting and Carpentry skills, it costs 2 pts to open (so refund any points spent already)

21. Old Master10 yrs20 rps+1 M/P
Skills: 5 pts: Instruction, Locksmith, Whitesmith, Administration, Tools-wise, Apprentice-wise; plus 2 pts: General
Traits: 1 pt: Perfectionist, Early Riser, Stubborn, Healthy
Requires: Armourer, Bladesmith, Surveyor, or any other Master lifepath

22. Nurse4 yrs10 rps+1 M
Skills: 6 pts: Nursing*, Animal Husbandry, Herbalism, Cooking, Soothing Platitudes, Nest-wise
Traits: 2 pts: Bedside Manner, Calm
Requires: Brother / Sister, Spouse, Cultivator, Baker, Beekeeper, Shepherd, or Apprentice
Note: Nursing functions as a combination of both the Child-Rearing and Midwifery skills. It costs 1 pt to open

23. Healer8 yrs12 rps+1 MCitadel
Skills: 6 pts: Apothecary, Field Dressing, Ugly Truth, Pain-wise
Traits: 1 pt: Compassionate
Requires: Nurse, Albino, Sawbones, Teacher, or Apprentice

24. Trader6 yrs15 rpsAny
Skills: 6 pts: Haggling, Appraisal, Accounting, Conspicuous, Village-wise, Contraband-wise
Traits: 1 pt: Opportunist, Peddler
Restriction: May not be your second lifepath

25. Shopkeeper8 yrs25 rps+1 M
Skills: 5 pts: Accounting, Persuasion, Haggling, Customer-wise, Weights and Measures-wise; plus 1 pt: General
Traits: 1 pt: Settled
Requires: Trader or Fence

26. Bouncer3 yrs5 rps+1 PExile, Below
Skills: 4 pts: Drunk-wise, Brawling, Intimidation, Streetfly, Observation
Traits: 1 pt: —
Restriction: May not be your second lifepath

27. Server4 yrs8 rpsSociety, Citadel
Skills: 4 pts: Drink-wise, Waiting Tables, Soothing Platitudes or Seduction, Sleight of Hand, Tips-wise
Traits: One of the following: Bored, Bitter, Runt of the Litter, Handsome, Buxom, or Annoyed; plus 1 pt: Gossip, Catalyst
Restriction: May not be your second lifepath

28. Innkeeper8 yrs22 rps+1 M
Skills: 5 pts: Soothing Platitudes, Administration, Cooking, Mead Appraisal, Guest-wise, Honest Business-wise; plus 1 pts: General
Traits: 1 pt: Heard it all Before, Drunk
Requires: Meadmaker, Miller, Trader, Woodsen, Weaver, or Bouncer + Server or two Server lifepaths

29. Conscript1 yr5 rpsMilitia
Skills: 4 pts: Hauling, Inconspicuous, Signals-wise, Baggage Train-wise
Traits: 2 pts: —
Restriction: May not be your second lifepath

30. Deputy4 yrs10 rps+1 PMilitia, Exile, Society
Skills: 6 pts: Conspicuous, Cudgels, Brawling, Shield Training, Trouble-wise
Traits: 1 pt: Alarmist
Restriction: May not be your second lifepath

31. Sheriff8 yrs12 rps+1 M/PMilitia
Skills: 6 pts: Command, Intimidation, Interrogation, Polearms
Traits: 1 pt: —
Requires: Deputy, Chevalier, Bandit King / Queen, Missionary, Custodian, or Negotiator

32. Mayor4–12 yrs20–30 rps+1 M
Skills: 6 pts: Etiquette, Oratory, Persuasion, Rule of Law, Petitions-wise; plus 1–3 pts: General
Traits: 2 pts: Practised Smile, Popular, Fair
Requires: At least 3 other Field setting lifepaths
Note: The Mayor is an elected position. They can serve up to three terms in a row, each taking 4 years, before they must step down. Decide when taking this lifepath how many terms were served, and thus add 20, 25, or 30 rps, and 1, 2, or 3 General skill pts.

33. Pilgrim2 yrs4 rpsAny except Citadel
Skills: 3 pts: Doctrine, Foreign Doctrine, Pilgrimage-wise, Dead Saints-wise; plus 1 pt: General
Traits: 2 pts: Road Weary, Sightseer

34. Missionary5 yrs5 rps+1 M, +1 PAny
Skills: 5 pts: Suasion, Preaching, Foreign Languages, Intimidation, Below-wise, Brawling, Foreigners-wise
Traits: 2 pts: Zealot, Righteous
Requires: Pilgrim, Savant, Chaplain, Factotum, or the ‘Ordained’ trait

35. Brother / Sister of the Vale5 yrs14 rps+1 M
Skills: 6 pts: Doctrine, Read, Write, Meditation Training, Summoning / Conjuration§, Chandler, Singing, Shrine-wise, Prayer-wise
Traits: 2 pts: Ordained, Gift of the Faithful
Requires: Field Hand, Missionary, Pilgrim, Chronicler, or Rescued by the Church

36. Father / Mother7 yrs20 rps+1 M
Skills: 6 pts: Vows-wise, Oratory, Illuminations, Calligraphy, Summoning / Conjuration§, Ritual, History, Research, Chandler, Poetry, Chapel-wise
Traits: 2 pts: Portly, Patient
Requires: The ‘Ordained’ trait

37. Abbot / Abbess10 yrs30 rps+1 M
Skills: 5 pts: Administration, Accounting, Conspicuous, Etiquette, Parish-wise, Abbey-wise; plus 1 pt: General
Traits: 1 pt: Revered
Requires: Father / Mother, or Pontiff

38. Kidnapped!1 yr2 rpsBelow, Society
Skills: 2 pts: Blindfolds-wise, Begging, Below-wise
Traits: 2 pts: Claustrophobic, Orphan, Lucky or Unlucky
 

Militia Subsetting

Lifepath
Time
Res
Stat
Leads
1. Deserter1 yr2 rpsExile, Society, Outpost
Skills: 2 pts: Foraging, Brawling, Stealthy, Trails-wise
Traits: 2 pts: Outlaw, Hiding, Running (Away)

2. Hostage1 yr4 rpsBelow, Citadel
Skills: 2 pts: Chains-wise, Begging, Prison Wagons-wise
Traits: 2 pts: Yielding, Resigned to Fate, Angry, Lame

3. Chucker3 yrs6 rps+1 PField
Skills: 5 pts: Brawling, Throwing, Foraging, Knives, Brawling, Firebuilding
Traits: 1 pt: —

4. Slinger3 yrs6 rps+1 PField
Skills: 4 pts: Slings, Mending, Foraging, Firebuilding, Digging
Traits: 1 pt: —

5. Drummer3 yrs7 rps+1 MField
Skills: 4 pts: Drums, Conspicuous, Singing, Drum Maker, Rhythm-wise
Traits: 2 pts: Incessant Tapping

6. Spear Bearer3 yrs7 rps+1 PField
Skills: 6 pts: Skirmish-Tactics Training, Polearms, Knives, Brawling, Observation, Pilot
Traits: 1 pt: Bonded, Maimed
Requires: Deputy, Missionary, Factotum, or at least 1 other Militia lifepath

7. Shield Bearer3 yrs7 rps+1 PField
Skills: 6 pts: Shield Training, Foraging, Cudgels, Knives, Field Dressing, Knots
Traits: 1 pt: Bonded, Maimed
Requires: Deputy, Missionary, Factotum, or at least 1 other Militia lifepath

8. Scout4 yrs4 rps+1 PField, Exile
Skills: 5 pts: Observation, Stealthy, Foraging, Orienteering, Signaling
Traits: 2 pts: Skinny, Fleet of Foot
Requires: Shepherd, Herder, Bouncer, Slinger, Listener, or Spear Bearer

9. Medic4 yrs4 rps+1 PField, Exile
Skills: 5 pts: Field Dressing, Herbalism, Mending, Stretcher-wise, Splint-wise
Traits: 2 pts: Stubborn, Driven
Requires: Healer, Nurse, Gatherer, Doctor, or Shield Bearer

10. Archer4 yrs8 rps+1 PField
Skills: 5 pts: Bows, Fletcher, Brawling, Foraging, Firebuilding
Traits: 1 pt: —
Requires: Aviarist, Esquire, Chevalier, or the ‘Bonded’ trait

11. Rider4 yrs9 rps+1 PField
Skills: 5 pts: Riding, Mounted Combat Training, Lance, Brawling
Traits: 1 pt: —
Requires: Cameleer, Esquire, Chevalier, or the ‘Bonded’ trait

12. Mounted Elite6 yrs15 rps+1 M, +1 PField
Skills: 7 pts: Mounted Combat Training, Intimidation, Command, Haggling, Sabres, Tactics, Camel-wise
Traits: 1 pt: —
Requires: Chevalier, or Archer + Rider

13. Worker5 yrs10 rps+1 M/PField
Skills: 5 pts: Mending, Blacksmith, Cartwright, Fortifications, Boatwright, Haggling
Traits: 1 pt: —
Requires: Apprentice, Sylvaneer, Landscaper, or Woodsen

14. Armourer5 yrs15 rps+1 MField
Skills: 8 pts: Mending, Tanner, Weaponsmith, Armourer, Bowyer, Saddlery
Traits: 1 pt: —
Requires: Bladesmith, Furrier, Worker, or Crafter

15. Munitions Expert5 yrs16 rps+1 MField, Citadel
Skills: 6 pts: Mending, Carpentry, Munitions, Explosions-wise
Traits: 1 pt: Disturbingly Confident, Missing Limb
Requires: Armourer, Artillerist, Master, or Refiner

16. Artillerist5 yrs17 rps+1 MField, Citadel
Skills: 6 pts: Mending, Carpentry, Artillerist, Construction-wise
Traits: 1 pt: It Might Just Work!, Sense of Distance
Requires: Brains, Munitions Expert, Master, or Surveyor

17. Shield Priest10 yrs25 rps+1 M/P
Skills: 5 pts: Shieldwright*, Carpentry, Carving, Ritual, Lacquer-wise, Leather-wise
Traits: 1 pt: Brook No Fools
Requires: Armourer or Master
Note: Shieldwright is a naturally open-ended skill that combines and replaces the Armourer and Boatwright skills, it costs 2 pts to open (so refund any points spent already)

18. Quartermaster5 yrs19 rps+1 MField, Citadel
Skills: 7 pts: Logistics, Accounting, Engineering, Supply-wise, Militia-wise, Fords-wise
Traits: 1 pt: No Nonsense, Peer
Requires: Master, Shield Priest, or Sword Priest

19. Leftenant5 yrs20 rps+1 MField, Citadel
Skills: 8 pts: Tactics, Appropriate Weapons, Command, Countryside-wise, Rivers-wise, Citadel-wise, Mercenaries-wise, Outlaws-wise
Traits: 1 pt: Light Sleeper, Peer
Requires: Chevalier, Mounted Elite, Sheriff, or two Hunter lifepaths

20. Chaplain5 yrs20 rps+1 M/PField, Citadel
Skills: 6 pts: Command, Preaching, Strategy, Summoning / Conjuration§, Haggling, Cartography, Requiem-wise
Traits: 2 pts: Ideologue, Gift of the Faithful, Zealot, Stoic, Peer
Requires: Holy Chevalier, Elite + Missionary, or Arbiter and the ‘Ordained’ trait
Note: This lifepath counts as a ‘Chevalier’ for the purpose of fulfilling other lifepath requirements
Honorifics: “His / Her / Their Right Honourable Eminence” / “Your Eminence” / “Arete”
 

Citadels Setting

Lifepath
Time
Res
Stat
Leads
1. Born to a Noble Tribe5 yrs6 rpsAny
Skills: 4 pts: General; plus 1 pt: Write
Traits: Roden Common Traits; plus 1 pt: Decadent (Mark of Privilage)
Note: For all Born Nobles it is assumed that the time taken for each lifepath is split up across all your other lifepaths—so long as it makes sense—for example, you might be off waging war in the Militia subsetting but you’d still be a Baron

2. Amateur3 yrs5 rps+1 M/P
Skills: 7 pts: An Artist Skill, Read, Etiquette, a Craftsman skill, Doctrine, an Academic skill, Heraldry, and a Peasant skill
Traits: 1 pt: —
Restriction: Must be your second Lifepath, if taken, and may only be taken once

3. Genteel5 yrs15 rps+1 M/P
Skills: 8 pts: Etiquette, Write, Astrology, a Musical skill, Composition, Seduction, Dancing, Courting-wise, Fashion-wise, Pining-wise
Traits: One of the following: Pampered, Handsome, Sweet Tooth, Statuesque, Haughty, or Refined; plus 1 pt: Gossip, Lesser Muse, Deviant
Requires: Amateur, or the ‘Peer’ trait and Appointed Artist

4. Savant3 yrs8 rps+1 M/PField, Society
Skills: 7 pts: Calligraphy, Read, Etiquette, Research, Doctrine, Symbology, Heraldry, Religious Diatribe
Traits: 1 pt: —
Restriction: Must be your second Lifepath, if taken, and may only be taken once

5. Noble Priest / Priestess5 yrs12 rps+1 M/PField
Skills: 8 pts: Doctrine, Bureaucracy, Philosophy, Suasion, Religious History, Rule of Law, Aphorisms-wise
Traits: One of the following: Abstinent, Gallant, Fair, or Wise; plus 1 pt: Ordained
Requires: Savant, or both the ‘Peer’ trait and the ‘Ordained’ trait
Honorifics: “Arete”

6. Esquire3 yrs10 rps+1 M/PMilitia
Skills: 7 pts: Riding, Read, Etiquette, Bows, Doctrine, Polearms, Heraldry, Knives
Traits: 1 pt: —
Restriction: Must be your second Lifepath, if taken, and may only be taken once

7. Chevalier of the Citadel5 yrs10 rps+1 M, +1 PMilitia
Skills: 8 pts: Conspicuous, Armour Training, Appropriate Weapons, Intimidation, Strategy Games
Traits: 2 pts: Sworn Homage
Requires: Esquire, Marshal, or Mounted Elite and the ‘Peer’ trait
Honorifics: “Ser / Bey / Des”-[Name]

8. Aznaur (Baronetcy)8 yrs40 rps+1 MMilitia
Skills: 6 pts: Etiquette, Estate Management, Riding, Dancing, Bureacuracy, Breechlands-wise, Tax-wise
Traits: 1 pt: —
Requires: Chevalier, Pontiff, Born Noble, or Dedopal
Honorifics: “His / Her / Their Lordship” / “Breechlord [Estate Name]” / “My Lord”

9. Baton (Barony)8 yrs50 rps+1 MMilitia
Skills: 6 pts: Etiquette, Estate Management, Riding, Dancing, Bureacuracy, Boroughs-wise, Tax-wise
Traits: 1 pt: Decadence, Regal Bearing, Pompous, Sharp Dresser, Callous
Requires: Chevalier, Aznauri, Archpontiff, or Born Noble
Honorifics: “His / Her / Their Esteemed Lordship” / “Barrowlord [Borough Name]” / “My Lord”

10. Paton (County)9 yrs60 rps+1 MMilitia
Skills: 4 pts: Etiquette, Estate Management, Riding, Dancing, Bureacuracy, Counties-wise, Tax-wise; plus 2 pts: General
Traits: 1 pt: Decadence, Regal Bearing, Pompous, Sharp Dresser, Callous
Requires: Chevalier, Mamuli, or Born Noble
Honorifics: “His / Her / Their Graceful Lordship” / “Shirelord [County Name]” / “Your Grace”

11. M’tavar (Duchy)10 yrs80 rps+1 MMilitia
Skills: 3 pts: Etiquette, Estate Management, Riding, Dancing, Bureacuracy, Fiefs-wise, Tax-wise; plus 3 pts: General
Traits: 1 pt: Decadence, Regal Bearing, Pompous, Sharp Dresser, Callous
Requires: Chevalier, Patoni, or Born Noble
Honorifics: “His / Her / Their Highness” / “Highlord [Fiefdom Name]” / “Your Highness”

12. Tavad (Principality)10 yrs90 rps+1 MMilitia
Skills: 2 pts: Etiquette, Estate Management, Riding, Dancing, Bureacuracy, Province-wise, Tax-wise; plus 4 pts: General
Traits: 1 pt: Decadence, Regal Bearing, Pompous, Sharp Dresser, Callous
Requires: Chevalier, M’tavari, or Born Noble
Honorifics: “His / Her / Their Royal Highness” / “Prince / Princess / Liege of [Province Name]” / “Your Highness” / “My Liege”

13. Eristav (Primarchy)∗ yrs$ rpsMilitia
Skills: 1 pts: Court Intrigue-wise, Council-wise, Thrasi-wise, War-wise, Confederation-wise, Realm-wise, Tax-wise; plus 5 pts: General
Traits: 1 pt: Octakaidecarch (Noblesse Oblige), Decadence, Regal Bearing, Pompous, Sharp Dresser, Callous
Requires: Tavadi, or Born Noble, and permission from all the other players
Note: Rps granted is equal to the number of years spent as an Octakaidecarch multiplied by ten (e.g. an Eristavi who serves for 11 years will get 110 rps)
Honorifics: “His / Her / Their Most Serene Highness” / “Serenity”

14. Dedopal (Consort)5 yrs$ rps+1 M
Skills: 2 pts: Estate Management, Nursing, Heirachy-wise; plus 3 pts: General
Traits: 1 pt: —
Requires: Chevalier, Born Noble, the ‘Peer’ trait, or the ‘Ordained’ trait
Note: Rps granted is equal to half of the resource points granted by your wife / husband’s lifepath (e.g. the Dedopali of a Mamuli will get 30 rps), and you must take a relationship with them
Honorifics: “Mister / Madam [Name]” / “Sire / Dame / Lord” / “Arete”

15. Deoba (Confederate Messenger)5 yrs11 rps+1 MAny
Skills: 5 pts: Riding, Soothing Platitudes, Foreign Languages, Rhetoric, Redressing-wise, List of Grievances-wise, Holy Capital-wise
Traits: 1 pt: Advocate, Rapier Wit
Requires: Chevalier, Majordomo, or the ‘Ordained’ trait
Honorifics: “Ser / Bey / Des”-[Name]

16. Domus4 yrs12 rps+1 MSociety
Skills: 5 pts: Etiquette, Noble Tribes-wise, Observation, Persuasion, Conspicuous, Administration
Traits: 2 pts: Dismissive, Bitter, You Should Know Better than That!
Requires: Born Noble or the ‘Peer’ trait
Honorific: [Name]-”Don”

17. Majordomo8 yrs15 rps
Skills: 5 pts: Intimidation, Conspicuous, Estate Management, Command, Excuses-wise
Traits: 1 pt: Strict, Stentorious Voice, Sympathetic Nerve (Manhunter), Peer
Requires: Domus, Deoba, or Dedopal
Note: This lifepath counts as a ‘Master’ for the purpose of fulfilling other lifepath requirements
Honorific: [Name]-”ta’Don”

18. Servitor5 yrs5 rpsField, Exile, Below
Skills: 2 pts: Soothing Platitudes, Hauling, Gossip-wise
Traits: 2 pts: Obsequious, Mind-Numbing Work
Restriction: Must not be Born Noble or a ‘Peer’ unless you were also recently a Hostage, Prisoner, or Slave

19. Singer / Dancer / Actor4 yrs8 rps
Skills: 4 pts: Singing or Dancing or Acting, Theatrics, Seduction, Masters-wise
Traits: 1 pt: —
Requires: Server, Amateur, or the ‘Peer’ trait

20. Musician4 yrs8 rps
Skills: 4 pts: Appropriate Musical Instruments, Musical Composition, Seduction, Masters-wise
Traits: 1 pt: —
Requires: Server, Drummer, Amateur, or the ‘Peer’ trait

21. Appointed Artist6 yrs15 rps+1 M
Skills: One of the following pts: Sculpture, Painting, Poetry, Engraving, Playwright, Embroidery, or Illuminations; plus 4 pts: Etiquette, Write, Seduction, Appointments-wise
Traits: 1 pt: Romantic
Requires: Singer, Dancer, Musician, Apprentice, or Genteel

22. Master Artist8 yrs25 rps+1 MField
Skills: 6 pts: Instruction, Read, Composition, Philosophy, Rhetoric, Soothing Platitudes, Ugly Truth, Style-wise, Foreign Art-wise
Traits: 1 pt: —
Requires: Appointed Artist

23. Pastry Chef6 yrs13 rps+1 MField
Skills: 5 pts: Cooking, Firebuilding, Baking, Herbalism, Pastry-wise, Confections-wise, Decoration-wise
Traits: 1 pt: —
Requires: Amateur, Appointed Artist, Baker, or Nurse

24. Clothier5 yrs20 rpsField
Skills: 6 pts: Embroidery, Ugly Truth, Patterns-wise, Weights and Measures-wise, Fashion-wise; plus 1 pt: General
Traits: 1 pt: Sharp Dresser, Rapier Wit
Requires: Amateur, Appointed Artist, or Weaver

25. Teacher6 yrs10 rps+1 MAny
Skills: 8 pts: Instruction, Read, Write, Rhetoric, Philosophy, Symbology, Heraldry, Etiquette, Naughty Student-wise, Good Student-wise, Orphan-wise
Traits: One of the following: Kind, Drunk, Rabble Rouser, or Bitter; plus 1 pt: Familiar Face
Requires: Savant, Amateur, Esquire, Brother / Sister, Chronicler, Pontiff, Dedopal, Hermit, or Nurse

26. Doctor3 yrs15 rps+1 MSociety
Skills: 5 pts: Etiquette, Anatomy, Surgery, Embalming, Falsehood, Plagues-wise, Cadavers-wise
Traits: 1 pt: Florid Explanations, Impressive Mask
Requires: Noble Priest / Priestess, Healer, or Sawbones

27. Surveyor7 yrs25 rps+1 MField, Militia
Skills: 5 pts: Jargon, Prospecting, Architect, Engineering, Citadel-wise, Arch-wise, Breechlands-wise
Traits: 1 pt: Geometric, Muttering
Requires: Listener, Pontiff, Teacher, Gardener, Landscaper, or Sylvaneer

28. Headmaster10 yrs40 rpsField, Society
Skills: 7 pts: Oratory, Etiquette, Administration, Poetry, Strategy Games, Wine Tasting, Dark Secrets-wise
Traits: 2 pts: Stoic, Peer
Requires: Doctor, Majordomo, or any lifepath with the word ‘master’ in its title

29. Listener5 yrs10 rps+1 MAny
Skills: 4 pts: Observation, Falsehood, Psychology / Aura Reading, Cryptography, Astrology, Court Intrigue-wise, Shrouds-wise
Traits: 2 pts: Disturbed, Ear for Voices, Spirit Ears, Unheeded
Requires: Albino, Pontiff, Majordomo, Negotiator, Appointed Artist, or Genteel

30. Treasurer7 yrs45 rps
Skills: 5 pts: Accounting, Estate Management, Tax-wise, Debts-wise
Traits: 1 pt: Smug, Peer
Requires: Pontiff, Majordomo, Abbot / Abbess, or Mayor and the ‘Peer’ trait

31. Factotum5 yrs5 rps+1 M/PMilitia
Skills: 4 pts: Read, Hauling, Appraisal, Firebuilding, Research; plus 2 pts: Shield Training
Traits: 2 pts: Polite, Bonded, Patient
Requires: Savant, Amateur, Apprentice, Servitor, or Server
Note: This lifepath counts as an ‘Apprentice’ for the purpose of fulfilling other lifepath requirements

32. Chronicler10 yrs20 rps+1 M
Skills: 6 pts: Write, Chronology of Kings*, Anicent History, Religious History, Etiquette, Ancient Languages, Composition; plus 1 pt: General
Traits: One of the following: Flatterer, Denouncer, Cynical, Righteous, or Prone to Exaggeration; plus 1 pt: —
Requires: Factotum

33. Pontiff8 yrs25 rps+1 M/PField, Holy Capital
Skills: 8 pts: Oratory, Suasion, Write, Read, Doctrine, History, Conjuration§, Religious History, Ritual, Church-wise, Shire-wise
Traits: 2 pts: Gift of the Faithful, Authoritative, Peer
Requires: Noble Priest / Priestess, Father / Mother, Holy Chevalier, or Missionary + the ‘Ordained’ trait
Honorifics: “His / Her / Their Eminence” / “Your Eminence” / “Arete”

34. Archpontiff10 yrs45 rps+1 M/PHoly Capital
Skills: 7 pts: Religious History, Intimidation, Ritual, Preaching, Symbology, Empyrealia, Obscure History, Cathedral-wise, Borough-wise; plus 1 pt: General
Traits: 2 pts: Domineering Presence, Peer
Requires: Pontiff or Abbot / Abbess
Honorifics: “His / Her / Their Esteemed Eminence” / “Your Eminence”

35. Holy Chevalier3 yrs7 rps+1 M, +1 PMilitia
Skills: 6 pts: Doctrine, Riding, Bows, Mounted Combat Training, Read, Write, Martial Arts, Armour Training, Conspicuous, Saints-wise
Traits: 2 pts: Disciplined, Sworn to the Order, Believer
Requires: Chaplain, Noble Priest / Priestess, or both the ‘Ordained’ and the ‘Peer’ traits
Honorifics: “Ser / Bey / Des”-[Name]

36. Custodian3 yrs15 rps+1 M/PMilitia
Skills: 4 pts: Etiquette, Oratory, Rhetoric, Brawling, Axes, Local History, Rule of Law, Sentencing-wise
Traits: 2 pts: Light Sleeper, Bookworm
Requires: Esquire, Leftenant, Factotum, Banner Bearer, or Deoba

37. Arbiter10 yrs25 rps+1 MMilitia
Skills: 5 pts: Rule of Law, Amercement, Doctrine, Criminal-wise, Interrogation, Execution-wise
Traits: 1 pt: Grim, Hard Hearted, Imperious Demeanour, Peer
Requires: Custodian, Marshal, Chaplain, or Sheriff
Honorifics: “His / Her / Their Honour” / “Your Honour”

38. Cameleer4 yrs6 rps+1 PMilitia
Skills: 4 pts: Animal Husbandry, Riding, Driving, Mending, Border-wise, Road-wise
Traits: 2 pts: Dusty, Affinity for Camelids
Requires: Servitor, Shepherd, Esquire, Chevalier, or Rider

39. Aviarist5 yrs9 rps+1 M/PMilitia, Field, Exile
Skills: 4 pts: Bird Husbandry, Fletcher, Falconry, Observation
Traits: 2 pts: Whistling, Odd Odour, Birdie Talk
Requires: Servitor, Cultivator, Esquire, Chevalier, or Archer

40. Banner Bearer 3 yrs14 rps+1 PMilitia
Skills: 5 pts: Riding, Heraldry, Polearms, Symbology, Etiquette, Embroidery, Flags-wise
Traits: 2 pts: Proud, Bonded, Aggressive
Requires: Chevalier, Esquire, Factotum, Mounted Elite, Aviarist, or Cameleer

41. Marshall6 yrs30 rps+1 MMilitia
Skills: 6 pts: Strategy, Command, Logistics, Observation, Etiquette, Campaign History, Border Disputes-wise, Obligations-wise, Levies-wise; plus 1 pt: General
Traits: 1 pt: Weight of the World, Peer
Requires: Chevalier and at least 1 Militia lifepath
Honorifics: “Ser / Bey / Des”-[Name]

42. Prisoner∗ yrs3 rpsExile, Below, Society
Skills: 3 pts: Guard-wise, Begging, Etiquette, Gaol-wise
Traits: 2 pts: Homesick, Bored, Hopeful
Requires: Captive of War, or any other lifepath in the Citadel setting
Note: Time spent imprisoned can ranged from anywhere between 1 and 20 years, decide how long when you take this lifepath


The Holy Monastery-Capital Subsetting

Lifepath
Time
Res
Stat
Leads
1. Saint5 yrs50 rps+1 M
Skills: 5 pts: Meditation Training, Rule of Law, Administration, Empyrealia, Rhetoric, Philosophy, Island-wise, Monastery-wise; plus 2 pts: General
Traits: 2 pts: Gift of the Faithful, Most Holy
Requires: Pontiff
Note: This lifepath counts as an ‘Archpontiff’ for the purpose of fulfilling other lifepath requirements
Honorifics: “His / Her / Their Holy Eminence” / “Saint”

2. Thras ∗ yrs$ rpsField
Skills: 3 pts: Religious Diatribe, Seraphs-wise, Council-wise, Eristavi-wise, Peace-wise, Confederation-wise, Country-wise, Saints-wise; plus 4 pts: General
Traits: 1 pt: Most Holy
Restriction: Two Archpontiff lifepaths and permission from all the other players
Note: The Thras is an elected position. Rps granted is equal to the number of years spent as the Thras multiplied by five (e.g. if the Thras serves for 18 years they will get 90 rps). The office is currently held by Her Most Serene Eminence Thras Hana III, and is traditionally held until death or retirement, so this lifepath is just here for posterity
Honorifics: “His / Her / Their Most Serene Eminence” / “Serenity”
 

The Colonies Below Setting

Lifepath
Time
Res
Stat
Leads
1. Born in the Nests Below5 yrs3 rpsSociety
Skills: 3 pts: General
Traits: Roden Common Traits; plus 2 pts: Tunnel Vision

2. Pinkie2 yrs2 rps−1 MThe Veins
Skills: 3 pts: Soothing Platitudes, Digging, Below-wise
Traits: Naked*, Cold-Blooded, and Myopic; plus 3 pts: Lost, Confusing Rant, Touch of the Devil
Note: Naked replaces the Coat of Fur trait, common to all Roden

3. Slave8 yrs2 rps+1 P
Skills: 4 pts: Hauling, Digging, Driving, Begging, Owner-wise, Pecking Order-wise
Traits: 2 pts: Broken, Scarred, Maimed, Lame
Note: This lifepath counts as an ‘Apprentice’ for the purpose of fulfilling other lifepath requirements

4. Scavenger2 yrs2 rpsExile, Society
Skills: 5 pts: Inconspicuous, Scavenging, Survival, Appraisal, Stuff-wise
Traits: 1 pt: Acquisitive

5. Scratcher3 yrs3 rps+1 PExile, Society
Skills: 4 pts: Digging, Mining, Tunnel-wise, Mending, Ore Veins-wise
Traits: 1 pt: Hacking Cough, Deep Sense, Clawed

6. Sniffer3 yrs3 rps+1 MExile, Society
Skills: 4 pts: Observation, Digging, Dust-wise, Signalling, Useless Shit-wise
Traits: 1 pt: Sneezing, Iron Nose, Nose of the Bloodhound

7. Snitch4 yrs3 rpsExile, Society
Skills: 4 pts: Inconspicuous, Falsehood, Haggling, Secrets-wise
Traits: 1 pt: Cowardly

8. Biter4 yrs4 rpsExile, Society
Skills: 4 pts: Hunting, Brawling, Digging, Climbing, Foraging
Traits: 1 pt: Missing Teef, Keen Taste, Sharpened Incisors

9. Gauntleteer1 yr4 rps+1 PSociety
Skills: 5 pts: Brawling, Soothing Platitudes, Obfuscation-wise, Pecking Order-wise
Traits: 1 pt: Victim

10. Kidnapper5 yrs5 rps+1 PExile, Society
Skills: 7 pts: Inconspicuous, Knots, Haggling, Cudgel, Intimidation, Child-wise, Ransom-wise
Traits: 1 pt: Ruthless
Requires: Gauntleteer

11. Fingers4 yrs5 rps+1 PExile, Society
Skills: 7 pts: Sleight of Hand, Inconspicuous, Knives, Streetfly
Traits: 1 pt: Light Touch, Cocky, Missing Digits
Requires: Gauntleteer

12. Sneak-Thief5 yrs6 rps
Skills: 5 pts: Stealthy, Lock-Pick, Knives, Roof-wise, Window-wise
Traits: 1 pt: Cool Headed, Soft Step
Requires: Gauntleteer

13. Apprentice5 yrs4 rps+1 PSociety
Skills: 3 pts: Mending, Blacksmith, Bribes-wise
Traits: 1 pt: Gofer, Missing Limb
Requires: Gauntleteer or Slave

14. Bruiser5 yrs8 rps+1 PExile, Society
Skills: 7 pts: Appropriate Weapons, Intimidation, Extortion, Two-Weapon Fighting Training
Traits: 1 pt: Mean, Dumb, Tongueless, Club Tail
Requires: Gauntleteer

15. Butcher6 yrs10 rps+1 PExile, Society
Skills: 7 pts: Trapper, Butchery, Cooking, Tanner, Knives, Blood and Guts-wise
Traits: 2 pts: Scars, Thick Skin, Muttering, Foul Odour
Requires: Gauntleteer

16. Burglar6 yrs10 rps+1 M/P
Skills: 7 pts: Observation, Climbing, Throwing, Locksmith, Sleight of Hand, Loot-wise
Traits: 1 pt: Quiet, Confident, Prehensile Tail
Requires: Fingers, Sneak Thief, Shadow, Corsair, or Bushwhacker

17. Fence5 yrs12 rps+1 PExile, Society
Skills: 7 pts: Appraisal, Haggling, Falsehood, Antiques-wise, Fake-wise
Traits: 1 pt: Poker Face
Requires: Scavenger, Snitch, Sneak-Thief, Smuggler

18. Sawbones6 yrs15 rpsExile
Skills: 5 pts: Field Dressing, Bloodletting, Knives, Haggling, Anatomy, Amputation-wise
Traits: 1 pt: Practical, Impersonal
Requires: Poisoner, Albino, Healer, Butcher, or Pinkie

19. Mycanist8 yrs15 rps+1 MExile, Society
Skills: 8 pts: Farming, Herbalism, Apothecary, Cooking, Alchemy, Samples-wise, Spores-wise
Traits: 1 pt: —
Requires: Poisoner, Cultivator, Albino, Scavenger, Sniffer, or Biter

20. Negotiator7 yrs15 rps+1 MSociety
Skills: 6 pts: Persuasion, Deal-wise, Haggling, Intimidation, Ugly Truth
Traits: 1 pt: Calm Demeanor, Good Listener
Requires: Kidnapper, Deputy, Corsair, Missionary, Fence, Hunter, or Perverter

21. Brains9 yrs13 rps+1 MSociety
Skills: 9 pts: Literacy, Poisonous Platitudes*, Research, Astrology, Strategy, Engineering, Religious History, Obscure History, Nightmares-wise; plus 1 pts: General
Traits: 2 pts: Genius, Condescending, Frustrated
Requires: Hermit, Albino, Mayor, Biter, Scratcher, Sniffer, or Listener
Restriction: The Brains of the Bunch cannot take the Pinkie lifepath.
Note: Poisonous Platitudes is a naturally open-ended skill that combines and replaces the Persuasion and Soothing Platitudes into an unholy mess, it costs 2 pts to open (so refund any points spent already)

22. Bladesmith8 yrs20 rps+1 M/PSociety
Skills: 7 pts: Haggling, Instruction, Weaponsmith, Blades-wise, Fire-wise
Traits: 1 pt: Secretive
Requires: Crafter, or Two Apprentice Lifepaths

23. Sword Priest10 yrs25 rps+1 P
Skills: 5 pts: Black-Metal Artifice*, Engraving, Etching, Ritual, Maker’s Mark-wise, Steel-wise
Traits: 1 pt: Brook No Fools
Requires: Bladesmith or Master
Note: Black Metal Artifice costs 2 pts to open, replaces the Blacksmith skill (refunding any points spent already), and is naturally open-ended (see pg 260)

24. Taskmaster10 yrs30 rps+1 M, +1 PSociety
Skills: 10 pts: Intimidation, Persuasion, Oratory, Falsehood, Command, Logistics, Whips, Below-wise, Cliques-wise, Nest-wise, Traitor-wise
Traits: 3 pts: Ambitious, Ruthless, Whip Tail
Requires: Brains, Negotiator, Bandit King / Queen

25. Deacon of the Deep12 yrs75 rps+1 M, +1 PSociety
Skills: 9 pts: Extorsion, Intimidation, Ancient Languages, Composition, Summoning / Conjuration§, Insurrection-wise, Demonology, Conversion-wise, Below-wise
Traits: 3 pts: Demented, Night Eyed, Gift of Sacrifice, Ancient Terror, Horns
Requires: Visionary

26. Rescued by the Church1 yr2 rpsField
Skills: 2 pts: Inconspicuous, Below-wise, Light-wise
Traits: 2 pts: Involuntary Shudders, Orphan, Unlucky or Lucky
Restriction: Cultist, Converts, Gauntleteers, Taskmasters, and Deacons cannot be rescued
 

Secret-Society Subsetting

Lifepath
Time
Res
Stat
Leads
1. Initiate2 yrs2 rpsExile
Skills: 3 pts: Heretical Doctrine, Society-wise
Traits: 2 pts: Broken-In

2. Shadow4 yrs6 rps+1 P
Skills: 5 pts: Stealthy, Observation, Inconspicuous, Climbing, Tail-wise
Traits: 1 pt: Cautious, Coat of Darkness
Requires: Initiate

3. Arsonist4 yrs6 rps
Skills: 6 pts: Arson, Firebuilding, Firearms, Inconspicuous, Firebombs, Throwing, Smoke-wise
Traits: 1 pt: Smoky Scent, Pyromaniac
Requires: Initiate

4. Murderer4 yrs7 rps+1 P
Skills: 5 pts: Knives, Stealthy, Intimidation, Inconspicuous, Garrote
Traits: 1 pt: Murderous, Single-Minded
Requires: Initiate

5. Willard5 yrs5 rps
Skills: 4 pts: Driving, Animal Husbandry, Inconspicuous, Etiquette
Traits: 2 pts: Low Speech, Bitter, Weird
Requires: Initiate

6. Guardian6 yrs9 rps+1 P
Skills: 8 pts: Appropriate Weapons, Brawling, Armour Training, Shield Training, Intimidation
Traits: 2 pts: Merciless, Loyal
Requires: Murderer, Willard, or Perverter

7. Lictor8 yrs20 rps+1 M/P
Skills: 6 pts: Extortion, Amercement, Oratory, Torture, Below-wise, Same Old Bullshit-wise
Traits: 1 pt: Judge Jury and Executioner, Savvy
Requires: Initiate plus: Guardian, Negotiator, Corsair, or Sheriff

8. Cultist4 yrs4 rps+1 M
Skills: 5 pts: Religious Diatribe, Rhetoric, Cudgel, Conversion-wise
Traits: 1 pt: Zealot, Defensive
Requires: Initiate

9. Convert4 yrs6 rpsExile
Skills: 4 pts: Doctrine, Heretical Doctrine, Cultism-wise
Traits: 1 pt: Apostate
Requires: Pilgrim, Missionary, or the ‘Ordained’ trait

10. Perverter5 yrs10 rps+1 M
Skills: 6 pts: Disguise, Preaching, Inconspicuous, Falsehood, Seduction, Obsession-wise
Traits: 1 pt: Scheming, Venal
Requires: Cultist, Initiate + Brains, or Convert + Missionary

11. Poisoner6 yrs7 rps
Skills: 5 pts: Poisons, Inconspicuous, Apothecary, Toxins-wise
Traits: 1 pt: Nauseous
Requires: Cultist, Convert, or Initiate plus: Sawbones, Plague Doctor, or Mycanist

12. Preacher8 yrs15 rps+1 M
Skills: 6 pts: Preaching, Conspicuous, Symbology, Obscure History, Preaching To The Choir-wise
Traits: 2 pts: Obsessed, Righteous
Requires: Perverter, Cultist, Convert, or Initiate plus: Hermit, Negotiator, or Singer

13. Necromancer10 yrs20 rps+1 M/P
Skills: 6 pts: Ritual, Bone Casting*, Anatomy, Bloodletting, Cryptography, Death-wise, Nightmares-wise
Traits: 2 pts: Creepy, Hatred, Iron Will
Requires: Deacon, or Cultist / Convert plus: Albino, Pinkie, Poisoner, Sawbones, Hermit, Elder, or Listener
Note: Bone Casting costs 2 pts to open, replaces the Astrology skill (refunding any points spent already), is naturally open-ended, and functions much like Rune Casting (see pg 293)

14. Visionary10 yrs30 rps+1 MAny
Skills: 12 pts: Oratory, Command, Astrology, Research, Interrogation, Torture, Summoning / Conjuration§, Observation, Poetry, Cult-wise
Traits: 4 pts: Megalomaniac, Imperious Demeanour, Gift of the Faithful, Idol, Dreamer
Requires: Preacher, Cultist or Convert plus: Albino, Taskmaster, Missionary, Chaplain, or Pontiff
 

Nomadic Outposts Setting

Lifepath
Time
Res
Stat
Leads
1. Born to a Nomadic Clan4 yrs2 rps
Skills: 3 pts: General
Traits: Roden Common Traits; plus 2 pts: —

2. Herder4 yrs3 rpsExile
Skills: 4 pts: Animal Husbandry, Climbing, Observation, Alpaca-wise, Mountains-wise, Shelter-wise
Traits: 1 pt: Whistling, Low Speech

3. Gatherer5 yrs4 rps+1 PExile
Skills: 3 pts: Foraging, Herbalism, Orienteering, Digging, Tubers-wise, Herbs and Spices-wise, Succulents-wise
Traits: 1 pt: Rough Hands

4. Harvester8 yrs5 rps+1 P
Skills: 5 pts: Farming, Firebuilding, Mending, Cooking, Singing, Maize-wise, Rice-wise
Traits: 1 pt: Seasoned

5. Drummer3 yrs6 rps+1 MExile
Skills: 4 pts: Drums, Conspicuous, Drum Maker, Tanner, Painting
Traits: 1 pt: —

6. Hunter6 yrs9 rps+1 PExile
Skills: 6 pts: Tracking, Stealthy, Slings, Observation, Orienteering, Wild Herds-wise, Birds of Prey-wise, Small Game-wise
Traits: 1 pt: Watchful

7. Fighter1 yr5 rpsMilitia, Exile
Skills: 6 pts: Brawling, Hauling, Throwing, Digging, Firebuilding, Clan War-wise, Cliff-wise
Traits: 2 pts: —
Requires: Hunter or Drummer or any Militia lifepath

8. Weaver8 yrs10 rps+1 M
Skills: 6 pts: Mending, Sewing, Weaving, Basketry, Singing, Wool-wise
Traits: 1 pt: Fateful, Cramped Hands

9. Trader6 yrs12 rps+1 MAny
Skills: 6 pts: Mending, Singing, Haggling, Orienteering, Falsehood, Mountain Trails-wise, Caravan-wise
Traits: 2 pts: Odd, Eidetic Memory
Restriction: May not be your second lifepath

10. Miller5 yrs14 rps+1 M/P
Skills: 7 pts: Miller, Mending, Carpentry, Flour-wise, Windmills-wise
Traits: 1 pt: Windswept

11. Brewer5 yrs15 rps+1 M/P
Skills: 7 pts: Brewing, Liquor-wise, Firebuilding, Cooking, Potter, Coffee-wise, Bloodwine-wise
Traits: 1 pt: Buzzed

12. Singer4 yrs10 rps+1 MExile
Skills: 4 pts: Singing, Conspicuous, Seduction, Oratory, Flutes, Astrology
Traits: 1 pt: —
Requires: At least 1 other Outpost lifepath

13. Spouse7 yrs10 rps+1 M
Skills: 8 pts: Nursing, Animal Husbandry, Herbalism, Cooking, Soothing Platitudes, Clan-wise
Traits: 2 pts: —
Requires: At least 1 other Outpost lifepath
Note: Nursing functions as a combination of both the Child-Rearing and Midwifery skills. It costs 1 pt to open

14. Patriarch / Matriarch10 yrs15 rps+1 M/PExile
Skills: 6 pts: Oratory, Observation, Field Dressing, Etiquette, Local History, Territory-wise; plus 2 pts: General
Traits: 2 pts: Patriarchal / Matriarchal, Peer
Requires: Spouse
Note: Nursing functions as a combination of both the Child-Rearing and Midwifery skills. It costs 1 pt to open

15. Elder15 yrs30 rps+1 MExile
Skills: 5 pts: Almanac, Folklore, Persuasion, Bone Casting, Summoning / Conjuration§, Observation, General History
Traits: 2 pts: Crotchety, Dreamer, Weather Sense, Touch of Ages
Requires: Harvester / Weaver / Singer + Spouse lifepaths or Hermit, Albino, or Listener and at least 1 other Outpost lifepath, and a starting age of 25 or more
Note: Bone Casting costs 2 pts to open, replaces the Astrology skill (refunding any points spent already), is naturally open-ended, and functions much like Rune Casting (see pg 293)

16. Captured!2 yrs1 rpBelow, Exile
Skills: 2 pts: Ropes-wise, Begging, Foreign Languages, Foul Tactics-wise
Traits: 2 pts: Blisters, Claustrophobic, Orphan, Lucky or Unlucky
 

Exiles Subsetting

Lifepath
Time
Res
Stat
Leads
1. Bush Baby3 yrs0 rps
Skills: 3 pts: General; plus 1 pt: Survival
Traits: Roden Common Traits; plus 2 pts: Feral
Note: Yes, this is a Born lifepath

2. Scrub3 yrs5 rps−1 M/PField, Society, Outpost
Skills: 5 pts: Inconspicuous, Soothing Platitudes, Digging, Light-wise, Nest-wise, Village-wise
Traits: 3 pts: Abused, Curious, Hoarder, Mind-numbing Work
Important Note: If you have just been exiled from the Below or the Society settings then you must take this lifepath, unless you are a Visionary

3. Albino5 yrs6 rps+1 MField, Below, Society
Skills: 7 pts: Astrology, Ugly Truth, Bargaining, Summoning / Conjuration§, Names-wise
Traits: 2 pts: Albino, Gift of Heritage

4. Squatter5 yrs6 rpsBelow, Society
Skills: 4 pts: Abandoned Buildings-wise, Scavenging, Foraging, Inconspicuous, Roads-wise
Traits: 2 pts: —

5. Leper4 yrs3 rps−1 PBelow, Society
Skills: 5 pts: Inconspicuous, Begging, Pilgrim-wise, Missionary-wise, Priest-wise, Alms-wise, Bandages-wise
Traits: One of the following: Diseased, Missing Digits, Missing Teeth, Missing Limb, Missing Eye, Blind, Deaf, or Lame; plus 3 pts: Leprosy, Eldritch Sink, Resigned to Death

6. Hermit10 yrs5 rpsField, Society, Outpost
Skills: 8 pts: Philosophy, Astrology, Rhetoric, Oratory, Foraging, Books-wise, Lost Secrets-wise; plus 2 pts: General
Traits: 3 pts: Thoughtful, Hoarder, Gift of Hermitage, Boring, Low Speech
Restriction: May not be your second lifepath

7. Bushwhacker5 yrs5 rps+1 PField, Below, Society
Skills: 4 pts: Appropriate Weapons, Intimidation, Stealthy, Ambush-wise
Traits: 1 pt: Desperate
Restriction: May not be your second lifepath

8. Poacher5 yrs5 rps+1 M/PField, Below, Society
Skills: 6 pts: Herds-wise, Hunting, Stealthy, Trapping, Orienteering, Falsehood, Hills-wise
Traits: 1 pt: —
Requires: Crabber, Herder / Shepherd, Venerer / Hunter, Furrier, Smuggler, Bushwhacker, or Scrub

9. Corsair5 yrs6 rps+1 M/PField, Below, Society
Skills: 8 pts: Pilot, Rigging, Knots, Navigation, Mending, Boat-wise, Bay-wise
Traits: 1 pt: Ruthless, Sea Legs
Requires: Deputy, Crabber, Negotiator, Deserter, Bruiser, or any Militia lifepath

10. Smuggler5 yrs13 rps+1 MField, Below, Society
Skills: 6 pts: Persuasion, Falsehood, Appraisal, Forgery, Weaselling-wise, Stealthy, Inconspicuous, Wagon-wise
Traits: 2 pts: Paranoid, Pouched Cheeks
Requires: Negotiator, Corsair, Poacher, Hunter, Leftenant, Trader, or Fence

11. Venerer15 yrs5 rps+1 PBelow, Society, Outpost
Skills: 7 pts: Hunting, Foraging, Tracking, Trapper, Firebuilding, Axes, Bows, Stealthy, Ambush-wise, Forest-wise
Traits: 1 pt: Carnivore2, Pack Hunter, Blood-Thirsty, Fur of the Fields
Requires: Bush Baby, Scrub, Poacher, Bushwhacker, Sylvaneer, Crabber, Smuggler, or Furrier
Note 1: This lifepath counts as a ‘Hunter’ for the purpose of fulfilling other lifepath requirements
Note 2: Carnivore replaces the Vegetarian trait if you were Born to the Fields (refunding any points spent already)

12. Bandit King / Queen7 yrs15 rps+1 M, +1 PField, Below, Society
Skills: 6 pts: Intimidation, Command, Brawling, Riding, Sabres, Cartography, Observation, Pirates-wise, Caravan-wise, Decadent Nobles-wise
Traits: 2 pts: Scheming, Daring

Stat Points for Roden by Age

Starting Age Mental Pool Physical Pool
1-5 years 6 pts 10 pts
6-9 years 7 pts 13 pts
10-15 years 7 pts 14 pts
16-24 years 8 pts 15 pts
25-30 years 8 pts 14 pts
31-36 years 7 pts 13 pts
37-40 years 7 pts 12 pts
41-45 years 7 pts 11 pts
46-49 years 6 pts 10 pts
50+ years 6 pts 10 pts
About Honorifics
You will notice that many of the noble lifepaths are also listed with an honorific. These are effectively hidden traits, replacing the Your Lord / Grace / Eminence traits from the base game, to help you to play a noble court game with a lot of formal etiquette. The titles all stack together, but when one addresses someone properly: only their highest honor need take precedence. After the first address one can drop the full formalities and just say “Lord [Tribe Name]” or simply “Lord”, and then “Sire / Ma’am”, or “Arête” if they are Ordained by the Church (which means 'virtuous one').
 
Is it “My” or “Your”?
If you’re trying to determine whether to use “my” or “your” before an honorific, think about the type of noun you’re dealing with. If the noun is concrete (e.g. Lord / Liege or Prince / Princess) use “my”. If the noun is abstract (e.g. Grace, Eminence, or Highness) use “your”. It all comes down to clarity and respect. The purpose of honorifics is to show respect to someone, and you want to do that in such a way that it’s obvious to everyone that you are respecting them (and that you aren’t accidentally aggrandising yourself).
 
On Peers
Peers are nominal lords without a landed title. Burmeccia doesn't operate under a fully feudal system, yet; partly because the Roden are still Communal, and partly because meritocracies are more fun! A peer can acquire land; and if they do, then so long as they remain in the Citadel setting, their children will be born as nobles.
  Fun Fact! The word Lord is actually gender-neutral, it originally just means something like 'loaf keeper', 'bread warden', or 'leavened one', and this is the context that the Roden use the word with as well.

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