TEXT: F a n  m a t e r i a l  f o r  W a r h a m m e r  F a n t a s y  R o l e p l a y  2 n d  e d i t i o n  
   
  The Unofficial Career Book  
  v.1.0 
   
  A compilation of careers posted on the Black Industries Forum 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compiled and edited by Rolph Segers 
   
  
   
  The Unofficial Career Book  
   v.1.0 
   
  Compiled and edited by 
  Rolph Segers (Wolph42) 
   
   
   
   
  The following authors have contributed careers to this book (BI Nickname – Full Name), thank you all! 
   
   
  DagobahDave – Dave Graffam 
  Glorthindel – Michael Congreve 
  Jackdays - ?? 
  JodyMac – Jody Macgregor 
  Legion – Micheal Babbit 
  Leonpoi – Simon Sullivan 
  Ogrehead – Christian Svalander 
  RuneFang - Clive Oldfield 
  SPFS – Ross Howard 
  Thor – Steven Lewis 
  Whymme – Wim van Gruisen 
  One Horse Town – Dan White 
   
   
   
   
   
   
   
   
   
   
   
  It’s fairly well possible that I accidently: 
  - 
  Forgot to mention your name 
  - 
  Wrote your name wrong 
  - 
  Thought that you agreed with me using your careers to publish in this book, but was wrong 
  - 
  Forgot to put your input in entirely while you told me I could 
  - 
  Dropped an anvil on your tiny toe 
  - 
  Pulled you a combination of the above or something entirely different 
  If this is the case, then first of all my apologies and secondly: drop me a note (and not an anvil) @ rsegers@gmail.com   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -2- 
   
  
   
  Content 
   
  Introduction 
  4 
  – Alchemist – 
  5 
  – Canal Dipper – 
  5 
  – Chanty Wizard – 
  6 
  – Chimney Sweep – 
  6 
  – Druid – 
  7 
  – Druidic Priest – 
  7 
  – Arch Druid – 
  8 
  – Grand Druid – 
  8 
  – Dwarf Noble – 
  9 
  – Dwarf Thane – 
  9 
  – Dwarf Lord – 
  10 
  – Dwarf Initiate – 
  11 
  – Dwarf Priest – 
  11 
  – Dwarf High Priest – 
  12 
  – Estalian Swordmaster – 
  12 
  – Footpad – 
  13 
  – Forest Jager – 
  13 
  – Child of the Forest – 
  14 
  – Grail Maiden – 
  14 
  – Grail Damsel – 
  15 
  – Prophetess of the Lady – 
  15 
  – Le Squire – 
  16 
  – Knight Errant – 
  16 
  – Knight of the Realm – 
  17 
  – Knight of the Quest – 
  17 
  – Knight of the Grail – 
  18 
  – Knight of the Fiery Heart – 
  18 
  – Knight of the White Wolf – 
  19 
  – Raven Knight – 
  19 
  – Kohorte – 
  20 
  – Apprentice Mage – 
  20 
  – Mage – 
  21 
  – High Mage – 
  21 
  – Archmage – 
  22 
  – Loremaster – 
  22 
  – Loremaster Of Hoeth – 
  23 
  – Magistrate – 
  23 
  – Norse Thrall – 
  24 
  – Norse Freeholder – 
  24 
  – Norse Raider – 
  25 
  – Norse Warlord – 
  25 
  – Norse Samhold Spraakeldste – 
  26 
  – Norse Murkr – 
  26 
  – Norse Urn Dreamwanderer – 
  27 
  – Norse Urn Hargír – 
  27 
  – Norse Champion Of The Ancestors – 
  28 
  – Pedlar – 
  29 
  – Seer – 
  29 
  – Astrologer – 
  30 
  – Court Astrologer – 
  30 
  – Sorcerer – 
  31 
  – Tilean Bravo – 
  31 
  – Wardancer – 
  32 
  – Weaponsmaster – 
  32 
  – Champion (revised)– 
  33 
  – Wrecker – 
  33 
  Appendix I:  Guidelines for 
  New Career Creation  
  34 
  Appendix II: New Skills 
  35 
  Appendix III: New Talents 
  36 
  Appendix IV: New Insanities 
  38 
  Appenidx V: Chanties 
  39 
  Appendix VI: Mysticism 
  40 
  Murkr Magic & Abilities 
  42 
  Petty Murkr Magic 
  42 
  Lesser Murkr Magic 
  42 
  Lore of the Ancestors 
  43 
  Lore of the Weavers 
  44 
  New Magic Ritual 
  46 
  Appendix VII: Witches and 
  Warlocks – Unsanctioned 
  Magisters 
  47 
  Dark Lore (Necromancy) Expanded 
  Spells 
  47 
  Necromantic Rituals 
  49 
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -3- 
   
  
   
  Introduction 
   
  I’m terribly bad at writing introductions so I actually shouldn’t do this. Moreover, nobody (except you obviously) is every going to 
  read this.  
   
  Anyway, this book contains a compilation or consolidation of ‘all’ careers that can be found on the Black Industries forum. ‘All’ is 
  quoted because after a short discussion on the forum the conclusion was made that BI and I need explicit permission from the 
  independent authors that put their Careers and other material on the BI forum. This means that not all careers that can be found 
  there will be within this book. If you happen know or be in touch with one of the following authors, please ask him/her if he/she 
  would like to send me an e-mail or reply to the topic where I’ve asked this permission: 
  http://forum.blackindustries.com/topic.asp?TOPIC_ID=10959  
   
  Here are the authors whom haven’t reacted to my plea yet: 
   
  Colin Chapman 
  Dwimmerlaik 
  Gyldenstern 
  Hamir 
  Morgoth 
  Pendley 
  Philip Sibbering 
  Pushkin 
   
  And here’s a list of careers which as a result of that aren’t in this book. The more permissions I get, the bigger this book will grow.  
   
  Gamekeeper 
  Sexton 
  Dragon Slayer 
  Snotballer 
  Inventor 
  Pardoner 
  Summoner 
  Maiden 
  Lady 
  Dowager Lady 
  The Purser 
  Nomad 
  Ranger 
  Hussar 
  Inspector 
  Playwright 
  Entertainer–Acrobat 
  Entertainer–Actor 
  Entertainer–Knife Thrower 
  Blackmailer 
  Tuberdour 
   
  The purpose of this book will be to maintain it and add careers as they appear on the BI Forum website. Also changes to careers 
  already in this book will be made if appropriate. As for the appendices, here you will only find material that is directly related to the 
  careers in this book (that is new talents, skills, spells, descriptions, etc.). 
   
  If you would like to submit a career or you are the author of one of the careers inside this book and would like to submit a change in 
  the current entry. Please contact me at rsegers@gmail.com .  
   
  Happy reading! 
   
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -4- 
  Rolph  
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -5- 
   
   
   
  – Alchemist – 
  Glorthindel 
  Advanced Career
   
  Description 
  Alchemists study the science of matter. They are experts at 
  preparing chemical compounds and recognising mineral ores. 
  Alchemists can be of great assistance to any metalworker, and 
  are able to prepare explosives for gunpowder weapons, 
  though most consider this work beneath them. 
  The Alchemists art skirts the borders of the Yellow Wind of 
  Magic, and nearly all Achemists (whether knowingly or 
  unknowingly) gain a little magical ability. In fact, the Gold 
  College, practitioners of the Yellow Wind, provide a great 
  deal of sponsorship to Alchemical institutions, often using 
  them as recruiting grounds for new apprentices. 
   
   
  – Alchemist Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5% +5% +10% +10%
  – 
  +20% +20%
  – 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +3  
  – 
  – 
  – 
  +1 
  – 
  – 
  Skills: Academic Knowledge (Science or Magic), Haggle, 
  Evaluate, Prepare Poison, Perception, 
  Read/Write, Magical Sense, Secret Language 
  (Guild Tongue), Trade (Apothecary), Trade 
  (Herbalist, Brewer, or Gunsmith). 
  Talents: Resistant to Poison, Savvy or Very Resilient, 
  Suave or Hardy, Specialist Weapon Group 
  (Explosive). 
  Trappings: Good Quality Alchemical Laboratory, Trade 
  Tools (Apothecary), 2 Potion Recipes (see Realm 
  Of Sorcery). 
  Career Entries: Apothecary (see Sigmar's Heirs), 
  Apprentice Wizard, Charlatan, Student, Scholar. 
  Career Exits: Apprentice Wizard, Journeyman Wizard 
  (Gold only), Artisan, Physician, Scholar, 
  Merchant, Engineer 
  Note: An Alchemist with access to a Lab and tools can 
  use Trade (Gunsmith) to create ten shots of 
  gunpowder at a quarter of the list price, or one 
  bomb at half the list price in D10 hours. 
   
   
   
   
   
  – Canal Dipper – 
   
   
  Description 
  The Bone Pickers of 
  Marienburg go by a different 
  name – Canal Dippers. Their 
  livelihood consists of dredging 
  the numerous canals of the 
  great port of Marienburg for 
  rubbish and lost items. The 
  bravest among them dive into 
  the foul murky waters to 
  fumble in the deep mud at the 
  bottom of the canals. All too 
  often a brave Dipper goes in 
  only never to be seen again. 
  Perhaps they drowned because 
  they stayed overlong… or 
  perhaps a hungry shark came in 
  from the sea. 
   
  If you are rolling randomly for 
  your Starting Career, you can 
  substitute Canal Dipper for 
  Bone Picker with your GM's 
  permission. 
   
  – Canal Dipper Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  – 
  +5% +10% +5% 
  – 
  +5% 
  +5%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Charm or Gossip, Common Knowledge (the 
  Wasteland), Evaluate, Haggle, Perception, Row, 
  Search, Swim 
  Talents: Coolheaded or Streetwise, Resistance to Disease 
  or Very Strong 
  Trappings: Coracle and Paddle, 3 Sacks, Net, Pole with 
  Hook 
  Career Entries: Peasant, Rat Catcher, Vagabond 
  Career Exits: Boatman, Cat Burglar, Fence, Grave 
  Robber, Smuggler 
   
   
   
   
  SPFS  
  Basic Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -6- 
   
  – Chanty Wizard – 
  Runefang 
  Advance Career
   
  Description 
  A certain type of wizard is often 
  attracted by the call of the sea. 
  Fascinated by the waves and the 
  weather their magic is inextricably 
  tied to these elements. The wizard 
  generally wants little more than to 
  travel the oceans and entwine their 
  powers with that of the sea. 
   
  Chanty Wizards are often mistaken 
  for priests of Manann or even 
  Celestial Wizards. This can suit them 
  as ships' crews will often consider it 
  good luck to have a priest of Manann 
  aboard. However, many salty tales 
  tell of the danger of untrained magic. 
  At the first sign of strangeness and 
  danger, an untried mage will be the 
  first thing thrown overboard to 
  appease Manann. 
   
   
   
   
   
  *Chanties are described in 
   on page 
  Appenidx V: Chanties
  39
  – Chanty Wizard Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  +5%
  +5% 
  +5%
  +5% +15% +20% +15%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4 
  – 
  – 
  – 
  +2 
  – 
  – 
  Skills: Navigation, Perception, Swim, Academic Knowledge 
  (Meteorology), Common Knowledge (the sea), 
  Common Knowledge (any one), Dodge Blow, Heal, 
  Speak Language (any two), Sail, Channeling, Consume 
  Alcohol, Performer (singer �any one) 
  Talents: Arcane Lore (Chanties*) or Dark Lore (any one), 
  Seasoned Traveler, Very Resilient, Lesser Magic (any 
  two), Fast Hands, Aethyric Attunement or Dark Magic, 
  Orientation, Lesser Magic (any two) 
  Trappings: Musical Instrument, Bandana, Acute Earring 
  Career Entries: Hedge Wizard, Apprentice Wizard 
  Career Exits: Master Chanty Wizard, Seaman, Mate, Explorer, 
  Navigator 
   
   
   
  – Chimney Sweep – 
   
  Description 
  Winter hits hard and nothing keeps the 
  fingers of cold Jack Frost at bay like a good, 
  warm, roaring fire. All winter long they 
  burn, hurling smoke toward the sky 
  through hard stone chimneys. Cooks burn 
  fires year round, especially in the more 
  well–to–do areas of the city – the masters 
  venison has to be cooked just–so after all, 
  don't yer know. And all that smoke and 
  soot builds up: thick and heavy. 
  Occasionally it'll catch a spark and before 
  you know it, that fire's creeping all the way 
  up the chimney and a catastrophe looms its 
  ugly head. That's how the chimney sweep 
  plies his trade. He can take care of that 
  nasty flue for you and you don't even have 
  to leave the comfort of your own home. 
  Chimney Sweeps lead a dangerous life, but 
  there is a great deal of job security in it, if 
  you can stand the heights, the heat and the 
  customers. 
  Note: If you roll Charcoal Burner on 
  your starting Career you can opt 
  for Chimney Sweep instead. 
  – Chimney Sweep Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  – 
  +5%
  +5% +10% 
  – 
  +5% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Common Knowledge (the Empire), Gossip, 
  Haggle, Perception, Performer (storyteller), Scale 
  Sheer Surface, Silent Move, Search 
  Talents: Alley Cat or Luck, Contortionist or Sturdy, 
  Hardy, Stout–hearted 
  Trappings: Rope, Bucket, Various scrappers, Small 
  pick, Ladder 
  Career Entries: Charcoal–Burner, Miner, Peasant, Rat 
  Catcher, Servant 
  Career Exits: Cat Burglar, Charcoal–Burner, 
  Militiaman, Miner, Rat–Catcher, Rogue, 
  Smuggler, Soldier, Spy, Storyteller, Thief, 
  Vagabond 
   
   
   
  Legion 
  Basic Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -7- 
  Career path of the Druid 
   
   
  General Description 
  The Druid is a practicing member of the Old Faith, following a belief who’s origins are lost in the mists of prehistory. The Old Faith 
  is apart from the main religeons of the Old World, yet co–exists peacefully with most of them. The Old Faith has all but died out in 
  the Old World, its practitioners hunted down or converted by the followers of Taal, but the faith is still strong on the isle of Albion, 
  and it is believed that the Wood Elves of Athel Loren still practice its ancient Magicks. 
   
  Druids in most part pursue a strict code of Life (though some, such as the sect that follows Ahalt the Drinker, have become vicious 
  and bloodthirsty), and have little interest or patience for modern life. Many choose to live fully apart from civilisation, prefering a 
  solitary existance in the wild places of the world. 
   
  Note: For Druidic Magic see http: //forum.blackindustries.com/topic.asp?TOPIC_ID=7928
  – Druid – 
  Glorthindel 
  Basic Career
   
  – Druid Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5% +5% 
  – 
  – 
  +5% +10% +10% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (History, Theology), 
  Animal Care, Common Knowledge (Empire or 
  Albion), Follow Trail, Outdoor Survival, 
  Perception, Secret Signs (Ranger), Speak 
  Language (Reikspiel or Albion). 
  Note: During character creation, if you take Common 
  Knowledge (Albion) and Speak Language 
  (Albion), you may be a native of that Isle. 
  Talents: Lightening Reflexes or Very Strong,, Warrior 
  Born or Very Resilient, 
  Trappings: Quarterstaff, Sling 
  Career Entries: Hedge Wizard, Hunter (Human only) 
  Career Exits: Agitator, Charlatan, Hedge Wizard, 
  Hunter, Outlaw, Scout, Vagabond 
   
   
   
   
  – Druidic Priest – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Druidic Priest Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +10% +5% +10% +10% +10% +20% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4  
  – 
  – 
  – 
  +1  
  – 
  – 
  Skills: Academic Knowledge (Theology), Animal Care, 
  Channelling, Charm, Common Knowledge (Any 
  Two), Magical Sense, Navigation, Outdoor 
  Survival, Perception, Ride or Swim, Speak 
  Arcane Language (Magick), Speak Language (Any 
  Two), Trade (Herbalist) or Heal. 
  Talents: Petty Magic (Hedge), Strike to Stun or Strike 
  to Injure. 
  Trappings: Quarterstaff 
  Career Entries: Druid 
  Career Exits: Arch Druid, Demagogue, Outlaw, Scout, 
  Hedge Wizard 
   
   
   
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -8- 
   
   
  – Arch Druid – 
  Glorthindel 
  Advanced Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Arch Druid Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +10% +10% +15% +15% +20% +25% +25%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4  
  – 
  – 
  – 
  +2  
  – 
  – 
  Skills: Academic Knowledge (Theology), Animal Care, 
  Animal Training, Channelling, Charm, Charm 
  Animal, Common Knowledge (Any Two), 
  Magical Sense, Navigation, Outdoor Survival, 
  Ride or Swim, Speak Arcane Language (Magick), 
  Speak Language (Any Two), Secret Language 
  (Ranger Tongue), Trade (Herbalist) or Heal. 
  Talents: Aethyric Attunement or Meditation, Divine 
  Lore (The Old Faith), Fast Hands or Dark Magic, 
  Lesser Magic (Any Two), Strike Mighty Blow 
  Trappings: Bound Familiar 
  Career Entries: Druidic Priest 
  Career Exits: Demagogue, Grand Druid, Outlaw Chief, 
  Scout, Witch 
   
   
  – Grand Druid – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Grand Druid Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% +15% +10% +20% +20% +20% +30% +30%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +6  
  – 
  – 
  – 
  +3  
  – 
  – 
  Skills: Academic Knowledge (Theology and Runes or 
  History), Animal Care, Animal Training, 
  Channelling, Charm or Intimidate, Charm 
  Animal, Common Knowledge (Any Two), 
  Magical Sense, Navigation, Ride or Swim, Speak 
  Arcane Language (Magick), Speak Language (Any 
  Two), Trade (Herbalist) or Heal. 
  Talents: Aethyric Attunement or Meditation, Fast Hands 
  or Dark Magic, Fleet Footed or Lightening 
  Reflexes, Lesser Magic (Any Two), Night 
  Vision, Oreintation or Seasoned Traveller, Stout 
  Hearted 
  Trappings: Bound Familiar 
  Career Entries: Arch Druid 
  Career Exits: Explorer, Outlaw Chief, Warlock 
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -9- 
   
   
  General Description Dwarf Nobility 
  Of all the Dwarf clans, the Nobles can claim the most direct descent from the Ancestor Gods. In fact, their bloodline makes the Noble 
  clans among the most long–lived of Dwarfs and some of the most determined in temperament. 
  These ancient clans are unlike any other. From their number come the rulers of the Dwarf–holds, their emissaries and ambassadors, 
  and most of the Kings’ and Queens’ advisors. Members of the noble clans may even apprentice themselves to the elders of other clans 
  to learn a specific craft (with the sole exception of rune–smithing). Due to their role in society, no noble can has emigrated to the 
  human realms. 
  Unlike nobles in human lands, dwarven nobles must learn to guide their people through peace and also wartimes. That why they have 
  good military training unless they pursue some craft. Also they are very well taught the ancestor lines which they come from. 
  Note: Most text taken from Dwarfs –Stone and Steel (WFRP1 sourcebook). 
  – Dwarf Noble – 
  Jackdays 
  Advanced Career
   
  – Dwarf Noble Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% 
  – 
  +5% 
  – 
  +5% +5% +5% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (History), Academic 
  Knowledge (Genealogy/Heraldry), Charm, 
  Command, Common Knowledge (Dwarfs), 
  Read/Write, Speak Language (Khazalid), Speak 
  Language (Any one) 
  Talents: Etiquette, Public Speaking, Savvy or Suave, 
  Specialist Weapon (Two–handed) 
  Trappings: Good craftsmanship weapon of choise, 
  Noble’s Garp, 5d10 gc, Jewerly worth 5d10 gc 
  Career Entries: None 
  Career Exits: Dwarf Thane (NEW), Explorer, Herald, 
  Sergeant, Student, Tradesman 
  Note: Only Dwarfs can enter this career. 
   
   
   
   
   
   
  – Dwarf Thane – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Dwarf Thane Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +20% +10% +15% +10% +10% +15% +15% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +5  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (History), Academic Knowledge 
  (Genealogy/Heraldry), Academic Knowledge 
  (Strategy/Tactics), Charm, Command, Common 
  Knowledge (Any two), Dodge Blow, Evalute, Gossip, 
  Perception, Read/Write, Speak Arcane Language 
  (Arcane Dwarf), Speak Language (Khazalid), Speak 
  Language (Any two) 
  Talents: Disarm, Master Orator, Schemer, Specialist Weapon 
  (Flail or Parrying), Strike Mighty Blow 
  Trappings: Best craftsmanship weapon of choise, Best craftmanship 
  Noble’s Garp, 500 gc, Jewerly worth 1000 gc 
  Career Entries: Dwarven Thane(NEW) 
  Career Exits: Captain, Dwarf Lord (NEW), Explorer, Scholar 
   
   
   
  Jackdays 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -10- 
   
  – Dwarf Lord – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Dwarf Lord Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +30% +10% +25% +20% +15% +25% +25% +30%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +7  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (History), Academic 
  Knowledge (Genealogy/Heraldry), Academic 
  Knowledge (Strategy/Tactics), Charm, Command, 
  Common Knowledge (Any three), Dodge Blow, 
  Evalute, Gossip, Perception, Read/Write, Speak 
  Arcane Language (Arcane Dwarf), Speak Language 
  (Khazalid), Speak Language (Any three) 
  Talents: Quick Draw, Menancing, Strike to 
  StunTrappings: Two best craftsmanship weapons of 
  choise, Best craftmanship Noble’s Garp, 1000 gc, 
  Jewerly worth 2000 gc 
  Career Entries: Dwarf Thane (NEW) 
  Career Exits: Captain, Explorer, Engineer, Scholar 
  Note: Only Dwarfs can enter this career. 
   
   
   
   
  General Description – Dwarf Priesthood 
  The dwarfs venerate their Ancestors instead of worskshipping otherworldly gods. They believe that the spirits of Ancestors watch over 
  them, guide their actions, judge their achievements and determine if they have led worthy lives. 
  Members of the priesthood are held in high esteem, both for their wisdom and because they represent the Ancestor Gods. Many 
  disputes between clans and holds have been settled through the mediating efforst of priests. 
  Dwarven priests take care of the temples and shires. They performe rituals and prayers for the gods, marriage ceremonies and conduct 
  burial rites. But most important task they have is to act as healers and physicians to their kind. Also Dwarven priests may take roles of 
  judges, advisors to Dwarven rulers and even become ambassadors. 
  Most widely revered Ancestor gods are Grungni (God of mining, metalwork and stonework), Grimnir (God of warriors) and Valaya 
  (Goddess of home, healing, heart and brewing). 
   
  Most is Taken from Dwarfs –Stone and Steel (WFRP1 sourcebook): 
   
  Choose of your fate (Dwarven Ancestor God) that gives you another skill or Talent as detailed in entry of your God below:  
   
  Grungni: Initiates of Grugni start with one of the Trade (Armourer, Gem Cutter, Gunsmithing, Miner, Smith, Stoneworker or 
  Weaponsmith) skills. Priests of Grugni can, at their option, learn the following skills and talents as part of their careers: 
  Evalute, Secret Language (Guild Tongue), Very Resilent 
  Grimnir: Initiates of Grimnir start with Warrior Born talent. Priests of Grimnir can, at their option, learn the following skills and 
  talents as part of their careers: Specialist Weapon Group (Any one), Street Fighting, Very Strong 
  Valaya: Initiates of Valaya start with Trade (Herbalism) skill. Priests of Valaya can, at their option, learn the following skills and 
  talents as part of their careers: Academic Knowledge (Any one), Hypnotism, Intimidate, Trade (Brewer) 
   
   
   
   
   
   
   
   
   
   
   
   
  Jackdays 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -11- 
   
   
   
  – Dwarf Initiate – 
  Jackdays 
  Basic Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Dwarf Initiate Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  – 
  +5%
  +5%
  – 
  +10% +10% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (History), Academic 
  Knowledge (Theology), Charm, Common 
  Knowledge (Dwarfs), Heal, Read/Write, Speak 
  Language (Khazalid), Speak Language (Any one) 
  Talents: Public Speaking, Surgery 
  Trappings: Religious Symbol, Robes 
  Career Entries: Dwarf Runemaster, Knight, Miner, 
  Scribe, Shieldbreaker, Student, Tradesman 
  Career Exits: Apprentice Runemaster, Dwarf Priest 
  (NEW), Miner, Scribe, Tradesman 
   
   
  Note: Only Dwarfs can enter this career. 
   
   
   
  – Dwarf Priest – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Dwarf Priest Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% +5% +10% +10% +5% +15% +20% +15%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (History), Academic Knowledge 
  (Law) or Academic Knowledge (Runes), Academic 
  Knowledge (Theology), Charm, Command, Common 
  Knowledge (Any two), Gossip, Heal, Perception, 
  Read/Write, Search, Speak Arcane Language (Arcane 
  Dwarf), Speak Language (Khazalid), Speak Language (Any 
  two), Trade (Apothecary) 
  Talents: Master Orator, Resistance to Disease, Savvy or Suave, 
  Specialist Weapon Group (Two–handed), Strike to Injure 
  Trappings: Prayer Book, Writing Kit, Good craftmanship weapon 
  Career Entries: Dwarf Initiate (NEW) 
  Career Exits: Apprentice Runemaster, Dwarf High Priest (NEW), 
  Explorer, Scholar, Tradesman 
  Note: Only Dwarfs can enter this career. 
   
   
  Jackdays 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -12- 
   
  – Dwarf High Priest – 
  Jackdays 
  Advanced Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Dwarf High Priest Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +25% +10% +20% +20% +10% +25% +30% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +6  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (Any three), Academic 
  Knowledge (Theology), Charm, Command, 
  Common Knowledge (Any three), Gossip, Heal, 
  Read/Write, Search, Speak Arcane Language 
  (Arcane Dwarf), Speak Language (Khazalid), 
  Speak Language (Any three), Trade (Apothecary) 
  Talents: Disarm, Etiquette, Fearless, Quick Draw 
  Trappings: Prayer Book, Writing Kit, Good 
  craftmanship weapon 
  Career Entries: Dwarf Priest (NEW) 
  Career Exits: Apprentice Runemaster, Artisan, Dwarf 
  Loremaster, Explorer, Dwarf Noble 
  Note: Only Dwarfs can enter this career. 
   
   
  – Estalian Swordmaster – 
   
   
  True Swordmasters devote a part of their 
  lives to studying at the great fencing 
  academies in Estalia. There, students are 
  exposed to the most sophisticated sword 
  fighting techniques known in the Old 
  World. Many of these fencers go on to 
  study at several different schools, learning 
  the strengths and weaknesses of various 
  disciplines. Through this comprehensive 
  regime, Estalian Swordmasters develop 
  astonishing speed and precision. They 
  employ every trick imaginable -- and some 
  that often take enemies by surprise! 
   
  Always impeccably dressed and groomed, 
  these cunning warriors flaunt their skills by 
  refusing to wear armour and by spouting 
  outrageous insults at their opponents. 
  Swordmasters tend to think of themselves 
  as legends in their own time. This 
  sometimes moves them to choose a noble 
  (or simply lucrative) cause in the hopes of 
  making a greater name for themselves. 
  Inevitably they move on to command 
  positions with professional armies, or 
  become captains of whatever industry they 
  choose to pursue. 
   
  – Estalian Swordmaster Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +30% +10% +10% +10% +35% +20% +15% +25%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +2 
  +4  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Charm, Common Knowledge (Estalia), Dodge 
  Blow, Intimidate, Perception, Read/Write, Scale 
  Sheer Surface, Speak Language (Estalian) 
  Talents: Ambidextrous, Disarm, Etiquette, Lightning 
  Parry, Masterful Feint*, Masterful Manoeuvre*, 
  Quick Draw, Savvy Or Suave, Specialist Weapon 
  Group (Fencing), Specialist Weapon Group 
  (Parrying), Swashbuckler 
  Trappings: Best Craftsmanship Clothes, Fencing 
  Weapon Or Sword, Main Gauche 
  Career Entries And Exits: Assassin, Captain, Champion, 
  Duellist, Explorer, Highwayman, Judicial 
  Champion, Knight, Outlaw Chief, Sea Captain, 
  Sergeant, Veteran, Witch Hunter
  *New talents can be found in Appendix III: New Talents on page 36
   
   
  DagobahDave 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -13- 
  Taken from WFRP v1: 
   
  – Footpad – 
  SPFS  
  Basic Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Footpad for Thug with 
  your GM's permission. 
   
   
  – Footpad Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +5% +10% +5%
  +5% 
  – 
  – 
  – 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Concealment, Consume Alcohol or Perception, 
  Shadowing, Silent Move, Intimidate, Secret 
  Language (Thieves’ Tongue) 
  Talents: Alley Cat or Menacing, Lightning Reflexes or 
  Quick Draw, Street Fighting, Strike to Stun 
  Trappings: Cosh, Hooded Cloak, Leather Jerkin, 1d10 
  Fresh gc 
  Career Entries: Bodyguard, Thief , Thug 
  Career Exits: Bailiff, Outlaw, Protagonist, Racketeer, 
  Thief, Thug 
   
   
   
   
  Based on a request for another career a Hunter can enter without leaving the forest:  
  – Forest Jager – 
   
  Description 
  The defence of the Empire's 
  dark and haunted forests falls to 
  militia called Forestjagers or 
  Forest Rangers. These men are 
  at home in the wilderness; 
  many started as hunters, 
  gamekeepers, or even poachers. 
  Some Forestjagers have been 
  known to band together 
  outside of the militia to sell 
  their services as mercenaries, 
  these "Free Forester 
  Companies" may be hired to 
  clear land of Beastman or 
  goblin infestation or join 
  armies in times of war when 
  their skill with the bow is vital. 
   
  – Forestjager Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +25% +10% +15% +20% +10% 
  – 
  – 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +4  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Animal Care, Command, Concealment, Dodge 
  Blow, Follow Trail, Intimidate, Outdoor 
  Survival, Perception, Search, Secret Signs (Scout), 
  Set Trap, Silent Move 
  Talents: Orientation, Mighty Shot, Rover, Specialist 
  Weapon Group (longbow) 
  Trappings: Light Armour (Leather Jack), Longbow with 
  10 Arrows 
  Career Entries: Kithband Warrior, Militiaman, Hunter, 
  Roadwarden, Scout, Woodsman 
  Career Exits: Ghost Strider, Mercenary, Veteran, 
  Targeteer 
   
  Note: If you're not familiar with the concept of Wreckers, check out this brief Wiki entry:  
   http: //en.wikipedia.org/wiki/Wrecking_%28shipwreck%29
   
   
  JodyMac 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -14- 
  Career Path (Grail Damsels) 
   
  General Description 
  Faced with a need to put together a Grail Damsel NPC for my next adventure, I found 'Knights of the Grail' to be particularly 
  unhelpful. Although the solution offered (to use standard Wizard careers, and grant access to multiple Winds) would have been 
  sufficient, I realised that the resultant NPC would be considerably more powerful than an equivalent Wizard due to its greater access 
  to spells. Therefore I put together these careers which grant the Damsel the wider spell access, but at greater risk. Although initially 
  not intended as a PC career, it should be suitably balanced for that use. 
  – Child of the Forest – 
  Glorthindel 
  Basic Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Child of the Forest Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  – 
  – 
  – 
  – 
  +5% +10% +10% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2 
  – 
  – 
  – 
  +1 
  – 
  – 
  Skills: Academic Knowledge (Magic, Geneology/Heraldry), 
  Channelling, Magical Sense, Common Knowledge (Bretonnia 
  or Elves), Perception, Read/Write, Speak Arcane Language 
  (Arcane Elf), Speak Language (Classical or Eltharin). 
  Talents: Aethyric Attunement or Fast Hands, Ettiquette, Petty 
  Magic (Arcane) 
  Trappings: Quarterstaff, Robes, Holy Symbol of the Lady of the 
  LakeCareer  
  Entries: None 
  Career Exits: Grail Maiden, Noble, Apprentice Wizard 
   
   
  – Grail Maiden – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Grail Maiden Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  +5%
  – 
  +5% +10% +20% +20% +15%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +3 
  – 
  – 
  – 
  +2 
  – 
  – 
  Skills: Academic Knowledge (Magic), Academic 
  Knowledge (Theology or Geneology/Heraldry), 
  Channelling,, Charm, Magical Sense, Common 
  Knowledge (Bretonnia, Elves), Read/Write, Ride, 
  Heal, Speak Arcane Language (Arcane Elf), Speak 
  Language (Classical or Bretonnian), Speak Language 
  (Eltharin). 
  Talents: Arcane Lore (Beasts or Life), Aethyric 
  Attunement or Fast Hands, Lesser Magic (Any 
  Two), Savvy or Suave, Meditation or Seasoned 
  Traveller 
  Trappings: Best Craftmanship Robes, Holy Symbol of the 
  Lady of the Lake, Riding Horse 
  Career Entries: Child of the Forest 
  Career Exits: Grail Damsel, Courtier, Herrimault, Scholar 
   
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -15- 
   
  – Grail Damsel – 
  Glorthindel 
  Advanced Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Grail Damsel Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +10%
  – 
  +10% +15% +30% +30% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4 
  – 
  – 
  – 
  +3 
  – 
  – 
  Skills: Academic Knowledge (Magic, Geneology/Heraldry), 
  Academic Knowledge (Theology or Strategy/Tactics), 
  Animal Care, Charm, Command or Intimidate, 
  Channelling, Magical Sense, Common Knowledge (any 
  two), Heal or Charm Animal, Read/Write, Ride, Speak 
  Arcane Language (Magick), Speak Arcane Language (Arcane 
  Elf), Speak Language (Classical or Eltharin), Speak 
  Language (Any Two). 
  Talents: Aethyric Attunement or Meditation, Secondary Arcane 
  Lorel (Beasts, Life or Celestial), Fast Hands or Strong 
  Minded, Lesser Magic (Any Two) 
  Trappings: Silver Holy Symbol of the Lady of the Lake, Two 
  Magic Items, Golden Chalice 
  Career Entries: Grail Maiden 
  Career Exits: Prophetess of the Lady, Faceless, Explorer, Politician 
   
   
  – Prophetess of the Lady – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Prophetess of the Lady Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% +15% +5% +10% +20% +35% +35% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +5 
  – 
  – 
  – 
  +4 
  – 
  – 
  Skills: Academic Knowledge (Magic, Geneology/Heraldry), 
  Academic Knowledge (Theology or Strategy/Tactics), 
  Animal Care or Charm Animal, Channelling, Charm or 
  Intimidate, Command, Magical Sense, Common 
  Knowledge (Any Three), Read/Write Speak Arcane 
  Language (Magick, Arcane Elf), Speak Language (Any 
  Three). 
  Talents: Aethyric Attunement or Meditation, Tertiary Arcane 
  Lorel (Beasts, Life or Celestial), Public Speaking or 
  Schemer, Lesser Magic (Any Two) 
  Trappings: Best Craftmanship Nobles Garb, Holy Symbol of 
  the Lady of the Lake, 3 Magic Items, Jeweled Chalice 
  Career Entries: Grail Damsel 
  Career Exits: Explorer, Noble Lord, Witch Hunter 
   
   
   
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -16- 
  Knight of the Grail Career path: Squire/knight errant/knight of the realm/ knight of the quest/ knight of the grail 
   
   
  General Description 
  Here's a quick effort at the WFB style knights. Comments welcome, coz I expect they'll 
  need a bit of changing. I also include Le Squire which had a few changes from the 
  traditional Imperial Squire. I may have gone a bit 'high' with some of the stuff, but 
  I was trying to do it from the point of view that The Lady of the Lake is real and 
  does grant boons and the knights are her chosen paladins. 
  – Le Squire – 
  Runefang 
  Basic Career 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Le Squire Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10%
  – 
  +5%
  +5%
  +5%
  – 
  – 
  +5% 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +2 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (Genealogy/Heraldry) or Common 
  Knowledge (Bretonnia), Animal Care, Animal Training, 
  Charm or Gossip, Dodge Blow, Ride, Speak Language 
  (Breton, Reikspiel, Tilean, Estalian, Classical) 
  Talents: Etiquette, SWG (Cavalry), Strike Mighty Blow 
  Trappings: Demi Lance (Boar Spear), Medium Armour, Shield, Horse 
  Career Entries: Herald, Noble, Valet 
  Career Exits: Knight Errant 
   
   
   
  – Knight Errant – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Knight Errant Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15%
  – 
  +10% +10% +10% 
  – 
  +5% 
  +5%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +4 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (Genealogy/Heraldry or 
  The Lady) or Common Knowledge (Bretonnia), 
  Animal Care, Animal Training, Charm or 
  Gossip, Dodge Blow, Ride, Secret Language 
  (Battle), Speak Language (Breton, Reikspiel, 
  Tilean, Estalian, Classical) 
  Talents: Etiquette, SWG (Cavalry), Strike Mighty 
  Blow, Virtue (any one), Strike to Injure 
  Trappings: Lance, Heavy Armour, Shield, Horse and 
  Barding 
  Career Entries: Le Squire, Noble 
  Career Exits: Knight of the Realm 
   
   
   
  Runefang
   
  Advanced Career
   
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -17- 
   
   
  – Knight of the Realm – 
  Runefang
   
  Advanced Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Knight of the Realm Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +25%
  – 
  +15% +15% +15% +5% +15% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +6 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (Genealogy/Heraldry or 
  The Lady) or Common Knowledge (Bretonnia or 
  The Lays), Animal Care, Animal Training, 
  Command, Dodge Blow, Perception, 
  Read/Write, Ride, Speak Language (Breton, 
  Reikspiel, Tilean, Estalian, Classical) 
  Talents: Etiquette, Quick Draw, SWG (Cavalry), 
  SWG (Flail or Two–handed), Strike Mighty 
  Blow, Virtue (any one) 
  Trappings: Lance, Heavy Armour, Shield, Horse and 
  Barding, Coat of Arms, Estate 
  Career Entries: Knight Errant 
   
   
   
   
   
  – Knight of the Quest – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Knight of the Quest Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +35%
  – 
  +20% +20% +20% +15% +25% +15% 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +2 
  +8 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (The Lady), Common Knowledge 
  (The Lays), Animal Care, Animal Training, Command, 
  Charm or Gossip, Dodge Blow, Follow Trail, Heal, 
  Navigation, Outdoor Survival, Perception, Read/Write, 
  Ride, Speak Language (Breton, Reikspiel, Tilean, 
  Estalian, Classical), Swim 
  Talents: Etiquette, Orientation, Rover, Quick Draw, Seasoned 
  Traveller, SWG (Cavalry), SWG (Flail or Two–handed), 
  Strike Mighty Blow, Strike to Stun, Virtue (any one) 
  Trappings: Lance, Heavy Armour, Shield, Horse and Barding, 
  Coat of Arms, (The knight must give up his Estate to take 
  the Quest) 
  Career Entries: Knight of the Realm 
  Career Exits: Knight of the Grail 
   
   
  Runefang 
  Advanced Career 
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -18- 
   
   
  – Knight of the Grail – 
  Runefang 
  Advanced Career 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Kinght of the Grail Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +40%
  – 
  +25% +25% +25% +25% +25% +30%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +2 
  +10 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Academic Knowledge (Genealogy/Heraldry, Law, 
  The Lady, Strategy/Tactics) or Common 
  Knowledge (Bretonnia, The Lays), Blather, 
  Command, Heal, Intimidate, Magical Sense, 
  Perception, Read/Write, Ride, Speak Language 
  (Breton, Reikspiel, Tilean, Estalian, Classical) 
  Talents: Etiquette, Public Speaking, SWG (Cavalry), 
  SWG (Flail or Two–handed), Strike Mighty 
  Blow, Strike to Stun, Virtue (any one) 
  Trappings: Lance, Heavy Armour, Shield, Horse and 
  Barding, Coat of Arms, Estate (again), Retainers 
  Career Entries: Knight of the Quest 
  Career Exits: Noble Lord, Champion, Politician 
   
   
  Templars of Sigmar, Ulric and Morr 
  – Knight of the Fiery Heart – 
   
  Description 
  This order of Knights, based in 
  Altdorf, are the foremost of 
  Sigmar’s Templar orders. It is the 
  Order of the Fiery Heart who 
  guard the Great Cathedral to 
  Sigmar, and the Grand 
  Theogonist himself. The Knights 
  have a long tradition of sending 
  members to aid the Dwarves in 
  times of trouble, and many a 
  Knight has found honourable 
  death in the depths of the Dwarf 
  Holds. Ferocious and zealous, the 
  Order possesses a hatred for 
  Greenskins akin to that of the 
  Dwarves. The commander of the 
  Fiery Hearts is Cleric Captain 
  Adrian Hoven. 
   
  – Knight of the Fiery Heart Advance Scheme 
  –  
   Main Profile
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  Skills: Academic Knowledge (History), Academic Knowledge 
  (Theology), Academic Knowledge (Strategy/Tactics), 
  Command, Common Knowledge (Empire or Dwarves), 
  Dodge Blow, Perception, Ride, Read/Write, Secret 
  Language (Battle Tongue), Secret Signs (Templar), 
  Speak Language (Reikspiel or Khazalid). 
  Talents: Disarm, Grudge–Born Fury, Specialist Weapon 
  (Cavalry), Specialist Weapon (Two Handed), Stout 
  Hearted, Strike to Injure or Warrior Born, Sturdy. 
  Trappings: Full Plate Armour, Destrier with Saddle and 
  Harness, Lance, Claymore or Two Handed Sword, Holy 
  Symbol of Sigmar. 
  Career Entries: Anointed Priest, Knight, Noble Lord, Priest, 
  Sergeant, Squire, Witch Hunter. 
  Career Exits: Captain, Initiate, Knight of the Inner Circle, 
  Shieldbreaker, Witch Hunter, Zealot. 
   
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -19- 
   
  – Knight of the White Wolf – 
  Glorthindel 
  Advanced Career
   
  Description 
  One of the largest and most powerful 
  knightly orders, formed by the Templars of 
  Ulric. They are all sworn servants of Ulric 
  and their duties in peace time include the 
  provision of the Temple Guard, escorting 
  the high priest on his rare visits to temples 
  outside the City, and the mounting of 
  honour guards for ceremonial occasions. 
  The Templars have a reputation for 
  ruthlessness and are generally feared and 
  avoided. The members of this order are 
  amongst the fiercest and most aggressive of 
  the Empire's warriors. Unfortunately their 
  tendency to attack in a frenzy, irrespective 
  of tactical or strategic considerations, does 
  have its drawbacks. The White Wolves 
  were founded in the city of Middenheim 
  during one of the many Chaos incursions 
  which threatened to sweep the whole 
  Empire away. The Knights are a fearsome 
  sight, riding out on their fiery war horses, 
  bareheaded and brandishing huge 
  warhammers, distaining the traditional 
  Knightly weapon, the lance. The order has 
  a secondary chapter house, located in the 
  northern city of Kislev. 
   
  – Knight of the White Wolf Advance Scheme –
   Main Profile
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  Skills: Academic Knowledge (Theology), Academic Knowledge 
  (Strategy/Tactics), Command, Common Knowledge 
  (Empire or Kislev), Dodge Blow, Intimidate, 
  Perception, Ride, Read/Write, Secret Language (Battle 
  Tongue), Secret Signs (Templar), Speak Language 
  (Reikspiel or Kislev). 
  Talents: Disarm, Fearless, Frenzy, Menacing, Specialist 
  Weapon (Two Handed or White Wolf Hammer), 
  Strike Mighty Blow, Strike to Injure. 
  Trappings: Full Mail Armour, Breastplate, Plate Bracers, Plate 
  Greaves, Destrier with Saddle and Harness, Two Handed 
  Hammer or White Wolf Hammer, Holy Symbol of 
  Ulric, Pelt from Wolf killed by self. 
  Career Entries: Anointed Priest, Knight, Priest, Sergeant, 
  Squire, Zealot (Wolf Kin). 
  Career Exits: Captain, Champion, Initiate, Knight of the Inner 
  Circle, Zealot (Wolf Kin). 
   
   
  – Raven Knight – 
   
  Description 
  Deathly silent, they are the dark 
  guardians of the Empire. Held in 
  mixture of fear and respect by the 
  imperial military and the other 
  knightly orders no one can doubt 
  their their martial prowess as they 
  despatch enemies with silent 
  efficiency. There are many dark 
  whispers about the secret rites 
  involved in becoming a knight of 
  Morr. 
  An unofficial sect of the Cult of 
  Morr, and which is 
  excommunicated by the ‘official’ 
  cult. Dispite the opposition of the 
  Cult of Morr, the Emperor has 
  refused to ban the Order due to its 
  exemplary work in combatting 
  evil. The Order are commanded 
  by the Tilean former priest of 
  Morr, Bassiano Dutra. Their two 
  bases of operations are in Monte 
  Negro near Remas in Tilea and in 
  the Abbey of St Aethelbert the 
  Vigilant in Siegfriedhof on the 
  border of Sylvania. 
   
  – Raven Knight Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (Theology), Academic Knowledge 
  (Necromancy), Common Knowledge (Empire or Tilea), 
  Dodge Blow, Intimidate, Perception, Ride, Secret Signs 
  (Templar), Scale Sheer Surfaces, Shadowing, Silent 
  Move, Speak Language (Reikspiel or Tilean). 
  Talents: Fleet Footed, Specialist Weapon (Cavalry), Specialist 
  Weapon (Crossbow), Stout Hearted, Strong Minded, 
  Strike to Injure or Mighty Shot, Unsettling. 
  Trappings: Full Plate Armour, Destrier with Saddle and 
  Harness, Lance, Crossbow Pistol or Repeater Crossbow 
  and 10 bolts, Holy Symbol of Morr, 3 Wooden Stakes. 
  Career Entries: Anointed Priest, Knight, Priest, Squire, 
  Vampire Hunter, 
  Career Exits: Captain, Initiate, Knight of the Inner Circle, 
  Vampire Hunter. 
   
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -20- 
   
  – Kohorte – 
  Ogrehead 
  Advanced Career
   
  Description 
  In the Old World, most influential and powerful nobles and 
  merchants keep a host of employees and servants. Some of these 
  servants attend the daily business of their master, be it errands to 
  be run or letters to be written, while other attends the more 
  personal matters. Then there are the Kohortes, the well paid 
  professionals who deal with the most important problems of their 
  master, the predicaments that keep their master awake then the 
  sun has set. 
   
  In the Empire, the Kohorte is not only a cohort or personal aide 
  to a powerful lord, it is the most trusted and loyal companion 
  there is, and might range from being a noble’s right hand to a 
  merchant’s advisor and agent, to being a cult leader’s love–slave 
  or a crime lord’s trusted messenger. The Kohorte is therefore a 
  most capable and unique individual; often entrusted with secrets 
  no one else would ever see or hear of and tasks few would dare to 
  carry out. In many cases, the loyalty of a Kohorte extends far 
  beyond death – sometimes even torture, and is therefore 
  something very valuable to the keeper, thus rewarded 
  accordingly. 
   
  Note: Due to the many faces and versatility of the 
  Kohorte, many “or” options are available in the skill’s 
  and talent’s section. The Kohorte is created this way to 
  further enhance the feeling of it being an unpolished 
  diamond, someone that can become an advisor to a noble 
  living in a wealthy country manor, as well as melding 
  with the gangs in the gutters of Altdorf. They do stay true 
  to their nature, however. The Kohorte is called Cohort in 
  Tilea and in the Border Princes, Cohorte in Bretonnia, 
  Corhotto in Estalia and Kohorta in Kislev. 
   
  – Kohorte Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (any two) or Disguise and Pick Lock, 
  Blather or Charm, Concealment or Prepare Poison, Gamble or 
  Gossip, Intimidation or Dodge Blow, Lip Reading, Perception, 
  Ride or Silent Move, Read/Write or Torture, Scale Sheer 
  Surface, Shadowing 
  Talents: Coolheaded or Stout–Hearted, Flee! or Menacing, Etiquette or 
  Streetwise, Master Orator or Super Numerate, Resistance to 
  Poison or Schemer, Sixth Sense or Very Resilient 
  Trappings: Clothes of best quality that corresponds to the Kohorte’s 
  master’s career, good quality medium armor (mail jerkin) or a 
  riding horse, three doses of poison, three blackmailed watchmen or 
  five paid stevedores in service, a small chest containing a scribe’s 
  tools or a crime organization tattoo, a safe haven in a distant city 
  with 1D100 GCs or a gang of thugs waiting for an order, a sigil of 
  the Kohorte’s master 
  Career Entries: Bailiff, Captain, Courtier, Messenger, Politician, 
  Protagonist, Sergeant, Valet 
  Career Exits: Diplomat, Charlatan, Interrogator, Messenger, Outlaw, 
  Racketeer, Spy, Steward 
  Career path taught at the Tower of Hoeth (Mage): 
   
  General Description 
  This is the result of part of my work looking at the different forms of Elven magic, 
  this is the first part and shows the career path taught at the Tower of Hoeth. 
  – Apprentice Mage – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Apprentice Mage Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (Magic), Channelling, 
  Magical Sense, Perception, Read/Write, Search, 
  Speak Arcane Language (Magic), Speak Language 
  (Any one). 
  Talents: Aethyric Attunement or Fast Hands, Petty 
  Magic (Arcane), Savvy or Very Resilient. 
  Trappings: Quarter Staff, Printed Book. 
  Career Entries: Scholar, Scribe, Student. 
  Career Exits: Mage, Scholar, Scribe, Journeyman 
  Wizard. 
   
   
  Thor  
  Advanced Career 
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -21- 
   
  – Mage – 
  Thor  
  Advanced Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Mage Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (Magic), Academic 
  Knowledge (Any one), Channelling, Charm, 
  Common Knowledge (Any one), Magical Sense, 
  Read/Write, Ride or Swim, Speak Language 
  (Any two), Speak Arcane Language (Magic). 
  Talents: Arcane Lore (Any one), Aethyric Atttunement, 
  Fast Hands or Very Resilient, Lesser Magic (Any 
  two), Meditation, Etiquette. 
  Trappings: Grimoire and Writing Equipment. 
  Career Entries: Apprentice Mage, Apprentice Wizard 
  Career Exits: High Mage, Scolar, Master Wizard. 
   
   
   
   
   
   
   
  – High Mage – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – High Mage Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (High Magic), Academic 
  Knowledge (Magic), Channelling, Charm, 
  Common Knowledge (Any two), Magical Sense, 
  Gossip or Ride, Speak Arcane Language (Arcane 
  Elf), Speak Arcane Language (Magic), Speak 
  Language (Any Three), Trade (Apothecary). 
  Talents: Lesser Magic (Any Three), Fast Hands or 
  Mighty Missile, Strong–minded or Coolheaded, 
  Spellcraft, Force Multiplier. 
   
  Trapping: 2 Magic Items, Trade Tools (Apothecary). 
  Career Entries: Mage, Wizard Lord. 
  Career Exits: Archmage, Scholar, Envoy 
   
   
   
  Thor  
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -22- 
   
   
  – Archmage – 
  Thor  
  Advanced Career
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Archmage Advance Scheme –  
   Main Profile
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  +15% +15% +5% +15% +20% +35% +40% +20%
   Secondary Profile
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  Skills: Academic Knowledge (High Magic), Academic 
  Knowledge (Any Three), Intimidate, Command, 
  Speak Arcane Language (Arcane Elf), Speak 
  Arcane Language (Daemonic), Speak Language 
  (Any Four), Common Knowledge (Any Three), 
  Navigation. 
  Talents: Battle Magic, Fast Hands or Mighty Missile, 
  Strong–Minded or Coolheaded, High Magic, 
  Linguistics or Public Speaking. 
  Trappings: 3 Magic Items (One must be a Wizards 
  Staff), 2D10 Grimoires 
  Career Entries: High Mage (must have at least one spell 
  from each Lore in their Spell List). 
  Career Exits: Loremaster, Scholar, Envoy, Noble 
   
   
   
   
  – Loremaster – 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  – Loremaster Advance Scheme –  
   Main Profile
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  +20% +15% +10% +15% +25% +40% +40% +20%
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  Skills: Academic Knowledge (High Magic), Academic 
  Knowledge (Any Three), Intimidate or Charm, 
  Command, Speak Arcane Language (Daemonic), 
  Speak Arcane Language (Arcane Elf), Speak 
  Language (Any Three), Common Knowledge 
  (Any Three), Navigation. 
  Talents: Armoured Casting, Fearless, Linguistics or 
  Public Speaking, Schemer, Spell–Mastery. 
  Trappings: 4 Magic Items 
  Career Entries: Archmage (must have at least three spells 
  created by using Qhaysh). 
  Career Exits: Envoy, Noble, High Loremaster as NPC. 
   
   
   
   
  Thor  
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -23- 
   
   
  – Loremaster Of Hoeth – 
   
  Description 
  In the High Elf kingdom of 
  Ulthuan, on the Eastern shores of 
  the Sea of Dreams, lies the realm 
  of Saphery. At the heart of this 
  land lies the White Tower Of 
  Hoeth, the shrine to the Elven 
  God of Wisdom bearing the same 
  name. This is the greatest 
  depository of arcane knowledge in 
  the whole world, compiled down 
  the millenia by its Loremasters. 
  Built under the orders of the 
  Pheonix King Bel–Korhadris, 
  more than twenty centuries ago, 
  the ivory white structure rises 
  more than a mile into the air 
  above the surrounding forests, a 
  feat made possible only through 
  the sheer power of Saphery’s 
  archmages. 
  Here the High Elves learn and 
  study High Magic – Qhaysh – or 
  True Magic as it is called by the 
  Elves. High Magic is beyond the 
  ken of Human minds and ability, 
  and in fact the spells taught to the 
  Colleges of Magic are merely the 
  simplest cantrips of True Magic. 
   
  – Loremaster of Hoeth Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (Magic), Academic Knowledge 
  (High Magic), Academic Knowledge (Any Four), 
  Channelling, Command, Common Knowledge (Any Four), 
  Heal, Hypnotism, Magic Sense,Read/Write, Speak Arcane 
  Language (Magick, Arcane Elf, and Daemonic), Speak 
  Language (Any Six). 
  Talents: Aethyric Attunement, Arcane Lore or Dark Lore (Any 
  combination of at least five), Coolheaded, Etiquette, Fast 
  Hands or Mighty Missile, High Lore*, Intuitive Casting*, 
  Keen Senses or Hardy, Lesser Magic (Any Four), Meditation, 
  Resistance to Magic, Sixth Sense or Luck, Strong Minded. 
  Trappings: Five Magic Items, Four Ritual Grimoires (at least one 
  a spell of your own devising), Best Craftmanship Robes, Best 
  Craftmanship Hand Weapon, Ithilmar Chain Shirt. 
  Career Entries: Loremaster  
  Career Exits: Explorer, Guild Master, Noble Lord, Sea Captain, 
  Ambassador 
   
  *New talents can be found in appendix Appendix III: New Talentson page 36
  – Magistrate –   
  Runefang 
  Advance Career
   
  Description 
  Magistrates dispense the Emperor's 
  justice. They either roam the regions 
  making a circuit over large expanses 
  of rural areas or they are charged with 
  overseeing a town, or perhaps a single 
  borough of a city. The magistrate 
  only oversees petty cases. High 
  crimes, and those involving nobility 
  are put before a judge. 
   
  Magistrates also take on an 
  investigative role. They are expected 
  to gather enough evidence to satisfy 
  themselves on the nature of a case. 
  This might mean simply listening to 
  two sides of a story, and deciding 
  which one is the truth. Or it could 
  mean spending many weeks checking 
  pertinent facts and tracking down 
  witnesses. Any judgements they make 
  are written up in their big, black 
  book. 
   
  Urban magistrates are known for 
  being inundated with work and 
  under–resourced, while rural 
  magistrates can be greatly respected 
  or feared among bucolic folk 
   
  – Magistrate Advance Scheme –  
   Main Profile
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  Skills: Academic Knowledge (Law&one other), Common 
  Knowledge (the Empire&one other), Charm or 
  Command, Gossip or Intimidate, Perception, 
  Ride or Drive, Read/Write, Speak Language 
  (Classical&Reikspiel) 
  Talents: Etiquette, Public Speaking, Seasoned Traveller 
  or Streetwise, Menacing or Suave 
  Trappings: Big Black Book, Book of Laws, Writing 
  Kit, Gavel 
  Career Entries: Student, Friar, Initiate, Noble, 
  Politician, Fieldwarden 
  Career Exits: Noble, Spy, Vampire Hunter, Politician, 
  Demagogue, Charlatan 
   
   
  Glorthindel 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -24- 
  Norse Careers. Note that these are linked to the Mysticism part in Appendix VI: Mysticism on page 40
  – Norse Thrall – 
  Ogrehead 
  Basic Career
   
  Description 
  The thralls of the Norse people are a 
  very unfortunate lot. By birth a thrall 
  is deprived of all rights as a man, and 
  put under the whims of a Norse 
  freeholder or chieftain, and most 
  thralls never see another place in life. 
  If defeated in battle, a Norse warrior 
  can sometimes be spared by his 
  enemy and used as a slave instead. If 
  so, the thrall is often treated worse 
  than if he would be born into 
  thralldom. As the Norse societies are 
  very harsh and trying, the thrall's 
  every day life inflict pains beyond a 
  normal Old Worlder’s 
  comprehension. Some thralls are used 
  as dogs in the front of battles, 
  whipped to submission, begging for 
  the sweet release of death. Others are 
  used as house maidens or servants by 
  the rich chieftain families and given 
  more important and less suffering 
  work. A lucky few are close to the 
  families that claim them, seeing them 
  almost as a sibling or child. 
  – Norse Thrall Advance Scheme –  
   Main Profile
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  Skills: Common Knowledge (The Norsca), 
  Concealment, Consume Alcohol, Dodge Blow, 
  Outdoor Survival, Search, Silent Move 
  Talents: Flee!, Resistance to Disease 
  Trappings: One set of poor quality clothing, 10 yards of 
  rope 
  Career Entries: Norse Freeholder, Norse Berserker, Norse 
  Raider 
  Career Exits: Camp Follower, Norse Berserker, Pit 
  Fighter, Servant 
   
   
   
   
   
   
  – Norse Freeholder – 
   
  Description 
  A Freeholder, or Friholder as they sometimes 
  call themselves, is by title a free man that is 
  entitled to hold land, family and state his own 
  free will. In return the freeholder is expected 
  to raise his arms against any foe of his 
  chieftain and master. Aside from these quite 
  militaristic requirements, they do not live by 
  the sword as mercenaries. Instead, they 
  cultivate their land, go fishing or trade with 
  neighbors, rather than leave home and 
  families for war loot. When they must, the 
  freeholders of the Norse provide their masters 
  with the most loyal of warriors, determined of 
  ridding their land of any intruders or other 
  hostiles. Some freeholders travel extensively in 
  service to their master instead of holding land, 
  as messengers, traders, explorers and envoys. A 
  few travel even though they might have a 
  Norse longhouse with family, women and 
  gold waiting for them, bitten by the travel bug 
  at some point. The freeholders see themselves 
  as free, good men that work hard for food and 
  gold – not as the furious berserker the 
  Imperial stereotype gladly portrays them as, 
  even if they originates from the same snowy 
  place. In fact, freeholders see the raiders as 
  scum, nothing more than rabid dogs. 
  – Norse Freeholder Advance Scheme –  
   Main Profile
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  Skills: Common Knowledge (Any one), Consume Alcohol, Dodge 
  Blow, Intimidate, Haggle or Gossip, Outdoor Survival, 
  Perception, Ride or Sail 
  Talents: Dealmaker or Coolheaded, Hardy, Specialist Weapon 
  Group (Two–handed) or Sharpshooter, Strike Mighty Blow 
  Trappings: One set of good quality clothing, a horse and cart or a 
  long Norse trading boat, medium armor (chain hauberk), 
  longbow or great weapon, a fur cloak made from bear or 
  wolf, Norse jewelry worth of 2D10 GCs 
  Career Entries: Norse Berserker, Norse Raider, Servant 
  Career Exits: Explorer, Mercenary, Messenger, Norse Raider, 
  Norse Samhold Spraakeldste, Norse Thrall, Norse Warlord, 
  Scout, Tradesman 
  Note: If you are rolling randomly for your Starting Career, you 
  can substitute Norse Freeholder for Norse Berserker with 
  your GM's permission. 
   
   
   
  Ogrehead 
  Basic Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -25- 
   
  – Norse Raider – 
  Ogrehead 
  Basic Career
   
  Description 
  A Norse raider is a feared wolf of the 
  sea. The raiders are often the source of 
  the tales of frenzied Norse pirates 
  scourging the northern coast of the 
  empire, even though they don’t 
  represent even small part of the pirates 
  in the Sea of Claws. Raiders are in 
  reality nothing more than pirates, 
  originating from the less civilized parts 
  of the Norse peninsula, where violent 
  traditions are more common and raiding 
  is more of a lifestyle than elsewhere. 
  Raiders are not evil per se, even though 
  there are numerous of blood cults 
  dotted along the Norse coasts, formed 
  by Chaos infiltrators from the Chaos 
  Wastes. The Norse raiders live by the 
  sword, and often die by it too, even 
  though their aim is neither to expand 
  any borders nor put themselves on the 
  top of any hill. Their legacy is violent, so 
  are their songs and tales of heroism, 
  which during the ages has just formed 
  their way of life. Gold attracts them, as 
  do stories of successful trade routes and 
  rich unguarded lands. The Norse raiders 
  are truly the image of a Norse warrior. 
   
  – Norse Raider Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +10% +10% +5% +10% 
  – 
  +5% 
  – 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Consume Alcohol, Dodge Blow, Evaluate, 
  Intimidate, Row, Sail 
  Talents: Seasoned Traveller, Strike Mighty Blow, Strike 
  to Injure, Very Strong 
  Trappings: One set of medium quality clothing, a 
  shield, medium armor (chain vest and leather cap), 
  10 yards of rope and a grappling hook, a bottle of 
  poor quality spirits 
  Career Entries: Norse Berserker, Norse Thrall 
  Career Exits: Marine, Mercenary, Norse Thrall, Norse 
  Warlord 
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Norse Raider for Norse 
  Berserker with your GM's permission. 
   
   
   
  – Norse Warlord – 
   
  Description 
  After long years of extensive travel or seemingly 
  endless marches from battlefields never heard of, a 
  grizzled and hardened Norse warrior sometimes rise 
  to lead his blood–kin against a hated enemy. Most 
  often, this is done when the need of a unifying and 
  strong leader is dire, and a threat to the people is 
  imminent, and the result is seldom without 
  bloodshed and suffering. As often, a warlord is just 
  something far less honorable; a brigand or outcast 
  with nothing more than a taste for gold, women 
  and an enemy’s head on a silver plate. 
   
  In the Empire, warlords from Norsca sometimes 
  travel as generals over the personal guard of mighty 
  clan overlords on journeys far from home, or as 
  mercenary captains with their own sell–swords and 
  thralls. In Kislev, the old saying “Don’t retreat until 
  the Norse falls”, basically means that one should not 
  give up hope, and originates from the time when 
  Norse mercenary warlords formed up a backbone 
  defense towards the relentless Chaos assailants. 
  Today the Norse warlords are seen everywhere – 
  even as far south as Tilea and Araby, but due to 
  their violent and uncivilized background, they are 
  almost never welcome unless the need for strong, 
  merciless warriors is imminent. 
   
  – Norse Warlord Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +25% +20% +15% +20% +10% +10% +15% +15% 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +2  
  +6  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Advanced Knowledge (Strategy), Command, Common 
  Knowledge (Norsca), Common Knowledge (Kislev or The 
  Empire), Consume Alcohol, Dodge Blow, Evaluate, Haggle, 
  Intimidate or Navigation, Read/Write, Search, Speak 
  Language (Riekspiel or Kislevian) 
  Talents: , Dealmaker, Menacing, Public Speaking, Seasoned Traveller, 
  Specialist Weapon Group (Flail), Specialist Weapon Group 
  (Two–handed), Strike to Injure, Very Resilient 
  Trappings: Three sets of medium quality clothing, a shield, medium 
  armor (full chain and leather vest, helmet with leggings and 
  greaves) of good quality, great weapon of good quality, light 
  warhorse, 1D10 thralls, a band of Norse warriors, longship 
  suitable for 30 men or 30 horses with accompanying cart and 
  driver, chest filled with 500 GCs. 
  Career Entries: Norse Raider, Norse Friholder 
  Career Exits: Explorer, Norse Clan Spraakeldste 
   
   
  Ogrehead 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -26- 
   
  – Norse Samhold Spraakeldste –
   
   
  Description 
  The Spraakeldste is the spokesman of a 
  Norse family or clan in a Samhold – a 
  Norse equivalent to an Imperial county or 
  barony, and whose word carries influence a 
  long way. He or she (whom is called 
  Spraakfru) is normally one of the older, 
  more experienced persons in the Samhold, 
  and have by birth or actions or both, 
  gained the respect and trust from their 
  fellow kin. The Spraakeldste is the person 
  in a clan dealing with foreign powers and 
  distant traders, as well as being the one 
  making hard decisions that will affect 
  generations to come. 
   
  As families extend far beyond of what is 
  normal by Imperial standards, whole 
  communities and Samholds can be 
  comprised by the Spraakeldste’s influence. 
  This also means that when an unfortunate 
  village is overrun by hostile forces, be it 
  greenskins or Chaos marauders, the 
  Spraakeldste is the first to be beheaded. 
  Aside from all responsibilities and 
  decision–making, the Spraakeldste enjoys a 
  free life without taxation or duties that 
  normal freeholders or thralls suffer from. 
   
  – Norse Samhold Spraakeldste Advance Scheme 
  –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +20% +15% +10% +15% +10% +25% +25% +20% 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +5  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Advanced knowledge (Any two), Command, Common 
  Knowledge (Norsca, Kislev or The Empire), Evaluate, Gamble, 
  Haggle, Intimidate, Read/Write, Search, Speak Language 
  (Riekspiel or Kislevian), Swim, Sail, Trade (Any one) 
  Talents: Dealmaker, Public Speaking, Savvy, Schemer, Suave 
  Trappings: Five sets of exceptionally good quality clothing, medium 
  armor (chain vest and helmet) of good quality, longbow or spear 
  of good quality, light warhorse, 2D10 thralls, two freeholder 
  bodyguards, a personal and trusted messenger, three longhouses 
  with an etched throne in a meeting hall complete with a 
  storehouse, several chests filled with at least 1000 GCs. 
  Career Entries: Norse Champion of the Ancestors, Norse Friholder, 
  Norse Warlord 
  Career Exits: Diplomat, Explorer, Norse Warlord, Initiate, Norse 
  Murkr 
   
   
  – Norse Murkr – 
  Ogrehead 
  Basic Career
   
  Description 
  As most people in Norsca do not understand the 
  powers of the Murkr, most people just avoids them. 
  Their innate power to see and speak to spirits, in 
  combination of being a secluded order of mystics 
  wielding the powers of the ancient spirits and heroes, 
  have made them legendary, and few Norse men or 
  women dares to stand against them. They are tightly 
  connected to the spirit world and the beliefs of the 
  Norse society, which have given them a position as 
  Hargírs and often as undertakers and healers. In 
  distant Norsca, they can be seen everywhere, even 
  though they seldom make official visits to leaders, Jarls 
  and Spraakeldstes of the land. 
   
  Next to being a mystic, the Murkr also enters the 
  battlefields from time to time. If seen in battle, their 
  mere presence raises the morale of their fellow 
  warriors, who never stands back when realizing they 
  are among them. Some Murkr and Urns rather use 
  weaponry than magic, and can even surpass the most 
  ferocious of Norse warriors. When the battle is done, 
  they are called upon to give the dying a last hymn in 
  Urntunga, and to heal the wounds of the bravest of the 
  brave. As they grow powerful, they in many cases 
  become incarnations of their mighty Ancestor heroes, 
  which most people both fear and admire. 
   
   
  – Norse Murkr Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  – 
  – 
  – 
  – 
  – 
  +10% +5%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  +1  
  – 
  – 
  Skills: Advanced Knowledge (Any one), Heal, Hearth 
  Wisdom (Murkr), Intimidate, Read/Write, 
  Speak Arcane Language (Urntunga), Swim or 
  Ride 
  Talents: Murkrsyn, Petty Magic (Murkr), Public 
  Speaking, Rover, Unsettling 
  Trappings: A dark and travel–worn cloak with a hood, a 
  set of ragged but good quality traveling cloths, a 
  wolf fur coif, a set of Murkr gold bracers, a sling 
  bag with three doses of healing herbs, a riding 
  horse with saddle and harness 
  Career Entries: None 
  Career Exits: Norse Spraakeldste, Norse Urn 
  Dreamwanderer 
   
   
  Ogrehead 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -27- 
   
  – Norse Urn Dreamwanderer – 
  Ogrehead 
  Advanced Career
  Description 
  The Dreamwanderers of the Urn, are Murkr mystics that 
  have distinguished themselves by deed or wit, and have 
  impressed their Urn Foreseers with skill and resolution. 
  When a young Murkr is appointed the title of 
  Dreamwanderer by the Elder Urns, they become responsible 
  of traveling their land finding new Murkr and saving them 
  from ignorance and madness. It is a tough job, and lonely 
  too, as life as a Murkr is never forgiving. 
   
  With a deeper mystical knowledge of the Otherworld, and 
  further developed magical abilities, they travel all over 
  Norsca, even as far as into Kislev and the northern parts of 
  the Empire, to visit the Norse settlements in search of Murkr 
  prodigies. Often not alone, but in company of younger less 
  experienced Murkr, and sometimes with servants and thralls 
  in a master’s company, they prefer to stay outdoors instead of 
  accept the hospitality of inn–keepers and the like. With time 
  the Dreamwanderers become rugged, weather–bitten 
  survivors with little over for either comfort or luxuries. 
   
  After serving the Urn Inner Circle for a few years, they might 
  be promoted to a more stationary role, the Hargír. Only the 
  most disciplined Dreamwanderer gets that position and for 
  many of them the wait is long and daring, and for the 
  ambitious that is overlooked might turn Skuggr – a renegade 
  from Murkr society. The path of becoming a Foreseers is 
  long and narrow, just like the path of the Imperial 
  Magicians, and often bestows its followers with a reward 
  both darker and more painful than death. 
   
   
  – Norse Urn Dreamwanderer Advance Scheme 
  –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15%
  – 
  +10% +15% +10% +15% +20% +15%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4  
  – 
  – 
  – 
  +2  
  – 
  – 
  Skills: Advanced Knowledge (Any two), Heal, Hearth Wisdom 
  (Murkr), Outdoor Survival, Perception, Speak Language 
  (Norse), Speak Arcane Language (Urntunga), Swim or Ride 
  Talents: Hardy, Lore (Lore of the Ancestors or Lore of the 
  Otherworld), Lesser magic (Any two for Murkr), Seasoned 
  Traveller, Strong–Minded, Very Resilient 
  Trappings: A grey set of robes showing their status within Murkr 
  society, a heavy hooded traveling cloak, a set of embroided 
  good quality traveling cloths, medium armor (mail shirt), a 
  wolf fur coif, a Dreamwanderer’s quarterstaff with bone 
  parts dangling from the head, a sling bag with three doses of 
  healing herbs, a riding horse with saddle and harness 
  Career Entries: Norse Murkr 
  Career Exits: Norse Spraakeldste, Norse Urn Hargír, Norse Urn 
  Skuggr 
   
   
  – Norse Urn Hargír – 
   
  Description 
  The Hargír is the highest title within the Murkr brotherhood for 
  members who still deals with the duties and daily problems the Murkr 
  attend. When becoming a Hargír, the mystic gets the responsibilities of 
  performing the cermonies for different Samholds and cities, their Blot 
  duties (which is the blood sacrifices of the Norse traditions) and any 
  counselling Spraakeldstes or Jarls require. Among the Norse, the 
  Hargír are considered to stand above all except their enigmatic 
  Foreseers, even above most Jarls and their kin which often creates 
  schisms between Norse noble families and the mystic Murkr. 
   
  With the everlasting incursions of Chaos in the north of Norsca in 
  mind, the people and leaders of the lands have been hardened and 
  battle–ready during the ages. Hargírs have become the ones 
  organizing defenses of cities when the Darkness of Chaos has 
  fallen over them, especially when great leaders have fallen side to 
  side with their most renown of heroes, and have as a result become 
  the leaders in many places, not only secularly, but also over 
  worldly duties and everyday life. 
   
  Until the Hargír becomes a member of the Inner Circle of the Murkr, 
  he or she will continue perform their duties out in the vast lands of 
  Norsca and in that way serve and help defend their people against 
  Chaos. When the time comes and a place opens up in the Inner Circle, 
  the Hargír may apply for the available Tronu as the seat is called. If 
  accepted into the Inner Circle, and only accepted if very difficult tasks 
  have been accomplished, the Hargír now takes the title of a Father of 
  the Inner Circle and is given a full voice in times of Raadslag, the 
  Murkr council where major issues are discussed. With time and talent, 
  a Hargír within the Inner Circle can aim for becoming a Foreseer. 
   
  – Norse Urn Hargir Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +20%
  – 
  +15% +15% +15% +20% +25% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +5  
  – 
  – 
  – 
  +3  
  – 
  – 
  Skills: Advanced Knowledge (Norse Ceremonies&one more), 
  Concealment, Heal, Hearth Wisdom (Murkr), Search, Silent 
  Move, Speak Language (Kislev or Reikspiel), Speak Arcane 
  Language (Urntunga), Trade (Any two) 
  Talents: Armoured Casting or Dark Magic, Fast Hands, Lesser 
  magic (Any two for Murkr), Magic Sense, Master Orator, 
  Suave 
  Trappings: Black robes of good quality trimmed with silver thread, 
  an old tattered heavy hooded travelling cloak, medium armour 
  (mail shirt), a wolf fur coif, a coffin of ceremonial utilities 
  and robes, a riding horse with saddle and harness 
  Career Entries: Norse Dreamwanderer 
  Career Exits: Norse Spraakeldste, Norse Urn Foreseer, Norse Urn 
  Skuggr 
  Ogrehead 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -28- 
   
   
  – Norse Champion Of – 
  – The Ancestors – 
   
   
  Description 
  After an ancient ritual, as old as the 
  earth itself it says, a Champion of the 
  Ancestors rise. Normally, the Champion 
  was found or chosen a long time before 
  he or she went through the ritual by the 
  Murkr, and at that time a normal 
  person with a just a good heart and just 
  soul. How and why he or she was 
  chosen varies, but one thing connects 
  them all – the ritual was created and 
  performed as a result of dire times under 
  the threat of Chaos. After the ritual is 
  done the Champion is taken to the 
  stronghold Kringringla for further 
  training in the arts of Murkrsyn and 
  Murkr mysticism. This period is known 
  to have lasted for months, even years, 
  but there are a few occasions when the 
  Champion has been released into battle 
  straight afterwards into a second 
  baptising in blood. 
   
  As they are created for a cause of the 
  enemies of Chaos, and their very 
  existence is forced upon them by high 
  magic and the spirits of their ancestors, 
  their mind easily becomes a tattered and 
  twisted. The ritual that created them 
  protects them to some extents from the 
  Chaotic influences, but that doesn’t 
  mean they can’t get killed. They do put 
  themselves in the frontline where good 
  and evil clash, and many fall under a 
  Chaos Warrior’s black blade far too 
  early, which have made them appreciate 
  the simple things in life even if they the 
  next day fight epic battles. This has 
  made many of them long for a normal 
  simple life, even more so than among 
  the normal Freeholders in the Samholds 
  or the in the dark halls of the 
  Spraakeldste, and can therefore be seen 
  anywhere. There are stories of peasants 
  finding a completely tattooed man 
  sleeping in the haystack in their barn, as 
  well as rumours describing them as 
  friendly but scarred men asking for roof 
  over the head when on the road. They 
  are still good men of pure hearts, but 
  their future hold nothing but blood and 
  onslaught, and they know it – when the 
  battle against Chaos is calling, they leave 
  everything behind to join the Murkr 
  forces. 
   
   
  – Norse Champion of the Ancestors Advance 
  Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +35% +25% +20% +30% +15% +20% +35% +15%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +2  
  +8  
  – 
  – 
  – 
  +1  
  – 
  – 
   
  Skills: Animal Care, Dodge Blow, Intimidate, Hearth 
  Wisdom (Murkr), Magic Sense, Outdoor 
  Survival, Perception, Scale Sheer Surface, Speak 
  Language (Norse), Speak Arcane Language 
  (Urntunga), Swim or Ride 
  Talents: Murkrsyn*, Lesser Murkr Magic (Any three), 
  Specialist Weapon Group (Longbow), Specialist 
  Weapon Group (Two–handed), Strike Mighty 
  Blow, Strike to Injure, Very Resilient*, Very 
  Strong*, Warrior Born, *Taken immediately 
  when the ritual is done, without spending any 
  XP’s. 
  Trappings: Tattoos that cover almost the whole body of 
  intricate Murkr designs (works as charm – 
  protects the bearer from being influenced by 
  Chaos, �20� to all resisted tests, and protects the 
  bearer from being mutated), a great weapon of 
  best quality, a Norse longbow of best quality 
  with a quiver containing 12 grey–feathered 
  arrows, a thick belt with scabbards and three 
  pouches, tattered travelling clothes of normal 
  quality, a travelling cloak of wolf fur, high fur 
  boots, a sling bag, a chain mail vest, a riding 
  horse with saddle and harness 
  Career Entries: Any Norse career, but has to be pure of 
  heart (no IP’s ever, no disorders, nor any 
  mutations or curses) and be chosen or found to be 
  the subject for the Murkr ritual The Cleansing of 
  a Pure Heart and Rebirth of a Champion. 
  Career Exits: None. Becoming a Champion of the 
  Ancestors is a life–changing experience, and ones 
  destiny will never be anything else afterwards. 
  Ogrehead 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -29- 
  From WFRP v1: 
   
  – Pedlar – 
  SPFS  
  Basic Career 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Note: If you are rolling randomly for your Starting 
  Career, you can substitute Pedlar for Vagabond 
  with your GM's permission. 
   
  – Pedlar Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  – 
  – 
  +5%
  +5%
  +5% +10% +5% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
   
  Skills: Animal Care, Common Knowledge (The Empire) 
  or Navigation, Blather or Perception, Drive, 
  Evaluate, Gossip or Outdoor Survival, Haggle, 
  Trade (any one) 
  Talents: Dealmaker or Seasoned Traveller, Hardy or 
  Suave 
  Trappings: Mule and Cart or wheeled stall, Trade tools 
  for Trade skill, Sacks containing appropriate 
  wares (value 2d10 GC). 
  Career Entries: Burgher, Bone Picker, Camp Follower 
  Career Exits: Burgher, Camp Follower, Fence, 
  Merchant, Smuggler, Tradesman 
   
  New Career Path – Seer/Astrologer/Court Astrologer 
   
   
   
   
  – Seer – 
   
   
  Description 
  The Seer is an old career of the old world. They make 
  predictions about the future of their clients based upon 
  information given or the clients star sign. Many Seers have 
  the reputation of talking mumbo–jumbo and more than a 
  few have been consigned to the fires for their crimes. Many 
  street corners boast a resident Seer, ready to cast his bones or 
  read the leaves in order to foretell the future. In their filthy 
  rags and boasting an unkempt appearance, the Seer attracts 
  revulsion and grudging respect in equal measure. To the 
  peasants of the old world, the seeing of a Seer can shape their 
  future actions, because those too poor to beg boons of the 
  gods will grab at anything to give them a head start in the 
  world. 
  The vocabulary that springs from the Seer gives them an 
  arcane reputation amongst the peasants and it is for this 
  reason that they are both sought after and avoided. 
  Some rare Seers begin to see more of the futures of their 
  clients than can be explained away with strange chants and 
  mutterings. These individuals begin the long road towards 
  becoming an Astrologer, whom can delve into the realms of 
  magic, like the Hedge wizard. The churches of the old world 
  see the Seer as a potential threat and source of chaos, but 
  generally unless they ferment unrest or exhibit signs of 
  mutation, they are left alone, albeit watched carefully. 
   
   
  – Seer Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  – 
  – 
  – 
  +5%
  +5% +10% +10% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Charm, Divination (new skill), Gossip, Academic 
  Knowledge (astrology), Blather, Sleight of Hand, 
  Trade (seer), Perception. 
  Talents: Luck, Public Speaking or Sixth Sense, 
  Streetwise or Super Numerate. 
  Trappings: Rags, Bag of bones or set of cards for 
  readings, sandals, worrying tendency to enter 
  trances. 
  Career Entries: Entertainer, Hedge Wizard, Initiate, 
  Zealot, Charlatan. 
  Career Exits: Camp Follower, Initiate, Student, 
  Vagabond, Zealot, Astrologer, Charlatan, and 
  Flagellant. 
   
  One Horse Town 
  Basic Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -30- 
   
   
   
  – Astrologer – 
  One Horse Town 
  advanced Career
   
  Description 
  Astrologers are those Seers who have had a 
  ‘moment of understanding’ (see Divination 
  skill) and seek out the tools to better 
  understand their calling. This includes the 
  ability to read and write and the first 
  tentative steps to understanding the winds of 
  magic. Astrologers are better able to see the 
  fate of their clients and are sometimes 
  consulted by the great as well as the great 
  unwashed. They tend to have more 
  permanent places of business, such as small 
  alleyways or a corner of an inn or other 
  business establishment in which to carry out 
  their business. 
  The arcane trappings of the Astrologer are 
  more noticeable than his Seer counterparts. 
  He may have several astralobes (see below) 
  and have clothing of a more sweeping nature. 
  As his magical nature becomes known, he is 
  in danger from Witch Hunters, as the 
  Astrologer is a type of Hedge Wizard. But 
  some Astrologers become so well known or 
  relied upon, that they effectively become 
  above the law and find great patrons to fund 
  them. These become Court Astrologers. 
   
  – Astrologer Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  +5%
  – 
  + 10% +10% +15% +15% +20%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +4 
  – 
  – 
  – 
  +1 
  – 
  – 
  Skills: Haggle, Charm or Intimidate, Channeling, 
  Divination Gossip, Trade (seer), Magical Sense, 
  Perception, Search. 
  Talents: Petty Magic (hedge) 
  Trappings: 1 Set good clothes, astrolobe, bag of bones or 
  set of cards, mysterious manner. 
  Career Entries: Apprentice Wizard, Seer, and Priest. 
  Career Exits: Outlaw, Courtier, Court Astrologer, 
  Herald, and Politician. 
   
   
   
   
   
   
   
  – Court Astrologer – 
  One Horse Town 
  advanced Career
   
   
  Description 
  These grandees have served their 
  apprenticeships and now command the 
  attention of the high and mighty. Their 
  command of the fates allows them to 
  advise their lords as to which projects 
  they should commit to, or how and 
  when it is best to commit troops on the 
  field. At this stage of his career, the 
  Court Astrologer has often made 
  enemies and friends both and must 
  watch out that he does not use his magic 
  flagrantly, or risk investigation. The 
  patronage of a lord gives him some 
  protection, but if he abuses his power, 
  the Court Astrologer can expect to be 
  treated just as roughly as any other 
  Hedge Wizard. 
  They often live in their own quarters 
  attached to their lords and have a good 
  wardrobe to choose from. The Court 
  Astrologer often exhibits airs and graces. 
   
   
   
  – Court Astrologer Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10% +10% +5% +10% +15% +20% +20% +25%
  Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +5 
  – 
  – 
  – 
  +1 
  – 
  – 
  Skills: Channeling, Divination*, Gossip, Magical Sense, 
  Read & write, Intimidate. 
  Talents: Etiquette, Public Speaking or Strong Minded. 
  Trappings: 1 Set best clothes, 50 g.c, astralobe, bag of 
  bones or set of cards, patronage of noble or 
  merchant. 
  Career Entries: Astrologer. 
  Career Exits: Outlaw, Courtier, Demagogue, Guild 
  Master, Politician, Scholar, Steward. 
   
  *The Divination Skill is explained in Appendix II: New Skillson page 35
   
   
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -31- 
  Further explanation and spells for the Sorcerer are described in Appendix VII:Witches and Warlocks – Unsanctioned Magisters on page 47
  – Sorcerer – 
   
  Description 
  Experienced Sorcerers are dangerous indeed, 
  and not just to themselves. Such individuals 
  have managed to evade the watchful gaze of 
  the Collegiate Magisters and Witch Hunters 
  alike, while also being skilled or lucky enough 
  to survive their magical experimentations. 
   
  Sorcerers pose a very real danger to those 
  around them as they force the Winds Of 
  Magic to their wills; stopping at nothing in 
  their quests for power and  
  immortality through Daemonic  
  or Necromantic rituals and research. 
   
  Living always on the line – hiding or on the 
  run – these corrupted magicians often  
  band together to enact some short term goal, 
  though these Covens seldom last long due  
  to treachery from within, as individuals 
  pursue their own megalomaniacal ambitions. 
   
  Notes: You must have learned at least six 
  spells through your Witchcraft 
  talent before you can enter this 
  career.  
  - Sorceror Advance Scheme -  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +15% +15% +10% +15% +20% +20% +25% +25%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  - 
  +5 
  - 
  - 
  - 
  +3 
  - 
  - 
  Skills: Academic Knowledge (Daemonology or Necromancy), 
  Academic Knowledge (any one other) or Speak Language 
  (any one), Channelling, Charm, Common Knowledge 
  (any three), Concealment, Disguise, Gossip, Haggle, 
  Heal, Read/Write, Magical Sense, Perception, Ride or 
  Swim, Search, Speak Arcane Language (Magick or 
  Daemonic), Trade (Apothecary or Herbalist) 
  Talents: Fast Hands or Mighty Missile, Flee! or Public 
  Speaking, Lesser Magic (any two), Very Resilient or 
  Sixth Sense 
  Trappings: Trade Tools (Apothecary), Two Grimoires, One 
  Magic Item 
  Career Entries: Warlock 
  Career Exits: Apprentice Wizard, Charlatan, Outlaw, Scholar, 
  Vagabond 
   
   
   
  – Tilean Bravo – 
  SPFS  
  Basic Career
   
  Description 
  The criminal gangs of the cities of 
  Tilea have bred a very particular type 
  of criminal: the Bravosi. Violent and 
  cruel but with a twisted sense of 
  honour, the swaggering Bravosi are a 
  cut above the average Old World 
  thug. They dress in distinctive, 
  brightly coloured clothing, usually 
  garbed in the chosen colours of their 
  particular gang. Some Tileans have 
  been heard to jokingly compare the 
  knife–fighting Bravosi with the 
  educated Diestros of Estalia. Of 
  course, such a comparison is best 
  made out of the earshot of either 
  group, unless you’re wishing to test 
  your own swordsmanship against 
  them… 
   
  If you are rolling randomly for your 
  Starting Career, you can substitute 
  Tielan Bravo for Estalian Diestro 
  with your GM's permission. 
   
  – Tilean Bravo Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +10%
  – 
  +5%
  +5% +10% 
  – 
  – 
  +5%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1  
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Charm or Consume Alcohol, Common 
  Knowledge (Tilea), Dodge Blow, Gamble or 
  Secret Signs (Thief), Intimidate, Speak Language 
  (Tilean), Speak Language (Thieves’ Tongue) 
  Talents: Ambidextrous or Lightning Reflexes, Quick 
  Draw, Street Fighting, Suave or Streetwise 
  Trappings: Pair of fighting daggers, Light Armour 
  (Leather Jack), One set of Good Craftsmanship 
  Brightly Coloured Clothes 
  Career Entries: None 
  Career Exits: Bodyguard, Gambler, Protagonist, Rogue, 
  Racketeer, Thief, 
   
   
   
   
   
  Leonpoi 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -32- 
  Based on WFRPv1 Apocrypha Now: 
  – Wardancer – 
  Description 
  Among the Wood Elves of the Old World, the most 
  feared and respected warriors are the Wardancers. 
  They live for the glory of battle, and dedicate 
  themselves to reaching the peak of fighting prowess. 
  They are also masters of courtesy and dance, 
  performing their intricate manoeuvres with 
  consummate ease and grace. 
  Wardancers are to be found in many of the larger 
  Elven settlements in the forests of the Old World. 
  They prefer the company of their own kind, but often 
  live a little way apart from the main settlement, 
  practicing their warchants and feats of arms while 
  waiting for action. 
  Wardancers may become adventurers for a number of 
  reasons. An adventurer’s life offers plenty of action, 
  and almost unlimited opportunities to hone their skills 
  against a variety of opponents. They are wilder then 
  the majority of Elves, and some find life in the forests 
  tame and dull. Wardancers may even take to 
  adventuring among other races as a result of an 
  unspoken disgrace or indiscretion, much (although it’s 
  unwise to make the comparison) as a Dwarf may 
  become a Troll Slayer. 
  Wardancers are distinguished by their graceful pride, 
  their love of fighting, their fondness for spectacularly 
  dyed hair, often stiffened with tree–resin and their 
  bright body Tattoos. 
   
  – Wardancer Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +30% +10% +20% +20% +10% 
  – 
  +10% +10%
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +2  
  +6  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Performer – Acrobatics, Performer – Dancer, 
  Distract*, Dodge Blow, Perception, Scale Sheer 
  Surface, Transfix*, Warchant* 
  Talents: Ambidextrous, Marksman (Thrown Weapons 
  only), Specialist Weapon Group – Great Weapon, 
  Strike Mighty Blow, Strike to Injure, Swashbuckler 
  Trappings: Hand Weapon, Shield, Spear or Two Handed 
  Sword 
  Career Career Entries: (Only Elves may enter this career), 
  Bounty Hunter, Judical Champion, Mercenary, Pit 
  Fighter, Outlaw, Scout 
  Career Exits: Bladeweaver*, Judical Champion, Outlaw, 
  Sergeant (only if Mercenary is one of the previous 
  careers) 
  * New Skill or Career (will be added later) 
   
   
  Weaponmaster/Champion revision 
   
  – Weaponsmaster – 
  Josef  
  Advanced Career
   
  Same as the original Champion career except remove Veteran Career Entry and add Champion (revised) Career Entry. 
   
  A thread over at General Discussion about the "broken" Champion career features my own 
  take on solving the problem. So I'm posting it as a new thread here at Rules and 
  adding it to the Careers – Consolidated thread as well. Feel free to comment. 
   
  It seems to me that what many dislike about the Champion career is its easy 
  availability, making it a natural third career for an awful lot of first careers, 
  mainly the ones going through the Veteran career. The step from Veteran (which is an 
  available exit for quite a few basic careers) to Champion is simply too steep, for 
  example WS taking a giant leap from +20% to +40%, turning a character into an 
  invincible combat monster very quickly. 
   
  So rename the Champion career "Weaponsmaster" and keep all the Career Entries except 
  Veteran. (I would keep the Duellist entry because only a single basic career has it as 
  an exit, plus it feels more appropriate.) Add a new advanced career as a middle step 
  between Veteran and Weaponsmaster – the Champion (mkII). This prevents all those 
  Veterans from gaining WS70+ and 3 Attacks only 500XP after exiting that career, 
  forcing them to make that leap a bit slower. A bit artificial, I know, but deals with 
  the problem of the ex–Vet who can outfight all the IC Knights, Judicial Champions, 
  etc, in the party seemingly forever (meaning at least until they have completed their 
  long and expensive career–paths and can become Champs too). 
  (Actually, if the ex–Vet new version Champion progresses to and completes the 
  Weaponsmaster career, the result is still pretty much an original version Champion, 
  but at least it has cost a few more XP and the increase in combat prowess has taken 
  place in increments rather than as a huge leap.) 
   
   
   
   
   
   
   
   
  Morgoth 
  Advanced Career
  Morgoth 
  Advanced Career
  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -33- 
   
  – Champion (revised)– 
  Josef  
  Advanced Career
   
  Description 
   You are a veteran warrior, but 
  the rare kind who stands out 
  from the ranks of common 
  troopers. When a forlorn hope 
  or a dangerous mission needs 
  volunteers, you are the first 
  man to step forward. 
  Sometimes it is because of a lust 
  for glory, sometimes just out of 
  a deep sense of duty. When an 
  enemy champion steps out 
  from the opposing ranks and 
  mockingly calls out for anyone 
  who dares to face him, it is you 
  who are that man, because you, 
  too, are a champion. Your path 
  is set, and whether long and 
  distinguished or glorious and 
  short, you will be remembered 
  by both friend and foe. 
   
  – Champion (Revised) Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +30% +30% +15% +15% +20% 
  – 
  +20,% 
  – 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  +1 
  +7 
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Dodge Blow, Ride or Intimidate, Perception 
  Talents: Coolheaded or Stout–hearted, Quick Draw or 
  Wrestling, Rapid Reload or Strike to Injure, 
  Marksman or Very Resilient, Mighty Shot or 
  Mighty Blow 
  Trappings: One Best Craftsmanship Weapon, Medium 
  Armour (Full Mail Armour). In addition, at the 
  GM's option, you must have somehow 
  distinguished yourself by an act of bravery before 
  many witnesses, such as defeating an enemy in 
  single combat 
  Career Entries: Veteran, Sergeant, Targeteer 
  Career Exits: Judicial Champion, Outlaw, Sergeant, 
  Targeteer, Weaponsmaster 
   
   
   
   
   
   
   
  – Wrecker – 
  Description 
  In the dangerous seas surrounding the Old World, 
  shipwrecks are unfortunately all too common. Often coastal 
  folk have few qualms about looting the wreckage washed 
  ashore following such a tragedy, and many deem them 
  'Wreckers' just for taking advantage of someone else's 
  misfortune. There is, however, a more despicable breed of 
  Wreckers who, not content with looting those wrecks 
  Stromfels sees fit to provide, seek greater profits by 
  engineering more. On stormy nights, the Wreckers go forth 
  and mislead ships with false guiding lights. All too often a 
  captain is deceived into believing they are nearing a safe 
  harbour, only to be run aground on deadly rocks. The 
  bloodiest gangs of Wreckers have been known to murder the 
  keepers of genuine signal beacons and douse the light in 
  order to ensure success. 
  The nefarious practice of wrecking occurs most frequently in 
  the Wasteland and on the Northern coast of Bretonnia, 
  although chances are any treacherous stretch of coastline in 
  the Old World may be used to lure ships to their doom. 
  Many Wreckers operate as criminal gangs, and also dabble in 
  smuggling and other criminal occupations. But some just 
  appear to be normal folk most of the time, who take 
  advantage of the darkest and stormiest of nights to 
  supplement their normal income in a murderous fashion. 
   
  If you are rolling randomly for your Starting Career, you can 
  substitute Wrecker for Smuggler with your GM's permission. 
  This is a basic career, and thus any character may enter it at 
  any time by paying 200xp. 
   
  – Wrecker Advance Scheme –  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  +5%
  – 
  +5% +10% +5% +5% +5% 
  – 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  – 
  +2  
  – 
  – 
  – 
  – 
  – 
  – 
  Skills: Concealment, Consume Alcohol or Swim, 
  Evaluate, Haggle or Intimidate, Perception, Row, 
  Search, Silent Move. 
  Talents: Coolheaded or Strike to Injure, Rover. 
  Trappings: Signalling lantern, heavy hooded cloak, sack. 
  Career Entries: Bone Picker, Fisherman, Outlaw, 
  Peasant, Seaman, Smuggler. 
  Career Exits: Fence, Initiate (Stromfels only), Outlaw, 
  Pedlar, Seaman, Smuggler, Dangling on the end 
  of a noose! 
   
   
   
  Last added career = 30–05–2007 Sorceror, advance from Warlock (PDF)
  SPFS  
  Advanced Career
  
   
   
  Appendix I:  
  Guidelines for New Career Creation 
  by 
   Hippy Gibbon, Jackdays, Whymme, MDMann, Wolph42 
   
   
  Basic Careers 
  - 
  Have 9-11 Characteristic advances 
  - 
  Characteristic advances should be +5% or +10%. 
  Few special careers have one characteristic (the most 
  important) +15%. 
  - 
  Hit Points advances are usually +2 (could be +1 or 
  +3). 
  - 
  If magical career, then may have +1 to Magic. 
  - 
  Attacks and Movement: Both of these characteristic 
  rarely have bonuses, but may have +1. 
  - 
  Total amount/combination of Skills & Talents 
  should be from 9-11 (I think good rule here is, if 
  character has more Characteristic advances, then 
  little lesser Skills/Talents). 
  - 
  Number of career entries around 4 
  - 
  Number of career exits around 6 
  - 
  Career exits go to other careers in the same level, or 
  to level 2 careers (first level of advanced careers). 
  There are about five career exits, one or two from 
  second level. 
  Advanced Careers  
  (second career level) 
  - 
  These should have Characteristic range about +5% 
  to +20% 
  - 
  Hit Points advances are usually +4 (could be +3 or 
  +5). 
  - 
  If magical career, then +1 or +2 to Magic. 
  - 
  Attacks: Usually only +1 
  - 
  No other rules really. Some Talents (like Lighting 
  Parry) are available mostly to third level careers only. 
  - 
  number of career entries around 6 
  - 
  number of career exits around 4 
  - 
  Career exits go to all three levels. Most career Exits 
  are to second or third level careers. 
   
   
  Advanced Careers  
  (third or more careers level) 
  - 
  Characteristic advances are about +10% to +40% 
  (but range +30% to +40% is rare). 
  - 
  Hit Points advances are usually +6 (could be from 
  +5 or +7). 
  - 
  If magical career, then +2 to +4 to Magic. 
  - 
  Attacks: Max attacks +2 
  - 
  number of career entries around 6 
  - 
  number of career exits around 4 
  - 
  Career exits go to second level and third level 
  careers. 
  - 
  Career entries are implicit in the career exit rules. 
  Fourth Level Careers 
  - 
  Some highly specialized careers can only be entered 
  after two previous advanced careers. These are 
  mainly magical in nature (Magister Lord/ High 
  Priest etc.) or contain special requirements and 
  difficult to acquire trappings (unavailable on the 
  open market). 
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -34- 
  - 
  And any fourth level career is a clear continuation of 
  a specific third level career, which itself is a 
  continuation of a specific second level career, and so 
  on. This is made explicit in the fact that each of 
  those careers usually has only one specific entry 
  career. Think of the priest careers, the magical 
  careers and slayer careers. When designing a fourth 
  level career, it's best to create the whole bunch of 
  them. Or at least indicate clearly what career the 
  fourth level career is a continuation of. 
  
   
  Appendix II: New Skills 
   
  Common Knowledge (The Lays) 
  The Lays are the many and varied troubadour told songs and tales 
  of chivalry in Bretonnia. Hints given in the stories may hold the 
  key to proper conduct while on Quest and clues to the location of 
  the Grail. 
  Divination (Int) 
  This is the skill in interpreting the forms of a set of divining tools 
  in predicting the future or possible ramifications of a given action. 
  The most common forms of divination tools are bones or cards, 
  but tealeaves, animal entrails, fire and a host of other methods are 
  also used. 
  Most of this skill is a sham, but the Seer believes that the 
  knowledge of the forms handed down to him over the years is 
  correct, but in reality, any divination is normally useless. 
  However, sometimes the ruinous powers interfere with divination 
  attempts. Ant time a Seer rolls his skill exactly in a divination 
  attempt; he has a ‘moment of understanding’ as the layers of 
  mystery shrouding the old world are briefly lifted from his eyes. 
  From this point on the Seer often becomes driven in his attempts 
  to find out more and normally follows the career path of 
  Astrologer and if he is lucky Court Astrologer. These lucky Seers 
  must also roll a WP test or gain one IP each time they roll their 
  Divination skill chance exactly. 
   
  The standard form of divination uses the clients star sign as a base. 
  Given below are a few examples of readings for each star sign. 
  Making up your own to complement them could be fun. The 
  banding together of two or three can make a suitably bizarre 
  reading. 
   
  Wymund the Anchorite: if at first you don’t succeed…/ I see a 
  flood of tears…/ to suffer is to learn…/ giving up is not an 
  option… 
   
  The Big Cross: your future is clear to me, you must remove your 
  blinkers…/ keep your head when all around are losing theirs…/ 
  you will see your future in a dream…/ your motives are 
  transparent… 
   
  The Limners Line: you must judge your actions carefully…/ each 
  stroke of the brush has a purpose, a beautiful majesty that hasty 
  action betrays…/ to be careless is human, to be precise, divine…/ 
  look for the chink in the armour, place your strike precisely and 
  you shall prevail… 
   
  Gnuthers The Ox: fetch my sandals would you? / Consider the 
  mule, is he not happy in his work? / you must be strong in the 
  days ahead, temptation awaits…/ stand fast and you shall 
  receive… 
   
  Dragomas the Drake: fear is the mind killer…/ run at your peril, 
  for fear is faster than you think…/ don’t fear the reaper…/ I hear 
  the dragons roar! 
   
  The Gloaming: ah, but what is truth? / Trust not the mirrors 
  image…/ three times the gong shall sound, then the mystery will 
  be solved…/ victim of illusion… 
   
  Grungni’s Baldric: shining steel calls you home! / Run not with 
  the horses, your path lies with the panther…/ pistols at dawn! / I 
  see the pennants in the breeze, ah, seven brides for seven brothers! 
   
  Mammit the Wise: trust the wise, for they never lie…/ plow your 
  course carefully and you shall gather the pearls…/ wisdom lost is 
  life’s end…/ beware the praise of old men, for they may require a 
  service from you… 
   
  Mummit the Fool: the animals know…/ the trembling in your gut 
  will show you the way…/ pity poor Thomas…/ the first thought is 
  often the wisest… 
   
  The Two Bullocks: swim little fishes…/ the ruinous powers make 
  work for idle hands…/ she loves you, yeah, yeah, yeah…/ build your 
  house with your own hands and you shall never want… 
   
  The Dancer: guilty feet have got no rhythm…/ a furtive glance will 
  tell you all…/ like a moth to the flame, she will come…/ love 
  conquers all, hate conquers sense… 
   
  The Drummer: there’s no such thing as too much of a good 
  thing…/ drink, drink to life everlasting! / When there’s nothing to 
  run up the flagpole, despair…/ a great invitation is coming your 
  way… 
   
  The Piper: guard your belongings well! / Trust not honeyed 
  words…/ a mask is often just a mask, whilst a smiling face is often a 
  trick…/ the quiet footfall in the night bespeaks trouble! 
   
  Vobist the Faint: Black! Black! Everything’s black! / Too many 
  choices are no choices at all…/ the night speaks a name beware! / 
  When at the fork in the road, choose the darkest path, for the light is 
  unforgiving… 
   
  The Broken Cart: I see a fall coming…/ world, shut your mouth…/ 
  lions don’t travel in packs…/ a regal bearing cows the world… 
   
  The Greased Goat: deny yourself nothing and death will not be far 
  behind…/ the deepest pools are the coldest…/ self–control leads to a 
  stiff neck…/ gorge on the bounty of the world! 
   
  Rhya’s Cauldron: deaths dark shadow reaches from the void…/ a 
  life saved is a life gained…/ the stars! I see them! / Nothing lives 
  forever except wishful thinking… 
   
  Cacklefax the Cockerel: the scales are false! / spend your riches 
  carefully for I see a storm coming…/ nothing is harder to gain than a 
  hoarders purse…/ a business opportunity is coming your way! 
   
  The Bonesaw: dedications what you need…/ parchment cuts deeper 
  than steel…/ to be the best you must beat the best…/ skills learnt 
  now will save you time when you need it most… 
   
  The Witchling Star: a fell star follows your course…/ it’s a kind of 
  magic…/ to delve too deep is to find darkness…/ best to live in 
  ignorance than to have attention from below… 
  Hearth Wisdom (Specialty) [Norse] 
  Type: Advanced 
  Related Talents: Seasoned Traveller 
  Description: Hearth Wisdom is the skill for wise old women, 
  witches, storytellers and charlatans – it consists of folklore, hearsay 
  and legends, which all makes up a huge part of the simple folk's life, 
  outside the protecting stone walls of Nuln, Altdorf and Kislev. It is 
  important to remember that Hearth Wisdom is not a science or hard 
  facts; it is just what most people think of certain, less clear 
  phenomena. Another important thing to mention is that the Witch 
  Hunters of the Empire seldom differs between people who know 
  about witches and people that actually are witches. 
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -35- 
  Just as Academic Knowledge or Common Knowledge, Hearth 
  Wisdom is not one but many skills. First and foremost, it is divided 
  into different cultural groups; Hearth Wisdom (The Empire) is not 
  the same skill as Hearth Wisdom (The Moot). Within the cultural 
  groups, there are several subgroups, such as specific professions, 
  creatures and myths, but also hedge magic and Chaos. In this 
  category the Hearth Wisdom (Murkr) can be found. 
  
   
  Appendix III: New Talents 
  Battle Magic 
  Description: The Magister/Mage is able to amplify the effects of 
  his spellcasting much as a lens focuses light. When a spell is cast in 
  this way the Magister may choose to double certain effects in the 
  spell (may change a number of effects up to the number of your 
  Magical Characteristic). However in doing this the spell’s Casting 
  Number is increased by +1 for each effect doubled, the Casting 
  Time is raised by a Half Action for each effect doubled and due to 
  the unpredictable nature of magic an extra die is rolled in the 
  Casting Roll, this does not count towards the total rolled, but 
  instead towards Tzeentch’s Curse (see Magic Focus RoS page 191 
  for details). If Tzeentch’s Curse does come into effect then the 
  Wizard also receives 1d10 of Wound Damage and +1 Wound of 
  Damage for each effect doubled, both regardless of Armour or 
  Toughness. Also the result for Tzeentch’s Curse is moved up one 
  result, per each effect doubled. 
  Force Multiplier 
  Description: The Magister/Mage is able to amplify the effects of 
  his spellcasting much as a lens focuses light. When a spell is cast in 
  this way the Magister may choose one effect in the spell’s 
  description to be doubled, however in doing this the spell’s 
  Casting Number is increased by +1, the Casting Time is raised by 
  a Half Action and due to the unpredictable nature of magic an 
  extra die is rolled in the Casting Roll, this does not count towards 
  the total rolled, but instead towards Tzeentch’s Curse (see Magic 
  Focus RoS page 191 for details). If Tzeentch’s Curse does come 
  into effect then the Wizard also receives 1 Wound of Damage, 
  regardless of Armour or Toughness and the results for the Curse 
  are moved up one place. 
  High Lore 
  High Magic is the pinnacle of Magical power. When you take this 
  Lore, you gain no new Spell List. Instead, from this point on, you 
  may purchase an already known ritual spell a second time (for the 
  same cost) as a spell of the High Lore. When cast in this manner, 
  the Casting Number is doubled, the Casting time is reduced to a 
  half action per hour of the usual casting time, the Conditions must 
  still be fulfilled, and the ingredients become an optional 
  component that adds +5 to your casting roll. In addition, you only 
  suffer the Consequences if you do not meet the Conditions, or if 
  you fail the casting roll and suffer Tzeentch’s Curse. 
  High Magic 
  Description: You have studies of mystic arts of True Magic at the 
  Tower of Hoeth and have made you better attuned to reading the 
  ebb and flow of the Winds of Magic, thus better able to sense any 
  dangerous changes. Also you have become very adept at 
  controlling the Winds of Magic and are now able to manipulate 
  more than one Wind at a time, this method of spellcraft is called 
  Qhaysh. 
   
  In game terms the Mage may nominate one die before making a 
  Casting Roll to be discarder if it counts towards Tzeentch's Curse 
  (its value is also discarded from the total rolled), also if Tzeentch's 
  Curse comes into effect the Mage may re–roll the result and pick 
  the lesser of the two. The Mage is also able to mix any spells that 
  are known by him/herself to create a more powerful single spell, to 
  do this the Mage must spend 50xp for each spell that is combined 
  with another,a further 100xp and a successful WP test to 
  successfully create the spell. 
   
  Examples of spells made in this way can be found on this link:  
  http://forum.blackindustries.com/post.asp?method=EditTopic&R
  EPLY_ID=8799&TOPIC_ID=8799&FORUM_ID=9http: 
  //forum.blackindustries.com/post.asp?method=EditTopic&REPL
  Y_ID=8799&TOPIC_ID=8799&ForUM_ID=9
  Intuitive Casting 
  Around you the winds of magic seem almost to mould themselves, 
  and it requires the barest of touches to mould them into whatever 
  you desire. This greatly speeds up the process of casting spells, and 
  even allows you to mould multiple spells at once. All spells cast 
  require half a round less to cast (excluding spells from High Lore). 
  If this would reduce the casting time to zero, it still requires half a 
  round, but you can take a free Channelling test for the spell. In 
  addition, the caster is not restricted to casting only one spell in a 
  round, meaning that the caster can begin casting another spell in 
  the same round one is cast, and if both are of particularly short 
  duration, it is possible to even cast two spells in a single round. 
  Masterful Feint 
  When you make a swift attack, you may forego one of your attacks 
  to make a feint action instead. 
  Masterful Manoeuvre 
  When you make a swift attack, you may forego one of your attacks 
  to make a manoeuvre action instead. 
  Murkrsyn [Norse] 
  The murkrsyn talent is the legendary mystical power of the 
  Murkr, which provides it bearer with the ability of seeing and 
  speaking to all spiritual beings, be it friendly ancestor ghosts or 
  malicious wights under the spell of an enemy. To use the talent, 
  the Murkr just has to succeed a Perception test to be able to see 
  any ethereal beings within sight. In addition, the Murkr can use 
  any social skills the way he or she would normally do on humans 
  to get hold of information or such. If used with Intimidation, the 
  Murkr receives a +20% on the test, as most ghosts are affected by 
  the spells of the Lore of the Weavers, and are therefore highly 
  susceptible to threats from a Murkr mystic. However, as rumors 
  spread even faster in the Otherworld than in the real one, this way 
  of producing information or gaining boons seldom pays off well. 
  In the Otherworld, one’s honor and reputation is all a Murkr 
  have. 
  Secondary Arcane Lore 
  As determined by the Elven High Mage Teclis, it is dangerous for 
  a Human to try to fully manipulate multiple Winds of Magic. 
  Dispite this, the Wood Elves of Athel Loren have chosen to train 
  those women who show magical aptitude, and who they have 
  taken and indoctrinated at a young age, in multiple Winds of 
  Magic. Maybe women have a greater aptitude, or are more 
  versatile than men, but however, it has proven to be successful to a 
  degree, though the Human has not the full potential of an Elf, and 
  must be careful how far she diversifies. 
   
  A secondary Arcane Lore has only six spells in each list. Additional 
  spells can still be purchased for the Lore as an Extra Spell, but 
  these cost 150 XP each, and when cast, the Grail Damsel must roll 
  one extra casting dice which only counts towards Tzeentch’s Curse 
  (in the manner of the Hedge Dice). 
   
  Lore of Beasts:  
  Elemental: Form of the Soaring Raven, Claws of Fury, Form of 
  the Ravening Wolf, Masters Voice, Crows Feast, Form of the 
  Raging Bear. 
  Mystical: The Beast Broken, The Beast Made Well, Leatherbane, 
  The Boars Hide, Cowering Beasts, Form of the Puissant Steed. 
  Cardinal: Calm the Wild Beast, The Talking Beast, Masters 
  Voice, The Beast Unleashed, Winters Long Slumber, Wings of the 
  Falcon. 
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -36- 
  Lore of Life:  
  
   
  Elemental: Fat of the Land, Summer Heat, Rivers Whisper, Earth 
  Gate, Spring Bloom, Cure Blight. 
  Mystical: Tracks Tale Told, Tree Dwellers Step, The Wilds 
  Undisturbed, Father of Thorns, Tree Shape, Flesh of Clay. 
  Cardinal: Curse of Thorns, Earth Blood, Leaf Fall, Earth Gate, 
  Geyser, Winter Frost. 
   
  Lore of Heavens:  
  Elemental: First Portent of Amul, Second Portent of Amul, Wind 
  Blast, Wings of Heaven, Starshine, Fate of Doom 
  Mystical: Lens on the Sky, Birdspeak, Third Portent of Amul, 
  Premonition, Project Spirit, Signs in the Stars. 
  Cardinal: Omen, Lightening Bolt, Curse, Fortunes Renewal, 
  Lightening Storm, Fate of Doom 
  Spellcraft 
  Description: Your deeper studies into the Winds of Magic gives 
  you the ability to cast a spell not of your chosen Lore. This enables 
  you to use the Extra Spell Talent to learn spells from all of the 
  Arcane Lores and also means that you can not recieve any Arcane 
  Marks. 
  Spell–Mastery 
  Description: Elven Mages are known to study for years to master 
  the use of a single spell. You may choose to purchase a spell for a 
  second time for 100xp, when using a spell that has been mastered 
  the Mage may deduct his Magic Characteristic from the Casting 
  Number that is needed. 
  Tertiary Arcane Lore 
  A tertiary Arcane Lore has only three spells in each list. Additional 
  spells can still be purchased for the Lore as an Extra Spell, but 
  these cost 200 XP each. When the Grail Damsel casts any spell 
  from her tertiary Lore, she must roll one extra casting dice which 
  only counts towards Tzeentch’s Curse (in the manner of the 
  Hedge Dice). If a Grail Damsel suffers a Tzeentch’s Curse when 
  using a tertiary Arcane Lore Extra Spell, the severity of the 
  Tzeentch’s Curse is increased by one level. 
   
  Lore of Beasts:  
  Elemental: Claws of Fury, Form of the Ravening Wolf, Form of 
  the Raging Bear. 
  Mystical: The Beast Made Well, The Boars Hide, Form of the 
  Puissant Steed. 
  Cardinal: The Talking Beast, The Beast Unleashed, Wings of the 
  Falcon. 
   
  Lore of Life:  
  Elemental: Summer Heat, Rivers Whisper, Cure Blight. 
  Mystical: Tracks Tale Told, Father of Thorns, Flesh of Clay. 
  Cardinal: Curse of Thorns, Earth Gate, Winter Frost. 
   
  Lore of Heavens:  
  Elemental: First Portent of Amul, Wind Blast, Fate of Doom 
  Mystical: Birdspeak, Premonition, Project Spirit. 
  Cardinal: Lightening Bolt, Fortunes Renewal, Lightening Storm. 
  Virtues 
   (All these are ripped more or less straight out of the WFB Bret 
  Army book but some have been changed quite a bit to fit them 
  into WFRP) 
   
  The virtues are Talents which help to define the mindset of the 
  Knight, and the strength he has found through devotion to the 
  Lady. 
   
  Penitence:The Knight is seeking to right some misdeed he or his 
  family has made. Until things are made right the knight may not 
  join other knights in any martial activity. For tests made directly 
  in pursuit of his penitience, the knight gets +20 WP. If the 
  penitence is made satisfactorily during play the knight may choose 
  a different Virtue. 
  Temper: The knight is greatly skilled at the charge. If an attack 
  hits during a charge action, the knight may get a free charge 
  attack. 
  Heroism: The knight gets +1 damage against any Large opponent. 
  Stoicism: The knight may re–roll any Fear or Terror test (as if 
  with a fortune point). 
  Impetuous: The knight or his mount may double all Charge 
  Action distances. 
  Audacity: The knight can use his opponent's strength against 
  him. He gets an extra 1 damage against opponents of a higher 
  strength. 
  Duty: The knight gets +20 to all WP tests when in the direct 
  service of the Lady. 
  Joust: The knight may re–roll a failed Charge Attack Action when 
  using mounted lance (as if using a fortune point). 
  Disdain: The knight will never be surprised or fightened by 
  missile using attackers. 
  Purity: The knight gets an extra Fortune Point as with the Luck 
  Talent as long as he contiues in the service of the Lady. 
  Discipline: The knight gains +10 to WS whenever directly 
  outnumbered. 
  Empathy: The knight gets +20 to all Fel tests with the common 
  folk. 
  Chivalry: The knight gets +20 to all Fel tests when dealing with a 
  damsel. 
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -37- 
  Grim Peril: Whenever he sees one, the knight must cuff a peasant 
  round the back of the head and call him 'scum.' 
  
   
  Appendix IV: New Insanities 
   
  Married to the Sea 
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -38- 
  The sufferer is only content upon or near the sea. They like 
  nothing more than to be shipboard with no land in sight. If 
  they must land then they like to have the sea in view at all 
  times. Only reluctantly will they venture any significant 
  distance from the sea, and will seek to return as soon as 
  possible. 
  
   
  Appenidx V: Chanties 
   
  Heave–oh ye laddies–oh 
  Casting Number: 6 
  Casting Time: Full Action 
  Ingredients: A musical instrument (+2) 
  Description: For 2d10 minutes the wizard can implore all within 
  hearing range, and are amenable, to act at +10 S. 
  Come here little fishes I'm 
  hungry and the ol' lass baint put 
  nothin' out fer me tea–oh 
  Casting Number:  8 
  Casting Time:  Full Action 
  Ingredients:  A Plate (+2) 
  Description:  The wizard entices 2d10 meals–worth of seafood to 
  jump from the sea onto the deck of the boat. This will only work 
  in an area where there is abundant sealife. 
  Blow–oh the wind–y–oh 
  Casting Number:  11 
  Casting Time:  Full Action 
  Ingredients:  A Bowl o' Beans (+2) 
  Description:  The wizard summons a wind that will blow around 
  the ship for 2d10 minutes. The wind blows at WPB on the 
  Beaufort Scale. 
  Thar's a lady in Bordeleaux who 
  can stick 'er legs behind 'er 'ead–
  oh 
  Casting Number:  13 
  Casting Time:  Full Action 
  Ingredients:  A Mug o' Grog (+1) 
  Description:  All who listen to the Chanty must pass a WP test or 
  afford the caster +20 to all Fel tests for the rest of the day. 
  I don't know where I'm goin' but 
  I know how to get thar 
  Casting Number:  14 
  Casting Time:  Full Action 
  Ingredients:  A Lodestone (+2) 
  Description:  The wizard will know the exact direction and rough 
  distance in which to travel in order to reach a familiar destination 
   
  The sea's a dirty mistress but she 
  treats I fair, mostly–oh 
  Casting Number:  16 
  Casting Time:  Full Action 
  Ingredients:  A Cheese (+2) 
  Description:  All who listen get +10 to all non–combat tests for 
  2d10 minutes. 
  Everybody's gone surfin'–oh 
  Casting Number:  18 
  Casting Time:  Full Action 
  Ingredients:  Some Wax (+2) 
  Description:  The single target must pass a WP test or suffer an 
  irresistable urge to dive into the nearest body of water (within 
  sight). 
  I aint never seen a night like it 
  and I aint lookin' for'rd to the 
  journey 'ome neither 
  Casting Number:  22 
  Casting Time:  Full Action 
  Ingredients:  A Yellow Hat (+3) 
  Description:  The wizard summons a force 10 gale that will 
  dissipate in 1d10 hours 
  Love is like oxygen–oh 
  Casting Number:  25 
  Casting Time:  Half Action 
  Ingredients:  A Breath of Fresh Air (+4) 
  Description:  The wizard can act underwater as normally as 
  possible, ie breathe, swim around, float etc, for 2d10 minutes. 
   
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -39- 
   
  
   
  Appendix VI: Mysticism 
  by  
   
  Christian Svalander (Ogrehead) Website: Hlogr
   
  Introduction 
  In Norsca, myth and tradition has always differed from the tale–
  telling and sagas of the Empire. Even if certain parts of the 
  Empire, such as Middenland, Nordland and Ostland always have 
  had their share of beastmen, mutants and the feral priests of Ulric 
  and their worshippers, the citizens of the northern parts of the 
  Empire seldom sees the shy Norse mystics. Hooded and quiet, 
  they seem to travel endlessly between the Norse ancient burial 
  grounds and enchanted forests and hilltops far away, only to be 
  encountered once in a while, during winter solstice and 
  Blotsommer, or when the Highest Spraakeldste have sent for 
  them. 
   
  In the major Norse cities, the Jarls and High King have had their 
  councils of Spraakeldste for centuries, giving them advice on 
  matters wise men need to attend. Although, when decisions need 
  to be made where a leader needs direction from the wisdom of the 
  Ancestor spirits and the Norse Gods, the Murkr is called upon for 
  guidance. 
   
  The Murkr is an informal brotherhood consisting of certain gifted 
  individuals, found by Dreamwanderers and other traveling 
  members from all over Norsca. The members all have shown the 
  gift of Murkrsyn before they are accepted into their ranks, and are 
  soon taught the way of the Norse mystics, the way of the Murkr. 
  The gift which all Norse mystics have is something unique for the 
  Magick–infused Norsca lands, and is something of a curse, as well 
  as the mystical power it bestows its bearer. People with Murkrsyn 
  without knowing its full potential or people never being accepted 
  by the Murkr, sooner or later become mad with visions nobody 
  else can see, which makes the Murkr companionship a necessity. 
  The Murkr brotherhood provides food and shelter, training in the 
  Murkrsyn arts and the ancient lore of the forefathers, and with 
  time, the young Murkr becomes an astute and decisive mystic with 
  potential to both help and lead the Norse people. 
   
  The Murkr, whose name translates into ‘taken by darkness’, 
  essentially aims at the eternal afterlife in the Otherworld where all 
  spirits dwell, from Grey Shores where all dead arrive to the Deep 
  Wilderness were the beasts of Old Darkness reside, to which the 
  Murkr all to often venture. As the Norse forefather belief is a very 
  ingrained part of their society, the Murkr have also been elevated 
  from being just seers and mystics into the status of shaman priests 
  and Ferrymen for the dead, which have given them an even more 
  dismal role in society, where joy and happiness seldom appear. 
  The Murkr and the Urns 
  In Murkr society one differs between the Murkr and the Urns 
  even if all belong to what is called the Murkr mystics. The subtext 
  of the word Murkr is basically a mystic and shaman with the 
  Murkrsyn gift, which is their innate ability to see and 
  communicate with spirits and ghosts. To anyone without the 
  hearth wisdom, the Murkr is the name of all mystics within the 
  Murkr brotherhood, but to the initiated and for people who wants 
  to address them with respect, Murkr are the apprentices and newly 
  embraced, rather than the Urns which is the formal title of the 
  leaders and more elevated individuals within the society. 
   
  Sometimes, when traveling Dreamwanderer has seen a truly gifted 
  child in a dream, he or she may find it after long weeks on a 
  horseback, searching for it. If the vision has been true and the 
  child is really gifted, the mystic takes a few days to talk to the 
  parents and the elders of the village. After compensating who 
  claims the child with both gold and blessings, the long journey 
  back to the new home for the child starts, which might last for 
  several months or even years, as a Dreamwanderer on foot needs to 
  collect more then one prodigy to be allowed to go back. As the 
  scourging powers of Chaos have tainted most aspects of Norse 
  life and culture, no more explanations are needed to have the 
  child from the parents. There have been caring but egotistical 
  parents whom have hidden their child from the mystic at 
  arrival, but this has been know to be punished very severely, 
  both from the Spraakeldste and Jarls, as well as from the 
  Murkr. The Murkr are needed for survival and everyone knows 
  it. 
   
  When the first steps are made towards the young apprentice’s 
  new life there is no way turning back. The Murkr might one 
  day return to his or her village, but there is a great risk that he 
  or she will not survive the first year. The trip back to 
  Kringringla, the stronghold of the Murkr and the Urns, is harsh 
  and demanding, but the child or children are taken well care of 
  by the Dreamwanderer, who sometimes have both younger 
  Murkr and even thralls as followers. On the way there, the 
  Dreamwanderer start explaining for the apprentice(s) what the 
  coming future have at hands, the truth about the Murkr society 
  and the frightening tales of the Chaotic enemies that lure in the 
  dark… 
   
  Once at the foot of the mountain on which Kringringla is built, 
  the first real test for the young prodigy begins. One the sides of 
  the mountain, the only way up winds through a labyrinth of 
  razor sharp ravines which once were used by the wild men and 
  tribes that worshipped the ancient Chaotic gods in these lands 
  and used for their blood hunts and magical sacrifices. The evil 
  rituals permanently infused the very mountain with its mystical 
  powers which have since then, together with protective runes 
  and magic traps, damned many a soul to wander the mazes and 
  feast upon anyone without the innate powers of Murkrsyn to 
  protect themselves with. When a Murkr or Urn is entering the 
  labyrinth Rauklôgn, as it called in Norse, on the way up to 
  Kringringla they have no troubles finding their way up 
  whatsoever, but for the prodigy the first time can be a very 
  horrific experience. Inside the dwindling clefts and abyss–deep 
  rifts that Rauklôgn consists of, the winds wails as if dying, and 
  screams echoing between the unfriendly walls, intimidating 
  anyone but the bravest of Murkr. With the only help of one’s 
  Murkrsyn, the young prodigy has to manage its way up to the 
  top, avoiding the howling banshees and craving ghosts of the 
  maze all along the way. If successful, the young apprentice 
  reaches the top, and is welcomed by his or her new Urn masters 
  standing at the metal gates of the fort. The ones that don’t 
  succeed are never heard from again, seen as not fit for the 
  demanding requirements of the Murkr. 
  Kringringla – The Murkr 
  Stronghold 
  When finally in Kringringla , the young apprentice is allotted a 
  cell from one of the many hand–carved rooms in the massive 
  castle’s walls, and is given a new set dark grey cotton robes, 
  together with a lined cloak and a shoulder bag including an 
  amulet, inks, a quill pen and an unwritten book – the first set 
  of Runaskrifta the Murkr gets. Then the young Murkr has his 
  or her first night’s sleep in the new home, after the long and 
  daring journey from his or her old family’s home, waiting for 
  the trying tutelage. 
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -40- 
  When waking up the first time, just before the sunrise, in 
  Kringringla, the prodigy is taken to the Great Hall of the 
  Ancestors and presented to everyone in attendance – the elder 
  Urns of the Inner Circle, as well as all the Dreamwanderers and 
  Hargírs. After a pale morning meal, even by Norse standards, 
  
   
  the young Murkr is taken to the Temple of the Elders where a 
  brief lecture is held for the Murkr to be aware of the strict rules of 
  the stronghold, where to go and where not to. By tradition, the 
  first class starts right there after, on the roof of the Grey Tower 
  where one is said to be able to see till the end of the world, and 
  introduces the prodigy along with their fellow student who all 
  range between the age of six and fifteen, to the legends of the 
  Murkr. A long and grim tale of the First Norse tribes that rose 
  from the icy battlefields covered with blood and forgot their old 
  and evil gods. The tale continues with the stories of the first Norse 
  heroes, Got and Bor, and how they released their father from his 
  painful curse, put on him by a strong priest in service of the old 
  blood gods and their dark father Yrkhorn. Other heroes are 
  mentioned as well, like Alfwulf and the seven troll kings, the sad 
  saga of the Frost maiden and many more. When the first class is 
  done, the students are taken to their cell for a short night’s sleep. 
  This second night, the elder Dreamwanderers unite in a powerful 
  ritual that takes all the new prodigies on their first dream voyage to 
  the Grey Shores, where all the dead spirits gather up before the 
  head deeper into the spirit world. Due to the safety of the trip, 
  with nine elder Dreamwanderers leading the way and making sure 
  no one comes to harm, together with all the fellow students, this is 
  considered to be the most powerful experience a new Murkr ever 
  has. Many of them travel extensively to the spirit lands after 
  leaving Kringringla, but never again in company with the nine 
  elder Dreamwanderers. 
  The devotion of the Murkr 
  After a few years of studies in the stronghold, depending on the 
  age and talent of the young Murkr, the mystic is released into the 
  world to help and serve his or her people. Due to the experiences 
  from an early age with Murkrsyn, the Murkr mystic soak up the 
  teachings as no other student would do, hence takes on the role 
  as a shaman, healer and protector of the Norse people seriously. 
  After the Norse people rose from the worship of the dark gods, 
  some powerful witches created a powerful ritual that is still 
  carried out every year at winter solstice, to keep the dark forces 
  from entering the lands again. The ritual does not protect 
  Norsca completely in any way and magic can be used to breach 
  it, therefore a key part of the Murkr work consist of finding the 
  cracks in the enchantment and stop whom ever is trying to get 
  in. This work, the search for the cracks, is called Feilskyldra, 
  and has become a matter for songs, legends and myth. 
   
  As the different Ancestral spirits of the Norse are pleased in 
  different ways, the Murkr ceremonial duties vary, just as their 
  lifestyle do. Different areas of the Norsca peninsula also houses 
  a diverse range of traditions and views of honor and justice, 
  which means that some Murkr never deals with the same kind 
  of social problems or dangers as most other do. This has created 
  a great strength among the Murkr mystics who have taken their 
  differences to heart, and thus bonded the different tribes of the 
  Norse together against the Hung, the xxx and the old dark 
  powers of Chaos. Even if this has made the people of Norsca 
  strong, the ruinous powers are persistent in all ways thinkable, 
  which have made most of the Murkr disciplined, although 
  acrimonious and unforgiving. 
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -41- 
  After traveling as a Murkr or Urn for a few years, the individual 
  tend to become a problem–solver, guide and mediator, which 
  apart from getting allies for life, also often gives those riches 
  and a high standing in society. This has made their kin 
  influential and many Norse families seek their help and opinion 
  on their stops on the long travels over the lands. 
  
   
  Murkr Magic & Abilities 
   
  The spells of the Murkr differs a bit from the magicians of the 
  Empire’s spells. Many crave fresh blood, or even pieces of the 
  target of the spell to work, but one must not forget that this is a 
  fully accepted practice in Norsca. Blot, which is the blood 
  sacrifices of the ceremonial practices of the Norse traditions is 
  something that has been used for millennia, to honor both gods 
  and ancestor spirits as well as pleasing gifts to dampen the anger of 
  fiendish demons. 
  Petty Murkr Magic 
  The Petty Murkr Magic spells are just an extension the 
  phenomena found in the wilderness they live in, and can 
  sometimes just be seen as an extraordinary affinity for the natural. 
  Scent 
  Casting Number: 3 
  Casting Time: Half action 
  Ingredients: A braided lock of horsehair, +1 
  Description: If successful, Scent provides the caster with an 
  animal scent, making him untraceable for dogs and other tracers 
  that use their sense of smell. 
  Howls 
  Casting Number: 4 
  Casting Time: Half action 
  Ingredients: A iron chain, +1 
  Description: If successful, the caster can create an illusion of a 
  wolf pack’s howls within 36 yards from him or herself. 
  Smoke Puffs 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredients: A pouch of ashes from oak, +1 
  Description: If successful, the caster can immediately fill a room 
  or a small glen with the smoke from the spell, until winds take it 
  away or the spell duration of one turn per Mag characteristic 
  expires. 
  Meld 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredients: A feather from a black grouse, +1 
  Description: When casting this spell, the caster melds with the 
  background and almost disappears from sight. If successful, the 
  mystic get a bonus of +30% on all Concealment test, even in plain 
  sight from a pursuer. 
  Darken 
  Casting Number: 6 
  Casting Time: Full action 
  Ingredients: A piece of coal, +1 
  Description: If successful, the caster can immediately strengthen 
  the shadows of a small area equal to the small template. In the area 
  all persons trying to hide or conceal themselves get a +10% (+20% 
  at night) to any attempts of avoiding someone’s Perception test. 
  Voice of Thunder 
  Casting Number: 7 
  Casting Time: Full action 
  Ingredients: A copper neck chain, +1 
  Description: If successful, the caster can make his voice heard 
  over a mile, as if he had the natural strength of carrying it so far. 
  Thaw 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredients: A bowl, +1 
  Description: If successful, the caster can instantly thaw any snow 
  or ice when put in a vessel no matter the outside temperature, up 
  to one pint of fresh water per point in his or her Mag 
  characteristic. 
  Hidey–Hole 
  Casting Number: 9 
  Casting Time: Full action 
  Ingredients: A large leather pouch, +1 
  Description: If the Casting test is successful, the caster creates a 
  Hidey–Hole he or she exactly where to find again, with no rolls 
  needed. The caster can stow away up to 200 Encumbrance points 
  per point in his or her Mag characteristic, in a Hidey–Hole under 
  snow and ice and later find it for retrieval. Only one Hidey–Hole 
  can be active at once. 
  Lesser Murkr Magic 
  The Lesser Magic spells of the Murkr involves a whole lot of 
  natural elements as their natural environment is harsh, rural and 
  cold, but are compared to the Petty Murkr Magic much more 
  potent. 
  Smell the Prey 
  Casting Number: 3 
  Casting Time: Half action 
  Ingredients: A piece of the prey, may it be a blood stain or a piece 
  of cloth that once belonged to it, +1 
  Description: After the Casting roll is successful, the mystic get the 
  exact direction to the target through any kind of weathers or 
  environments. The spell only affects the caster and lasts for Mag 
  characteristic number of hours. 
  Frost’s Brother 
  Casting Number: 4 
  Casting Time: Full action 
  Ingredients: A polar rabbit’s skin, +1 
  Description: After the Casting roll is successful, the mystic can 
  resist almost any kind of natural cold and suffer no damage from it 
  for the duration of the spell. The spell is a touch spell and lasts for 
  24 hours. 
  Equal of the Beast 
  Casting Number: 5 
  Casting Time: Half action 
  Ingredients: A piece of clothing made from the beast made equal, 
  +1 
  Description: After the Casting roll is successful; an animal beast 
  of any kind (wolf, bear, wolverine etc.) is made the equal of the 
  caster and will therefore not attack, unless provoked, but must be 
  in range of (24 yards) of the spell to be affected. This works on a 
  whole pack of the animal in question, which means that the caster 
  of this spell can just walk away if hunted down by them. The 
  beasts will just loose interest and find food or prey elsewhere, but 
  if the caster does not leave the place where the beasts were met and 
  the spell was cast, they might find interest in the mystic yet 
  again… 
  Fangs of the Wolf 
  Casting Number: 6 
  Casting Time: Half action 
  Ingredients: A wolf’s tooth, +1 
  Rolph Segers  
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  Description: After this spell is successfully cast, the canine teeth 
  of the mystic grows into one–inch fangs similar to a Wolf’s fangs, 
  which can be used as a natural weapon with Damage 0+SB and 
  
   
  can be used very efficiently together with Wrestling tests after 
  grappling and holding a foe pinned down. 
  Spirit of the Fox 
  Casting Number: 7 
  Casting Time: Half action 
  Ingredients: A vial of fox blood consumed after spell is cast, +1 
  Description: After this spell is cast, the caster of this spell may 
  climb with double speed and leap twice as long as he normally 
  would be able to do. In addition, Ag characteristic is boosted by 
  +20% for the duration of the spell. The spell is a touch spell and 
  lasts for Mag characteristic number of turns. 
  Soothing Hands 
  Casting Number: 7 
  Casting Time: Full action 
  Ingredients: A golden ring set with a moon stone, +2 
  Description: When this spell is cast and successful, the mystic is 
  bestowed the healing powers of the Murkr, and is able to lying on 
  hands on a wounded target, regardless of being animal or man. For 
  every hour spent with the target, washing it and chanting in 
  Urntunga, the working mystic heals 3 Wounds from any non–
  magical inflicted damage. 
  The Beast’s Roar 
  Casting Number: 8 
  Casting Time: Half action 
  Ingredients: A golden necklace, +1 
  Description: When casting The Beast’s Roar, the mystic shouts a 
  Norse Kaemparyt, which is a Norse battle cheer, on the top of his 
  or her lungs, recognized by anyone speaking Norse. If successful, 
  the caster boosts the morale of any allied warrior within 8 yards, 
  which gains +20 on any terror or fear tests for a number of rounds 
  equal to the Murkr Mag characteristic. 
  Rune of the Servant 
  Casting Number: 9 
  Casting Time: Full action 
  Ingredients: An oak staff, +2 
  Description: When placing a Rune of the Servant upon a target, 
  living or inanimate, the caster creates a spiritual link to the target. 
  If successful, the mystic instantly gets an alarm if anything would 
  pose a threat to it. The alarm is only felt, not seen or heard, and 
  lasts for one moon per Mag characteristic the caster has. The Rune 
  of the Servant is a touch spell and has to be painted, carved or 
  imprinted somehow. If destroyed, the spell is too. 
  Heart’s Mark 
  Casting Number: 11 
  Casting Time: Full action 
  Ingredients: A black blindfold, drenched in fresh blood, +3 
  Description: If the casting of Heart’s Mark is successful, the 
  mystic can “read” what has happened to the target. If it is an 
  inanimate object, the caster can see who has used it, to what and 
  when, if it is a living person, where he or she has been, done and 
  to some extent why. One piece of information per degree of 
  success is given. The GM has the final saying if this spell would 
  upset the balance of the game. 
  Lore of the Ancestors 
  The Lore of the Ancestors is the basic and unrefined magic of the 
  Murkr mystics, and is in many ways the equivalent of Hedge 
  Magic in the Empire, even tough it has been taken further beyond 
  the dabbling of petty and lesser magicians. By calling the spirits of 
  the Ancestors in their own ancient language Urntunga, the mystic 
  can channel the powers of the ancient heroes and myths. To cast 
  the spells below, the Murkr need to speak out with a strong voice 
  and much emotion, as the powers of the ancestor spirits demand 
  devotion and commitment from its users. Therefore, any attempts 
  made trying to recognize the spell caster’s intentions are done with 
  +10% to any Perception tests. 
   
  All spells in this lore has to be studied through the Norse runes, 
  which requires the Murkr to be able to read and write in Norse. 
  Also, the arcane language required for casting the spells is called 
  Urntunga, so the Murkr also has to learn Arcane Language 
  (Urntunga). 
  Lore Skill: Hearth Wisdom (Murkr) – See below 
  Song of the Skogsfru 
  Casting Number: 6 
  Casting Time: Full action 
  Ingredients: The mantle of a dead Jarl, +2 
  Description: The Skogsfru, an ancient and malicious entity, lures 
  unwary travelers into the forests with her beauty until they get 
  lost, when she finally turns upon them and kills them, never to be 
  heard of again. When the Murkr sings the Song of the Skogsfru, 
  he or she can lure any one person to follow them, regardless if it is 
  in forests, mountains or on the plains. If the victim cannot resist a 
  Will Power test with –10%, he or she is urged to follow the Murkr 
  anywhere, until the Murkr chooses to let them go. By that time, 
  the victim may be out of reach for help and completely at the 
  mercy of the Murkr. The victim has to follow the Murkr until he 
  or she can break free of the spell by passing a new Will Power test, 
  gaining a –10% penalty to WP when resisting for every 
  subsequently failed test after the first. Aside from the enticing 
  effect of the spell, nothing else happens except for the song the 
  Murkr sings. 
  Roots of the Evertree 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredients: A gnarled crown of oak, +1 
  Description: When the Roots of the Evertree is called upon, wiry 
  and twisted roots shoots out of the ground and entangles the 
  victim. The victim may roll an Ag test with –30% to avoid them 
  each round, or be grappled by them. If caught by the Roots of the 
  Evertree, the victim or victims may try to escape each round by 
  making a resisted S test versus the Roots strength of 60%. If the 
  victim wins the test, he or she may escape the entanglement, by 
  trying to avoid getting grappled a second time and get out of the 
  area. For as long as the victim(s) are trying to avoid being 
  entangled, they can only move as they had an M characteristic of 
  1, jumping around and dodging. This assumes they are not being 
  entangled by the Roots of the Evertree, in which case they are 
  subject to being grappled and pinned down. Damage is afflicted as 
  per normal wrestling/grappling rules, which the Murkr can apply 
  as see fit. The spell works for Mag number of minutes, affecting 
  up Mag number of victims, and in a small area selected by the 
  Murkr, so use the small template. The Roots of the Evertree can 
  only be called upon if there is earth enough for plants to grow 
  naturally. As the Roots of the Evertree is a part of the world and 
  everything in it, they cannot be completely destroyed by other 
  means than fire, which makes chopping with axes and swords 
  useless, as new Roots shoots up to replace the damaged ones. 
  Voice of the Ancestor 
  Casting Number: 10 
  Casting Time: Special 
  Ingredients: Rare herbs and fungus, +2 
  Rolph Segers  
  The Unofficial Career Book 
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  Description: To witness the Voice of the Ancestor, the Murkr 
  needs to put himself in a sleep–like trance, that normally lasts a 
  whole night. After preparing the rare herbs and fungus correctly 
  (which requires a successful Trade (Herbalist) skill test) and 
  consumed and the spell is sung out, the Murkr soon enters a deep, 
  sleep–like trance. During this period of time, the Murkr is very 
  sensitive to any magical doings in the vicinity, and is very likely to 
  accidentally communicate with both lost souls and the servants of 
  the Norse Gods. If lucky (successful spell test), the Murkr can 
  discern the Voice of the Ancestor from the Otherworld, from 
  where it gives away a secret to the Murkr. The Norse mystic who 
  casts this spell has no control over what of the Ancestor spirit 
  shares, and cannot ask any questions. The Voice of the Ancestor 
  just states something that will occur and will involve the Murkr in 
  some way, even though the message might be very unclear or 
  
   
  enigmatic. Sometimes, just sometimes, the Murkr get a clear and 
  insightful secret from the Ancestor, but this happens only very 
  seldom (when the Murkr gets three or more successes on their spell 
  test). When the Murkr wakes up the following day, he or she is 
  very shaken by the experience and get –10% to all tests for the 
  following 12 hours. 
  Styrka of Grunnsunn 
  Casting Number: 12 
  Casting Time: Half action 
  Ingredients: An adorned silver belt, +3 
  Description: After casting this spell, the Styrka of Grunnsunn 
  provides the Murkr with the strength of the mythical warrior 
  Grunnsunn, who stood alone on the battlefield against thirteen 
  evil trolls. In battle when this spell is cast, the Murkr recieves a +3 
  to SB, which delivers extra damage to any enemy he or she strikes, 
  with or without weapon in hand. This spell lasts for the next 
  attack made by the Murkr after the casting. 
  Justice of Honor 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredients: Sea salt flakes, +1 
  Description: This spell is only to be used in conjunction with 
  Heal skill tests, where the Murkr is bestowed the power of healing 
  almost any wound, if given to the victim wrongfully. If the Heal 
  skill test is successful and the spell test is too, the spell takes effect 
  and heals instantaneously half of all W taken from any single 
  attack. With wrongfully, means wrongfully from a Norse point of 
  view, and basically means cowardly, spinelessly or dishonorable. 
  Included in this concept, would be back–stabbings, ambushes and 
  assassination attempts, as well as if the attack that made the 
  damage is made with a foul mind and bad intent. Any critical 
  wound is automatically restored to a lesser form of damage, even 
  skull fractures and so on. Any IPs given due to the received 
  damage is not affected by the spell. 
  Note: As the Justice of Honor is quite subjective to the 
  interpreter, GM should rule out any difference of opinion. 
  A Hero’s Valor 
  Casting Number: 15 
  Casting Time: Half action 
  Ingredients: An adorned great weapon, +1 
  Description: A Hero’s Valor inspires all combatants and allies to 
  fight with extraordinary determination and steadfastness. When 
  the Murkr proudly sings about A Hero’s Valor, all allied warriors 
  are given +10% on WS, +1 on A and +2 on both SB and TB. This 
  lasts for as many rounds as the Murkr’s Mag characteristic and 
  cover an area equal to the large template. 
  Eye of the Well 
  Casting Number: 17 
  Casting Time: Special 
  Ingredients: A fresh eye taken from a foe, +1; or the Murkr’s own 
  eye, +2 
  Description: This is a very powerful farseeing spell known only to 
  the Murkr of Norsca, but does not come cheaply. When the 
  plucking of the eye this is done, the Murkr inflicts 4 W upon his 
  victim or himself, but is afterwards granted the power of the Eye 
  of the Well. After cast, the Murkr has to stare down the well for 5 
  minus Mag characteristic minutes before the Eye of the Well gives 
  the Murkr its vision; during a single round, the spell provides the 
  caster with a vision of an ally’s whereabouts from far away. The 
  vision is only there for a brief moment (a single round), and the 
  farseeing mystic can look around from that point as he or she was 
  there in person, although without the possibility of 
  communicating to anyone or physically affect anything there. The 
  only condition for this spell to work is that the spell caster must 
  have some sort of emotional bond with the ally – it can not just be 
  member of an organization the Murkr belongs to. For the Eye of 
  the Well, there are no distances to great. 
  Note: If the Murkr have given his own eye at some point casting 
  this spell, the bonus applies to all future attempts of using the Eye 
  in the Well. The drawback is that the Murkr looses his or her sight 
  on that eye permanently (with no way of regenerate it, not even 
  with magic), and is therefore penalized with –30% on all BS tests, 
  as well as on skills involving perspective sight. 
  Sign of the Northern Star 
  Casting Number: 20 
  Casting Time: Half action 
  Ingredients: A great Northern Star tattoo over the chest, +1 
  Description: When calling for a Sign of Northern Star, the 
  Murkr notices anything in close vicinity, even though he or she 
  would normally not do so. As the North Star is legendary in 
  Norsca, like an ever–watching eye, the Murkr casting the Sign of 
  the Northern Star spell receives similar powers. By just passing a 
  normal Perception skill test, the player can ask the GM on single 
  question about the surroundings on which he must answer 
  truthfully. No ambushes is possible, neither is any surprises, and 
  no whispers or activities in the dark will pass the Murkr by. If it 
  fails, the GM does not have to give any information away, or can 
  twist some existing information to some extent. GM has the final 
  saying here. Use the large template. 
  Thunder’s Calling 
  Casting Number: 24 
  Casting Time: Full action 
  Ingredients: A ceremonial staff made from spruce inscribed with 
  Norse runes, +1 
  Description: When the mystic asks for Thunder’s Calling, strong 
  winds blow up around the Murkr. At will, the he or she can direct 
  the winds and thus decreasing or increasing Movement 
  characteristic with up or down with 2 for all inside his or her area 
  of influence (use the large template). In addition, the Murkr can 
  release up till three lightning strikes per round, which all counts as 
  magic missiles with a Damage of 5 (metal armor gives no 
  protection). They can hit the same or different targets up to 36 
  yards away from the spell caster. The winds dissipate and the 
  lightnings stop after Mag characteristic number of rounds. 
  Lore of the Weavers 
  This lore teaches the Murkr the way of spirit communication, 
  charming and mastering, even the more subversive art of spirit 
  commanding. The Weavers were ancient Witches, who protected 
  the Norse people from harm during many countless Chaos 
  invasions, and thus gave their names to this mystical path. When 
  taught, the mystic learns spells that may or may not harm spirits in 
  ways that normally would never possible. The darker powers of 
  the Otherworld easily recognizes this as screams and whispers are 
  carried far much longer in their world than ours, which makes 
  users of this lore living beacons for deamons and malicious souls 
  lurking there. More than one mystic have realized this too late, 
  finding themselves on the Grey Shores sooner than expected... 
   
  Murkr which master the Lore of the Weavers become distant and 
  dreamy in their gaze and can sometimes seem to merge with any 
  shadows they stand in. In time, they become even more enigmatic 
  and quiet, and some start talking in riddles, making them hard to 
  interact with. 
  Lore Skill: Hearth Wisdom (Murkr) 
  True Eyes 
  Casting Number: 6 
  Casting Time: Special 
  Ingredients: Two copper coins put over the mystics eyes (+1) 
  Rolph Segers  
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  V.1.0 
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  Description: The spell needs at least a night’s trance–like sleep (8 
  hours) to function, and when the Murkr wakes up, the spell test is 
  made. If the test is successful, the True Eyes shows the Murkr the 
  way to a person with the Murkrsyn gift within the Mag 
  characteristic number of miles from the mystic. If any gifted 
  individual is within range of the spell, the Murkr receives a dream 
  vision as if the mystic was floating in the sky above the subject. 
  The vision lasts for Mag characteristic number of minutes and the 
  Murkr can only see where the target is and what is happening 
  
   
  around its close vicinity. As the distance can be quite far the mystic 
  need to pass an Orientation test with a –10% penalty for every 
  mile the target is beyond the first. For an example; if a gifted 
  person is four miles away from a Murkr who succeeds with the 
  True Eyes, he or she receives –30% on the Orientation skill test. If 
  the GM deems it possible, a Tracking test can be made where each 
  degree of success reduces the penalty with 10% each. 
  Dream Path 
  Casting Number: 8 
  Casting Time: Full action 
  Ingredients: A small leather drum made from a pregnant ewe (+1) 
  Description: Dream Path is cast on another person who must be 
  asleep for the spell to take effect, and the Murkr must be sitting 
  next to the target touching it. If the Murkr succeeds with the spell 
  test, a brief yet fully functional gate to the Otherworld opens up in 
  the target’s dreamworld. For a number of minutes equal to the 
  mystic’s Mag characteristic, the target is able to see and interact 
  with the spirit inhabitants just as if he or she was gifted with 
  Murkrsyn (with the exception of the bonus on Intimidation tests, 
  which only is a Murkr benefit). This spell is basically used as a way 
  of letting people have a last conversation with recently deceased 
  loved ones, to let them repent words said in anger and make 
  amends. This is one of the spells that have brought the Murkr 
  their popularity and given them the reputation of being shamans 
  with the ability to cross over to the Otherworld, even if this is one 
  of the less powerful spells of their kin. 
  Spirit Fetter 
  Casting Number: 11 
  Casting Time: Full action 
  Ingredients: A small wooden wheel in a copper chain with copper 
  spokes (+2) 
  Description: When a Spirit fetter is cast, the Murkr can transfix a 
  spirit, ghost or ethereal being to a place until the spirit reveals a 
  piece of information the Murkr wants. A resisted Will Power test 
  is required and if the mystic wins, the spirit is forever fettered to 
  the spot where the Spirit fetter is cast, or until the information the 
  mystic wants is released. If the Will Power test is won by the spirit, 
  nothing happens except that the spirit may become insulted and 
  enraged due to the attempt of enchanting the spirit. If the spirit 
  has no information to give, or if the Murkr wrongfully accuses the 
  spirit of withholding anything, the spell simply has no effect. 
  Needless to say, this power easily makes the Murkr unpopular in 
  the Otherworld. 
  Mystic’s Shield 
  Casting Number: 12 
  Casting Time: Half action 
  Ingredients: A small statue of an ancestor used at ceremonial 
  masses (+3) 
  Description: The Mystic’s Shield provides the caster of protection 
  against any kind of spiritual assailant, may it be a ghost, banshee or 
  daemon. During the duration of the spell, the caster is immune to 
  all types of Fear–related tests and receives an additional 3 AP 
  against any attacks made by ethereal beings. The Mystic’s Shield 
  lasts for a number of rounds equal to the mystic’s Mag 
  characteristic. 
  Sjaelaeld 
  Casting Number: 14 
  Casting Time: Full action 
  Ingredients: A dose of ashes from dead child (+3) 
  Description: When the Murkr releases the soulfires of Sjaelaeld, 
  the mystic engulfs any target (with a soul, living or dead) within 
  36 yards with the grey spiritual powers of decay from the 
  otherworld, which counts as a magic missile with Damage 5. 
  Calling the Ancestor Hero 
  Casting Number: 17 
  Casting Time: Full action 
  Ingredients: A bone splinter of the hero (+3) 
  Description: When Calling the Ancestor Hero, the Murkr 
  summons the spirit of a long dead hero of the Norse, to fight for 
  the mystic cause and his or her enemies. The hero remains for a 
  number of minutes equal to the Mag characteristic of the Murkr. 
  The hero fights with its own will, which means it cannot have its 
  actions controlled or manipulated by the Murkr, but rather 
  follows requests as an ally would normally do. When the spell 
  expires, the Ancestor Hero stands still for a moment, before 
  looking the mystic deeply into the eyes before vanishing. Read 
  more about the Ancestor Hero below. 
  Wisdom of the Dead 
  Casting Number: 19 
  Casting Time: Half action 
  Ingredients: A crude crystal in a necklace (+1) 
  Description: By casting the Wisdom of the Dead, the Murkr 
  appeals to the spirits in the Otherworld for the truth about a 
  person. If the spell test succeeds, the voices of the dead pass over 
  to the world of the living, as wailing and howling winds tells 
  anybody within earshot about the deceitfulness of the target. As a 
  result, the target is stripped of any illusionary powers, as well as 
  any disguises or stealth abilities, as well as having any secrets or 
  hidden information revealed for the mystic. To resist the powers 
  of this spell, the target (man or spirit) has to win a resisted Will 
  Power test with the Murkr, and if failed, the spirits will tell the 
  caster anything about the target, secret or not. One can not turn a 
  blind eye to the Wisdom of the Dead. 
  Shroudsight 
  Casting Number: 21 
  Casting Time: Full action 
  Ingredients: A jagged iron knife (+1) 
  Description: When casting Shroudsight, the mystic reaches 
  beyond the shroud that keeps the Otherworld from ours, and can 
  suddenly see far away, as distance and the sands of time seldom 
  passes as in our own world. When activated, the senses of the 
  Murkr is suddenly blurred and If successful casting the spell, the 
  Murkr can scan whole landscapes from a spirit raven’s perspective 
  very, very fast. By making a Search test, the mystic can examine 
  areas in the size of whole Samholds in matter of turns, although 
  details might be difficult, if not impossible to grab hold of. For 
  each degree of success the mystic receives one detail of the 
  landscape within the range of this spell, otherwise the GM just 
  gives the player of the general look of the area overviewed. This 
  information can hold useful information anyway, like the 
  sightings of enemy forces closing in, or whether a village has been 
  burned or not. Details include more specific information, like if a 
  specific person was travelling a caravan down the road, if any 
  hunter can be seen in the forest or if the Jarl has any bodyguards 
  nearby at the moment. The spell lasts for as many rounds as the 
  mystic’s Mag characteristic, and the range equal to as many miles 
  in a radius from the caster. While the spell lasts, the Murkr can 
  not take any other actions, and is subject to the +30% 
  modifications on all attacks made upon him. 
  General of the Restless 
  Casting Number: 25 
  Casting Time: Full action 
  Ingredients: A crown made from human bones (+3) 
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -45- 
  Description: If a Murkr casts this spell, he or she summons the 
  forces of the Otherworld and becomes a General of the Restless. If 
  success is reached on the spell test, spirit warriors of the ancestors 
  rises to the call of the Murkr, to fight his enemies under the 
  duration of the spell. First, calculate how many restless warriors 
  that are summoned (like the Charm skill the spell’s effectiveness is 
  based on Fel characteristic, plus effects of the Public Speaking 
  talent), then determine the different types of spirits by using the 
  ratio 9–3–1, which means for every nine spirit warriors, there will 
  be three barrowmen and one wraith. So for an example, if a mystic 
  with 49 in Fel, would be able to call upon 49 spirits in total, 
  which mean in detailed numbers; 5 wraiths, 15 barrowmen and 
  24 spirit warriors. What is important to remember is, that the 
  spirits summoned are not hostile to anyone else than towards the 
  enemies of the Murkr, this only makes any Fear tests forced upon 
  
   
  these as well. They stay and fight for a number of minutes equal to 
  the mystic’s Mag characteristic. The effects of this spell is so 
  powerful that it is felt through the fabric of the real world, and 
  anyone within a mile per 10 spirits summoned gets chills along 
  their spines, and nightmares are common. Even if this spell is 
  allowed by the Inner Circle of the Murkr to be used, misuse or 
  such heavily punished, as darker beings sometimes slip through 
  instead of friendly ancestor spirits... 
  New Magic Ritual 
  The Cleansing of a Pure Heart 
  and Rebirth of a Champion  
   
  Type: Murkr 
  Arcane Language: Urntunga 
  Magic : 4 
  XP: 650 
  Ingredients: A young warrior, pure at heart and untainted with 
  Chaos, that will be the center of the ritual, 13 bowls of Beastmen 
  blood, and the severed head of a Chaotic Warrior on a copper 
  plate. A stone altar inscribed with powerful Ward runes on top of 
  a hill with view over Norsca in all four directions. 
   
  Conditions: Under a new moon, seven Hargírs chant for seven 
  hours. Every one of the seven ceremonial masters has each to pass 
  an Academic Knowledge (Murkr) test every hour to perform their 
  duties accordingly. Every failure prolongs the ritual by one hour, 
  until all succeeds or fails beyond exhaustion. Modifications can be 
  made to these tests for the Hargírs with right preparations and 
  training. After washing the warrior in the blood of the Beastmen, 
  and laying him down on the altar, the ritual performer, usually a 
  Foreseer with great experience, starts tattooing the warrior’s body 
  for the duration of the ritual. 
   
  Consequences: If the Casting Roll fails, thunder rumbles and a 
  lightning strikes down and instantly kills the warrior, as well as 
  giving the ritual participants a Damage 4 lightning bolt each. If 
  anyone of the seven fails their Academic Knowledge (Murkr) test, 
  the ritual is only prolonged as stated above. 
   
  Casting Number: 27 
  Casting Time: 7 hours 
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -46- 
  Description: If the ritual is successful, ancient spirits swarm the 
  skies and are swirled down into the chest of the warrior who is 
  infused by the mystical powers of the Otherworld. The forces that 
  now pass through the warrior are euphoric, and the warrior rises in 
  a roar that can be heard for many miles. The warrior instantly 
  gains the Murkrsyn talent, as well as Very Strong and Very 
  Resilient talents, even though he or she might have bought them 
  before (they are allowed to be taken a second time due to the 
  powers involved), and is allowed to enter the Champion of the 
  Ancestors career. The changes are permanent. Once this ritual is 
  performed, this epic event changes the whole persona of the 
  warrior and he or she receives 1D10 Insanity Points. He or she 
  can hear the spirits of the ancestors constantly, which without the 
  right tempering will drive him or her insane. Proper training of 
  the Murkr is now needed and the newly Reborn Champion follow 
  the mystics back to Kringringla. After a few years, the Champion 
  of the Ancestors might be seen anywhere, attending his or her own 
  errands, in solitude or in company of others. 
  
   
   
  Appendix VII: 
  Witches and Warlocks – Unsanctioned Magisters 
   
   
   Hedge Wizardry is the catchall pejorative, given by the Collegiate 
  Magisters, to the largely self-taught sorcerers of the Empire that 
  possess no sanctioned formal training and little academic tuition 
  or education. Magic users found outside the boundaries of the 
  Empire are generally also labelled Hedge Wizards, but such 
  practitioners are usually left to their own devices, and remain 
  unbothered by Imperial Collegiate Magisters and Witch Hunters.  
   
  Unlike Witches and Warlocks, more learned sorcerers seek to 
  improve their potential and power by searching for and 
  accumulating magical texts and magical artefacts – though the 
  inevitable psychological and physiological degradation caused by 
  Dark Magic may have already claimed their humanity and sanity. 
   
  In terms of game use, the Sorcerer is an advanced career that 
  follows on from Warlock. It provides the final step along the path 
  of the non-college magic user, where the lack of magical guidance 
  inevitably results in the corruption of both body and mind.  
   
    
  The Sorcerer has access to a wide range of spells through the 
  Witchcraft Talent (at 200 xp per spell for spells with CN ≤ 15) 
  and additionally is trained in Daemonology or Necromancy. 
  Furthermore, and at the GMs approval, Witches, Warlocks and 
  Unsanctioned Magisters may purchase special Hedge-Magic spells 
  through the Witchcraft talent at 100 xp per spell by taking Hedge-
  Magic spells from the following article  
   
  http://www.blackindustries.com/pdf/articles/hedge-magic.pdf 
   
  GMs may also find it useful to include animated golems and 
  advanced rules for herbalism from the following articles when 
  dealing with PC and NPC witches. 
    
  http://www.blackindustries.com/pdf/articles/manikins.pdf 
   
  http://www.blackindustries.com/pdf/wfrp_oth_herbalism.pdf 
  Dark Lore (Necromancy) 
  Expanded Spells 
  Each of the following spells can be purchased with the Extra Spell 
  Talent which gives access to additional spells at the cost of 100 xp 
  for each single spell. 
  Locate Corpse  
  Casting Number: 6  
  Casting Time: Half action  
  Ingredients: A finger bone (+1)  
  Description: The caster can locate any corpse, buried or 
  otherwise, within 96 yards that is suitable for use with undead 
  summoning spells. The nature of the corpse – whether it is 
  protected from animation by magic, or if it suitable for the 
  summoning of Wights (advanced career) – is also made known by 
  this spell.  
  Embalm  
  Casting Number: 10  
  Casting Time: Full action  
  Ingredients: A vial of embalming fluid (+1)  
  Description: The caster can heal a single undead within Touch 
  range of 1d10 Wounds. This spell has no effect on living creatures 
  or ethereal undead.  
  Tomb Rot  
  Casting Number: 12  
  Casting Time: Full action  
  Ingredients: Bandages from a mummy (+2)  
  Description: The caster attempts to drain the health from a single 
  target within Touch Range. The touched skin blisters and decays, 
  inflicting a single Wound on the target. Additionally, if the target 
  fails a WP Test, they are stricken with tomb rot and appear to 
  quickly age and decay, losing 5% from Toughness, Agility and 
  Fellowship, and suffer continuing effects as described below.  
   
  Additional effects of tomb rot are otherwise considered to be a 
  disease (WFRP 136). A failed Disease Test will cause the victim to 
  contract a wasting disease with duration of 10 days (modified by 
  any cures or Toughness results as normal). Each day, the victim 
  must pass a Toughness Test or lose an additional 5% from 
  Toughness, Agility and Fellowship. If Agility or Fellowship 
  reaches zero the victim is bed stricken and unable to move, while 
  if Toughness reaches zero, the target dies.  
   
  Any lost characteristic points, including the initial effects of the 
  spell will recover at the rate of 5% per day once the disease has 
  been lifted (or avoided). A permanent loss of 5% to Fellowship is 
  suffered due to the withering effects of tomb rot.  
  Wight Blade  
  Casting Number: 13  
  Casting Time: Half action  
  Ingredients: A long bone of a humanoid (leg or arm) (+1)  
  Description: The caster summons a magical shimmering blade. 
  The blade counts as magical, and if a Critical Hit is scored with 
  the weapon, two rolls are allowed and the highest result is chosen. 
  The Wight Blade remains in existence for a minute (6 rounds) or 
  is dispelled sooner if it leaves the caster’s hand (disarming, 
  dropping, etc.).  
  Blood Bridge  
  Casting Number: 14  
  Casting Time: Half action  
  Ingredients: A blood soaked cloth (+2)  
  Description: The caster draws the blood from a living creature 
  within 24 yards. The target is drained of blood and suffers a 
  number of Wounds equal to the caster’s Magic Characteristic 
  regardless of TB or armour. This stolen blood heals the caster, 
  who in turn regains a number of Wounds equal to his Magic 
  Characteristic.  
  Rigor Mortis  
  Casting Number: 14  
  Casting Time: Half action  
  Ingredients: Shackles from a prisoner that has died while 
  incarcerated (+2)  
  Description: A single target within 12 yards must pass a Will 
  Power test or have their limbs stiffened under the weight of death. 
  The affected character can only take a single half action for a 
  number of rounds equal to the caster’s Magic Characteristic and 
  has their Agility halved (rounded up) for the duration of the spell.  
  Extend Control  
  Casting Number: 15  
  Casting Time: Full action  
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -47- 
  Ingredients: The brain of a magician (+2)  
  
   
  Description: This spell enables the caster to control undead 
  beyond the normal range of 48 yards, extending the control to half 
  a mile (880 yards). Extend Control lasts a number of hours equal 
  to the caster’s Magic Characteristic.  
  Spirit Form  
  Casting Number: 17  
  Casting Time: Two full actions  
  Ingredients: A piece of gossamer (+2)  
  Description: The caster can use this spell to enter an ethereal state 
  in a similar manner to Spiritual Undead. While ethereal, the caster 
  can become visible or invisible at will, cannot attack or cast spells, 
  but is otherwise immune to non-magical forms of attack. The 
  ethereal ability is identical to the Ethereal Talent (OWB 77).  
   
  The caster can remain ethereal for a number of hours equal to his 
  Magic Characteristic, although once Spirit Form is cancelled it 
  must be recast if the caster wishes to become ethereal again. All 
  possessions of the caster, except living creatures, are also affected 
  by this spell and become ethereal.  
  Feign Death  
  Casting Number: 18  
  Casting Time: Full action  
  Ingredients: A vial of poison (+2)  
  Description: The caster is able to enter a deep hibernation and 
  appear dead. While in this deep hibernation, the caster is not 
  required to breathe, and shows no signs of life, and will become 
  cold (room temperature) like a genuine corpse. Examination by 
  characters with the Heal Skill will determine that the character is 
  dead.  
   
  The character may remain in this state for up to a number of days 
  equal to his Magic Characteristic. The caster may wake up before 
  this maximum duration, but the time of hibernation must be 
  specified when the spell is cast. Additionally, the caster has no 
  powers of perception while under the spells effects.  
   
  Once cast, the hibernation may be invoked within a number of 
  rounds equal to the caster’s Magic Characteristic as a Free Action. 
  In this way the caster is able to more convincingly feign death if 
  struck by a weapon or spell, for example.  
  Skeleton Guardian  
  Casting Number: 19  
  Casting Time: A full and a half action  
  Ingredients: A weapon or piece of armour from a dead hero (+2)  
  Description: The caster raises a single undead skeleton to act as a 
  guardian, and must be cast within 12 yards of a corpse of an 
  Advanced Character. A fresh corpse will quickly wither and 
  desiccate, shedding its skin to reveal shiny white bone, while an 
  older corpse will be cleaned of dirt and age.  
  The statistics for the skeleton guardian are given above. The 
  skeleton guardian must be controlled as normal.  
  Skills, Talents, and Special Rules are identical to a normal 
  Skeleton (OWB 108), except that it can be assumed that the 
  skeleton guardian can use any specialist hand-to-hand weapon 
  without penalty.  
   
  - Skeleton Guardian -  
   Main Profile
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP Fel
  45% 
  30% 
  45% 
  40% 
  40% 
  - 
  - 
  - 
   Secondary Profile
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP
  2 
  14 
  4 
  4 
  4 
  - 
  - 
  - 
  Maintain Control  
  Casting Number: 20  
  Casting Time: Full action  
  Ingredients: Essences of a vampire (+3)  
  Description: This spell enables the caster to imbue otherwise 
  Mindless Undead, such as skeletons or zombies, with a degree of 
  autonomy. This spell affects a number of undead equal to the 
  caster’s Magic Characteristic and all undead must be within 
  Touch Range for the spell to work. The caster casts the spell and 
  must touch each targeted undead within 1 round (it is reasonable 
  to expect that 3-4 undead could be touched in a single round if 
  they are all within Touch Range).  
   
  Affected undead no longer require the control of a necromancer or 
  vampire to remain animated, although they are still limited to 
  simple tasks such as attacking and guarding. This spell is most 
  useful for permanently animating undead guardians to protect 
  ruins or tombs in the necromancer’s absence.  
  Spirit Speak  
  Casting Number: 21  
  Casting Time: Full action  
  Ingredients: A stick of incense (+3)  
  Description: This spell enables the caster to converse with a 
  recently killed creature within Touch Range. The discussion must 
  be made within 1 minute (6 rounds) of the character’s death or 
  the soul may already have passed to the realm of Morr. Due to the 
  shock of dying, the slain creature will most likely be unaware of 
  his death and quite confused. The caster must therefore utilise a 
  degree of tact, and must pass Charm Tests as dictated by the GM 
  to successfully converse with the spirit.  
  Wail Of The Banshee  
  Casting Number: 22  
  Casting Time: Half action  
  Ingredients: The tongue of an orphan (+3)  
  Description: The caster emits a terrifying howl of pure evil, 
  affecting all creatures not immune to Fear and Terror within 5 
  yards (large template). Affected victims must pass a WP Test or 
  suffer 1d10 Wounds regardless of TB or armour. Characters 
  within the area of affect also suffer from Terror of the caster until 
  the following round and must make any relevant Terror Tests or 
  flee and gain insanity points as appropriate.  
  Curse Of Undeath  
  Casting Number: 26  
  Casting Time: Two full actions  
  Ingredients: The hand of a liche, mummy or vampire (+3)  
  Description: This spell may be cast against any character under 
  10 feet tall within 48 yards. The victim is allowed a WP Test to 
  resist the effects. If this is failed, the victim begins to transform 
  into an undead creature. At the beginning of each subsequent 
  round, the victim loses 1d10 points of Strength; the victim dies 
  and becomes an undead creature if their strength is reduced to 
  zero. The progress of undeath may only be halted by dispelling or 
  otherwise cancelling the spell. Slaying the necromancer will not 
  halt the spells effects.  
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -48- 
  A character that becomes undead is considered a normal Zombie, 
  and must be controlled as normal. If dispelled, the victim 
  permanently loses any Strength due to the hideous wasting effects 
  of the curse.  
  
   
  Necromantic Rituals 
  Possession  
  Type: Arcane (Necromantic)  
  Arcane Language: Magick  
  Magic: 3  
  XP: 300  
  Conditions: The caster must capture and bind a humanoid host 
  whose body he wishes to inhabit. During the 24 hours casting 
  time of the ritual, the necromancer must gradually cut and drain 
  the blood from both himself and the host into a golden chalice. 
  Both the host and the necromancer will be reduced to 0 Wounds 
  during the course of the ritual (at about a rate of 1 Wound every 2 
  hours).  
  Consequences: If the Casting Roll is failed the caster’s spirit fails 
  to subdue the host and becomes trapped at the source of the ritual 
  as a Ghost (OWB 109). The caster dies and haunts the site until 
  banished.  
  Casting Number: 18  
  Casting Time: variable as above 
  Description:  
  If successfully casts, this spell enables the caster’s spirit to leave his 
  body and inhabit a host. The caster and host make opposed Will 
  power Tests. If the caster loses the Opposed Test he is rejected 
  from the host but simply continues to exist in his previous body 
  and is otherwise not penalised. If the caster wins, or the result is a 
  draw, the caster inhabits the host creature. The caster’s body dies, 
  and the caster has a new physical form of the host.  
  The victim’s psyche is not destroyed, but is suppressed by the 
  possessing necromancer. The necromancer does not gain access to 
  the thoughts, memories, and knowledge of the host, and if the 
  caster is driven from the host by an Exorcism, the host regains full 
  control.  
  Having acquired a new body, the necromancer’s mental 
  characteristics (Int, WP) are unchanged. The caster’s new Fel score 
  is an average of the host’s and the caster’s to take into account the 
  combination of charm and attractiveness that constitutes 
  Fellowship (do not include losses from Cadervous Appearance 
  etc). All other characteristics are that of the host creature. All 
  Skills, Talents and magical abilities remain those of the caster.  
  Besides removal by Exorcism, the caster can be forced from the 
  host under rare circumstances where the necromancer’s will 
  becomes compromised. On the roll of 100 (00) on any future Will 
  Power Test made by the possessing necromancer, the host and 
  caster must make Opposed WP Tests. If the caster wins there are 
  no effects and any future Opposed WP Tests with the host are 
  made with a cumulative +10% advantage. In the advent of a draw, 
  the host is able to regain control and choose one half action of the 
  necromancers actions for the following round. If the host wins, 
  the host is able to regain control and choose the necromancers 
  actions for the following round and the host gains a cumulative 
  +10% to any future Opposed WP Tests. Additionally, if the host 
  is ever able to win 3 Opposed Tests in a row (which will almost 
  certainly be spaced many days, weeks, or months apart due to the 
  likelihood of rolling 00), the host displaces the necromancer and 
  his soul is scattered to the wind - the host being finally free.  
  Army Of The Dead  
  Type: Arcane (Necromantic)  
  Arcane Language: Magick  
  Magic: 4  
  XP: 400  
  Conditions: The caster must perform the ritual at a site containing 
  at least 100 dead, such as a graveyard or other burial site, or the 
  recent scene of a large battle (with corpses lying about). During 
  the course of the ritual, a witch hunter, or another individual or 
  priest devoted to the extermination of chaos, must be first tortured 
  to death and hung within the burial site.  
  Consequences: If the Casting Roll is failed the caster must pass a 
  Will Power Test or gain the Cadaverous Appearance Side Effect. 
  The caster’s body is also racked with chaos energy, and his 
  Strength and Toughness are reduced to 5% until a full week (8 
  days) has elapsed.  
  Casting Number: 25  
  Casting Time: One hour  
  Description:  
  The caster calls forth a mixture of Skeletons and Zombies that 
  burst from the ground or simply animate from dead corpses. A 
  number of undead equal to the caster’s Will Power are 
  summoned; the approximate breakdown being 50% skeletons and 
  50% zombies. The undead do not need to be controlled in the 
  traditional sense and are instead given a single order, such as 
  “defend me” or “attack the town”. The raised dead last until the 
  next sunrise, after which they collapse as normal corpses and 
  quickly decay to dust. 
   
  Rolph Segers  
  The Unofficial Career Book 
  V.1.0 
  -49- 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Kalevala/The Unofficial Tome of Careers V1.0.pdf