(Obligatory copyright statement)
I am releasing the following material I have written which may be used
only in a GM's home campaign. I reserve all rights to the descriptive
material (except the Ulrican descriptions as those rights belong to myself
and Anthony Ragan) while system-specific material is copyright by GW.
Alfred Nunez
MadAlfred@AOL.com
Hauptdirektor-Schwarzmantel
Cultivators: (Basic)
Cultivators (also known as Seeders, Harvesters, or Greenpants) are
wanderers who are experts in the conservation and replenishment of the
earth's fertility, as well as the treatment of diseased plants. They travel
from village to village sharing their lore with the local farmers and assist
them if needed. Some Cultivators have taken to planting and tending (as well
as protecting) orchards on a small cleared parcel of land along roads in the
wilderness. The famous Johann Kirschesaat (who planted fruit trees along the
Nuln-Moot Road to feed weary travelers) is an example of this type of
Cultivator.
To become a Cultivator, one must have been an initiate of Rhya for at
least one year and selected by a second level Cleric.
Advance Scheme
M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
| +10 | +20 | | +1 | +2 | +20 | | | +10 | | | +10 | +20 |
Skills | Trappings |
- concealment rural
- cure disease (plants only)
- dowsing
- herb lore
- identify plant
- silent move rural
- specialist weapon- double-handed (flails only)
- specialist weapon- polearms
- specialist weapon- flail.
|
- Bow
- flail
- pruning saw
- seed pouches
|
Career Entrance: Initiate (Rhya)
Career Exits: Cleric (Level 1- Rhya), Explorer, Scout