retourHeroWars/HeroQuest : Occupation Keywords for the Rightarm Islands
Article Card:
Title:Occupation Keywords for the Rightarm Islands
Identifier:299
Created on:2004-03-15 at 10:43
Created by:Eliane Jaulmes
Modified on:2004-03-15 at 10:43
Modified by:Eliane Jaulmes
Credits :
Abstract:Keywords for the main occupations in the Rightarm Islands.
Contributors:Jérôme Blondel (author), Jean-Michel Armand (proofreader), Philippe Sigaud (proofreader), Edern Rio (proofreader), Eliane Jaulmes (translator)
Subjects:heroquest, Rightarm Islands
Keywords:admiral, Cauldron Stirrer, Choralinthor, Daliath, Diros, fisherman, galleyman, Great Admiral of the Ships, heroquest, housewife, hunter, Iluriad, merchant, Pelaskos, Priestess, Rightarm Islands, village, Wachaza, war fleet, Wise One
See also:The village council in the Righarm Islands(45%), Role of the Wise Ones in the Pelaskite society(45%), The Admiral and the Priestess in the Rightarm Islands(45%), Trade and Exchange in the Rightarm Islands(35%), Life in a Pelaskite village(25%), Fishing and Picking in the Rightarm Islands(25%), Ships and Navigation in the Rightarm Islands(25%), The Holy Country political organization(20%), The Tournament of Masters of Luck and Death(15%), Description of the Pelaskite family(15%)
Appears in:-
Rightarm Islands
Rightarm IslandsOccupation Keywords for the Rightarm IslandsRightarm Islands

The following HeroQuest occupations are suitable for Rightarm Islands inhabitants:

Entertainer, Farmer (that is, clam-gatherers and the like), Healer, Hunter, Merchant, Sailor, Scholar, Warrior

Here are some possible new Occupations:

Merchant Boatman
Boatman is the typical occupation of a Pelaskite who do not like fishing. They often become travelling and adventurous merchants on their barges or guides in the marshes. The life of a boatman is unquestionably full of surprises and interesting events, but there is no more to say concerning the occupation itself.
Physical Skills: Row, Sail, Strong, Keen Eye, Stow Cargo.
Mental Skills: Bay Knowledge, Marshes Knowledge, Assess Good, Assess Person, Joke, Haggle.
Typical Personality: Merry, Efficient, or Cunning.
Typical Relations: Ship, Contacts in Mirrorsea, Contacts in Villages.
Magic: Pelaskos the Founder, Diros the Boatman.
Unusual Magic: Heler, Issaries the Boatman.
Standard of Living: common.
Equipment: Ship, Cargo, all that is needed on a ship.

Hunter in the marshes
The traditional marshes hunter walks silently on his stilts in the darkest and foulest corners of the marshes, where the birds hide. His eyes and ears are always on the look-out, looking for a prey. When he sees a bird in the herbs or a marsh hare, he will kill it with a single arrow. He will let his harrier fly if the bird takes flight.
Physical Skills: Walk on Stilts, Shoot with a Bow, Keen Eye, Walk Silently, Carve Meat.
Mental Skills: Know Marshes Animals, Tame Harrier, Listen, Imitate Bird Calls.
Typical Personality: Patient.
Magic: Pelaskos the Founder. Marshes hunters often know a shaman able to provide them with hunt charms.
Standard of Living: common.
Equipment: Bow and arrows, stilts, Game bag, tamed harrier.

Housewife
It is the inescapable fate of most Rightarm Islands women. The appellation is somewhat misleading, for the women of the village, who take care of the huts, prepare the food, serve it, etc. spend a lot of time outside the house. Besides, married women have their say in the political matters of the of hut.
Physical Skills: Pick Plants, Gardening, Accommodate Seafood, Weave Marsh Linen, Domestic Work, Find Shellfishes, Hide.
Mental Skills: Preserve Food, Decorate Hut, Heal with Herbs.
Typical Personality: Vigorous, Efficient.
Typical Relations: Hut.
Magic: Iluriad the Oyster Mother or Iluriad the Mother-of-pearl Daughter.
Unusual Magic: Ernalda, Triolina, Heler.
Standard of Living: Medium.
Equipment: kitchen utensils +1, broom +3, pottery +1, baskets, etc.

Pharaoh's Galleyman
They are very mean. They are trained to be thus. They eat only fish stew, with the fishbone. They wake up early. They raw all day long. They are woken up at night to do press-ups. And they spend months and months in a virile brotherhood atmosphere, too virile. The Pharaoh needed soldiers experienced with the sea to fight pirates, and he managed to make killers out of peaceful people. Their face is tattooed with sharks mouths. Their teeth are filed pointed sharp. They fight with notched harpoons and beat shark leather drums before ship collision. Since the Pharaoh's warfleet has broken up, most of the Pharaoh's galleymen work for the Great Admiral of the Ships, but some have simply joined the Wolves Pirates. Some say that a few went living in the deep marshes and formed a cannibal clan.
Physical Skills: Ship Manoeuvre, Harpoon and Net Fighting, Biting, Throw Harpoon, Leap, Swim Holding his Breath, Strong, Tough, Row.
Mental Skills: No Brain No Pain, Frighten, Go at a Prey Unrelentingly.
Typical Personality: Intrepid, Nasty.
Typical Relations: Crew, Pharaoh's Warfleet.
Magic: Wachaza.
Equipment: Teeth filed pointed sharp +1, shark leather armour and net +2, notched harpoon +3, tattoos.
Flaws: Pharaoh's galleymen are recognised and feared in the whole Holy Country. Some even say they prefer pirates. The serving galleymen lead a terrible and hard life.

Young Priestess
The young priestesses of the Mother-of-pearls Daughter help the Priestess of the Oyster Mother. Chosen for their beauty, they are pitilessly trained into the arts of divination, practised by absorbing certain algae and shellfishes before diving in the marsh, speaking with the water creatures and find special shellfishes for a sacrifice to Iluriad.
Physical Skills: As Beautiful as a Pearl, Knife Fighting, Dive Holding her Breath, Find Shellfishes, Find Algae, Concoct Mixtures, Swim.
Mental Skills: Iluriad Mythology, Pray Iluriad, Sacrifice Shellfishes, Feel Gods Presence, Feel Spirits Presence.
Typical Personnality: No typical personality.
Typical Relations: Priestess of the Oyster Mother, Old Ones.
Magic: Iluriad the Mother-of-pearl Daughter.
Standard of Living: common.
Equipment: Pearly-Handled Knife +1 (and +1 against spirits if the priestess uses Iluriad's feats), Swimsuit.
Note: The name of this occupation does not imply any condition on the age of the priestess.

Marsh Fisherman
The fishermen satisfied with only the products of the marshes have less abundant catches than their more numerous brothers fishing in the sea. However, they have a good knowledge of the marshes and the islands and sometimes bring back rare and precious species.
Physical Skills: Craft a Lobster Pot, Craft a Net, Throw Harpoon, Go Angling, Fish with a Net, Cook Fish.
Mental Skills: Knowledge of Fishes, Knowledge of Marshes.
Typical Personality: Patient, Taciturn.
Magic: Pelaskos the Founder.
Unusual Magic: Choralinthor Tradition.
Standard of Living: Medium.
Equipment: Material for fish hooks, baits, fishing rods, Lobster Pots, Boat (all belong to the village).

Sea Fisherman
Most of the islanders fish in the waters of Mirrorsea, and like the salted air and the sun warming their skin. Those who do not want to smell earth anymore go far in deep-sea, on the outside sea, where the fishing is the best, but the risks are greater.
Physical Skills: Tough, Row, Sail, Fish with a Harpoon, Fish with a Net, Cook Fish.
Mental Skills: Knowledge of Fishes, Knowledge of the Sea.
Typical Personality: Patient, Taciturn.
Typical Relations: Ship.
Magic: Pelaskos the Fisherman.
Unusual Magic: Choralinthor, Dormal, Heler.
Standard of Living: Medium.
Equipment: Ship, etc.

Advanced Occupations:

Admiral
The admirals are the fisher-masters leading the Pelaskos' flotilla with the help of the village spirits- and god-talkers and the council of elders. Their ceremonial role comes with an obligation to inform the villages of what happens in the outside world. The admirals can become great admirals (leading whole islands) and even, one day, maybe, the Great Admiral of the Ships.

Prerequisites: At least 10W in a speech- or diplomacy-related ability. At least 1W in his relation to the village and in three fisherman skills. Only men can become Admirals.
Physical Abilities: Ritual Dances, Public Speech
Mental Abilities: Lead Flotilla, Ludoch Customs, Politics
Typical Relations: Village, Ludoch emissary, Council of Elders, Council of Admirals
Equipment: ritual clothes, big hut, his own boat.
Advantages: total support of the village (most of the time), political influence on the village and some outside, has the village's guardian being as ally.
Disadvantages: no free time.

Cauldron Stirrer
The Cauldron Stirrer is an elder or an old sage who takes the heavy responsibility to pray to the Sea Gods. He also has the right (and duty) to read the future while stirring Daliath's cauldron, an awful mixture made of boiled fish guts that Cauldron Stirrers eat before acting as oracles. Successive ingestions of the oracular soup with regular stirring allow them to distinguish more and more details, but it is a severe test of the Stirrer's endurance.

Prerequisites: At least 10W in Mythology of Choralinthor. At least 1w in an endurance ability (or better, Solid Stomach).
Physical Abilities: Solid Stomach, Prepare Oracular Mixture, Speak as an Oracle, Stir Cauldron.
Mental Abilities: Understand Visions, Mythology of Choralinthor.
Typical Personality: Conscientious, Pessimistic.
Typical Relations: Cauldron, other Stirrers.
Equipement: sacred cauldron, secret ingredients, stirring stick, sacred apron.
Advantages: total support of the clan concerning oracular ceremonies, nourished by the clan.
Disadvantages: no free time.

Old Priestess
The old priestess is the high priestess of Iluriad the Oyster Mother. Her and her 'daughters', the young priestesses of the Mother-of-Pearl Daughter, accomplish the Pelaskite daily rituals (evening prayers, blowing in the conches to tell the gods the sacrifices are ready, sacrifice shellfishes, etc.). The old priestess or one of her daughter follow the Admiral in his ceremonies.

Prerequisites: At least 10W in one ability of the Iluriad cult keyword. At least 1w in the keyword's other abilities. And good relationship with the Council of Elders and the village.
Physical Abilities: Pray to Iluriad, Sacred Dances.
Mental Abilities: Lead Ritual, Lead Priestesses, Prepare Sacrifice.
Typical Personality: See the Iluriad keyword.
Typical Relations: Village, Council of Elders, Priestesses.
Equipement: ritual objects, her own boat.
Advantages: total support of the clan, political influence.
Disadvantages: no free time.

Note: The name of this occupation does not imply any condition on the age of the priestess.

Wise One
The Wise Ones are old and wise. They know all the mysteries of the Rightarm Islands, the oldest legends, the Ludoch customs and laws and many other things. For this reason, it may be difficult to play a Wise One. Most of them will have between 10W and 10W2 (for the most renowned) in their speciality.

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