Occupations
The Glorantha Hack strips away most of the fictional history and references. Instead we're letting the the system immerse players in the world of Glorantha, rather than relying on exposition dumps, which has been one of RuneQuest's biggest failings.
Crafter
Crafters make items or offer services; sometimes for sale, more often for their clan, tribe, temple, or ruler. They specialize in a type of crafting, such as bronze working or pottery. In cities, crafters are organized into guilds, and are often called guildsmen.
Equipment: A set of tools needed for the craft, crafted goods worth 100 L, hand weapon (1d6).
Skills: Axes, Brawling, Crafting, Hammers, Knives, Swords
Entertainer
Professional poets, musicians, and dancers are highly respected by most Gloranthan cultures. They are regarded for their learning, either real or fraudulent.
Equipment: A musical instrument, 50 L in coin, 70 L in goods, hand weapon (1d6), costume if appropriate.
Skills: Acrobatics, Bluffing, Evade, Knives, Languages, Myths & Legends, Performance, Persuasion
Fisher
Anyone who principally lives by gathering food from the waters is a fisher; for example, lake dwellers who cast for fish with ring nets, spearmen who live besides river rapids rich with leaping salmon, or boatmen who ply the rivers and lakes.
Equipment: Hand weapon (1d6), 200 meters of rope or line, bobbin, small boat, jig lines or nets, hooks, baskets, gaff, salted or dried fish worth 60 L.
Skills: Acrobatics, Awareness, Hunting & Fishing, Knives, Languages, Seamanship, Swimming, Swords
Healer
Healers minister to the sick and afflicted, binding wounds, treating disease, and aiding in childbirth. They are also valued as peacemakers between feuding groups. Healers typically use a combination of magic and chirurgery, and are often literate.
Equipment: Healer’s kit (with lotions, ointments, salves, herbs, soaps, razor, tweezers, bandages), miscellaneous items worth 100 L.
Herder
Herders live by tending animals, whether on foot or mounted. Herders may or may not own the animals they tend; most of a community’s horses, cattle, sheep, and Praxian beasts (bison, high llama, impalas, and sable antelope) are marked and gathered into a single herd that is managed fulltime by a herder.
For Praxian nomads, herders guard the wealth and sustenance of the clan, herding the tribe’s beasts, as well as any taken in raids from others.
Equipment: Hand weapon (1d6), missile weapon (1d6), herd animals worth 120 L, staff, herding animal (typically a shadowcat or dog).
Hunter
Hunters kill wild animals for meat, sinew, horn, and hide. Hunters are experienced stalkers of mountain, wood, and plain, culling bison herds, systemically killing local predators, operating lines of traps for furs and so on.
Equipment: Hand weapon (1d6), missile weapon (1d8), hunting animal (typically a shadowcat or dog), snares, furs worth 120 L.
Skills: Acrobatics, Awareness, Bows, Bushcraft, Hunting & Fishing, Knives, Slings, Sneaking
Merchant
Merchants ply the trade routes connecting the Lunar Empire and the Holy Country. They can plan their trade seasons or caravans years in advance, and take advantage of financing and bills of exchange. They might use loans to nobles to lever special favors, or might find themselves being unbearably extorted by the same.
Equipment: Writing equipment, fine clothes, weapon, 500 L in goods, small statuette of trade god, light armor (1), staff (d8, large).
Skills: Awareness, Bartering, Bluffing, Evade, Knives, Persuasion, Sleight of Hand, Spot Hidden
Noble
Nobles live off others' work in exchange for coordinating, representing, and protecting their community. While some attain positions through merit, many offices are hereditary. Nobles are often accessible, showcasing their virtues. In Glorantha, many nobles are also priests.
Equipment: Heavy armor (2), balanced weapon (1d8), two riding animals, noble clothing, double your rolled silver, and other luxury goods, vassal (name and roll stats).
Skills: Beast Lore, Hammers, Myths & Legends, Performance, Persuasion, Riding, Spears, Swords
God-talker
God-talker's specialize in Rune magic to benefit their cult members on a part time basis. They represent their deity, and their cult is the focus of their life.
Equipment: Light armor (1) and a shield (+1), artifacts and regalia of deity, travel clothing, hand weapon (1d6), riding animal, personal jewelry, one luxary good.
Shaman
The shaman is a significant role within the tribe, with considerable abilities and responsibilities, and should not be chosen lightly.
Equipment: A set of local herbs and powders used for healing and rituals, several small statuettes related to the shaman’s power animal or ancestors, crafted goods, loincloth and robe, hand weapon (1d6).
Note: A shaman begins with the Second Sight spirit magic spell and another 2 points of additional spirit magic spells.
Sorcerer
Sorcerers directly manipulate the Runes through their will and learning. They are literate and study arts and knowledge generally forbidden to other members of their community. Some are feared, others respected. Sorcerers begin with a grimoire with five spells. You do not have to select them all at start of play.
Equipment: Writing implements and materials (with small wooden carrying case), blank parchments, philosophical works, a bronze dagger (1d6), walking staff (1d6), small portable platform, robes.
Here is a combined list with duplicates removed:
Skills: Awareness, Beast Lore, Bushcraft, Evade, Healing, Languages, Myths & Legends, Spot Hidden
Thief
Though members of every culture steal, only civilized lands have enough people to support internal predators.
Equipment: Lock picks, jimmy, other appropriate tools, hand weapon (1d6), mask, 20-meter rope with grapple, sack, hooded lantern, secret thieves mark.
Skills: Acrobatics, Awareness, Bluffing, Evade, Knives, Sleight of Hand, Sneaking, Spot Hidden
Warrior
Professional warriors are the bodyguards and personal retinues of nobles and priests. Others are mercenaries who hire themselves out to various employers throughout Glorantha. War is their profession, for they do not need to till fields or tend animals.
Equipment: Heavy armor (2) and a shield (+1), one balanced weapon befitting your role and a smaller hand weapon (1d6), 1d3 distinctive scars, sleeping roll, good clothing, riding animal.
Skills: Axes, Bows, Brawling, Crossbows, Evade, Hammers, Spears, Swords
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