Training Packages of Iron Age Kur

Copyright Peter Mork © 2016

Keeper of the Draconic Covenant

High in the mountains of Percoland, the Dragon Lord Alcuilus holds sway. His forces extract tribute from all but the most powerful of the city-states. Whereas most of his forces are mercenary, the most devoted followers are sworn into the Draconic Covenant. This pact offers provides the follower with a guarantee that their life will be avenged. In exchange, the follower swears to fear and obey Alcuilus in all things.

Category or Skill Ranks
Awareness • Perceptions 0
    Sense Danger 2
Crafts 0
    Stone-crafts 1
Influence 3
    Recruitment 2
    Leadership 2
    Teaching 2
Lore • Obscure 2
    Dragon Lore 2
Outdoor • Animal 1
    Riding: Minor Drake 1
Self Control 2
    Frenzy 2
Spells • Techno Open Lists 0
    Arcane Shield 2
    Arcane Forces 2
Technical/Trade • Professional 0
    Mining 1
Cost 55

Kethyrru Hunter

The Kethyrru rely heavily on hunting for sustenance. Thus, most of their kind are able to take down small prey. The Hunters (with a capital aitch) specialize in taking down big game. These specialists are trained to circle for hours in search of a good target; they then wait until that target is vulnerable before swooping in en masse. Stories are told of a pack of Hunters that prey on dragons (perhaps fell beasts), but these rumors have not been substantiated.

Category or Skill Ranks
Athletic • Gymnastics 2
    Flying/Gliding 2
Awareness • Searching 1
    Surveillance 1
    Reading Tracks 1
    Tracking 1
Combat Maneuvers 0
    Aerial Combat 2
Crafts 0
    Animal-crafts 2
Lore • General 2
    Region Lore: Own 1
    Fauna Lore 2
Outdoor • Environmental 2
    Hunting 2
    Survival: Alpine (A) 1
Subterfuge • Stealth 1
    Hiding 1
    Stalking 1
Weapon • Chains 2
    Net 2
Cost 50

Kethyrru Scout

While the Hunters are valued for the food they provide, Scouts are even more highly regarded. They seek out new puzzles for the Kethyrru to investigate. When a Scout arrives in the area, they can expect to be treated like royalty. Scouts are even tolerated along the Ambitus frontier; the residents of these towns have learned to accept the insatiable curiosity. Closer to the heartland, Scouts can expect to receive a chillier reception.

Category or Skill Ranks
Athletic • Gymnastics 2
    Flying/Gliding 2
Awareness • Perceptions 0
    Sense Danger 2
Awareness • Searching 2
    Reading Tracks 2
    Detect Traps 2
    Observation 2
    Tracking 2
Awareness • Senses 1
    Direction Sense 1
Lore • General 2
    Region Lore: Own 2
Outdoor • Environmental 1
    Foraging 1
Spells • Divine Open Lists 0
    Nature's Law 2
Subterfuge • Stealth 2
    Hiding 2
    Stalking 2
Technical/Trade • General 2
    Trailblazing 1
    Mapping 2
Cost 57

Problem Solver

The kings of Ambitus rely on large standing armies to control land. But, not all problems can be solved so directly. When problems need to be dealt with more quietly, the kings and their agents rely on a smaller force of Problem Solvers. This secret para-military force is generally loyal to the king, but coups and purges are not unheard of. Later kings have even been known to maintain two distinct forces, which they deployed against each other, most cynically. A problem solver eliminates people who are causing problems.

Category or Skill Ranks
Awareness • Perceptions 0
    Sense Danger 2
Awareness • Searching 1
    Surveillance 1
    Tracking 1
    Reading Tracks 1
    Observation 1
Lore • Technical 2
    Poison Lore 2
Subterfuge • Attack 0
    Silent Attack 2
    Ambush 2
Subterfuge • Mechanics 2
    Using/Removing Poison 2
Subterfuge • Stealth 2
    Hiding 2
    Stalking 2
Weapon • Slashing 2
    Short Blade 2
Cost 55

Scavenger

Scavengers explore the areas that most people are not willing to go looking for valuable materials. Packs of scavengers collect guano from the islands, rare herbs from the marshes, and salts from the desert. Most scavengers know that it's best to avoid confrontation, especially given the dangerous territory they frequent. Others relish sticking their noses where they clearly don't belong. In either case, most civilized persons consider the scavengers to be at least a little crazy.

Category or Skill Ranks
Awareness • Searching 2
    Observation 2
Influence 2
    Trading 2
Lore • General 3
    Flora Lore 2
    Region Lore: Own 3
    Fauna Lore 2
Lore • Technical 2
    Herb Lore 1
    Stone Lore 2
Outdoor • Environmental 2
    Foraging 2
    Fishing 1
    Caving 1
    Survival: Marsh/Swamp (M) 1
Technical/Trade • General 1
    Mapping 1
Technical/Trade • Vocational 0
    Evaluate Stone 2
    Evaluate Metal 1
Cost 63

Te'klu Noble

Nobles dictate most aspects of life for the Te'klu, Ezolatl, and even Imarru. While the kings hold supreme authority, most day-to-day decisions are made by land-owning nobles. Nobles are allowed to maintain small personal armies, provided that force is no more than a tenth the size of the local garrison. Nobles settle disputes with their peers by wrestling; they settle disputes among the commoners via judicial review (placing great value on precedent).

Category or Skill Ranks
Armor • Heavy 3
    Plate 3
Athletic • Brawn 2
    Athletic Games (Brawn) 2
Combat Maneuvers 0
    Subdual 1
Influence 2
    Public Speaking 2
Lore • General 1
    History 1
    Religion 1
Martial Arts • Sweeps 2
    Wrestling 2
Technical/Trade • Professional 0
    Law 1
Weapon • Slashing 1
    Long Straight Sword 1
Cost 63

Undead Hunter

The Undead Hunters are a band of specialists sponsored by the Western Kingdom to defend the steppes from undead incursion. Most hunters are Imarru or human, trained in hit-and-run tactics to harry plodding corpses. While spears are good for dropping a standard created undead, fire is necessary to keep them down for good.

Category or Skill Ranks
Athletic • Endurance 1
    Distance Running 1
    Sprinting 1
Body Development 0
    Concussion Hits 2
Directed Spells 1
    Fire Bolt 1
Lore • Obscure 2
    Undead Lore 2
Power Manipulation 0
    Channeling 2
Resistance 0
    Disease Resistance 2
Spells • Impulse Base Lists 0
    Fire Law 2
Technical/Trade • General 1
    First Aid 1
    Trailblazing 1
Weapon • Pole Arms 2
    Spear 2
Cost 57