The Barbarian

Sometimes known as Marauders, Wildmen, and Nomad Raiders. the Barbarians of Otara can be found scattered around the globe and are represented by nearly every race. They are the people who fall through the cracks of conventional "civilization" or belong to those small groups to whom civilization never quite reaches. They are the savages, the throwbacks, the primitives, the salt of the earth. They are rough and tumble warriors, wanderers, explorers, hunters, gatherers, raiders and more.

They have been around since the dawn of time and even as civilizations rise and fall, the way of the barbarian has remained the same. It is one of the oldest and most unchanging walks of life on Otara. When one thinks "barbarian," Orcs, Ogres, Goblins, Trolls and Coyles are probably the races that immediately come to mind. Some might also put Wolfen who have only (and arguably) recently risen from barbarism in that group, as well as the Danzi, Kankoran, and Bearmen and just about any primitive people who gather in tribes and live off the land.

However, this is an unfair characterization as Goblins and the Unholy Three can learn to be quite civilized, humans and Elves can be barbarians, and just because a people are tribal and primitive by the standards of so-called "civilized" people, they are not necessarily "barbaric." True Barbarians, in the context of this game, are primitive people who are hyperaggressive, war and feud constantly and survive by raiding as much as any other means.

In the Northern lands, Visrelund is the land of human barbarians, although raiding bands, clans, and tribes of these nomads, as well as barbarian Orcs, Ogres, Goblins, Trolls and Coyles can be encountered anywhere, any time in the Northern lands, especially in the northern part of the forests of Easquilyae and Beordmarr's Grasslands. True Barbarians possess Iittle formal training, having learned how to fight and survive through the time-tested ways of their ancestors. These people are usually not interested in widening their scope of knowledge. Most of them live in their little comer of the world and develop just the skills they need to survive there. Once they have that figured out, they simply master what they need to know and live simple lives. Though their education is minimal, Barbarians know enough to be exceptional hunters, explorers, and trackers. Likewise, while they have no formal fighting schools among them, the wild, eclectic styles of these warriors make them formidable opponents on par with most Men at Arms. One on one, most professional warriors will have their hands full when up against a Barbarian, with their incredible strength, endurance, and ability to take punishment. And when Barbarians gather in force, watch out! Given the right circumstances, a Barbarian army can destroy a "civilized" force five or six times its size. So why then are Barbarians not a major power in the world? If they are so able, how come they don't step out of the shadows and take a bigger, better role for themselves on the world's stage? Simple question, complicated answer.

Barbarians generally do not gather in numbers. When they do, they usually gain the notice of whatever established civilizations are in the area, and within a few generations, the Barbarians get destroyed or absorbed by the larger culture. Against the huge civilizations of Otara, even communities of thousands of Barbarians are no match for the relentless progress of cultural assimilation. Successful assimilation is almost never military and almost always gradual, over the course of generations. Thus, the Barbarians that manage to keep their culture intact are those that live in small groups, isolated and far from any dominant civilization. As a result, most "successful" Barbarian tribes have no desire to spread out or conquer their world. For them, it is enough to live and let live, getting by and fighting off one's enemies. Periodically, however, there will be those rare Barbarians who get the notion to invade a neighboring nation, gathering into large hordes to do so. When hordes form, entire nations may tremble before their might, and indeed, Barbarian invasions have brought many an established culture to their knees. (The war-weakened Elven and Dwarven Empires at the end of the Elf-Dwarf War are two prime examples, falling to hordes of Orcs, Goblins and Ogres.) However, even the gathering hordes are not so much interested in conquering and holding on to an enemy's land as they are sacking it - stealing valuables, raping the females, looting communities, and destroying property. For the most part, Barbarians do not foster dreams of large-scale expansion and conquest, and when they do, it is a cultural aberration.

These people might be raiders, but they are not empire-builders, so even when they are at their most warlike and have entire kingdoms under their thumb, triumphant hordes are just as likely to pull back suddenly, leaving hardly a trace of their occupation in the lands of which they momentarily usurped control. Additionally, most Barbarian hordes are made of scores of smaller clans, tribes, and hangers-on, that are united only in their gluttony of pillaging. Once the heaviest warring has ended, they splinter back into their usual lines of division and rivalry and head back for wherever they consider their homelands. Barbarians who take up the adventuring life often wander the world as warriors, explorers, traders, thieves, bandits, and whatever other walk of life they fall into. Most find a group of adventurers and travel with them, getting into scrapes and quests and generally having a great time of it, for most Barbarians love challenges. Eventually though, most return home, either as a great and powerful warrior, a rich traveler, or simply an older, wiser individual ready to live out the rest of his life at home with the people he knows best.

Barbarian Stigmas

Barbarians are by nature simple folk. Even those who decide to become wandering adventurers have little knowledge of the larger world, and many who visit a great city for the first time find themselves in a state of deep culture shock. For these people, realizing just how vast, diverse, mysterious, and ancient the world really is can be a mind blowing experience, and some never quite recover from it. Most, under any circumstance, never fully trust or adopt the ways of the outer world, clinging ever tighter to the ways and beliefs they grew up with, no matter how alien or absurd they might seem to other people, One aspect of this that causes Barbarians lots of trouble are the superstitions and fears Barbarians carry with them. It is a popular myth that Barbarians fear magic and will not use it. This is untrue; many Barbarians find magic fascinating and desire to obtain magic items and weapons. A few even return to their tribes as new Wizards, eager to teach the arcane arts to their tribesmen, but Barbarians are fearful and superstitious to a degree that most outsiders find laughable. Most have respect, for nature and all gods, and are loath to insult them. Although they hate, fear, and destroy demons and other evil supernatural beings, they try to avoid them and would rather not invite their wrath. Likewise, they are firm believers in omens, signs of portent, luck, and fate. Each individual Barbarian has a stigma, a particular thing on which they place an intense and often irrational importance. There are both positive and negative stigmas. A positive stigma means the Barbarian has an irrationally intense like, attraction or attachment to something, whereas a negative stigma means the Barbarian has an unusually strong revulsion to or fear of something; often such a negative stigma represents death, sorrow, or ruination. Barbarians with positive stigmas will try to make sure they are in regular contact with the subject of their stigma, and to find it or a representation of it when not expected is seen as a sign of "good luck." Likewise, those with a negative stigma will try their hardest to make sure they are not confronted with the subject of their stigma at any time and seeing it at any time is a sign of "bad luck" or impending trouble. (Game Masters should take full advantage of stigmas to add suspense and tension to their games.)

Stigmatic Distraction:

When a Barbarian either loses contact with a positive stigma (this might include breaking, losing or misplacing a lucky charm), or comes into contact with a negative stigma, he automatically suffers from a stigmatic distraction. Penalties: While distracted, the Barbarian's combat bonuses are all reduced by half, and all skills are performed at -15%. Until the Barbarian resolves the distraction (escapes it, kills it, can push it out of his mind; the latter taking ID4 days!), he will be too preoccupied with his distraction to function at full capacity. Note: As debilitating as a stigmatic distraction can be, this is not as powerful as a true insanity. Positive stigmas are not obsessions and negative stigmas are not phobias. Players and G.M.s are encouraged to come up with an original stigma for their characters. It can be bizarre, but it should not be so exotic that it never comes into play. G.M.s, try to look at a Barbarian character's stigma as a great springboard for adventures or throwing a Iittle spice into an otherwise ordinary role-playing session. Players, try to view Barbarian stigmas as a great role-playing challenge and something to foster inventive play. If you have a Barbarian whose stigma is the color red, don't just have him smash every red thing he sees, try to develop clever ways for the character to get around his stigma and still try to go about his business as normally as possible. If nothing else, think of role-playing your Barbarian stigma as a great chance for some bonus experience points. For example, the Barbarian might never trust anybody who is wearing red when they first meet, because in that first meeting "red" served as an omen. On the other hand, characters the Barbarian has already known and met can wear red without it meaning anything negative, the Barbarian just finds the red item to be ugly, cheap, or disconcerting, nothing serious.

Likewise, when looking for a bad guy or information about evil goings on, the Barbarian with the red stigma may believe the place to find the answers is the "Red" Dragon saloon or "Redman" General Store, and so on. Likewise, if a Cardinal or other “red bird” was perched on or near the door to some establishment, it will serve as an omen to the Barbarian that trouble, betrayal, danger, or death awaits inside or will soon make itself known - if anticipating trouble or looking for some villain, the Barbarian may assume that if he waits there, he will either be inside, or he will arrive soon, or perhaps that a lead to his location can be had inside. Meanwhile, if a red colored poisonous snake crosses his path, the Barbarian may see it as a sign that he or the group should go no further or that death awaits inside or down that path. Likewise, if “red" is a good stigma, such things will be a good omen and the Barbarian will favor these places and expect good luck from them. The funny thing about Barbarian stigmas is that they actually get stronger over time, not weaker. Old Barbarians treat their stigmata with the utmost seriousness, something not to be trifled with. In addition, Barbarian warriors and adventurers (that means your Player Characters) will pick up additional stigmas over the course of their exploits.

Getting Stigmas.

All Barbarians start with one stigma at level one, and they gain an additional stigma at levels 3, 6, 9, and 12. At the Game Masler's or player's discretion. a truly traumatic or important/earth shattering event may trigger another positive or negative stigma (i.e., "I would have been killed if not: for ..." fill in the blank, etc.). Each of these stigmas is a serious matter, and no matter how disparate they seem, to the Barbarian, they all tie in somehow. Even if a Barbarian has stigmas for the number thirteen, the color red, bones, and livestock, in his mind, there will be some crazy explanation for how they are all connected, and why they all mean something good or bad. While we noted before that stigmas are not phobias. when a Barbarian is negatively impacted with three: or more stigmas at once, their cumulative effect is equivalent to that of a genuine phobia, and if the Barbarian can not avoid what is plaguing him, he might very well go into a hysterical frenzy, lashing out at everything around him until the multiple stigmas bother him no more. For those who do not wish to create a stigma from scratch, feel free to roll percentile dice and consult the following random table:

Barbarian Stigma Table

The Barbarian has a positive (0-50%) or negative (51-100%) stigma concerning a certain type of

01%Dance
02%Wood; a specific type, like birch, cedar, maple, mahogany, etc.
03%Stone; a specific type. like granite, marble, sandstone, etc. May be general such as "shiny" or a stone with a particular color or texture.
04%Weapon (particular type, melee, or missile; bladed, blunt, chain or thrusting) 05% Armour (light or heavy; any specific type)
06%Food (a specific type)
07%Drink (a specific type)
08%Music (a specific type)
09%Hairstyle; a specific type for the head or facial hair.
10%Language; pick a specific written or spoken tongue (not Gobblely).
11%Monster, pick a specific one.
12%Animal Common; a particular bird, feline, canine, snake, etc.
13%Race; anyone common or rare/exotic people
14%Profession; Pick a specific one. like priest, thief, knight, demon worshiper, farmer. lumberjack, and so on.
15%Religion; pick a specific one.
16%Branch of mystic study, pick one (Wizardry, Elementalism, Summoning, etc.).
17%Magic Item; may be a specific type such as swords, knives, wands, armor, potions, scrolls, medallions, flying carpet, crystal ball, etc., or any and all magic items.
18%Runes and anything with runes on it.
19%Color: Red or Purple. May include blood
20%Number; either a type of number (odd, even, prime, etc.) or a specific number, three, ten, fifty, etc. (can roll percentile dice to determine a random number).
21%Weather pattern; a specific type, like a rainbow, type of cloud or storm, etc.
22%Style of clothing; a specific type or material.
23%Animal: Exotic, like a Pegasus or unicorn.
24%Money; either a certain type of money or a certain amount of it.
25%Book; particular book or a kind of book (religious, magic, etc.)
26%Undead; a specific type such as vampires, zombies, ani mated dead, or all.
27%Psionics; a certain kind of psychic power or those who have psychic powers
28%Skeleton or rotting corpse, in general or that of a specific creature, be it a humanoid, animal, dragon, or whatever.
29%Skull and Death's Head motifs.
30%Insanity; a specific kind of insanity or insanity in general.
31%Name; a specific name.
32%A particular person; alive or dead.
33%A particular place or geographical region
34%Personal ritual, such as sleeping or sitting in a particular position, rubbing the chin, winking, etc.
35%A certain time of day (dawn, dusk, midnight, a particular hour, etc.)
36%Games (either a particular game or games in general)
37%Lucky Charm (rabbit's foot, tail, a tooth, or claw, etc.)
38%Number 7, or other traditionally lucky number of choice.
39%Number 13, or other traditionally unlucky number of choice; may be good or bad.
40%Holy symbol; select a specific one.
41%Shape or Symbol. Pick a specific one such as a circle, square, triangle, lightning bolt, crossed swords, skull and crossbones, dragon, magical symbol, etc.; doubly good or bad if it is in a stigma color.
42%Artifact, either a historical, religious, or magical relic or some kind of rune device.
43%Color White
44%Water that is not clear, murky, brown or a strange color.
45%Color Blue; excluding the sky.
46%Disease; probably limited to a specific one.
47%Slime/Goo
48%Spider Web or Cob/Dust Webs.
49%Strangers (may be specific to tall, short, human, young, old, etc.)
50%Friends
51%Siblings/family members.
52%Bones/Skeletons.
53%Raven or Hawk.
54%Musical instrument; a specific type.
55%Riding animal; a specific type.
56%Circles, especially magic circles.
57%Vegetable, or herb or root; a specific type; mandrake, garlic, etc.
58%Eye symbols or motif, i.e., symbols, carvings, etc., of just an eye or many eyes.
59%A specific kind of meat (beef, pork, poultry, Tusker, and so on).
60%Fallen Tree or a particular vine, plant, or flower
61%Gold or silver; the metal and/or color.
62%Brand new things; may be limited to weapons or specific type of item.
63%Old things; may be limited to weapons or specific type of item.
64%Broken weapon; can be a good sign (peace or victory), or bad (defeat and misfortune).
65%Keepsake (lock of a loved one's hair, medal, charm, or article given for good luck)
66%Dead bodies
67%Underground (i.e., underground ruins, tunnels, caves, etc.)
68%Slaughtered or slain animal{s). For those who see this as a positive omen, a freshly slain animal means a coming bounty and success. However, If the animal appears to be a fresh kill but upon closer inspection it is diseased, or maggot ridden, it means lean limes and/or misfortune awaits. Those who see any animal slain but not eaten as a bad sign, knows it means misfortune and loss - danger lays away.
69%Seeing one's own reflection before a particular event such as before going to battle, entering an establishment, etc. Typically, a bad omen if seen in a cracked glass or muddy water, or red wine. A good sign if seen in a mirror, shiny metal (especially if a shield or body armor) or clear water. Seeing one's reflection in the blade of a weapon means a coming conflict or hard choice.
70%Color; any of choice.
71%Games of chance; dice, cards, etc.
72%Alien world or dimension; may include things from it.
73%Particular type of Livestock animal (cow, pig, goat, chicken, etc.)
74%Writing utensils, even if the Barbarian can not read.
75%Dogs or wolves howling
76%Stone megaliths and strangely shaped stone/boulder, or natural formations, including stone bridges, stalagmites, stalactites, etc.
77%Symbol of Royalty or Power (crown, scepter, etc.).
78%A day of the week.
79%People of a certain age; babies, adolescents, adults, elderly.
80%Black Cat; may be a good or bad sign. Can be some other feline.
81%Knots; rope, string, shoelaces, doors, or gales tied shut, etc. An unwanted knot, such as a knot in a shoelace, is usually a bad omen, especially if before a battle.
82%Trees. Typically, large, ancient trees are usually a good sign, as are blossoming trees, especially if late in the year, but a blighted, dead, or deformed tree, or a fallen tree that blocks a path is a bad omen.
83%Gemstone; a specific type (ruby, diamond, amethyst, emerald, etc.)
84%Eclipse (includes symbols of such too).
85%Demon or Devil a specific type.
86%Dragon; a specific type.
87%Giant; a specific type.
88%God or Goddess; a specific one.
89%Mountain or mountain range; a specific one.
90%Borrowed things.
91%Spilled glass/cup/container; may be a good or bad sign depending on where it spills, on whom or what it spills or what image the spilled contents form
92%Moon. A specific notable type or phase of the moon (full moon. half moon. moonless, harvest moon with a golden halo. blood moon when it has a reddish or brown tint to it, etc.)
93%High altitude/heights.
94%Maze, labyrinth, or catacomb; includes symbols of such too.
95%Insect; a specific type; scorpion, spider, butterfly, ladybug. etc.
96%Door, an opened door is a good sign. a barred/locked or broken one is bad.
97%Drakin, the Luck Bird; may mean good or bad to the Barbarian. Finding a dead luck bird is always a bad omen.
98%Ghosts and Spirits. May be limited to a specific type or spirits in general
99%Items found on the dead; may be good or bad. Could be seen as a boon from helpful spirits or ancestors or avoids anything found on the dead or at burial sites, even ancient ones because it invites bad luck and/or trouble from ghosts, spirits, or demons. Burial places are generally to be respected and not disturbed. Ironically, one of the few places a Barbarian will not loot.
100%Roll two times on this table, ignoring another roll of 100%

Special O.C.C. abilities of the Barbarian Warrior

The Barbarian character may select three of the following special abilities:

  1. Berserker Fury. During combat, the Barbarian may enter a state of rage that turns him or her into a walking killing machine. When berserk. the Barbarian receives the following bonuses: +1 attack per melee round, +3 to strike, +8 to damage, +6 to save vs Horror Factor, +5 to save vs possession and mind control, and the character becomes immune to the effects of fatigue and pain. While berserk, the Barbarian also is -3 to parry and absolutely refuses to dodge incoming attacks. Berserk Barbarians favor simultaneous attacks with their opponents, doling out blow for blow. The berserker fury lasts until no obvious threats remain in view. When berserk, Barbarians can distinguish between friend and foe. After this rage has subsided, the Barbarian is emotionally and physically drained and functions at half speed and combat ability for 20 minutes, during which time the character can not enter into another berserker fury. In fact, the fury is such that it can only be done 3 times in a single day (24 hour period).
  2. Physical Strength Attribute Bonus. Add 1D6+2 to the Barbarian's P.S.
  3. Physical Attribute Bonus. Add 1D4+1 to the Barbarian's P.P., or his P.E.
  4. Toughness. Add 6D6+ 12 to S.D.C.
  5. Temperature Endurance. The Barbarian is highly tolerant to extreme temperatures. As a result, he takes only half damage from ordinary heat or cold. Plus, he can last twice as long as other people can when exposed to prolonged, severe heat or cold.
  6. Equestrian Skill. The Barbarian is a natural born horseman and has the skills of Horsemanship: Knight at +10%
  7. Master of Paired Weapons: This brute has W.P. Paired Weapons, and can wield weapons that normally require two hands, one-handed (like a Claymore. Hercules Club, or giant weapon in each hand), plus he is +3 to disarm
  8. Battle Cry. In the first round of combat, the Barbarian can emit" a blood curdling war cry that inflicts a horror factor of 8+ 1 per level of experience upon all enemies within a radius of 50 feet (15.2 m) +10 feet (3 m) per level of experience. Any first or second level characters who hear the war cry and fail to save vs Horror Factor will run away as fast as their little feet will cany them. Higher level characters who fail to save are just momentarily frozen, losing one melee attack and initiative for that round.

The Barbarian O.C.C.s

The Barbarian Warrior O.C.C.

Attribute Requirements: None, Most Barbarians have high P.S., P.P., and P.E. scores thanks to their intense physical training, but that is not a requirement.
Alignment: Any, but tend toward Anarchist and Miscreant; typically, very aggressive and violent.
Gender: 95% Male, 5% female
Race: Any, but typically Northern Humans, Orcs. Ogres, Trolls, Gigantes, Coyles and Wolfen.
O.C.C. Skills:

  • Body Building & Weightlifting
  • Climbing (+10%)
  • Running
  • Swimming (+10%)
  • Boxing
  • Wrestling
  • Land Navigation (+15%)
  • Wilderness Survival (+10%)
  • Two W.P.s of choice.
  • Hand to Hand: Expert (Assassin if evil and so inclined). May be changed to Hand to Hand: Martial Arts for the cost of one O.C.C. Related skill.

O.C.C. Related Skills: Select six other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

  • Communications: Sign Language only (+5%).
  • Domestic: Any (+10%)
  • Espionage: Any, except Forgery.
  • Horsemanship: General or Exotic Only.
  • Labour: Any
  • Medical: First Aid or Holistic Medicine only (+5%).
  • Military: Any (+5%). except Military Etiquette.
  • Naval Skills: Any
  • Performing Arts: Any
  • Physical: Any, except Acrobatics.
  • Rogue: Any
  • Science: Mathematics and Astronomy only.
  • Scholar/Noble/Technical: Breed Dogs, General Repair, any Lore, Rope Works, Language, and Sculpting/Whitling only (+5% to those listed and +10% to any language skills).
  • Weapon Proficiencies: Any, except Siege.
  • Wilderness: Any (+5%)

Secondary Skills: Choose 6 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: The character also gets to select four secondary skills from the previous list at level one. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Available skills are limited as previously noted.

Armour: Starts with studded leather (A.R. 13, S.D.C. 38) or chain mail (A.R. 14, S.D.C. 44).

Weapons: Character starts with two weapons of choice (usually matching the character's W.P.) and a knife and war club.

Money: The character starts with 2D4x 10 in gold, which can be used immediately to purchase more equipment, or it can be saved for later. Additional money will come from payment for jobs and/or booty. Barbarians tend to be spendthrifts, spending their money as fast as they receive it on food, wine, women, and song

The Barbarian Keepers O.C.C.

Note: Fundamentally the same as the Warriors except as noted. Both use the same experience table. Females tend to be the storytellers and lawmakers and decide on punishments.

Attribute Requirements: None, Most Barbarians have high P.S., P.P., and P.E. scores thanks to their intense physical training, but that is not a requirement.
Alignment: Any, but tend to lean toward Unprincipled, Miscreant and Aberrant; fiercely loyal and protective of their immediate family and clan. Nearly as aggressive as the males and assume outsiders are dangerous.
Gender: 5% Male, 95% female
Race: Any, but typically Northern Humans, Orcs. Ogres, Trolls, Gigantes, Coyles and Wolfen.
O.C.C. Skills:

  • Body Building & Weightlifting
  • Climbing (+10%)
  • Running
  • Swimming (+10%)
  • Sew (+10%)
  • Cook (+15%)
  • Preserve Food (+20%)
  • Identify Plants & Fruits (+10%)
  • Holistic Medicine (+ 15%)
  • Wilderness Survival (+10%)
  • W.P. Spear
  • W.P. Blunt
  • Hand to Hand: Basic . May be changed to Hand to Hand: Expert for the cost of one O.C.C. Related skill.

O.C.C. Related Skills: Select six other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

  • Communications: Sign Language and Mime only (+5%).
  • Domestic: Any (+10%)
  • Espionage: None
  • Horsemanship: General Only.
  • Labour: Any
  • Medical: Any (+5%).
  • Military: Camouflage only
  • Naval Skills: Any
  • Performing Arts: Any
  • Physical: Any, except Boxing, Gymnastics and Acrobatics.
  • Rogue: Any
  • Science: Mathematics and Astronomy only.
  • Scholar/Noble/Technical: Breed Dogs, General Repair, any Lore, Rope Works, Language, and Sculpting/Whitling only (+5% to those listed and +10% to any language skills).
  • Weapon Proficiencies: Knife, Sword, Staff and Shield only.
  • Wilderness: Any (+5%)

Secondary Skills: Choose 6 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: Two sets of clothing, a cape/cloak (with or without a hood) or poncho, boots, gauntlets or arm bands, bedroll, two blankets, backpack, one large sack. two small sacks, a water skin, bandages. small bag of herbs, small pot. and a tinder box.

Armour: Starts with soft leather (A.R. 10, S.D.C. 20) or studded leather (A.R. 13. S.D.C. 38).

Weapons: Character starts with a club (2d4 damage) or mace (2d6), a spear (1D10), a knife (1d6) and a frying pan (1d6 damage).

Money: The character starts with 1D6x 10 in gold


LevelExperience
10-2,150
22,151-4,300
34,301-8,600
48,601 - 15,600
515,601-23,600
623,601-33,600
733,601-48,600
848,601-68,600
968,601-93,600
1093,601-133,600
11133,601-173,600
12173,601-221,600
13221,601-273,600
14273,601-323,600
15323,601-373,600

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