The Farmer/ChurlThe FarmerNot everybody who gets involved in adventure is a specialist in combat or other area of training. Some are just ordinary people who get swept up in the flow of events or decide that it is time they make a change in their life. Of the LandMost farmers lack the formal education of the higher classes, but for how little they may know there is a great deal that they understand. They have a practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if they are lucky. The understand the "secrets of life"; the needs of life (water, light, air, salt, etc.), the patterns of physical inheritance, and the connections between different plants and animals.A farmer or Churl as they are sometimes called is usually someone with an ownership interest in crops or livestock, and who provides land or management in their production. Those who provide only labor are most often called farmhands. Alternatively, growers who manage farmland for an absentee landowner, sharing the harvest (or its profits) are known as sharecroppers (farmer of agriculture), or husbandman (farmer of livestock). Agricultural Farming dates back as far as recorded time and further, being one of the first occupations after that of Hunter/Gatherer. Animal husbandry, the practice of rearing animals specifically for farming purposes, has existed for thousands of years. Dogs were domesticated about 75,000 years ago. Goats and sheep were domesticated about 60,000 years ago. Swine or pigs were domesticated by 45,000 yrs ago. The earliest evidence of horse domestication dates back around 150,000 yrs More distinct terms are commonly used to denote farmers of specific types.
Farmers are often independent, though can be members of local, regional, or national farmers' unions or agricultural producer's organizations and can exert significant political influence. Farmed products might be sold either to a market, in a farmers' market, or directly from a farm, and farm products are to some extent be either consumed by the farmer's family or pooled by the community. There are several occupational hazards for those in agriculture; farming is a particularly dangerous industry. Farmers can encounter and be stung or bitten by dangerous insects and other arthropods, including scorpions, fire ants, bees, wasps and hornets. Farmers also work around large animals, such as bulls or oxen, which can kill or injure them. Farmers can also establish muscle and joints pains from repeated work. Not every farm is alike; there are a vast range of goods produced by farmers of different sorts, and nearly all farms focus on just one product or a limited group of products. Specialization:
Suggested Characteristics
This O.C.C. represents player characters who don't have any impressive area of expertise or special powers. The character is a person from an ordinary walk of life, which, in this low tech, agricultural society. The unskilled character is a spirited individual who is full of life and dreams for a better future. Most are illiterate and lack any formal education. Consequently, they tend to live by the seat of their pants and rely on their wits. Farmer O.C.C.Attribute Requirements: None
Cook (+5%) Athletics (General) Languages: Native Tongue at 98% plus one of choice (+10%) Wilderness Survival (+5%) W.P. one of choice Hand to Hand: Basic
Domestic: Any (+10%) Espionage: None Horsemanship: General or Exotic Only. Labour: Any Medical: Brewing, First Aid and Holistic Medicine only. Military: Heraldry Only Naval Skills: None Performing Arts: Any Physical: Any, except Acrobatics, Gymnastics and Wrestling. Rogue: Any (+2%) Science: Mathematics skills only. Scholar/Noble/Technical: Any (+5%) Weapon Proficiencies: Any Wilderness: Any Secondary Skills: Choose 4 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, boots, hat, belt, blanket backpack, one large sack, 1D4 small sacks, a water skin, dried meats and fruit equal to food rations for 1D4+1 weeks, and a tinder box. Armour: Starts with a suit of hard leather (A.R. 11, S.D.C. 30). Weapons: Starts with a dagger, small hand axe, and two other weapons of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later. Money: The character starts with 12 in gold, which can be used
immediately to purchase more equipment or saved. Additional money will
come from payment for jobs and/or booty.
Return to Occupations and Skills |