The HunterThroughout the world, people hunt wild animals. While game is at times an important source of food, it is rarely the principal source of nutrition. All classes engage in hunting, but the necessity of hunting has transformed into a stylized pastime of the aristocracy. More than a pastime, it is an important arena for social interaction, essential training for war, and a privilege and measurement of nobility. Hieratic formalized recreational hunting has taken place centuries with kings hunting lions from chariots in a demonstration of their royal nature. In most kingdom's law, property included the right to hunt and so it is considered that the entire kingdom is the property, and as such the King also controls enormous royal domains as hunting reserves (forests). Local lords strive to maintain and monopolize the reserves and the taking of big game in forest reserves, and small game in warrens. They are most successful in Harak. These were large sanctuaries of woodland "the royal forest" where populations of game animals were kept and watched over by gamekeepers. Here the peasantry could not hunt, poaching being subject to severe punishment: the injustice of such "emparked" preserves is a common cause of complaint. The lower classes mostly have to content themselves with snaring birds and smaller game outside of forest reserves and warrens. Areas of land reserved for breeding and hunting of game are of three kinds, according to their degree of enclosure and being subject to Forest Laws: Forests, large unenclosed areas of wilderness, Chases, which normally belonged to nobles, rather than the crown, and Parks, which were enclosed, and not subject to Forest Laws. Harakian and other accounts agree on the general makeup of a hunt. Thay are well-planned so that everyone knows his role before going out. The hunt par force requires each participant to have a specific role. If someone slipped in his role, not only could he easily get lost, but it puts the rest of the group in danger by exposure. Many nobles hunt par force, for a multitude of reasons, but above all because it is considered the purest and noblest form of hunting. The ritual of the hunt was meant to heighten danger within a controlled context. Noble hunts typically are lead by a very skillful guide; The Hunter The Hunter or Trapper/Woodsman is similar to a Ranger, but has a focus less on exploration and combat, and more on trapping and hunting animals for their fur and food. Most are well acquainted with wilderness surviva1 and enjoy living off the land and being constantly on the go. While some have families or loved ones, they love hunting and the outdoors even more. Most consider the wilderness to be their true home. Hunters act as a Bulwark between civilization and the terrors of the Wilderness. As they walk the Hunter's path, they learn specialized Techniques for Fighting the threats of the wild, from rampaging ogres and hordes of orcs to towering Giants and terrifying Dragons. Those in the Hinterlands are among the hardiest and good natured. Game is plentiful, and even though the wilderness is dangerous and plagued by monsters, it is a true challenge. These Men and Women have a keen understanding about the long winters and surviving in them. Many continue to hunt year round. Most will know and associate with Rangers, Long Bowmen, Druids. Kankoran and other Wilderness folk. They live hard and play hand. The Hunter O.C.C.Attribute Requirements: I.Q. 8 and P.P. of 10 or higher.
Domestic: Any (+5%) Espionage: Sniper only Horsemanship: General or Exotic Only. Labour: Any Medical: Brewing, First Aid or Holistic Medicine only. Military: Any, except Heraldry, Field Annorer, and Military Etiquette. Naval Skills: Any Performing Arts: Any Physical: Any, excluding Acrobalics and Gymnastics. Rogue: Cardsharp only. Science: Astronomy and Navigation and Mathematics: Basic skills only (+5%) Scholar/Noble/Technical: Any Weapon Proficiencies: Any, except Siege and Lance. Wilderness: Any (+15%) 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: One set of clothing, boots, gloves, a dozen snares, a half dozen traps (medium and small), one bear trap, ten foot (3 m) spool of wire, 50 foot (15m) ball of string, 30 feet (9 m) of rope, fishing line and hook, small mallet, six wooden stakes, four metal spikes, skinning knife (1D6 damage), belt, bedroll, backpack, two large sacks, a small sack, a water skin, small mirror, and a tinder box Armour: Studded Leather (A.R. 13, S.D.C. 38). Weapons: Starts with a bow and a crossbow, a quiver of 24 arrows, a quiver of 24 bolts, and one other weapon 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 150 in gold, which can be used immediately to purchase more equipment or it can be saved for later. Additional money will come from paymenl for jobs and/or booty.
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