This browse view lists live profession records with name and description.
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| Name | Description |
|---|---|
| Alchemist | Cloistered in back-alley still-rooms or monastery outbuildings, the alchemist distills volatile essences from monster parts—ichor to strengthen steel, bile to poison arena beasts, or elixirs that attune users more swiftly to relics—balancing on the knife-edge between sacred transformation and heretical tampering. The Church tolerates them when their work aids the Flame's warriors, but a misbrewed potion that twists flesh or summons unintended horrors can see the practitioner burned as one who favors the Shadow. Some say they can no longer dream — only transmute. |
| Alderman/ Burgher | In larger villages or small market towns, the alderman is an elected or appointed burgher who oversees communal affairs—collecting market tolls, settling petty disputes in the guild hall, and organizing watch rotations against night-prowling creatures. He answers loosely to the local earl or lord but wields real sway over yeomen and craftsmen, often sponsoring small amphitheatre bouts to keep the peace. The burgher is one step below Alderman usually a privileged town dweller, usually a wealthy merchant. |
| Amphitheatre Beast- Warden | Employed by the monster-handler guilds or town aldermen, a beast-warden tends captured wild creatures in reinforced pits—feeding dire boars, calming forest trolls with herbal draughts, or goading them for arena glory while keeping them alive long enough for the crowds. In Albrecht's reign, they profit from the distraction these combats provide the masses, yet face noble whims that demand ever-rarer horrors or Church edicts to "purify" beasts before the pit. |
| Armourer | Specializing in mail, plate bits, helmets, and leather-reinforced gear, the armourer rivets rings or shapes steel for knights, levy fighters, and professional arena warriors who face dire wolves or forest horrors. |
| Artificer | Rare and secretive, an artificer combines forge-craft with attunement to ancient or salvaged relics, fashioning mechanical traps for beast-pits, reinforced cages that dampen monstrous rage, or clockwork crossbows that whisper prayers to the Eternal Flame. Guild whispers call them half-heretic for meddling with "mechanical souls," yet nobles and monster-handlers pay dearly for their devices, especially when anarchy demands ever-deadlier tools to contain the wild incursions. Their tools have names. Some bite. |
| Bailiff | [Manor] The bailiff serves as the lord's on-the-ground enforcer for a single manor or cluster of holdings, collecting fines, tallages, and labor dues from bondsmen while supervising ploughing, harvesting, and repairs to palisades against creature incursions. He presides over the manorial court for minor offenses, investigates unlawful events, and musters able-bodied men for the lord's levy when beasts or feuding neighbors threaten. In anarchic Openheim, a harsh bailiff breeds quiet resentment among the unfree, while a lax one risks the lord's coffers running dry. |
| Barber- Surgeon | A barber-surgeon plies his trade in market towns or noble camps, stitching arena gashes, setting bones broken by charging boars, or amputating limbs savaged by trolls with cautery iron and linen bandages steeped in herbal spirits. In Openheim's violent age he often travels with monster-handlers or mercenary bands, wielding both knife and a relic needle that supposedly cauterizes with holy fire—yet many whisper that too much blood on his hands invites the Shadow's quiet claim. Plus a close shave and haircut is a nice bonus. |
| Beast- Baiter | A specialist who assists the monster-handlers' trade by capturing, breaking, or baiting lesser wild creatures (horned hares, cave lynxes, venomous mire-adders, young griffin whelps) for the amphitheatres. |
| Beast- Peltier | [Merchant] This merchant specializes in hides, fangs, claws, and ichor harvested from wild-land creatures—dire wolf pelts for warm cloaks, troll-hide shields, or basilisk venom for alchemists—buying from hunters, monster-handlers, and failed amphitheatre survivors. He sells to armourers, tanners, and noble hunters, turning perilous border risks into profit while paying Church tithes to prove his wares are cleansed of Shadow taint. |
| Blacksmith | Builder of blades, mender of war. In the heat of the forge, drawing on charcoal hauled from the wilder woods, the blacksmith sings to iron and gives it purpose — though some fear what that purpose might become. He often forges chain for beast-pits or reinforced bars for monster cages, earning good coin from handlers while keeping a wary eye on the wild borders that might bring dire need for spearheads overnight. Their anvil bears old scars. So do they. |
| Border- Lord | A low noble granted a rugged tower on the wild marches, tasked with watching for creature incursions and collecting tolls from beast-handlers hauling captives to town arenas. They survive on sparse tithes and the occasional Church stipend for "flame-vigil" duties. In Albrecht's hollow age, such baronetcies are both boon and curse—rich in adventure but poor in heirs who live long enough to inherit. |
| Border- Warden | A border warden ranges the unmarked edges where Openheim's settled lands fray into wild chaos—marking beast trails, lighting signal fires against night incursions, and guiding levy archers or relic-hunters to lairs before raids spill into villages. Often yeomen risen through merit or gentry fallen on hard times, they earn coin from earls' bounties while living rough, ever alert that a wrong step might end in a troll's maw or a rival noble's accusation of treason. |
| Carpenter | A carpenter hews timber into beams, doors, carts, furniture, and the wooden frameworks of houses or temporary amphitheatre stands, using axe, saw, and chisel with practiced eye. In Openheim he often repairs palisades after monster raids or builds reinforced crates for the beast-pits, his work steady but ever threatened by timber shortages when wild woods grow too dangerous. |
| Carter | The carter owns or leases a sturdy wagon and a pair of draft horses, hauling grain, stone, charcoal, or amphitheatre beasts between villages, market towns, and noble holdings. In these lawless times he travels armed with staff or short blade, wary of bandits and the strange beasts that sometimes overturn carts in search of easy prey. |
| Castellan | [Manor] In the lord's absence—whether warring with rivals, attending the High King's feeble court, or hunting in distant wilds—the castellan commands the keep, its garrison, and defenses, overseeing watch rotations, weapon maintenance, and readiness for monster assaults or siege. He rations supplies, drills men-at-arms, and holds the castle against any who would exploit Albrecht's weakness. Often a grizzled knight or trusted gentry kin, the castellan wields military authority second only to the lord, and his loyalty (or lack thereof) can decide the fate of the house. |
| Chamberlain | [Manor] The chamberlain tends the lord's private chambers, wardrobe, and personal comforts—overseeing linens, furs against the chill winds, and the safe-keeping of any attuneable relics the household possesses—while quietly gathering whispers from servants, visitors, and stable-boys. In Openheim's treacherous politics, many chamberlains double as informal spymasters, paying coin for tidings of rival earls' movements, monster sightings near borders, or Church inquisitors sniffing after heretical relic use. A trusted one becomes indispensable; a treacherous one can topple the house with a single well-placed rumour. |
| Chancellor | [Manor] The chancellor (or chaplain-scribe in smaller households) serves as the lord's secretary, drafting letters patent, charters, marriage contracts, and pleas to the Church or higher earls, while sometimes doubling as household priest to lead prayers to the Eternal Flame. He keeps the seal, records oaths of fealty amid shifting allegiances, and advises on legal niceties when disputes arise over land, beast-tithes, or relic ownership. In Openheim, a learned chancellor is both asset and risk—his ink can bind alliances or expose treasons, and too much knowledge of forbidden lore invites the Church's shadow-hunting gaze. |
| Constable | In towns with amphitheatres or guild streets, the constable maintains order in the market, breaks up tavern brawls, and guards prisoners destined for the pits or the gibbet. Often a burly yeoman or former pit-fighter, he carries a staff of office and a relic torch to ward off shadow-tainted trouble, answering to the alderman or bailiff while pocketing bribes to look the other way. |
| Cottar | The lowest of the village, a land-poor cottar scrapes by on a tiny plot with barely enough ground for a garden and a pig, owing lighter week-work but heavier day-labor whenever the lord or bailiff calls—ditching, hedging, threshing, or hauling timber from the wilder edges. |
| Courtier | A courtier is a minor noble, landless knight, ambitious gentry, or well-spoken freeman who lingers at the hall or castle of an earl, baron, or the High King himself. They attend feasts, hunts, and amphitheatre spectacles in hopes of catching a lord’s favour through flattery, useful gossip, clever counsel, or skilled service. In the fractious courts of Openheim under weak Albrecht the Hollow, courtiers spend their days: Whispering alliances and scandals in candlelit halls, arranging marriages, relic trades, or beast contracts that might advance their patron (and themselves), and competing fiercely with rival courtiers for the few crumbs of land, office, or marriage that fall from the noble table. Most live on the edge of respectability — dressed above their means, always in debt to moneylenders, and one misspoken word or failed intrigue away from exile or the gibbet. The cleverest rise to become chamberlains, stewards, or even minor lords; the rest drift between courts like moths around a flickering flame, ever watchful for the next opportunity in a kingdom where loyalty is cheap and ambition is endless. |
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