Pioneer

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Occupation Tags: Aristocratic, Wanderer

You are always pushing the boundaries and charting new territories. With a thirst for adventure and discovery, you are not afraid to venture into the unknown. A builder, farmer, and protector, you create new settlements and carve out a place for yourself and those who follow in your wake. Your determination, resilience, and resourcefulness are what sets you apart, and your name is known and respected by those who live in the frontier lands.

Starting Equipment

If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained based on your background:

traveler’s pack, wood-splitting axe, brigandine armor, 1 tool or kit, clothes (simple), hooded cloak, 2-person tent, mess kit, rations (7), torches (5), tinderbox, waterskin, 50 ft rope

Skills

Each time you gain a rank in the pioneer profession (including rank 1), gain +3 Cartography, and +1 in three different skills of your choice from below:

  • Athleticism: Applied Force, Athletics, Sprinting
  • Crafting*: Carpentry, Cartography, Cooking, Glassblowing, Jeweling, Leatherworking, Masonry, Pottery, Smithing, Weaving, Woodcarving
  • Influence: Empathy, Leadership, Persuading
  • Knowledge: Geography, Medicine*, Vehicles* [land], Vehicles* [water]
  • Luck: Scavenging
  • Observation: Intuiting, Perceiving
  • Stamina: Distance Running, Forced March, Swimming
  • Survival: Animal Handling, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking

Homestead

When you become a rank 1 pioneer, and every time you gain a rank in the Pioneer occupation, you expand your control over an unclaimed tract of wilderness.

Rank 1

You own a plot of undeveloped frontier land approximately 20 acres in size. The land is assumed to produce enough water and food to sustain a household. Additionally, you have made arrangements to have a place of residence constructed on your land. The residence is large enough to house you and six companions, and it will be completed and ready to inhabit six months after you first make these arrangements.

Rank 2

You establish a means of sustaining your homestead. Choose Farming, Fishing, or Logging. This choice grants you benefits at this rank and at rank 3

Farming

You have cleared 2 acres of land that is now ready for planting, orchards, or livestock. You may hire up to three laborers who will work the land and produce a harvest worth 1d10 sc per week after expenses. Once per year, your crops produce enough bounty that you can store enough food for you and up to six companions for up to three months. You may also bring this crop to market; for each month’s worth of crops that you sell, you earn 4d10+20 sc.

Fishing

Your property borders a lake teeming with fish. You may hire three laborers to build and maintain a fishing ship that produces fish worth 1d10 sc per week after expenses. When your lake is not frozen, it produces enough food for three creatures to eat indefinitely.

Logging

Your land encompasses a vast forest that produces quality timber. You may hire up to five laborers to chop and sell this wood locally, earning 2d10+5 sc per week after expenses. Additionally, your reputation has attracted other homesteaders. You may choose to construct one option from the Community Upgrades list that becomes established beside your homestead.

Rank 3

Your homestead grows to 40 acres.

Additionally, your reputation has attracted more homesteaders. You may choose to construct two more Community Upgrades from the Community Upgrades list that becomes established beside your homestead.

Gain the Rank 3 benefit from your sustaining choice at Rank 2.

Farming

You have cleared 5 acres of land and may hire up to ten laborers who earn you 2d10 sc per week after expenses.

Fishing

You may hire up to nine laborers to build and maintain three fishing ships that produce fish worth 2d10 sc per week after expenses.

Logging

You may hire up to twelve laborers to chop and sell this wood locally, earning 4d10+10 sc per week after expenses.

Rank 4

You are now considered the leader of the community and all others living near your homestead look to you for guidance. Your homestead is recognized as a settlement by the regional authority and you may construct a town hall that allows you to establish land trade with nearby communities.

Additionally, your reputation has attracted more homesteaders. You may choose to construct two more Community Upgrades from the Community Upgrades list that becomes established beside your homestead.

Rank 5

You are officially recognized as a frontier mayor and may send petitions to the regional authority.

Additionally, your reputation has attracted more homesteaders. You may choose to construct two more Community Upgrades from the Community Upgrades list that becomes established beside your homestead.

Community Upgrades List

You are limited to one of each upgrade.

Building Description
Blacksmith A skilled blacksmith moves in to ply their trade, constructing a fully functioning forge and domicile on your homestead. Every week, the blacksmith produces 1d8 simple tools and/or simple weapons. You earn a small tax from sales that the blacksmith makes, earning you 2d10 sc per week, or 3d10 sc per week if you have a Mine Shaft.
Docks You order the construction of a small commercial dock on a body of water within or bordering your homestead. This building produces fish for settlement consumption as well as allows trade via water routes.

You must have a plot bordering a river, lake, sea, or ocean to take this upgrade.

Farm Up to 10 acres of your homestead is sold to a local farmer who will work the land and produce enough food to feed the entire community. This additionally produces 1d10 sc per week.
Inn You order the construction of a traveler’s inn upon your homestead. This structure includes a kitchen, stable, and tavern along with ten rooms for visiting guests. You earn a small tax from all revenue generated in this inn, earning you 2d10 sc per week.
Marketplace You clear out a plot of land for merchants to congregate and ply their wares. Provided that merchants live nearby, this earns favorability with them and generates 10 sc per day for you.
Mine Shaft Surveyors locate valuable minerals on your homestead. At minimum, you will find either iron ore or clay, which you can sell to manufacturers for 20 sc per week. Your MC might also decide that you find precious metals or other substances underground. Construction includes a barracks for miners.
Palisade Wall You construct walls around the heart of your homestead, securing your land against the threat of invasion.
Tailor A skilled tailor moves in to ply their trade, constructing a fully functioning weavery, storefront, and domicile on your homestead. Every week, the tailor produces 1d10 clothing items. You earn a small tax from sales the tailor makes, earning you 1d10+5 sc per week, or 2d10+5 sc per week if you have a Farm.
Tanner A skilled leatherworker moves in to ply their trade, constructing a fully functioning tannery, storefront, and domicile on your homestead. Every week, the tanner produces 1d6 leather goods. You earn a small tax from sales the tanner makes, earning you 2d10+5 sc per week.
Watchtower You install watchtowers around your homestead for use by the local militia, allowing additional vigilance against potential threats.
Professions ArchivistBarristerCharlatanClergyEntertainerGuardHonorableInquisitorKnightNomadPhysicianPioneerSailorSoldierTraderThiefThug