Stevedore {Dwarf, Halfling, Human, Tiefling, Vrock}
Though officially they are mere labor hands loading cargo for coin, everyone knows that the docks run at the Stevedore guilds' beck and call.
With their sole right to load and unload vessels, Stevedore guilds can slow or completely halt waterway trade. This grants a lot of power and sway and as such, despite their relatively lowly position in regards to the type of work they do, Stevedores wield influence well beyond that. Scowling Foremen run things on the ground, commanding large teams of Stevedores and Dockhands. The largest cities and towns generally have a Dock Master, someone directly representing the guild's voice in the politics and economic discussions of the community, and trying to insure work crew rivalries do not interfere to heavily with flow of trade.
Within the guild, these teams can compete violently for their areas of work, forming cliques and gangs. This is known to be a cut throat industry, quite literally in some cases, and has become more so with the growth of both rail and aerial options for shipping. Amid all this though, the docks provide ample opportunity for adventure of all kinds, given their uniquely might makes right work force 'traditions'. Stevedore gangs are almost a law unto themselves, and are rarely questioned by local authorities.
Role: Tough brawling sorts with dockside connections they are useful combatants with the kinds of low life connections that can be....uniquely helpful in....less than legitimate circumstances.
With their sole right to load and unload vessels, Stevedore guilds can slow or completely halt waterway trade. This grants a lot of power and sway and as such, despite their relatively lowly position in regards to the type of work they do, Stevedores wield influence well beyond that. Scowling Foremen run things on the ground, commanding large teams of Stevedores and Dockhands. The largest cities and towns generally have a Dock Master, someone directly representing the guild's voice in the politics and economic discussions of the community, and trying to insure work crew rivalries do not interfere to heavily with flow of trade.
Within the guild, these teams can compete violently for their areas of work, forming cliques and gangs. This is known to be a cut throat industry, quite literally in some cases, and has become more so with the growth of both rail and aerial options for shipping. Amid all this though, the docks provide ample opportunity for adventure of all kinds, given their uniquely might makes right work force 'traditions'. Stevedore gangs are almost a law unto themselves, and are rarely questioned by local authorities.
Role: Tough brawling sorts with dockside connections they are useful combatants with the kinds of low life connections that can be....uniquely helpful in....less than legitimate circumstances.
Career
Qualifications
Be Hired, and Acquire Guild Membership
Career Progression
CAREER CHARACTERISTIC ADVANCEMENT SCHEME
WS | BS | Str | T | I | Ag | Dex | Int | WP | Fel |
1 | 2 | 1 | 1 | 4 | 3 |
CAREER PATH OUTLINES
TIER 1: Dockhand: Copper-3
Skills: Athletics, Climb, Consume Alcohol, Dodge, Endurance, Gossip, Melee (Basic), Swim
Talents: Dirty Fighting, Strong Back, Sturdy, Very Strong
Trappings: Hand Weapon (Boat Hook), Leather Work Gloves
TIER 2: Stevedore: Silver-1
Skills: Bribery, Entertain (Storytelling), Gamble, Intimidate, Perception, Stealth (Urban)
Talents: Criminal, Etiquette (Guilders), Strong Legs, Tenacious
Trappings: Guild License, Gambeson Vest, Pipe and Botocca for it (10 smokes worth), Porter Cap
TIER 3: Dock Foreman: Silver-3
Skills: Cool, Evaluate, Intuition, Leadership
Talents: Dealmaker, Embezzle, Etiquette (Criminals), Public Speaking
Trappings: Gang of Stevedores (3 Stevedores+2d10 Dockhands), Whistle
TIER 4: Dock Master: Silver-5
Skills: Charm, Lore (Taxes)
Talents: Kingpin, Menacing, Numismatics, Read/Write
Trappings: Office and Staff (1 Dock Foreman and their Gang/pier your Docks that you are in charge of have), Writing Kit
Payment & Reimbursement
They start at Copper-3 but can claw and climb their way through the ranks to get to Silver-5 over the four tiers of their career.
Other Benefits
Guild membership guarantees work to a point, gang connections, docklands connections.
Perception
Purpose
Loading and unloading cargo off vessels and organizing it/moving it about the docks as needed.
Social Status
They are seen and looked at like the gang mentality they exhibit. The pay is better than many other options, so in that regard there is begrudging respect, but they generally aren't liked.
Demographics
Again this is a place and trade you will not find elves or gnomes practicing, as they see this as below their station.
History
This craft has a bloody and violent history in some aspects, some of the conflicts between rival gangs of Stevedores escalating beyond just the docks in many cases over history. entire rebellions of towns or cities have occurred with the origins traceable to the docks and some disagreements between Stevedore gangs escalating beyond the docklands.
Operations
Tools
Weapon
Work Gloves
Armor
Guild License
Pipe
Whistle
Writing Kit
Office
Work Gloves
Armor
Guild License
Pipe
Whistle
Writing Kit
Office
Materials
Tobacco
Staff
Ink
Staff
Ink
Workplace
The docklands are a wild and busy place, whistles and bells, horns and yells, ships and boats and goods moving all about the docks and the waters. Busy and dangerous, running long hours, and even going into the night, though admittedly it slows down at night.
Provided Services
Loading, organizing, and unloading cargo from vessels, documenting cargo in and out.
Dangers & Hazards
Besides the rivalry and potential for gang like violence, one must be aware, head on a swivel. Fast, heavy traffic, slick docks, and generally tight and even unreasonable deadlines.
Type
Industrial
Demand
Moderate
Legality
As stated Stevedore gangs can seem a law unto themselves, but in truth they are not technically any sort of law enforcement and answer to authorities....in theory. However in practice this is always a bit of a careful question.
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