Waterwoman (Any Race)

The waterways, be it the sea, the roaring Tiber or the Mighty Sumor, or any other river or lake systems, provide a high flow area of traffic, goods, needs for services, and raw materials to be harvested. This of course requires folk in communities on the coasts of such bodies of water to do plenty of jobs outside that which most townsman or peasants would do. Harvesting kelp, shellfish, fishing, boatbuilding, sail making, boat repairs and more.

Waterwomen or watermen are the folk born and raised on the coasts of the sea or any of the many freshwater lake or river systems on Valerick. They handle many different tasks, be it local ferries or water taxis, harvesting the bounties of the waterways, be it fishing or shellfish, kelp harvesting, along with others whom provide the necessary services in docks and ports, such as boat repair, sail-mending or making, boat-building and many more. Others still perhaps may be whalers, being part of a whaling vessel's crew. Still others will be those whom process and handle the bounties harvested by their fellows. Many jobs, all tied together by the bodies of water. From Greenfish, folk just of age, learning and plying their craft, whatever it may be, passed to them by their family more often then not. Waterwomen are the bulk, these are the every day citizens of these settlements and dock districts. Then you have your Waterwise, these individuals are generally successful and looked upon for guidance and authority, if unofficial, amongst their community. Finally, you've your Waterway Elders, these few folks are generally the old wizened community leaders, the ones who've been at this so long their aching joints can accurately predict the weather. 

These folk are the bulk of most coastal communities of Valerick, and as such they are excellent friends to have in the coastal lands, be it the seas or the riverlands. They know the terrain, know the communities, and know the right people to ask for any sort of help.

Role: Similar to Townsman and Villagers, they have community connections and this is a big thing they can bring to a party. But they are also excellent survivalists and can provide on difficult journeys, along with have a decent sense of direction, and most are strong and tough enough, with enough basic understanding, to handle themselves in a fight.

Career

Qualifications

Be someone in a coastal community

Career Progression

CAREER CHARACTERISTIC ADVANCEMENT SCHEME
WS BS Str T I Ag Dex Int WP Fel
2 1 3 1 1 4

CAREER PATH OUTLINES:
TIER 1: Greenfish: Copper-2
Skills: Athletics, Consume Alcohol, Dodge, Endurance, Gossip, Outdoor Survival, Row, Swim
Talents: Fisherman, Gregarious, Strider (Coastlands), Strong Swimmer
Trappings: Bucket, Fishing Rod and Bait, Gambeson Greaves

TIER 2: Waterwoman: Copper-3
Skills: Gamble, Lore (Local), Lore (Waterways), Ranged (Entangling), Ranged (Throwing), Set Trap
Talents: Craftsman (Boatbuilder), Rover, Strong Back, Waterman
Trappings: Eel, Crab or Lobster Trap, Sleeved Gambeson Tunic, Net, Battle Spear

TIER 3: Water-wise: Copper-5
Skills: Charm, Intuition, Melee (Polearm), Perception
Talents: Savant (Waterways), Stout-Hearted, Tenacious, Very Strong
Trappings: Row Boat, Storm Lantern and Oil

TIER 4: Waterway Elder: Silver-2
Skills: Entertain (Story-Telling), Lore (Folklore)
Talents: Master Craftsman (Boat-builder), Public Speaker, Sharp, Strong-Minded
Trappings: Hut or Riverboat

Payment & Reimbursement

They are not rich folk, but do not want, generally, for food, and almost never for drinkable water. The range of course can be far greater on both sides, but an average is presented her of Copper-2 to Silver-2 through the four tiers of the career.

Other Benefits

Community ties and connections, as well as general waterway access.

Perception

Purpose

Fishing, Eeling, Shellfishing, Whaling, Spear-Fishing, Kelp and Seaweed harvesting, Sail-making, Boat-Building and many other day to day things.

Social Status

They are seen much in the same light as their townsman and villager brethren, they are your everyday folk in coastal settlements.

Demographics

No matter the race, some folk fall into this career, for every nation has riverside settlements, if nothing else. Susma has the least certainly, which makes sense given the desert climate.

History

They have been around a long time and the history has seen many changes, but again steam-boats are a huge change coming in, and ultimately will see a shift and change in many folks' day to day lives as wood and sail types of boats and vessels slowly phase out. For now though, steamboats are highly expensive, almost prohibitively so, and are quite a rare sight.

Operations

Tools

Boat
Lantern
Spear
Fishing Rod
Traps (Eel, Crab, Lobster, etc)

Materials

Oil
Bait

Workplace

The waterways of Valerick and the Seas surrounding her are a dangerous place indeed but yet a gorgeous place. It is oft said the Watermen and Waterwomen are the calmest and seemingly most satisfied folk on the continent, the least likely to be upset, to protest or riot, or revolt. Townsmen and Villagers seem to be far more likely. This is believed to be in part due to the tranquilty readily available to waterwomen, sailing their local waterway, taking in the scenery and beauty of the seasons and the world around them.

Provided Services

Ferrying, Boat-Building, Sail-Weaving, Fishing, Harvesting, and many other services.

Dangers & Hazards

Drowning of course, as are raids and attacks by greenskins, pirates, or dreaded scaled folk. Flooding is of course another major danger.
Alternative Names
Riverwoman, Riverman, Waterman
Type
Raw Materials Gathering
Demand
Moderate to High
Legality
Like any so numerous and varied in their actual craft, it really depends on the type of behavior and such that these folk engage in.

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