Cultivators:   <Basic>
Cultivators (also known as Seeders, Harvesters, or Greenpants) are wanderers who are experts in the conservation and replenishment of the earth's fertility, as well as the treatment of diseased plants.  They travel from village to village sharing their lore with the local farmers  and assist them if needed.  Some Cultivators have taken to planting and tending (as well as protecting) orchards on a small cleared parcel of land along roads in the wilderness.  The famous Johann Kirschesaat (who planted fruit trees along the Nuln-Moot Road to feed weary travelers) is an example of this type of Cultivator. 

To become a Cultivator, one must have been an initiate of Rhya for at least one year and selected by a second level Cleric.

Advance Scheme
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
-	+10	+20	-	+1	+2	+20	-	-	+10	-	+10	+20	-	

Career Entrance: Initiate (Rhya)

Career Exits: Cleric (Level 1- Rhya), Explorer, Scout

Skills: concealment rural, cure disease (plants only), dowsing, herb lore, identify plant, silent move rural, specialist weapon- double-handed (flails only), specialist weapon- polearms, specialist weapon- flail.

Trappings: Bow, flail, pruning saw, seed pouches

Demagogues:   <Advanced>

Order of the Ravening Pack
Members of the Order of the Ravening Pack are followers of Ulric.  They travel the countryside vehemently speaking out against the influence of Chaos that they see permeate modern society.  The Ravening Pack can be found throughout the Empire, Kislev, and southern Norsca.  At times, they will even accompany a band of the Fangs of Winter (Fanatics).  A sizable number of the Ravening Pack still continue to feed the flames of the Sigmarite Heresy, even though such doctrine was outlawed by the Cult hierarchy over 200 years ago.

For career advance scheme, career exits, and trappings see the Demagogue Advance Career, WFRP, page 96.

Rabble Rousers
Rabble Rousers travel from city to city, large town to large town, speaking out against the authorities who oppress the downtrodden masses.  Their oratory usually enflame their audience into rioting mobs, especially if the authorities attempt to silence the demagogues.  These riots also serve the purpose of providing cover for other followers of Ranald who lead the subsequent looting.  In the mass confusion of the riots, the Rabble Rouser frequently get away to turn up another day in another city.  Rabble Rousers tend to follow the aspect of Ranald the Protector.

For career advance scheme, career exits, and trappings, see the Demagogue Advance Career, WFRP, page 96.

Fanatics:   <Advanced>

Fangs of Winter
Fangs of Winter are fanatical followers of Ulric whose goal is the eradication of Chaos.  These black clad fanatics dress as mercenaries and patrol the forests of the Empire, Kislev, and southern Norsca.  The Fangs of Winter actively hunt Chaos Beastmen and warbands, engaging them in combat until one side or the other are annihilated.  Obviously, the life span of the Fangs of Winter are rather short.  While viewed as protectors by most in the areas they patrol, the Fangs of Winter have a reputation of being (not surprisingly) rigid in their view of the world.  They are strictly Ulrican in belief and have a number in their ranks who support the Sigmarite Heresy.  Thus, attacks on Sigmarite shrines are not uncommon as one would think in the northern forests of the Empire.

Those who join the ranks of the Fangs of Winter usually come from a martial career, mostly one regimented to some degree.  All must be members of the cult of Ulric and have been selected by Ulric through dreams or visions.  Such dreams and visions are highly personalized, although images of the Great White Wolf battling some dark sinister force are the most common theme.

Advance Scheme
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
-	+20	-	+1	+3	+5	+20	+1	-	+10	+10	+30	+20	-	

Career Entrances: Mercenary, Militiaman, Pit Fighter, Roadwarden, Soldier, Watchman.

Career Exits: Demagogue (Order of the Ravening Pack), Judicial Champion, Mercenary Captain, Templar (White Wolf).

Skills: Disarm, Dodge Blow, Frenzied Attack, Secret Language- Battle, Specialist Weapon- Double-Handed, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun.

Trappings: Mail Shirt, Breast Plate, Double-Handed Weapon or Shield, Hand Weapon, D6 Crowns

Order of the Flame
 The Order of the Flame are fanatical followers of Ormazd whose goal is the eradication of the Kháine cult and other enemies (such as remnants of the ancient Nehekhara cults).  These black clad fanatics dress as mercenaries and patrol the deserts and arid lands of Araby.  They actively hunt Undead (including warbands), Necromancers, and other enemies engaging them in combat until one side or the other are annihilated.  Obviously, the life span of members of the Order of the Flame are rather short (especially given the cult's respect for martyrs).  Some of the Order serve as armed bodyguards or escorts for Arabian leaders (including some high ranking Clerics).

Those who join the ranks of the Order of the Flame usually come from a martial career, mostly one regimented to some degree.  All must be members of the cult of Ormazd and have been selected by Clerics of at least third level.

Advance Scheme
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
-	+20	-	+1	+3	+5	+20	+1	-	+10	+10	+30	+20	-	

Career Entrances: Mercenary, Militiaman, Soldier, Watchman.

Career Exits: Initiate (Ormazd), Mercenary Captain, Templar (Order of the Flaming Scimitar).

Skills: Disarm, Dodge Blow, Frenzied Attack, Marksmanship, Secret Language- Battle, Specialist Weapon- Double-Handed, Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun.

Trappings: Mail Shirt, Shield, Hand Weapon, Bow, D6 Gold Riyals, D6 Silver Dirhams

Mariners  (Order of the Trident):   <Advanced>
Mariners are the maritime equivalent to the Templars of other cults.  They are expert seamen, as well as fighters, and can be found in most large seaports of the Old World.  Similar to Templars, Mariners root out Chaos and Evil (such as those pirate bands intend solely on killing) on the high seas.  They are among the first to engage the extremely dangerous Chaos, Dark Elf, and Skaven fleets that roam the open seas, especially near the coasts of the Old World.

Those who join the Order of the Trident usually come from a maritime (or similar) career.  All must be members of the cult of Manann and are selected by a council of second level or above Clerics.  They must serve at least one year on various ships performing numerous tasks.  Only then will the individual be able to join a company of Mariners.

Advance Scheme
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
-	+30	+30	+1	+2	+8	+30	+2	+20	+20	+20	+20	+20	+20	

Career Entrances: Boatman, Marine, Navigator, Pilot, Seaman

Career Exits: Explorer, Initiate (Manann), Sea Captain

Skills: Astronomy, Cartography, Disarm, Dodge Blow, Navigation (see below), Orientation, Read/Write, Row, Sailing, Scale Sheer Surface, Sea Lore (see below), Secret Language- Maritime Battle Tongue, Secret Signs- Templar, Speak Additional Languages, Specialist Weapon- Pistol, Street Fighting, Strike Mighty Blow, Strike to Stun

Trappings: Mail Shirt, Shield, Bow or Crossbow with Ammunition, Pistol with Ammunition and Powder, Grappling Hook with 10 Yards of Rope, 25% chance of Navigator's Instruments.

Navigation:  Characters with this skill have the ability to guide a ship around dangerous obstacles such as hidden sandbars or shoals.  They also have the ability to recognize tidal influences in coastal waters and using them to their advantage when guiding the ship through.

Sea Lore:  An understanding of sea lore allows characters to be familiar with the hazards of travel on the open sea.  They will recognize signs of dangerous eddies and shoals, increase danger of an imminent squall or storm at sea, and whether the risk of dying winds and a becalmed sea has increased.  They can also tell whether anything is out of place or unusual.

Midwives:   <Basic>
Midwives of Rhya are widely known for their expertise in the delivery of babies.  This exclusive group of women (mostly human and Halfling) travel from village to village facilitating childbirth and easing the associated pain.  Naturally, their reputation is such that they are welcomed wherever they travel and are often sought out by the rural aristocracy to deliver their heirs.

To become a Midwife, one must have been an initiate of Rhya for at least two years and selected by a council of Clerics.

Advance Scheme
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
-	-	-	-	+1	+2	+10	-	+10	-	+10	+20	+10	+20	

Career Entrances:  Initiate (Rhya)

Career Exits:  Cleric (Level 1- Rhya), Pharmacist, Physician's Student

Skills:  Cook, Cure Disease, Drive Cart, Heal Wounds, Herb Lore, Identify Plant, Immunity to Disease, Manufacture Drugs (herbal base only).

Trappings:  Green chasuble with cult symbols, sling bag with dried herbs, pestle and mortar, shoulder bag with towels and baby blankets. 

Ratcatcher:   <Basic>

Protectors of the Pantry
The Protectors of the Pantry are Halflings who follow the cults of  Esmeralda and her son Gangee (Protector of the Pantry).  The sacred task of protecting the Halfling pantries from the predations of vermin, especially rats, have fallen to them.  The Protectors of the Pantry are adept at hunting down and killing vermin and do so with (for a Halfling) a fanatical zeal.  In other respects, Protectors of the Pantry are normal Halflings and far more sociable and cleaner than their Human Ratcatcher counterparts.

For career advance scheme, career exits, and trappings see the Ratcatcher basic career, WFRP, pg. 36.  Moreover, Protectors of the Pantry are subject to hatred versus rats and rat-like creatures (including Skaven).

Scout:   <Advanced>

Society of the Bear
A secret society dedicated to Taal and his role of protector of the wild places, the Society of the Bear are scouts whose skills in the wilderness exceed most men.  Individual Bear members are hired to escort small and large parties (up to small armies) through the wilderness.  Their only requirement is that those who are being led do nothing to despoil the realm of Taal.  Any group who fail to heed this requirement may find themselves led to, and abandoned in, the deepest and most isolated part of the wilderness.  There these offenders will face the displeasure of Taal.

For career advance scheme, career exits, and trappings, see the Scout advance career, WFRP, page 104.  In addition to those skills listed, Scouts of the Society of the Bear include the skills of Heal Wounds, Herb Lore, and Identify Plant.

Wardens of the Field
The Wardens of the Field are Halflings who follow the cults of Esmeralda and her son Findol (Warden of the Fields).  Similar to the Protectors of the Pantry, the Wardens have a sacred task: the protection of the agricultural fields of Halflings from vermin ranging from ravenous insects to marauding bands of Goblins and Snotlings (anything bigger often requires the hiring of Humans or Dwarves).  Wardens of the Field are excellent woodsmen and scouts.  They are the closest thing to a warrior class for Halflings.  In fact, during times of community danger, small groups of Wardens join together to form a formidable force of bowmen and slingers.

For career advance scheme, career exits, and trappings see the Scout advance career, WFRP, pg. 104.  In place of Ride-Horse skill, the Wardens of the Field substitute Marksmanship skill.

Winecrafters:   <Advanced>
Winecrafters are skilled in all stages of wine production.  They can identify vintages, additives, and other properties of the wine through taste and smell.  In many cases, Winecrafters blend various wines in differing measures to achieve a specific body, taste, and effect of the wine.  Winecrafters are also skilled in preparing meals to complement the wine and hosting festivities.  Moreover, Winecrafters have the ability to add specific herbs to certain wines so as to render the wine as a liquid drug.

Those who would become a Winecrafter must be members of the cult of Liadriel and have some farming and hosting skills.  They must be approved by a Cleric of Liadriel and spend some time (years) learning their craft from experienced Winecrafters.

Advance Scheme
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	
-	-	-	-	+2	+2	-	-	+20	+10	+20	+10	+20	+30	

Career Entrances: Gamekeeper, Herbalist, Herdsman, Minstrel, Woodsman

Career Exits: Entertainer, Initiate (Liadriel), Raconteur

Skills: Carpentry, Consume Alcohol, Cook, Etiquette, Herb Lore, Identify Plant, Manufacture (Herbal) Drugs, Silent Move-Rural, Story Telling, Viniculture (see below)

Trappings: Hand Weapon, Leather Jerkin, Pruning Tools, Wine Barrels, Underground Storage (Cave)

Viniculture: Characters with the viniculture skill can make wine.  They understand the principles of the growing , harvesting, and crushing of grapes: the fermentation process; and the blending of wines.  In addition, they are able to judge the quality of ingredients and the finished product, estimate fermentation in any given environment, and judge whether a particular vintage is ready.  They also have a +10% modifier to their chance of noticing a drug or poison in wine (see Administering Poisons, WFRP, p 81).  If successful, the presence of some foreign substance will be detected, but not its nature.

Templar Orders:   <Advanced>

Knights of the Cleansing Flame (Solkan)
Founded in the latter stages of the Remean Empire and gaining notoriety during the Crusading Wars against Araby, the Knights of the Cleansing Flame are dedicated to confronting and destroying Chaos in whatever form it can be found.  Their primary enemies (if any) are the Khornate Disciples of the Red Redemption for the slaughters and other atrocities they committed  against both sides during the Arabian wars.  Other enemies of choice include followers of Tzeentch and the Horned Rat for their patron's part in the kidnapping of the Law Goddess Arianka.

For career advance scheme, career exits, and trappings see the Templar advance career, WFRP, page 106.

Order of the Blazing Sun (Myrmidia)
Founded during the Battle of Magritta, the Templars of the Order of the Blazing Sun embody the virtues of military planning, preparedness, and execution of orders.  The image of a knight fighting alongside his fellow knights and crushing their opponents under the hooves of their steeds is seen as a model of military ideal and professional.

For career advance scheme, career exits, and trappings see the Templar advance career, WFRP, page 106.

Order of the Flaming Scimitar (Ormazd)
Founded during the wars against the declining Remean city of Constantium  (1060 I.C.), the Templars of the Order of the Flaming Scimitar have been in the forefront of every war against the enemies of the cult.  The Flaming Scimitars embody the virtues of bravery, vigor, and strength of faith that is held in esteem by the Arabian people.

For career advance scheme, career exits, and trappings see the Templar advance career, WFRP, page 106.  In place of the Specialist Weapon-Lance skill and Breast Plate trappings, the Order of the Flaming Scimitar substitute the Marksmanship skill and the Short Bow with Ammunition trappings.

Order of the Stone Wall (Grungni)
Founded during the first coming of Chaos (-4500 I.C.), the Templars of the Order of the Stone Wall embody the virtues of precise execution of orders, standing fast in the face of onslaught, and never faltering in battle.  The image of a solid wall of warriors breaking a charging enemy is seen as a model of Dwarf determination in battle.

For career advance scheme, career exits, and trappings see the Templar advance career, WFRP, page 106.  In place of the Ride-Horse skill, Templars of the Order of the Stone Wall substitute Specialist Weapon-Flail and Specialist Weapon-Two-Handed Weapon.

Templars of the White Wolf (Ulric)
Templars of the White Wolf embody the virtues of personal combat, but one still locked in the past.  The image of a bare-backed berserker barbarian defying the forces of Chaos and Evil is seen through nostalgic eyes as a model of heroic martial prowess.

For career advance scheme, career exits, and trappings see the Templar Advance Career, WFRP, page 106.

Witch Hunter Orders:   <Advanced>

Jurists (Solkan)
Jurists are the cult of Solkan's clandestine agents devoted to the task of hunting down and destroying Chaos, its minions, and allies (including Daemonologists and, at times, Necromancers) throughout the Old World.

For career advance scheme, career exits, and trappings see the Witch Hunter Advance Career, WFRP, page 106.  Additionally, Jurists may also have the following skills: Magical Awareness, Magical Sense, Sense Magic Alarm, Torture.

Order of the Brooding Ravens (Mórr)
The Order of the Brooding Ravens are the cult of Mórr's clandestine agents devoted to the task of hunting down and destroying Necromancers and nests of Undead throughout the Old World.

For career advance scheme, career exits, and trappings see the Witch Hunter Advance Career, WFRP, page 106.  Additionally, the Brooding Ravens may also have the following skills : Cure Disease, Heal Wounds, Identify Undead, Immunity to Disease, Night Vision, Resistance to Illusion Magick (see below)

Resistance to Illusion Magick:  This skill enables Clerics and Witch Hunters of Mórr to add a +10% modifier to all magic tests against Illusion Magick only.