GURPS: Beyond The Veil - The Price of Failure
Walks of Life
The following is local wisdom. Though this has formed a book of more explicit detail, This much is the gist of it, and taught in fragments to most children growing up outside of the standard education of larger towns, to the day they leave to forge their own way. The original author has been lost to time and memory.
Walks of Life
No one is set in a class in the Wilderness. People are not often built into a single style of working, rather their accumulation of skills make them into who they are. However, this doesn’t stop people from labeling. They will call you a “Blacksmith” regardless if you can cook really well or can handle yourself in a fight, so long as you can fashion metals and refine them into their purpose. Likewise, if you call yourself a blacksmith, and you can’t fashion metals and refine them to their purpose, but can cook really well, people will scoff and call you a “Chef” or “Cook”, and whether or not you accept the title, you have a high chance of being wanted for your steaks or pies rather than your misshapen metal strips you think are horseshoes, nails, or screws.
Your supposed class is less chosen by you, and more chosen by the people who can rely on your skills or by how the people choose to see you. Your profession may not be as an “Outlaw”, but killing a man for his horse warrants the title.
In the end, your class is just a title given to you by the people who view the skills you use and how you apply them. Any number of titles and classes can be affixed to you, from “Slayer” to “Village Idiot”, and you are stuck trying to either outlive ill given titles or live up to honorable ones. But in living through this or even trying not to, you’re living through your Walk of Life, as it’s called.
Some Walks of Life include, but certainly cannot be limited to, and not the only names for them:
Hunter- Killers, usually for hire or for a cause, of all stripes. From bounty hunter to vampire hunter to crusader to law-man, the category of things to profess in killing is broad, and the better ones specialize in multiple targets. Though not everyone under this class is “hunting” for something, enough of them are to rope in those that aren’t to the onlookers.
Craftsman- Worker of one or more raw materials, usually to be sold. Black smithing and glass making are quite popular, but that certainly isn’t the only craft. Thatching is common, while an electrician is very exclusive to capitals of the land (presuming their generators aren’t completely ruined).
Scholar- One of the many who are trying to uncover the history, technology, secrets, and workings of the pre-Feast era. Usually bridges with the magician, but again, not always.
Magician- A worker of magic, and that is the only defining factor. Magicians can be anywhere between a dramatic Evangelical healer (Who isn’t a charlatan), to a thoughtful Wiccan scholar, to the charismatic eclectic Hermetic cult leader.
Merchant- Peddler of wares, quite common to be nomadic. Some specialize, some don’t. The best of them could sell you fire in Hell.
And that isn’t even half of the possibilities. But those are the most common, and tend to lead some interesting lives. Any way you want to live, any profession you wish to take, and anything you want to do could do with considering, because while opinions usually can’t hurt you, your reputation could always bring unwanted attention from those with unwanted intentions.