Starting Key Skills
The starting Key Skill for a professional depends on whether the normal, request, or interview method is used.
Normal method costs nothing to fill the position. Qualification is determined by kinship and need, not by finding the best applicant. This is where those other family members are engaged. Normally a brother, uncle, cousin or in-law who is an esquire is simply given the job. Such a newly appointed non-professional character starts with Key skill of 2d6 if young, or 2d6+5 if old (Gamemaster determination).
Request method is applied only to your liege or vassal, both of whom have social bonds to allow this to happen easily. If your vassal has the man you want, a simple statement should be enough to have him delivered, for which a suitable gift (£¼) is given. If the man is your liege’s, his release depends entirely on the lord’s whim. If he is not released, it will never happen. If he is, a gift of £½ is suitable. Starting Key Skill: 2d6+5.
Interview method get a more qualified candidate. Pay £1 per skill desired. You got your man. Starting Key Skill: 2d6+10.
Aide-de-camp
An aide-de-camp is a professional esquire closely attached to a lord to oversee his care. An aide is usually promoted after proving himself as the knight’s squire — it is not a job suitable for a stranger. He will oversee a staff, called the lord’s chamber, if there is one. Although he will have been taken off the battlefield by his duties, he retains his weapon skills in case of an emergency.
Key Skill: Stewardship starting at esquire’s Age/2, max 15.
Upkeep: £2
Chaplain
A personal chaplain is a combination of personal priest and clerk. He is usually one of the first entourage members hired. His religious advice is handy in a pious age, and also keeps the lord clear of conflict with the church officials. Primarily, however, he reads and writes for his lord.
Key Skill: Priest
Upkeep: £1
Chef and Staff
He is experienced in all the high culinary arts as well as running a kitchen staff, included here: assistant chef, two assistant cooks and four kitchen servants (scullions).
Key Skill: Cooking
Upkeep: £2, plus £3 for the team
Clerk, Secretary
Although a monk (“cleric”), this man is hired for his literacy, not religion. He reads and writes letters and notices for his lord, keeps books and records, checks the steward’s accounts, and so on. A Secretary does the same work as a clerk, but only for one person.
Key Skill: Clerk
Upkeep: £1
Courtesan
This cultured companion, dedicated to sophisticated entertainment and personal pleasure, is often of scandalously noble origins. She requires a lady’s care and maintenance — often more, if she provokes a Love passion from her lover. Even an emotional link, however, does not guarantee her permanent employment.
Key Skills: Lustful, any one other Courtly Skill
Upkeep: £2
Additional: Checks for childbirth and Lustful resolved each Winter Phase.
Engineer
This commoner knows how to build castles and take them down. He combines masonry, carpentry, art and architecture. He can build towers and castles, and also make siege engines, emplace them, dig tunnels and slow them down from destroying his own defenses. He can also maintain waterworks, such as fountains.
Key Skill: Siege
Upkeep: £2
Herald
This expert knows coats of arms and badges, can paint a shield, advise on tournament protocol, and make loud public announcements.
Key Skills: Heraldry; possibly Recognize
Upkeep: £1 per skill listed above.
Huntsman
A huntsman coordinates all aspects of the event for his lord, making sure that there is a suitable rendezvous spot, the dogs and beaters are prepared and on-site, spoor has been located, and carts or bearers are ready to take home the meat at the end of the day. The Huntsman oversees the dog Boy in the absence of a Master of hounds. Esquires and knights in this role are called “Master of the Hunt.”
Key Skill: Hunting
Upkeep: Commoner: £½ , Esquire: £1, Knight: £2 (bonus)
Lawyer
This expert knows all the ins and outs of the king’s many courts. He is useful to advise nobles.
Key Skill: Law
Pay: £ 1
Master of Hounds
A Master of Hounds is a commoner or esquire in charge of a large kennel with several dozen dogs of every type. He has several dog boys that work for him.
Key Skill: Dog Care
Upkeep: £1, plus £4 for dog boys and a huge pack of hounds.
Majordomo
This man heads the household servants and staff of a banneret-sized staff. In larger households he’s called a dapifer. In a manorial household, this task is the wife’s.
Key Skill: Stewardship
Upkeep: £4
Mistress
It is easy for a knight to find a beautiful, young common woman who will be his mistress, willingly sharing her life and her body for the chance of a bastard noble son.
Key Skill: Intrigue (Gossip)
Upkeep: £ 1
Additional: Annual Childbirth Roll each Winter Phase.
Steward
This expert who looks after a manor is always a nobleman, usually an esquire of the family. While his main duty is to oversee the manor, he may accompany his lord on tour if the absent time is relatively short.
Key Skill: Stewardship
Upkeep: £ 1
Tailor
This is an expert at making men’s clothing. The biggest advantage to his employment is that he can work quickly, just for you. His upkeep includes the cost for two seamstresses.
Key Skill: Fashion
Upkeep: £ 2 upkeep; plus materials. He requires cloths, furs, jewels and feathers worth £ 1 of raw materials into stylish clothing worth +1 APP. This may be given away. If crassly sold, it is worth £ ½. With more materials, he can make one such set of clothing per month. These clothes are subject to the normal deterioration of £ ½ value per year.
Tutor
A private teacher can be found for almost anything at a nearby monastery, though some teachers of some skills (like Hunting), will have other backgrounds. Choose the skill desired, check with the Gamemaster, and hire him on. Limits exist for the number of subjects to be studied. Obligations allow only limited time for someone to be tutored each year, depending on their social status: household knight 0, other knight 1, lady 1, maiden 2.
Key Skill: As chosen
Upkeep: £ 1
Additional: Grants an annual check to the skill, or 1 point if it was at zero.
Valet
This expert in grooming, dressing and protocol, is dedicated to ensuring his lord always appears his absolute best.
Key Skill: Fashion. Success grants 1d3 bonus to APP. This effect lasts for only one day.
Upkeep: £ 1