Quote:
It highlights a little bit of a disconnect between what is implied in "Friends & Foes" and what was established in the earlier published rules.
I agree. In DW, magic is real (and takes many forms). It may be mistrusted and feared, as any ill-understood force might be (consider the media's portrayal of nuclear power, for example), but I don't like this whole-hearted persecution/outlawing of sorcerers which has crept in with those two publications.
In fact, I'm afraid I don't much like the portrayal of Algandy in the recent supplements and am finding myself obliged* to write my own history, background and maps of the place. I may keep some of the ideas, but not to the extreme portrayed in recent publications (e.g. Father Alessandro in "Friends or Foes").
* Because my players have ended up in the vicinity and look likely to cross into Algandy.Returning to the topic of professions...
It would be fun to see a bit of an expansion on NPC professions like merchant, apothecary, steward/seneschal... But if they're not to be played, you don't need too much detail.
(I note that "Friends or Foes" pages 62-64 has a bunch of game-stats for NPCs, so you might not need too much elaboration?)
On the other hand, has anyone done anything with any kind of
mariner profession?
The Thules and Mercanians are covered by Barbarian, but this would not fit in well with a Coradian vessel. Nor would a "knight" fit well on a ship... From sailor to sea captain, there are possibilities here (and could be useful in play - if your campaign is set in any coastal region, e.g. Coradian lands). Basic "Sailor" stats are given in "Friends and Foes" page 64, but I feel this is an area ripe for expansion...