Ceorl (Character Kit)

Ceorl 
Classes: Fighter 
Description: The Ceorls are the mainstay of Anglo-Saxon culture. They represent the free-men of society, ranging from laborers to landed commoners. Unlike Thegns, Ceorls are not professional military men. They are craftsmen and farmers who are required, by the law of their king, to maintain a readiness for joining the fyrd when it is required. Thus, although adept in their own crafting skills, they also have some military training in the use of arms and armor. Ceorls must have a minimum Strength score of 7. 
Role: Most Anglo-Saxon Fighters belong to the ranks of the Ceorls, but it is more likely that adventuring Fighters will be Thegns. For a Ceorl to enter the ranks of professional adventurers, he must have been assigned to such a role by his Thegn or eolderman, or something disastrous (such as a major ogre, giant, or goblin raid) must have happened to propel him from his normal duties. A Ceorl whose eolderman has been slain could, for example, find himself becoming an adventurer through necessity. Of course, a Ceorl may engage in adventurous pursuits as part of a mustered fyrd. 
Secondary Skills: Ceorl characters should select a secondary skill that represents their professional duties outside the fyrd. Suggestions for relevant Ceorl secondary skills include: Armorer, Bowyer/Fletcher, Farmer, Fisher, Groom, Hunter, Leatherworker, Mason, Miner, Shipwright, Tailor/Weaver, Teamster/Freighter, Trader/Barterer, Trapper/Furrier, Weaponsmith, and Woodworker/ Carpenter. 
Weapon Proficiencies:
* Required: Ax (francisca or sparte—treat as handaxes), Spear. Often, proficiency with the scramasax (Anglo-Saxon dagger) is also attained. Some influential Ceorls may also gain proficiency in the seax (Anglo-Saxon short sword, pronounced "say-ax"). A few, especially those who are professional hunters, may also select proficiency in the use of the longbow or shortbow. 
Nonweapon Proficiencies: Bonus Proficiency: A Ceorl gains a single bonus nonweapon proficiency relevant to his chosen secondary skill. 
Required: A Ceorl's initial nonweapon proficiency slots must be spent on proficiencies related to his chosen craft. For example, a leather worker may gain the Leather working proficiency as his bonus, and spend his initial quota of slots on proficiencies such as Cobbling, Seamstress/ Tailor, and so forth. Of course, some of a character's initial slots may be spent on the bonus craft non weapon proficiency to increase the character's skill in his chosen field. 
* Recommended: Agriculture, Animal Handling, Animal Lore, Animal Training, Armorer, Artistic Ability, Blacksmithing, Bowyer/Fletcher, Brewing, Carpentry, Cobbling, Cooking, Engineering, Fire-building, Fishing, Herbalism, Leatherworking, Mining, Pottery, Rope Use, Seamstress/Tailor, Stonemasonry, Weaving Equipment: Ceorls must spend their initial funds on one weapon, one suit of armor, and miscellaneous items of equipment relevant to their professional duties. 
Special Benefits: A Ceorl gains a +1 bonus for every three levels attained to the primary nonweapon proficiency of his profession (i.e., the one he selected as his bonus). Upon attaining 5th level, or any time thereafter, a Ceorl may be raised into the ranks of the Thegns by his lord. In exception to the standard rules for abandoning a kit, the elevated Ceorl effectively abandons the Ceorl kit and replaces it with that used by Thegns. 
Special Hindrances: Unless special circumstance dictates, a Ceorl is at the beck and call of his lord (whether a higher-ranking Ceorl, a Thegn, or an eolderman). He may not resist the orders of his betters without risking banishment, or worse. To determine the initial social class of a Ceorl character, roll 1d6: 1, gebur; 3-5, kotsetla; 6, geneatas. Ceorls may not specialize in any weapon. If using the Player's Option® rules, Ceorls may not gain Armor or Shield proficiency, nor may they select a weapon of choice. 
Wealth Options: Ceorls of gebur and kotsetla social classes begin play with only 3d4 x 10 gp, which must be spent on equipment. Any funds left over after character generation are lost. Geneatas rank Ceorls begin play with 4d4 x 10 gp, with any excess funds being kept or translated into land ownership. While in the service of another, Ceorls gain pay per week, depending on their social class: geneatas gain 2dl0 sp, kosetla ldl2 sp, and gebur 1d6 sp. 
Races: Of the human races, only Anglo-Saxons and Britons who live within Anglo-Saxon lands may become Ceorls. Some few alfen, posing as humans, may also select this kit.
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