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In the Wild Lands Campaign, you control two types of characters. Heroes and Peasants. The Heroes are your primary PC’s You dungeon crawl with them, explore the wilderness and role play. Peasants are less direct control. In most cases you, the players will not flesh out their personalities or skills directly. Instead peasants grow by the work assigned to them and are the primary builders of your encampments, villages and infrastructure.

Peasants do not have numerical Stats instead their skills and attributes are rated as one of six categories.

Poor Weak Fair Good Extraordinary Legendary
Roll Score 20 30 40 60 80 110
Chance to Advance 60% 55% 50% 50% 50%
Time to Advance 6 Months 1 Year 5 Years 10 Years 20 Years

With a few exceptions peasants start out with poor skills. As they perform a task over a period of time, they learn that task. If they change tasks they may gradually forget the new things they learned.

Poor Skill:
A poor level skill has a 60% chance to increase to weak after six months at a task. If the Peasant changes to another task he will lose any progress towards increasing the first skilled task after six months. Their learning also resets if they fail to advance.Each failed attempt will add 5% chance to the next attempt. These peasants roll as if their score were 20.

Example: Simon is a peasant assigned to gather lumber. He starts with a poor skill level. After six months as a lumberjack Simon has learned enough to advance to the Weak skill level. The PC’s roll for him and he rolls a 75. This time, Simon has not advanced and the six month learning period resets. Simon works for three more months as a lumberjack and then is reassigned to work on a castle wall. If he does not return to being a lumberjack in the next six months, those three months of experience will be lost (Although he may gain skill as a stone mason). In this case though after a month working on the wall, he returns to be a lumberjack again. After three more months, Simon is again ready to advance and this time rolls 64. He would reset to the full six months again, save that this is his second attempt. His past failure gives him a +5% chance this time and he advances to a weak skill level.

Weak Skill:
For peasants 12 months of experience in a job will give an opportunity for advancement with a 55% chance. Otherwise the rules are the same as above. These peasants roll as if their score was 30.

Fair skill:
To advance from fair a peasant needs five years experience and has a 50% chance. These peasants roll as if their score was 40.

Good Skill:
To advance to extraordinary the peasant must accrue 10 years experience at this level. The chance of advancement starts at 50% These peasants roll as if their score was 60.

Extraordinary Skill:
To advance to Legendary, the peasant must accrue another 20 years of experience, and has a 50% chance to advance. These peasants roll as if the skill score was 80.

Legendary Skill:
Few are the Craftsman who reach legendary skill in their natural life span. These individuals can not advance their craft further. Peasants will a legendary skill roll as if their score was 110.

If a peasant spends the final month before advancement working with a teacher they get a 20% bonus to their advancement roll, but both student and teacher produce at only half speed that month. A peasant with at least two skill levels more than the student can act as a teacher.

Normally Peasants will have either production skills, for creating raw resources, or Manufacturing Skills for refining resources into items or Structures.

For more on Production Skills Click Here

For more on Manufacturing Skills Click Here

For the current Skill List Click Here


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