Gleeman Profession

Itinerant entertainers, Gleemen travel on an annual cycle between towns, villages, inns and taverns. Masterful story tellers as well as acrobatic, and usually skilled in one instrument or another, their arrival, especially in small towns, is akin to a festival. Baying children hound them, demanding a trick or a story, and in large towns inns compete to host them. Their income is modest, because their clientèle are often poor, but gleemen seldom pay for their own meals or beds. But the role of a gleeman is twofold, because they are also sources of local information and gossip, carrying news of distant settlements, of kings and heroes and wars into the rural backwaters where they ply their trade. Some enterprising gleemen take up with travelling tinkers, or pedlars, or even start to carry goods themselves. Evolving into merchants of a sort themselves.

Regions: Ahlonia Isle, Knives of Rallah (as Troubadours), Ancient Duchies, Southlands, Inner Sea Basin.
Tech. Code: 2, settled peoples have always enjoyed entertainment.
Rarity: 5, gleemen travel a wide circuit, and so each single gleeman requires a vast territory to himself.
Social Class: 2, gleemen are always welcome, but they seldom hold much status in a town.
Fame: 3-4, a good gleeman lives on the value of his name, and is known throughout his range.

Apprentice Practitioner Master
Skills Awareness 2 3 4
Acumen 1 1 2
Athletics 3 4 5
Conning 1 2 3
Disguise 2 3 4
Flattery 3 4 5
Music 3 4 5
Performing 2 3 4
Vehicle Handling 1 1 1
Wit 2 3 4
Wealth 1 2 3
Value 32 54 91

Usual Trappings

  • A selection of colourful costumes
  • A lute, pipes, harp or other instrument
  • A sewing kit
  • A beast of burden such as a mule
  • Feed for the animal
  • Sometimes a small wagon
  • Blanket
  • Pots and pans
  • Flint and tinder
  • Occasionally a make-up kit
  • Sometimes a handful of messages to carry to other towns
  • A waterskin