Every character in Ix has a history and a livelihood. Your Background is where you came from: the social world you were raised in, the early experiences that shaped your instincts, and the assumptions you carry about how people and institutions work. Your Career is what you do for money now: the trade, profession, or occupation that defines your economic identity and your daily competence.
Together, these two choices determine your profession skills: any skill that appears on your Background list or your Career list is a profession skill, and profession skills are cheaper to advance. Most characters end up with six to ten profession skills depending on overlap.
Neither your Background nor your Career grants free skill ranks. They tell you which skills are cheaper to buy, not how good you already are. Skills are purchased separately with XP during character creation and advancement.
All skills referenced in the tables below are defined in full in Chapter Six. If you encounter a skill name you don't recognize (Planar Lore, Rifts, Adventuring Lore, Primal, etc.), that chapter contains the complete definition and linked characteristic.
Choosing your Background: Pick the origin that fits your character's early life, not the one with the best skill list. A soldier's child who became a merchant is more interesting than a min-maxed combination. Backgrounds are social context. They explain who your family was, how you learned to move through the world, and what you instinctively know about status, danger, and trust.
Choosing your Career: Pick what your character does now, or what they did immediately before becoming an adventurer. A former blacksmith who has taken up the sword is still a Blacksmith by career. Those skills are still sharp. Career skills reflect practiced daily competence, not theoretical knowledge.
Profession Skill XP Costs
Profession skills cost less XP to advance than non-profession skills at every rank.
| Skill Rank |
Profession Skill Cost |
Non-Profession Skill Cost |
| 1 |
5 XP |
10 XP |
| 2 |
10 XP |
15 XP |
| 3 |
15 XP |
20 XP |
| 4 |
20 XP |
25 XP |
| 5 |
25 XP |
30 XP |
Backgrounds
Backgrounds represent early life and social origin. Each background lists four to six skills that reflect what a person raised in that world would pick up naturally.
| Background |
Profession Skills |
Description |
| Aristocratic |
Lore, Negotiation, Leadership, Charm, Riding |
Born into a noble house, landed or otherwise. You learned court manners before you learned to fight, and you understand how power moves through families and titles. |
| Military Family |
Light Melee, Fortitude, Readiness, Athletics, Leadership, Discipline |
Raised in a soldier's household: barracks life, campaign camps, or garrison towns. Discipline and hierarchy are second nature. |
| Laborer |
Athletics, Fortitude, Craft, Survival |
You worked with your hands from an early age, in fields, on building sites, in workshops, or on docks. Your body is your tool. |
| Rural |
Survival, Fortitude, Athletics, Perception, Craft |
Raised on a farm, in a fishing village, or in a small rural settlement. You know weather, soil, animals, and the slow rhythms of land-dependent life. |
| Maritime |
Operate, Athletics, Perception, Survival, Streetwise |
Raised on or near the water: fishing villages, port towns, river settlements, or a family that sailed. The sea or the river is home ground. |
Backgrounds continued
| Background |
Profession Skills |
Description |
| Mercantile |
Negotiation, Lore, Streetwise, Deception, Charm |
Born into a trading family: merchants, factors, money-changers, or shop-keepers. You learned the ledger before you learned the sword. |
| Criminal |
Streetwise, Subterfuge, Deception, Stealth, Readiness |
Raised in a criminal household, gang-adjacent neighborhood, or simply in circumstances where the law was never on your side. You learned to read danger early. |
| Academic |
Arcana, Lore, Natural Philosophy, Medicine, Negotiation, Secret Lore |
Raised in scholarly surroundings: a university town, a sage's household, a temple library. Books and argument were your early education. |
| Religious |
Divine, Lore, Medicine, Charm, Leadership, Planar Lore |
Raised in or around a temple, monastery, or religious institution. The gods are real and present in Dort; growing up in their service leaves a mark. |
| Wandering |
Survival, Streetwise, Perception, Operate, Lore |
Raised on the road: travelling family, itinerant traders, displaced people, pilgrims. No home ground, but good instincts everywhere. |
| Artisan |
Craft, Negotiation, Lore, Perception, Natural Philosophy |
Born into a skilled trade family: craftspeople, artists, specialists. You grew up watching mastery at close range and learned to recognize quality work. |
| Underclass |
Streetwise, Fortitude, Athletics, Deception, Stealth |
Raised poor, in a city's worst quarters. You learned fast, watched carefully, and trusted almost no one. You know how invisible people move. |
| Wilderness |
Primal, Survival, Perception, Light Ranged, Athletics, Adventuring Lore |
Raised in the deep country, the frontier, or the outskirts of settled land. You are comfortable where most people are not. |
| Planar-Adjacent |
Planar Lore, Rifts, Readiness, Secret Lore, Perception |
Raised near a known rift, in a settlement on a contested planar border, or by a family with planar connections. The planes are not abstract to you; they are a fact of life. |
| Servant Class |
Charm, Perception, Stealth, Deception, Lore |
Raised in domestic service, in a great household, or in the servant economy of a noble estate. You know how power operates from the inside, unseen. |
| Guild-Born |
Craft, Negotiation, Lore, Leadership, Streetwise |
Raised inside a guild family, where craft, hierarchy, and brotherhood were the organizing facts of life. You understand institutional loyalty. |
Careers
Careers represent your current or most recent occupation; the work that defines your daily competence. Each career lists five or six profession skills. The career tables below are organized by domain. Pick freely across domains; your Background and Career do not need to match.
Dort is a feudal world with active guilds, religious institutions, a meaningful noble class, a thriving criminal underground, and a growing aerial trade economy built on flying ships. The career list tries to cover every realistic economic role in that world.
Casting skills. The three casting skills (Arcana, Divine, Primal) appear as profession skills only on the careers and backgrounds whose daily work is casting or whose upbringing was steeped in it. A Cleric, a Mage Apprentice, or a Wandering Shaman buys their casting skill at profession cost. Any other character can still learn to cast; they pay the out-of-profession rate for the casting skill, which is the intended price of a mage who came to magic late. Discipline, the skill that holds a ritual or a long working together, sits on the careers that train mental endurance for a living.
Religious and Temple Careers
| Career |
Profession Skills |
Description |
| Cleric |
Divine, Lore, Medicine, Charm, Leadership, Planar Lore |
Ordained clergy serving an active temple; combines spiritual guidance with practical administration. |
| Temple Guard |
Divine, Light Melee, Fortitude, Readiness, Perception, Lore |
Protects temple grounds, sacred objects, and clergy; walks the line between soldier and devoted servant. |
| Healer |
Divine, Medicine, Charm, Natural Philosophy, Lore, Fortitude |
Works within a temple's healing wing or as an independent practitioner; combines medical skill with pastoral care. |
Religious and Temple Careers Continued
| Career |
Profession Skills |
Description |
| Inquisitor |
Divine, Discipline, Intimidation, Lore, Perception, Secret Lore |
Investigates heresy, apostasy, and violation of religious law on behalf of an institution; authorized to compel answers. |
| Mortician |
Divine, Medicine, Lore, Craft, Planar Lore, Secret Lore |
Prepares the dead for burial or rite; in a world where Nyxollox governs the dead and souls have literal weight, this profession carries significant religious dimension. |
| Pilgrim Guide |
Divine, Survival, Lore, Planar Lore, Charm, Operate |
Leads pilgrimage groups to sacred sites, including sites that require rift transit or planar travel. |
| Itinerant Preacher |
Divine, Charm, Leadership, Lore, Streetwise, Fortitude |
Carries a divine message on the road without a permanent temple base; depends on audience goodwill and the open road. |
Military and Martial Careers
| Career |
Profession Skills |
Description |
| Foot Soldier |
Light Melee, Heavy Melee, Fortitude, Athletics, Readiness |
Serves in a standing army or military force as line infantry; trained to fight in formation and sustain campaigns. |
| Cavalry |
Riding, Light Melee, Heavy Melee, Athletics, Readiness |
Fights mounted; trained in both horsemanship under fire and the specific demands of mounted combat. |
| Archer |
Light Ranged, Perception, Stealth, Athletics, Readiness |
Specializes in ranged combat with bow or light crossbow; often serves as a skirmisher or defensive specialist. |
| Crossbowman |
Heavy Ranged, Fortitude, Perception, Craft, Readiness |
Operates heavy crossbows and similar braced ranged arms; slower rate of fire but significant stopping power. |
| City Watch |
Light Melee, Perception, Streetwise, Intimidation, Lore |
Polices an urban area; more investigator and deterrent than soldier, though the line blurs. |
| Mercenary |
Light Melee, Heavy Melee, Fortitude, Streetwise, Readiness |
Fights for pay, not loyalty; has seen enough different employers to know how all of them think. |
| Scout |
Stealth, Survival, Perception, Light Ranged, Adventuring Lore |
Operates ahead of or apart from main forces to gather information, track, and report; a specialist in not being seen. |
| Officer |
Leadership, Lore, Light Melee, Perception, Negotiation |
Commands military units at a level requiring strategic judgment, not just personal combat skill. |
| Naval Sailor |
Operate, Athletics, Light Melee, Fortitude, Perception |
Serves aboard a water-going military vessel; fights at sea and works the ship. |
| Marine |
Light Melee, Heavy Melee, Athletics, Operate, Readiness |
Fights from and aboard ships; specializes in the particular violence of boarding actions and coastal operations. |
| Duelist |
Light Melee, Reflexes, Charm, Intimidation, Perception |
Practices formal single combat as a profession: settling disputes, acting as a champion, or competing for purse. |
| Gladiator |
Heavy Melee, Unarmed, Fortitude, Charm, Readiness |
Fights in public spectacle for an audience; trained for theatrical violence that is also genuinely lethal. |
| Bodyguard |
Light Melee, Perception, Readiness, Fortitude, Intimidation |
Provides personal protection; the job is to not let it come to a fight, and to end it fast when it does. |
| Monster Hunter |
Adventuring Lore, Light Ranged, Heavy Ranged, Survival, Perception |
Takes contracts to find and eliminate dangerous creatures; knows monster behavior, weaknesses, and how to survive things most people run from. |
| Bounty Hunter |
Streetwise, Perception, Light Melee, Deception, Intimidation |
Tracks and apprehends people for legal or extralegal reward; works the gray space between law enforcement and hired muscle. |
Commerce and Service Careers
| Career |
Profession Skills |
Description |
| Merchant |
Negotiation, Lore, Streetwise, Operate, Leadership |
Buys and sells goods at scale; manages relationships, routes, suppliers, and the timing of markets. |
| Factor |
Negotiation, Lore, Deception, Streetwise, Craft |
Acts as an agent for a principal (a merchant house, a noble, or an institution), managing transactions and relationships on their behalf. |
| Innkeeper |
Charm, Leadership, Streetwise, Medicine, Negotiation |
Operates a lodging establishment; manages staff, guests, supplies, and the flow of traveler information. |
| Tavern Keep |
Charm, Streetwise, Intimidation, Negotiation, Perception |
Runs a drinking establishment; knows everyone's business because everyone passes through. |
| Courier |
Operate, Riding, Stealth, Streetwise, Perception |
Carries messages, packages, and sensitive items across distances; discretion and speed are the job. |
| Teamster |
Operate, Athletics, Fortitude, Craft, Survival |
Drives wagons and manages freight transport by road; keeps goods moving and vehicles functioning. |
| Dockworker |
Athletics, Fortitude, Operate, Perception, Streetwise |
Loads and unloads ships, manages cargo, and works the physical infrastructure of port commerce. |
| Banker |
Negotiation, Lore, Deception, Streetwise, Intimidation |
Manages money-lending, currency exchange, letters of credit, and the financial infrastructure of trade. |
| Tax Collector |
Intimidation, Lore, Negotiation, Streetwise, Deception |
Assesses and collects revenue on behalf of a lord, city, or institution; universally unpopular, frequently corrupt. |
| Customs Inspector |
Perception, Lore, Streetwise, Intimidation, Negotiation |
Monitors the movement of goods across borders, ports, or checkpoints; looking for contraband and tariff evasion. |
| Fence |
Streetwise, Deception, Negotiation, Lore, Subterfuge |
Buys and resells stolen or illegally obtained goods; knows value, knows silence, and knows who to call. |
| Auctioneer |
Charm, Negotiation, Lore, Perception, Leadership |
Conducts public and private sales; knows how to read a room, build urgency, and move goods quickly. |
| Travelling Peddler |
Streetwise, Charm, Operate, Survival, Negotiation |
Sells goods on the road from a cart or pack; knows every village's wants and can acquire almost anything given time. |
Arcane and Scholarly Careers
| Career |
Profession Skills |
Description |
| Mage Apprentice |
Arcana, Secret Lore, Lore, Craft, Perception, Natural Philosophy |
Studies under a trained practitioner of mortal magic; at this stage more scholar than mage, but the casting drills have begun. |
| Battle Mage |
Arcana, Discipline, Secret Lore, Light Melee, Readiness, Fortitude |
Applies magical training to military contexts; trained to function in combat conditions alongside soldiers. |
| Hedge Witch |
Primal, Secret Lore, Medicine, Survival, Charm, Craft |
Practices folk magic outside formal academy training; often the only magical resource available in rural areas. |
| Enchanter |
Arcana, Craft, Secret Lore, Natural Philosophy, Perception, Negotiation |
Applies magical properties to objects through a defined process of inscription, binding, or infusion. |
| Diviner |
Arcana, Planar Lore, Secret Lore, Perception, Lore, Readiness |
Specializes in the branch of magical practice concerned with obtaining information: scrying, augury, reading signs. |
Arcane and Scholarly Careers Continued
| Career |
Profession Skills |
Description |
| Runesmith |
Arcana, Craft, Secret Lore, Natural Philosophy, Lore, Perception |
Inscribes magical runes into surfaces for protective, destructive, or communicative purposes. |
| Spell Scribe |
Arcana, Craft, Secret Lore, Lore, Perception, Deception |
Copies, transcribes, and produces spell documents and magical texts; knows the difference between a copy and an original. |
| Academy Researcher |
Arcana, Lore, Secret Lore, Natural Philosophy, Planar Lore, Medicine |
Works within a formal academic institution on theoretical or applied magical research. |
| Magical Theorist |
Secret Lore, Natural Philosophy, Lore, Planar Lore, Negotiation |
Studies the principles underlying magical systems without necessarily practicing them; the theoretician side of the arcane world. A theorist who also casts buys Arcana at the out-of-profession rate. |
Maritime and Aerial Careers
| Career |
Profession Skills |
Description |
| Sailor |
Operate, Athletics, Fortitude, Light Melee, Perception |
Serves aboard a water-going vessel; works the rigging, keeps the ship moving, and fights when it comes to it. |
| Navigator |
Operate, Lore, Planar Lore, Perception, Natural Philosophy |
Charts courses and manages navigation for water or aerial vessels; in Dort, navigating toward planar boundaries requires Planar Lore. |
| Dockmaster |
Leadership, Operate, Negotiation, Lore, Intimidation |
Manages a port or dock facility: berths, schedules, tariffs, and the constant friction of maritime commerce. |
| Ship's Surgeon |
Medicine, Natural Philosophy, Fortitude, Perception, Operate |
Provides medical care aboard a vessel; works in cramped conditions with limited supplies and no backup. |
| Sky Sailor |
Piloting, Athletics, Perception, Fortitude, Light Melee |
Serves aboard a flying ship as working crew; operates rigging, manages cargo in the air, and fights from altitude. |
| Ship's Pilot |
Piloting, Operate, Perception, Planar Lore, Natural Philosophy |
Navigates and steers a flying ship; manages moment-to-moment flight rather than long-range course planning. |
| Privateer |
Piloting, Light Melee, Light Ranged, Intimidation, Streetwise |
Holds letters of marque to raid enemy shipping; operates in the gray space between legitimate military action and piracy. |
| Fisherman |
Operate, Survival, Perception, Fortitude, Craft |
Fishes commercially from a boat; knows water, weather, fish behavior, and the economics of market day. |
Underworld and Gray Careers
| Career |
Profession Skills |
Description |
| Thief |
Subterfuge, Stealth, Streetwise, Perception, Athletics |
Takes things that belong to other people; a specialist in entry, exit, and the fence that comes after. |
| Cutpurse |
Subterfuge, Stealth, Streetwise, Reflexes, Charm |
Works crowds and markets, removing purses and valuables without contact being noticed. |
| Smuggler |
Operate, Deception, Streetwise, Stealth, Perception |
Moves prohibited or untaxed goods across borders, through checkpoints, and past inspectors. |
Underworld and Gray Careers Continued
| Career |
Profession Skills |
Description |
| Assassin |
Stealth, Light Melee, Subterfuge, Deception, Perception |
Takes contracts to kill; a professional at every phase of the work, from approach to departure. |
| Spy |
Deception, Stealth, Lore, Perception, Streetwise |
Gathers intelligence on behalf of a principal using false identity and careful observation. |
| Charlatan |
Deception, Charm, Lore, Streetwise, Craft |
Sells false remedies, fake identities, fraudulent services, and elaborate cons; requires a good story and a fast exit. |
| Gambler |
Streetwise, Deception, Perception, Charm, Subterfuge |
Makes a living at games of chance and skill; knows odds, reads tells, and understands when the game is rigged. |
| Forger |
Craft, Deception, Lore, Perception, Subterfuge |
Produces false documents, fake seals, counterfeit currency, and fraudulent credentials. |
| Kidnapper-for-hire |
Stealth, Streetwise, Light Melee, Fortitude, Deception |
Takes people for ransom or delivery on contract; morally complex work in a world where ransom is a common legal mechanism. The line between this career and Bounty Hunter is the law, and the law is not always on the right side. |
| Career |
Profession Skills |
Description |
| Bard |
Charm, Lore, Streetwise, Deception, Leadership |
Performs music, song, and story for audiences at every social level; also the most mobile information network in the world. |
| Acrobat |
Reflexes, Athletics, Charm, Perception, Stealth |
Performs physical feats for entertainment; the skills that look spectacular in a circus are also useful in places you are not supposed to be. |
| Actor |
Charm, Deception, Lore, Leadership, Perception |
Performs scripted roles for theatrical audiences; practices the craft of becoming someone else convincingly. |
| Storyteller |
Charm, Lore, Deception, Streetwise, Perception |
Tells stories for entertainment, for hire, for memory, or for propaganda; the oral tradition is a real economic role. |
| Street Performer |
Charm, Subterfuge, Streetwise, Athletics, Perception |
Performs for coins in public spaces; survives on audience goodwill and quick situational reading. |
| Pit Fighter |
Unarmed, Heavy Melee, Fortitude, Readiness, Intimidation |
Fights in informal or semi-legal fighting venues for purse and wager; trained for winning, not spectacle. |
| Animal Trainer |
Survival, Leadership, Perception, Craft, Riding |
Trains animals for labor, performance, military, or companion purposes; also the skill set needed to handle exotic creatures. |
| Circus Worker |
Athletics, Craft, Survival, Fortitude, Charm |
The logistical and physical labor of a travelling show; sets up, breaks down, and does a dozen jobs. |
Administrative and Noble Careers
| Career |
Profession Skills |
Description |
| Steward |
Leadership, Lore, Negotiation, Craft, Streetwise |
Manages the practical operations of an estate, institution, or noble household; the person who makes things actually function. |
| Herald |
Lore, Charm, Leadership, Negotiation, Riding |
Delivers official communications, announces persons of rank, and manages protocol at formal events. |
| Diplomat |
Negotiation, Lore, Charm, Deception, Leadership |
Represents a political entity in formal dealings with other powers; manages relationships between institutions. |
| Magistrate |
Lore, Intimidation, Perception, Leadership, Negotiation |
Adjudicates legal disputes and administers justice within a jurisdiction; knows the law and the people who argue it. |
| Tax Assessor |
Lore, Perception, Negotiation, Intimidation, Natural Philosophy |
Evaluates property and income for taxation purposes; hated by everyone and essential to functioning government. |
| Constable |
Perception, Light Melee, Intimidation, Streetwise, Lore |
Enforces order in a defined area; operates on local knowledge rather than military force. |
| Court Functionary |
Lore, Charm, Deception, Negotiation, Perception |
Serves a noble court in an administrative capacity; keeps the apparatus of aristocratic government running. |
| Record Keeper |
Lore, Craft, Perception, Natural Philosophy, Deception |
Maintains official records: births, deaths, taxes, deeds, and court proceedings; also knows where the records might have gaps. |
| Minor Noble's Aide |
Lore, Charm, Riding, Leadership, Negotiation |
Serves a minor noble in a general-purpose capacity: secretary, advisor, occasional representative, and household manager. |
Exploration and Adventuring Careers
| Career |
Profession Skills |
Description |
| Explorer |
Survival, Lore, Perception, Athletics, Operate |
Maps and documents unknown territory for patrons, academies, or commerce; operates at the edge of the known world. |
| Dungeon Delver |
Adventuring Lore, Subterfuge, Light Melee, Perception, Fortitude |
Enters ruins, tombs, and dangerous underground locations to recover objects, clear threats, or retrieve information. |
| Wilderness Guide |
Survival, Perception, Riding, Operate, Lore |
Leads parties through difficult terrain for pay; knows routes, dangers, weather, and how to keep clients alive. |
| Pathfinder |
Survival, Perception, Athletics, Lore, Craft |
Finds and establishes routes through new or unmapped territory; precedes the explorer to determine whether travel is even possible. |
| Relic Hunter |
Adventuring Lore, Lore, Perception, Subterfuge, Negotiation |
Locates, identifies, and acquires historical objects and artifacts for collectors, institutions, or personal profit. |
| Expedition Member |
Athletics, Fortitude, Survival, Readiness, Craft |
The generalist working member of a formal exploration or research expedition; covers logistics, camp, defense, and whatever else comes up. |
| Planar Scout |
Rifts, Planar Lore, Survival, Perception, Readiness |
Makes a living navigating rifts and providing route information, escort, or survey services across planar boundaries; a rare, dangerous, and well-compensated career. |
| Herbalist |
Survival, Medicine, Natural Philosophy, Craft, Lore |
Gathers, cultivates, and prepares medicinal and alchemical plants; serves rural communities, traveling parties, and apothecary shops with remedies, poultices, and component materials. Often the only healer available outside major settlements. |
| Wandering Shaman |
Primal, Divine, Survival, Medicine, Charm, Lore |
Practices elemental and spirit-adjacent magic while traveling between communities; serves as healer, omen-reader, and spiritual advisor without fixed temple or institution. |