Current
I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
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3 mos ago
I live. I die. I live again!
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3 yrs ago
I was gone for a lot longer than I thought >.>"
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3 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
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3 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
Based heavily on the map I made as a creative project a while ago that you can see above, I thought it might be fun to run something in. The premise is that there was this player character-tier legendary figure called the Governor-General who came so close to fully unifying Philadelphia with the New Continental Congress to the point there was public works and a professional army. However a sudden explosion that wiped out them and most of their government, combined with their successor horribly failing in leading a campaign against a raider army has lead to the once united city of brotherly love to fall into factionalism with deserters and desperate all over the place.
Two main power blocs have formed and have begun a struggle in an ideological civil war. The Federalists who want to continue the policies of a strong central governance the Governor General enacted during their reign. And the Yeomanists who favor the ideals of freedom and independence championed by the Governor General and want a looser confederation of independent settlements. Of course neither currently reside in the bombed out remains of City Hall and instead occupy the Philadelphia International Airport and the Camden Reclamation Zone respectively. While they fight, the shadow of a Super Mutant Horde once thought defeated by the hand of the Governor-General seeks to stamp out the cradle of liberty.
History A hundred years after the old world burned in the Great War, the cradle of America stirred with the flame of a new nation. Although their origins is shrouded in mystery, the legendary masked Governor-General drove out the mutants and the raiders, uniting the shattered settlements in the City of Brotherly Love. From the ashes, the New Philadelphia Congress rose by the hand of the Governor-General, America born again with the promise of peace, prosperity, and the pursuit of happiness just over the horizon. A new republic with public works, a professional military, and colonial reclamation efforts to restore the birthplace of America was promised a bright future.
But then one day, during a meeting of the Congress, an undetonated nuclear bomb mysteriously went off, vaporizing much of the new government and the Governor-General. However, always a figure of great ability and foresight, the Governor-General had selected a Deputy Governor as a precaution, Commander Benjamin Lincoln. He had been a staunch ally of the Governor since their early days and rallied the grieving nation to action to campaign against a raider alliance forming in the north, only to be decisively defeated by the Raider Boss George "Gory" Gulis. It is said Gulis dropped a building on half of the army Commander Lincoln took with him and drowned the other half by blowing the Tacomy-Palmyra Bridge, drowning thousands of professional Continental soldiers in the Delaware River.
With their senior leadership dead or gridlocked, factionalism took hold. Some declared independence, some turned on their oaths, and others allied themselves with either the Federalists, who wish to carry on the institutions of the Governor General with a strong central government, and the Yeomanists, who value the Governor General's belief in freedom and seek a flexible confederation of empowered settlements. The two sides are locked in a bitter civil war as deserters, raiders, and the desperate surround them. Yet both are blind to a rising force in the west, an old enemy of the Governor General who seeks to stamp out the candle of liberty as a final insult to their ancient foe.
The Remnants Federalists are proponents of a strong centralized authority like the one the Governor General cultivated during their reign. They say the wasteland is too dangerous to go alone and that only by banding together and presenting a strong united front can they hope to withstand and thrive in such a hostile new world. Their stronghold is in the Philadelphia International Airport and the All American Airlines terminal but still hold sway and territory in the city itself.
Yeomanists hold true to the ideals of individual liberty the Governor General espoused during their life time. They believe that the wasteland has already shaped individuals to be stronger than before, and that to have any strong central authority would just invite tyranny. Thus they ardently believe in a confederation of settlements and yeoman homesteads. They have set up a homebase in the Camden Reclamation Zone, the most successful of all the reclamation projects.
Players Character
PCs will be using SPECIAL stats but more as a rough outline of their character instead of using hard rolls for anything. They all have a reason for being in Philly and given both its former prosperity and current dire situation, it has attracted its fair share of wanderers. Just remember this is set 100 years after the bombs fell. I also hold to the philosophy that no one becomes an adventurer because they're comfortable with their current life; you need a good reason to abandon even the relative safety of four walls and a bed to go into the wasteland.
Below is some minor factions that might serve as inspiration for characters and further worldbuilding. Human and ghoul characters are fine. Robot and vault dweller characters will have a little bit of discussion on to what exactly they are. Synths will be restricted to Gen 2 synths as Gen 3 synths are a century away and require more discussion as to why they are here. Super mutants will require heavy discussion on details.
The Rail Clans - While not especially deep, hundreds of desperate civilians fled into the Philadelphia subway as the bombs dropped, desperate for a shred of safety. Their descendants form the modern Rail Clans, each based out of a singular station who often content with raiders and mutants lurking in their subterranean homes. Clad in heavy armor, most are uncomfortable in daylight but do not fear the dark below.
The Constitutionalist Cult - Vault 74 was located under Independence Hall and had a single goal: to create the most patriotic, nationalistic populace who believe in America with every fiber of their being. In this, Vault-Tec was a little to successful as the nationalism of the vault dwellers turned into a religion which worshipped America and its Founders as divine beings. Having twisted every scrap of American myth, culture, and history they were given, they are now guardians of large parts of the city, including the ruined City Hall that both Federalist and Yeomanist forces desperate try to claim.
The Huabu - Pre-war America was not kind to its Chinese and Chinese-American citizens and the Huabu remember it well. Thought to all be communist spies or agents, Chinatown was turned into an open air concertation camp with high walls meant to "protect" its inhabitants although it often just caged them in when the mobs came. They were not spared when the bombs dropped. It was only through a personal connection with the Governor General that the xenophobic Huabu leadership even agreed to join the NPC. Their status as perpetual outsiders in their own home however has made them a haven for all kinds of outcasts, chiefly ghouls who find common sympathy with the Huabu's own storied history.
The Brawlerball Gangs - Fearsome, brutal warriors hailing from South Philly, they are known as much for their antagonizing savagery as their respectable grit. Often seen as barbarians by the rest of the Delavalley, their stadium strongholds are training grounds and arenas where all are welcomed to test their strength and join them in their animalistic worship of fanatical spirits and flying eagles. Despite often being labelled bandits, they're loyal mercenaries hired by other factions. While they may not have many friends, few doubt their strength as they are the type who will fist fight a super mutant with nothing but a football helmet and burning couch cushion.
The Ivory League - Inhabiting the ruins of University City, the Ivory League traces its lineage to not only Vault 61 under the University of Pennsylvania, but the ancient, aristocratic Philadelphia Union League. They see themselves as a beacon of enlightenment and progress in dark times, dedicating themselves to the studies of the Degrees. Everything from medicine and agriculture, to engineering and war is taught in their halls. Although their elitism finds them few friends among the laymen, their research and development has been critical in the continued rebuilding, redevelopment, and reclamation of the Delavalley Wasteland.
The Threemiler Atomites - Being the cultural cradle of America, China's nukes did not spare the City of Brotherly Love. Even by the time the Governor General rose to power, many areas were heavily irradiated beyond what any sane person would dare venture. However, the many undetonated nukes and rad-soaked craters brought pilgrims from a nearby Children of Atom citadel at Three Mile Island. Striking a deal, the Governor General allowed these pilgrims to settle in the most irradiated sites, setting up communities and rad-churches in the hopes of being able to exploit whatever land they were in, making use of otherwise dead space.
The Deitsch Gebiet - When the Unity Crusade swept from the west, Amish refugees fled into the city to flee the oncoming horde of super mutants and raiders. It was the Governor General themselves who lead the newly formed Continental Army into battle against the Unity Crusade, crossing blades in a series of great battles never seen on the East Coast since the time of the Revolution. Despite their victory, hundreds of acres had been burned and pillage. By the decree of the Governor General, Amish refugees were given land in Fairmount Park to call their new home, the "Amish Grant". While most cling to their traditional, peaceful ways, a growing number of radicals lead by "The Batenburger" believe that only through blood can they find peace and with the civil war around them, they no longer see a difference between whose blood they must shed for it.
The Germantown Quakers - Ever since William Penn, Philadelphia had a connection with the Society of Friends or the Quakers. Known for their pacifism and empathy, they took on a mission of charity after the bombs fell that became so well known that even some of the less bloodthirsty raider gangs voluntarily avoid their territory. They have become critical in the aftermath of the collapse of the Congress, taking on hundreds of refugees begging for food and shelter. Like their Amish cousins, they too are struggling with rectifying their pacifism with the more brutal world around them as both sides of the civil war "request" aid for their causes.
The Devilmen Tribes - A catch all term for the strange, esoteric cults hailing from the Pine Barrens of New Jersey, worshipping the Jersey Devil as an emissary for otherworldly powers. Having taken part in Gory Gulis' coalition, some were gifted Petty Island as a reward, turning it into the Isle of the Devilmen.
River Pirates - Flanked by the Delaware on one side and the Schuylkill on the other, Philadelphia's waterways were once safe under the reign of the Governor General. But with the collapse of central authority, raiders, pirates, and deserters take to the waters once more to the dismay of all sailors.
Deserters - Once the pride of the New Philadelphia Congress, the Continental Army has since shattered following Commander Lincoln's crushing defeat at the Tacomy-Palmyra Bridge and the now infamous Fist of Gulis. With their best soldiers and officers dead, the power vacuum saw ambitious warlords and commanders take control of local garrisons for their own ends, refusing to accept orders from either the Federalists or the Yeomanists.
The Brotherhood of Steel - They possess only a minor role in the geopolitics of Philadelphia, even before the collapse of the Congress. Their occupation of the Navy Yards was another deal signed between their Elders and the Governor General in exchange for aid against the Unity Crusade. Some speak of a their desire to create a warship equal to that of Big J, aka the Battleship New Jersey currently under Constitutionalist control, while others believe they are simply interested in the pre-war military tech at the naval yard.
The Ghoul King of Kinoprus - The origins of the Ghoul King are just as mysterious as that of the Governor General's, however all agree that he is a mad, but not feral, ghoul who rules over Castle Kinoprus, the former King of Prussia Mall, in the north east. There he rules as a monarch over a host of his ghoul kindred in a great delusion of medieval royalty and nobility. Despite their seemingly shared delusion, his ghoul Necroknights are among the deadliest single fighters in the Delavalley Wasteland, riding atop petrified steeds at the head of feral ghoul swarms that obey their liege lords' every command. Common gossip said that the Ghoul King even desired to marry a Ghoul Royal to the Governor General to seal an alliance, but nothing ever came of it.
Lockreeder Republic - Before the war, the Lockreed Aerospace Corporation had their headquarters in Morresville, playing a critical part in America's war effort. Such a legacy has not been forgotten by their descendants who have become famed weapon smiths who even created aerial gliders, rare flying machines in the post-war era. Access to their smiths and arsenals was why the security of I-95 was critical to the Congress to the point they let Constitutionalists set up their own forts along the highways to increase safety for caravans.
The Unity Crusade - When the Master's army was defeated in the far west, his Super Mutants scattered far and wide. One contingent fled eastwards, gathering Super Mutants, tribal, raiders, and madmen willing to follow their leader, the Warlord Charon, in his quest to continue to Master's vile plans. Bought with promises of loot, conquest, or threats, his host descended upon Pennsylvania and the Delavalley Wasteland in the 2170's where they were met by the Governor General's Continental Army. Although beaten back and bloody, the NPC was never able to hunt all of his horde down, or find the Warlord himself. Now with the Congress dissolved and the city in chaos, his horde grows as he eyes his long desired prize with certainty in his supremacy.
Expectations
Be civil. The Federalists and Yeomanists are based on the irl Federalists and Anti-Federalists and while there is certain a political element baked into their feud, do not let it spill over. I will come out and say it that both sides have a viable end goal in this situation and both sides have a "fail state" should they take power but certain things happen.
This is aimed somewhere between casual and advanced. No post length requirement beyond no one liners and good grammar. You should be able to write about your characters internal thoughts and have the awareness of their position in the world. While I know there is a lot of information in the hiders (and more behind the scenes, trust me), I don't expect you to become a knowledgeable expert on everything. Still you should know stuff like "Who is the Governor General" and "Why are the two sides fighting".
It has been a while for me. (Hello if you are reading this, yes I am alive!) We're all here to have fun. I know a good amount of Fallout lore but there might be things I overlook or don't realize. Do not hold this against me, we're here to roleplay in this setting I cooked up and not argue over brahman lore. There will also certainly be things I am rusty at but its all a learning process.
Characters shouldn't be Sole Survivor tier or similar. Companion-tier at best, the GG already took that role. You should be capable but not dominate in any field you are in.
"Slight concern: To traverse the Great Rift is..." There were about a dozen different words Hishiryn thought of putting in, ranging from "stupid" to "suicidal", but even he could tell this was not the time. They had been given a mission from a son of the Omnissiah himself. To disobey a senior Magos was unthinkable enough but even he had enough respect for a Primarch to not question their wisdom. And order was an order and just like a Castellan Robot being given a new data program slate, he would obey them.
"Inquiry: Are there any conditions or stellar dangers to be aware of?" The tech priest slightly changed his tone, "Confident: While there are certainly numerous dangers which may befall the ship, given enough time, awareness, and resources I will be able to manufacture suitable counter measures or deterrents for all of them."
Hishiryn remembered how his first captain thought it wise to not inform any of the engineering crew about stellar hazards because "he could handle them". The memory of being hit by solar radiation, plasma stellar lifeforms and getting rammed by some space whale titan beast and the ensuing decompression ran across his mind. He was extremely glad that he did not require sleep or at least could rely upon a circadian half-cycler to put half his brain to sleep and utilize the other half for in his dreams, Hishiryn was still haunted by the image of a space titain bursting through a bulkhead and devouring him whole as he was pulled into the cold vacuum of space.
Hishiryn looked at the gathered crew; an assorted collection of meatbags who were no doubt top of their own particular little hobbies with their own quirky skills that might be useful in one scenario or another. It was all pretty standard-- wait, was that binary?
The Chief Enginseer's ocular lenses focused in on someone he only barely noticed before hand, a Genetor. Just by looking over him, Hishiryn could get a list of all the relevant data he needed, having Neuro-Data Links was helpful like that. The man's flesh was even more distasteful than the others, the Chief Enginseer only had limited interactions with Genetors but knew enough that they grew their own flesh and grafted their organs after growing them in tubes and chem-vats. It was understandable if someone outside the Omnissiah's clergy did so -most Imperials seemed oddly hesitant to part with their inferior organics- but for a scion of Mars to do so was somewhere between blasphemy and stupidity.
"Do not lecture me on proper rituals and rites." Hishiryn sneered in binary, "I need not be entertained by a fool in flesh who forgets that there is only strength in steel and certainty in iron. Undoubtedly you too remember the Creedo Omnissiah: There is no truth in flesh, only betrayal. There is no strength in flesh, only weakness. There is no constancy in flesh, only decay. There is no certainty in flesh but death.”
Diplomacy was certainly not one of Hishiryn's stronger skills, but he proved himself through action, not words. Plus it wasn't like you needed diplomacy to work with machines. As far as he was concerned, he had a single task and everything else was secondary.
A trio of junior tech priests watched over the inert plasma reactor, mumbling binaric chants as a servitor recited automated rites of reignition behind them. Most of them still had flesh on them and thus could feel the figurative and literal heat behind them that watched their every move. They were mostly at least a decade older than the spritely 57 year old Chief Enginseer who stood on a balcony overlooking them, yet it was clear to all that age mattered little as one of them misspoke and the engine began to suddenly crackle.
"ERROR ON LINE 1041, VERSE 229." Hishiryn screeched in binary. He tapped something on his data slate and the plasma reactor went into a forced shut down. He scolded the youngest of their number, the one who made the error to begin with, with eyes that burned like ship engines. "Fool, the ritual is to recite the litany on every third turn of the knob, not second. And each recitation is to last no more than 12 standard seconds! Do you need to be taught how to count again!"
The last bit was entirely personal preference as official cult teachings said that this particular litany had no true time limit so long as the knobs were turned in the correct order. However, Hishiryn maintained a strict timeline to be followed when it came to maintaince and his exacting standards where the thing that more than one tech acolyte feared. Yet it was because of those standards that he had been assigned to such a hallowed vessel.
Before he could continue to rip into the poor junior tech priest, a servo-skull floated by and a message ran across Hishiryn's vision as it plugged into one of his mechadendrites.
"I will be back." Hishiryn said in binary as he turned his back to the trio of tech priests, "The captain calls for me. I want this reactor fixed by the time I get back or I will have you reassigned to the organic maintenance of servitors."
A pair of servo-skulls with black iron braziers heralded the arrival of the Chief Enginseer Hishiryn whose eternally smoldering robes crackled with fading flames and left a light trail of ash where he walked. When he talked "naturally" it was with the voice of a roaring kiln mixed with the mechanical monotone so common among tech priests complete with the unnatural breaks.
"Apologetic: I was attending to the plasma reactors on deck 47b. They were 7% under standard efficiency coefficients." The Chief Enginseer did not bother with proper formalities, in his mind his status as the man in charge of running the whole ship made him at least as important as the Captain himself, "Frustrated: There seems to be a great many things which are under standard efficiency coefficients. Elated: But I am never the less thankful for being allowed such a prestigious position aboard such a vaulted vessel."
Hishiryn 08-MN Kappa, the Prodigal Pyre Priest, Chief Enginseer
Born on the mining and refinery moon of Ezot Secudunus on a small Mechanicus outpost set up to watch over the world's machinery, Hishiryn 08 is of the 8th designated generation of the world while his Kappa designation marks him out as the 10th child of said generation. MN is short for "Machina Navis" which is a reference to his current role aboard Edmund's ship (previous it was PCP, "Prefectus Conflatorio Prothemius).
From a young age he demonstrated a great aptitude for the learnings of the Machine Cult, quickly and easily taking to its many rituals, rites and ceremonies. Consistently at the top of his class, it was believed that he was fated to be sent to a true forge world to study more and rise through the ranks of the priesthood instead of languishing on a back water refinery moon. However when he was 16, he was in a terrible accident when one of the world's largest refineries exploded while he was shadowing a more senior tech priest. For three days he was trapped under burning rubble, inhaling near lethal amounts smoke and fire and shouting until his voice was burned by the flames it self.
But some how he survived, if only barely. That fire did something to him and he claims to have seen visions of the Omnissiah and the Machine God in the fires. His charred and broken body was nursed back to health but the ashen smoke turned his mind from a devout, promising acolyte, to a fervent pyromaniac with a fanatical faith of fire. Ezot Secundus' religion and culture was always fire based, the local worshipping the Emperor as a fire god who gave them livelihoods through his holy blood and such beliefs even seeped into local Mechanicus, but Hishiryn became obessessed with the "holy fires of the Omnissiah".
The position he was once destiant for was given over to someone else, but Hishiryn cared little. He was engrossed with prothemium, flamers and meltas. By day he would attend almost exclusively to the refinery systems and by night he would meditate surrounded by open flames, letting the smoke and fume fill his prosthetic lungs. His worship would eventually get in the way of his duties as a tech priest and too many near-accidents were catalogued under his watch so the senior clergy of the outpost decided it would be best to have him "exprience the Omnissiah's other gifts" and through political connections got him assigned as a tech acolyte aboard one of the many ships that occasionally entered Ezot's atmosphere.
Over the course of years and decades, Hishiryn's pyromania dimmed, turning from a zealous wildfire into a controlled burn of faith with only the occasional fanatical flare up. He served aboard several ships from short haul merchant vessels, a handful of Imperial Navy vessels of various sizes and even a short stint on an ultimately doomed Mechanicus explorator fleet. His genius, however muddled it was by the fire of his youth, clearly did not dull at all as he proved just as prodigious, adept and skilled at becoming a master of the star ships of the Imperium.
Now at the comparatively youthful age of 47, Hishiryn is among the youngest Chief Enginseers aboard a starship to command tech priest who are older than him. His position was aboard a new Rogue Trader vessel belonging to the Andamar Dynasty, word of his skills having spread far enough to where his talents were deemed necessary for this new vessel to operate.
Hishiryn is excited of his newest assignment, giddy only the vigor of youth can provide. To serve aboard such a rare class of ship is an honor to him while he hopes to use this position as an opportunity to go on a long awaited pilgrimage to forge worlds and tech shrines across the galaxy.
Also throwing my interest in here! Only question is will there be any sort of specific stylistic style or aesthetic? Or will we be able to use any sort of ship (within reason) since we're a rag tag group of rebels using whatever we can find, standardization be damned?
@Eviledd1984 Yeah I'm planning for the characters and mechanics to be the same. In all honestly I am probably going to copy paste the OOC thread. Here is the character creation stuff if anyone wants to get a headstart on Character creation
Player Characters
Players will take control of a group of goblins called "gangs" who are specialized in one area such as hunting, building, crafting, fighting, preforming or whatever else as a Goblin Boss. The exact number will be random at the start of the IC don't expect too many at first. As more goblins come to the fort, you can recruit them into your own gang if you so wish. You can have your gang do something they aren't specialized in (IE a gang of hunters being used as ranged soldiers or a gang of builders being forced to help farm) but expect limited results in most cases unless their is a skill overlap.
There will also of course be GM-controlled NPCs who might form their own gangs and do their own thing on occasion. Depending on their temperament, they may only take orders from someone in a position of higher power or only work certain jobs while others are more flexible. The addition of Goblin nobles like those of DF is still pending.
Bosses will be able to add additional supplies to the initial starting stock (pending GM approval first of course).
Name: (Goblins tend to have short names. IE "Grag Skimar" or "Thelm Redcap". I recommend Fantasy Name Generator.) Gang: (Name of the gang, number of gobbos and their main skill. IE Greenkeeper, 5 Farmer Goblins.) Age: (Goblins live shorter lives than some other races. They reach maturity around age 10 but typically only live for 50-60 years.) Sex: (Goblins are egalitarian folk.) Appearance: (Entirely optional, picture or description.)
Values: (Think of this as personality traits they hold dear. The following are examples.)
Cleverness
Honesty
Nihilism
Skills: (The number of skill points you have determines your proficiency with that skill starting from none to Novice (1), Apprentice (2), Adept (4), Professional (6), Expert (8) and Master (10). Your character starts out with 7 skill points to assign, its recommended to have your gang's main skill be your most proficent. The following are examples. Credit to @Shovel for this system.)
Professional Miner (6)
Novice Fighter (1)
Likes: Some more personality traits stuff, this time about what they like. Mostly for flavor and a hold over from DF. The following are examples
Slimes, for their cute appearance
The color red
River fish and berry wine
Stone tools
(This is not a definitive list of everything, its mostly stuff copied and simplified from Dwarf Fortress. If you want to add a skill to your character not listed here, just ask.)
Raw Resources Miner - Deals with anything relating to digging a hole, mining a tunnel or finding ore. Forester - Deals with anything about trees, lumberjacking and timber. Woodworker - Deals with anything about creating things out of wood from carpentry to barrels to bows. Stoneworker - Deals with anything about stone from bricks to engraving to statues. Scavenger - Deals with anything about looting old ruins and battlefields. A goblin's favorite job. Builder - Deals with anything about building or repairing. How novel
Animals Animal Tamer - Deals with the raising, taming and training of wild animals. Animal Doctor - Deals with the medical care of all animals. Trapper - Deals with making traps to catch or kill creatures, both animals and people.
Medicine Herbalist - Deals with any medicinal herbs, apothecary stuff and non-wound related maladies. Surgeon - Deals with typical doctor stuff from diagnosis to nursing to patented goblin meatball surgery.
Food Production Gatherer - Deals with the gathering and identification of safe wild vegetables and herbs. Hunter - Deals with hunting animals. Farmer - Deals with anything relating to farming. Herder - Deals with anything involving domesticated animals and harvesting their resources like milking or sheering. Fisher - Deals with fishing and fish preparation. Butcher - Deals with harvesting resources from animals such as skin, fat and meat. Cook - Deals with cooking food and operating fires.
Crafter Armorsmith - Deals with the creation of any piece or article of protective gear. Weaponsmith - Deals with the creation of weapons of all types and ammunition. Metalsmith - Deals with creating anything out of metal not listed here. Trinket Maker - Deals with creating "trade items", small items used in trade or use not listed here. Ceramist - Deals with making things out of clay like pottery and bricks. Tailor - Deals with making textiles and making clothes of fabrics and leathers. Book Keeper - Deals with making books and writing things down like a nerd.
Combat Warrior - Any combat involving some type of melee weapon. Rider - Any combat involving riding on something or someone else. Marksman - Any combat involving some type of ranged weapon. Commander - Deals with the tactical and strategic side of battle. Explorer - Includes things like tracking, survival and scouting.
Administration Merchant - Will get better results from trading and can prevent dishonest trading. Architect - Gives construction bonuses by making them go faster. Organizer - Gives general temporary bonuses to other random workers. Scholar - Gives permanent bonuses to other workers via big thinkin' (research)
Misc Bard - Anything involving the preforming arts and entertainment like dance, storytelling and singing. Thief - Anything involving the stealthy stuff and getting wealth through "alternative means". Priest - Deals with the religious and supernatural, increases happiness.