Occupations
In Aerendel :
| ((Everybody
gets two occupations. Their primary occupation is more important
than their secondary. For instance; A Psi-Ranger would be able
to develop high level Psi talents and be a slightly wimpy ranger.
A Ranger-Psi would be stronger in Ranger skills and could use
lower level Psi stuff. The Ranger-Psi Character would have more
Hit Points. The Psi-Ranger would have more Psi Points, and less
Hit Points. )) |
The
9 Major Occupational Groups are:
Adventurer
. Bard . Ranger
Military . Magicker
. Religious
Artisan . Professional
. Psidahrian
The
specialities are as follow:
PCs may either
proudly display their Occupations and Guild Marks, or choose "Adventurer"
or something like "Ne'er do well", "Hussy", "Drunk"
"Fine Upstanding Citizen", "Other Worlder", "Escaped
Lunatic..." "Lost Soul" (et cetera) for their "Obvious
Occupation" [Face it- Can you tell what everybody does for a
living at a glance?] {{ Part of the Role-Play may be figuring out
who does what. }}
{In Game
description:}
Xerean
Shantivarta is a young, wirey Ravenna Questor.
He is 165 cm tall, has fair skin, sapphire eyes and long charcoal
hair.
He has strong black wings.
He is wearing a light blue leather Ranger's cloak and looks
tired.
He shows the mark of the Rangers' Guild on his cloak.
He shows the mark of the Dove on his cloak.
(1)Xerean
Shantivarta is a (2)young, (3)wirey (4)Ravenna
(5)Questor.
He is (6)165 cm tall, has (7)fair skin, (8)sapphire
eyes, and (9)long (10)charcoal hair.
He has (11)strong (12)black wings.
He is wearing a (13)light blue (14)leather (15)Ranger's
cloak, and looks (16)tired.
He (17)shows the mark of the (18)Rangers' Guild
on his (19)cloak.
He (17)shows the mark of the (18)Dove on his
(19)cloak.
(1) first and last
names (2) age (3) racial build (4) race (5) "Obvious
Occupation".
(6) height (7) skin type (8) eye colour (9) hair style (10)
hair colour.
(11) wings or fur description (12) wings or fur colour.
(13) Garment colour (14) garment description (15) Garment
type* does not include armour worn beneath exterior garments.
(16) "Obvious Mood".
(17) Guild / Religious tattoos or other marks marks can
be shown or hidden (18) the religious / Guild mark (19)
where mark or tattoo is displayed .
The
light blue of the cloak is he choice of the religious sect
he belongs to. (That makes him 'obviously' a Religious type.
Since he'll be flying, that colour wouldn't be a bad choice
for slinking through the forests.
|

*The Adventurer's
Guild sells 'No Questions Asked' memberships to anyone who
pays their low yearly dues. Magick Users who wish to go about
unmolested by members of rival guilds gladly pay the pittance
for the privilege of being mistaken for an Explorer, Bounty Hunter,
Detective, Tourist or whatever.....
Adventurers
range from Explorers to Thieves, with a lot of 'free money' coming
in to the guild because they allow anyone to join for a cut rate
"auxiliary" membership.
[[ Image
at right by Naomi
Ainslie, (I have asked permission to use this) see her stuff
at Elfwood ]]
- Adventurer Adventurers
may be bored rich kids looking for something to amuse themselves with,
or they may be terrified individuals in trouble for owing the wrong
group of people too much money or too many favours. Many people who
proudly display the Adventurers' Guild's mark belong to other organizations
or guilds but quite a few are sort of 'generic lost souls' who might
find it insulting to be called 'Tourists'. {Adventurers begin with
[all level 1] Pick Lock, Hide, Dagger and Long Sword skills }
- Thief Thieves
keep the local economy greased and moving. The fact that not everything
they 'provide' or trade was come by in an exactly 'legal' manner doesn't
bother some folks and drives others absolutely out of their minds.
{ pick lock, hide, dagger, long sword }
- Rogue Rogues
are often thought of as 'wannabe' thieves, or brutes with not much
skill who often do the dirty work, or act as 'muscle' for thieves,
politicians, crooked constables... whatever. { blunt, ambush, hide,
dagger }
- Gambler Gamblers
are adventurers who believe that the odds should be in their favour.
Having a few thieving skills often gets them out of sticky situations
or enables them to bankroll their next hunch at some poor citizen's
expense. { Hide, dagger, blunt, long sword }
- Explorer Explorers
give the Adventurer's Guild a good name, well, almost. They often
need to know how to pick a lock to break into the tomb of some unknown
King or Queen (for strictly intellectual reasons, mind you... ; )
{ build shelter, find water, build fire, long sword }
- Bounty Hunter Bounty
Hunters are sort of Rogues with Licenses. They get to help the
long arm of the law lock up the competition while they look around
to find unguarded treasures that quite often follow them home. { Hide,
ambush, blunt, long sword }
- Detective Detectives
are people who are obsessed with solving crimes and other annoying
blemishes in the polish of the world as they would like to know it.
{ hidden follow, ambush, blunt, long sword }
- Spy Spies
are adventurers who may be trying to get secret information for a
government or employer, they may be professional assassins. They may
be professional nut cases who believe they have a purpose in life
that no one else can know about. { 1 extra language, hide, blunt,
dagger }
- Tourist Tourists
wear funny clothes and often have expensive things hanging out of
their pockets. Sometimes high level Questors or Protectors [see 'Religious']
go about disguised as tourists. { get lost, read guidebook, beg, long
sword }
|

Bards often make
music, or art or recite poetry, or act
Or dance, or delve deeply into the ancient mysteries,
Many have learned the magickal qualities of music.
Some become Bards because they're not really good
at anything else.
[[ Image
at right is from someone at Elfwood
(I will ask permission to use this as soon as I find the artist
again.) ]]
- Musician Musicians
play musical instruments, specializing in stringed instruments,
wind instruments, or percussion. They also frequently need to
know how to defend themselves, whether from drunken, unappreciative
audiences or highwaymen (they travel around a lot). They also
need to know how to charm landladies or land lords into either
giving them free accommodation or not kicking them out when
they can't pay their rent. { Stringed / Wind / Percussion instrument,
long sword, busking, charm }
- Singer
Singers sing, they also learn to play an instrument for those times
when their voices give out, they also need to defend themselves and
charm various landladies & landlords into giving them free or
reduced rates on places to sleep for the night. { Stringed /Wind /
Percussion instrument, long sword, singing, charm }
- Balladeer (Balladeer)
Balladeers usually play stringed instruments and sing at the same
time. They practice hard to get co ordin ated so they get an extra
starting skill. { Stringed /Wind / Percussion instrument, singing,
long sword, busking, charm }
- Actor
Actors often tour the country side with other Bards, acting
bits from plays and making fun of political goings on here and
there. Their ability to distract an audience is often exploited
by pickpockets and thieves. { Stringed /Wind / Percussion instrument,
long sword, distract, charm }
- Dancer
Dancers often charm and hypnotize their audiences with their motions.
(Dark Elves are especially good at hypnotic, seductive dances...)
{ Stringed /Wind / Percussion instrument, long sword, hypnotic dance,
charm }
- Artist
Artist Bards develop the ability to open wild portals by drawing a
place from memory and playing the right notes over or in front of
their drawings. They usually carry pipes with them, both for their
lightness and their protective uses if a sword is not handy... { Stringed
/Wind / Percussion instrument, long sword, drawing, charm }
- Poet
Poets often travel alone for part of the year, writing things down
and trying to make sense of their worlds. Another group of them string
haughty phrases together to encourage raucous laughter in pubs. {{
Ursan Bards often specialize in limericks }} { Stringed /Wind / Percussion
instrument, long sword, distract, charm }
- LoreMaster
Lore Masters may be story tellers or researchers of ancient runish
knowledge. Khatzen LoreMasters keep their tribes' oral histories alive
and recite long stories of who was who's father and mother, and what
honours each members of any tribe's ancestors brought to that tribe.
{ Stringed /Wind / Percussion instrument, long sword, story telling,
read runes}
- Unemployed
The Bards Guild has a special cut rate membership
for persons of questionable or non existent talent for, while
pan handling may be illegal and punishable by pretty harsh measures
in many cities, Busking is always allowed (with proof of Guild
membership)- and really terrible buskers are often paid handsomely
to either stop playing or move to a corner, where, for instance,
a restaurateur's rival might have his or her establishment.
{ Stringed /Wind / Percussion instrument, long sword, busking,
charm }
|
Rangers are
often self sufficient quasi military types,
but they can also be self-sufficient anti-military types,
Hunters, Trappers, Trackers, Scouts, Pioneers, Farmers,
Breeders, and Woodsmyn, along with generic Rangers, can
function in deep wilderness as well as 'big cities'.
Rangers are almost always 'good guys' or believe they serve the
light.
[[ Image
at right by Naomi
Ainslie, (I have asked permission to use this) see her stuff
at Elfwood ]]
- Ranger Rangers
often fend for themselves in the wilderness. Some are organized
into military units, some are fiercely individual. {Generic
Rangers' skills include bow [long bow or crossbow], long sword,
stealth, and build shelter}
- Scout Scouts
are often trailblazers or trail finders they are often out ahead
of Rangers or other military units, or caravans or groups of
refugees, using their stealth skills to detect the presence
of enemies and/or find safe passage. {stealth, bow, long sword,
identify herbs}
- Hunter Hunters
usually hunt animals. Sometimes they hunt people. {stealth,
long sword, bow, ambush}
- Trapper Trappers
usually trap animals, sometimes trap enemies or fugitives from
justice (or fugitives from injustice...) {stealth, long sword,
bow, set traps}
- Tracker Trackers
are very good at following animals and/or people (and things)
through the wilderness or city streets. {stealth, long sword,
bow, hidden follow}
- Pioneer
Pioneers usually find a spot in the wilderness where
they set down roots and start a new life. {long sword, bow,
build shelter, tame animals}
- Farmer Farmers
eek out a living off the land, some breed animals for sale,
some grown food for city markets. {build shelter, find water,
long sword, bow}
- Breeder Breeders
get to breed and sell animals to other Characters. {build shelter,
breed animals, long sword, bow}
- Woodsmyn
Woodsmyn are usually hermit types who live in deep
forests and rarely have anything to do with city folks. {build
shelter, stealth, long sword, bow}
|
- Soldier Soldiers
are trained to fight in land based military units.
- Sailor Sailors
are trained to fight on ships at sea
- Marine Marines
are trained to fight on ships and on land.
- Barbarian Barbarians
are seen as soldiers with other than 'civilized' skill sets.
- Pirate Pirates
are seen as effective, but unorthodox marines.
- Terrorist Terrorists
are military-trained individuals who don't play by the rules, maybe
because they are hopelessly outnumbered. Maybe because they just don't
like the rules.
- Anti-Terrorist
Anti-Terrorists are trained to deal with terrorists.
- Guard Guards
are quasi military types trained to defend cities (or ships at sea
or in port)
- Constable Constables
are quasi military types who are trained to preserve the peace( or
defend the lawless s.o.b.'s who run smaller communities as if they
were private fiefdoms).
Orthodox Magick
Guilds are very structured and try to pre-screen their
members for temperament, goals, background, honesty, ambitions...
and maybe 'other' (Racial Prejudices?)
Wild Magick "Circles"
are more often groups of like minded folks
who band together to help each other and gladly share what they
learn with each other.
{ Orthodox }
[Orthodox Magick Users do not always fit into stereotypes,
but these are the stereotypes:]
- Wizard (Wizard)
[Altruists who get suckered into leaving their comfortable hideaways
to participate in campaigns / quests that they've been convinced
will alter the future of the universe for the better.]
- Mage (Mage)
[Mages almost obviously seek material gain for their knowledge and
powers]
- Sorcerer (Sorcerer)
[Sorcerers stereotypically seek power in its various forms]
{ Wild Magicker
}
- Druid (Druid)
{Druids bond with animals, gain insight, help from animals,
and some say, high level Druids may be able to change into animals}
- Witch (Witch)
{Witches, stereotypically, attempt to communicate with the dead
and/or powerful entities from other dimensions. [[Wiccans attempt
to live harmoniously and understand the forces of nature and
the divine/ Necromancer Witches, like Sorcerers, may be in it
for the power they hope to gain. There may be trouble brewing
between the two factions. Some Wiccans have joined Druid Circles.]]
}
- Seeker (Seeker)
{Seekers are sort of half-religious, half magickers looking
for their own special niche in this world. They are often able
to pass themselves off as members of Orthodox Guilds and learn
skills/spells they would not otherwise be able to learn. Most
would then bring their knowledge to their friends and teach
them what they've learned.}
[[ Image
at right {{ faeromancer?? }} by Naomi
Ainslie, (I have asked permission to use this) see her stuff
at Elfwood ]]
{ Elder Granted:
}
- Shaman (Shaman)
Khatzen trained Shamen are very rare and may seem peculiar to anyone
who sees them at work, or at all. They are rumoured to have the ability
to kill with the touch of a feather and heal wounded folks by placing
a stone on their chests.
|
Religious
occupations or callings fall under 3 major types, Healer, Protector
or Questor.
[[ Image
at right by Naomi
Ainslie. That person would most likely be a Questor. (I have
asked permission to use this) see her stuff at Elfwood
]]
- Healer Healers
are primarily concerned with healing injured and sick people
(or animals) Most of them heal in the name of their religious
sects. {Skills include healing, [blunt/long or short sword or
dagger/staff] weapons skill, prayers, channelling religious
magick}
- Protector
Protectors believe their calling is to protect the
defenceless. They can also heal, but their primary dedication
is to Martial Arts. {martial arts, healing, prayers, chanelling}
- Questor Questors
are religious types who {voluntarily or otherwise} go out into
the wide world to find something. Humility, the essence of God
in the poor, the glory of their religious sect in battle...
something. [It is widely believed that Questors were annoying
to the heads of their religious orders, were taught defensive
skills and sent away in the hopes that they would never come
back.] {[sword/blunt/staff] weapon, healing, prayers, chanelling
religious magick}
The following are more
than ceremonial titles for the above: They can train any similarly
dedicated religious professional who might be at a lower level and
teach new skills and/or spells to most religious types.
- Priest Priests
are usually men and usually stay in one place, work at a place
of 'worship' or in the immediate community around a church or
temple.
- Priestess
Priestess are usually women who stay in a town,
city or village and tend to the community in and around their
particular church or temple
- Monk Monks
are usually men who either stick around in one place or travel
wherever they are sent (by inner direction or by 'superiors'
of their order).
- Nun Nuns
are usually women who either stick around in one place or travel
wherever they are sent (by inner direction or by 'superiors'
of their order).
- Sage Sages
are religious hermits or mavericks who impart wisdom or healing
as they fit.
- Sensei Sensei
is the title granted to a Protector who has progressed far enough
to be able to teach younger/more inexperienced Protectors new
moves or techniques.
|
- Weaponsmith (Weaponsmith)
{ make swords and other weapons and sell them to other characters
}
- Armourer (Armourer)
{Make Armour and sell it to other characters}
- Mason (Mason)
{build with stone and brick}
- Carpenter (Carpenter)
{build with wood}
- Wagon Wright
(Wagon Wright) Make wagons which other characters buy
to carry around more stuff than they can carry themselves (can also
work with magick users to give their wagons invisibility charms/spells)
- Locksmith (Locksmiths)
are able make locks and install them on doors and gates etc. they
can also (usually) open locked doors and things.
- Blacksmith (Blacksmith)
makes horse shoes and other metal objects { boxes, safes } and sells
them
- Harness Maker (Harness
Maker) Makes saddles, reins, other things necessary for riding and
using horses, oxen, mules, etc.
- Tailor (Tailor)
Makes clothing for males, females, and drones of the various races
and makes a living at it.
- Doctor Doctors
take the 'scientific' approach to healing.
- Nurse Nurses
look after people who need extra time to heal.
- Lawyer Lawyers
represent people who need to navigate the baffling maze of any legal
system (of course, they also make those legal systems baffling so
people who need to use the system need a lawyer in the first place.
{born with a "litigation stupor" spell.}
- Politician Politicians
are specialized lawyers, they like to believe they're in charge of
things.
- Teacher Teachers
teach stuff. Some of them are able to teach new skills to anybody
who wants to learn.
- Herbalist Herbalists
learn to identify and cultivate herbs. (Which is especially handy
since it can be very difficult to know the difference between an herb
that will permanently increase your intelligence and one that will
burn out several important circuits in your brain.)
- Astrologer Astrologers
read the heavens for clues to earthly life. Psi-Astrologers often
have clues to human nature and/or 'fate' and don't always know whether
the stars' positions dictate fate or indicate propensities or confuse
people to the point where psychic messages bubble up through their
metaphysical beings....
- Miner Miners
dig into the ground looking for useful ores and rare minerals and
gems. All Delvahrians belong to the Miners' Guild. Others can join
too.
- Guide Guides
are supposed to be newbie friendly individuals who don't mind escorting
vulnerable newcomers around, keeping them alive while they get used
to life in their new world. Official guides will have an official
item proudly displayed on their body somewhere. These items will be
impossible to 'fake'.
Psidahr is a
science/art that is level based. Each level has abilities and states
of mind
that characterize anyone who has reached that level.
- ESPer (ESPer)
= a lucky person who is able to use ESP, whether trained or not.
- Latent (Unconscious)
= A person (may doubt his or her own sanity) who gets feelings and
hunches that that not everyone else does.
- Novice (Novice)
Someone with Psi potential who has joined the guild and begun to understand
and use their talents and abilities.
- Initiate (Initiate)
Someone who is getting the hang of their talents and abilities
- Patterner (Patterner)
Someone who has progressed as far as anyone with Psi as a secondary
Occupation can get.
- Weaver
(Psidahrians don't let non psidahrians know exactly who can do what
at which level....)
- Adept
But they get more powerful as they progress.
- Master
And Psidahrian Masters are supposed to be able to do some pretty spectacular
stuff...
|
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