Occupations

If you would like to see the occupations of the known world, you can find it on the Aether II website: Aether Occupations. The occupations found here are those commonly found aboard a ship or are otherwise necessary in the game. Some of these occupations would be found in our real world, others are specific to the world of Aether. If you believe there is an occupation that has been left off, please contact staff. The * denotes a position that must be either earned through RP or applied for. If you are interested in a particular occupation, please speak with staff to make sure it is not already filled.

Boatswain - A ship's boatswain is the foreman of the workers or sailors. He is responsible for the ship's rigging, anchor and other ship's equipment, as well as seeing that the crew does the work they are supposed to be doing. He calls the crew to work and makes certain that all work that needs to be done is covered and will re-arrange duties as need be.

*Captain - The supreme authority aboard a ship, the Captain is subservient only to the wishes of the ship's owner. It must be noted that most Pirate Captains have stolen their ships from the original owners, and thus own their Vessels. IT must also be noted that the Captain rarely takes an active role in the day to day running of a ship, reserving only the most important decisions for himself, and leaving the rest to the care of his officers.

Cargomaster - The cargomaster is responsible for the cargo the ship carries. He should have some form of education; at least enough to count accurately and write his numbers as well as at least simple addition and subtraction. More educated cargomasters keep detailed records of everything that is brought aboard a ship and is taken off. He will also oversee the loading and unloading the cargo hold to make sure the goods brought aboard are not distributed unevenly, he makes sure the weight of what they carry is evenly distributed.

Carpenter - A carpenter can be one who works with hand tools or one that shapes the wood magically. He not only sees to repairs of the ship herself, but is also responsible for other tasks on the ship that require the skills of one that knows wood. He might be asks to fix a bunk or a chair, or build some more crates. The ones with a more artistic ability can carved decorative pieces to decorate the ship or repair those which have been damages, such as a ship's figurehead.

Cartographer - Working with the navigator on a regular basis, the cartographer charts and maps the shoreline and places inland. Empyreans are especially desirable for this position because they can fly above uncharted places and get a much more accurate view of the land to map it properly. Not surprisingly, a cartographer must be educated and have some artistic talent to put what their eye sees down on parchment.

Cook - The cook is responsible to see that all members of the crew are properly fed and that the food prepared will not cause illness. They work with the cargomaster to make sure that the food is stored properly and is easily accessible. The cook must see that the galley is kept clean and organized, though every cook has a different way in which his galley is set up and handled.

Coxswain - The coxswain is the man at the ship's wheel, steering the vessel across open waters and through narrow channels. He works with the navigator and cartographer as well as the ship's scouts, especially in uncharted and possibly dangerous waters.

Doctor/Healer - Even the shortest voyages suffer injuries and no ship is complete without the services of an experiences doctor or healer. The only difference between the two is a healer uses her magical ability while a doctor must use non-magical techniques to heal his patients. A doctor or healer should also be well-educated in herbalism as well, knowing with plants can be mixed and given to heal minor ailments. He should also know how to handle more difficult injuries such as broken bones, torn flesh, and other more serious injuries.

*First Officer - The man seen on a daily basis as "The One in charge" On larger ships, the crew may never even see the Captain, but they will see his First Officer every morning, noon, and night. The First Officer tends to occupy the most visible role of leadership aboard large Vessels. Obviously on smaller ships, the Captain fills most of these duties, and the First Officer is relegated to the role of 'Captain's Assistant.'

Navigator - The navigator helps to chart unknown waters, recording underwater formations as well as Atlantean cities and colonies to be incorporated into the Cartographer's work to chart the land above water. A navigator might work with a scout, but where a scout is only looking ahead for danger or perhaps a route through a series of islands, a navigator is more interested in charting and recording the waters over which they sail. Additionally, a navigator must be educated, able to read maps and decipher them to help the ship sail in the direction the captain wishes her to go. Knowledge of the winds and the waves and how they affect the ship is a necessary skill as well.

Sailor/Able Seaman - They are the men that keep the ship going and it is the general term for anyone that works aboard a ship. Sailors need not be educated in the traditional sense, for their education usually comes on the job. They may not be able to read the written word, but the can read the winds and the water. They are expected to follow the tasks set down by their boatswain and the ship's first and second mate. Most sailors are always training in fighting of one style or another, for the high seas can be a dangerous place and a sailor needs to learn to defend himself and his ship.

*Second Officer - Member of the Command responsible for enforcing discipline and exacting punishment. Either hated, feared, respected, or some measure of all three by the crew. Most often it is the Second Officer who deals most closely with the crew, thus the 2nd Officer is sometimes looked down on by his fellow officers. Whether the ship is small or large, the Second officer is the man who fills the disciplinary role. Ship's Scout: A ship's scout is most commonly an Atlantean, for they have the ability to swim beneath the waves for long periods of time, travel ahead of their vessel and seek out safe passages through troublesome waterways. A scout can also warn of other impending dangers, such as a pirate ambush or waters that may be unsafe for swimming or fishing.

Shipwright - A shipwright is one who builds and repairs ships. He is more than a simple carpenter (though he needs to employ the same skills) because he must have an understanding of how the ship sails and what the owner and/or captain will be asking of her. He must also be knowledgeable about different types of wood and which quality is best for building and repairing a ship. In such things he might do the work himself, or he might serve as an overseer to the ship's carpenters.

Steward - A ship's steward is responsible for all the day to day things on the ship. He makes sure that lanterns are filled with oil or candles, he may help in the galley to make sure that the cook has the utensils needed and that there are enough bowls and mugs for the crew. He keeps track of the stock of things such as parchment and inks for the ship's officers and sees to the general cleanliness of the ship itself. Generally if someone is in need of something, be it a blanket or a quill or a pin, the steward is the one to ask.

Surgeon's Mate/Assistant - A doctor cannot work alone, and should the doctor fall ill it is always useful to have someone trained to take his place. The Surgeon's assistant may not yet be knowledgeable to assist in more complicated surgeries. He should have knowledge of a surgeon's tools and what each is used for, and how to take care of them. He should know, or is in the process of learning, how to tell different medicines apart and how to mix them to make remedies. He should be an eager student, for one day he will advance to a full surgeon.

Survivalist - A survivalist can come in two forms; one that specializes in the land and one that specializes in the seas. With a ship that is traveling to a variety of exotic and foreign ports, it is essential to have someone who is skilled in such things as determining what kind of plants can be eaten, how to hunt and trap food, build shelter and fire, and other skills to help a crew survive in a strange land. Likewise, water survivalists are those that could help keep a crew alive out on the open water. They can help fisherman find fish, can determine if local sea plant life is edible and can be quite helpful in shallow waters to find the best path of the ship. In this regard they could work with the ship's scout.

Water Mage - While a wind mage can direct the winds, the water mage can help make the seas easier to sail and help direct the water currents. Stronger water mages can cause or subdue geysers and whirlpools. Probably one of the most useful tasks a water mage can do for his crew is to purify salt water so that the crew will never be without clean drinking water.

Weapons Master - A ship's weapons master must see that all of a ship's weapons are well-kept and ready to use at a moment's notice. He must understand not only the use of the weapons but also have some education in the crafting of them as well. He is responsible for making sure that the ship and her crew are well-armed and that that crew is trained in the use of those weapons. Should new weapons need to be purchased or old ones repaired, he sees to those details when the ship reaches her next port.

*Wind Mage - Because of the rarity of this magic and the desire for the Empyrean people to keep it among their nobility, rare is the ship that can boast the aid of a wind mage. A wind mage can help speed a ship along by summoning the winds to blow in the direction the ship wishes to go. He can also sense a distant storm and instruct the crew to either take the ship out of harm's way, or he can work to move the storm himself.

Interests

Most crewmembers engage in interests that, while they might serve well as occupations on land, have little practical value as a solitary occupation aboard a ship. However, such pastimes could certainly be useful, especially on long voyages. Listed below are some interests popular among sailors.

Actor/Dancer - Along with storytellers and musicians, actors and dancers are useful to help alleviate the fierce boredom and monotony that can come with a long voyage. Additionally, many sailors may take up dancing as a way to entertain themselves or to enjoy a musical performance, though not all are that good at it, providing a whole different form of entertainment.

Artist - Some sailors may possess an artistic talent, one that may be useful to one who considers himself an amateur historian. While a historian or scholar can keep written documents of the places they have traveled, an artist can keep images of the various places they have traveled.

Linguist - On longer journeys there is little doubt that a ship's crew might encounter people not versed in their native tongue. A linguist has a talent of being able to learn other languages, be they spoken or written down. This is not to say that a linguist can automatically determine what someone speaking a different language is saying, but they have an ear for it and are generally faster than others to pick up sounds and patterns to eventually translate one language to another.

Musician/Singer - Music is a must for any sailing vessel and many sailors know at least a few common songs. Some are skilled with musical instruments as well, providing proper entertainment at the end of a long day's work. Some may even write new songs about places they have been or experiences the crew has been through.

Recreational Games - When not working, sailors can find many things to keep themselves from growing bored. In calm seas many will choose to swim, while others might fish for enjoyment or to help fill the ship's stocks. On-deck games are popular as well, especially ones that allow sailors to test their strength, such as wrestling or games of tug-of-war. Games of cards or dice are popular as well.

Scholar/Historian - While not a position common aboard a ship, on a longer voyage it is not surprising that those sailors who might be educated might seek to record their travels.

Storyteller - Sailors gather a myriad of stories on their travels and some take great joy in re-telling these tales (some with extra embellishments to the truth) to entertain his shipmates. The best storytellers can keep their audience completely enraptured in the story and can bring even the most mundane events to life.

Tailor - Most sailors have a basic understanding of sewing, for there are always sails to be mended, not to mention nets, clothing, and hammocks. This does not necessarily mean the work could complete with a land-based tailor or seamstress. The work is usually crude, but serviceable. There are, however, some sailors that have a better hand and eye for such things and are able to create rather than just repair.

Teacher - Another way to pass the time is to educate one's self and those that are educated in the traditional sense can offer to teach those that wish to learn. This can be as basic as learning to read to more advanced subjects as mathematics, literature, and history. Teaching can also be done in things such as musical performance and swordplay. Senior sailors are expected to help teach junior sailors in their day to day duties, as well as any professional/apprentice relationship.

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