|
|
Occupations:Adjusting to a new setting can be difficult, especially one which offers five different races as well as magic to choose from. Figuring out what your character does as well as what he or she is may seem daunting, but we've provided this section to give players a plethora of suggestions and ideas regarding their character's occupation. Those listed in red denote a position that must be either earned through RP or applied for. The following are more race-specific occupations. Read on to the next sections to find a more detailed description of each duty or position, which will be listed in alphabetical order.
Take a look at the Available Features and VIPs page for a listing of high-level positions currently available on the game.
Ambassador: With five different races and an indefinite number of domains and kingdoms, someone has to bridge the gap. Liaisons and diplomats are given immunity so that they may travel freely among those territories and try to keep the peace. This type of position must either be applied for or worked towards through RP. Arbiter/Archon: The higher officials within the city guard also act as judges or arbiters -- "Archons," to use an ancient Greek term for a chief magistrate. New players cannot start out with such a position unless they apply for it.
Bard/Storyteller: Everyone enjoys a good story or song, and those who can provide them are usually welcomed anywhere; such entertainers are often given an informal immunity among the separate races. Each race also has its own area of expertise: Atlantean women are said to have the sweetest voices, like the sirens from ancient Earth-lore. The Varati are noted for their complex chanting, which had its start among the religious caste. The Empyreans weave intricate melodies on lyres, kitharas, and other stringed instruments. And the Sylvans, with their fast-paced dancing and compelling rhythms played out on the drums, draw a more primal response from their audience. Caird/Traveler: Like Earth's gypsies, these itinerant vagabonds are made up of traders, entertainers, musicians, dancers, actors, and craftsmen. They wander from place to place like a traveling carnival, not always welcome, but certainly never dull.
Cyprian: To the ancient Greeks, it was another name for Aphrodite, the goddess of love. To citizens of Aether, it implies "the oldest profession," which is as thriving here as it is on Earth.
Ephor: While the ruling of Atlantis is left to the Decemvirate, the Ephorate takes care of the more day-to-day tasks, such as judging disputes, maintaining the peace, and general overseeing. Such a position can be worked towards through RP, or applied for to the Atlantean admin.
Gladiator: Originally an Empyreal invention, the other races soon took an interest when the Coliseum was built within Haven. Now it provides one of the main forms of entertainment: gladiatorial combat. Successful gladiators gain popular recognition, though their fame is short-lived, for competition is vicious within the arena. Many gladiators are free mercenaries who are in it for the money, while others are slaves who were raised into that lifestyle. For more information about gladiators, visit the following sites: Graisha/Hunter: Responsible for the legendary ferocity of the Sylvans as well as tales of "berserkers," "beast-men," and werewolves, the graisha are the hunters and warriors within their tribes. Half-man and half-beast, they have a unique link with the wild, and they provide for their people as well as defend the tribe against its enemies. But even their own people regard them with a mix of awe and fear, for it is a little ambiguous as to where their true nature lies: beast or man. Guard/Esper: Members of Haven's city guard often have some low-level magical ability, since it gives them an added edge when confronting rogue mages or outcasts. Predominantly made up of Espers, the city guard is always on the lookout for potential mages while patrolling the city and keeping the peace. Healer/Caducean: Delphic healers, because of their vow to help "any who are in need," are granted immunity so that they might travel freely among the other territories, despite their own race or affiliation. Rogue healers are another matter, but even they are received more widely, for a healer is a precious commodity in a land where tensions threaten to explode into warfare. Herald/Messenger: Literacy is uncommon on the world of Aether, and most news travels by word of mouth. Rumors have a way of getting out of hand, however, so this group was formed and entrusted with the truth. Granted immunity, they travel freely from realm to realm in order to keep others abreast of Aether's "current events." Lorekeeper: Those that do read and write are given the task of recording information, and to the Atlanteans, this information is sacred. While most of their communication is done through telepathic means, they do have a written language, which only the most learned of scholars may study. Atlanteans also have the oldest-dating records; some say it extends back to a time when legends of another world were fact instead of fiction.
Priest: The Varati "god-king," Khalid Atar, is a physical embodiment of their deity; much as the Pharaoh was in ancient Egypt. He has priests among the other clans to act as his "disciples" and keep the worship going strong, as well as oppose any "underground" religions that might threaten his position. Characters may play priests of either the Atarvani or the Ushasti. Sachem: The Sylvan tribes are loosely affiliated with one another, and their "chiefs" or sachems often meet to discuss territorial disputes, the encroachment of the other races on their land, or growing tensions between their clans. Players may either work up to this position through RP, or apply to the Sylvan admin for such a promotion. Sailor/Pirate: Crossbreeding has occurred for centuries, taboo or not, and those "less pure" offspring are usually city-dwellers who have developed a lifestyle separate from the other races. One such group are these sea-faring Atlanteans who spend more time above water than below. Some are traders who travel between Haven and outlying islands, some are raiders or pirates, and others are mere explorers. With their mixed blood, they're not quite accepted anywhere, and they live between land and sea, with ties to both.
Shaman: Sylvan mages rarely receive training within Delphi, given that race's distrust of anything "civilized." But magic is still abundant, and those who possess it are given special status within the tribe. The more powerful the mage, the more prominent their position, although there is always the danger that their power might grow out of control. Therefore, shamans are viewed with the same mix of awe and fear as a graisha. Shaper/Architect: Shaper-mages provide dwellings that might not otherwise have been possible. The Atlanteans, for example, must rely solely on magic for the creation of their homes beneath the waves; and the Sylvans, with their stress on the environment, wouldn't dream of chopping down trees to create houses. Shaping magic alters without destroying, and those who wield it are both respected and revered. Slave/Servant: "Mongrels," the product of centuries of crossbreeding, are the lowest caste on the social ladder. They tend to do most of the farming, construction, manufacturing, etc., and each race has its own way of dealing with them. To the Varati and Empyreans, they are slaves or servants, while the Sylvans and Atlanteans tend to treat them with greater respect. Tribal Elder: Advisors to the sachems, or chiefs, the older members of Sylvan tribes help uphold traditions, see to their people's welfare, and guide the younger members of the clan.
|