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| Professions | |
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Rogue Moderator
Things that I am : - Alarmingly Excellent
- Chatbox Spammer
- Underling of Eldar
Loveliness : 69 Join date : 2008-06-13 Age : 31 Location : Scrolling through Twitter
| Subject: Professions Sat Mar 01, 2014 12:51 pm | |
| Dragons’ Cove natives are inherently peaceful folk. Most follow agricultural, artistic or scholarly professions, benefitting the rich culture of the isle. Farmers work some of the land and fishermen a little of the sea in the south. Gamekeepers work in the more forested areas of Dragons’ Cove, pairing with butchers to supply communities with meat. Within cities, there are a greater number of craftsmen, including blacksmiths, bookbinders, seamstresses, masoners and a wide variety of merchants selling goods. Blacksmiths specialise in either practical goods such as furniture, tools or goods for horses. Surgeons who are empathetic towards their patients do a good business, as do those who use their magic for healing. The entertainment industry is booming in some settlements, such as Yarrowitz, which is a centre for the arts; poets, writers, musicians and artists abound. A travelling circus moves around the isle, slowly visiting many cities on a yearly basis. Gamekeepers work in the more forested areas of Dragons’ Cove, pairing with butchers to supply communities with meat. In Bolarf, there is a small industry in harvesting rare corals from the reef that surrounds nearly all of Dragons’ Cove. Scholarly professions are popular, and those who study magic may choose to travel to the Northern Academy of Magic. Those who use their magic for necromancy are heavily advised against their interests. There is a reason some forms of magic or spells are banned within the Academy, even if not on all of Dragons’ Cove. Some areas of Dragons’ Cove are less honourable and a healthy population of thieves and vagabonds thrives; avoid places like Xanile, Kaionar and Jiluria if you want to keep your purse.
- For a useful list of medieval professions: Click here
- More detailed descriptions of professions: Click here
Last edited by Rogue on Thu May 22, 2014 8:40 am; edited 7 times in total | |
| | | Rogue Moderator
Things that I am : - Alarmingly Excellent
- Chatbox Spammer
- Underling of Eldar
Loveliness : 69 Join date : 2008-06-13 Age : 31 Location : Scrolling through Twitter
| Subject: Re: Professions Sat Mar 01, 2014 12:53 pm | |
| 'Fighting' Occupations and Servants There is little work for those who wish to go into the military, as Dragons’ Cove has never had need for warriors. However, budding lawkeepers may choose to join the Elites. Some wealthy citizens may hire bodyguards or watchmen, particularly in dangerous cities, amongst the standard household of servants and stablehands. Slayers are incredibly rare and frowned upon by most of society, as dragons generally live peacefully amongst other races, although there may be a slight rise due to the increased threat of Maledictus Eice. The Surahnian Rebels have a large military force, and most of their society is attached to it in some way. Citizens may join the military from age 16 and serve from 18 and above; conscripts are taken from all households provided at least two members of adult age (16 or so) remain in the household. Families also run businesses on the side; these are similar to those natives choose, although there is more focus on practical professions than art and learning. Older Surahnians spend more time in peaceful professions as they are no longer fit for military service. There are multitudes of ranks and honours in the Surahnian Military; it is the ideal career for any person, particularly males, seeking to climb the social ladder.
Last edited by Rogue on Thu May 22, 2014 8:39 am; edited 2 times in total | |
| | | Rogue Moderator
Things that I am : - Alarmingly Excellent
- Chatbox Spammer
- Underling of Eldar
Loveliness : 69 Join date : 2008-06-13 Age : 31 Location : Scrolling through Twitter
| Subject: Re: Professions Sat Mar 01, 2014 1:53 pm | |
| Summoners Summoners can create new, temporary life forms from their magic. It is difficult to have all the knowledge and magical skill to be a summoner, as it requires use of at least two advanced magic types (light and blood). A summoner character may create up to three life forms at a time, or one magical life-form. These creatures must not be dragons (with the exception of scroll dragons) or any "non-existent" creatures. These life forms can last anywhere from seconds to a day, depending on how many and how large the creatures are.
- Larger creatures are more difficult to summon.
- Greater numbers are more difficult to summon.
The greater the difficulty of a summoning, the shorter the time it will last before the creature(s) dissolve. If dark magic is used in combination with the light and blood magic, it allows for autonomy and personality in a summoned creature, and then if a summoner is of sufficient skill; speech. Without dark magic, the life-form must be controlled entirely by the summoner. A working list of non-existent creatures is as follows: - Pandas, tapir, gorillas, anteater - ‘Big cats’ other than lions, puma and jaguars, which are allowed - Komodo dragons - Elephants, hippos, rhinoceros - Zebras, giraffes - Kangaroos, wallabies, koala - Penguins, kiwis, dodos, emu, ostrich - Trolls, giants, vampires, orcs, hippogriffs, hobbits | |
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| Subject: Re: Professions | |
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