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Jobs and Factions

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    Much like any other town or city, it is the sum of the many different contributions of it's residents that makes up the capabilities of the whole. Within Alyria, there is much that can be done to improve it's chances of survival as well as the comfort and quality of life of it's citizens. From suppliers, to artisans, builders, and enforcers - these men and women shape and mold Alyria from within, and determine it's future through their very actions.

    Below, are the various professions, duties, and jobs available within the town itself. While some are available only to trusted residents, others are able to be picked by slaves and visitors freely just by visiting a scribe and registering themselves and their chosen occupation in the archives. If an individual wishes to do something different then what is listed here, they are free too. And if that unlisted occupation proves useful, or desired to be embraced by others - it can be added to this list upon that individuals granting of citizenship.

    Only jobs listed here can earn resource points for the dream.
    While your character is free to be whatever profession they desire to be, your characters contributions will not have an impact on town resources.

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    Unrestricted Occupations
    These jobs can be chosen freely by anyone, regardless of status or citizenship

    Scribe - 1 Registered
    The duties of a scribe is both simple, yet meticulous given the attentiveness and eye for error the job demands of those who choose it. Assistants to the archivists, and directly answering to them. They help maintain the town records, by aiding people with the filling out of various forms through verbal explanations and aid with their questions. Ensuring that nothing is misunderstood and everything is filled out correctly before it's stamped and stored for future reference.

    OOC:
    This job includes some OOC responsibilities. Scribes help players and player characters in understanding and filling out slave documents, resident forms, guild/faction forms, and slave transactions (buying/selling). When these forms are then posted on the forums by players, the scribes then leave an IC signature in the form of a reply to those documents to signify that they have been reviewed for errors and are considered 'archived'. Likewise, when a slave is purchased or re-sold by an owner, they leave a reply on those papers as a record of when that transaction took place, how much it was for, and the reason 'why' the slave was sold.


    Hunter
    One of the main suppliers of Alyria's population in terms of Food and materials for Artisan use. They serve as the connection between the citizens of Alyria and the land in which they live. From ensuring balance is maintained with the amount of animals they hunt per species, to aiding researchers in the task of tracking and capturing specimens in the field for study.

    Gatherer/Botanist - 1 Registered
    The second of the main supplies of Alyria's population in terms of food, and herbs for the white lily to be turned into valuable medicines. None can find a better enthusiast of plants and other native flora then these individuals. Aiding researchers in their studies, while monitoring the local ecosystem and Alyria's impact upon it. They are the first to know when something ill has befallen their newfound home.

    Peddler/Merchant - 1 Registered
    One need not look far, or hard at all to find these opportunistic individuals around town. For where the promise of a new settlement may have offered new beginnings for many, it was a 'fresh market' to these varied sellers. From local items, to imported goods, the wares are as varied and diverse as the people who sell them.

    Tailor
    An artisan of needle, thread, and loom - these masters of fabric ensure that Alyrian's needs are met no matter which shape or form their products may take. From saddle blankets to the finest of coats and dresses, if it's made of cloth - it likely came from their hands.

    Leatherworker
    A hunters best friend, not just as someone to sell their goods to - but to make their armor and gear. With the rather difficult task of learning how to turn the exotic species of the isles into usable mediums, these masters of hide have figured out rather innovative ways of producing their wares. From the practical, to the beautiful, to a bit of both - they have what meets your needs.

    Blacksmith
    A master of flame, hammer, and anvil - the blacksmiths of Alyria are never without work given the diversity of all things metal within the fledgling town. From arms, to armor, ro mechanical parts, to building materials. They seem to turn out creations just as fast as the miners and visitors can supply them with raw ores. bars, and ingots.

    Jeweler
    Deft hands and an eye for detail - mark a jeweler from the rest of his peers. While some may say that they have no place in this isolated settlement, they would argue that even here their beautiful creations can make a difference. From stained glass, to the finest of gemstones. Their creativity allows them to turn practically anything they touch into something beautiful.

    Carpenter
    There are those who claim to be very well acquainted with wood, and then there are those who can tell cedar from birch. These individuals are mostly the latter, though some could very well be both! When it comes to repair or construction, it's rare not to find one of these individuals somewhere about a project. You could say there is a lot of grain - gain, in such a profession given there wood always be work for them to carve into.

    Groundskeeper/Gardener
    Most of Alyria's natural beauty within the perimeter walls is the result of their hard work and dedication. Like master's of a brush with plants as their paints, they ensure the health and vibrancy of the towns flora while bringing color and a unique feel to it's city planning.

    Fisherman
    Who said you need an ocean to fish? With the lake in the town center as teeming with a wide variety of freshwater species. These suppliers of food don't even need to -bother- with all that dangerous - go outside of the walls - insanity. Their more then content to bring in their bounty within a stones throw of the tavern, and maybe even get a good swim or two in.

    Miner/Prospector
    with strip and industrial mining illegal worldwide, these specialized individuals have mastered the art of finding and extracting what is needed from the landscape. Maximizing the availability of natural caverns, caves, and ravines - if it comes from the earth, chances are they know where to get it.

    Scout
    Nimble, agile, swift, and silent. Scouts have probably the most important and the most dangerous job in all of alyria. Tasked with exploring and mapping out the landscape beyond known borders, they ever so slowly reveal more of the region - and it's threats with each deployment. Some, however, do not return at all.

    Field Researcher
    One need only whisper the words 'I've never seen this before' to catch the attention of every researcher in Alyria. Curious, and eager to learn everything they can about this uncharted region. It's often only within a few hours of the hunters, gatherers, or scouts coming in with the report of something 'new' that has them working on studying and picking apart everything they can about it. In the name of knowledge, they seen the unknown as a beautiful horizon just waiting to be reached.

    Watcher
    In addition to patrolling the walls at night, to ensure that the beasts that challenge them do not breach the fortifications. They are also the eyes and ears of the towns enforcers, to ensure that law and order is maintained. While not allowed to directly intervene in the same manner that an enforcer or knight can if a crime is being committed. They can none the less restrain an individual to keep them from running, or causing further harm until an enforcer arrives to collect them - and receives the watchers report on what happened. Reports can also be drafted by witnessing watchers, and handed into enforcers if it's safer for the watcher not to intervene.

    Companion - 1 Registered
    Skilled in the arts of conversation, music, dance, and other forms of relaxation. To them it is the bonds one shares with others, that is the greatest treasure and wealth in the world. These social butterflies offer their company to any who wish it, and often seek merely to soothe and bring peace to the mind, body, and soul of their clients. Do not mistake them for courtesans however, as in Dracia sex is not an expected service of a companion - and hinting at such is the largest insult you could give them. They are often highly educated, multi-talented, and specialized in their chosen skill sets.

    Mender
    Similar to first responders in many civilized nations, these men and women are often the first person the wounded or sick come to see. Be it in the clinic, or the front lines, their job is the same. Assess the patients, stabilize them, and transport them to the white Lilly for further treatment. In-clinic however, they are also able to tend to minor injuries and illness.

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    The Path to Citizenship

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    Any free individual who has contributed to the community (actively rped for 3 months minimum) can choose to apply for citizenship through the Town Hall. This upgrade in status, as well as earnings, opens up many opportunities otherwise closed to mere residents.

    The perks of citizenship are as follows:
    • Citizens can apply for OOC Staff Positions
    • Citizens can choose jobs from the restricted list.
    • Citizens are permitted to own land or property outside of town, but still under town protection. (Residents can only live inside the town walls)
    • Citizens can purchase a business license and purchase shop stalls and storefronts. (Residents can only hawk wares in the streets)
    • Citizens earn increased wages (Daily income upgrade!)
    • Citizens have town resource contributions increased by 100% (Double!)
    • Citizens can found factions and guilds.
    • Citizens are able to run public events (and have emit support by staff!)

    If you are interested in becoming a citizen, simply fill out a citizenship request form. These are generally approved within a week. Individuals who have a history of crime, are slaves, or lack proper paperwork to prove resident requirements may have their request for citizenship denied.

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    Restricted Occupations
    These jobs are only available to Residents with valid citizenship

    Knight
    The offensive sword of the town, and the sheild to protect it's people. The knights are very much the towns military, and thus trained to handle a wide variety of scenarios and threats that may befall the town. While they answer first and foremost to Alyria's Knight General, they also aid the enforcers in carrying out law enforcement missions and arrests when backup is requested.

    Engineer
    Given the integral importance of the devices and technology Alyria has to it's survival. It's only natural that trusted citizens would be able to become engineers and have access to them. When their not fixing and maintaining existing technology, they are often hard at work inventing new replacements and improvements for them. If not creating new devices all together for Alyria's people.

    Surgeon/Physician
    The town's doctors, they run and manage the white Lilly clinic while providing for the sick and injured of Alyria's population. Though their work doesn't cease to exist when patients aren't around. By working alongside alchemists, they seek to advance medical knowledge, practices, and techniques to better improve the quality of life within Alyria and Dracia as a whole.

    Enforcer
    Alyria's law enforcement, and those who hold even those among the knights and the government accountable for their actions. Their mission, and purpose is to preserve the peace, law, and order within the towns walls and among it's population. With honor, integrity, and loyalty they carry out their duties as servants of the people - and should they come to harm due to the absence of a law that should be one. They are quick to recommend it to the mayor's desk and work with the knight general to see how it can be implemented, and enforced.

    Alchemist
    From chemical compounds, to medicinal applications. These individuals call the workshop above the white Lilly home to not only themselves, but their labs. Working alongside hunters, gatherers, researchers, and physicians to further their understanding of this nonsensical environment.

    Archivist
    The public library and town archives are their domain, and lords so help anyone who decides to cause chaos within it. Be they historians, scholars, or mere librarians - they see knowledge and it's preservation as their true calling, and will protect their library and it's contents for the treasure that it is. With the scribes as their underlings, they also know the importance of keeping the town records accurate and reliable - and are not likely to tolerate mistakes or mishandling of official documents.

    Dunhar
    Artisan's of the slave trade, these individuals are well versed and experienced in the art of training even the most unusual of slaves. Bound to the Sanharen traditions of slavery, and granted their title by the Master's council itself - they are go to individuals when a slave is becoming trouble for their owners. Or if an owner simply doesn't have the means, or time to ensure something is taught correctly to their slaves.

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    Government Occupations
    These positions are filled by the few members of staff with IC responsibilities alongside their OOC ones. These are listed for clarification purposes, and are not applied for positions within the dream.

    Viceroy - Filled by Levinth
    In addition to overseeing Alyria's international connections and responsibilities. The Viceroy sees to local and domestic affairs as well to ensure that the town is operating as it should be, according to the Dragonian Empire, and Alyrian's themselves. From drafting new laws and legislation, to overseeing town expansion and growth. Their job is vast, varied, and complicated.

    Knight General - Filled by Valen Urselmert
    Charged with Alyria's safety, security, and survival. The General acts as military adviser to the viceroy, and oversees it's military operations within the region and in allied territories. He works closely with military minded Guilds and factions, to ensure they have what they need to operate at max efficiency.

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    While the contributions of one are useful, and some find comfort in being alone in their efforts. Others are not so inclined to be so solitary, and desire to do more then just what any single person can merely accomplish. To pursue goals important to them as a united entity, the founding of guilds is not an uncommon means to do so. Though each is unique, and their agendas varied, they none the less band together to do what would be considered impossible by themselves.

    In addition, with enough reputation and merit within the eyes of the community. These factions can rise to quite lofty heights and earn even the trust and recognition of the government their founded under. Be it an artisans guild, or a knighthood - their reputation, and capability is defined only by their members.

    To create a guild or faction is a simple one:

    Obtain a Guild/faction missive: There are quite a few ways one can obtain one of these missives, and all are just as valid as another. One, would be to present your idea or founding purpose of your guild and faction to the Mayor himself, both IC and OOC - to which a missive can be granted if the Mayor feels Alyria has a whole can benefit from it's existence. A second, would be to support the dream through our patreon under the guild master tier. Third, you can approach one of our backers of guild master teir and up, and inquire with them on if they have a missive they are not interested in using. Mind, the missive is a one time reward only, and not monthly.

    Obtain signatures of founding members: Once you have obtained a missive, then you merely need 'signatures' or pledged participation from three other player characters within the community. These player characters must all be unique (not the same person) and have not given their signature or pledge to another missive within the same 30 day period.

    Finalize Registration: So you have your missive, and you have your members ready to pledge/sign their allegiance to you. Great! Merely fill out a guild registration form on our forums, and have your founding members leave an IC signature or pledge as a reply to it. Once all is set, visit a scribe icly in the town hall to have it reviewed, and finalized. Then go out there and do what you set out to do!

    Note that guilds and factions are in character groups that are given a lot of freedom within Alyria. For example: If you want to found a knighthood responsible for town defense, we will allow this and hold you to that founding principle. Guilds and factions are our way of letting you make a difference in character within the dream, without having to be staff to pull it off. Guilds are however self-managed, and guild masters are responsible for their members.