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Your Settings / Re: [Seemless] Archetypes & Careers
« on: March 05, 2021, 08:36:01 pm »
Some Careers. First Pass. Need some starting equipment suggestions and dusters need some talent trees.
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= HERDERS =
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Herders keep track of the animals. They work on enclosures, butchering, and husbandry. The stretch of land that is the habitable band of the planet has enough usable land to keep animals. They are away from the river and watered off the irrigation system and still out of the wastelands where the blistering effects of the sun are too much to house anything more than sandworms.
The Herders are there to skirt that boundary for the good of the community. The Herders protect from aggressive desert beasts, kollseks who rustle the livestock of others, and the animals own lack of self awareness. Herders will also deal with traders to buy and sell for the herds. Some Herders will be in business for themselves and wander the near wastes, while others will work with and for villages to supply the local kollseks with some of their food needs.
Herders tend to be a mixed bag of skills. Some will use magic, other will use brute force to keep and protect their stock. All types of kollseks can be found working in the fields.
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= DUSTERS =
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Healing, Light, Clairsentience, Teleportation.
The four hallmarks of the dusters. Traditionally, the dusters are only accessible by the lepids. The substance of their wings, the dust that infuses with their feathery soft cloak becomes a crucial part of the identity of the dusters. While some lepids might want to keep their wings clean, the dusters look to utilize the substance.
Dusters primarily are the healers of the kollseks. A duster healer is essential if hunting the dark side creatures, they will work to keep you alive. Light is the other well known wheelhouse of the dusters. Their light magic helps to not only illuminate the dark side but also the caves. While many simply use the bioluminescent moss of the caves for guidance, the dusters might create and provide a better source of light.
The lesser known skills of the dusters are the ability to see and hear great distances as well as travel great distances in the blink of an eye. Dusters tend to shrug when asked about such skills, which keeps them a mystery, but the stories exist of dusters knowing where they are needed and appearing out of nowhere to help a kollsek in pain.
While the duster is traditionally only available to the lepids, a few non-lepid dusters exist. Some might be known but will have a solid lepid companion to vouch for them. Others, unknown, hide their knowledge closely. If a lepid is not giving up the dust of their wings freely, then it is taken. Unscrupulous kollseks might take up the duster paths but are constantly watching their backs for free that a duster might show up and ensure that they steal dust no more.
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= MERCHANTS =
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Some kollseks might work for handouts but most work for Stoss. And when currency is involved, who better to determine the value than a merchant. Some merchants might have a dedicated shop set up in a little village somewhere to be the kollsek that everyone goes to for supplies, information, or as the best meeting place for activities. Other merchants are on the go, taking their wares with them as they go back and forth from supplier to buyer.
Merchants as a whole are just those kollseks who like to socialize and make a little stoss in the process. Merchants in general will belong to a group. Local merchant groups are all individual and will usually incorporate merchants from a few villages. At most a merchant should only belong to two groups and only if they are in the middle of two overlapping regions. The other major group that a merchant will belong to is the Circuit of merchants. The Circuit of Merchants are those who travel the band and never settle down in a region. The Circuit would be at odds with locals for price of goods and the right to sell.
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= POLITICIANS =
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Politicians. Haven't we had enough of these by now. Seems wherever there is a group of beings that come together, there will be those who step into a role of leadership for those everyday matters. Sometimes there is a benevolent interest in serving the greater good. Sometimes there is an interest in using the greater good to serve oneself. And lastly there are those who just seek and need power solely for the sake of feeling powerful.
Anyway you look at it, kollseks need direction as much as anyone else. The politicians of the kollsek culture come from every type of kollsek. Every type of kollsek can also be any type of politician. If you need to the power and aren't afraid of a few under the table deals, then maybe this is for you. If you have an idea of help all the kollseks of the community by upstanding leadership, then this can get you there as well.
===============================================================================
= HERDERS =
===============================================================================
Herders keep track of the animals. They work on enclosures, butchering, and husbandry. The stretch of land that is the habitable band of the planet has enough usable land to keep animals. They are away from the river and watered off the irrigation system and still out of the wastelands where the blistering effects of the sun are too much to house anything more than sandworms.
The Herders are there to skirt that boundary for the good of the community. The Herders protect from aggressive desert beasts, kollseks who rustle the livestock of others, and the animals own lack of self awareness. Herders will also deal with traders to buy and sell for the herds. Some Herders will be in business for themselves and wander the near wastes, while others will work with and for villages to supply the local kollseks with some of their food needs.
Herders tend to be a mixed bag of skills. Some will use magic, other will use brute force to keep and protect their stock. All types of kollseks can be found working in the fields.
===============================================================================
= DUSTERS =
===============================================================================
Healing, Light, Clairsentience, Teleportation.
The four hallmarks of the dusters. Traditionally, the dusters are only accessible by the lepids. The substance of their wings, the dust that infuses with their feathery soft cloak becomes a crucial part of the identity of the dusters. While some lepids might want to keep their wings clean, the dusters look to utilize the substance.
Dusters primarily are the healers of the kollseks. A duster healer is essential if hunting the dark side creatures, they will work to keep you alive. Light is the other well known wheelhouse of the dusters. Their light magic helps to not only illuminate the dark side but also the caves. While many simply use the bioluminescent moss of the caves for guidance, the dusters might create and provide a better source of light.
The lesser known skills of the dusters are the ability to see and hear great distances as well as travel great distances in the blink of an eye. Dusters tend to shrug when asked about such skills, which keeps them a mystery, but the stories exist of dusters knowing where they are needed and appearing out of nowhere to help a kollsek in pain.
While the duster is traditionally only available to the lepids, a few non-lepid dusters exist. Some might be known but will have a solid lepid companion to vouch for them. Others, unknown, hide their knowledge closely. If a lepid is not giving up the dust of their wings freely, then it is taken. Unscrupulous kollseks might take up the duster paths but are constantly watching their backs for free that a duster might show up and ensure that they steal dust no more.
===============================================================================
= MERCHANTS =
===============================================================================
Some kollseks might work for handouts but most work for Stoss. And when currency is involved, who better to determine the value than a merchant. Some merchants might have a dedicated shop set up in a little village somewhere to be the kollsek that everyone goes to for supplies, information, or as the best meeting place for activities. Other merchants are on the go, taking their wares with them as they go back and forth from supplier to buyer.
Merchants as a whole are just those kollseks who like to socialize and make a little stoss in the process. Merchants in general will belong to a group. Local merchant groups are all individual and will usually incorporate merchants from a few villages. At most a merchant should only belong to two groups and only if they are in the middle of two overlapping regions. The other major group that a merchant will belong to is the Circuit of merchants. The Circuit of Merchants are those who travel the band and never settle down in a region. The Circuit would be at odds with locals for price of goods and the right to sell.
===============================================================================
= POLITICIANS =
===============================================================================
Politicians. Haven't we had enough of these by now. Seems wherever there is a group of beings that come together, there will be those who step into a role of leadership for those everyday matters. Sometimes there is a benevolent interest in serving the greater good. Sometimes there is an interest in using the greater good to serve oneself. And lastly there are those who just seek and need power solely for the sake of feeling powerful.
Anyway you look at it, kollseks need direction as much as anyone else. The politicians of the kollsek culture come from every type of kollsek. Every type of kollsek can also be any type of politician. If you need to the power and aren't afraid of a few under the table deals, then maybe this is for you. If you have an idea of help all the kollseks of the community by upstanding leadership, then this can get you there as well.