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Information to include:
- Who can become one
- What skills are required
- How much education is required
- What they do
- What type of lifestyle they lead
- Where they can be found
- Dangerous or not
- Who they answer to
If you want a roof over your character's head and food in their belly, they need a job (even if it's an illegal one like "thief"). Choose from the list below, but please be realistic and consider the setting.
If your character has a job, you can claim an Out of Character reward for it at the Employment Centre!
Employment in Elysia
Guild System
For merchants and craftsmen, the guild is a crucial part of life. By being accepted into a guild (particularly as a master), a craftsman earns higher social status, which can lead to better opportunities. The guild also provides support to its members' families in times of need — especially handy if a craftsman is injured and unable to work, or a merchant is killed on the road leaving his family destitute.
Education & Training
"Years" here can mean either actual years (for the shorter-lived races) or decades (for the longer-lived). Refer to the age chart for more information about equivalences.
- Apprentice
- Apprentices study under a Master for 5-9 years, starting in their early teens. They don't earn any wages, but apprenticeships are usually live-in with room and board offered for free.
- Journeyman
- Journeymen earn wages but still serve the same master. They no longer live in and are responsible for their own work, though they are still considered students in a way. When they're ready, a journeyman will prepare a "masterpiece", which serves as evidence that the Journeyman is skilled enough in the trade to go out on their own. If this masterpiece is judged well by his guild, the Journeyman becomes a Master.
- Master
- Only Masters are allowed to own their own shops and train apprentices. It is difficult to reach this status as it requires as much charisma as skill in order to earn the acceptance of the other masters. For this reason, many masters are well past their prime before they earn the title, and spend most of their adult lives working in someone else's shop.
Cultural Influences
- Gender
- Unless specifically stated that an occupation is one or the other, either gender can usually take up a profession. The same won't be true in Zanarya, however, as Zanaryans have a patriarchal society where women are homebodies and only permitted to work if their husband or father allows it.
- Family
- In Elysia, most crafts and trades are passed down from generation to generation with informal training (that is, a carpenter will inherit his father's store when he's proven himself a master in his own right). This is the easiest and most common way to learn a craft or trade, since the apprentice will have grown up watching his family at work anyway, and because there are very few opportunites to learn another profession when you live out in the wildlands or the forest.
- However, things operate differently in the cities because there are many more opportunities. If you can find a master there, and if you can prove that you're willing to learn and have some proficiency for that trade, you can ditch whatever profession has been the family tradition in favour of what suits you best.
Credit
Parts of this guide and some of the occupations listed are from Heatherbee's Occupations in Medieval Times, available at the RPG-Directory. Other occupations are taken from various sources regarding occupations in a medieval and fantasy setting.
List of Occupations
Animal Training, Care & Hunting
- Beastmaster
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What do they do? Trains various working animals, including mounts and pets Who can have this job? Anyone, but there is a special niche for Wanderers Skills required: Beast Taming or standard animal training Lifestyle: Fairly peaceful ranch or farm-life, or a more adventurous wandering lifestyle dealing with more dangerous beasts Is it dangerous? Not normally on a ranch/farm, but definitely dangerous for the wandering types Training: Can be extensive Demand: Very high. Domesticated animals are integral cogs in the Elysian wheel Income: Medium Related Guilds: Horn of the Beastmaster
- Breeder
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What do they do? Breed working animals and livestock Who can have this job? Anyone Skills required: Animal husbandry Lifestyle: Farm-life, rural Is it dangerous? Not usually, though it depends on the animal being bred Training: Lifelong, usually inherited from parents Demand: High Income: Medium Related Guilds: Horn of the Beastmaster
- Hunter
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What do they do? Hunt monsters, eradicate pests Who can have this job? Anyone with combat training and tracking skills Skills required: Combat, tracking Lifestyle: Adventurous, usually wandering. Work in groups or alone Is it dangerous? Yes. The level of danger varies Training: Usually on the job once the combat basics are there Demand: Fairly high Income: Low–High according to danger and size of hunting group involved Related Guilds:
- Ostler
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What do they do? Manage animals that require stabling (equines with equines, anka with anka, etc) Who can have this job? Anyone Skills required: Dealing with animals Lifestyle: Early hours, late nights; busy but usually peaceful Is it dangerous? Not usually, though some animals are more dangerous than others Training: Not a great deal, usually inherited from a parent Demand: High in the bigger towns, very low elsewhere Income: Fairly low Related Guilds: Horn of the Beastmaster
- Woodsman
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What do they do? Patrol their neck of the woods, trapping and hunting animals for food and materials Who can have this job? Anyone Skills required: Wilderness survival, trapping, tracking Lifestyle: Very rural, isolated Is it dangerous? It can be if you encounter animals you can't fight off Training: A few years; longer to be really self-sufficient Demand: Very low. It's less a job and more a way of life Income: None, unless you sell the meat and animal parts you catch to infrequent peddlars Related Guilds:
Crafts & Trades
- Baker
- Bakers can only be found in towns large enough to provide an income because most other folk would bake their own goods. Since they have to bake by hand in small lots, bakeries can never grow too large and in larger towns tend to be scattered throughout residential neighbourhoods.
- Anyone can learn to bake but the lifestyle is a demanding one with very early mornings (most bakeries open for the breakfast rush at 6am and spend the early hours cooking). Some recipes are more geared towards one race or another (Dracovari are particularly fond of kraken meat pies, for instance) but bakers aren't normally held back by that. They are greatly influenced by the recipes handed down through their family, however, so no two bakeries can offer identical products and some are naturally more popular than others.
- Farmer
- Farming in Elysia involves a lot of general skills as even specialist farms must be self-sustaining. For that reason, farms invariably have a few livestock for milking and poultry for eggs, as well as at least a small vegetable patch for growing their own produce on top of what they wish to sell. It should be noted as a result that professional farmers are somewhat different from families who simply farm for their own merit.
- The majority of arable (crop) farms have no more than ten acres and grow a wide selection of crops throughout the year, utilizing crop rotation methods to maximise output. Smaller holdings designed only to feed the farmer's own family may be as small as a single acre, but most farmland in Alexshire, Daire and on the Nubian Delta instead aim to grow surplus they can sell at market. It's rare for a farmer to specialise solely in animals unless he is also a breeder selling to beastmasters.
- There are no modern machines to make farming easy, and while farmers can use animals to tow ploughs and such, the majority of the work is back-breaking manual labour. Farms tend to be handed down through the family, with children being put to work first doing simple chores and then menial labour as they grow older, but farm hands are in great demand during harvest seasons when it's important to get the crops in before the weather turns nasty.
- Anyone can become a farmer, but they will need to have a good understanding of the land and how to work it (not only how to sow seeds and harvest them, but what crops to plant when, which plants will grow in which soil, how to combat pests and diseases, and so on) for them to have any success.
- Fisherman
- Fishermen may harvest the great oceans or inland lakes and rivers, these bringing two entirely different lifestyles. Sea fishing is widely accepted as being the more dangerous of the two as they must beware of storms and the many dangerous sea dwellers (both humanoid and not). However, though inland fishing is a much more peaceful lifestyle, even they must beware of the many monsters that roam the land.
- Anyone can become a fisherman, but depending on their chosen specialisation they either require an understanding of the fickle oceans or of the movements of the rivers and lakes. Naturally, sea fishermen live on the coast where they then specialise in the different types of ocean fish and the places they can be found (there's a big difference between fishing the Espur Straits or the open water, for instance), while inland fishermen live on the shores of the lake or river they fish. Both use boats, but where inland fishermen can do the job alone (at least enough to feed their own family) in small dinghies, ocean fishermen need a full crew to man a much larger fishing boat. (See Transportation for more information about watercrafts.)
- Fishmonger
- Depending on the location, a fishmonger may or may not be the fisherman who brought in the catch. For inland fishing, most fishermen spend the morning on the water, then after taking their family's share throw the surplus into baskets that they then take to market to sell themselves. Ocean fishing crews, however, spend the majority of their time out on the open sea, often for days at a time, and trust their catch to their spouses and children to sell on the wharfs.
- Florist
- Groundskeeper
- Jeweller
- Journalist
- Librarian
- Locksmith
- Miner
- Scribe
- Seamstress / Tailor
- Shoe maker
- Weaver
Engineering & Architecture
- Crystal Singers
- Despite the name, this job does not require an ability to sing, only a good ear for tone. Crystal singers work in mining towns and crystal farms (which are not actually farms but underground caverns where naturally growing crystals are tended and "harvested") where they process and tune various crystals ready for sale.
- There's no real danger in the job itself, as unlike the miners and crystal farmers singers don't work underground (where they would be at risk of tunnel collapses and underground monsters), but bandits do plague the industry and trade routes.
- (Engineer?)
- Gardener
- (Interior Designer?)
- Landscape Designer (Gardener?)
- (Stone)Mason
- (Plumber?)
- Purifiers
- Usually Nyads, or in some rare cases, Mariid, Purifiers are hired by various of the larger towns and cities to work in their sewers cleansing the water and sewage as it passes back into the river. It can be a dangerous and thankless job; and there are few Nymphs in the cities, so those willing to be Purifiers are few and far between. (See the Purifier's Guild for more information.)
Entertainment
Most entertainers are invited to join the Guild of Entertainment, an informal organisation with tendrils and feelers spread across the realms. Their goal is to pass on information about possible apprenticeship opportunities, venues, and potential employment. The Guild has no headquarters or offices but is essentially just a network of contacts drawing from their own experiences. Their use of word of mouth is quite successful, however, and for that reason many instrument makers and stage managers try to advertise through them.
- Actor
- Before HoPs, actors worked entirely on the stage, be they small or large. Theatre performances continue, of course, but only in towns large or wealthy enough to fund them. These days, more and more performances are being recorded for the screen and Elysia's few acting schools are, as a result, slowly drawing increasing numbers of students.
- Anyone can be an actor though some roles demand a certain race or class. Productions sometimes employ the use of racial skills for special effects, such as a Nereid's ability to bring down a firestorm, and so actors who have such skills may be in greater demand than those who don't.
- Actors have quite a formal education in comparison to the more informal apprencticeships other professions offer, with students attending one of few acting schools for several years where they learn from established and experienced dramaticists. There are few teachers, just as there are few actors, and as a result the schools double up as stages for actual shows to generate enough money to keep them running, employing the older and/or more experienced students to assist or perform. Part of their education also involves scripting, producing and performing recorded shows which they can then sell on data crystals.
- Artist
- Anyone can become an artist, but they are not really in demand and rarely have any formal training. Some may make enough to pay the rent by hocking their efforts in the city marketplaces, but it rarely pays enough for an artist to give up their day job. That said, talented artists are commissioned by wealthier citizens to produce portraits, or can sell their wares through a middle man such as a small boutique.
- Dancer
- Dancers are great entertainers and are in much demand, be it on a stage or in the street. They usually travel with a group of musicians for accompaniment, and most often spend their careers wandering the lands in search of an audience.
- There are various forms of dance ranging from acrobatic to elemental dancing (such as fire-dancing). Only Nymphs and Zanaryans can perform the latter, and the differences between the two elementalists' techniques is fascinating, but anyone of able body can learn to dance otherwise. (Some Skotadi have also made a name for themselves as Shadow Dancers, but these are fairly uncommon.)
- Most dancers learn by observation and invent their own moves rather than subscribing to a formal education or even becoming an apprentice. However, depending on the style of dancing, they may require other abilities such as acrobatics or a water-dancer's ability to control fire.
- Musician
- Musicians all use traditional, hand-crafted musical instruments. They rarely play solo, instead acting as accompaniment for singers or joining a troupe. In either case, musicians rarely lead a static life, instead travelling from town to town in search of a stage, though some of the more popular groups will be invited and commissioned in advance.
- Learning to play an instrument usually means an apprenticeship with an established musician using the same instrument as the apprentice wishes to learn, and often involves as much menial labour (such as helping to set up stages) as actually learning to play. In the case of musical groups where more than one musician has an apprentice, the students may be expected to form a temporary "under band" to act as the opening entertainment for the master musicians' shows. Eventually, however, the students will be allowed to play with their masters' band, until such time as they can go off by themselves.
- There is a custom among musicians for the master to present his student with a hand-crafted instrument as a symbol of their "graduation". This is usually the instrument they will play for the rest of their career, though some prefer to keep it strictly for performances and have another instrument for practising.
- Some races are naturally more musically gifted than others, and some are more given to certain types of music than others. For instance, Nymphs usually produce music that is reminiscent of the sounds of nature, while Anyeli music is bolder and more reflective of a conquesting army.
- Sculptor
- Sculptors are in much greater demand than canvas artists, these being hired by councils to improve the aesthetics of towns and cities with fountains and statues as well as by private citizens for landscaping and interior ornamentation. Sculptors are often trained by artisan stonemasons, being members of the Mason's Guild long after they have mastered their craft, and their skill can take years to perfect. It can also be quite expensive as materials, and mistakes, are usually costly. However, the income to be gained once the craft is mastered is usually worth the effort.
- Shadow Puppeteers
- Shadow puppeteers are uncommon, being Skotadi who use their command over shadow to entertain an audience. As with most entertainers, they travel the lands in search of an audience.
- Shadow puppeteers often combine their shadow mastery with other dramatic abilities, like acrobatics or showy combat maneuvres. Indeed, they are often ex-combatants who have grown weary of the conflict.
- Singer
- Singers are really just another form of musician, especially if they wish to train formally. Some may have a natural gift, but without proper instruction they will not be able to entertain larger audiences on urban stages.
- Anyone can be a singer, though it is said that Nymphs have a particularly envious gift. Formal education does not last as long for them as it does for musicians but takes the same form of a years-long apprenticeship.
- Writer
- There are few books in Elysia, and despite the CORWW making more information readily available, there aren't too many professional opportunities for writers for strictly entertainment purposes, and certainly not outside of other professions (though, say, a historian with writerly inclinations might produce his findings in an entertaining fashion, but it would still be a historical accounting. Similarly, musicians are often also song-writers rather than specialising solely in one or the other, and some of the races pass on their history through oral storytelling with no need for writing skills).
- Writing certainly does not pay well enough to give up your day job, but it can supplement your normal income and it combines with some other careers quite nicely. (See Journalists and Scribes.)
Illegal Occupations
- Assassin / Nightshade
- Poacher / Trapper
- Thief / Bandit / Pickpocket
Law Enforcement
- Town Guard
- The Guardsmen patrol the streets of towns and cities as well as some of the larger villages. Their mandate is to prevent crime from happening, and their presence on the streets is a means to that end. However, they are not trained as detectives and do not normally investigate crimes that have already happened, but are the town's watch dogs and may be called into service as soldiers if ever their town comes under attack. (See Crime and Punishment.)
- Guardsmen are usually employed as Junior Guardsmen for some years before they are promoted to Senior Guardsman. The only real difference is that Seniors get a pay-rise and the respect they've earned for doing a job well done, but it is also this rank from which the Captain of each Guard Tower is hired. (See Town Guard for more information.)
- Individual Guardsmen report directly to the Captain of their Guard Tower (which may be an actual tower such as the ones built into New Alexandria's wall or just a headquarters in a small building in a strategic location), and he reports to the Marshal of the Guard who in some cases (particularly in larger cities like Alexshire) sits on the governing council or in others simply advises the Mayor.
- In smaller towns that have only one or two towers or offices, the Guard may be instead managed by the most senior of the Senior Guardsmen and the Marshal's role of overseeing them is instead performed by a Captain stationed at the central office. That really depends on the number of towers and offices — and overall number of Guardsmen — involved, and how much delegation is required. Meanwhile, in villages, there is usually only one or two Guardsmen operating from a single office or tower. (In simple terms, only the bigger towns actually have a Marshal, who in smaller settlements is instead replaced by a Captain. This is especially true in places where the smaller towns rely on a larger city for protection or aid (such as in the case of Alexshire's many villages).
- Headhunters
- Headhunters specialise in tracking down criminals (as opposed to bounty hunters who deal with both animals and humanoid problems). Like the hunters who defend citizens from monsters and pests, headhunters live a migratory lifestyle travelling from town to town where they ask around and check the local noticeboards for jobs. They have a direct line of income from the Town Guard, who bring them in to track down and capture criminals to be brought back for judgement.
- For some of the more upsetting or grotesque crimes (like a grisly series of murders), the Town Guard will often look the other way if a bounty mysteriously turns up dead, but since Elysia's judicial system usually means execution for such crimes, these 'catch-and-kills' are usually not illegal anyway (see Crime and Punishment for more information).
- Strangely, training for this job doesn't actually require much time as long as the headhunter has combat experience. Obviously, the less combat experience they have, the more training they'll require in the hunting profession, but if they already have a solid ability in bringing down foes then most of their training will revolve around tracking.
- Magistrate
- Magistrates are both judge and jury, many of whom are responsible for several small towns and villages at once and thus constantly travelling between them in order to hear trials and pass sentence. Only senior magistrates get to stay in one place, and then usually only if they are employed by a town large enough to require one or more static judges.
- Not everyone can become a magistrate. The job requires a great deal of legal knowledge which can take years to accumulate and is mostly self-taught, requiring access to very rare books which are usually expensive even if borrowed from the library. There is also extremely fierce competition with those powerful telepaths who can easily — and efficiently — discover the truth without the need for time-consuming trials.
- The Grand or High Magistrate oversees two or three magistrates in a region depending on the work load (Espur's High Magistrate oversees the Nubian Delta which is mostly made up of smaller settlements and thus doesn't have too many conflicts to deal with but Nubia's Grand Magistrate is responsible for all of the mining and fishing towns in the southern Duskies and consequently generates more trials to judge).
Medicine & Science
- Apothecary
- Apothecaries usually own small shops where they sell potions, tinctures, curatives and other such items, including animal parts (like imp blood or griffin feathers) and poisons.
- Anyone can technically set up his own apothecary shop but certain items for sale require a cast-iron stomach and not all of an apothecary's business partners and suppliers are good people. A good head for business is also required to turn a profit.
- Healer
- Healers are those with the ability to heal, these being Viridis Septed Dracovari and Anyeli Peacekeepers. Some wander from town to town offering their services in places that have no healer of their own, but most set up static shops in whichever area they wish to call home. They often have an apprentice who works as their assistant and who may take on more and more of the healing work as they gain experience. However, a healer's education can take years, and an apprentice will be well into their twenties (or the equivalent) before they're qualified to go about healing by themselves.
- Healers answer to no one but themselves and their prices are regulated only by their competition, but this profession brings with it a certain expectancy that the individual healers wish to help people and not make a profit out of them.
- Some healers combine their healing skills with a knowledge of medicinal wildcrafting, whereby they might use concoctions and tinctures to cure mild or long-term ailments rather than just their ability to take on the injuries themselves. This is especially true in cases where healing a patient would be too risky for the healer. However, in cases where the healer is not herself a wildcrafter, she (or he) will most likely have forged a good working and trading relationship with someone who is.
- Herbalist
- Herbalists who are not also knowledgeable in wildcrafting are uncommon, as herbalism by itself only means they can mix concoctions, tinctures, curatives and so forth. Instead, they are most often dually skilled in both the harvesting of the necessary ingredients (wildcrafting) and the mixing.
- Herbalism is a craft most often passed down from mother to daughter, though that does not preclude men from entering into the profession. It seems that Nymphs are also the most prolific as herbalists and wildcrafters, bringing a unique understanding of the Balance of Nature into their work. As with any craft, training takes some years.
- Herbalists naturally focus on the medicinal properties of plants, but those who have apothecary shops often buy in other ingredients (such as animal parts) which can then be used to extend their repertoire of curatives. Some herbalists also sell things that the Nymphs won't, such as poisons.
- Wildcrafter
- Wildcrafters are people who travel into rural areas to harvest plants. Most often, the plants they harvest have medicinal properties which can be used by an herbalist in curatives and poisons, but wildcrafting can include foraging for food and plants with other properties as well.
- Wildcrafters are often also trained in the use of the plants they harvest, most often as herbalists or cooks, as wildcrafting in itself is not a profitable occupation (although certain rare or dangerous plants, such as the tepua, can bring in a nice income). Those who are specialised would need to forge good working and trading relationships with those buying their store of plants.
- Wildcraft training, as with most other crafts, takes years. Like herbalism, it is most often passed down from mother to daughter, though there is a greater propensity of men in the profession than in herbalism. Wildcrafters seem to be most often Nymphs or Therians, these having a natural understanding of the Balance of Nature and the care with which one must harvest such plants, but really anyone could take up the profession.
Military & Combat
- Headhunters
- See Law
- Hunters
- See Animals
- Ship's Gunner
- A ship's gunner is an elementalist (most often a Zanaryan since Nymphs are pacifists) who are hired primarily as defence but who may also simply be the ship's power source (that is, hired to put wind in the sails). (See Ship's Crew for more information.)
- Town Guard
- See Law
Miscellaneous
- Merchant
- Merchants are specialist traders who travel the realms meeting supply and demand. Some stick to a single route, transporting goods back and forth to keep supplies flowing between two particular towns (for instance, carrying food from Alexshire to Kyriake and then gems on the return trip from Kyriake to Alexshire) while others carry a varied collection and wander as peddlars. Likewise, some can only afford a single cheap mount to carry their goods and must defend themselves while others do well enough to afford bodyguards and a mount-drawn caravan, boat or barge. Few merchants, however, can remain in one place if they wish to turn a profit and so the lifestyle normally involves a great deal of travelling and can be dangerous (what with bandits on the roads and monsters in the wilds).
Political
- Ambassador / Diplomat
- Spy
Religious Occupations
- Death Scribe
- As the name suggests, death scribes perform and record the death rites for the newly deceased in their village or town. In smaller villages where deaths are uncommon, it is usually combined with another job such as that of the mayor or someone who also performs other rituals, but in larger towns it is a full-time job.
- Death scribes are trained in the art of scribing (fancy writing) as apprentices as all deaths are recorded in beautiful tomes and manuscripts that are stored in the Town or City Hall of Records. They must also memorise the death rites (of several races in some places) so they can perform those rites by rote, and they need a steady stomach so they can handle the bodies.
- Novice of the Priesthood of Xanth
- Novices spend a minimum of three years in training before taking the official oaths that will promote them to the rank of Priest(ess), and during this time may focus their learnings on either static priesthood or wandering.
- There is currently only one place where novices can sign on, this being the Priesthood's headquarters in Alexshire, and so the majority of novices are recruited by wandering priests and likewise are trained as wandering clergy. However, as the Priesthood grows, they plan to move their headquarters into the new temple at Alexshire and then focus on rebuilding temples across Elysia. With this in mind, they have not abandoned the training of deacons altogether. See the Priesthood of Xanth for more information.
- Priest of Xanth
- There are two types of priest. One roams the lands, sometimes known as a cleric, with a view to spreading word of Xanth's and the Priesthood's deeds. He will travel from town to town garbed in his robes of office with only the possessions he can carry, and he will spend his days reciting religious poems and stories and accountings. The other is a static priest, better known as a deacon, who stays in one town to act as a liaison between Xanth and Her people.
- There has been no need for deacons in several centuries, but they once managed Xanth's shrines and temples and the Priesthood intends to revive this rank as they rebuild such places of worship.
- High Priest of Xanth
- After several years of faithful service, Priests can be promoted to the rank of High Priest. These used to oversee several temples in a particular region while serving on a council that supervised the Priesthood but as numbers dwindled the rank more or less died out. It, like the rest of the Priesthood, is being slowly revived, but currently only a couple of High Priests are currently active and these seem more like advisors to the High Wisdom than anything else.
- Xanth's Acolyte
- There is a great deal of history behind this occupation, which was once overseen by the Priesthood of Xanth. Now, Xanth's acolytes are usually hand-picked by the goddess herself, and they have been solely responsible for maintaining the last known of Her shrines in New Alexandria. Acolytes currently are charged not only with the upkeep of this shrine, but also to act as liaisons between Xanth and the Priesthood.
- There is no official training involved, though Xanth is rather picky in who she invites into the job (she won't hire thieves, for instance, or those who go against her, unless she sees some redeeming quality in them), but nor is there any overt reward. Instead, acolytes who last long enough gain Xanth's favour (which amounts to a monthly salary of Karma instead of cash), but She is not easily pleased.
- Xanth's Aide
- See Xanth's Aides
Transportation & Travel
- Anka Taxi
- These giant arctic birds are trained almost from birth to carry goods and people utilising special harnesses and saddles. A good driver will be able to combine passengers with cargo to maximise profits, and many are beastmasters bored of their old job and pulled into the taxi business by the lure of money and adventure. (See Transportation for more information.)
- Courier
- Couriers are the life force of businesses the realms over. There are two types — those who stay within the bounds of their city or town making short runs and those who travel the length and breadth of the realms. The former are naturally much safer than the latter, but subsequently are also better paid (though they spend perhaps just as much on defensive measures as they gain). (See Communication for more information.)
- Nirim Taxi
- The only way in and out of Nirim is on dragonback and so when the Dragons finally permitted entry to humanoids a whole new line of employment opened up. Now, ranks of dragons and their riders await passengers in the three major cities (Alexshire, Espur and Nubia) where they offer teleportation into their realm in exchange for exorbitant fees.
- To become a Nirim taxi, you must be a Bonded Summoner and share a good enough relationship with your dragon to get around their natural disinclination for being ridden. There's great profit to be had from tourists and commuters, however, even if much of it does go right back into fuelling your bond.
- Ship's Crew
- There are any number of merchant vessels ferrying cargo and passengers across the Ao Sea, especially on the Espur–Marport trade route. Life aboard ship is an adventure almost every day as the crew battle the weather, sea monsters like the kraken, and the odd pirate ship or two. However, it does mean spending a lot of time away from home and income can fluctuate dramatically.
- A ship's crew is usually made up of hardy men and women, most of whom handle the general ship's running such as lowering/raising sails as well as loading and unloading cargo at port, and so on. Some ships also have a healer, and many have at least one gunner and a cook.
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