The Professions of Dracicanna (How Adventurin' gets done) [WIP]
Unlike most places Dracicanna can be extremely harsh. If you're not worrying about large monster-like animals coming out of the sky, you're worrying about the Blood Fists. If you're not worrying about the Blood Fists you're worrying about the Zhultan. If you're not worrying about the Zhultan you're worrying about Drogun sky pirates. If you're not worrying about them then maybe you're worrying about that poisonous flower you just picked and trust me, that's the least of your worries. As such Dracicanna is always in need of people who go beyond the average.
That is where professions come in. Professions are a combination of normal jobs and something akin to classes you find in RPGs. People who undergo training into a profession are often talented in more than one skill. Like say you may be good at picking out rocks but you just really, really know exactly how to lob an axe into someone's head. As such you always have the distinction between the average merchant who pawns off anything he has found or made, and the professional who has gone out and killed thieves to bring you a really excellent weapon made out of the best materials.
Often Professionals are paid well for their duties, and for good reason. You don't see the normal merchant charging brazenly through the open maw of hell with a axe in one hand and screaming at the top of his lungs. No you see the normal merchant running FROM the open maw of hell, screaming on the top of his lungs "MOMMY" while holding a minor chest wound, peeing his pants all the way back. Professionals are often pretty good at their job, often why other kingdoms or groups will hire professionals to kill professionals. Nothing personal, but when you do your job well you're going to get some envy over it.
Dracicanna isn't looking for heroes, never has been, Dracicanna has been looking for people who can brave the adventure and come back alive. Preferably alive, but sometimes a dead Professional can bring back some good fortune. Good at magic? Good at shooting? Good at fighting? Maybe a mix of one or two or three or something that can kill a feral creature or two? Then there's probably a profession out there for you.
[Wanderer]: A Wanderer often embodies more than one profession into itself due to the fact that they have not fully had the chance to learn all there is of a certain profession. As such a Wanderer is good with general skills but never specific ones unless they trained with them over a period of time. How good a Wanderer is at a certain weapon is limited, but that limit is often over looked by the sheer amount of weapons a Wanderer COULD use. Depending on the race, a Wanderer will have magic spells and abilities. However their magical ability is limited, and will often be a few spells or even a few hexes or curses. Unless trained to have more ability in magic, a Wanderer will only have basic ability which is often suitable. Due to the need of survival a Wanderer will incorporate techniques and skills learned from Hunters or observed from Hunters. As such a Wanderer is often good at making traps and other machinery or even maintenance due to not only trial and error but having learned such. But their skills with such will be crude. The major theme of this profession is “Crude, but effective”.
-Magic abilities: Attack, Counter, Ranged Attack, Curse/Hex, Heal
-Weapons that can be used: Swords, Knives, Pistols, Rifles, Axes, Polearms, Throwing weapons, Axes, Claw weapons
-Armor type: Light to Medium
-Additional skills: Alchemy, Engineering, Maintenance, Zoology, Taming, Survival, Herbology, Stealth, Way-finding, Disarming
[Verikan]: Trained in more than one art of Magic, the Verikan bend and weave magic to any way they wish. They prefer to stay at a distance and deal damage to their foes, casting powerful spells of all shapes and sizes. However this does not mean that they are by any means good in the use of support or healing magic, these areas of magic are by far their worst. As such most Verikan are either trained in alchemy or rely on a partner with alchemical talents. Although they keep to staves, Verikan can use many different weapons including pistols, knives, maces, and swords to name a few. A Verikan will always have an Elem-Stone on them, be it attached to their staff or a necklace. Though not talented at it, some Verikan are known to tap into stealth skills and as such can enter places most are not normally allowed.
-Magic abilities: Attack, Counter, Curse/Hex, Ranged Attack, Summoning, Golemancing
-Wepaons that can be used: Knives, Pistols, Maces, Swords, Axes, Throwing weapons, Staves, Chakram
-Armor type: Light to Medium
-Additional skills: Alchemy, Enchanting, Inscription, Scribing, Lock picking, Stealth, Disarming
[Zealot]: Rage, both blinding and controlled is not only the gift but strength of this profession. The sheer rage of a Zealot is often only matched by that of an Animal or Kekero. Most Zealots belong to the “Holy Order” established in the Human Daviskan kingdom, but other races have their version of a Zealot. Trained to be the strongest soldiers in the Human kingdoms, Zealots often have no need for magic, but a small few will delve into it. All Zealots are trained to create the catalyst to their rage known as Adonis Blood, as such all Zealots are trained in the way of alchemy, be it very simplistic. Zealots have been trained in shield and sword and always have a shield attached to their arms; as such making a Zealot vulnerable is a hard task in itself. Some Zealots are also trained to use guns and rifles, making them just as deadly over range as they are up close. The Blood Rage is a state of mind that a Zealot achieves in the heat of battle and once in this state of mind they will go on an endless rampage of fury. They can be trained in many other skills but most of their focus lies on combat. Zealots are often trained to forge and smith their own armor and tools when needed too, they even will mine for resources.
-Magic abilities: (if trained) Attack, Counter, Curse/Hex, Bless/Enchant
-Weapons that can be used: Swords, Maces, Polearms, Axes, Hammers, Whips, Knives, Pistols, Rifles, Lances, Scythe
-Armor type: Medium to Heavy
-Additional skills: Alchemy, Mining, Smithing, Taming, Herbology, Maintenance, Geology
[Dance Weaver]: The beat of the Verikorus and the very soul of Dracicanna flow through the body of a Dance Weaver. Some could argue that Dance Weavers are the most powerful magic users by example of how well they can control the beat of magic. Dance Weavers often choose which element they can control by the beat and flow of it through their body. Some are of earthern elements, some are of the skyborn but each dance is unique and different. And as talented as they are with dance, the voice and rhythm of a Dance Weaver is even more powerful. They are not especially good with offensive spells; in fact some Dance Weavers hardly use them and just incorporate normal attacks into their song and dance. As such they concentrate on more defensive and supportive spells, such as healing, blessing, enchanting and counter spells. That is not to say that dancing and singing is their only trait, Dance Weavers are often people who have not been accepted into the Circle of Magic so they are good with tools, or a smithy.
-Magic abilities: Counter, Shield, Heal, Bless/Enchant, Rejuvination
-Weapons that can be used: Knives, Swords, Katar, Claws, Whips, Chakram, Rifles, Pistols
-Additional skills: Smithing, Engineering, Maintenance, Stealth, Lock Picking, Herbology, Tailoring