Class and Profession
The following is intended to be a guide for people who have a character’s class or profession in mind but don’t know the setting. Suggestions on character origin are organized by job type. Simply skip to the heading you want and click on the links if you're interested. This list is not meant to be exhaustive. Contributions are welcome.
If you’d like a list of all the races in the world instead, see this page.
- 1 Warriors
- 2 Mages
- 3 Clerics and healers
- 4 Rogues
- 5 Naturalists
- 6 Seafarers
- 7 Entertainers
- 8 Nobility
- 9 Common Professions
Every culture has some kind of warriors to fend off the threats of the world. Their preferred fighting style depends on their civilization, climate and attitude towards combat and bloodshed.
Some of the world’s cultures are intensely militaristic and devote a lot of resources towards perfecting their fighting ability as individuals or as a nation.
- The Alesian Imperium is a human empire that took over most of the south pole continent. They’re known mostly for their martial skill and their dreaded legions, known as the falvarniosok.
- Zul Kiras is the epitome of orcish militarism in middle Veth. The united clans all pledge fealty to one leader called the War King, who periodically marches the entire Orcish juggernaut to war.
- Pentland is rapacious and expansionist, with a martial focus. Though most of the armed training goes into naval combat and ship operation, Pentland produced some striking drake-riding cavalry.
Knights are ennobled warriors of some skill, who usually own decent armor and weapons. Most knights in the setting are likely to be humans from Arangoth and Myst or elves from Elvendeep. Holy warriors and religious knights often fight for Menxvan as Templars.
The most infamous knightly order in Arangoth is called The Beady Eye. It was formerly the The Watchful Eye, made up of strong and glorious lords and knights. At their height, they conquered a substantial swathe of the cursed Elgar Forest and converted it to habitable land (it later reverted to its regular cursed state.) Eventually, the knights rebelled against their princes and assassinated the monarch, causing fifty years of internecine strife. The order is publicly banned but endures in secret, waiting to rise again.
The land of Orjana in the cold north, is filled with lodges of warrior-heroes analogous to the knights of the south. These brotherhoods are called Druzhinas and Hosts (if they’re large).
Arangothian Armed Forces
- Drache's Civic Guard employs fighting people of various races to police the city, bust criminals and resolve disputes among citizens on the street.
- Arangoth's Border Watch is a collection of skilled archers, trackers and skirmishers hired to serve as the first line of defense along the realm's outer edges.
- Arangoth operates on a bannerman system, with a garrison that is augmented by contributions from the various dukes and barons across the realm. There are light skirmishers, heavy knights, light and heavy cavalry, dragoons, engineers and specialists.
Mercenaries and adventurers
Mercenary is an extremely common profession for most races and species. Mercenary companies can be homogenous or multiracial and can serve any number of interests besides the need to get paid. Lone swords for hire and adventurers are common in Drache, the default setting port-city known for attracting people and events of global significance.
The best-known mercenary company in South Arangoth was the Crimson Shield, for a while, when its leader served as Lord Protector.
There's so many different types of magic, it's impossible to keep track of it all, so belonging to schools of magic is not enforced. The following are suggestions. Drache's Civic Guard sometimes hires mages to augment their forces.
Formally Educated Wizards
- Drache has a renowned Royal University with a substantial school of magic, taking students from all over the continent and beyond.
- Qarsythe is a territory in Najjir, ruled by an arcanist guild and has definitive treatises on almost all schools of magic.
- Berjeron ley savants from Mwayambi are skilled geomancers, known for their ability to manipulate currents and places of power.
- Alesian battle-sorcerers are barracks-trained, rather than taught, to use combat magic integrated into general Alesian strategy.
- Among the orcs of Zul Kiras, Firestorm Clan maintains a tradition of formally training war and blight wizards and is one of the most feared of the clans.
People with innate magical power can come from anywhere, from a variety of sources. Drache saw a good number pass through, with more ever coming, so none of the locals are surprised at displays of magic anymore. Different nations treat them differently, depending on the extent to which magic is nurtured there.
Witches, Druids, Shamans
- The most famous witches come from Lonrath, where they preside over tribes that live in the shattered ruins of a dead magical empire.
- In Orjana, a conclave of witches presides over the mystical grove, where seasons are kept.
- Assi shamans have powerful elemental magic tied to the seasons.
- The witch doctors of the orcs are known for augmenting their allies and slowing down their enemies as well as assembling hideous constructs out of bone and scraps of other creatures.
- Druidism is a central fixture of high griffon mysticism in Griffon's Aerie: each griffon is linked to a magic tree and its attendant dryad.
- In the local setting of Arangoth, druids are big in Sresar Vale, where they’re often community elders.
- In Nipangu, Gardeners are a celibate order of druids who tame nature and make it orderly, useful and pleasing to the eye.
- In the Elgarian town of Mazewood, druids help keep the village safe by warping the surrounding wilderness into an ominous labyrinth.
Clerics and healers
The biggest human religion on the southern continent is Menxism, followed by the Southlands Religion and then by the various pantheons. Divine power is real but its origin is uncertain and requires faith, not mathematical certainty.
Priests of formal religions
- Clerics of Menxvan and his evil antithesis Menxruk are by far the most common in Arangoth. The same is true of Najjir, the equatorial desert north of Arangoth.
- People from the Southlands Peninsula as well as Bahija have a trio of major gods and a supporting cast of deities, each of which has a different type of cleric.
- Pentland and its colony Arrantiada also have three: for land, sky and sea.
- Holy people are commonly nobility in Taj Jahan. They tend to be philosophers for a living.
- Alesian battle-priests are called Hevarnin and they're often officers supporting 100-man warrior companies.
- The sea-faring Korthai people worship the mythical Sea Serpent, and their priests take part in an annual ritual to bestow a powerful artifact to an outstanding member of their society.
Informal holy people, Healers
Wandering saints, people imbued with divine charismata, churchless magical healers and other kind souls that don’t operate within a bureaucracy usually fall under this category. They can come from just about anywhere — many such characters tend to have a limited range of innate abilities they could summon at will or a certain number of times per day. They can come from any background, mortal or beyond.
The Drachean Civic Guard tries to employ healers in its healer corps whenever possible.
Templars of Menxvan are a holy order of warriors, some with special powers, devoted to promoting Menxvan’s cause and defeating his enemies, the Guardians of Menxruk, who seek to undermine the former and cry havoc as anarchy spreads. Najjir also has Menxvanite holy warriors but they are different from Templars.
The Berjeron have the Saints of Jomeil, paladins, wearing mail hauberks and leafy wreaths beneath their cylinder helms and often riding imported horses.
Many skilled physicians and apothecaries do a lot of work to put people back together, in Drache and elsewhere. The Royal University has healer training courses. Renowned doctors from Xiunhai-la, Najjir and Taj Jahan have been noted. Elves often turn to magic but if they don’t, their longevity and attention to detail makes them expert physicians.
Thieves and Highwaymen
Thieves are everywhere and require no special background except greed or poverty. Bandit gangs have caused significant damage to the unity of Arangoth. Riders of the Horn in Ruthmarna and Howling Dogs in Sresar Vale have been especially notorious but had been put down in the past decade.
For a long time, the underworld of Drache was ruled by a “King Nobody” — a rotating title that eventually was eclipsed by a “Correspondence of Thieves.” This, too, was wiped out by the incoming Talamar Guild. At the moment, there’s no major power controlling the Drachean underworld. Ethnic crime tends to cluster together around ethnic communities. For example, the Xiunlans have a Tong in Drache, engaged in racketeering.
Sonmor is a noteworthy city because that’s where many thieves’ guilds get their start before exporting themselves elsewhere and merging with the homegrown criminal element.
Assassins and their guilds are poorly known because ones that get too famous get extinguished. Assassins tend to be popular in highly civilized areas, with well-developed political systems.
- An assassin slew the previous king of Arangoth, ushering in 50 years of strife until King Blkdragon and Queen AngelSin righted the course of the realm.
- The independent city of Antara is known for using spies and assassins as ambassadors to manipulate its neighbors and keep them from banding together to overcome the city's impressive natural obstacles.
- A group of assassins from Najjir with political goals recently became active in the area, on behalf of some shadowy “heresiarch.”
The best elvish rangers are said to be found in Elvendeep, among the Wild Elf peoples and the Order Emissariat, and in Mazewood. Arangothian rangers, native or newcomer, may find a home for their skills in the Border Watch. Humans can also come from Pentland, where the dangerous flora and fauna of the exotic interior requires special attention.
Humans considered “barbaric” include the Assi and the Thons, mostly because they live primarily in tents, move around a lot and get into confrontations with more “civilized” travelers. That said, their fighting style can be described as barbarian as well, relying on quick, furious, unarmored attacks. The warriors of Nahuatl are the same way.
Orcish tribes are considered barbaric but when Zul Kiras marches as a single nation, it looks more like a coherent army than a furious horde. Of course, the war kings of Zul Kiras do employ furious hordes as part of their forces, to demoralize the enemy.
The Provakh clans of Ruthmarna are seen as barbaric, though they are a fiercely honest and loyal society where strength and integrity matter above all else. They also are the main herders of dire yaks.
The Sorani elves are from Elvendeep but they choose to live in the woods instead of the central arboreal Elfspire. They’re more rustic than their city cousins, with much more game in their diet. J’lontz Giants are a race of giants that live in the Southlands and can blend with the tall canopy.
Khalars produce world-class horses and equestrians to ride them. The Thons are nomadic and use stocky, sturdy draft horses and ponies to get around. The Assi also ride a lot throughout Nie River Valley.
Many of the darker shapeshifters can be found in the cursed Elgar Forest: werewolves, wererats, werespiders, etc. Friendlier polymorphs can be from a variety of places. The magical, ambulatory Aran Forest might be one place or if the shapeshifter is a type of fey, Tor Anan. The High Griffons of Griffon’s Aerie can transform into human and semi-human shape and the highborn Oneidhae merfolk can transform to walk on land temporarily.
- Arangoth has its own navy now and it has even defeated some pirates in its first military campaign. Besides that, there’s a flotilla of merchant vessels coming and going daily.
- Pentland is a naval power, strong due to its drake-rider carrier ships, its enchanted, self-regenerating wood construction and its employment of a water-breathing race as marines.
- Bahija is a big deal in the trade lanes, having fast ships and an expansionist, moneymaking zeal about the people who run it. The same can be said for Secca, an old city-state in the west of the continent.
- The Berjeron are a maritime power from Mwayambi and have enormous black ships often filled with slaves of all shapes and colors.
Pirates can be divided by where they operate: The South Sea, the Road of the World and the Green Sea being the most frequently targeted water-bodies. Drache is most familiar with South Seas pirates, who are usually from Arangoth, Pentland, Bahija, Secca, Elluria or Bahr.
The most infamous pirates are Korthai or “Wolves of the Sea”, a society of raiders that live mostly on their ships. They are known for absorbing captured prisoners into their society and witty sayings like "may the wind break from your prow and not your behind." The Korthai have many fast attack ships that can overcome heavier ships. They also have heavy ships of their own.
A naval attack recently forced a group of pirates from the Equine Islands south of Arangoth, leaving them with no place to go and their leader dead.
Bards, musicians, actors
Arangoth has a tradition of watching plays, musical shows, oratory and other spectacles. Several well-known establishments where characters may be employed to perform.
The Drache Municipal Theatre is the setting's common man's troupe, performing many cultural classics as well as penny dreadfuls about overbearingly angsty vampire lords and such. They draw a substantial crowd from the performance lover on a budget.
Plays and music can also be seen at The House of the Silver Swan and The Cat's Pajamas, which have built in performing spaces. But the Silver Swan also doubles as an expensive inn for persons of quality and both the Swan and the Pajamas double as bordellos.
Crowned Swan Publishing is the preeminent company for putting out printed works. The Rumormill is a primitive newspaper that supplies news to Drache and needs many reporters and runners. As for paintings and sculptures, they are often done for the sake of a paying patron or in a rare gallery showing, usually at the estate of someone wealthy, paintings may be sold to visitors.
- The House of the Silver Swan caters to nobility and employs nubile females to provide conversation, provocative dancing and sometimes, for an informal arrangement, companionship in bed. Courtesans employed by the Swan are all high-class and taught to be selective.
- The Cat's Pajamas is a theater, inn and bordello, which is more explicitly dedicated to the latter function. Nonetheless, it regularly exhibits plays and other spectacles.
- The Indecent Nymph is a fixture in the Red Lantern District: a straight up bordello and dance parlor, run by a fence for various thieves operating in the area.
- The Gulanadurians have a caste of companions known as Hands of the Queen, which are experts in all manners of entertainment.
Though each nation has a different sort of government, the natural order of humanoids is to attain power by any means necessary. This inevitably leads to rulers and privileged citizens. From the Celestial Elves of Nipangu to the clan chieftains of Zul Kiras, nobility exists in countless forms within the world of Siveth.
In Arangoth, Sithires rule their respective duchies in any way they see fit. In Transdariania this is by way of an election and a cadre of advisors — in Minkbrantha, it is by way of an absolute monarchy, with the title of Sithire being passed on by bloodline. As such, there is no hard and fast rule for each individual duchy of Arangoth. (Further reading on the government of Transdariania)
- Ministers serve as direct servants of the Sithire, with each typically concerning themselves with a specific sphere of influence. Agriculture, war, etc.
- Counts (or arangires) are the owners of several baronies, typically with several tiers of organization themselves.
- Barons (or floxods) own the vast majority of land in Arangoth, and are responsible both for protecting their peasant constituents as well as collecting taxes from them.
- Mayors are typically not considered nobility, though they wield large amounts of power within their respective cities.
- The clans of Zul Kiras all have leaders, as seemingly chaotic as the ever-warring nation may seem to an outsider. The level of influence, and the power that influences grants, varies greatly based on which clan is being considered.
- The Korthai, or Sea Wolves, are a race that thrives off of both mercantile practices and piracy. Though captains are arguably the most potent form of nobility within the ranks of the Korthai, there is a council (called the Lantya) that convenes annually to discuss race-wide issues.
- The great forest nation of Elvendeep is ruled by a High Council, a group of oligarchs that control practically every matter of policy.
- The southern empire of Alesia is ruled by bureaucrats that fiercely compete for their positions, taking yearly exams in order to prove their worth.
- In the island nation of Bahija, right off the coast of the continent of Mwayambi, the moneyed elite control every vote in a supposedly "democratic" parliament.
Despite the glitz and glamour of working as a legendary dragon slayer or a genius alchemist, there must be a blacksmith to forge the dragon slayer's armor and a glassblower to craft the flasks for the alchemist's potions. All four need to eat. Sometimes this simple work is more respected, as it is so vital to the general survival of the various societies on Siveth.
Merchants are welcome in every corner of the world, as commerce is the lifeblood of civilization. Some nations have more notable mercantile niches carved for themselves than others.
- The Korthai merchants are always female, and trade purely in the cold months. In the warm months, their male counterparts raid. These raids yield goods that the merchants then sell, and the cycle repeats.
- The Sword Isles are named such for a reason. Merchants hailing from the northern archipelago travel the Road of the World to the far corners of Siveth in an effort to sell their famous weapons.
- Marilsan is a western nation with legendary fields of plenty, and their merchants are happy to export the goods. Though primarily selling cash crops (such as tobacco, spices, and rare wines), the Marilsani are also commonly an excellent source for naval ships.
- The massive steppes of Kahlara hold an untold amount of impressive goods, though none are as fantastic as Khalar Horses. These horses are said to be as fast as a sandstorm, and just as tough.
- The Tyhinn Empire owes its rapid expansion to rich veins of iron and gold, which its merchants are happy to sell wherever the valuable metals are desired.
- The cursed nation of Bahr, a land of goblinoids and dark elves roaming about the surface freely, is a key hub for smuggling in Veth. Anything you could want to find is in the capital city of Bahrkul, though you need to know who to ask.
- The Royal University of Drache is a hub for scholars of all sorts, from historians to doctors to military strategists.
- Within the Panguran nation of Sai-No-Gu, there is an entire caste devoted to scholars.
- The Najjiran city-state of Qarsythe houses a massive university that primarily concerns itself with magic use, but is an impressive school for more mundane intellectual pursuits as well.
Artisans, smiths, engineers
- A list of famous artisans would be incomplete if it forgot the famed craftsmen (and women) of Ruthmarna. The dwarves of Ruthmarna are unmatched in their skills of masonry and smithing, though they are not pushovers when it comes to other sorts of crafts.
- The mysterious island nation of Azaan is driven by a class of truly awesome engineers, though little is known about them by the outside world.
- Marilsan is well-known for its jewelry, and the jewelers that make such pieces are world-class. Regardless of the gem or metal, it can be made beautiful by the hands of a Marilsani jeweler.
- The Najjiran province of Sh'hazrid was initially designed by a master architect, and the architects of the city are astounding. Miraculous aqueducts and impressive rooftop greenhouses are just a couple of the marvels that make up the massive building that houses all of Sh'hazrid.
- The smiths of Panguro are what lend the archipelago the name of The Sword Isles, their steel-working so legendary that many citizens of Veth would pay top dollar for a blade.
Farmers, herders, fishers
- Marilsani farmers make the world go round, such is their volume of export. They truly are the bread basket of Veth.
- Arangothek fishermen catch an unbelievable amount of fish every day, and with proper care are able to spread their yields across the entire region.
- The Grenadorsok and Freemen of the Alesian Imperium are the farmers that keep the entire continent-spanning Imperium fed, and they do so with impressive Alesian efficiency.
- In the southern desert nation of Teldanar, there are slaves that toil endlessly to grow the unmatched Nokos mushrooms, which are said to confer telepathic powers to their consumers.
There are numerous races that live solely underground, such as the Gulanadurians, Vuulari, and Dol Druun, among many others. However, few surface nations have made an international name for themselves through their mining exploits.
- The mithril mines of Caern Rhia are the only known on Siveth, with the green-tinted mithril being an impressive bargaining chip in negotiations.
- The Ruthmarnan mountain range houses all sorts of rare metals, which the Ruthmarnans are happy to mine and use.
- The Tyhinn Empire has grown rich from their plentiful sources of iron and gold, found after a disaster that created the region of Nith.