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Changing & Upgrading Professions

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In real life, people's occupations change frequently. They get promoted, change fields, and find different jobs. At the Forest of Shadows, the same thing is true. After completing an adventure, a character's designation (the title we refer to as a "profession") may officially change. He may get a promotion, choose a more specific description, or even get a job.

Some professions have promotion systems built into them. For example, mages and bards become journeymen, and later masters. These and others could find permanent employment with a ruler, city, guild, or individual. (Temporary employment does not change a character's designated profession.) Every profession "upgrade," no matter which category it falls under, requires approval. There are four types of upgrades, and in some circumstances more than one may happen at once. They are:

  1. Internal Promotion
  2. Specialization
  3. Employment
  4. Choice or Change of Profession

* 1. Internal Promotion (P)
Blue Dragon Mages, Elemental Mages, Bards, Enchanters, and Druids all begin as apprentices and rise in the ranks of their own orders. Some employed professions (particularly military professions) may also have room for internal promotion. This type of upgrade occurs when the character meets specific requirements within the adventure.

* 2. Specialization (S)

Many professions are broad enough that there is room within them for specialization. A Healer who doesn't use magic might prefer to be an Herbalist. One could be a particular type Merchant, or a Soldier could use a specific weapon or be in a specific unit. (Generally, although a Mercenary may specialize, she wouldn't change her profession title.) These specializations generally only require a decision of the character, and players are not limited to the options listed here, pending approval a storyteller.

* 3. Employment (E)

Most of the upgrades listed on this page require one thing above all others: an employer. Often, this employer would be a kingdom, city, or organization. Such employment must take place during the course of an adventure, so if you have something in mind for your character you should ask your storyteller about it.

* 4. Change or Choice of Profession (C)

Although this option mostly applies to civilian, non-magical professions such as Ordinary Person, Adventurer, Orphan, or Exiled Royalty, which are not actual occupations, it could theoretically apply to anyone. Anyone with military training or inclinations could become a Mercenary, or a character could decide to become a Thief, Merchant, or Explorer. This change in profession could accompany employment in that field. There are many possibilities; however, one cannot simply decide to become something which requires training, such as a mage. Talk to your storyteller about changes in this category.


Knight * Spy * Envoy * Guardsman* * Bodyguard * Archer* * Herbalist
* One of several similar options listed together.
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  •  Royal Knight (E)

    Two key ingredients combine to make a new Royal Knight: first, a special act of valor or service to a king or kingdom; second, a king (or someone else sufficiently royal) to do the knighting. Every knight is in the service of a kingdom. The lot of an individual knight depends upon her kingdom and its ruler, but some things are standard. A knight pledges service to her king and his people, and may accept particular duties. In the probable absence of a specific assignment, she may travel the Mountain Kingdoms (and beyond) wherever she wills, unless her kingdom goes to war. In her travels, she acts as a representative of the king among his people, and may be called upon for assistance by local authorities.

    ~More Information About Knights~

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  •  Spy (E)

    Although almost anyone could do a little espionage in the right situation, the professional spy must work for either a kingdom or an established spy organization. The specifics of the spy profession vary by individual and employer.

    Bards may not be professional spies without leaving their original profession permanently.

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  •  Envoy (E)

    Sometimes, kings and other leaders need representatives to do things for them. For this diplomatic profession, a character must work for a ruler or leader of some sort. She would have specific instructions and responsibilities, as well as various perks. (Sometimes, she'd have diplomatic immunity.) Like many, this profession will vary. Non-human Envoys (particularly of more isolated races) could be sent by their people simply as a representative of their kind among humans, or to another race or group of their race. Non-humans could also choose a human to represent them.

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  •  Guard/Soldier/Officer/etc. (E)

    Members of most professions could get a job (or conceivably be conscripted) as a guardsman, soldier, watchman, etc. This option is least applicable to performers, particularly bards, but probably not impossible for any character. It's unlikely that a mage or bard would choose this profession voluntarily. Details are case-specific.

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  •  Bodyguard (E or C)

    Bodyguard is another possible upgrade for military-inclined characters. A bodyguard could have a specific, permanent employer, or--similar to the Mercenary--he could seek jobs. Anyone with military training could conceivably become a bodyguard, as could a mage who specialized in defensive or combative magics.

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  •  Archer/etc. (S)

    This series of specializations is for military professions. (Anyone who could take on a military profession may choose to specialize as well.) The only official difference between a Guardsman and an Archer would be title and classification. This upgrade is more applicable for employed characters--a Mercenary who specializes probably wouldn't change his designated profession.

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  •  Herbalist (S)

    An Herbalist is a Healer who heals with herbs and not magic. She may have a knack for finding useful plants, and knowing when and where it is safe to use them. This profession is a specialization of the Healer profession, apt for those who choose to have non-magical healers. The Herbalist might in time learn to make things that do not have healing properties, but she'll always remember her early training as a Healer.

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