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Jobs of Mystasia

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Jobs of Mystasia Empty Jobs of Mystasia

Post by Admin Tue Apr 22, 2014 6:08 pm

Mystasia is set in an 'older' time than Earth. There is no such thing as guns here, or cars or even electricity, other than lightning, of course. The shape-shifters rely on their own senses and skills to get by, along with the use of swords and bladed weapons, and bows.

Children of Mystasia attend school from age four until ten, learning generic things such as the history of their planet, controlling their animal forms and the basics of each job. Once they reach ten years of age, they gain their first Stone, if they get any, and then the heads of each job field decide which job they are best for. Once they are chosen, they live with other trainees in that job and train in that job for six years, and learn how to use any Stone they have at the same time. Once they reach sixteen years of age they are considered adults and are able to work independently.

Having said that, the six possible jobs are also rather basic.

Guards
Every town of Mystasia has a base where guards live. Guards protect the town from enemies such as 'rogues', and other countries' guards. They also keep wild animals at bay. They catch criminals too. Basically, they are the town protectors, acting as police. Guards, however, will also go to war in other countries, so they are not just based in their own town. Each town has a 'Head Guard' too, someone who is in charge of choosing future guards and training them. They also lead the town's forces in wars. Trainee guards also live in the guard base.

Researchers
A researcher does as the name suggests- they research various things within Mystasia. This can be anything from how the world works, to the wildlife or even the Stones. Each town has a base for researchers, usually adjacent to the guard base. Researchers share this base with their trainees. Head researchers also exist, one per town, and they decide where the researchers of their town go and what they research, as well as choosing new researchers and training them.

Healers
A healer heals people. As there is no modern day medicine, they use herbs gathered from the area, or a Tiger's Eye Stone is they use it. Each town has a base for healers, usually close to their person of authority's base, and they share it with their trainees. Head healers also exist, one per town, and they often decide the treatments of people. They also choose new trainees and train them.

Mediators
A mediator attends political meetings between leaders and ensures they go by peacefully. They may also carry messages to leaders, if one leader fears for their own safety. It's a dangerous job, but the mediator usually enjoys doing it. Every mediator must have a Moonstone, as they have to record every meeting they go into with this Stone.
Most mediators originate from Lunaria, as this is where a Moonstone originates. There is no head mediator- a trainee mediator is chosen by the Moonstone, and then given to any other mediator who happens in the area so they can train. They then follow that mediator around until they have completed their training.

Representatives
Representatives represent their leaders in situations where the leader is unable to attend, either due to the risk or because they are busy or sick. They are usually relatives of the leader. There is no head representative, and they are trained by the leader themselves- Amber Users are often given this job, as they can modify their appearances to look like their leader if they need too.

Spies
Spies are secretive. Quiet. Hidden. They keep to themselves and only mix with others when they must. This is because a spy keeps watch from afar and finds out useful information from others, information which can give their country an edge in wars.


There are also other jobs available to shape-shifters, such as entertainers, stable hands and so on, but these are the six main jobs.


Finally, there are rogues. Rogues are shape-shifters who either left their town and renounced their nationality, or who were exiled from their country for crimes. Most are marked by scarring on their cheeks and, in animal form, torn ears, and all towns and countries fear them for what they may have done, driving them out whenever they are found.

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