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A Dalmite usually chooses a profession based on
his or her talent or interest. In smaller tribes, a person may
choose two professions that relate closely to each other such
as Wood-taking and Woodworking; others, such as healers, might
become proficient weavers as well as dedicated healers. The following
are only examples of coomon Dalmite professions. A player may
be whatever he can imagine including many other professions.
Examples
of Dalmite Professions
Shaman
A religious leader is the most spiritual of all
the Dalmite professions. Current shamans usually choose their
apprentices when they are still very young, sometimes even before
they complete the Rites of Passage. Most shamans will train at
least one apprentice to replace them if they should die. Elder
Shamans may have many apprentices and will train them to serve
various deities. Shamans carry out their duties by leading religious
rituals to specific gods and goddesses. They also have some skills
in healing and are masters at creating herbal potions and poisons.
Skills mastered might include theology, healing and herbalism.
Ledri
The Le'dri are individuals who have chosen to serve Elean and
the forests. A young Le'dri usually apprentices to an elder or
a group of Le'dri's who serve a specific tribe or area of the
forests. The apprentices train with their masters until they
are deemed worthy of the official Le'dri al weh Seit title. Many
Le'dri's lead solitary lives, away from towns and settlements.
Others work in groups and form small guilds which protect specific
groves or clan regions. To become a Le'dri is to join the most
honored profession among the Dalmites. All Dalmite homes are
opened to the Le'dri and a family is considered specially blessed
if a child chooses to join these Caretakers of the Land. Le'dri's
tend the trees, plant seeds and saplings, keep track of the condition
of game and other forest resources, and act against poachers
as the law enforcement of the Forests. They are skilled in tracking
and hunting skills along with use of bows and other weapons.
The Le'dri also maintain the balance of the forests, giving advice
to clan leaders regarding permits for tree harvesting and aiding
the Dalmite wood-takers. Skills mastered might include archery,
tracking, trapping, animal handling, and sneaking.
Healers
Dalmite healers are highly skilled in herbal use,
surpassing many other cultures in Adellion. A young healer is
apprenticed to a Master Healer and spends many years learning
his or her craft. Healers aid in bringing children into the world,
diagnose and treat the day to day illnesses of the tribe, and
assist in healing injuries in times of war or hunting accidents.
They also have developed strong herbs that aid in relieving pain
and in healing infections. These special mixtures are used during
the tattooing of children and have been refined through generations
of experimentation. Healers are skilled at herbal skills and
creating poultices and potions to aid the healing. They are also
master foragers, able to find even the most rare of plants among
the undergrowth of the forests. More recently, healers have been
sent to study in Caeril with the Hands of Mercy to learn more
advanced surgical skills. Skills mastered might include herbalism,
healing and foraging.
Wood-takers
Working closely with the Le'dri, these Dalmites
carefully harvest and conserve the forest trees. While most of
their duties lie in selecting trees for harvest and providing
wood for trade and for use in Dalmite villages, the Wood-takers
also aid outsiders who have been given permits by clan leaders
to harvest trees. Many Wood-takers are also woodcarvers and builders.
They often serve their apprenticeships concurrently, training
in more than one skill. Skills mastered might include lumbering,
carving, woodworking, and building.
Warriors
Dalmite warriors are fearless and intensely loyal
to their nation. Most Dalmites learn to use bows and small weapons
at a young age for defense and hunting, but those who choose
the path of a warrior are especially skilled. They have honed
the ability to move silently through the forest and to aim and
shoot an arrow or spear with amazing efficiency. In a time of
war, many able bodied Dalmites will choose to fight for their
nation but some Dalmites choose to dedicate their lives to the
fight. Many of these become guards in the cities and settlements
of the forests. Others serve under the Cae Gwea, or War Chief
of their clan. A select few even serve as Teila's personal guards,
The Protectors. During times of peace, many of these men and
women also serve as the hunters, guards, and scouts for their
clans. Skills mastered might include archery, spearmanship, throwing
weapons, knifefighting, sneaking, and trapping.
Weaponsmiths
Fletchers create the bows and arrows for the Dalmites
and blacksmiths create simple knives, daggers, arrowheads and
spearheads from metal mined from streambeds. In small tribes,
the smiths and their apprentices actually gather the material
use to create the weapons, some of them even panning the streambeds
for metal ore. In larger, more established towns, the smiths
can purchase the items or the services needed for their crafts.
Apprentices usually train for some time with a master weaponsmith
before venturing on their own. Reputation and high quality products
will determine the success of a weaponsmith. Skills mastered
might include mining, woodworking, carving, blackmithing, leatherworking,
and sewing.
Other Craftsmen/women
Many Dalmites choose to be craftsperson, creating
the items needed by their fellow tribespeople. Weavers, tailors,
and furriers are sought after in most Dalmite settlements. Woodworkers,
builders, and boat-makers also create and sell their products.
Trade with other nations, especially with the Salans and the
Caerilians have given the Dalmite craftsperson even more prestige
and has brought useful items into Dalmite settlements. Skills
mastered might include weaving, sewing, pottery, woodworking,
carving, leatherworking, papermaking, mapmaking, building, brewing,
and cooking.
Poets/Musicians/Artists
The storytellers of the Dalmites are those who
put legends and history to song, prose, or create on canvas.
Tilitha is known throughout the Dalmite nation as the center
of art and culture. Many talented individuals travel the long
distances to study with the masters of these professions. Apprentices
may study for many years, perfecting their arts and entertaining
the people of Tilitha. Troubadours then travel far and wide,
spreading the stories among the people of the forests. Others
create beautiful works of art including paintings, woodcarvings
and various other types of visual creations. Skills mastered
might include artistry, musicianship, carving, woodworking, and
weaving.
Traders/Merchants
Among all of the Dalmite tribes are those individuals
who instead of crafting items, choose to make their living selling
and trading items. While trade among the Dalmites has always
been constant, most recently, more and more Dalmites have decided
to trade with those from other cultures. Many traders travel
long distances to exchange goods and sell their wares. Others
choose to stay put in towns such as Swawor, which has gained
popularity as a trading village in the Bloodlands. Skills mastered
might include any of the crafting skills along with skills designed
to protect the precious cargo.
Leaders and Politicians
Some Dalmites choose or are chosen to lead a tribe,
clan or even the nation in some aspect. Tribal leaders are usually
chosen for their skill in battle and/or their respect among their
people. While the title is often passed from parent to child,
this is not always true. Clan leaders usually inherit their position,
if they are worthy. It is not uncommon for a rival tribe to challenge
a clan leader although she rarely succeeds unless the clan leader
is incompetent or unpopular. Other leaders within a tribe and
clans include the War Chief and the shaman. War Chiefs are chosen
based on their battle prowess and their organizational skills.
Shamans are chosen by their predecessor and are trained thoroughly
before they rise to their position. In some cases, a clan or
Teila may choose a shaman from another tribe if the person is
especially respected and adept. There is a myriad of other political
positions with the Nation, clans and tribes including Clan or
tribal council members, emissaries, delegates, town managers
and scribes. These individuals would have good social and organizational
skills. Game skills mastered could include any skills related
to the position, including theology, literacy, building, and
various languages. Many of these players may have had other professions
prior to rising to a political position so may have many other
skills.
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