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Dustari Ranks
Ranks have been completed. They will be refined and improved, moved around a bit, some dropped, some more added over the next little while. All the basic data for each rank here, and some ranks have long descriptions.
This list can be found in a more nicely formatted version at: http://dustari.netfirms.com This site is pretty basic still, but has all this data, and should house more information in the future. First, the Rank Tree is as follows: NPC Code: |
Ranks Detail:
Here are the ranks itemized, all the information is here, listed in the same order as on the Ranks Overview page. They are not entirely organized by group as they simply reflect the rank list as it appears in game. King & Queen: Rights: All Limits: 1 King, 1 Queen Monarchs of the Kingdom, the King and Queen, set policy and oversee the affairs of the nation. While the Royal family have final say on all matters, they are also responsible for the kingdom's prosperity - they cannot make excuses for persistent problems but rather, it is their duty to solve them. At least one, King or Queen, should be regularly active to ensure personally that the kingdom is thriving. The ultimate test of the King and Queen is the welfare and contentment of the Kingdom they rule. Duties: While it is up to the various Leader Ranks to ensure that those within their file follow RP rules and remain in good conduct, it is up to the Monarchs to make sure everything remains on track and that any breakdown in the system is caught and corrected. Any duty missed by others that adversely affects the welfare of the Kingdom must be addressed, by the King or Queen if need be. It often falls on the King and Queen to interview, evaluate, test, and grant citizenship to new members of Dustari, as well as often exile those who cause grief and ensuring they never return. All projects of any scale are overseen or at the very least, approved by the King or Queen. Benefits: Cannot be demoted without full out revolt for dereliction. Absolute power. Gets to be first in line at the buffet on cheesy-steak night. Large Personal Chambers in the castle (coming soon) Dereliction: Dereliction occurs when problems persist, eat away at the nation, and nothing is done. Ignoring citizen's concerns, hiding or avoiding the kingdom to avoid dealing with problems constitutes failure to meet the expectations of a good monarch. That does not mean the Royal Family is immediately removed, but that it surely lowers the reputation of the monarch, and persistent neglect should likely result in resignation in some way. This is NOT the same as differences of opinion standing between a few without a middle ground found. Prosperity and contentment of the Citizens come first, and as long as the nation is as well off or better than all the lands in general (as GK goes through swings), there are no grounds for removal of any kind. The fact that it is possible to remove a monarch for dereliction in no way means that standards of loyalty to the kingdom and to its Royal Family should not be expectedly high. Queen Mother: Rights: All Limits: 1 Queen Mother is mother to the Queen and King of Dustari and enjoys all rights of the Kingdom while empowering and teaching her descendants rules of etiquette, proper royal conduct, and the foreboding handling of power gracefully. She enjoys the respect of Dustari for her age and past rule of this great kingdom. If only one Royal exists, for instance a daughter or son, she will prepare her son or daughter as King or Queen and assist in choosing a proper King or Queen who will so sit beside. Benefits: The Queen Mother is a retired Queen of Dustari and cannot be demoted nor removed unless by Royal Order of the King and Queen. She is renowned for her wisdom, courage and strength of will as well as her love for her children. She will occupy quarters beside the Queens stateroom within the castle. NOTE: Until her demise, she enjoys her title. Upon her demise, the title goes void until such time as the next Queen retires. King Elder: Rights: All Limits: 1 King Elder is the retired King and enjoys all the rights of the kingdom. Much like the Queen Mother, his role is to ensure the monarchs benefit from his years of knowledge and rule. Rarely seeking out the monarchs to give advice, he usually councils only when called upon. His reign behind him, he will put most of his time into helping the kingdom with various projects that are inline with his children's vision of the nation. Benefits: The King Elder is a retired King of Dustari and cannot be demoted nor removed unless by Royal Order of the King and Queen. He is well respected and occupies quarters within the Castle. NOTE: Until his demise, his maintains his title. Upon his demise, the title goes void until such time as the next King retires. Aegis Knight: The Order of the Aegis Knight is a fallen order, no longer in use but still on the list. The last of the Order was Eban Falls, who died a long time past. Aegis Mage: Limit: 1 The Aegis Mage is from an ancient order of mages, generally dedicated to protection magic, or more specifically, the use of magic to protect and defend a specific ward. An Aegis Mage is a protector of something tangible and real be it kingdom, family or building. The Aegis Mage is a high rank in the Mage hood, is not under the direction of the Arch mage, and may coordinate with the Order as a consultant would. Duties: The Aegis Mage often trains many of the apprentices and even wizards of the Mage Orders. Of primary concern is the ultimate safety of whatever is his protection. Benefits: The Aegis Mage has an entire tower in the castle grounds (when completed) for a full sized laboratory and quarters. Dereliction: General. Ethereal Knight: This rank is one of a kind, for a great Dustari warrior who died and returned from beyond the grave. Please do not jump from a cliff and request this rank or similar without decent original RP that has been approved. This rank is outside the other military ranks for obvious reasons. Paladin: Limit: 1 generally Holy Warrior of the highest order, the Paladin serves the Church as a Knight above Knights, skilled both as a healer and a warrior, and follower of the very adulate Paladin's Code. Most Paladin's where previously impeccable Knights or Cavaliers that also very devote religiously. There is not a limit to the number of Paladins, but they are rare all the same. Duties: Paladins are very helpful, always ready to defend the kingdom and faith alike. Their roll is very demanding. Paladin may be appointed to direct and manage the knighthood and to ensure the strength and honor of knights remain true. Benefits: Paladin's enjoy a well-deserved impeccable reputation for honesty and fairness. When added, private quarters in both the cathedral and Knight's Hall will be provided. Dereliction: Any behavior that break's Paladin's Code can be grounds for demotion. Long unexplained absences or absences during times that result in general moral decay going unchecked may be grounds for demotion. Cavalier: Limit: rarely appointed This is a Knight of exceptional leadership skills. Cavaliers lead knights and are members of the knighthood. Unlike a Paladin, a Cavalier is not associated with the church; but instead, is more associated with nobility and may be granted a noble title for exceptional valor in some cases, or may be of noble decent. Duties: The health of the Knighthood and often-other branches of the army is always on the mind of a Cavalier. He must tirelessly ensure the knights are renowned both for their honesty and unbending strength. When the knights wish to make a request as a whole, often it is a cavalier that is sent to the castle to make the request. In a dispute Cavalier must often take the high road at personal cost to avoid controversy, as his reputation must remain impeccable. Benefits: Cavaliers enjoy a great deal of respect for their sacrifices and efforts. They also have private quarters in the Hall of Knights. Dereliction: A flawed reputation or offering a poor example of leadership, regardless of previous exploits, may be grounds for demotion. Cavaliers have high standards and must maintain that level of effort. Knight: A Knight is the true symbol of Dustari, unyielding strength held to unbending honor. Knights should be very strong, however the strongest warriors rarely are granted into the knighthood - it is chivalry and the virtues of honor that make a Knight. Duties: Knights primarily train squires, but also train others in the army, simply out of a strong sense of duty to the kingdom and its army. They must also pass the Code of Knighthood onto the Squires before they are ready to be tested for Knighthood. Benefits: Private quarters in the Hall of Knights (when complete). Dereliction: Failing to uphold the conduct befitting a Knight will result in demotion. Squire: Squires are Knights in training, on par with soldiers. They study below knights and Cavaliers, until they are ready to be knighted in a ceremony in the Castle or Hall of Knights (when completed). Duties: Often complete many tasks for the kingdom, assayed by knights and above and always of a charitable nature. They must obey orders with strict discipline. Benefits: To Study regularly with knights Dereliction: Should a squire appear to abandon interest in his studies and training, then he will likely be transferred to the army as a soldier. |
Prince & Princess:
Rights: Vary Limits: 1 to 2 each Sons and/or daughters of the kingdom and often the heirs to the Crown. They must represent the kingdom and should be an accomplished warrior, though the most important factor is to be well respected by the kingdom's people. They are sometimes a Prince or Princess by marriage, in which the duties and privileges may be lighter and more ceremonial, but this is not often the case. Duties: Much of the general daily dealing with people is done by these ranks. Whether removing scammers or recommending promotions, hosting events, or helping citizens, this rank spends a lot of time working with the people of a the kingdom. Benefits: Quarters in the castle (when added). Though the power is not abused, these ranks have the right to enforce order within Dustari, and must be respected and obeyed with the same regard as the King and Queen. Naturally, this rank is still overruled by the king and queen, though not by the chancellor. If a request seems unfair, it may be voiced with protest, to the King or Queen, or even Chancellor. However, outright refusal or dissent is not respected whatsoever. Dereliction: Abuse of power is naturally a serious dereliction. Since the people of the Kingdom look up to these ranks, they must be worthy of the respect given. ~~ The Great Royal Dustari Navy ~~ Admiral: Limits: 1 The Admiral is head of the navy, and as such must ensure that the ships are maintained and a full arsenal is available for open seafaring combat at a moments notice. This is not specifically done personally, but it must be inspected and up to standards. Any failure of upkeep regarding the navy reflects on the Admiral. As with all 'branch head ranks' (Admiral, Cardinal, Field Marshal, Arch mage) excuses for poor conditions are not accepted. The rule is that any lead rank must simply fix the problems, or report to the King/Queen/Prince/Princess/Chancellor that additional resources are needed for a solution to be found. The sailors should always be ready and educated in sailing and cannon warfare. The admiral should know all the dock locations of all the kingdoms, as they are key in any naval landing. Duties: Upkeep of the navy as shown above. Proper attire befitting an officer is recommended. Training naval members and preparing them for promotion is a strict requirement. Benefits: The Admiral may delegate tasks to the sailors and lower ranks, though only tasks fitting and with the intention of naval upkeep. Additionally, the Admiral recommends those ready for promotions. Admiral has personal quarters in the Naval Yard (when complete). If possible, a special flagship may be added that the Admiral commands. Dereliction: If the navy falls into disrepair, it is the fault of the Admiral, regardless of the cause. Some lapses are excusable, but long lengths of time away must be brought to the attention of a Royal or extenuating circumstances provided. If the navy be deemed unrequited with current resources by the Admiral, the issue should be forwarded to the Royals, but remains responsibility of the Admiral. Cowardice in combat is grounds for immediate demotion. Rear Admiral: Limits: 1 The Rear Admiral manages the Navy, though still under the guidelines set forth by the Admiral. The main difference is the Rear Admiral only leads a naval battle when the Admiral is not available, or leads a secondary fleet. Home Waters defense tactics and such are generally the duties of the Rear Admiral. Duties: Same as Admiral, with a focus on defense of home waters. Benefits: Same as Admiral, just with 2nd from top authority. Dereliction: Same as Admiral. Commodore: Limits: multiple but few Commodore is a sub fleet commander, in charge of more than one ship below the admirals, but not the entire navy. When an admiral sets a number of tasks to be completed, Commodore may be in charge of overseeing the progress and assigning naval personnel. Duties: Naval maintenance, and training. Benefits: Smaller quarters in the Naval Yard. (When complete). Dereliction: Failure to maintain duties in fair order. Captain: A Captain must know ship combat well, and organize a good fighting crew of Sailors. Due to numbers, a Captain cannot always pick which sailors will always serve with him, crews often have a core group of people that work together but will take on people from other ships when online member count is low in a naval crisis. Duties: Maintaining a ship and crew's complement of sailors in well trained condition. Must serve in naval combat and perform duties for the navy as per requested by the Admiral and Rear Admiral, as well as Commodores. Benefits: Small quarters in the Naval Yard. (when complete). Dereliction: Cowardice, mutiny, failure to actively maintain ship and crew. Sailor: As backbone of the navy, Sailors must master the art of naval warfare and carry out the majority of work to maintain the shipyard and supplies. Duties: Follow orders of the ranks above, within reason. Benefits: Proud members of the Royal Dustari Navy achieve a bunk in the general barracks with a storage chest in the Naval Yard. (When complete). Dereliction: Inactivity, dodging work by going offline regularly, Insubordination or conduct unbefitting a member of the Royal Navy. Chancellor: Rights: HGA Limits: 1 Role of the Chancellor within the Kingdom of Dustari is that of Royal Advisor, often with historical context. The Chancellor is likely of Noble decent but not often related to the Royal Family directly. Often a Chancellor will remain Chancellor through the reign of many Kings and Queens, giving a longer perspective to the monarchy than may be found otherwise. Duties: The Chancellor aids in many of the routine tasks of the King and Queen: recruitment, testing, and conducting citizenship ceremonies. Anyone in this role also ensures that when word of discontent is found, the problem is brought to the attention of the King and Queen. In addition, and in rare circumstances, should the King and Queen die or fail otherwise, the Chancellor may become the minimal steward for the kingdom while the next ruler is determined. This only occurs in rare situations when no heir can become the ruler in succession gracefully. Benefits: Personal Chambers in the castle (coming soon) Often heads up projects for the kingdom of personal interest. Dereliction: The chancellor's role may be as reclusive or outgoing and active as is required of him, depending on the needs of the Kingdom. Dereliction may occur if the Chancellor assures citizens or others that concerns will be relayed and they regularly are not. A good example is mandatory; creating political or internal trouble due to poor behavior is a large transgression for someone in this position. Chancellor is expected, as all, to respect the Royal Family and bring his own discontent quietly to the attention of the Royals. Failure to do so can mean disqualification for the rank. If the Kingdom's welfare is good and the Royal Family is happy with the Chancellor's efforts, there is no concern of dereliction. Elder: Rights: Sometimes H Limits: should be few in number An Elder is often a former leader or even monarch, perhaps someone who held a high office or title at one time, who has since sought a less busy role in kingdom life. Elders often offer a lot of experience and wisdom to those who care to listen, others just tales that wear on about better times. As this is almost a 'retired person' rank, it holds high respect but not many duties. It is customary, for Elders to sit to the left, clockwise of the immediate royal family at a banquet table turning a feast or festival, before the nobles. Duties: An Elder should correct poor RPing standards when seen, although it is permissible that an Elder may choose not to, as they are retired and can opt to gripe about poor RPing standards later instead. Assistance in answering questions in to guilds is appreciated. Benefits: Elders are highly respected and don't need to fear loosing their rank even if they are fairly inactive. Even after a tag wipe, they may often have their tag restored if they return half a year later. Dereliction: Of course, like everyone, Elders can be demoted. The one thing elders should not do is lower morale in the kingdom. If a person is constantly morose and complaining or angry and does the rank's name ill, they may be removed. Field Marshal: Limits: 1 Field Marshal is head of all the military ranks, though the Knighthood is more directly under the direction of the Paladin. Still, in war, the Field Marshal commands the armies and directs them into battle, enacting the wishes of the Royal Family in the waging great wars. Duties: The responsibility of a strong fighting capacity of the Army falls on the Field Marshall. Must regularly train the army in-group combat as well as one on one, and keep it running smoothly. Direct the General, if we have one, and ensure training occurs even when the Field Marshal is not online. Benefits: Private Quarters in the Academy of Arms (when complete) Dereliction: Abandoning the army's maintenance, leading by poor example. |
General:
Limits: 1 The General is the right hand man of the Field Marshal, often ensuring his vision is enacted and observed by the army personnel. Duties: Must regularly train the army in group combat as well as one on one, and keep it running smoothly. Benefits: The General may enjoy quarters in the Academy of Arms (when complete) Dereliction: Failing to in duties to maintain the military. Swordmaster: Limits: 1 A master of all bladed weapons, a swordmaster must be able to answer nearly all questions asked on the topic. Duties: In charge of training the swordsman and soldiers, and maintaining the strength of this subbranch of the army. Benefits: Quarters in the Academy of Arms, (when completed) Dereliction: Failure in one's duties. Swordsman & Swordswoman: The strong blades of the army, it is up to these ranks to push the line on the field of battle. Duties: Keeping the soldiers as well as their swords sharp and in good shape. Benefits: Bunk and personal Chest in the Barracks (when complete) Dereliction: Logging off to dodge military service, regular failure to be present during drills. Soldier: The soldier is an honorable rank in the Dustari army, and requires much still to obtain. It is the entry level rank in the army, though a full career can be had without needing to transfer. Duties: Defend Dustari, and charge valiantly into battle against any enemy. Train and maintain the strength of Dustari's army. Perform tasks to make the military stronger, as per requests from the senior officers. Benefits: Bunk and personal chest in the Barracks (when complete) Dereliction: Logging off to dodge military service, regular failure to be present during drills. Ambassador: An Ambassador makes regular trips abroad to ally nations for diplomatic reasons, and often has a home within the kingdom he is appointed to. When desired, ambassadors may visit hostile nations, in hopes of providing a level of mediation that cannot be found otherwise. Duties: Must perform diplomatic missions for the kingdom, often residing within the borders of the kingdom he is an ambassador to. Benefits: Dereliction: Since this individual must know the nation he resides in well, if the he doesn't keep up on current events and political landscape, he becomes more a liability than useless. Archduchess & Archduke: Limits: 1 each (must be married if 2, otherwise there is one) When one is appointed this title, their spouse may be granted the complement by marriage. The duties fall primarily upon the half of the couple that received the appointment, with the spouse having duties ranging from equal, to ceremonial only. Also, the spouse may choose not to take the rank, being as having other duties in the kingdom, yet retains the title RP wise. Duties: The Archduke and Archduchess oversee all the Noble Houses, and must ensure no one is failing in their duties. Since the nobility must see that the lands under their name are tended to, if any appear to abandon their lands the Archduke must inform the royal family. Benefits: May reside in the Great Manor near the Castle lands (when constructed). Dereliction: Failing to keep up with the changes in the lordships and allowing sloth to go unchecked among the houses is considered dereliction. Duke & Duchess: Limits: 1 each per town, if two in a town, must be married With a Duke/Duchess per town, they are not unlike the mayors of the town and surrounding lands, all of which are under their family name's title. Duties: A Duke and/or Duchess is appointed to the lands surrounding and including each town, known as the land of that family name. They must know the names of skills of the warriors whom reside within their borders, and have people in their pay whom maintain a count of the homes on their lands. Along with Lords and Ladies, all nobility compete for prevalence by sponsoring kingdom events, demonstrating their generosity and wealth. Donations by the nobles are offered before an event, and during the event, it is announced whom is sponsoring the event and to what degree. Since it is the wealth of these ranks that make them prevalent in society, sponsoring public events is how they gain esteem. Often, Dukes and Duchesses will be called upon to train a garrison army of soldiers and knights that live within their borders, and compete against the other houses in war games for status and prizes. Benefits: City Manor, when constructed, will be available as private living quarters in the town in question for the Duke/Duchess. Dereliction: Failure to maintain the lands, keep an account of the homes within his borders, allowing the homes of known scammers to rest upon his soil unchecked are considered acts of dereliction. If it is a time of war, failing to make any effort to raise a garrison when requested is also poor. If a noble appears inactive, fails to contribute to any events, or fails to keep account of his lands, it is considered dereliction. All noble lands are lands appointed for stewardship by the Royal Family upon the Noble Family, and may be revoked under such conditions. Lord & Lady: Both Honorable members of the Noble Houses of Dustari, they often share family names with the Dukes and other Noble families, though they often lead their own family names not associated with those above. They do however generally reside in a town under a duke/duchess, or small estates in the dustari wilderness and territories. Duties: These Nobles sponsor events like dukes, but are not required to manage the town and surrounding areas, though for favor, may do so for a duke at his request. Benefits: Members of the Royal Court with all Nobles, and are eligible for promotion to Duke or Duchess if one steps down or leaves a town open. Dereliction: Failure to sponsor any events, general failure to perform duties. Scribe: These people transcribe great works most of the time. They may be called upon to draft a number of copies of official documents and papers when needed by the kingdom for treaties or other events. People who ask to be appointed to this rank, then ask if they can have money for a pen or literacy, may be flogged. Magistrate: Magistrates oversee the maintenance and duties of civil ranks, such as the scribes, architects, messengers and such. They may also keep tabs on the merchants and farmers. Citizen: This is the initial rank each person gets when they join Dustari, before moving into a profession. Citizens may be asked to perform tasks to gain the training and skills to start a career in the main branches. Benefits: Unlike non-citizens, houses may be approved for citizens. Architect, Farmer, Merchant, Messenger, Pioneer, Postman: These ranks are RP ranks, generally embellished by the person playing this character. Strategist: A strategist must know both the art of war and the locations of key features on remote kingdom isles. Zeplin and ship building locations, dungeons, docks, fortifications and such should all be known to strategist, as well as each kingdom's strongest warriors and their weaknesses. While not perfect knowledge is required, it is strived for. Duties: Advise the Royal Family and military ranks in attack strategies for any possible enemy. Benefits: Quarters in the Academy of Arms, when complete. Dereliction: Failure to keep up with military data on the Kingdom's enemies or with Dustari's own strengths. Archmage Limits: 1 The Archmage heads the entire Order of Mages, and is responsible for their management and growth. He is often a mysterious figure, always pushing the bounds of magic towards infinity. Duties: The growth of the Order of Mages rests upon this person's shoulders. Overseeing the training of the mages, that they both not only gain in skill but the subtle arcane knowledge. Most of these duties are carried out via the High Mage or by showing up for brief times, as much of the Archmage's time is taken with his subtle experiments and expanding his knowledge of all things arcane, in hopes of improving the education of new apprentices and wizards. Benefits: A private floor in the Wizard Tower (when complete), respect and admiration of the Mages. Heads the delegating of tasks within the Order. Derelictions: Failure to teach the subtle ways of the Mages, and recommending for promotion those without the arcane knowledge. Failure to maintain the mage order without bringing the problems to the attention of the Royal Family. High Mage: Limits: 1 Less elusive than the Archmage, the High Mage often walks the world more frequently than his superior. Duties: He ensures those ready to take on apprentices, are referred to and that those apprentices without active teachers get trained. When people seek to become apprentices, he will often test them to see if they are ready, as well as test when they are ready to become mages. Benefits: Personal Quarters in the Tower (when complete) Has much influence of the magehood and how it shapes over time. Dereliction: Allowing mages and apprentices to wander without direction. |
Mage:
The classic spellcaster and dustari wizard, a Mage is a member of the Order and a disciple of the arcane ways of magic. A mage may progress and become any number of specialized types of mage, or simply become a great and powerful mage of great influence. Duties: A mage must, when ready, take on apprentices and ensure they are trained in the arcane ways, until they are ready to be tested. They should not test the apprentice themselves for their true test, but be there to observe the results, and make recommendations should the apprentice not succeed. Benefits: The mages are a very well respected group within Dustari. Dereliction: Failing an apprentice through poor information, or other such acts unfitting a mage. Apprentice Mage: Simply, an apprentice is a neophyte wishing to join the Order of Mages. Still in training they study under a mage until it is time to be tested. Duties: Must study and at times, perform small tasks for their master and the mages. Generally, these are not selfish tasks, but charitable work done to benefit the Order or Dustari as a whole, such as gathering scrolls for inscription of spells. Benefits: The attentive training of a Mage. Use of the Mage Only areas of the Tower. (when complete) Dereliction: Failing to train or attempt to train, for extended periods of time. An apprentice may loose their status if they do not attempt to make the leap to Mage within a reasonable amount of time. Dark Mage: A mage that finds his power in the darkness, his spellcraft is often dark as is his heart. Not so much evil as cold, he rarely is a sociable sort, unless it is with his own kind or people of his priorities. It is rumored he moves more swiftly in shadow than he does in day's light. Duties: Through his demonstrations of raw power of darkness, to convert those worthy to the his ways. To train fitting apprentices. Benefits: Use of the Catacombs below the Tower, where only the dark mages and necromancers tread. (when complete) Earth/Fire/Ice/Air/Water/Lightening Mage: Elementalist mages of a specific branch often gain exceeding power within its realm. When a superb degree of mastery is achieved, they my become Master Earth/Fire/Ice/Air/Water Mages. Duties: To effectively RP and use the magic in tune with their chosen specialization, often using attuned talismans and other items. Train apprentices of the same elemental order. Dereliction: To wantonly use spells of opposition and essentially ruining any RP value to their specialization Earth/Fire/Ice/Air/Water/Lightening Apprentice Mage: Like apprentices of mages, but to the elementalists above. Red Mage: A Red Mage strives to achieve an unusual degree of neutrality. By being as uninvolved in the world as possible, these mages believe that only by being completely unbiased and unaffected by the world, can one work the magic that opens portals to worlds beyond this one. By removing the veil of mortal concerns, one finds immortality. Or so, the belief of this Order goes. Duties: Seek the path, train those whom also seek it, as in teaching one learns the most. Benefits: Immortality (well we'll see) Dereliction: This rank has some limitations on how you can RP it, failing to play it well, getting worked up over every small event, would constitute that the rank is not right for the person. Apprentice Red Mage: An apprentice of a Red Mage, seeking the same path. Sorcerer & Sorceress: Whereas Mages seek practical power from their skills, these wizards tend towards illusion and influence as means to effect the world around them. It is the art of using less mana to achieve the effects sought. Still, Sorcerers and Sorceresses are no stranger to the same circles of magic that mages are known for. Duties: Training apprentices that seek to become Sorcerers, and maintain a distinct air appropriate to the title. Benefits: Use of mage areas of the wizard tower, when completed. White Mage: A white mage is much like a cleric in the clergy, using magic instead of prayer. Often worshiping brigid and rarely using weapons, magic is far more widely used. Duties: Disagree with any dark mages that try to sway young followers towards the Lost Path and safeguard those in need of protection and aid. Benefit: Access to the White Hall in the Wizardry Tower (when complete), immense respect. Derelictions: Any type of petty behavior towards another, especially a weaker person. Allowing the needy to suffer, assuming the needy has not done anything to warrant indifference (don't have to heal a scammer in need, for instance) Necromancer: The darkest of all the mages, this line seeks power and ultimate immortality through the secrets of the undead. They have the most in common with the dark mages and the warlocks, though are by far the most frightening of all in the Order. Along their path, they often master the ways of fear simply by the nature of their work. Duties: Must continually probe for new powers to be found in the undead arts. RP the character traits to the hilt. Benefits: Scares the bajeebus out of people in general, access to the restrictive Catacombs below the tower (when complete). Dereliction: Handing out flowers while skipping and jumping comes to mind. Warlock: Convinced the source of power comes from the realms below, these mages specialize in demonic spellcaft and summoning. While some may be good in nature, they often have stoic natures and become rather distant when reminded of their work. Much of their magic is not suitable, safety wise, for combat, but a strong summoner can truly be a master of a field of battle. Duties: Training mages and apprentices, as with all the mage ranks. Benefits: An aura of awe and respect, with a touch of fear. Bard: Limit: 1 The Bard, despite their rather 'spoony' reputation, is considered the best artist Dustari. He is a master of many secrets, and is often a great historian. Because of this, the Bard is said to have a collection of Lore Songs of times long ago, even from the Old Lands. The bard should be able to sing, write, and play various implements of musical splendor with great ability. While not officially a member of the Courts, most of the Kings unofficially entitle the Bard as Low Courtsmen, though the Bard is often too busy entertaining and wandering the wilds to enter balls and galas. Duties: Overseeing the Artistic side of Dustari, and teaching the past through songs and poems of lore. Benefits: Considered a noble, usually provided a stipend by the Nobility. Abdication: Constant inactivity or severe misbehavior Minstrel: The Minstrels are a less rounded group than the Bard, and of lesser infamy. However, that is not to say their talent at song and music is any less. They are dedicated to entertaining and soothing Dustari, as the kingdom is known for turbulence in it's own self-sustaining way. The best of their fold earn the nickname "Soulsoothers", for their music often has an almost magical quality that seems to touch the spirits of even the fiercest warrior and angriest heart. Duties: Entertaining Dustari, soothing the dying, aiding the Bard. Benefits: Usually given preferential treatment in situations (think like rockstars...unplugged. Very, very, very unplugged.) Abdication: Constant inactivity or severe misbehavior Jester: The Jesters are the merriest lot in all of Dustari, because all the world's a game to them. While they may sometimes perform in Comedies, they are usually found in the employ of a noble to entertain himself and his people. Jesters re often trained in a very small amount of rudimentary magic, just enough to fool and amuse with illusions and deceptions. They often serve as makeshift fortune tellers, using cards, dice, and other implements to see into the near, near future. Duties: Entertaining their lord, performing for Dustari, making the kingdom a happy place. Benefits: Given preferential treatment, receive a small salary or commission from their lord. Abdication: Bad behavior, inactivity, lord's discretion (Busted back to a citizen) Performer: The most base of all Dustari's artists, the Performer's skills can be as concentrated or varied as they wish. It is considered the equivalent of a citizen who has the hobby of entertaining. At this rank, they are strictly amateur. Duties: None, really. Benefits: None, really. Abdication: Bad behavior, inactivity Cardinal: Limit: 1 The Cardinal is the supreme leader of Dustari’s religion. It is he who blesses and ordains the Priests and Priestesses, and is responsible for overseeing all of the Holy Order, which also oversees the Paladins and those Knights who wish to become members of the Paladinhood to a degree. While he may or may not be directly involved in the day-to-day ceremonies of the Kingdom, the Cardinal is considered a High member of the Nobility and advises the king on matters of religion. Benefits: Considered a member of the High Court Ability to Excommunicate members from the Church (Royalty Exempted) Duties: Advising the King and Queen Overseeing all the affairs of the Church Anointing Paladins and Priests Performing Ceremonies on Holy Days Dereliction: Attempting to Excommunicate the Royal Family, Abandoning the post, allowing the Church to sink into a state of depression Abandonment of Post: Dereliction |
High Priest & High Priestess:
Limit: 1 The High Priest is the master of day-to-day activity for the Church. While some of the smaller chapels have Nightly Vespers led by the fathers or deacons, the Grand Church of Dustari is led by the High Priest. He must ensure the stability and activity of the Priests and Priestesses, Deacons, Reverends and Fathers. It is his job to ensure that every town in the kingdom has a proper spiritual leader, and that the Grand Church runs smoothly. Benefits: Considered a member of the Low Court Ability to grant Sanctuary Duties: Overseeing the provincial branches of the Church Holding mass and vespers at the Grand Church Appointing Fathers and Reverends. Cleric: The Cleric is not a direct servant of anyone but the Cardinal, because they are empowered and obligated to travel the land of Dustari and it's territories, curing disease, healing the wounded, and striking back demons wherever they lurk. It is their sworn duty to be protectors and healers of the people, and to that end they may pass unimpeded into restricted military areas. Often Clerics are assigned to a base, in order to ensure the health of it's recruits. Benefits: Unrestricted Movement Duties: Healing the Sick and Wounded Fighting and Warding Demons and the Undead Curing plague and disease Developing medicines and remedies Dereliction: Allowing an innocent to die that was within their power to save (excusable), abandoning their post, conjuring the unholy. Monk: The Monkhood is a very serious commitment. Monks are dedicated to perfecting their bodies to a relentless point, where they reach a superhuman level. A powerful monk is capable of feats of skill that are nigh impossible. For all this power, they learn self discipline, mental skills, and the ways of Warding. They are the enforcers of the Church, and a squad can usually be found protecting the Cardinal and High Priest. Benefits: Extremely powerful physical and mental skills Duties: Protecting the Cardinal and High Priest Defending the Church and it's members Defeats the Unholy and Demons Defending the people of Dustari Dereliction: Failure to protect their mark Abdication of their post Priest & Priestess: The Priest and Priestess are the most common ranks of the Church, and the lifeblood. They teach the masses, going from city to city to preach the word of the Church. While not as powerful or specialized at healing as a Cleric, nor as mighty as a Monk, the Priests combine both discipline and prayer to perform their job. They may be of any faith, so long as they serve the Church. Benefits: Eligible for promotion to either Cleric or Monk Demands the respect of most Dustarians Duties: Educating the Masses Spreading the power and influence of the church Aiding the weak, healing the sick Dereliction: Abandonment of Faith Abdication of Post Deacon: The Deacon is not what one considers a coveted job, but it is a needed one and a good stepping stone to greater things in the Church. A Deacon servers under a Reverend or Priest, keeping records, finances, and generally being an assistant and a sage. They often must retrieve books from the Great Church's archives, and serve as scribes in Inquisition Trials. It is often a temporary rank on the path to Priesthood, or a punishment from the Cardinal. Benefits: Access to the Church Records Duties: Assisting the Reverend or Priest Keeping Record of Church events Being a scribe for public events and or Royal Proclamations Abdication: Defilement of the Church Archives Abandonment of Post Reverend: The Reverend is a small step up from the Father, he is an honored father who has received the First Rite of Anointment from the High Priest. He still performs almost all the same functions, so see the Father for more information. Father: The most basic rank of the Church, the Father is sent to teach the Dustarian public the basic tenants of the Gods, and to inspire the people to have faith. To that end, most fathers are assigned to teach a single city, holding masses and vespers daily, or as is needed. Benefits: NONE Duties: Teaching the public about religion Holding Mass and Vespers Abdication: Teaching of Falsehoods Commander: Commanders lead the soldiers and swordsmen into battle, as sub commanders below the Field Marshal and General. They also help on training missions to keep the units fighting in good a cooperative fashion. Duties: Train the military and lead the armies into battle in co ordinated attacks under the direction of the Field Marshal and General. Ranger: An elusive lightfooted marksman, a ranger spends much of his time in the wild forest lands and is an accomplished hunter. In wars, a ranger will target key figures with archery independently of the rest of the archers in the army. Duties: Often trains archers and and archery ranks to increase their skills. Sometimes performs duties of a scout when strong combat skills may also be required. In war, will target key people. Benefits: Well respected for their skills and dedication. Dereliction: General poor acts. Claiming to return from a hunt with fresh meat when actually sat around all day and picked up something long dead that was just found behind a farmer's shed. Archer: Very accomplished with the bow, an archer is the head of a group of bow/crossbow/men/women and direct the targeting of the group. Duties: While ensuring his people are well trained beforehand, in war he will direct 'on point' whom the group should focus fire on. Once he targets an enemy, his group fires upon the person until he issues a break command, the target falls, or a new one is targeted. His goal is to ensure the largest hail of arrows falls upon and slays an enemy as quickly as possible, therefore freeing the archers to attack their next target. Benefits: Bunk and private chest in the barracks Dereliction: Failing to train the other archery ranks, general abandonment. Bowman/Bowwoman/Crossbowman/Crossbowwoman: Generally will become archers after time, these people are still very skilled with missile weapons. Duties: In war they target the individual marked by the Archer in their group and fire in unison until that person falls or a new target is acquired. When not directed on point by an archer they should target spell casters, or whomever would disrupt combat the most for the enemy. Benefits: Bunk and private chest in the barracks Dereliction: Logging off to dodge military service, regular failure to be present during drills. Scout: Renowned for speed, a scout can enter enemy territory and return to tell about it. More than speed, a scout often relies on not being seen. Traveling light they may not be the most well armed warriors, but hey have an important role in our army. Duties: Scouting for military recon purposes. Benefits: Bunk and chest in barracks (when added) Dereliction: Logging off to dodge military service, regular failure to be present during drills. Head Scientist: The Head Scientist is a rather under appreciated rank, for they are responsible for most of Dustari's technological advancement. He may employ a team of Alchemists and Scientists to research, experiment, design and develop. He is considered a very, very Minor member of the Low Court, and serves directly under either the Chancellor or Royal Family. Duties: Expanding and preserving Dustari's knowledge, developing new weaponry and technology, overseeing the kingdom's alchemy and science. Benefits: Low Court Member, Receives a grant from the Kingdom to invest in research and development. Abdication: Bad behavior, inactivity. Royal Miner: The Royal Miner is a rather odd position, in which the miner is under the direct employ of the king or queen, and thus receives room and board in the castle in addition to a small salary for mining. Roughly 35% of the Miner's findings are returned, and their job may also entail processing the ore into nails and other vital supplies. Under some circumstances, they may also collect and process lumber supplies as well. Duties: Mining and processing lumber and ore for the royal family and the kingdom stores. Benefits: Receives room and board in the luxurious castle, keeps part of their findings, and may receive special endorsements when ascending to a new rank. Hard work is rewarded, after all. Abdication: Bad behavior, inactivity, stealing from the kingdom stores. Royal Scribe: Limit:1 The Royal Scribe...is not a coveted job by most. But a loyal scribe keeps dutiful and accurate records of important conversations, events, and history. While they may not be the most highly respected, they are a vital and appreciated asset. Duties: Recording important conversations from toguilds and wars, events, and history. Benefits: A small salary from the kingdom, preference when changing ranks. Abdication: Inactivity, bad behavior, falsifying records. |
King's Guard & Queens Guard:
Limits: should be few in number Royal Guard's of the King and Queen must assure their welfare at all times. Strong, active, and capable warriors fill this rank. They operate outside the military, but may often train with the soldiers. Duties: When the King or Queen are required to carry out a perilous effort, the Guard must be able to be ready to aid in a moment's notice. The Royal Guards are always on the look out for spies and betrayers within the kingdom close the the Royal Family. Sometimes harsh in their methods and judgments, their protective loyalty is renowned. Benefits: Quarters/Storage in the Castle (coming soon) Dereliction: Inactivity, apathy, negligence are the strong grounds for dereliction. A King or Queen's Guard must be very capable of defending any attacker, poor protective skills are not conducive to the role. Slave: Generally reserved as a temporary rank for high officials, used when 'other' high ranks have a sense of humor... Wanderer: The Wanderer is a mysterious rank, they merely Wander. They are elders of Dustari that phase in an out, aiding and advising. Duties: None, other than loyalty. Benefits: Awe-like respect Abdication: Nothing short or horrid, inexcusable behavior or supreme treason. This includes speaking of the secrets he records to anyone. |
Wow...cool, I guess.
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Nice, wish other kingdoms would go in depth like this.
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And the award for most consecutive posts while still remaining very much on topic goes too....*drumrole* Padren of Dustari with seven! Congratulations Padren, your trophy will arrive in three to four business days.
But seriously, good to see them finnally up. It's quite a long feat, good job Padren. |
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F NO! I will cut you in line and steal your portions.. AND IM NOT EVEN IN DUSTARI! |
Good job Paddy :) It is very detailed...wow i really like it. I never knew Dustari had slaves though.. xD
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Wow, those ranks are great. Good job with all the detail Even thought I didn't read it trough.
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Do we really need so many ranks?
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Wow.. you really need something better to do then Graal Padren.
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Wow, what a great rolemodel for a king you are, taking shots at peoples lives.
Psht, you play graal, you have no right to tell anyone they have no life. You lost your right to a life long ago, as we all have. |
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You talk about hating stereotypes, when you decided to assume things IN THE SAME PARAGRAPH?
I applaude you. |
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It just ticks me off that when someone does a bit of work (and I didn't do that doc by myself btw) that argo pops in with a get a life comment, when if he wants to complain about me he should really be picking on me for being inactive. We need more people doing things for kingdoms, not 'OMG U NEED 2 GET A LIEF' crap. I don't care about argo's comments at me, I just don't like seeing anyone having cheap shots taken at them in the forums for *cough* doing something that is hopefully usefull. So if Lance fixes an important bug I guess 'Wow.. you really need something better to do then Graal Lance.' would be fine...lovely. Anyway, any suggestions on the ranks should be posted in this thread, there is no point in the standard bickering, which if we miss we can just reread a thread from 3 days ago or so, instead of posting fresh stuff. |
I think the field marshall should have a couple of people own little squadrons of knights,soldiers,etc. Squadron Leaders or something. Sounds like something from Star Wars though. :megaeek:
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Padren did something nice for Kingdoms o.o why can't people just be happy, it took effort, it took work, give him some credit for it. The list looks like it took a lot of thought into it, good job Padren. Just because someone spends time on graal, i highly doubt that person has no life, unless that person is on 24/7 or so. At least this is constructive material than say someone making useless contributions by posting unnecessary junk/stupid comments/etc.
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Padren avec aide.
But yes, some people need to learn to shut up and accept that people would like to have some level of immersion in RP, as opposed to... well, I dunno, normal Graal? |
Can there be a further rank for archer ((it goes crossbowmen,bowmen,archer,ranger)) Can there be a further one, i know this sounds corney or whatever but can there be like arcane archer or/and Archer master (( who teaches archers)) bowmen master (( same as archer master)) and ranger master? Or a specific type of archer (( now im going too far)) like posion archer (( ogma)) t-rex archer and others? Or hunters?
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Sometimes I wonder if people actually look at the dates of the posts they reply to.
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Guess not
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