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Occupations

This page talks about the role-play of different classes and trades with in Comraich. It should be noted that there is a difference between the actual game mechanic class that you have chosen and the class/trade/profession you are choosing to role-play. For example you can be a farmer and have a fighter class, and simply role-play being a farmer with fighting skills.

Farmer / Herder

Most people in Valgard are farmers or herders by trade and by role-play. You can be almost any class and with any main trade and still role-play a farmer or herder with as little as 60 lumberjacking or taming (at this time). Since most of the crofts and villages are small and the winters and nights long almost all farmers/herders have at least one or more other craft or combat skill. It is perfectly acceptable to play a farmer who is also a master craftsman or even a skilled swordsman.

Hirdsmen/woman

There are no true “knights in shinning armor” in Valgard. Warriors sworn to a laird, thane or even the High King are called Hirdsmen (or Hirdswomen) . They like the more traditional knight serve their laird or thane, however unlike the English knight they are not necessarily nobility and may spend much of there non-service time in their own crofts or villages farming or generally being apart of a normal community. In some cases, they are lairds or thanes in their own right and have simply sworn allegiance to a more powerful clan.

Cleric/Priest

In Valgard only women, called Völva, are the acknowledged priests or clerics of Yrsa. However companions or even husbands of these Völva are often favored by Yrsa, sometimes simply because they have been gifted with a Völva wife. These men, while not formally accepted as priests may gain equal respect and say within the Talon Circle, in the Motherhouse, and in the crofts and villages they service. Initiates are taken to the mother house for training, and are normally accepted when very young.
www.sanctuaryshard.com/Comraic...ing_a_Völva.htm

Paladin

Like the Völva, the only true sworn paladins are women and are known as the Sisterhood of the Shield. By paladin, we are again referring to role-playing a paladin, not just the paladin class. However, men may swear service to the goddess and be considered “her warrior”, details on this can be found here. www.sanctuaryshard.com/Comraic...alon_circle.htm

Druid

In Valgard, only men are Druids. The relationship between the Druids of Valgard and the Völva are strong, with much consultation and interaction between the too. The Druids are not necessarily less religious then the Völva, they are simply more focused on the earth and the spirits. The role-play of these druids is the traditional Gaelic druid, and more details will be provided. There is also much speculation that the Druids of Telrae’dor and the Druids of Valgard are in communication, perhaps even brotherhood. Druid guilds would also fall under the Talon Circle Order.

More On Druids Here

Necromancers

There are no true necromancers in Valgard, the notion of raising corpses from the ground and animating them with life is complete unheard of, not to mention impossible. First the Valgarins typically burn their dead, or leave them to be eaten by birds, so there isn’t much left to raise. Anyone wishing to play a necromancer in Valgard is playing either a Druid or a Volvo with the ability to commune with spirits. A player claiming to be a Necromancer in Valgard is likely to be stoned to death (read this as perm-death.

Those who are able to commune with the spirits however are rare and respected. They are called Lothakil and they are always Druids or Völva first, and Lothakil second.

(We did this to reduce the number of player groupings. In history, the druids handled both the nature aspect and the death and spirit aspect. Since we are going for a more traditional druid, it seemed best to include necromancers with the Druids and Völva and simply distinguish the form of worship. Let me know if this makes sense.)

Mages

There are very few “real” mages among the Valgarins. Magic, as in regular game mechanic spell book magery, is unpopular and most Valgarins are deeply suspicious of it. Those Valgarins who develop a talent for this type of magery, do one of a few things, funnel their talents into the Druids or Völva, seek to become one of the Learned, or leave Valgard and go to Lethe’aime.

(We are strongly requesting players not to play regular game mech mages in the Valgarins unless they are intending to role-play the class as a druid or Völva, which is fine. )

Merchant

The merchants are the people within the culture that travel the world to retrieve the items and goods that the Valgarins can not produce on their own. An example would be traveling to the lands of the Zuberi to trade for salt to bring back to the homelands so that meats can be cured for the winter. The merchant may also be the person someone would go to in order to acquire something specific and special. This could be armor or clothing, weapons or decorations for the home. Being well traveled, the merchant sometimes plays the role of storyteller around the fire during long winter nights when travel would be unwise.

Meeineyder Cabbil

(coming from the words meeineyder "trainer" and cabbil for "horse", cabbil could also be replaced with a general term like baagh for "animal", or filliu for "wolf")

These people were not the shepherds and farmers, but worked with the wilder animals, the hawks and wolves, training them, as well as the horses, breaking in new wild horses that may have been captured on the moors for whatever breeding purposes (breed name of the Valgarin horse unknown yet).

Looking back at history, falconry was a profession all its own, needing the dedication, patience and gentle hand to tame a wild animal, for even if falcons and hawks were bred in the Eyrie from an egg, they still were instinctually wild animals. Shepherds would not have the time in the day after watching their flocks, to dedicate to raising and taming a hunting creature.

The Skald

This Nordic bard is also a great and noble warrior with charisma and a talent for recounting tales and songs.  A Skald is a historian and warrior poet.  First in the line on the field of battle, rallying those around him with his charismatic voice and passionate words as any good leader would.  Back at the hearth he recalls his deeds and those of his brethren with poem and song.  His songs are inspiring sagas of battle and valor, and the Skald devotes his life to those pursuits.

Description: Skalds are honored and respected members of their clans. These great poets memorize the feats of everyday life, as well as each raid and battle, setting them down in the form of poetry.

Every clan loves to have a Skald in its midst. This assures that their great deeds and mighty skills will be honored in the Skald's next recital, and thereafter immortalized for all time. Members of most bands treat Skalds with utmost respect and courtesy. It is well known that the foolish warrior who maligns a Skald will soon hear his name slandered in innumerable ballads across the land.

Poems are the form in which Skalds honor others and themselves. Poems are also used to relate the oral history of the clan. Significant ballads are passed down from one generation to another via the Skald's talents. In this way, the lessons and deeds of the past are related to those of the present so they can be passed into the future.

Role: Skalds are often supported and protected by clan nobles and kings who love to hear of great duels and mighty wars. When events are unfolded in the form of poetry, it makes the telling all the more inspiring. Such men would hear Skalds relate tales of their family's glory to visitors.

Skalds rarely perform together unless they have entered into a poetic duel. Adventuring Skalds are common. Every Skald is easily caught up in the fervor and majesty of adventure, danger, and combat. Great quests also serve as source material for their ballads and poems.

Singing Crystals Or ‘Sjungande Kristaller”

Valgarin history and epics are not stored in dusty old tomes, scrolls or tablets. The Valgarins prize their oral traditional highly, and consider it one of the highest forms of art. Skalds often spend many years at the Motherhouse learning thousands of epics, reflecting Valgarin history, culture and mythology.

Traditionally, the epics are taught from elder skald to apprentice, and they can vary to some degree in telling and tune. This is considered the best way to learn, for it teaches voice inflection, the art of story telling and the emotional connection so important to the telling of great epics.

However there is a group of exceptional skald who, by a gift of birth, possess perfect vocal pitch. These skald are called to the mother house to record the historical epics into what is known as sjungande kristallers, aka singing crystals. The crystals vary in size from egg sized to man sized. A skald with perfect pitch who possesses one of the “master crystals”, can record music into the crystal. Master crystals are very rare, hard to mine and perfectly black.

This is an ongoing process, as the vocal resonance only lasts about 200 years, consequently the epics need to be periodically re-recorded. Some of the Kristallars Skalds travel the land of Valgard, recording additional history and compositions. A visit from one is considered a high honor, as they are master storytellers, with exceptional voices.

A visit to the crystal chambers of the Motherhouse is a breath taking event, as skalds of all ages tap the crystals with finely crafted and etched tuning forks, to call out the voices of the Kristallar Skald and thousands of years of Valgarin history.

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Family
Hospitality
Life to Death
Slavery
Superstitions
Religion
Becoming a Völva
Creation Myth
God
Holidays
Prayers
Relationship
Rituals
Rune Calling
The Talon Circle
Worship
Social
Criminals/Outcasts
Interaction
Laws/Enforcement
Politics
Social Orders
Social Organization
Stories
Battle Anthem
Dorian the Winter Trader
Dyrling Brides
Earning your sea legs
Going Home
Hallaic Wall
The Initiate
The Story of the Two Sacred Eggs

                    

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