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prentice_pride ([info]prentice_pride) wrote,
@ 2008-07-09 22:45:00

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Needed Characters
Tell us about your characters here so that you can start posting.

There are plenty of positions within the guilds. Masters are members of the guilds, but masters need apprentices to live with them and journeymen to work with them. Nearly every occupation can have a guild associated with it, but guild members are not the only ones available. Townspeople are needed, and nobles are certainly welcomed. Disillusioned journeymen can try to start their own guilds or journeymen associations. Want a pirate attack? Great! If you can think it up, we probably need your character!

General Characters Needed
- Apprentices are generally mid- to late-teens or early-twenties with apprenticeships lasting between 2-7 years, depending on the craft and guild. Apprentices live with their masters, usually above in the attic above the master's family's quarters.
- Journeymen are those who have finished their apprenticeships. Most journeymen do not become masters, but they have their own homes. Journeymen, allowed to marry unlike apprentices, have their own families, and while they are still young and unmarried, most travel to learn from different masters (their "wandering"). They are paid by the day and work for a master.
- Masters are at the top! They're the members of the guild, and they hold the guild's "secrets" and "mysteries." They pass on knowledge to trustworthy apprentices and journeymen. Some guilds require a minimum number of apprentices for a master. A journeyman who has donated money, made his own "masterpiece" (done on his own time), and done some other things may try to become a master in his guild. Only those who are masters belong to guilds, and only those belonging to guilds may own a workshop, work for him-/herself, and/or sell his/her goods. A master must be in his/her late twenties at least (if not older). I will only allow one master younger than this. (If we grow to a large number, I may allow more.)
- Women who are pushing for liberation are greatly appreciated. The women have enjoyed being on (fairly) equal footing with men while working, but now men insist they stay home to learn the domestic arts for their future husbands and to keep from wandering as journeymen must do in order to retain their reputation. The women are not pleased.
- Townspeople
- Unskilled Workers (skilled workers belong to guilds)
- Nobles

Specific Characters Wanted
- Elisabeth's older brother and sister
Ages: Up to you (mid-20s at the youngest)
Occupation: Both are presumably employed in guilds to relieve boredom.
Information: Her sister is in one of the women's guilds pushing for liberation. However, whoever takes one (or both) can change this saying the guild was just a cover to get out of their parents' house or something. We'll work it out.
- Elisabeth's guardians, the Lord and Lady Beckwithknoll
Ages: 30s-40s or possibly older if you want
Position: The Count and Countess of Bechkwithknoll in Iode
Information: The Count of Beckwithknoll is from Iode, and he and his wife are family friends of Elisabeth's family. After the last war, they are now in exile in Encre. When Elisabeth's parents leave for other parts of the country, they entrust their "wild" daughter in their care. Beckwithknoll has tight reins on Elisabeth, but whether he is that strict or is just trying to keep wild Elisabeth out of trouble is up to you.
- Apprentices for Isis Galen. Watch out, he's insane and eccentric!
- Master Carpenter for Ani.

Information To Give Us
- Name of character
- Age (a range is fine)
- Family
- Occupation/Position
- Anything else you think is relevant

Edit: In your comment, if this is your first character to register, please let us know a way to contact you. If you have a journal (LJ, IJ, GJ, DJ, etc) or AIM screenname, please tell us it so that we can keep in contact with you (we love to chat on AIM). You don't need an IJ to play. You can reply with an anonymous comment or OpenID.


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