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Professions and Trade

  • The Guardian Order

    • History​

    • Apprentices & Succession

    • Duty

    • Interim Guardians

  • The Templar Order

    • History​

    • Rank & Chain of Command

    • Selection Process & Criteria

    • Duty & Day to Day​

Professions and trade
Professions and Trade

Dragons have a complete society, with countless trades each filling a need in said society, such as farming, mining, building, and so on.

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As formal education is atypical, trade most often runs in families—this is true also for Clans, which arise primarily through dominance in a given and prestigious trade. Trade knowledge and secrets are passed from family to their children.

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For those born into nothing, or those desiring a different path in life, it can be difficult to find a teacher. Others are preoccupied with securing the future of their own blood, but there are those who lack descendants (whether by infertility, death, or disowning), or who have unusual philosophies. It raises eyebrows, but outside of Warfang's high society, mentoring non-blood is typically not scoffed at, especially for those without children to teach.

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The journey from learner, to learned, to teacher is typical in most trades, and expected. Elderhood in general is about guiding and imparting knowledge to younger generations.​

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There are many different trades. Perhaps the most prestigious is less of a trade and more of a devotion of one's life; the Guardians.

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Click titles to expand sections.

the guardian order
The Guardian Order

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The concept of Guardians stems from dragons' historical communal protection of their eggs. Dragons would leave their eggs in grottoes protected by their community’s most powerful. After the Unification, the Guardian Order was created, a group of four powerful dragons with one of each primordial Element. Guardians go through extensive Elemental training, and have astonishingly high Elemental mastery.

 

Guardians have an undeniable authority as hands of the Warfang Council—they are looked to for guidance from the people, and can even command or dismiss Soldiers and Guards, even their officers—their authority equal to that of Generals and Chiefs— in the absence of their superiors, and they have full command of the Templars. There is a group of Guardians in Warfang City, Titan Fields, and Concurrent Skies. There are also the Elder Guardians, who lead, tutor, and choose the other Guardians.

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History

In the beginning of the empire of Warfang, there was only one set of Guardians who, on top of guarding the eggs of dragonkind, were also its leaders. Before portals, it was too dangerous for dragons on other continents to bring their eggs across the sea, so new groups of Guardians were made from the would-be successors of the original Guardians. These new Guardians were to be ruled by the original Guardians.

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When the original Guardians found themselves unable to handle their Guardian duties as well as their leadership duties, they once again parted with their successors, who would from then on guard the eggs of the Warfang Mainland, while the original Guardians became the Elder Guardians.

 

Eventually, as powerful dragon families arose, gaining control of significant parts of dragon society, Warfang's leadership was opened to four, then five, Clans, forming the Warfang Council. These Clan leaders rule alongside the Elder Guardians. This system continues to date.

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Apprentices & Succession

Long before a Guardian needs to step down, the other Guardians of that same element will select apprentices. These can in theory be any dragon of the given element—a retired Commander, a dragon finishing their military service, a child studying at a Temple, or even a child raised in the streets. It only depends if they meet the criteria to be Guardian; potential, drive, and nature.

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Each Guardian of the given element may select 5 to 15 apprentices. These apprentices can be from any walk of life, clanned and clanless alike, however, most potential apprentices presented to them in present time are from Clans, due to Guardians' position in high society, and the resources Clans possess to train their children—or at times, prevent others from being chosen.

 

The Guardians will meet their apprentices frequently to get to know them and train them. During this process they will judge who are and who aren't cut out for the job. Due to difference in age, some apprentices will be more powerful than younger ones—however age is taken into account. If an older apprentice is more powerful than a young apprentice, the older one may still be dropped in favor of the younger if the younger has the potential to be more powerful when the same age, and/or if their drive and nature are stronger. Younger apprentices can also remain Guardians for longer.

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After a many years (this varies), all the Guardians of the relevant element will present their remaining apprentices (about 1 to 4) to the Elder Guardians. The Elder Guardian of the relevant element will then take over and start training the apprentices. Once they have grown familiar with the apprentices, the Elder Guardians will send home many who don't make the cut, until around five apprentices are left. This can take years. When there are only a handful apprentices left, personality and drive are no longer a question, only mastery and potential. The remaining apprentices become fully devoted to their training—this is now a full-time occupation. They will barely have time for other things—they train every day, for most of the day. If the apprentice has a previous occupation or study, they must abandon it. Once an apprentice can no longer keep up with the rest, they are sent home permanently.

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This continues until only one apprentice is left. This apprentice then becomes future Guardian, and they gain additional training to prepare them for the job.

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Apprentices rejected based on their motivation or personality (i.e. wanting to become Guardian for the power, or not seeming willing to die protecting the egg grottoes) will be rejected from becoming apprentices again. Few exceptions are made. Apprentices rejected based on another simply being more powerful may be accepted again, and will go through the process over again.

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Duty

Guardians cannot prioritize anything above their duty. They cannot be Clan leaders while they are Guardians (if they are clanless upon achieving Guardianhood and want a Clan, someone else in their immediate family must be named leader—but the Guardian themselves cannot take orders from the Clan leader), and while they may have children, they must be able to choose duty over their own offspring.

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Guardians live in the temple they are assigned to and have their own quarters near the egg grottoes. On certain days they will train temple students, though this is occasional. While the grottoes are closed for visitors, the Guardians will check on the eggs, to ensure they are healthy and be alert of when they may hatch. During the days/hours visitors are allowed, Guardians stand by to defend the eggs—though due to the strict rules of who are allowed in and where they are allowed, threats to eggs from visitors are few are far between. It is mainly Templars who allow visitors in and escort them to and from their eggs/grottoes.

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When an egg is on the verge of hatching, its parents and family will be alerted, and they will be allowed into a separate room too be present for the birth, both outside and inside visiting hours. The Temple's Master of Healing is on standby should complications arise. Once the hatchling is freed from its egg and all is well, the family takes it home.

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When Guardians have free time outside of visiting hours, they may train their element, visit family or friends, or attend formal gatherings related to their duties, etc., however, at least two Guardians must be near the grottoes at all times. Remaining Guardians may enjoy personal company in their quarters or around the temple, read/write, or rest with intermittent patrols of the grottoes.

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Interim Guardians

Sometimes a Guardian dies abruptly before they retire, or something happens to them leaving them suddenly unable to do their duty. A temple can go a short time with only three Guardians, if waiting for a final apprentice to finish their training, but usually an Interim Guardian is selected. An Interim Guardian is a dragon temporarily filling the role of the former Guardian until a trained successor can take their place. Interim Guardians are often the last apprentice in a selection to be sent home, as they possess the qualities of a Guardian as well as most of the training. Interim Guardians can in theory be anyone strong and worthy enough, but their nature and abilities must be well known to the public, and the remaining Guardians and the Elder Guardians must approve. Once a successor is ready, the Interim Guardian must step down, but the position itself is still honorable.

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the templar order
The Templar Order

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The Warfang Templars are a fairly recent addition to Warfang society. Templars have only one duty; defend the temples and the egg grottoes. They are independent from the military, taking no orders from Generals or Chiefs alike, but take their orders from an independent chain of command with Guardians at the very top.

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History

When the founder of Clan Earthwood, Tierra, achieved the rank of Chief, she was eligible to found a Clan. Her family were commonly in the Guard patrols dedicated to temple protection, however, she knew this system was flawed. The Guard had too many other duties and regulations making it difficult to defend the temples—in addition to what she considered insufficient training and dedication—so, with her newfound powers, Tierra founded the Order of Templars, whose sole job was the protection of the temples—including the protection of the dragon eggs alongside the Guardians.

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Rank & Chain of Command

The Templar Order has only one rank; Templar. Positions of authority are given temporarily when necessary and individuals are rotated between each time.

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Templars do not answer to any Chief or any General—they answer only to the Guardians, with the Elder Guardians at the very top.

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Selection Process & Criteria

Only the best of the best are chosen to become Templars. The Order chooses their recruits from seasoned soldiers (rarely from the Guard), who demonstrate strength both physical and elemental (or magical), unyielding loyalty, and a certain character. Most Templars are chosen over the age of 70.

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Templars have Class Five element mastery at minimum, often more, but character and strength of mind is prioritized to a degree above elemental strength. Templars need to be level-headed, professional, loyal to the death, and must prioritize their duty above all else.

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A Templar can witness the brutal murder of a civilian, and they will still not leave their post. Absolutely nothing can budge them, other than a threat to the temples or its Guardians. Unless dismissed, a Templar cannot leave their post to save even the life of their own family. Given this selection criteria, most Templars are thought to have hearts of stone.

 

For a Templar to abandon their post for 'selfish' reasons is grounds for execution with disgrace to their name, and that of their blood. If a Templar is from a clan (a dragon becoming a Templar gives a significant boost to their family's chances of earning or retaining clanhood) and abandons their post, their entire clan risks being disgraced, losing clan status, and being shunned from society.

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As such, while being a tremendous honor, the invitation to become a Templar is one that is often declined.

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The Elder Guardians decide how to punish a Templar's failure to perform their duty, but they are typically not lenient.

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Templars also need to be in top shape. They cannot have missing eyes or limbs, or excessively damaged wing membranes—only a missing tail tip or single toe can be overlooked. They must have perfect hearing, perfect vision, high strength, stamina, and speed. Any health issues results in a potential recruit being passed over—they may even be passed up for a lack of a sense of smell. The more potential recruits they have to choose from, the stricter the requirements become. If selection is scarce, rarely does the Templar standards drop.

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Duty & Day to Day

Templars guard the temples at every hour of every day. Warfang City itself has about 600 Templars divided between the Warfang City Temple and the Ancestor Temple, leaving each Temple with about 100 Templars guarding it at any given moment. The Titan Fields and Concurrent Skies Temple have 200 Templars each, with about 65 Templars active at any given moment. These numbers fluctuate often, and in times of need, Templars will work overtime, in which case the number of active Templars will more than double.

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Upon daily arrival, a Templar is assigned to an outpost where they have full overview of a section of the Temple, and the Templar previously holding this outpost will be dismissed. A Templar will stay here for several hours keeping watch, until another Templar takes their post and they can have downtime to eat, rest, and if given leave, can make a quick stop home or attend some other duty. They will come back after a few hours, and take another post. After another several hours, they are dismissed and go home to be with their families and rest for the next day.

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Templars are also assigned to keep watch inside the egg grottoes, aiding the Guardians in the protection of the eggs and escorting parents and families to and from the grottoes.

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For the most part, the life of a Templar is uneventful, but they are required to stay sharp and participate in regular training and reassessments to ensure their abilities are up to expectation.

scholars and dragon masters
Scholars and Dragon Masters

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Dragons study their world extensively, and categorize it into many different fields of study. Becoming a Scholar is not prohibitively difficult, and not exclusive to high society, though gaining notoriety is decidedly a challenge. One has to be able to write and read, which are uncommon skills particularly below the middle class, and a mentor has to be found at some point.

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Typically, to-be scholars are tutored or self-taught through libraries, then seek out a senior scholar (or Master) for tutelage and guidance. This is necessary, as one's own reputation is carried by who they studied under. Fully self-taught scholars have no credibility. There is competition to study under the most well known scholars, particularly Master Scholars.

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The requirements to call oneself a Scholar are minor; there are no ranks or degrees, but reputation only. Finding employment until then is rare, if not impossible. Scholars breaking into the field typically work jobs on the side, or are supported by their family or Clan. Senior or Master scholars may have the means and willingness to support them instead.

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A Dragon Master/Master Scholar is a mark of authority within certain trades, those who are most knowledgeable about a certain subject. Dragon Masters are recognized by the Warfang Council as among the top few in their given study. Dragon Masters are near-exclusively well into their elder years, due to the study, achievement, and status needed to achieve the title. Exceptions are typically only given when Elemental or Magical mastery is considered. Masters of Education can also be relatively young.

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Dragon Masters/Master Scholars are exclusive to Warfang. The Zephyr Kingdom and the Ocean Domain does not give out this special title, however, the Warfang Council can give it to a non-Warfang citizen, if the dragon in question studies and co-operates with Warfang's own, and meets the usual criteria.

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(Master) Scholar of [Element]

For Scholars of [Element], who study the Elements. This is largely a theoretical study and high mastery is not required, but to achieve Dragon Master status, a minimum of Class Five mastery is expected (but not the sole requirement). To distinguish from the mastery-related term, the common term here is Master Scholar of [Element], unless the Master in question is actually Class Nine or above.

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Every Temple has a handful Master Scholars of each Element. Most teach classes as well as do independent studies, some only the latter.

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(Master) Scholar of Magic

For Magic scholars at or above Class Seven Magic mastery. To distinguish from the mastery-related term, the common term here is Master Scholar of Magic, unless the Master in question is actually Class Nine or above.

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Every Temple School has a few Master Scholars of Magic. Most teach classes as well as do independent studies.

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(Master) Scholar of Healing

Scholars of Healing need not be practicing healers, and practicing healers are not necessarily scholars. This title is reserved for those in active study of new or improved methods (whether magical, herbal/medicinal, hygienic, etc.), as well as anatomical study in the interest of improved healing. Scholars of Healing can also be practicing healers. 

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A Dragon Master specialized in the study of Healing, regardless of magic mastery, is referred to as a Master Scholar of Healing. A healer of high mastery recognized by the Council as a top Healer, is simply a Master of Healing (Class Seven and above). Masters of Healing are typically also scholars. Should they also be recognized for their scholarly knowledge and contributions, they may be referred to as a Master and Master Scholar of Healing.

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Every Temple School has a few Master Scholars of Healing. Most teach classes as well as do independent studies.

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(Master) Scholar of Education

Masters of Education exist specifically for those seeking to become Temple Flight Masters. They study not only to develop a broad understanding and knowledge in many subjects, but also study and practice teaching methods specifically. What works best is disputed, with some Masters favoring punishment, others positive reinforcement, but most to varying degrees in the middle. Until they are recognized as masters, Scholars of Education only assist existing Flight Masters.

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(Master) Scholar of Fauna

A Scholar of Fauna is someone with extensive knowledge of beasts. Typically, they may be limited to a certain category, such as livestock animals, dragon predators, or animals of a certain area. Master Scholars of Fauna typically have extensive knowledge of many beasts, especially all those of a certain continent (such as Titan Fields, Concurrent Skies, etc.) and are summoned as advisors when needed. Besides retaining this knowledge, they do extensive studies themselves, cataloguing and studying lesser known beasts. Master Scholars have typically contributed extensively to Warfang's knowledge, whether by discovering new species, new knowledge, or disproving old knowledge.

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(Master) Scholar of Flora

Similarly to Scholars of Fauna, Scholars of Flora study plants. They may specialize in edible plants or their edible products (like fruit), medicinal, poisonous, carnivorous, psychedelic, or that which can be fermented into alcohol. Master Scholars of Flora have a wide range of knowledge in addition to a number of narrow specializations, especially area-specific knowledge. Master Scholars have typically contributed extensively to Warfang's knowledge, whether by discovering new species, new knowledge, or disproving old knowledge.

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(Master) Scholar of Stars

Scholars of Stars study celestial bodies, such as the Sun and the Moons, as well as the stars, their constellations, asteroids, and phenomena like auroras.​ They have refracting telescopes for closer studies, mapping and tracking the night sky as well as long term mapping of the phases of the moons and their eclipses, as well as wandering stars.

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Dragons have a geocentric map of their outer worlds. They know their material realm is a spherical world governed by certain mathematical forces such as gravity, but also by powerful magic forces; Seers and past Magicals attribute magic and Ancestral control over the celestial bodies, but these remain predictable. They know their world (planet) rotates, creating days, and that the other celestial bodies travel around theirs; the Sun the outermost body.

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The size and closeness of celestial bodies are points of debate and study. Due to the spiritual nature of celestial bodies and the magical forces involved, the study of Stars is often religious in nature, and its Master Scholars often work with Temples and Seers, especially to make sense of events they cannot predict, such as the deaths of stars and solar flares.​

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(Master) Scholar of Skies

Scholars of Skies study, predict, and log weather and climate.  There is one Master Scholar of Skies for each Temple.

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(Master) Scholar of Seas

Scholars of Seas study the oceans, their tides, currents, depths. Scholars of Flora and Scholars of Fauna may specialize in plants and animals of the ocean, but this is not a part of what Scholars of Seas do.

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(Master) Scholar of History

Scholars that study Warfang's history. Typically they teach, a number of Master Scholars employed at each Temple, but they may also be in charge of conserving, cataloguing, and displaying historical items on behalf of Warfang. Scholars of History also pen recent/current historical events to record, or seek lost historical items, sites, and records.

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(Master) Scholar of Materials​​

Scholars of Materials study metals and minerals, such as those which can be used in construction or metalcraft. They may experiment with making metal alloys.

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Master/Scholar of Arts

A scholar studying and curating or cataloging arts, such as paintings, sculptures, and poetry, especially historical ones. These can be for private galleries (such as Clan owned) or official galleries or repositories (such as Temple owned). 

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The study itself can be in regards to artists, methods, styles, history, etc., or the fundamentals and actual creation of the arts. Actual artists study the fundementals under a senior artist/scholar/master, making them scholars also.

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The most recognized artists can receive the title of Master of Arts.

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Fiction writing is not regarded as an art.

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(Master) Scholar of Numbers

This field is concerned with more complex mathematics, making sense of predictable forces like physics and even anomalies where magic is involved. It is also beneficial in construction—though this side is typically handled by Warfang's Moles.

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Complex numbers and calculations is a small field, not as appreciated as that of Magic and Elements.​

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Non-Scholar Trades

The Warfang Council may choose to give the Master title to non-scholarly trades to recognize immense talent and existing status, however, some trades recognize levels of mastery such as apprentice, journeyman, master. A Master Blacksmith recognized by the Council would have the title 'Master of Metalcraft'. 

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These titles are typically reserved only for dragons of once-in-a-century talent. The Council does not regularly give honorary titles for non-scholars.​​​

law and justice
Law and Justice

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The Guard

When a dragon commits a crime and is apprehended, the Guard has a limited ability to deal instant justice. If someone steals from the market, they can cut off a finger, or hand (though this is discouraged for pre-service youths, as the Army prefers their conscripts fully intact. They may get beaten/whipped instead and/or sent to the Army immediately). A drunk causing disturbances at night can get whipped and spend a few nights in a dungeon without food. Small crimes like this require no higher attention and little paperwork. These punishments are typically left to the Guards' discretion. Some are crueler than others. On paper, Guards are not allowed to not deal punishments.

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When the criminal is high-born or otherwise of powerful connections, guards have instructions to let their Captain or Commander handle judgment. Typically, in these cases, the criminal's superior (parent of high position or family/clan elder of high position) makes a deal with the Commander, wherein the family handles the criminal's punishment, and the crime does not go on official record. For more severe crimes, and/or crimes which were a public spectacle, the Commander may involve their Chief.

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Judges & the Court

In grander crimes, such as murder or murder attempts, grand theft/damage, organized crime, or an accuser demands a court (and pays a fee), etc.; anything that warrants greater punishment (large fines, indentured servitude, executions), go through Warfang's full justice system. 

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A Judge oversees every trial, and decides the result and punishments, if any. In a given trial, there is a Judge, the accused (with or without a Justice), the accuser (with or without a Justice), 3 to 12 Court Justices, a Scribe, witnesses, and public spectators (often relatives and associates of the accused/accuser, but also anyone interested).

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Judges are typically former Court Justices and are always in their elder years, typically over 130 years old.

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Grand Judge

Grand Judges are few, there is one for Warfang Mainland, one for Titan Fields, and one for Concurrent Skies and Agni Flats. They deal with the largest cases, such as massive clan disputes, crime perpetrated by clans and high families or dragons of high positions. In between these, they may consult on other cases, review passed cases, assign, hire, and fire Judges as well as Court Justices and Ministers.

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Justices

Justices are private actors that an accused or accuser may hire to represent them. It is a Justice's job to know the ins and outs of the law, especially loopholes, and to argue in favor of their patron. Becoming a Justice takes extensive study and requires certification. An Apprentice Justice is presented (by their tutor, a current Justice) to a special examiner (a certified Judge) in Warfang City Hall, who questions them to test their knowledge. They will also take into account the Apprentice's history, master, professionalism, (and any arbitrary quality if they so desire) before making the to-be Justice take oaths—unless they are rejected. It is within the examiner's power to reject an apprentice for whatever reason, even if it is personal bias such as a dislike of the apprentice's family or their master.

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If the oaths are taken, the Apprentice receives certification and is now qualified to represent a patron in court. They come out with the reputation of their former master; they will be expected to live up to their master's legacy, or they will tarnish it (thus, Justices are careful with their apprentices and may easily refuse to have them certified if they have any doubts). There have been a few cases where a disgruntled, disgraced Justice kills (or attempts to kill) their former apprentice for ruining their name.

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A new Justice will do as their master did and either represent patrons (clients) or work in the courts as a Court Justice. Court Justices act much like Judges, assessing both sides in regards to the law and deciding if the accused is guilty or not (usually based on testimony and reputation. Verifiable evidence is rare). They will give their judgment before the Judge, which in theory influences the Judge's decision. It is not unheard of for a Judge to make a verdict wildly misaligned with that of the Court Justices, but it may come as a surprise. Mild majority disagreement is not uncommon (such as the Judge siding with 3 out of 7 Court Justices).

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A new Court Justice is typically considered in a more prestigious position than a new private Justice. Seniority and reputation matters above all, but a senior Justice with permanent clients from the biggest Clans is decidedly higher in reputation and wealth than the most senior and well-known Court Justices. Private Justices have more upwards mobility in terms of status and wealth, whereas Court Justices are employed by Warfang itself and make on average less than successful Justices. Court Justices start in higher middle class, and are solidly high class after a few decades. A Justice's class depends on who they represent, which in turn dictates their earnings, which in turn dictates their class. 

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Typically, having a Justice represent you in court is a sign of high class. Brand new Justices may try proving their worth by representing the upper end of the middle class until they can get 'better' clients.

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The number of Court Justices in a trial depends on the scope and complexity of the trial.

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Minister

Ministers are former Judges or Justices now working in Warfang City Hall, where they draft suggestions for new or amended laws, most commonly trade laws and regulations, including amended tax rates.

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There is no training or apprenticeship required, just a favorable work history and reputation as a Judge or Justice. There are 150 Minister seats in Warfang City Hall. When a seat becomes vacant, the Mainland Grand Judge (as of 3016, this is Grand Judge Solari, Matriarch of Clan Golden Flare) elects a new Minister to fill this seat. A Judge/Justice may send a letter to express interest in a Minister position, but the offer may go to someone who did not do so if the Grand Judge considers them the best option.

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Ministers must have Warfang's prosperity and interests in mind first and foremost. Overt self interest, or the interest of one's own Family/Clan, is frowned upon if it comes at the cost of Warfang's own. Generally, however, Ministers package their own interests as the interest of Warfang, and this is normal. Groups or individual Ministers present their own drafted laws or amendments, and the gathered Ministers meet multiple times a week, casting a vote first on which drafts they will address first (usually this is done once every so often, rather than weekly). Drafts may be pushed aside indefinitely.

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Once a draft is decided to come into review, the group or individual in charge present it, other Ministers may argue against it, and a vote is cast on whether to pass or amend the draft.

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Eventually, usually after multiple amendments, a draft passes and will be reviewed by the Council. They will debate and vote on it. If it passes, the draft goes into effect as a law after a certain time. If it does not pass, it is sent back to the ministry either with notes on desired amendments, or rejected outright.

list of occupations
List of Occupations

High Class Occupations

Occupations that yield a high salary and status in dragon society, usually entered by dragons already in a high position, such as clan dragons.

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  • Elder Guardians (Senior Guardians elected to the Warfang Council, the highest possible position in Warfang society)

  • Warfang Council (Beside the Elder Guardians, the Council is made up of the leaders of the main five most powerful Clans. This is usually in addition to a career. The Council decides their nation's politics, decides its wars and questions of peace, its expansion, its laws, and so on)

  • Guardians (elemental masters and temple/egg grotto guardians)

  • General/Chief (highest ranks within the Army and Guard)

  • Dragon Masters (Dragon Masters are appointed by the Warfang Council as experts in their field of study)

  • Templar (temple guards)

  • Judge (a Justice elected by the Warfang Council to sentence criminals in their place)

  • Minister (a Justice elected by the Warfang Council to write and suggest new laws, amendments or removals to existing laws, as well as regulations on trade and the taxation of trade and land.)

  • Guard Commander (in charge of guards in a large or densely populated area)

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High-Middle Class Occupations

These occupations have varied salary and standing in society, dependent on the quality and demand of the dragon's work.

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  • Army Commander (in charge of hundreds of soldiers, commanding their own Regiment. Class typically depends on their origins. Commanders with humble backgrounds are typically middle class unless very reputable)

  • Justice (Justices act as representatives for dragons in trials, arguing their patron's innocence or the guilt of the opposing Justice's patron to a Judge. Often permanently hired by multiple individuals or clans. Justices are typically a part of high society, but new ones require work and reputation-building first)

  • Guard Captain (in charge of a patrol of guards. Typically high middle class)

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High-Middle-Low Class Occupations

These occupations have extremely varied salary and standing in society, widely dependent on the quality and demand of the dragon's work.

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  • Army Lieutenant (usually middle class but influenced by role, achievements and existing clan status. Not high class unless dragon already hails from high class family)

  • Scholars (see 'Scholars and Dragon Masters'. Class depends on achievements, employment, and wealth)

  • Healer (a magic-focused dragon who heals illnesses and wounds with magic, herbs, and gems)

  • Jeweler (a dragon who makes jewelry - often a family affair, and the very best jewelers are clans themselves, who make top quality, expensive jewelry for other clans)

  • Artist (a dragon who uses their paws or magic to create illustrations, with paint or other materials. Employed by temples, scholars, and clans. Otherwise freelance, but rarely find success there)

  • Sculptor (like artists, sculptors carve figures out of stone or build them with clay. Very popular with temples and clans, and are often earth or fire dragons, though ice dragons popularly make ice sculptures)

  • Entertainer (a dragon performer; either sings, plays instruments, does theater, elemental/magical performances, etc. Class level is based on reputation and demand.)

  • Architect (someone who designs buildings and structures and oversees their construction)

  • Blacksmith (a dragon that crafts weapons, armor, or other things with metal)

  • Clothier (a dragon that makes clothes—much like jewelers, this is usually a family affair, and richer and more reputable clothiers can acquire more expensive materials and sell to clans)

  • Merchant (a dragon that acquires and sells items. Solo merchants are usually low to middle class, but merchants that hire many other merchants to do this work and benefiting from it can get to high class with high value wares)

  • Beast Hunter (a dragon that does not hunt for food or resources, but specifically just to kill animals that threaten dragons, particularly dragon settlements. This is a high fatality occupation, those powerful enough to survive and make a name for themselves can rise to high class by contracts and sponsorships from Clans.)

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Middle-Low Class Occupations

The standing of these occupations depend on who the dragon is hired by. Being hired by clans as these occupations (usually selected based on reputation or connections) make one considered middle class based on income.

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  • Soldier/Guard (Non-officer ranks- Soldier is usually low class, Guard is middle class, but both are affected by personal accomplishments, family class, and time in service)

  • Caretaker (a dragon who raises the children of other dragons whenever those are working or otherwise occupied. Often under employment by clans/families to take care of their children, or employed by temples to raise orphans.)

  • Servant (a dragon employed by other dragons to perform domestic tasks. Very commonly employed by clans. Servants to the largest clans are often decently well off)

  • Potter (someone who crafts ceramic, clay, or stone pots, plates, vases, cups, etc.)

  • Glassmaker (a dragon crafting items in glass, usually bottles, lenses, stained glass)

  • Messenger (a non-military dragon ferrying messages and letters to and from. Either employed directly or part of a service)

  • Scribe (a scribe is employed in various scenarios to write down the spoken word, whether this is on behalf of someone who cannot read and write or for someone who is doing something more important and simply does not wish to write it themselves. May be hired long-term or part of a service for on-demand hire. Since reading and writing is a privileged ability usually associated with the higher classes, it is generally fairly paid)

  • Bouncer/guard/bodyguard (someone hired to protect a person or place, or regulate access to a place)

  • Tanner (a dragon processing hides into leather goods)

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Low Class (rarely Middle) Occupations

These occupations are ones a dragon can get into immediately with typically no experience or study, or are low-class family trades, and are thus saturated and paid little. There are very few in these occupations that can develop such talent and reputation they can rise to notoriety and middle class. Families within these trades, if talented enough, can live comfortably. Clans within these professions typically own and employ hundreds to perform these works (such as mine owners employing miners, thus owning whatever comes out of the mines) which yields them wealth beyond what a simple family can manage.

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  • Hunter (a dragon venturing into the wilds by themselves or with a group to catch prey, then selling the catches to a butcher for coin. Either freelance(selling kills to butchers after they are caught), hired short- or long-term, or part of a hunting lodge which pools resources, abilities, and pay for bigger output, status, and contracts)

  • Fisher (a hunter hunting in bodies of water. Largely water dragons)

  • Forager (like hunters, these venture into the wilds and gather berries, herbs, wild vegetables & fruits, and roots, then sell these to healers or vendors. Either freelance or hired to do this)

  • Crop Keeper (a dragon that raises crops of vegetables, herbs, fruits, and/or berries, then sell these to vendors or directly to clans or institutions)

  • Livestock Keeper (like crop keepers, a livestock keeper raises and breeds animals for slaughter and consumption)

  • Butcher (someone who buys fresh carcasses, skinning them then selling all their parts. Pelts, horns, and bones are sold as well as the meat. Butchers use cold crystals to protect against spoiling and rot)

  • Builder (someone who constructs buildings, usually with stone or metal. Often earth dragons)

  • Miner (a dragon who mines for minerals/metals and/or crystals. Often electric or earth dragons)

  • Porter (a dragon transporting goods across distances, such as city to city or continent to continent on behalf of the goods' owner)

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Classless Occupations

These are criminal occupations that are typically regarded low class or classless, though those at the top of the chain live as though high class, and may even be respected as such. These are general titles, individual groups may have unique titles or different definitions. 

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  • Crime Lord (the head of a criminal organization)

  • Crime Underboss (the Lord's nearest, including their right and left hands)

  • Advisor (counselor to the lord and their underbosses, whose job it is to stay informed on all things and people worth knowing)

  • Crew Leader (takes orders from Underbosses or a middle rank, leading smaller units or groups)

  • Enforcers (maintains control of local population for a criminal organization, such as collecting protection fees)

  • (Body)guard (protects higher ranking members or assets)

  • Assassin (carries out kill orders from higher ranking members)

  • Bookkeeper (handles coin)

  • Fence (buys and sells stolen goods, either independently or on behalf of an organization)

  • Coinlender (lends coin at high interest, employs enforcers to ensure repayment, either as their own business or behalf of an organization)

  • Runner (delivers messages, coin, or other goods)

  • Smuggler (moves illegal goods across borders)

  • Lookout (watches for law enforcement or rival activity)

  • Forger (creates fake documents)

  • Thief (steals valuable items, usually selling them to a Fence)

  • Supplier (sells goods, typically to criminal organizations)

  • Alchemist (develops or produces illegal or cheap drugs)

  • Pusher (sells drugs)

  • Front (operates a seemingly legitimate business which acts as a cover or meeting place for the illicit organization, and/or launders coin)

  • Cleaner (disposes of evidence and/or bodies)

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...and more.

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