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Occupations

A character's occupation is what they do with their time or for a living. This is not the same as a Class, and is more or less free for you to choose whatever you fancy. Do be sure to pick one which makes sense for your character's abilities, location and lifestyle though, and consider how they survive day-to-day!

See the full list of Guilds & Organisations here.

Civilians

Civilian characters can have any occupation which you might find in the residence of your choosing. This could be anything from being a merchant, to a high-brow scholar, to a bandit or mercenary. Just about any ordinary occupation you can imagine in a fantasy setting is possible.

Civilians

Nobility

Members can make characters in nobility (i.e. with land titles and political power), however to do so you must discuss your concept with the mod of the relevant city/region and ask for their permission. Not all regions have nobility, and those that do often have special names for and circumstances around the ranks. It is also a matter of courtesy to the mod, as having a noble means claiming some canonical influence on politics.

If you'd like a character in lesser nobility (i.e. without land and political power, equivalent of gentry) you generally don't need permission but are still strongly advised to ask the relevant region mod for the titles and other information.

Nobility by city

Regions with proper nobility are: Miras, Amedra, Cantor, Koben, Linhythe, Song-Lu, Bratkowice, Tusa, Delverne, Reluir

Regions with 
'clan' type hierarchies instead of nobility are: Valsk, Iadlain

Regions with 
other kinds of power structures instead of nobility are: Belport, Nisalvini, Estraude

Nobility

Military

The dominant military forces in Alva belong to the Kingdom and Empire capitals. Many cities have local guard forces, however all ultimately fall under the Miras or Koben banner. Anyone can make characters of ordinary soldier rank, but if you want your character to have a higher military rank, you must ask for permission from the Miras or Koben mod.

Military

Miras Royal Military

The Miras Royal Military is decorated with the bravest hearts in the Kingdom, a firm moral code and formidable magical power. The divisions are:
 

miras legion

The staunch and resilient land force, making up the bulk and backbone of the military.
 

miras flight regiment

The pride of the Military, the flight regiment employs skilled mounted aerial fighters. The stables include all manner of creatures, including pegasi and eagriff.
 

miras armada

The naval force, responsible for patrolling and defending the territorial waters of Miras. The main fleet is based in Amedra.
 

miras royal guard

The special troops of the military, comprising the finest and most highly trained personnel. They are tasked with a variety of specialised jobs, including secret missions, military policing, hybrid operations and guarding the royal family.

Koben Imperial Forces

The Koben Imperial Forces are known for their advanced man-made and alchemic technology, as well the fire of its soldiers. The divisions are:
 

koben army

Notorious for its ferocity, this is the ground force and pillar of the Koben Forces.
 

koben air force

The most advanced airships and best pilots in the Empire make up the Koben Air Force. It is supported by a specialised engineering crew.
 

koben navy

The arm of the Forces tasked with national offense and protection on the sea. The main fleet is based in Linhythe.
 

koben imperial guard

The elite of the armed forces in direct service to the Emperor. Protection of the Empire’s rulers, covert operations and special missions are in the remit of the Imperial Guard. Assassins are heavily made use of here; few know how far the secret network stretches.

Guilds & Organisations

Please note this section is outdated. Refer to the Guilds & Organisations sheet instead.

There are also a number of guilds or special organisations your character can become a member of. Entry to these groups is at the discretion of the organisation owner rather than the group, so please contact the mod or member listed if you're interested in membership! If you have your own organisation (e.g. a pirate crew) and want to open it up for other people to join, send the group a note and we'll add it to the list. Note that to open an organisation, you must have the leader as a main or side character.

The list of organisations open for membership is below. These are not the only organisations in the world, but they are the canonised ones that you can join at present. Note that some have class and race restrictions.

Kingdom Guilds

Reluir Guilds

Empire Guilds

Past Guilds

Federation Guilds

Delverne Guilds

Guilds
Kingdom Guilds

Kingdom Guilds

The Arcanists

After students and professors from the Academy of the Arcane rebelled against the crown, their school was dissolved - but their will remains intact. Now in hiding across West Miras, these rebels, sometimes calling themselves the Anarchanists, continue to seek and spread knowledge forbidden by their king. Whether by quiet words or brazen actions, they stand for academic freedom.

Open to: All classes
Base City: Miras
Leader: Fiora Cardamus
Contact: number11train

Agate Alliance

Also known fondly as the Duchess' Necklace, the Agate Alliance is a special unit of former Jewel Sea Corsairs who proved their integrity during the midsummer attacks of 8292. Although mostly a motley bunch of retired pirates with new lives, their old skills and knowledge make them a swift and savage force against injustices when called upon by the Duchess.

Open to: All classes
Base City: Amedra
Leader: Celestina Rojas
Contact: number11train

the fintáni

A ragtag group of civilian volunteers, the Fintáni endeavors to support Nisalvini's new aquatic lifestyle. Broken into divisions dedicated to scouting, protection, research, and maintenance, the members of this diverse force wear their flower-based badges with pride as pioneers of the unknown undersea terrain.

Open to: All classes
Base City: Nisalvini
Leader: Lilian Panagakis
Contact: seiracchi

The Helvarg

Valsk’s highest military elite, only the worthiest are admitted to the Helvarg - with the expectation of utmost dedication. They carry out the most dangerous expeditions; protecting the borders and hunting wyverns in peacetime, and leading the counterattack should the city be assaulted. It is comprised of three divisions - a flying corps on perytons, a fierce assault division, and finally a small medical unit.

Open to: All classes except base and mage type
Base City: Valsk
Leader: -
Contact: Azliene

Traders' Guild

Although its headquarters are found in Amedra, the Traders' Guild has substantial branches in all the major port cities. Here, for a cut of his or her profit, a trader can find kinship and advice from others bound by the call of enterprise - be it seafaring or overland - as well as opportunities not available to an independent trader.

Open to: All classes
Base City: Amedra
Leader: Fidelo Lonars
Contact: 2StreetsDown

Cantor Abbey

Cantor Abbey is a place of peace and respite for all in the quiet of the Cantish countryside. Heavy pasts and weary souls can be healed here, or a kind heart can simply choose to dedicate him or herself to helping the community from the arms of the Abbey. The doors are always open for people of all kinds to join as monks, ministers, oblates or conversi.

More >

Open to: All classes
Base City: Cantor
Leader: Daniel Arkmenetide
Contact: 2StreetsDown

Belport P. Arts Society

The Belport Performing Arts Society focuses on refining and perfecting entertainment and performance of all sorts.  Be it theatre, illusion, music, or dance, this collective of artists is famed throughout Alva as among the best.  People of any age or class are welcome to audition, and if one refines their skills enough they will likely find themselves requested to perform for the elite of Alva.

Open to: All classes
Base City: Belport
Leader: Beauregarde Roche
Contact: skyggedal

The Ley Lines Syndicate

The Ley Lines Syndicate is a collection of guilds across the Kingdom - their strengths now merged to further the learning and practice of magic together. Building networks between magic practitioners and resources is the Ley Lines Syndicate's priority. Mages of the Syndicate may find through these connections opportunities for work, mentorship, research, and kinship that would otherwise be difficult to find.

Open to: All mage type classes
Base City: Nisalvini
Leader: Evin Coreum
Contact: Silvefied

Empire Guilds

Empire Guilds

Wissen Fellowship

The Wissen Fellowship consists of the top inventors, scientists and alchemists of Alva. Over their long presence, they have become indispensible for Koben and her Empire - senior Fellows feature heavily among the Emperor's advisors, many schools lean on their resources, and their developments are irrevocably woven into both the military and the lives of the citizenry.

Open to: All classes
Base City: Koben
Leader: Elmer Hase
Contact: 2StreetsDown

Silver Syndicate

Comprised of the former members of the colored gangs that once dominated the city, the Silver Syndicate specializes in extortion, predatory lending, smuggling illegal goods, human trafficking, and more recently, the black market for Citadel artefacts. They construct a careful public image by also participating extensively in charity and reconstruction.

Open to: All classes
Base City: Linhythe
Leader: Cilian Reyer
Contact: taiwonton

The Birch Nest

In the oldest centre of Iadlain, a grove of ancient trees and buildings still stands. Reprising its original role, the Birch Nest acts as the lifeblood of survivors, providing crucial support to scattered warriors and defenders. Couriers known as 'birch birds' risk life and limb to bring food, medicine and news wherever needed, and retrieve the injured for healing.

Open to: All classes
Base City: Iadlain
Leader: Rowan Haide
Contact: number11train

Song-Lu Peacekeepers

The Peacekeepers are a guild of investigators, originally founded to prevent exploitation of tourists but now sought after everywhere. Known for being sharp of eye, masters of dissecting behaviour and dedicated to solving crimes, their expertise is often called upon in reaches of the world far from their base in Song-Lu - calls which the Peacekeepers, ever hungry for knowledge, are happy to take.

Open to: All classes
Base City: Song-Lu
Leader: Orlan Chu-wol
Contact: skyggedal

Bratkowice Foreign Corps

The Bratkowice Foreign Corps are the future of their nation. Membership is open for all young Bratkovans not in line to inherit land. There, they are given wages, education and a chance to develop their talents, in exchange for service on one of its many missions - protecting the citizens or travelling across the world looking for new seeds, techniques or information to aid the homeland.

Open to: All classes
Base City: Bratkowice
Leader: Ilyas Atov
Contact: skyggedal

sionnath's teeth

Surviving in Wispwood is far from easy. Founded by a now extinct Old Clan, Sionnath's Teeth is a mercenary guild dedicated to dangerous but necessary work. Contracts range from hunting monsters to exterminating spirits around the capital, though jobs can take them around the country. Injury and fatality rates are unsurprisingly high, but the work pays well in both coin and adrenaline.

Open to: Iadlish citizens, no base classes
Base City: Iadlain
Leader: Nora ó Fairtheoir
Contact: Winged-Wasabi

Federation Guilds

Federation Guilds

Circle of the Wreath

The Circle is Alva’s preeminent healer guild. Based in Estraude, where they conduct healing and research, their interests however span much further - the Circle will come to the aid of any nation suffering through war, disaster, or disease. With branches in many cities, anyone can join if they are willing to dedicate their time to travel and help those in need - without prejudice.

Open to: All healer type classes
Base City: Estraude
Leader: Astha Bisset
Contact: Azliene

Tusa Military Academy

The Tusa Military Academy is renowned as the spearhead of progress in its home city. Financed by the pervasive Tusa National Army, studies there focus on the practical and applicable - including engineering, alchemy, metalworking trades and innovative resource management - and seeks to arm the nation with hard-working, skilled people who can carry their future.

Open to: All classes
Base City: Tusa
Leader: Raef Mar
Contact: datPiranha

Delverne Guilds

Delverne Guilds

Templars of Aurea

The Templars are the military arm of the Delvan Church - though they only raise their hands and weapons for the holy mission. Each member is devoted to their religious cause, and to the protection of their people, their city and their Dominus - or Oracle. Knights and Mages figure heavily, but only final class members have the honour of the Templar title.

Open to: All light elves, no base classes
Base City: Delverne
Leader: Calliste Mollaevis
Contact: 2StreetsDown

Reluir Guilds

Reluir Guilds

Tìr Torclann

Amongst the ruins of Reluir, fragments of the peasant rebellion gather again - this time not to overthrow, but to rebuild. Armed with the organisation and ideals of the Red Torcs, they salvage a farmstead, till the earth, share food and search for survivors. All are welcomed to this small village regardless of background, and so they grow into a motley clan and safe haven for the lost.

Open to: All classes
Base City: Reluir

Leader: Lainie Baineach

Contact: number11train

Past Guilds

Past/Inactive Guilds

Jewel Sea Corsairs

The Jewel Sea Corsairs are the collection of pirate ships sanctioned by the Linhythe government to capture and raid enemy ships, be they other pirate vessels or an invading navy. With a Letter of Reprisal from the Governor himself to turn away the eyes of the law, they are hunters of the sea treading a fine line between piracy and patriotism.

Base City: Linhythe
Leader: Roland Iredell

Disbanded as of the Mutiny event

Grey Coven

Hailing back to the days when Iadlain was founded and ruled by a line of High Witches, the Grey Coven has been the clandestine support of Iadlain’s leaders for centuries. Hand-picked by each leader from only the most highly skilled and trustworthy mages, their membership and operations are all shrouded in utmost secrecy, including from each other.

Base City: Iadlain
Leader: Cassair ó Faoláin

Disbanded as of the Playing Gods event

Red Torc Rebels

Born from the ashes of past rebellions and nurtured by the architects of Tusa's revolt, the Red Torc rebels have a vision for democracy in Reluir and they are determined to see it through. They gather under the flag of Relan Princess Lorna to challenge their despotic Queen - for the survival of their homeland and the future of their kin.

Base City: Reluir & Tusa

Leader: Lorna Gallanreul & Edan Rose

Disbanded as of the Playing Gods event

Academy of the Arcane

The pre-eminent school for Mages in the Kingdom, entry to the Academy of the Arcane in Miras is desired by many. Here, you can hone your magical skills or conduct research among the most renowned practitioners in Alva. All levels of the Academy are available, from students to professors.

Base City: Miras
Leader: Fiora Cardamus

Disbanded as of the Shatter event

Queen's Assassins

Spoken of only in hushed tones within the Koben Empire and considered merely legend in the Miras Kingdom, the Queen’s Assassins are the ruthless and elite group of dark elves that serve the crown of Reluir. Utilizing poison, illusion, misdirection, and stealth, these legendary elves are rarely seen—and if they make themselves known to you, it is already too late.

Base City: Reluir
Leader: Gillroy Kendrick

Disbanded as of the Playing Gods event

al-asim's hussars

Al-Asim is a faction of skilled horsemen recognized by their uniform and a scorpion tattoo. They are mercenaries operating in Tusa and the surrounding deserts with a peaceful approach sworn to aid the city whenever needed. Protecting caravans to and from Tusa and keeping bandits in check are their main focus but in difficult times when threats arise they are always ready to protect their home.

Base City: Tusa

Leader: Jalil Faijad

Leader is inactive

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