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New job opportunities in a magic using world...
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<blockquote data-quote="Merkuri" data-source="post: 3419457" data-attributes="member: 41321"><p>The Eberron campaign setting might have some ideas about this with it's "magic as technology" take on the whole thing.</p><p></p><p>First of all, there's a new NPC class called "magewright", which is basically a craftsperson of somesort who can use magic to enhance their wares.</p><p></p><p>Then there are the Dragonmarked Houses, who each control one or more guilds across the main continent. These guilds make use of the house's dragonmark (i.e. spell-like ability) to gain an advantage in their given trade. Some examples of the more magically-linked trades would be:</p><ul> <li data-xf-list-type="ul">Message-stations, where a variety of magic abilities are used to send messages between stations, kind of like telegraphs</li> <li data-xf-list-type="ul">Windwrights, who are employed to sit on ships and provide magical windpower</li> <li data-xf-list-type="ul">The Finder's Guild, who use magic to find things (a lot of the times rare ores/gems or water in deserts)</li> <li data-xf-list-type="ul">Rain-makers, who make rain for fields</li> <li data-xf-list-type="ul">People who magically breed animals</li> </ul><p></p><p>There are tons more, and you can find a lot of them by reading the section on the dragonmarked houses in the Eberron Campaign Setting.</p><p></p><p>For more ideas, think along the lines of "magic as technology". Pick some technological convenience that we have today (or another time period that you're aming for) and find a way for magic to do it. Don't just think about things like phones, trains, cars, but pay attention to a smaler scale, things we don't really think about as "technology", like velcro and ball-point pens. Walk around your house, pick out conveniences, and find a way to make them magical. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Merkuri, post: 3419457, member: 41321"] The Eberron campaign setting might have some ideas about this with it's "magic as technology" take on the whole thing. First of all, there's a new NPC class called "magewright", which is basically a craftsperson of somesort who can use magic to enhance their wares. Then there are the Dragonmarked Houses, who each control one or more guilds across the main continent. These guilds make use of the house's dragonmark (i.e. spell-like ability) to gain an advantage in their given trade. Some examples of the more magically-linked trades would be: [list] [*]Message-stations, where a variety of magic abilities are used to send messages between stations, kind of like telegraphs [*]Windwrights, who are employed to sit on ships and provide magical windpower [*]The Finder's Guild, who use magic to find things (a lot of the times rare ores/gems or water in deserts) [*]Rain-makers, who make rain for fields [*]People who magically breed animals [/list] There are tons more, and you can find a lot of them by reading the section on the dragonmarked houses in the Eberron Campaign Setting. For more ideas, think along the lines of "magic as technology". Pick some technological convenience that we have today (or another time period that you're aming for) and find a way for magic to do it. Don't just think about things like phones, trains, cars, but pay attention to a smaler scale, things we don't really think about as "technology", like velcro and ball-point pens. Walk around your house, pick out conveniences, and find a way to make them magical. :) [/QUOTE]
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