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Spellwriter

It was a dangerous trade sometimes, being a traveling spellwriter.  Enough to worry about the possibility of a writ going wrong, let alone the dangers of the roads.  And then when you reached a town to ply your trade, there was no guarantee they'd have work for you, or even whether they would accept your profession in the town.  There were no guarantees nowadays, what with that jumped-up Slatten and his cronies.  At least you didn't need to worry about local guilds now, although there were plenty of rivalries in the Guild of Spellwriters.  All in all, Jonathan was fully fed up with this traveling lark, and ready and willing to settle down somewhere or find another profession.

Career

Qualifications

Spellwriters typically study for between 4 and 6 years at an institute of spellwriting study such as the Cada Cratal Academy of Spellwriting.  While in this study, they learn about various ways to spellwrite, how to ensure that they don't create Rifts, and also things relating to the craft of writing itself such as poetic meter, techniques in fictional prose, and how to research properly for factual texts.  They also study texts of master spellwriters from times past, and what effects they have produced.  There is a whole year-long course that deals with this topic and many go on to pursue it in future studies.   A spellwriter must of course also be literate.  In order to be an officially recognised spellwriter they must obtain a certificate from their place of study, and those who are not members of the guild must have the permission of wherever they practise their art in order to work.

Career Progression

Spellwriters typically start as children with some spellwriting talent, such as the ability to make small breaths of wind when they complete a piece of writing.  This talent typically develops around the age of 6 and then, if they are truly talented, continues to grow.  Typically, at the age of about 15, a child has acquired enough talent to be admitted to a university or similar institute to study spellwriting.   After being accepted into a place of study for spellwriting, a student usually studies for 4 to 6 years before leaving and going to work either in a town or as a traveling spellwriter.  Those who work in settlements permanently typically gain local reputation reasonably quickly if they deserve to do so, and those who travel the roads tend to take longer to gain reputation due to the nature of their work.   Typically the highest point of any spellwriter's career is the creation of an original spellwrit that is useful and adopted by the rest of Mythian society.  Not all spellwriters are so lucky as to have this occur, but those who do are remembered by it for years after their death.  Some are particularly talented or prodigious and produce many of these works.  Notable examples include the Poet Skadari.

Payment & Reimbursement

Spellwriting is an in-demand service and clients can expect to pay a gold per 3 or 4 spellwrits used in an easy situation.  If the spellwrits require modification or if they are difficult to apply, this can easily increase to 1 gold per 1 or 2 writs used.   Those spellwriters who operate under the Guild of Spellwriters are also paid annually from the Guild's profits.  Depending on their rank, a spellwriter in the Guild can expect to receive between 5 and 100 gold at the end of each year.

Other Benefits

Spellwriters are respected members of most communities in modern times and tend to enjoy a steady trade when they set up permanently in towns and cities.  If they create original works they can expect to gain reputation beyond just their practice, particularly if these are found to be of particular use in areas where spellwrits do not yet exist.  They are also respected for their high level of knowledge on the writer's craft and often are approached by prospective spellwriters to get some advice.

Perception

Purpose

Professional spellwriters are the main force of enchanters and healers in Mythia, and tend to all things that require these talents. This includes weatherproofing of buildings and vehicles, and also the use of spellwrits to encourage crop growth on occasion.

Social Status

Spellwriters are among the top tier of Mythian society, being respected for their work as a highly educated professional.  They often rub shoulders with nobility, and are treated with a certain deference (some born of superstition) by those poorer folk.  It is not uncommon to find a spellwriter being granted residence by a local noble.  However, if they have fallen on hard times or their talent is not great, spellwriters do also stoop to more modest accommodation such as taverns or inns, although they typically try not to stay in these places for long as they are not properly resourced there.

Demographics

Spellwriting is a hard trade and about 3% of the Mythian population are accredited spellwriters.  They tend to cluster near places where spellwriting is taught and large cities as well, with few spellwriters plying their trade in rural areas.

History

Spellwriting started out as an unregulated profession, with Mythian inhabitants simply writing texts and seeing what effects they could produce.  This continued for the Precentury, until it was understood that incautious spellwriting is what created Rifts.  At this point, spellwriters became loosely organised into many small groups, often one per small town or suburb, who attempted to keep spellwriting in check.  Because every group had different rules and methods, there was much inconsistency and many areas were less than well served by spellwriters.  Also, due to some areas not having resident spellwriters, new talents could and did run amok.  This caused the creation of many other Rifts.   In the year 110, the groundwork began to be laid for a Mythian Guild of Spellwriters.  Different groups from several major cities and kingdoms joined together to become bigger guilds, and began to negotiate with each other as to what would and would not be allowed to be used for spellwrits.  They placed soft limits on the use of aggressive spellwrits, which firmed up over the years.  As these guilds grew closer and closer to one another, they began to consider forming into one organisation.  In the year 119, the first leader of the Guild, Ark Rayan, drew up the charter to begin its existence.  Although originally under the jurisdiction of Cada Cratal, the Guild quickly set up outposts in other cities and, when the Treaty of the Common Ruler was ratified in 150, they became a Mythia-wide guild.

Operations

Tools

Spellwriters typically require a few, highly-specialised tools to perform their trade.  They require well-made quills and, in some cases, reusable pens, both of which are not easily located.  Finally, they need a carry-desk, often nothing more than a slab of smooth wood, for fieldwork.  They also require scroll cases and other such containers for spellwrits.

Materials

Spellwriters need sizeable quantities of Ink to ensure a lack of smudging in the completion of spellwrits, as well as fine paper to ensure no bumps cause the writing to go askew.  Occasionally they use other pigments too, especially when colour is required in a spellwrit.  They also typically require copies of the more useful/common spellwrits as these are in high demand, and often keep these in files in their workshop.

Workplace

Spellwriters typically occupy a small building which they live in and conduct their business from.  This will usually be slightly off the main road and have few windows to prevent any damage to writs or Ink.  It should, however, be able to be aired well as the acrid scent of Ink can become overpowering, to say nothing of the various other pigments that spellwriters can use.   A spellwriter's workplace also typically contains between one and three large desks, as well as bookcases and cabinets to keep their texts and pre-written spellwrits.

Provided Services

Spellwriters utilise spellwrits to meet customer needs, including in construction, agriculture, and medicine.  They are also often trained in non-magical forms of these tasks, and can provide mundane assistance to those who require it.

Dangers & Hazards

Spellwriters are ever wary of a spellwrit going awry and causing unintended consequences or, at worst, a Rift.  As such, they tend to take their time over completing writs, and their quality control is at a high standard.  Other risks can include chemical poisoning from using various pigments in an unventilated area.
Type
Arcane
Demand
High
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