Commoners in Avalon

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"Oh the life of the commons, oh how boring it must be."

-Anonymous Noble about the Commons

The Third Estate or "Commons" are the largest portion the population found across the breadth of the Triad and beyond. At their core, Commoners have many rights and privileges "gifted" to them by the nobility. Access to amenities such as power, communication, healthcare, and food are universal with even the poorest individual being able to locate food and shelter enough to survive day to day. The lack of outright poverty, however, has not removed the existence of class systems nor has it prevented the formation of slums or lives of the destitute. While the lowest of the low might live horrible they can still live and find work in some manner or even find charity, they simply cannot afford the luxuries of those above them.

For the majority of the Common-born, life is straight forward and often structured. A person's place in the greater whole of Avalonic Society is often determined by their nationality and their families capabilities. Those with more affluent parents will be able to afford better education and opportunities for their children. Any born with the Genic Gene are automatically taken to a life of "pampering" (only if they survive the battle schools) and anyone who catches the interest of the Blood (the nobility) can easily rise far.


One's Place (Social Classes)

Faerin society at its heart does not distinctively exist in the form of "castes" instead commonalities between the various needs of the Faerin Houses and their ever changing "Sovereign Game" has molded several shared traits of social organization in greater Avalonic Society. Some call this simply "One's Place" or the "Four Professions" as a means to describe the most common arrangement of occupation among the Commons at large. In some cases, these "Professions" are specific to a class of individuals or are accessible to multiple social classes at large. What they do, however, is provide a basic explanation for the standards of education and opportunities offered to the members of the Third Estate.


Education

Education for Commoners is often free and easily obtained. Primary School covers the basics of education from ages five to thirteen and includes all basics of math, science, literature and much more. The secondary school itself is usually far elective in nature, many schools are focused on a particular Profession of the primary four. War Schools teach young officers and train elite infantry of Noble Houses. Most schools focus on different vocations or work trades unless they join a Guild School to attempt to gain greater opportunities in a given trade.

There is no universal school system in the Triad, but most are directly controlled by the Noble Houses with their curriculum often a source of propaganda and selectively monitored. Teaching itself is most done via Virtual Intelligences programmed to relay the appropriate information and also via VR Holo-Casts. Several institutions such as the Guilds, and even the Houses Faithful maintain schools for the underprivileged (such as orphans).

Above secondary school exists the Imperial Collegiate a mixture of the Guilded Universities and faculties which government the training of the nobility. Few who strive hard enough can rise to this level and gain acccess to greater occupation in the Imperial machine of the Ancestral Throne.


Livelihood

One's Place among the Four Professions is often determined via a mixture of education and the access given to them by their parents, or parental guardians. Orphans are wards of the state and their ultimate fate is decided by whatever of the Imperial Bureacracy, Faith or even Guild has taken them in. Others may simply end u in a simple job working for a common wage and seeking a better life through saving their torcs. Others still dream of sending their children farther still to become clerks for Imperial Bureaucrats or even agents other different ministries of the Empire at large. Or simply they go to serve as dedicated retainers of their liege family or those above.


The Soldier Profession

Soldiers are the backbone and primary corps of the House Guard of the Faerin Noble families, and without an existing Soldier class, they often lack a population to prepare future officers and warriors for the good fight. In many societies across the Triad, the Soldier Class makes up the lesser gentry and officer corp who serve beside the Errant Class in combat. They are often offered the best of schools like the other Four Professions and are often connected to the powerful Guilds who create a majority of weapons technology found in the Triad.

Some societies though, do not see Soldiers as their primary concern and in these societies, they are often considered second to the other classes of society. Compared to common levies of the House Guard, however, Soldiers are better trained and equipped and are paid a standard wage along with benefits.


The Merchant Profession

The Merchant Profession is directly tied to powerful elements of the Craft centered Guilds and the greater elements of the Imperial Bureaucracy the Imperial Central Bank. Many also join the likes of the Jurists Guild and the as salesmen for the various Craft Guilds. Even War Guilds such as the Assassins seek the work of good tradesmen who can locate the best suppliers and get the best price. By their very identity, most Tradesmen are either financiers, salesmen or merchants in their own right. Or they might be members fo a small firm or team of Merchants working for an important noble family. Others might oversee the production of goods or even food, while other's still act as Union leaders for local Worker collectives who serve the grungier minded members of the Unionized Guilds.

In most societies Merchants seen as either the lowest of necessary evils or the highest. Their work to Warrior Houses is seen as necessary, and often they are relegated to required tasks of resource and supply management. For the Craft Houses, they are the core of the family itself whereas the Mage Houses see little need of them.


The Artisan Profession

Where the Soldier Fights, the Merchant negotiates, and the Artisan studies or creates. Most scholarly minded gentry are members of the intelligentsia of the greater part of Avalonic society. These are the scientists and engineers who make up the more complicated vocations of the Guilds, and it is they who work with Workers to produce great works such as the Soulgiven or the war Mecha. Other Artisans still become doctors or physicians for the Alchemists Guild or studios researches and clerks for members of the Jurists.

Where the Merchant speaks and uses their words, the Artisan uses their mind and expression. Artisans are perhaps the most nebulous of classes and often include artists, trained professionals, and specialists. By their very nature, Errants, are considered Artisan Soldiers and most of the Mage Houses often employ heavy emphasis on artist pursuits. No matter what when art or ingenuity is needed, the Artisan is the one who answers the call.


The Worker Profession

Without Workers there would be no blades for war and or even Soulgiven to do the dirty work. They are often the poorest and lowest of social classes, but still, they are key to any Nobles reach across the entire Triad. Workers encompass everything from production to even food sector jobs. Some even compete with Artisans who train for the more upper-class occupations such as swordsmith or Arconeer. If it weren't for the sheer number of Workers is what led to the creation of the Unionized Guilds who now make up a majority of mass production and resource collection. While many lost their early jobs to Drone work in the first Eras of the Empire, workers are now generally respected by the greater populace at large.

The truth is when a job has no specific special utility and is just getting it done or providing a service, it is generally a worker who does it.