Last Week: More 0E D&D Job Tree Details -- Adding Cross-Class Connections
Bishop. We get back into a normal seniority progression after the exception for the curate. We’ll assume that characters in the clerical column can still opt out into the secular world, but curate was the last point at which they could join it; diagonal arrows only point away from the cleric column beginning at this point.
Myrmidon. It’s possible to see how the hero and swashbuckler jobs could depict someone moving up in the world, and the ranks that come after myrmidon in the fighter column continue that tradition. But myrmidon itself, to the degree it is a distinct idea from “soldier,” doesn’t suggest lordship, and clashes pretty sharply with the renaissance context of the swashbuckler. A curate-myrmidon might be a holy warrior, like a paladin. But a swashbuckler-myrmidon might require a more complicated explanation. Perhaps becoming a myrmidon is a matter of giving up the wealth and fame of the hero-swashbuckler life to challenge oneself with military life once again. Or it could in contrast represent a demotion forced by the factions that oppose whoever the character swore service to as a swashbuckler.
Sharper. Our interpretation of cutpurse finds full flower here, as this title implies fraud or financial manipulation rather than simple property theft. At this point the PC is senior in some kind of organization that either profits from or seeks to prevent such behavior. I’m interpreting the implied setting here as a place with a lot of gray area between legitimate mercantile business and actual crime.
Warlock. One way to interpret the order of the magic-user roles is that they start very passive (medium, seer) and gradually creep toward wizards who can more explicitly and unmistakably alter reality. A warlock has now made contact with an entity beyond the material world. Not just the whispering dead who can only remember the past, or the time-displaced spirits who can only see into the future; but a being with present-tense ego, goals, and power to grant to those who can hear its voice.
Lama. Even moreso than myrmidon, this is a strange word choice when divorced from its real-world cultural basis. I would have cut this one when I originally narrowed the list down to four by eight, but the multiple instances of patriarch were more urgent targets for their redundancy. Lama is in a very broad sense a comparable term to patriarch, but its presence here is harder to square in a chain of titles mostly drawn from European/Christian culture. At risk of engaging with Buddhism on a very superficial level, we could imagine that in between serving as a bishop and becoming a patriarch, an aspirant is expected to retire to a distant mountain monastery to master meditation and inward understanding.
Champion. After our detour through myrmidon, the fighter column returns to a clear endgame of running a domain. We can imagine this as someone designated to serve as a field commander or take on a special fixed-term leadership responsibility as a stepping stone to becoming a lord. The three entry points (from bishop, myrmidon, and sharper) suggest that this probably covers a wide variety of areas of expertise.
Pilferer. Yes, our second-to-last thief job, strictly interpreted, means to steal small things of little value. My best guess is that this is winkingly ironic, that a merchant-thief at this level is beyond stealing or investing vast sums of wealth, and instead might have taken to thieving for its own sake, to prove that they can steal from the very best. Those who aren’t interested in such things can take the sharper-champion path instead of the straight line of sharper-pilferer. Warlock-pilferer is interesting. The voice on the other end of that warlock phone is insisting you steal something – what could it be?
Necromancer. The most forbidden school of magic. There is a nice idea that the magic-user at this point who comes full-circle from the medium (who can hear the dead, but has no control over them, and is probably in more danger than an ordinary person due to the contact with unlife) to the necromancer (who can channel and control death).
Patriarch. Apart from its previously discussed overlap with lama, this is a nice and simple capstone for the cleric path. As with most of the other high-level titles, this really has to be all about domain management.
Lord. Like the champion, but the PC now has full discretion and control over the organization, army, or government they are running. Since lama, champion, and pilferer all feed into this job, it serves a a nice catch-all for PCs who wish to "rule" in some sense, but aren't drawn to the other final titles.
Thief. In contrast to some of the middle-tier thief titles, I actually like that this one is simple and ambiguous. You could go with something like guild-master, and it would stand evenly with the other domain titles. But as with "swordsman" having a cultural implication that is more than "person carrying sword," it is interesting to think of capital-T thief as a forbidden word that is rarely uttered aloud.
Wizard. I’m sure there’s an answer somewhere as to why very early D&D went with “magic-user” rather than a natural-language term like wizard. But as with thief, "wizard" is a nice capstone title in its simplicity. I like the idea that a wizard is not just someone who can cast spells, but a title given only to someone who has mastered the various schools and specialties implied by the preceding titles.
Closing Thoughts
So we have a a church that is highly integrated in affairs of state, but also relatively permeable in membership, allowing practitioners to enter at different points from the laity.
We have an army that regulates what weapons a warrior is allowed to carry, providing a path into the nobility for the very best of the soldiers who started out as ordinary grunts.
We have a quasi-legal professional organization that blurs the lines between thieves guild and conventional craft guild.
And we have a wizarding order that provides practical trade magic through its first few iterations, but also offers the ambitious an illicit higher path into the forbidden arts.
Sounds like an interesting situation, where character classes and choices made when leveling up have major factional and social implications. I could run that today.
Like 0E D&D itself, this structure strongly implies domain play, and assumes that the PCs will enmesh themselves in a social milieu. Players not interested in domain play could mitigate it somewhat by steering toward the right-hand side of the table.
I stuck to three diagonal arrows between each row to keep it simple, but you could absolutely add more to create some additional connections. You’ll note that in the upper reaches of both the cleric and magic user columns, you can leave at any time for the neighboring columns, but there’s no getting back in afterward. I like that this implies the highest forms of magic require specialization.
I also intentionally put the cleric and the magic user at opposite ends of the table. While this system isn’t really concerned with balance, this does give thieves and fighters some more options to dip into different roles, by virtue of their place in the middle columns. Hats off to the enterprising player who goes seer-robber-hero-curate to hit all four columns. That sounds like a memorable character.
Finally, I acknowledge it is possible I have reinvented a wheel here. Well, not this exact wheel, but I’m sure some other TTRPGs have done job trees. I’m not really aware of any except for D&D 3.5 and 4E’s respective prestige classes and paragon paths. I haven't played Burning Wheel, but its lifepath system sounds like it could be in this space.