Aabahran

Professions

edited by Erelei · · 1 revision
Contents
Contents

Thirteen trades run alongside your class. Five pull raw material out of the world. Eight turn that material into weapons, armor, food, and enchantment. You hold two at a time and no more, so a full workshop takes more than one person.

At a Glance

Milestone What happens
Level 30 First slot opens. Gathering trades only.
Level 40 Second slot opens. Gather or craft, your pick.
Rank 80 Soft cap. Roleplay carries you past it.
Rank 100 Hard cap.

Taking Up a Trade

Two slots, no more

The first slot has to be a gathering trade and you take it at level 30. The second can be anything and you take it at level 40. Nothing before 30.

Swear to the trade

Find the guild trainer and use apprentice. It costs 100 coins and the trainer hands you the tools your trade needs.

Rank drives quality

Every trade carries a rank from 1 to 100. You rank up by working the trade, and rank is what decides how good the work comes out.

80

Eighty is a soft cap. Roleplay is what pushes you past it.

Giving one up

abandon drops a trade. Your rank goes with it and the slot stays shut for seven days, so think it through before you swap.

You Need Other Players

Two slots means you cannot make everything yourself. A fletcher needs a smith for arrowheads. An alchemist needs a herbalist for roots. Whatever you do not gather, you buy, barter, or beg off someone who does.

Gathering

Gathering trades take material straight out of the world. No workshop and no supplier. You need the right tool and the right place to stand.

Trade Tool What you pull Trainer Area
mining pick, hammer Ore, raw stone, uncut gems Dhorvak Stonevein Duergar City
woodcutting axe Lumber and bark Harl Breenn, the master woodcutter The Forward Keep
butchery knife Hide, sinew, bone, meat, the odd feather Kharra Redhand The Slaughterhouse
herbalism sickle Herbs, roots, mushrooms Gryth The Great Elf Valley
fishing rod Fish, scales, the rare pearl Horgrim The Dune Sea

Anyone can cast a line and land a common catch. The trade is what lands the fish worth keeping.

Crafting

Crafting trades work that material into finished goods. Each one leans on a stat, and that stat feeds your results.

Trade Stat What you make Trainer Area
blacksmithing STR Weapons, plate, chain, repair kits, weapon mods Tobbin, the forgewright Sanctuary of Contraptions
leatherworking DEX Armor, quivers, sheaths, bags, boots Maelin Hidebinder Everwild
tailoring DEX Robes, cloaks, hoods, soft armor Mirelle, the exiled tailor Isle of Exile
fletching DEX Bows, crossbows, arrows, throwing weapons Gruk One-Eye Mountain Trail
jewelcrafting INT Rings, amulets, socket stones, gem powder Thuldrek, the dwarven lapidary Khorandain
alchemy INT Potions, transmutes, poisons Vaelira Moonveil, the lunar alchemist Swamp
enchanting INT Enchanted gear and scrolls Elaris, enchanter of the Fae High Tower
cooking WIS Food that keeps and buffs that hold through a fight Berronson Flying Citadel

Quality

Everything you gather or make carries a quality grade, and the grade shows in the item's name. The ladder runs crude, rough, standard, fine, pristine, flawless. Higher rank gives better odds at the top end.

You can call a grade when you reach for something, like get fine sardine. Make something flawless and your maker's mark is struck into it.

Commands

Trades

Command What it does
apprentice <trade> Swear to a trade at its guild trainer. Costs 100 coins and the tools come with it.
profession Your profession sheet. Add list for the catalog or a trade name for its card.
abandon <trade> Give a trade up. Rank goes with it and the slot shuts for seven days.

Gathering

Command What it does
mine <vein> Break ore out of a vein with a pick.
prospect <deposit> Split a gem deposit with a hammer.
chop <tree> Fell a tree for lumber and bark.
forage <plant> Cut herbs, roots, and mushrooms from a bush.
fish Cast a rod in any water.
butcher <corpse> Cut hide, sinew, bone, meat, and feathers from a kill.

Campfire

Command What it does
kindle <wood> Build a campfire from wood on hand.
feed <campfire> Add wood to keep a fire going.
stomp Stamp a fire out with whatever is on your feet.
douse Pour water over a fire to put it out.

Cooking

Command What it does
cook <fire> <ingredients> Cook fish, meat, and herbs into a meal over a campfire.
steep <herb> <container> Steep a herb in water over a fire for tea.

Blacksmithing

Command What it does
smelt <metal> Melt three ore of one metal down into an ingot.
craft <pattern> Forge tools, armor, and weapons from ingots.
rework <weapon> <metal> Remake a weapon you forged in another metal.
engrave <weapon> <name> Cut a name into a masterwork weapon and lay it in gold.

Leather, cloth, and fletching

Command What it does
craft <pattern> Sew hides into leather goods, cloth into soft armor, or shape wood and feather into bows and arrows.
dye <item> <dye> Work a berry's color into leather or cloth.

Jewelcrafting

Command What it does
craft <piece> [jewel] Forge a ring, amulet, bracelet, or earring from precious metal. Name an imbued jewel to set it in for good.
cutgem <stone> Work a rough stone into a gem with a chisel.
imbue <gem> [effect] Set what a cut gem will do once it is socketed.
combine <gem> Fuse three lesser gems into one of a higher grade.
socket <item> Cut a socket into a weapon or armor with a chisel. Set the gem with put.
crush <gem> Grind a stone to dust for the enchanters.

Alchemy

Command What it does
distill <herb> [herb] [herb] Run herbs through an alembic over a fire and bottle what comes out.
coat <weapon> <vial> Paint a distilled venom along a weapon.

Enchanting

Command What it does
inscribe <potion> Copy a potion's spells onto a scroll with a burin and gem dust.
glyph <item> <mark> Burn a fading mark onto body, head, or foot gear.
disenchant <item> Break an item apart for its arcane essence.