Tradesguilds#

Each character can choose two tradesguilds. Each tradesguild is trainable in each of the main cities of Sedia. In order to achieve new tradesguild ranks the character must complete a quest. The guild master of each guild usually requires the character to create something of difficulty or retrieve rare materials. The quests are the same in each city to gain new ranks. Once a characters rank in the tradesguild increases they have the potential to create items with higher craftsmanship. A better craftsmanship causes the item’s value to increase, allowing the character to sell the item they created for more. Better craftsmanship levels have other benefits like increasing an items damage if it’s a weapon, or increasing an items resistances if it’s armor. - engineering: Making of transportation, housing and sophisticated items - blacksmithing: Making armor, weapons, horse shoes, spurs or sharpening - tailoring: making clothes, armor, costumes spinning and dying - alchemy: herbalism, potions, pills, remedies and lore - mining: mining, smelting and purifying - jewelcrafting: forming jewelry, cutting gems, appraisal, setting gems - leatherworking: making clothes, armor, bags, girdles, bridals, skinning - animal husbandry: pet training, creature identification, horse breaking - sigildry: exotic armor, globes, wands, blowing glass - fletchery: wooden weapons, woodcutting, projectiles - carpentry: furniture, upholstery, upgrading housing value

Ranks#

| Name | Level Req. | Crafts | Worth Increase | Roll | |—|—|—|—|—| | inquirer | 0 | trash,crude,shoddy | 100% | 1d6 | | hobbyist | 20 | crude,shoddy,poor,inferior | 125% | 2d6 | | apprentice | 40 | shoddy,poor,inferior,adequate,acceptable | 150% | 2+3d6 | | journeyman | 60 | poor,inferior,adequate,acceptable,average,fine | 175% | 4+4d6 | | master | 80 | inferior,adequate,acceptable,average,fine,exceptional,flawless | 200% | 5+5d6 | | artisan | 100 | adequate,acceptable,average,fine,exceptional,flawless,masterwork | 300% | 6+6d6 |

Trainer Locations#

Different main cities have different proficiencies of trains for different tradesguilds. Some cities harbor masters of their craft while others have a clear lack of representation. Understanding the appropriate hub for your tradesguild is an important step towards learning quickly and ultimately understanding where the resources are required to become an expert.

| Name | Narsis | Tharsis | Jewall | Crecia | Dumasque | Moria | Amari | Esthar | New Saellem | |—|—|—|—|—|—|—|—|—|—| | engineering | 100 | 100 | 60 | 40 | 20 | 0 | 0 | 20 | 80 | | blacksmithing | 60 | 20 | 100 | 0 | 0 | 80 | 40 | 0 | 20 | | tailoring | 0 | 20 | 0 | 40 | 100 | 80 | 60 | 0 | 20 | | alchemy | 80 | 60 | 0 | 40 | 20 | 20 | 0 | 0 | 100 | | mining | 100 | 20 | 80 | 0 | 0 | 40 | 60 | 20 | 0 | | jewelcrafting | 0 | 100 | 20 | 80 | 60 | 0 | 0 | 40 | 20 | | leatherworking | 0 | 80 | 0 | 20 | 0 | 60 | 40 | 100 | 0 | | animal husbandry | 0 | 60 | 0 | 40 | 0 | 20 | 20 | 80 | 100 | | sigildry | 0 | 60 | 0 | 20 | 40 | 20 | 0 | 80 | 100 | | fletchery | 0 | 100 | 0 | 20 | 0 | 60 | 80 | 40 | 20 | | carpentry | 0 | 80 | 20 | 100 | 0 | 20 | 0 | 60 | 40 |