Tradesguilds#

A sword you bought is a sword. A sword you made is a promise, and everyone who sees it knows whose.

Brannoc Dunmar, forge-elder of Jewall

What a tradesguild gives you

A tradesguild is a trade your character practices: what you can make, mend and sell. You belong to two at most. Each trade has six ranks, and every rank lets you make better work and sell it for more.

Joining a guild#

Each guild keeps one hall, and its guildmaster trains every rank there, inquirer to artisan. You join by walking in and asking. You start as an inquirer, and every rank after that takes a quest, so you go back to the hall each time you’re ready for the next.

You belong to two guilds at most. Pick them as a pair: most trades lean on another for their materials, and the pairs below are the ones that supply each other best.

Leaving a guild

You can leave a guild whenever you like, and you lose every rank you earned in it. If you ever come back, you come back an inquirer.

Six ranks#

Each rank opens at a level. From that level on you can ask your guild’s hall for the rank’s quest, and passing it raises you. Failing costs nothing but the time and the material. Each guild’s page has the quest its hall sets for every rank.

  1. Level0
    Rank 1: Inquirer

    Trash to Shoddy · ×1 worth · 1d6 craft roll

    Walk into a hall and ask. The hall gives you a bench, its cheapest tools and a week of sweeping, and watches whether you come back.

  2. Level20
    Rank 2: Hobbyist

    Crude to Inferior · ×1.25 worth · 2d6 craft roll

    Make something the hall can sell, and sell it.

  3. Level40
    Rank 3: Apprentice

    Shoddy to Acceptable · ×1.5 worth · 2+3d6 craft roll

    Fetch a material the hall can't buy, from somewhere it won't send its own people.

  4. Level60
    Rank 4: Journeyman

    Poor to Fine · ×1.75 worth · 4+4d6 craft roll

    Take a commission from a stranger and deliver it on the day you promised.

  5. Level80
    Rank 5: Master

    Inferior to Flawless · ×2 worth · 5+5d6 craft roll

    Make the piece the hall names, from material you gathered yourself.

  6. Level100
    Rank 6: Artisan

    Adequate to Masterwork · ×3 worth · 6+6d6 craft roll

    Make something the guild has never seen. Only a hall that trains artisans can judge it.

Making something#

Everything a trade makes has a DC on the trade’s page. To make it, spend the material and roll your rank’s craft roll.

  1. Under the DC, the work is ruined. The material is spent and what’s left is trash.
  2. At the DC, you make it at the worst craftsmanship your rank makes.
  3. Every 3 points over the DC raises it one grade, up to the best your rank makes.

What each rank makes, worst to best. A rank never makes worse than its first grade or better than its last.

GradeDamageInquirerHobbyistApprenticeJourneymanMasterArtisan
Trash+0
Crude+1
Shoddy+2
Poor+3
Inferior+4
Adequate+5
Acceptable+6
Average+7
Fine+8
Exceptional+9
Flawless+10
Masterwork+11

Selling what you make

A merchant pays what an item is worth times your rank’s worth, from ×1 for an inquirer up to ×3 for an artisan. Craftsmanship does more than sell: a weapon adds its grade’s damage, +1 for crude up to +11 for masterwork, and from average up a piece can come out magical. Craftsmanship has the rolls.

The eleven guilds#

The trades fall into four kinds by what they work. Pick a guild to read its page: its guildmaster, the quest for every rank, how the work is done and everything it makes.

Fire and metal#

The trades of the forge, and of the ore and sand it melts.

Hide and thread#

The trades of what you wear when it isn’t metal.

Timber#

The trades of wood, from the tree to the wagon it ends up in.

Living things#

The trades of herbs and animals, gathered and tamed in the wild.

Good pairs#

Two guilds isn’t many, and most trades need another’s work before they can start. These pairs supply each other.

+
Mining and Blacksmithing

Dig your own ore and smelt your own ingots, and your forge never sits cold waiting on a supplier.

+
Mining and Jewelcrafting

Prospecting turns up the gems a jeweler cuts, and the gold and silver to set them in.

+
Sigildry and Alchemy

The better a brew, the finer the glass it needs, and sigildry blows it.

+
Leatherworking and Tailoring

Between them they make every piece of armor that isn't metal, and the packs to carry the rest.

+
Fletchery and Carpentry

A fletcher fells the trees a carpenter needs, and both work with the same chisels, lacquer and polish.

+
Animal Husbandry and Leatherworking

Break the horse, then make its saddle and bridle yourself.

+
Blacksmithing and Engineering

Most of a wagon or a siege engine is metal parts, and an engineer who forges them waits on nobody.

Which guild suits my class?#

Pick a class to see every guild ranked for it. Any class can join any guild. A natural fit is a trade whose work is close to what the class already does, and one that works well gives the class something it can use.

Where the guilds train#

Every guild has one hall, kept by its guildmaster, and every province on the surface has at least one. The trade you pick decides where you travel: a miner goes to the mountains of Jewall, an alchemist into the jungle of Menusia. Narsis and the rest of the Bleak keep none.

Where the guildmasters keep their hallsThe Frost-Riven Adit: MiningThe Frost-Riven AditMoria: BlacksmithingMoriaBlithe: JewelcraftingBlitheGilden: SigildryGildenVerinton: LeatherworkingVerintonVhall Oasis: TailoringVhall OasisDarkwood Trading Post: FletcheryDarkwood Trading PostDrumund: CarpentryDrumundTharsis: EngineeringTharsisThe Silent Jungle: AlchemyThe Silent JungleThe Faction Stables: Animal HusbandryThe Faction Stables
The halls the guildmasters keep. Narsis is under the province of Tharsis; its ring marks the Outer Reach.

The guildmasters#

Mining
Vesk Ninefingers the miners' bothy at the Frost-Riven Adit
Blacksmithing
Brannoc Dunmar a reopening stall on the Triumphal Plaza in Moria
Jewelcrafting
Ysolde Marrow the Merchant Guild Hall in Blithe
Sigildry
Mother Ilka Sorn the Primal Forge at Gilden
Leatherworking
Tavo Rennick a deer-hide tent in Verinton
Tailoring
Sahrim of the Quice the weavers' row in Vhall Oasis's central market
Fletchery
Wen Harlow the axe-grinder's shed at the Darkwood Trading Post
Carpentry
Odile Fenn the Tradesmen's Gate at Drumund
Engineering
Ludo Kesh the Engineering Post in the Spire Quarter of Tharsis
Alchemy
Verity Oake the medicine grove in the Silent Jungle
Animal Husbandry
Bram Tolley the training paddock at the Faction Stables

The halls in each province#

New Saellem
Sigildry
Jewall
Mining
Tharsis
FletcheryEngineering
Crecia
JewelcraftingCarpentry
Dumasque
Tailoring
Esthar
Animal Husbandry
Amari
Leatherworking
Moria
Blacksmithing
Menusia
Alchemy
Narsis
No hall

Menusia has no towns, so its hall is a grove in the jungle and a log to sit on.