CLASS SPECIALIZATIONS
Armorer - Artisans who specialize in the production and refinement of arms and armor, capable of crafting exquisite goods.
Carpenter - Woodworkers capable of crafting exquisite goods, employing workers from a sawmill to aid in the processing of felled trees, and building structures with a more artistic flair.
Clothier (or Stylist) - Tailors and jewelsmiths who specialize in ensuring one looks their best, capable of working with luxury fabrics and metals and crafting exquisite goods.
Trader (or Mercantiler) - Artisans who have dedicated themselves to the pursuit of haggling, trading, and the importing and exporting of goods. Though they cannot craft above superior quality items nor add unique finishing touches to finished products, they have the potential to acquire all manner of rare and unusual goods. For the right price.
GUILD SKILLS (above default caps)
- Construction: 500
- Leatherworking: 500
- Jewelsmithing: 500 (new skill I will expand upon later)
- Masonry: 500
- Metalworking: 500
- Mining: 500
- Pottery: 500
- Tailoring: 500
- Trading: 500
- Weaving: 500
- Woodworking: 500
Engrave
The ability to add some text to an item (same character limit as labels)? This is irreversible, so people will need to make sure they choose their artisan wisely. No ASCII art or symbols allowed or descriptions of doodles. Only words. This will then show on look that the item has some words written on it and can be read. For example, you can write: "Property of Black" on an item. But you couldn't do "~~~***Property of Black***~~~"
Temporary Market Stall
The ability to place a temporary market stall in a room where people can purchase your wares without you having to actively attend to your pop-up shop. You will need a handcart (or wagon) loaded up with wares in order to install the temporary stall. Anything in the handcart or wagon will be listed up for sale. The handcart or wagon will be locked in place until you uninstall it as a shop or the timer on it runs up. Any riln earned from sales will be deposited in one's bank if the stall is installed in your hometown or placed in the handcart or wagon if you're in the wilderness or not in your hometown. While acting as a temporary stall, the handcart or wagon will present in the room as "a temporary <wood type> market stall" and you can use the list command in that room to see the wares.
CLASS SPECIALIZATIONS (in detail)
The Armorer is a class specialization of the Artisan Guild.
Armorers specialize in the production and refinement of arms and armor - whether the latter be fashioned from cloth, leather, or metal - and are capable of crafting exquisite goods. Their mastery of their chosen trades allows them to add artistic finishing touches to finished products and also gives them the ability to work with rarer metals like sunsteel and celestium, should they ever acquire access to such things. For all that they are experts in the crafting of all manner of weapons, though, Armorers aren't particularly known for being experts at wielding them. Exquisite quality wooden weapons such as quarterstaffs and bows are beyond the crafting skills of an Armorer, though, and are best left to the hands of the more capable Carpenter.
CLASS ABILITIES
Advanced Techniques
The ability to work with materials classified as a certain grade of rare (such as sunsteel or celestium; I think everyone, even non-artisan crafters, should be able to work with riversteel).
Finishing Touches
This is an active use ability that allows an Armorer to add some artistic details to the item name/short description (unsure what you GMs call it here, but I'm referring to a string like "a superior steel triangle-bladed stiletto") of an item that they have crafted. The item must be classified as a weapon or a piece of armor. Using this ability will enter the Armorer into a menu like when you order a custom item at a store, letting them add various little details to the piece like a decorative pommel or some etching on the blade or haft, etc. Some of these finishing touches will require extra materials to achieve. Like say one option is a bejeweled pommel, they would need some appropriate gems in an open container that would be used.
Improve Quality
This is an active use ability that allows an Armorer to improve the quality of a leather, cloth, or metal item which is classified as either a weapon or piece of armor, assuming they have that appropriate skill (tailoring, leatherworking, and/or metalworking). They will be able to attempt to improve the quality of the item in question up to the maximum quality they could achieve from crafting (fine, superior, exquisite). The item in question doesn't have to be one they crafted themselves (can be crafted by another person or purchased from a NPC). A person cannot improve the quality of an item from, say, average to exquisite all in one go. Each attempt will improve the quality by one level if the roll is successful. If it fails, the quality will remain the same and never decrease (ie. a failed roll couldn't take a superior item back down to fine quality).
Properly Fitted
A temporary buff Armorers can give to other people by ensuring their armor is properly fitting to them. This either lightens their encumbrance a bit or gives them a morale boost or some other such thing.
CLASS SKILLS (above default caps)
- Leatherworking: 700
- Tailoring: 700
- Metalworking: 700
The Carpenter is a class specialization of the Artisan Guild.
Carpenters specialize in woodworking and construction and have learned the wisdom of outsourcing the processing of one's lumber. Through their mastery of their chosen art, they have acquired the ability to craft exquisite goods, add finishing touches to wooden products, and can even beautify the structures built upon a person's property.
CLASS ABILITIES
Clever Carpenter
Allows the Carpenter to purchase a rather expensive tag from a sawmill. After felling their own tree, the Carpenter can attach that tag to their felled tree, which will see some sawmill workers showing up to cart said tree off and debranch/chop it into logs for them. The Carpenter will receive a letter in the post when their tree is finished with being processed and they will have to journey to the sawmill and pick up their lumber themselves in their handcart or wagon and then cart it off to where it needs to go. Sawmill workers won't process lumber beyond large logs, so Carpenters will still need to saw them into timbers and planks themselves. Carpenters will still be responsible for their own stumps, though (womp womp).
Finishing Touches
Ability to add pretty final details to wooden products that the Carpenter has crafted themselves.
Improve Quality
This is an active use ability that allows a Carpenter to improve the quality of a wood item, up to the maximum quality they could achieve from crafting (fine, superior, exquisite). The item in question doesn't have to be one they crafted themselves (can be crafted by another person or purchased from a NPC). A person cannot improve the quality of an item from, say, average to exquisite all in one go. Each attempt will improve the quality by one level if the roll is successful. If it fails, the quality will remain the same and never decrease (ie. a failed roll couldn't take a superior item back down to fine quality). A Carpenter cannot improve the quality of an established structure on a farm, but they can beautify it!
Structure Beautification
The ability to mix paint (by combining dye and a paint base purchased from a NPC artisan shop) and then use that paint upon a farm structure or other large wooden thing (like a handcart? wagon?). This also gives them the ability to add some little pretty details to said structures and large wooden things like "a butterfly-etched fir animal hutch." Because muskrats need pretty homes, too. The larger a structure, the more jars of paint are required.
Wagon Construction
This ability teaches the Carpenter how to construct a wagon, which is a good deal larger than a handcart, cannot be pulled by hand, requires two horses hitched to it, can seat two people, and can hold a ridiculous amount of bodies…err. Stuff. General stuff. Requires four wheels and lots of lumber. They'll probably go on the open market for 100,000 riln each.
CLASS SKILLS (above default caps)
- Construction: 700
- Woodcutting: 500
- Woodworking: 700
The Clothier (or Stylist?) is a class specialization of the Artisan Guild.
Trained in all things fashion, the Clothier prides themselves on knowing just how to make themselves and their clients look their best through the use of an elegant wardrobe and proper styling. Due to their mastery in their chosen skills, a Clothier can work with luxury fabrics and metals, craft exquisite quality goods, and add finishing touches to their work which truly sets it apart from the rest.
CLASS ABILITIES
Advanced Techniques
Can work with rarer materials such as silk, velvet, and spidersilk, etc.
Finishing Touches
Can add pretty details to fabric, leather, or metal goods that they crafted so long as said items are classified as clothing or jewelry.
Improve Quality
Clothiers can improve the quality of fabric, leather, and metal goods, so long as the fabric/leather items are classified as clothing and not armor and so long as the metal goods are jewelry and not weapons or armor, etc.
Luxury Metals
Teaches a Clothier, through jewelsmithing, how to smelt metals like rose gold and white gold.
Properly Styled
A temporary buff they can give to other people. Morale boost and gives the other person the effect of being "Properly Styled", they feel more confident in the way their clothes are draping upon their person, etc.
CLASS SKILLS (above default caps)
- Jewelsmithing: 700
- Leatherworking: 700
- Tailoring: 700
The Trader (Mercantiler?) is a class specialization of the Artisan Guild.
Though Traders do not excel at any one craft beyond the realm of any other artisan, a Trader is a master at the art of haggling as well as the importing and exporting of goods. By leading caravans and working with trade contracts, a Trader can seek to acquire rarer items such as luxury fabrics, furs, metals, and curious artifacts which they can then sell to other artisans as well as the open market. The most martially inclined of the artisans, Traders are taught a few skills to help keep them alive while accompanying their caravans, though they will never know the combat prowess of a member of the Warrior Guild.
CLASS ABILITIES
Friends in High Places
Maybe a prereq for Master of Caravans which unlocks the ability to acquire certain rarer goods from caravans. LIKE COFFEE?! (Please, Rias, give me coffee).
Friends in Low Places
Maybe a prereq for Master of Caravans which unlocks the ability to acquire, uh, goods from caravans from less than reputable sources. Might earn some social clout with bandits or Shady Society, but also give the chance for illegal/stolen goods being found in caravan and potentially confiscated. Higher risk of this outcome in Mistral Lake. Shadgard officials less diligent.
Master of Caravans
The ability to spawn a caravan which will then need to be escorted to its destination (either Mistral Lake or Shadgard) in order to acquire the goods it carries. A Trader can hire on combat-minded persons to guard the caravan. Along the caravan's route, highwaymen will spawn based off of a few different factors such as the quality of the goods held in the caravan. Caravans, based off of the level the Trader chooses at spawn and based on the level of the Trader's trading skill, can hold anything from exotic furs to spices used in cooking to rare fabrics to gemstones, fancy chalk, etc. Low level caravans will have more basic goods, lockboxes, etc. Chances for super rare items (like a bar of riversteel) will be RARE but still possible at high levels of trading. Lots of RNG involved. I'm imagining there being certain caravan spots located throughout the Lost Lands, with the idea being that some of these spots are simply trading with other NPC outposts while others are seeing goods from outside the Lost Lands smuggled in. This would jive well with a membership in the Super Shady Society, allowing for some blackmarket shenanigans. If the Trader running the caravan is killed, the caravan is lost to the highwaymen. If a Trader has to abandon the caravan (like run to stay alive), there is a time limit in which they can rally more troops and return to the caravan to reclaim it from the highwaymen. Caravans work on a timer in which a Trader can only run one once every few days (or a week?), regardless of if the caravan failed or succeeded, to keep Traders from becoming too fabulously wealthy.
Opportunistic Bribery
Toss a random amount of riln onto the ground for an opportunity to distract your enemies! (Only works on humanoids.)
Shameless Coward
Duck behind a Warrior in your group and graciously let them take an incoming blow for your person, regardless of if they're guarding you or not.
You Saw Nothing
Ability to bribe guards at caravan inspection points when unloading a caravan in either Mistral Lake or Shadgard, in the event stolen goods are found on board and are about to be confiscated.
CLASS SKILLS (above default caps)
- Melee: 500
- Trading: 700
- Ranged: 500