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To Skills |
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Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents ability in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
Check:
You can practice your trade and make a decent living, earning about half
your Profession check result in gold pieces per week of dedicated work. You know
how to use the tools of your trade, how to perform the profession's daily tasks,
how to supervise helpers, and how to handle common problems.
Action:
Not applicable. A single check generally represents a week of work.
Try Again: Varies.
An attempt to use a Profession skill to earn an income cannot be retried. You
are stuck with whatever weekly wage your check result brought you. Another check
may be made after a week to determine a new income for the next period of time.
An attempt to accomplish some specific task can usually be retried.
Untrained: Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.
Liber
Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
The witch
can use many of her skills to earn a living. Witches often learn a trade as
a local alchemist, healer, mid-wife, or even scholar.
Professions
Merchants
Alewife
The Ale-House Door, oil on canvas Date ca. 1790
A
female alehouse keeper
Banker
Beer seller
Butcher
The
Butcher's Shop, oil on canvas painting by Annibale Carracci, early 1580s, Kimbell
Art Museum Date early 1580s Annibale Carracci (1560–1609) Link back to Creator
infobox template
Chapman
Travelling merchant
Costermonger
Fruit seller
Fishmonger
Study of Hawaiian Fish, oil on canvas painting by Hubert Vos, 1898, Honolulu Academy of Arts Date 1898
Fish
seller
Fruitier
Fruitseller
Glass seller
Person who sellls glass objects
Grocer
Harberdasher
Seller
of men's clothing
Hay merchant
Innkeeper
Feuermüller In einer Dachauer Wirtsstube 1855.jpg In einer Dachauer Wirtsstube, Öl auf Lwd., 64,5 x 56,7 cm Date (1855) Moritz Müller (1807–1865)
Ironmonger
One who
sells things made of iron
Mercer
Merchant
Katsushika
Hokusai (1760–1849)
Oil merchant
Old-clothes dealer
Peddler
Pie seller
Sebastian Stoskopff (1597–1657) Title : Korb mit Gläsern, Pastete und einem Brief Date : um 1640
Poulter
Frans Snyders (15791657) Title: Wildbrethändler Date: 2nd quarter of 17th century
Seller of
poultry
Skinner
Spice
merchant
Spicer
grocer
or dealer in spices
Taverner
Waterseller
Wine seller
Joseph-Noël Sylvestre (1847-1926) Title: A good drop!
Wood seller
Artists/Entertainers
Barker
Person
who advertises at the entrance to a show
Fiddler
Young man with a violin Date (1710) Jan Kupecký (1667–1740)
Fool
Fortune Teller
Liber Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
Kartenlegerin Year c. 1508
(Wisdom,
Trained Only)
Fortune
Telling can be done for fun, profit or even to aid true divinations. Every rank
represents a different type of fortune telling (divination) the character knows.
These skills allow the witch (or other classes) to make some divinatory predications.
Most are simple guesses and may be used to support the user economically. However
this skill may also be used to stack with abilities, feats or spells that confer
divination powers.
The most common types of fortune telling are, Astrology (use of the stars), Chiromancy (palm reading), I Ching (special coins), Numerology (by numbers), Spiritual Consultation (asking spirits by means of a special board), Tarot (use of special cards) and Tassography (Tea Leaves). Others, though somewhat less common are, Ceromancy (hot wax or molten lead dropped in water), Coscinmancy (how water runs out of a sieve), Halomancy (by casting salt), Haruspicy (from the entrails of animals), Hieromancy (sacrificing animals), Hydromancy (by water), Lampadomancy (by movement of a flame), Lithomancy (by casting stones or dice), Oneiromancy (by dreams), Phrenology (examining the bumps on a person·s head), Pyromancy (starring into a fire), Sortilege (drawing lots), and Theomancy (by oracles or divine inspiration).
Anyone can make a living as a fortune teller. Witches for the most part view fortune telling as being a true possible outcome and typically believe in the readings they make. bards view fortune telling as another type of performance, entertainment for some and means of income. Rogues are interested in using fortune telling to improve their own futures, by parting would-be marks with their burdensome extra money. Of course individuals can and do vary.
Check: A fortune telling check can be made only if the intended reader is physically present. The DC of the roll determines how much knowledge is gained. Typically the fortune teller will want to know some basic information about the customer first. An astrologer will want to know a birthday or a spiritual consultant will want to know what spirit the customer wants to contact.
Retry: Yes, but it's not always easy to tell if what occurs will conform to what had been determined through the use of this skill. A failed check results in wrong or misleading information. Once the fortune teller realizes she failed, she may retry the check again.
Result:
While the true results are always left up to the GM, the table below is a
good general indication of what the witch can tell.
Fortune Telling | DC |
Determination of
the basic personality traits of a customer (materialist or spiritual, physical
or intellectual, evasive or straightforward, calm or nervous, etc.) Earnings: 1d10 CP/day | 10 |
Determination of
more personal, but not uncommon life events or personally traits. (loss of a parent,
“you had a pet as a child that you loved”) Earnings: 1d10 SP/day | 15 |
Determination of
more personal, uncommon life events or personality traits. (“your brother
preceded you in death.” “You left on bad terms with your mother.”) Earnings: 2d10 SP/day | 20 |
Determination of
something specific, but minor. (“the ring you lost will be found”
“you recently put your trust in a good friend and was betrayed.”)
or vague allusions to the future that could come true (“do not trust the
man in green.”) Earnings: 3d10 SP/day | 25 |
Determination of
something specific and very important to the customer (“your brother’s
killer has a long scar on his face.”) or more specific allusions to future
events (“You will discover the killer by the light of a full moon.”) Earnings: 1d10 GP/day | 30 |
Determination of
something very specific to the customer’s present or future. (“You
mother’s ring is at the bottom of the well north of town.” “Your
brother’s killer is the Baron.”) Earnings: 2d10 GP/day | 35 |
Special: For every five levels of Profession (Fortune Teller) a spellcaster gains a +2 synergy effect when using Ritual Casting on divination type spells.
The character can add levels of Bluff for a synergy benefit with Perform when doing fortune telling as an act.
GM's Note: Dealing with Fortunes This
skill, because of its dealings with destinies and the future, is a dangerous one
and its use might even be restricted when used on PC's. GM's should be aware that
this skill could, under the right circumstances, cause much trouble to their hard
worked plots, and even be able to spoil events of the future. Truly crafty GM's
can use it effectively by playing off the vagueness of the reading. This skill
can be good to develop interesting and complex storylines, but too much of a good
thing can end up as trouble. |
Fresco
painter
Glasspainter
Harper
David_spielt_vor_Saul_die_Harfe Date 16 c Lucas van Leyden
(14941533)
Illuminator
limner
Illuminator of books
Lutenist
A lute player
Musician
Alexandre-Louis
Leloir (18431884) Title Interlude musical Date 1874
Organist
Painter
Honoré Daumier (180879), The Painter.
Portraits
and landscapes
Piper
Player
Sculptor
Singer
Troubadour
A troubadour (Perdigon) playing his fiddle.
From Wikipedia, the free encyclopedia
A troubadour was a composer and performer of Occitan lyric poetry during the High Middle Ages (1100–1350).
The troubadour school or tradition began in the eleventh century in Occitania, but it subsequently spread into Italy, Spain, and even Greece. Under the influence of the troubadours, related movements sprang up throughout Europe: the Minnesang in Germany, trovadorismo in Galicia and Portugal, and that of the trouvères in northern France. Dante Alighieri in his De vulgari eloquentia defined the troubadour lyric as fictio rethorica musicaque poita: rhetorical, musical, and poetical fiction. After a "classical" period around the turn of the thirteenth century and a mid-century resurgence, the art of the troubadours declined in the fourteenth century and eventually died out around the time of the Black Death (1348).
The texts of troubadour songs deal mainly with themes of chivalry and courtly love. Most were metaphysical, intellectual, and formulaic. Many were humorous or vulgar satires. Works can be grouped into three styles: the trobar leu (light), trobar ric (rich), and trobar clus (closed). Likewise there were many genres, the most popular being the canso, but sirventes and tensos were especially popular in the post-classical period, in Italy, and among the female troubadours, the trobairitz.
Tumbler
Writer
Farming and Workers with Flora and Fauna
Falconer
Geertgen tot Sint Jans
breeds,
trains, hunts with falcons
Farmer
Fisherman
Forester
game warden
or forest ranger
Fowler
Person who
hunts for wildfowl
Gamekeeper
Richard
Ansdell (18151885) Title The Gamekeeper
Goatherd
Hawker
Breeds, trains, hunts with hawks
Herbalist
Liber
Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
(Wisdom,
Trained Only)
Witches are rumoured to be accomplished herbalists. In any case a witch can make a living concocting herbal cures, homeopathic remedies or even simple spice mixtures for cooking, cleaning or other uses.
Herbalist
can identify naturally occurring plants and herbs. She can also prepare simple
herbals.
Task | DC |
Identify common herbs or plants. | 10 |
Mix
simple herbal concoctions (spice tea, aromatic herb bundle, curry powders) | 12 |
Brew simple healing potion (heals 1d4 hp) | 15 |
Herbalist can make a living selling her herbal concoctions as per the Profession description.
Special: A person with five or more ranks in Heal gains a +2 synergy bonus with Profession (Herbalist), and vice versa when creating healing balms, ointments or potions.
A
person with five or more ranks in Alchemy gains +2 synergy bonus when concocting
any alchemical elixir based on naturally occurring herbs.
Horseleech
veterinarian, farrier
Horse trainer
Hunter
Huntsman
Peter
Paul Rubens (15771640) Date 1615-1616
Master
of hounds
Molecatcher
Ostler
cares for
horses
Oyster raker
worker
on an oyster fishing boat
Parker
Caretaker
of a park
Plowman
First
farm work of the year, sowing and ploughing and suchlike. The castle in the background
is Lusignan. Detail from the calendar Les très riches heures from the 15th
century. This is a detail from the painting for March.
Rat catcher
Reaper
Sheepshearer
Shepherd
William-Adolphe
Bouguereau Title Pastourelle [Shepherdess]
Swineherd
1559Rose-Marie
und Rainer Hagen Pieter Bruegel d. Ä. um 1525 - 1569. Bauern,
Narren und Dämonen, Köln: Benedikt Taschen Verlag 1999 S. 30 bzw. 37
ISBN 3-8228-6590-7
Thresher
Tillerman
Trapper
Woolcomber
Woolman
Person who sorts wool into differing grades
Scholars
They may have called it the dark ages for lack of scientific output, but there are still people interested in the world around them, willing to poke and prod it until something broke.
Astronomer
Dean
Librarian
Mathematician
Philosopher
Professor
Scrivener
Tutor
Sailors
Bargeman
Boatman
Canaller
Canal boat
worker
Ferryman
Hobbler
Boat tower
on a river or canal
Mariner
Navigator
Pilot
Sailor
Sea
captain
Ship's
captain
Shipchandler
Ship
provisioner
Waterman
Riverboat sailor
Ordinary People
Almoner
A
distributer of money and food to the poor
Begger
Crofter
tenant
of a small piece of land
Hermit
Housewife
Landlord
Peasant
Pilgrim
Watchman
Craftsmen
European Guild
Zástava remeslných cechu v N. Strašecí 10.9.2008
From Wikipedia, the free encyclopedia
In the Early Middle Ages most of the Roman Craft organizations, originally formed as religious confraternities, had disappeared, with the apparent exceptions of stonecutters and perhaps glassmakers. Gregory of Tours tells a miraculous tale of a builder whose art and techniques suddenly left him, but were restored by an apparition of the Virgin Mary in a dream. Michel Rouche remarks that the story speaks for the importance of practically transmitted journeymanship.
The early egalitarian communities called "guilds" (for the gold deposited in their common funds) were denounced by Catholic clergy for their "conjurations"—the binding oaths sworn among artisans to support one another in adversity and back one another in feuds or in business ventures. The occasion for the drunken banquets at which these oaths were made was December 26, the pagan feast of Jul: Bishop Hincmar, in 858, sought vainly to Christianize them.
By about 1100, European guilds (or gilds) and livery companies began their medieval evolution into an approximate equivalent to modern-day business organizations such as institutes or consortia. The guilds were termed corps de métiers in France, where the more familiar term corporations did not appear until the Le Chapelier Law of 1791 that abolished them, according to Fernand Braudel[4] The guild system reached a mature state in Germany circa 1300 and held on in the German cities into the nineteenth century, with some special privileges for certain occupations remaining today.
The
latest guilds to develop in Western Europe were the gremios of Spain that signalled
the progress of the Reconquista: Barcelona (1301), Valencia (1332) and Toledo
(1426). Not all city economies were controlled by guilds; some cities were "free".
Where guilds were in control they shaped labour, production and trade; they had
strong controls over instructional capital, and the modern concepts of a lifetime
progression of apprentice to craftsman, journeyer, and eventually to widely-recognized
master and grandmaster began to emerge. As production became more specialized,
trade guilds were divided and subdivided, eliciting the squabbles over jurisdiction
that produced the paperwork by which economic historians trace their development:
there were 101 trades in Paris by 1260, [5] and earlier in the century the metalworking
guilds of Nuremberg were already divided among dozens of independent trades, in
the boom economy of the thirteenth century. In Ghent as in Florence the woolen
textile industry developed as a congeries of specialized guilds. The appearance
of the European guilds was tied to the emergent money economy, and to urbanization.
Before this time it was not possible to run a money-driven organization, as commodity
money was the normal way of doing business.
A center of urban government:
the Guildhall, London (engraving, ca 1805)
The guild was at the center of European handicraft organization into the sixteenth century. In France, a resurgence of the guilds in the second half of the seventeenth century is symptomatic of the monarchy's concerns to impose unity, control production and reap the benefits of transparent structure in the shape of more efficient taxation. Although many people believe there were guilds for food to travel to soldiers, in Europe during the 16th century there were only craft making guilds
The guilds were identified with organizations enjoying certain privileges (letters patent), usually issued by the king or state and overseen by local town business authorities (some kind of chamber of commerce). These were the predecessors of the modern patent and trademark system. The guilds also maintained funds in order to support infirm or elderly members, as well as widows and orphans of guild members, funeral benefits, and a 'tramping' allowance for those needing to travel to find work. As the guild system of the City of London decayed during the seventeenth century, the Livery Companies devolved into mutual assistance fraternities along such lines.
European guilds imposed long standardized periods of apprenticeship, and made it difficult for those lacking the capital to set up for themselves or without the approval of their peers to gain access to materials or knowledge, or to sell into certain markets, an area that equally dominated the guilds' concerns. These are defining characteristics of mercantilism in economics, which dominated most European thinking about political economy until the rise of classical economics.
The guild system survived the emergence of early capitalists, which began to divide guild members into "haves" and dependent "have-nots". The civil struggles that characterize the fourteenth century towns and cities were struggles in part between the greater guilds and the lesser artisanal guilds, which depended on piecework. "In Florence, they were openly distinguished: the Arti maggiori and the Arti minori—already there was a popolo grasso and a popolo magro". Fiercer struggles were those between essentially conservative guilds and the merchant class, which increasingly came to control the means of production and the capital that could be ventured in expansive schemes, often under the rules of guilds of their own. German social historians trace the Zunftrevolution, the urban revolution of guildmembers against a controlling urban patriciate, sometimes reading into them, however, perceived foretastes of the class struggles of the nineteenth century.
In the countryside, where guild rules did not operate, there was freedom for the entrepreneur with capital to organize cottage industry, a network of cottagers who spun and wove in their own premises on his account, provided with their raw materials, perhaps even their looms, by the capitalist who reaped the profits. Such a dispersed system could not so easily be controlled where there was a vigorous local market for the raw materials: wool was easily available in sheep-rearing regions, whereas silk was not.
Organization
The structures of the craftsmen's associations tended everywhere in similar directions: a governing body, assisting functionaries and the members' assembly. The governing body consisted of the leader and deputies. In Florence of the Middle Ages as consul, officialis or rector, in France as consul, recteur, baile or surposé, in Germany Zunftmeister or Kerzenmeister, in England alderman, graceman or master, depending on the type of Craft.
The guild was made up by experienced and confirmed experts in their field of handicraft. They were called master craftsmen. Before a new employee could rise to the level of mastery, he had to go through a schooling period during which he was first called an apprentice. After this period he could rise to the level of journeyman. Apprentices would typically not learn more than the most basic techniques until they were trusted by their peers to keep the guild's or company's secrets.
Like journey, the distance that could be travelled in a day, the title 'journeyman' derives from the French words for 'day' (jour and journée) from which came the middle English word journei. Journeymen were able to work for other masters, unlike apprentices, and generally paid by the day and were thus day labourers. After being employed by a master for several years, and after producing a qualifying piece of work, the apprentice was granted the rank of journeyman and was given documents (letters or certificates from his master and/or the guild itself) which certified him as a journeyman and entitled him to travel to other towns and countries to learn the art from other masters. These journeys could span large parts of Europe and were an unofficial way of communicating new methods and techniques, though by no means all journeymen made such travels - they were most common in Germany and Italy, and in other countries jorneymen from small cities would often visit the capital.
After this journey and several years of experience, a journeyman could be received as master craftsman, though in some guilds this step could be made straight from apprentice. This would typically require the approval of all masters of a guild, a donation of money and other goods (often omitted for sons of existing members), and the production of a so-called masterpiece, which would illustrate the abilities of the aspiring master craftsman; this was often retained by the guild.
The medieval guild was established by charters or letters patent or similar authority by the city or the ruler and normally held a monopoly on trade in its craft within the city in which it operated: handicraft workers were forbidden by law to run any business if they were not members of a guild, and only masters were allowed to be members of a guild. Before these privileges were legislated, these groups of handicraft workers were simply called 'handicraft associations'.
The town authorities might be represented in the guild meetings and thus had a means of controlling the handicraft activities. This was important since towns very often depended on a good reputation for export of a narrow range of products, on which not only the guild's, but the town's, reputation depended. Controls on the association of physical locations to well-known exported products, e.g. wine from the Champagne and Bordeaux regions of France, tin-glazed earthenwares from certain cities in Holland, lace from Chantilly, etc., helped to establish a town's place in global commerce — this led to modern trademarks.
In many German and Italian cities, the more powerful guilds often had considerable political influence, and sometimes attempted to control the city authorities. In the 14th century, this led to numerous bloody uprisings, during which the guilds dissolved town councils and detained patricians in an attempt to increase their influence.
The example of Chester
In Chester England the earl had given a charter to the guild merchants at the end of the 12th century assuring them of the exclusive rights for retail sales within the city (excepting fairs and some markets where 'foreigners' could pay for the privilege of selling).
Guildsmen had to be freemen of the city. They had to take an oath to serve the city and the king. There were four ways to become a freeman: by apprenticeship of five or seven years, by being born as the son of a freeman (in 1453 dues were remitted to a token 10 shillings 1/2 denarius), by purchasing membership (in 1453 this was 26s8d), or by becoming an honorary freeman as a gift of the assembly.
As well as running local government, by electing the 78 common councillors, the guilds took responsibility for the welfare of their members and their families. They put on the Chester Mystery Plays and the Chester Midsummer Watch Parade. Guildsmen had to attend meetings, often in local inns or in the towers on the city walls. No person of any 'arte, mystery syence, occupacion, or crafte' could 'intermeddle' or practice another trade. In the 15th century the Innkeepers threatened to brew their own beer and the Brewers took them to court and won.
Charters of incorporation were given to each guild, the earliest to the Bakers in 1462. Of the original 25, 19 companies were recorded in 1475. In 1533 another company formed. This was the Merchant Venturers who were the only traders allowed to merchandise in foreign ports and, at first, they were not able to do any manual trade or retail in the city.
In 1694 rules were regularly being broken and it was ordered that 'No man shall have any commerce, Trade or Dealing with any man that shall sett up Stale (stall) or Hake in the street of ye said Citie neither at the ffaire or market but to dispose of his goods at his shoppe or house he keeps all the yeare'. But this was the beginning of the end for the guild's monopoly of city trade.
Shoemaker
Beim Schuhmacher. Öl auf Leinwand. Signiert "Julius Faber" und datiert 1850. 50 x 67 cm Date 1850 Julius Faber (19th century)
Person
who makes and repairs shoes
Furrier
Person who
makes and repairs goods made of furs - esp. clothes
Tailor
"The village tailor". Oil on canvas, 53 × 42 cm. Kunstmuseum Solothurn. Date (1894) Albert Anker (18311910)
Person
who makes and repairs clothing
Jeweler
Maker of
jewelry
Pastrycook
Baker specializing
in pastries
Mason
Bricklayer
Carpenter
Person
who constructs things from wood
Weaver
De mulieribus claris Date 15th century
Weaver
of cloth
Chandler
Person who
makes candles
Cooper
Person
who makes and repairs barrels and tubs
Baker
Person
who makes bread and other baked goods
Scabbard maker
maker
of scabbards
Hatmaker
maker of
hats
Saddler
maker of
saddles
Chicken butcher
butcher
of chickens
Purse maker
Maker
of purses
Meat butcher
butcher
of all sorts of meats, esp beef
Buckle maker
maker
of buckles
Blacksmith
Person who
works with iron to form metal implements esp farm tools.
Roofer
Person who
makes and repairs roofs
Locksmith
Person who makes
and repairs locks
Ropemaker
Maker of
rope
Tanner
Preparer
of leather
Rugmaker
Maker of
rugs
Harness maker
Maker
of harnesses
Bleacher
Cutler
Person
who makes and repairs cutlery
Glover
Glovemaker
Less Common Craftsmen
Architect
A
designer of buildings and other constructions
Arkwright
a
maker of "arks" -- wooden chests or coffers
Armorer
Balancemaker
Basketmaker
Beekeeper
Also
known as apiarist
Beerbrewer
Bellfounder
Casts the large civic bells of the cities
Bellmaker
these are
the little bells that go on sleighs and clothing
Blockcutter
Person
who prepares wood for block printing
Bonecarver
Bookbinder
Bookprinter
Bowyer
Brazier
Makes brassware
Brewer
Bricker
brick baker,
not mason
Bricklayer
Broderer
Embroiderer
Bronzefounder
Brushbinder
Builder
Buttonmaker
Cabinetmaker
Cardmaker
Cartwright
Carver
Chainmaker
Charcoalburner
Cheesemaker
Clockmaker
Clothier
Cobbler
Shoe Repairer
Coiner
Combmaker
Compasssmith
Confectioner
Coppersmith
Cordwainer
Delver
Ditchdigger
Drycooper
Drywaller
Dyer
Engraver
Makes
plates for printing
Fabricshearer
Trims
Cloth and makes pleats for customers
Feltmaker
Fletcher
Founder
Foundryman
Fuller
Cloth
worker who shrinks, beats, presses cloth
Furniture
maker
Gemcutter
Girdler
Leather
worker who made girdles and belts, chiefly for the Army
Glassblower
Glazier
Goldbeater
Makes gold
leaf
Goldsmith
Gravedigger
Grinder
Knife sharpener
Gunsmith
Gunstocker
Hatter
Person
who makes and repairs hats
Horner
Craftsman
who works in horn -- spoons, combs, Musical
instruments
Joiner
Skilled
carpenter
Knifesmith
Lacemaker
Lanternmaker
Lapidary
worker with
precious stones,usually other than diamonds
Leadworker
Lensgrinder
Linenspinner
Lorimer
Maker of
horse gear
Lutemaker
Mailer
Enameller etched decoration onto Plate mail
Mailmaker
Mapmaker
Also
known as cartographer
Miner
Mintmaster
Coin stamper
Nailmaker
Nedeller
Maker of
needles
Netmaker
Oilmaker
Papermaker
Parchmenter
Pattenmaker
Pewterer
Physician
Pinmaker
Plasterer
Plattner
sheet metal
beater
Plumber
Pot mender
Potter
Printer
Quarryman
Rectifier
Person who
distilled Alcohol
Redsmith
Craftsman
who works with brass
Roper
Maker of
ropes, nets
Sailmaker
Saltboiler
Salter
Makes
or deals in salt
Sawyer
Saws
timbers to boards
Scythesmith
Seamstress
Shingler
Wooden roof
tiler
Shipwright
"Men from Francisco de Orellana's expedition building a small brigantine, the "San Pedro", to be used for searching for food."
From Wikipedia, the free encyclopedia
Shipbuilding is the construction of ships. It normally takes place in a specialized facility known as a shipyard. Shipbuilders, also called shipwrights, follow a specialized occupation that traces its roots to before recorded history.
Shipbuilding and ship repairs, both commercial and military, are referred to as the "naval engineer". The construction of boats is a similar activity called boat building.
The
dismantling of ships is called ship breaking.
Silversmith
John Singleton Copley (17381815) Title Paul Revere Year 1768
From
Wikipedia, the free encyclopedia
A silversmith is a craftsperson who makes objects from silver and/or gold. The terms 'silversmith' and 'goldsmith' should be treated as synonyms: as the techniques, training, history, and guilds are or were largely the same.
Silversmithing
is the art of turning silver and gold sheetmetal into hollowware (dishes, bowls,
porringers, cups, vases, ewers, urns, etc.), flatware (forks, spoons, knives,
etc.), and other articles of Household silver.
Smelter
Smith
blacksmith
Spectaclesmaker
Spurrer
Maker of
spurs
Stonecarver
Stonecutter
Swordsmith
Tallowchandler
Tapestrymaker
Thatcher
A thatcher is a person who thatches buildings, i.e. roofs them with reeds or straw.
Thonger
Maker of
leather straps or laces
Threadmaker
Tinker
A tinker
is an itinerant tinsmith, who mends household utensils.
Tinsmith
Turner
Lathe worker
Typefounder
Vintner
Waxchandler
wheelwright
Wiredrawer
Woodcarver
Woodcutter
Woodturner
Service Occupations
Barber
Cuts hair shaves and does minor surgery
Copyist
Person who copies books and documents
Doctor
r
Laundress
Person who owns or runs a laundry also known as lavendar
Maidservant
Porter
Person who carries burdens
Restaurateur
Person who
owns or runs a restaurant
Water carrier
Less common service occupations
Attendent
Bagger
Bath
attendent
Bather
owner of
a bath
Bodyservant
Butler
Carman
Person who drives
a vehicle for transporting goods
Carter
Cartier
Chamberlain
Chimney
sweep
Clerk
Cook
Cowherd
Dairymaid
Woman Milking a Red Cow. 1650s Karel Dujardin (16261678)
Dentist
Gerard van Honthorst (15901656) Title The Dentist
Dog
trainer
Drayman
Cart
driver
Dung carter
Farrier
Groom
Harlot
vagabond,
beggar, rogue, loose woman
Herald
Link
Person who
will carry a torch to guide people through the night
Maid
Midwifery
Liber
Mysterium
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
4th Chapter illustration, a woman giving birth on a birth chair.
From: Eucharius Rößlin, Der Swangern frawen vnd hebamme(n) roszgarte(n). Hagenau: Gran, um 1515.
(Wisdom,
Trained Only)
Midwifery deals with the birthing and care of newborn babies
and their mothers. A witch with the midwife skill can aid in birthing, delivery
and care of the newborn. The witch can increase the chance a woman will survive
the birth. The pregnant woman can add 2 extra points to her own Constitution score
because of the witch.
The
base DC for delivering a baby is 15.
Task | DC |
To determine when a baby will be born. 10 To deliver a baby. | 15 |
To deliver twins.
(+1 to DC for every multiple baby after 2, i.e. DC19 for triplets). | 18 |
Natal complications (breech birth, baby not breathing) | +2 |
Mother complications (mother not breathing, passing out) | +2 |
Understanding the differences in different humanoid births and practices. (special complications of half-orcs, elven birthing rituals) | +2 |
These modifiers are cumulative.
Retry:
Generally, no. A mid wife can recheck the baby’s birth, but previous
checks will always bias her; adds +2 to the DC. In other tasks, once the baby
is born it’s born.
Miller
Landscape
with Windmills, Oil on panel, 1607 (1607) Jan Brueghel (I) (15681625)
Nurse
Panter
Keeper of
the pantry
Paperer
needlemaking
industry -- inserted needles into paper to prepare for selling
Pavyler
put up
pavilions/tents
Potboy
Cleans out
chamber pots
Privycleaner
Procurator or Proctor
A kind of legal agent or
representative
Quartermaster
Ragpicker
Sorts
through leftover rags, find re-usable ones
Raker
Street sanitation
worker
Scullion
Senaschal
Senior steward
Solicitor
Lawyer
Stillroom
maid
Surgeon
Tapster
Bartender/barmaid
Wagoner
Wagon
or cart driver
Weeper
Wetnurse
To Skills |
The Worlds of Mankind is owned and created by Mark John Goodwin
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