Professions

Become an expert or try them all!

Spend your free time perfecting that glass-blown drinking goblet you started on the first day. Create comfortable leather leggings to sell to adventurers who haven't mastered leathercraft. Play your stringed harp for the barmaid
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This is an incomplete list of professions. Some have descriptions, some are rather self-explanatory:

 

Artists (painters, sculptor, etc)

Atilliator (Bowyer/Fletcher)

Start by making arrows. Selecting the right wood and smith a arrowpoint of metal or chipped stone. Learn to lash the tip and the fletchings to the shaft to finish your arrow. Arrows are a great commodity in the camp economy. For a bow, learn to take yew, oak, hickory or locust and identify the natural curve, soak and tension it. Carve and notch it, decorate and paint it. Finish off by stringing it. Bows take a lot of time and work, but each one is incredibly valuable.

 

Basketweaving


Beekeeping

Many of the self-proclaimed 'bravest warriors' fear to practice this trade... A unique profession, with some profitable (and tasty) rewards. Venture to our pastures and assist our beekeeper in harvesting the honey. Of course, you are provided mesh garments to hopefully keep from getting stung. This profession has excellent rewards, and honey is a valuable commodity in the camp economy.

hammer-anvilBlacksmith

A difficult trade to master, or even get decent at. Few actually have the patience to become blacksmiths. This is a very precise profession, where safety is paramount. Spend your time assisting our resident blacksmith in the forging of things beautiful and deadly. Blacksmiths are not in considerable demand at Camp Carathir, as most metal items you will equip have already been forged, are found, or bought from vendors. There are certain tools however that only blacksmiths can make. Our blacksmith shop is idle certain days of the week for the forges to be cleaned and coal to be replenished.

 

Brewer

(21+) Harder than cooking, the art of brewing is a very precise profession, requiring skill, diligence, and cleanliness. Start by malting the grain, boiling the wort, and fermenting it. Though beer takes over 2 weeks to make, you'll be a part of much of the process, assisted by our brewmaster, and taste the end result from the previous camp session's work. The staff will be judging the brews from session to session and the results will be posted here on this site.

 

Brickmaker/Mason


Chandler (Candlemaking)

An extremely useful trade. Very few things are illuminated with electricity at our camp except for perhaps the nurses office and similar critical locations. Candlemaking is fairly easy to learn, and you will find that your skills in it will prove to be valuable. Candles are in high demand from other adventurers, and they play an important role in the camp economy.

Cookingcooking_at_role_playing_camp

 

Our chef and his helpers prepare delicious meals every day, so go and see the food page! Our cooks are more than happy to have assistance for the great banquets and outdoor open-hearth feasts that are served. Our chef richly rewards those who lend a hand and he loves to hear your recipes and try your ideas. He will teach you all you wish to learn.

 

Cooper (barrel-making)

 

Farming

Tend to the small pasture just outside of the camp perimeter. Help feed, care for, and protect the chickens and goats. Collect eggs and help harvest food for the camp. Care for lettuce, beans, berries, and other crops from the small tilled gardens and raised beds. Farmer Gil Turrow pays his farmhands handsomely. Eggs and produce also do very well in the camp economy.

 

Fishing


Gathering

Accompany one of our Rangers out into the woods in search for plants, animals, mushrooms, ore, lumber, or perhaps ancient artifacts.

glasses and mugsGlazier (Glassblowing)

Our furnace isn't roaring everyday, but there is plenty of time to craft a marvelous drinking cup, bowl, or beautiful artwork in our glassblowing shop. These commodities are quite valuable, as no two objects are alike. The camp economy is in much demand for these works. Adventurers who master this trade gain much respect among the staff and peers.

 

Healing/First Aid

 

An invaluable skill (both in camp and real life). Learn to care for the injured, providing lifesaving support to those in camp who may need it. Doctors also care not of allegiances, helping any in need, whether it be a brigand or a colleague. This study focuses on real-world applications of wilderness and first-response medicine. Applying splints, addressing heat stroke and dehydration, suturing wounds, and other useful techniques. (This is the real deal. Successful completion of these arts may result in you receiving an American Red Cross First Aid/CPR responder certification too!)

 

Historian


"Magician"


Being based in the living world, even the Archmage himself acknowledges there is no such thing as true magic. As Magistrate Carathir has said in the past:

"I am not abashed to state that my fine profession and life pursuit does not involve actual wand waving or incantations." -The Magistrate

The use and teaching of sorcery/magic in camp involves chiefly the pursuit of wisdom, visual and audible trickery, alchemy and chemistry, and subtle control over the natural world.

"Uneducated bandits and wanderers consider us dangerous wizards, but the Council strives to spread knowledge and peace. However, the ability to create unquenchable fire, confuse enemies, and predict natural phenomena can be a powerful tool when used against the weak minded." -Magistrate Carathir

The following learning branches are available to campers. Very often, these instructional lessons are at the same time as certain weapon or profession trainings, thus you'll see that those who focus on Magical Arts are few and quite specialized:
1. Alchemy
--Geomancy (earth)
--Hydromancy (water)
--Aeromancy (air)
--Pyromancy (fire)
2. Combat applications and tactics
--Advanced I - distractions
--Advanced II- infliction
3. Language/translations/runes
4. Divination and predicitons
--Stellar/cosmology
--Lunar
--Weather

 

Minstrel (Musician)

For the musically inclined, there are a number of instruments including harps, fifes, viols, and lutes available to play. There is a minstrel in-camp, and he/she is eager to teach aspiring musicians. If you already have skill with such instruments, you can play for your peers or the staff, and expect to have some silver coins thrown your way.


Pottery


Quartermaster/Provisions


Tailoring/Leatherworking

Though considered separate trades, our resident tailor just happens to also be an expert leatherworker. These are useful trades to learn, as the clothing and leather armor is comfortable and stays relatively cool even during the summer. As a tailor or leatherworker, you will learn to cut patterns, dye fabric, and sew to create clothing. Clothing is in considerable demand in the camp economy, and as the days progress and your skill increases, more amazing and valuable outfits are available to the camp as a whole.

Woodcraft/Craftsman
Our resident craftsman teaches you to create amazing carven objects as well as boxes, goblets, barrels, tools, and furniture. There are no modern (or electric) tools here, only hand saws, chisels, varnishes, and brushes. There are many quests and items that woodcrafting can help you with, and our woodshop is always active. Woodcraft is a very useful trade.