Rivyn's Domain

The Seventh Sun
The Gods of Xaltoria
The Many Races of Xaltoria
The Trades of Xaltoria
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Magic in Xaltoria
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The Trades of Xaltoria


Alchemy is a skill which allows players to make mixtures in several forms providing different effects. Healing, mana regeneration, counteract poison, invisibility, focus and stamina regeneration are just a few of the mixtures Alchemists can make.

Alchemists make special oils and powders for bakers to use in their food to add special magical properties and mixtures for farmers to use in their soil to help food grow faster and with magical qualities. They also have the 'brewing' skill to make alcoholic beverages. (woohoo!)

Alchemists make dyes for other types of trade professions: metal dye, fabric dye, leather dye, paint, wood stains, etc. A good alchemist is very important to all classes.
Alchemists purchase tools and supplies from an alchemist supply shop. Books will also be available for free use at workshops specific to this trade skill. Recipes will be given to Alchemists when they level. Special recipes for colors and potions can also be purchased at some special events.

Some of the materials an Alchemist uses will be found around the land, in forests, near rivers, etc. The Alchemist have the choice to purchase materials from shops or other players, or to go find the materials for themselves.

Alchemists have a potion book in which they place recipes to all their potions. This allows them to keep special and unique potions to themselves. The book will be bonded specifically to that person and will be of no use to anyone else.


Baking is a combination of food skill and pottery skill. Bakers want to have nice containers, jars, plates and glassware in which to serve their wares and we feel that bakery and pottery is a good mix of trades.

Baking and pottery are both useful trades, but neither could really stand alone as a trade for 100 levels. Combining the two will give players who choose to be bakers more options. Bakers will be able to make containers not only for themselves and other players, but also for alchemists who will need vials and potion jars. The better a baker is at pottery, the better their jars will be and the longer they will keep food fresh.

Bakers will be able to make food, of course. All kinds of recipes will be available to the baker as they level. They will also be able to purchase special and unique recipes at special events and from special merchants.

Bakery food will allow players to heal, gain stamina, and regain mana faster. Eating good food will also help a character stay healthier and get sick less (yes you will catch colds in TSS). Characters DO have to eat in TSS. It will not be a choice, if you don't eat, you will starve and become sick.

Bakers have a cookbook in which to place their recipes. It is bonded to them and can not be used by anyone else. This will ensure that any special recipes the baker has will remain his or her secret.

Bakers use molds and stencils to make pottery and will include designs on their pottery and serving ware as their skill improves.


Blacksmithing is a very useful skill as it allows players to make armor, weapons and tools for other trade classes. Blacksmiths are able to make many different kinds of armor.

Blacksmiths also apply etchings to their work using etching patterns to add extra detail to their work and use metal dyes to color whatever they make. Smiths are necessary to repair damaged armor, weapons and tools.

Smiths purchase supplies at supply shops and have the 'mining' skill, which lets them mine for metal if they choose. Mining for metal can also yield precious metals and stones useful to a Jeweler though Smiths can use precious metals too.

Smiths have a 'Smith's Secrets' book in which they keep their etching patterns. The book is bonded to the Smith and no one else will be able to use it. The book will also stay with the Smith when he or she dies which allows them to have unique patterns which can not be copied by others.


Carpenters make all kinds of things like furniture and tool parts. Even more unique and fun will be the fact that carpenters can actually build buildings.

Carpenters will be able to purchase supplies from local lumber mills and other trade persons. They MAY have a 'lumberjacking' skill which would allow them to harvest their own wood, but this is still under consideration.

Carpenters have the 'mason' skill, allowing them to work with brick and mortar as well as wood. This aids in the contruction of buildings that require brick foundations. A carpenter can also choose to hone his or her skills in masonry and become a sculptor making statues and such.

Carpenters will be able to use stains and paints to color their creations, as well as stencils to add patterns to them. They will be able to study 'embellishment' which will allow them to add gilding and other decorations.

Carpenters have a 'Drawings' book, in which they place their patterns and plans for furniture. This allows them to collect unique and hard to find plans and patterns to make special furniture. The book will be bonded to them, and no one else will be able to use it.


Farmers are a unique trade skill to TSS. They grow food. This may not sound impressive, but farmers are VERY important. The more farmers an area has, the more food it produces, and the more population it can support.

How is this important? To a Ruling House, it is very important. Without enough farmers, food shortages will occur and houses will be unable to employ enough guards. With a shortage of food and guards, the house could be a risk of being taken over by a competitor.

There is also an NPC population. They need to eat, purchase items and live their lives just like players. The more food an area is producing, the more NPC's it can support and the more money the area makes for a Ruling House.

Farmers will grow food crops, herbs and other plants for alchemists and flower fields. They have the livestock skill which allows them to raise animals which can be sold to bakers for food. They also raise horses, dogs, cats and other pets that can be sold to players.

Farmers grow excellent quality food which bakers will seek to purchase to make their recipes better. Farmers are automatically awarded a plot of land and a very basic home. As the farmer's skill grows, the home will get bigger and other structures will be added to their plot of land.

Farmers will be able to purchase seeds and special animals at events and from merchants as well as local shops and marketplaces.

Farmers may also be able to extend their skills to the breeding of animals as well.  So many possibilities here, folks!


Jewelers will craft jewelry from precious metals and stones. Rough gems will be found while players are adventuring or mining, and those stones need to be cut by a jeweler before they are of any real value. Once cut, the gems and stones can be enchanted by an enchanter to have special properties and fashioned into jewelry by the jeweler.

As trade people get better at their trades, they will be able to make socketed equipment. Enchanted gems can be placed into the equipment to give it magical properties.

Jewelers make jewelry that is not only useful, but also beautiful. Using etching patterns much like a blacksmiths, but much more delicate, jewelers can apply designs and patterns to their jewelry. Using molds, they can fashion precious metals into different shapes and designs.

Jewelers will be able to purchase special unique and rare molds and patterns at events. They will have a jewel craft book that will allow them to store their patterns. The book will be bonded to them and of no use to any other player.

Jewelers can choose to learn mining and mine for their gems and precious metals, or they can purchase them from supply shops and other players. Equipment for the jeweler can be made by other trade professions or purchased at supply shops.


Merchants have a trade, making money. In TSS, we try not to limit the ways in which they can make money and try to provide them with many tools and chances to make a copper or two.

The first and probably easiest way is through obtaining contracts. Shop owners, trading posts, and other establishments will need supplies from other areas and to have their supplies delivered. The merchant can collect contracts and take items to and from different locations. The farther a merchant travels, the more commission he or she will make.
While contract running can be easy and lucrative, it can also be boring. As a merchant progresses to higher levels, they will be able to open shops, hold auctions, open bars, taverns, inns and even apartment buildings. They will be able to rent rooms to players who may be unable to purchase their own home.

Merchants can also become loan sharks. They will be able to make loans to people through the bank and charge interest, set payment arrangements and more. They can open pawnshops where people can pawn their items for money and have to pay a percentage to get the item back.

Merchant shops can contain found items, items purchased from other areas, items made by other trade people, items purchased from special events, and more. Merchants also have access to wholesalers who only sell to merchants.

Merchants can also open warehouses in which they can store goods and rent space to other players. Merchants will get discounts from NPC shop owners and special event merchants.
Merchants are here to make money and improve the world they live in. They can open just about any business establishment you can think of. Keep in mind, property leads to property taxes and sales lead to sales tax, but all in all, merchants stand to make a good deal of money, and have fun doing it.


Tailoring is a skill that combines making clothing and containers with the ability to work with leather. Leatherworking will be a sub skill and allow the tailor to make armor, shoes, leather containers, belts and other accessories.

Tailors will be important to all classes that cannot or do not wish to wear metal armor. Casters will go to them for their quality cloth armor, and other classes will benefit from their leather armor.

Tailors will be able to make clothing as well. Using patterns and dyes, they can add decorations and color to anything they make. They can also study embellishment, which will allow them to add more intricate decoration to their work.

Tailors will be able to buy special patterns from merchants, which will allow them to make many different types of clothing, armor, footwear and containers. With the embellishment skill, they will have dozens of possible looks for every item they create.

Tailors will also be the ones to apply House crests and Merchant crests to clothing and leather armor, as well as repair clothing and leather armor. Keep in mind, player made items are the only ones that can be enchanted by enchanters and tailor made items are no different.

Tailors will have a pattern book which will hold all their patterns. The book will be bonded to the tailor so no one else will be able to use it. This will keep rare and unique patterns safe from use by other trade people.


Tinkering is a skill specific only to gnomes. Tinkering allows gnomes to make mechanical inventions. Everything from clocks to a compass will be made with the tinkering skill.
Tinkers can also make elements for mechanical weapons such as crossbows. While locks can be made by Locksmiths (thieves), a tinkered lock is all the harder to pick. Tinkers are able to purchase special blueprints from merchants and will have a portfolio in which they can keep their prints. The portfolio will be bonded to the tinker so that only he or she can use the prints inside.

Supplies for tinkers can be purchased from other trade professions or supply shops.

King and Rook Chess Pieces

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