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HARSHLANDS.NET > Pages > Professions  


Professions

 

 

 

 

If you are creating a new character and wish to start as a graduating apprentice, or as a worker in an unguilded profession, please contact us at the harsh account and we will try and work something out for you.  You may also want to check out the Classifieds to determine what jobs and professions may be in demand. 


Unguilded Professions

Click next to indicated professions
for crafts related to that profession.


For unguilded professions, it's simply a matter of finding someone who needs help and applying for a job. Most non-guilded professions pay in coin, leaving you on your own to find a place to live.


Butchers - Butchery relies on the skin skill. Butchery Crafts


Clergy - Those in lifelong, devout service to a church and deity. See the Religion page for information about the churches and deities, and also review the basic Clergy Guidelines.


Cooks - In some areas, baking is a specialized profession, and you usually won't see the two skills together. Cookery Crafts


Farmers - If you are creating a new character and are interested in being a produce farmer, please write to the harsh account and we will help to get you started. Farming actually uses the farming skill. Farming Crafts


Fighting Orders - Warriors for a Church. See the Clans and Enforcers Pages for contact information on becoming a member of a Fighting Order, and also the Religion page for information about the Religions sponsoring such orders.


Hunters, Foragers, Fishermen, and Gatherers - Hunting is prohibited in many areas, and may require special permission in other areas. Gathering herbs requires a license in some areas, and requires the Herbalism skill. Foraging for food is legal and free in most areas, and requires the Foraging skill. Fishing relies on the Foraging skill and requires the Catch Fish craft. Other General Crafts also relate to these professions. General Crafts


Soldiers - Generally patrol outside the cities. See the Clans and Enforcers Pages for contact information on becoming a soldier in various areas.


Town Guards - Enforcers who work for the city. See the Clans and Enforcers Pages for contact information on becoming a Town Guard in various cities.

Guilded Professions

If you are seeking a job in a guilded profession, understand that you will sign a basic apprenticeship contract. Generally these are 2-4 years of working for a master for no pay except for room and board. Approximate apprenticeship tenures for specific guilds are listed next to that guild below. The work you do will not be your own. A basic contract looks like this:


I, Master Soandso, take the man known as Ruprecht as an apprentice, so that I may teach and instruct him in the art of doing something, for four complete and continuous years from this date. I promise by this agreement to supply him with room, board, a yearly suit of clothes, and all the equipment he will need while training under me.


Ruprecht, in return, swears that he will be faithful and honest in all dealings. That he will not depart, nor take anything away from me. That he will serve and obey me in all things for four complete and continuous years from this date.


Marked by Master Soandso
Marked by Ruprecht
Witnessed by a witness
Sealed by the Mangai


Note: The apprenticeship contract is usually assumed to exist when the player agrees to become an apprentice and isn't an actual object in the game.


Most apprentices are taken from friends of the master or the offspring of other Masters. Apprentices should be YOUNG. A grown man selling himself into slavery for four years looses face and honor. Most masters in Harshlands will not take an apprentice over 20.


After your apprenticeship, as a journeyman, you will need to find at least 1 other master to complete your training. At some time you will be assigned a master project, and after that you can buy a license and pursue business on your own.

Guilds of Harshlands *


 

Apothecaries'/ Alchemists' Guild - Preparation and sale of concoctions from herbs. Guild members are also members of the Guild of Arcane Lore.

Tenure: 4 Years Apothecary/Alchemy Crafts

Litigants' Guild - Supervision transactions and as council for issues where a client may not be versed in particular laws.

Tenure: 1 Year

 


 

Guild of Arcane Lore - Scholarly association of knowledge.

Mercantylers' Guild - Intermediaries between buyers and sellers of goods. Also, all Usurers are part of the Mercantylers' Guild.

Tenure: 2 Years

 


 

Chandlers' Guild - Candle, lamp, and torch makers. Chandler shops also sell goods produced by other guilds.

Tenure: 2 Years Chandler Crafts

Millers' Guild - Ownership of mills and the milling of grain are controlled by this guild. Millier Crafts


 

Charcoalers' Guild - Sells charcoal to crafters and wealthy people to heat homes, and sometimes sells firewood in towns. Charcoaler Crafts

Ostlers' Guild - Breeding, care, and sale of horses.

Tenure: 1 Year

 

Clothiers' Guild - Production and sale of all types of clothing.

Tenure: 4 Years Clothier Crafts

Perfumers' Guild - Production and sale of soap, perfume, and incense.Physician Crafts


 

Courtesans' Guild - Provides attractive companions for a range esoteric services, not limited to but including an ordinary prostitute's narrow uses.

Physicians' Guild - Provides healing services for profit ranging from crude to magical potions and clerical magic. Physician Crafts


 

Embalmers' Guild - Preparation of corpses for burial, mostly for the upper and middle class, for most simplefolk are cremated or buried in simple graves.

Salters' Guild - Production and sale of salt and foods preserved with salt.

Tenure: 1 Year

 


 

Harpers' Guild - Musicians and musical instrument crafters

 

In Harshlands Thespians and Harpers share the same guild and are denoted by a pin in the shape of a harp.

 

Thespians' Guild - Performing arts such as jugglers, acrobats, actors, and playwrights.

 

In Harshlands Thespians and Harpers share the same guild and are denoted by a pin in the shape of a harp.

Heralds' Guild - Keepers of noble genealogies, arms, and clan history.

Timberwrights' Guild - Logging to produce lumber for for buildings, ships, bridges, woodcrafters uses, etc.

Tenure: 2 Years Timberwright Crafts

 


 

Hideworkers' Guild - Cure all types of hides and does leatherworking, creating items such as boots, whips, belts, and leather clothing.

Tenure: 3 Years Hideworker Crafts

Weaponcrafters' Guild - Design, production, and sale of weapons and armor.

Tenure: 3 Years Weaponcrafter Crafts

 


 

Innkeepers' Guild - Operation of Inns and taverns and manufacture and sale of alcoholic beverages.

Tenure: 3 Years Inkeeper Crafts

Woodcrafters' Guild - A huge guild encompassing production and sale of furniture and working with masons as carpenters on construction projects.

Tenure: 2 Years Woodcrafter Crafts

 


 

Jewellers' Guild - Creation of jewelry from precious metals and stones.

Tenure: 3 Years Jeweller Crafts

   

Lexigraphers' Guild - Manufacture and sale of writing equipment. Shops occasionally also sell maps.

     

- Non-Player Guilds (Not Available for Play, FYI Only)

Glassworkers' Guild - Production and selling of glass items such as stained, glass pottery, and windows, though windows are an expensive luxury.

Miners' Guild - Mining and smelting of all metals.

Locksmiths' Guild - Production and sale of locks, keys, and mechanical devices.

Tentmakers' Guild - Production and sale of tents, awnings, and pavilions ranging from crude to elaborate.

Masons' Guild - Stone layers, quarrymen, stonecutters, and builders of structures from small buildings to mills to temples.

Potters' Guild - Production and sale of ceramic pots, vases, urns, and etc.

Metalsmiths' Guild - Produces all metal items except those involving weapon and armor craft, coin making, and jewelry making.

Tenure: 2 Years