conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Feirgon: You pause as you take in the view before you. You have spent weeks travelling west and these last few days have been the hardest. Though there are roads, this mountain range is not to be traveled by the faint of heart and more than once you have feared the trek would be too much.
  
  But you have reached a semi-apex; an opening from which you can make out the lands of your, soon to be, new home of Vaeldor. You survey the rich landscape nearly nine-hundred square miles surrounding the city. You make out a river that flows down from these mountains, passes near the city, and into the ocean far to the west. To the north is a dense greenery, presumably a forest, but unbroken and vast. Even from your vantage point you cannot see past it. The lands to the south lose their color and look craggy and barren. But in the center of your view are the rolling hills and lush green of viable farmlands. From here, it is not hard to see why Vaeldor is where it is.
  
  But you have a few more weeks of travel before your trip is concluded. So you take a deep breath, log the view to memory, and continue your trek.  
  
   
  
    Welcome to Vaeldor.
  
  You have traveled as far west as civilization can carry you and you now find yourself at the gates of the exploration city of Vaeldor. It seems the stories hold true, this is no mere outpost. The streets are bustling with life. Most notably are the many adventurers who seem to come and go from the city. This city maybe civilized, but there is wilderness not too far from it's walls... Which is why you are here. You dream of practicing your art of craft but could not make a foothold in the stuffy guilds of the central lands.
  
  It is here you hope to make a name for yourself and hone your craft.  
  
   
  
  
  You are an artisan of great skill but little renown. Your goal is to have your name/skill/legacy be known far and wide. However, you will need to manage a shop to ensure you don't end up on the street (also not a helpful look for one's renown). And you are aware that you will not be able to do this all alone. As such, you will find an apprentice here to both aid you and to ensure that your knowledge and work will not be lost.
  
   
   Spoiler: Big 16 
  
  1. What game system are you running (D&amp;D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
  
    Homebrew 1d100 System 
  
  2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
  
    Medieval Fantasy Crafting 
  
  3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
  
   Any number 
  
  4. What's the gaming medium (OOTS, chat, e-mail etc.)?
  
    OOTS 
  
  5. What is the characters' starting status (i.e. experience level)?
  
    Master Artisan 
  
  6. How much gold or other starting funds will the characters begin with?
  
    10 Wealth, 5 Common Materials, Level 1 Workshop, 1 Apprentice 
  
  7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
  
    Each player must fit a different supply of goods or niche. For example, if there are only a few players, one could be a blacksmith. But if more than one player would like such a role, then they could agree that one is a weaponsmith while the other is an armorsmith. Also, the goods you create must be in a form that is readily usable to an adventurer. As such, you cannot be a gemcutter, but you could be a jeweler. Ask if you are unsure.
  
  NOTE: If multiple people want a specific specialty and cannot come to an agreement, I will select the submission with a stronger background. 
  
  8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
  
    The average person in this world is human. But if you wish to play a certain race,  you must describe how that race fits in civilized society in this world.  Yes, I am asking you to world-build for me, but that's because I am putting my world-building energies elsewhere :P .
  
  9. By what method should Players generate their attributes/ability scores and Hit Points?
  
   
   
   Full array: 80, 60, 60, 50, 50, 40, 40 
   Half array: 80, 60, 60 (4*8d10) 
   
  
  NOTE: Talking the half array is a gamble, so no rerolls and no switching to full array. You have been warned. 
  
  10. Does your game use alignment? What are your restrictions, if so?
  
    Not applicable 
  
  11. Do you allow multi-classing, or have any particular rules in regards to it?
  
    Not applicable 
  
  12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
  
    Make dice rolls in a spoiler at the end of a IC post. If necessary, you can make a dice roll in the OOC and link to an IC post if forgotten/erroneous. 
  
  13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
  
    This entire system is homebrewed. Technically, you don't need to know all the details as I will be providing end of turn results for every player. However, the rules will be added below.  
  
  14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
  
    A one paragraph background is the minimum requirement and must include how your character set-up shop in Vaeldor. However, background will be what I use to break ties if multiple players want the same mastery. Possible other stuff to include in a background: personal tutelage and previous master, your failure to break into the guilds of the central lands, the place where your grew-up, major life events, etc. 
  
  15. Does your game involve a lot of hack &amp; slash, puzzle solving, roleplaying, or a combination of the above?
  
    Roleplaying is the only one that applies here, but there is a bit of "shop management" as well. 
  
  16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
  
    Since this is all homebrew, ask if you want add something not included. 
   
  
   
   Spoiler: Submission Template 
  
   Name: 
   Occupation/Craft: 
   Workshop/Store Name: 
   Appearance: 
   Background: 
   Skills: 
   
   Spoiler: Skill Arrays 
  
  Full array: 80, 60, 60, 50, 50, 40, 40
  Half array: 80, 60, 60 (4*8d10)
  
  Assign these stats to the skill below.
   
  
   
   Craft: 
   Sell: 
   Gather: 
   Mentor: 
   Research: 
   Hunt: 
   Explore: 
   
   Apprentice Name: 
   Apprentice Description: 
   Apprentice Skills: 
   Roll these stats in order. 
   
   Craft: 5d10 
   Sell: 5d10 
   Gather: 5d10 
   Mentor: 5d10 
   Research: 5d10 
   Hunt: 5d10 
   Explore: 5d10 
   
   
  
   Gameplay Overview: 
  Each game turn represents one month.
  Each game turn you will provide three actions for your master crafter.
  Each game turn you will provide one action and three "practice" skills for each apprentice.
  Skill checks are 1d100+skill level.
  Certain actions will generate renown.
  Renown limits max skill level, workshop level, sale price of goods, and number of apprentices.
  Characters will gain skill levels by taking actions and through training.
  Apprentice training becomes less effective as their skills increase.
  At a certain skill level apprentices will leave or the player may choose to retire their master to allow the apprentice to run the shop.
  Each game turn, your shop will automatically sell the highest grade good available.
   
   Spoiler: Available Actions 
  
       Action  
    Cost  
    Goal  
    Result&lt;50 (Fail)  
    50&lt;=Result&lt;100 (Mitigated Failure)  
    Result&gt;=100 (Success)  
   
    Craft: Goods 
   1 Common Material 
   Create goods to sell (profit) 
   Poor goods (.5 sale price of Normal goods) 
   Normal goods 
   Premium goods 
   
    Craft: Recipe 
   Depends on recipe 
   Using exotic materials to create more valuable goods (renown and profit) 
   Double cost of common material and wealth 
   Spend 1 extra common material and wealth 
   No additional cost. 
   
    Sell 
   - 
   Sell more goods at a higher price (profit) 
   Sell 1 extra good 
   Sell 1 extra good at +2 sale price 
   Sell 2 extra goods at +2 sale price 
   
    Gather 
   - 
   Add to stockpile of common materials (resources) 
   Gain 2 common materials 
   Gain 3 common materials 
   Gain 5 common materials 
   
    Mentor: Skill 
   1 Common
  Material/ Apprentice 
   Increase a skill of your apprentice(s) 
   +3/2/1 to a skill 
   +5/4/3 to a skill 
   +10/8/6 to a skill 
   
    Mentor: Apprentice 
   2 Wealth 
   Add a new apprentice or replace an existing one: dependent on renown. 
   Spend an additional 2 Wealth, Gain an average apprentice 
   Gain an average apprentice 
   Gain a gifted apprentice (+10 to all skills) 
   
    Research: Recipe 
   1 Exotic Material (once when starting research) 
   Increase knowledge of a given exotic material: bonus +5% per level of workshop (recipe) 
   +0% recipe completion 
   +10% recipe completion 
   +25% recipe completion 
   
    Research: Area 
   1 Wealth 
   Reveal location of an undiscovered exotic material 
   +25% location discovered 
   +50% location discovered 
   +100% location discovered 
   
    Hunt: - 
   2 Wealth 
   Discover an exotic material or gather a known exotic material (resources and renown) 
   +2 common material 
   +1 rare material 
   +1/+2 exotic material 
   
    Explore: Area 
   2 Wealth 
   Chart unexplored lands (resources, profit, and renown) 
   Find/Discover POI (lose something) 
   Discover POI (gain something) 
   Discover/Find Location (bonus exploration in location) 
   
    Explore: Location 
   See System Details 
   Unlock hidden secrets and find hidden treasures (resources, profit, recipes, artifacts, renown) 
   Wealth 
   Minor reward(s) 
   Major reward(s) 
   
    Hire Employee 
   Increase Monthly costs by 1 for each employee 
   Gain a boost in production in either Crafting, Selling, or Gathering: must be the first action of the month (resources and profit) 
   N/A 
   N/A 
   N/A 
   
    Upgrade Workshop 
   Next Level^2 Wealth and Next Level*5 Materials 
   Increase limits and bonuses related to workshop level: renown must be hire than workshop level 
   N/A 
   N/A 
   N/A 
   
    
   
  
  When talking any explore action, include [rollv]5d100 for possible different results on multiple tables.
  
  
   
  
   System Details 
   
   Spoiler 
  
  This game uses d100 rolls to determine if a given action is successful.
   
conversations.from: human
conversations.value: Feirgon: Readjusting...
  
  Character 1 rolls:
   
   Spoiler: John Parding 
  
   
    (8d10)[ 35 ]  
    (8d10)[ 55 ]  
    (8d10)[ 22 ]  
    (8d10)[ 39 ]  
    (8d10)[ 47 ]  
   
  
  Hammilton:
   
   C:  (5d10)[ 13 ]  
   S:  (5d10)[ 31 ]  
   G:  (5d10)[ 23 ]  
   M:  (5d10)[ 30 ]  
   R:  (5d10)[ 15 ]  
   H:  (5d10)[ 32 ]  
   E:  (5d10)[ 23 ]  
   
   
  
  
  Character 2 rolls:
   
   Spoiler: Leyna Town 
  
  
  Chorpa:
   
   C:  (5d10)[ 18 ]  
   S:  (5d10)[ 33 ]  
   G:  (5d10)[ 37 ]  
   M:  (5d10)[ 31 ]  
   R:  (5d10)[ 22 ]  
   H:  (5d10)[ 40 ]  
   E:  (5d10)[ 16 ]  
   
   
conversations.from: human
conversations.value: Feirgon: John Parding:
   
   Spoiler: Skills 
  
  C: 80
  S: 59
  G: 67
  M: 59
  R: 35
  H: 22
  E: 51
   
  
   
   Spoiler: Status 
  
  Wealth: 10
  Common Material: 11/20
  Rare Material: 1
  Exotic Material: 2 (blood pearl, trimerald)
  Employees: 2/2 (gather, craft)
  Workshop Level: 2
  Monthly Operating Cost: 6
  Renown: 2
  Apprentices: 1/1
  Goods: -
   
  
   
   Spoiler: Recipes 
  
  None
   
  
   
   Spoiler: Hammil, Level 2 
  
  C: 40
  S: 44
  G: 49
  M: 43
  R: 37
  H: 53
  E: 48
   
conversations.from: human
conversations.value: Feirgon: Leyna Town
   
   Spoiler: Skills 
  
  C:52
  S:34
  G:53
  M:64
  R:53
  H:72
  E:60
   
  
   
   Spoiler: Status 
  
  Wealth: 6
  Common Material: 4/20
  Rare Material: -
  Exotic Material: 1 (Platinum Hart)
  Employees: 0/2
  Workshop Level: 2
  Monthly Operating Cost: 5 (loan)
  Renown: 2
  Apprentices: 1/1
   
  
   
   Spoiler: Recipes 
  
  Rare (1x Ashen Malfic, 1 common material, 1 rare material)
   
  
   
   Spoiler: Chorpa, Level 1 
  
  C:45
  S:49
  G:50
  M:43
  R:48
  H:43
  E:37
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 1 Actions 
  
  Mentor:Craft =  (1d100+39)[ 95 ] 
  Craft =  (1d100+70)[ 80 ] 
  Craft =  (1d100+70)[ 99 ] 
  
  Hammil: Sell =  (1d100+31)[ 128 ] 
   
  
  
  Leyna Town
   
   Spoiler: Round 1 Actions 
  
  Mentor:Gather =  (1d100+50)[ 82 ] 
  Mentor:Craft =  (1d100+50)[ 69 ] 
  Hunt =  (1d100+70)[ 166 ] 
  
  Chorpa: Gather =  (1d100+37)[ 71 ] 
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 1 Results 
  
  Spent: 3 basic resources, 2 wealth
  Gained: 2 normal goods
  Sales (3+1): 6 wealth
   Net Change: -3 basic resources, +4 wealth 
  
  XP: Mentor +4, Craft +3
  Hammil: +8 Craft, +10 Sale, +3 Gather, +3 Research
   
  
  
  Leyna Town
   
   Spoiler: Round 1 Results 
  
  Spent: 2 basic resources, 3 wealth
  Gained: 2 basic resources, Ashen Malfic (Flower)
  Sales: 0 wealth
   Net Change: -3 wealth, Ashen Malfic 
  
  XP: Mentor +6, Hunt +1
  Chorpa: +10 Gather, +8 Craft, +3 Research, +3 Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 2 Actions 
  
  Gather =  (1d100+43)[ 62 ] 
  Craft =  (1d100+73)[ 113 ] 
  Craft =  (1d100+73)[ 107 ] 
  
  Hammil: Gather =  (1d100+26)[ 61 ] , Research, Craft, Explore
   
  
  
  Leyna Town
   
   Spoiler: Round 2 Actions 
  
  Mentor: Research =  (1d100+56)[ 66 ] 
  Gather =  (1d100+40)[ 62 ] 
  Hunt =  (1d100+71)[ 117 ] 
  
  Chorpa: Research (Ashen Malfic) =  (1d100+25)[ 48 ] , Craft, Mentor, Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 2 Results 
  
  Spent: 2 basic resources, 2 wealth
  Gained: 1 masterwork good, 4 basic resources
  Sales: 4 wealth
   Net Change: +2 basic resources, +2 wealth 
  
  XP: Gather +4, Craft +3
  Hammil: +5 Gather, +3 Craft, +3 Explore, +3 Research
   
  
  
  Leyna Town
   
   Spoiler: Round 2 Results 
  
  Spent: 1 basic resources, 3 wealth, Ashen Malfic
  Gained: 2 basic resources, Platinum Hart (Plant), +5% Ashen Malfic recipe
  Sales: 0 wealth
   Net Change: +1 basic resource, -3 wealth, -Ashen Malfic, +5% Ashen Malfic recipe, Platinum Hart, , +1 renown 
  
  XP: Mentor +4, Gather +2, Hunt +1
  Chorpa: +10 Research, +3 Craft, +3 Mentor, +3 Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 3 Actions 
  
  Mentor: Research =  (1d100+43)[ 123 ] 
  Craft =  (1d100+76)[ 150 ] 
  Craft =  (1d100+76)[ 160 ] 
  
  Hammil: Gather =  (1d100+31)[ 118 ] , Mentor, Craft, Explore
   
  
  
  Leyna Town
   
   Spoiler: Round 3 Actions 
  
  Mentor: Explore =  (1d100+60)[ 66 ] 
  Gather =  (1d100+42)[ 138 ] 
  Upgrade Workspace
  
  Chorpa: Research (Ashen Malfic) =  (1d100+35)[ 40 ] , Craft, Mentor, Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 3 Results 
  
  Spent: 3 basic resources, 2 wealth
  Gained: 1 masterwork good, 5 basic resources
  Sales: 4 wealth
   Net Change: +2 basic resources, +2 wealth, +1 renown 
  
  XP: Mentor +4, Craft +3
  Hammil: +5 Gather, +5 Research, +3 Mentor, +3, Craft, +3 Explore
   
  
  
  Leyna Town
   
   Spoiler: Round 3 Results 
  
  Spent: 11 basic resources, 6 wealth
  Gained: 3 basic resources, 5 wealth (loan)
  Sales: 0 wealth
   Net Change: -8 basic resource, -1 wealth, +5% Ashen Malfic recipe, loan, +1 workshop level 
  
  XP: Mentor +4, Gather +2
  Chorpa: +10 Research, +3 Craft, +3 Mentor, +3 Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 4 Actions 
  
  Mentor: Craft =  (1d100+47)[ 139 ] 
  Gather =  (1d100+64)[ 87 ] 
  Upgrade Workshop
  
  Hammil: Gather =  (1d100+36)[ 112 ] , Research, Explore, Hunt
   
  
  
  Leyna Town
   
   Spoiler: Round 4 Actions 
  
  Gather =  (1d100+44)[ 65 ] 
  Craft =  (1d100+40)[ 53 ] 
  Research (Ashen Malfic) =  (1d100+50)[ 102 ] 
  
  Chorpa: Craft =  (1d100+32)[ 73 ] , Sell, Research, Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 4 Results 
  
  Spent: 11 basic resources, 6 wealth
  Gained: 8 basic resources
  Sales: 0 wealth
   Net Change: -3 basic resources, -6 wealth, +1 workshop level 
  
  XP: Mentor +4, Gather +2
  Hammil: Gather +10, Research +3, Explore +3, Hunt +3
   
  
  
  Leyna Town
   
   Spoiler: Round 4 Results 
  
  Spent: 2 basic resources, 5 wealth
  Gained: 3 basic resources, 2 normal goods
  Sales: 3 wealth (1 normal good)
   Net Change: +1 basic resource, -2 wealth, +1 normal good, +35% Ashen Malfic recipe 
  
  XP: Gather +4, Craft +2, Research +1
  Chorpa: Craft +5, Sell +3, Research +3, Explore +3
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 5 Actions 
  
  Hire Employees: Gather and Craft
  Mentor: Craft =  (1d100+51)[ 92 ] 
  Craft =  (1d100+79)[ 132 ] 
  
  Hammil: Hunt =  (1d100+35)[ 67 ] , Research, Explore, Craft
   
  
  
  Leyna Town
   
   Spoiler: Round 5 Actions 
  
  Gather =  (1d100+48)[ 87 ] 
  Craft =  (1d100+42)[ 127 ] 
  Research (Ashen Malfic) =  (1d100+51)[ 99 ] 
  
  Chorpa: Sell =  (1d100+36)[ 98 ] , Craft, Hunt, Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 5 Results 
  
  Spent: 2 basic resources, 7 wealth
  Gained: 3 basic resources, 1 premium good, 1 normal good
  Sales: 4 wealth (1 pg)
   Net Change: +1 basic resource, -3 wealth, +1 normal good 
  
  XP: Mentor +3, Craft +1
  Hammil: Hunt +5, Craft +8, Reserach +3, Explore +3
   
  
  
  Leyna Town
   
   Spoiler: Round 5 Results 
  
  Spent: 1 basic resources, 5 wealth
  Gained: 3 basic resources, 1 premium good
  Sales: 7 wealth (1 pg, 1 ng)
   Net Change: +2 basic resource, +2 wealth, -1 normal good, +20% Ashen Malfic recipe 
  
  XP: Gather +4, Craft +2, Research +1
  Chorpa: Sell +5, Craft +3, Hunt +3, Explore +3
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 6 Actions 
  
  Mentor: Mentor =  (1d100+54)[ 139 ] 
  Sell =  (1d100+55)[ 99 ] 
  Gather =  (1d100+66)[ 127 ] 
  
  
  Hammil: Craft =  (1d100+35)[ 97 ] , Research, Explore, Hunt
   
  
  
  Leyna Town
   
   Spoiler: Round 6 Actions 
  
  Sell =  (1d100+30)[ 110 ] 
  Craft =  (1d100+44)[ 50 ] 
  Research (Ashen Malfic) =  (1d100+52)[ 126 ] 
  
  Chorpa: Craft =  (1d100+40)[ 76 ] , Mentor, Sell, Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 6 Results 
  
  Spent: 2 basic resources, 6 wealth
  Gained: 5 basic resources, 2 normal goods
  Sales: 6 wealth (2 ng)
   Net Change: +3 basic resources, 0 wealth 
  
  XP: Mentor +4, Sell +2, Gather +1
  Hammil: Mentor +10, Craft +5, Research +3, Explore +3, Hunt +3
   
  
  
  Leyna Town
   
   Spoiler: Round 6 Results 
  
  Spent: 2 basic resources, 5 wealth
  Gained: 0 basic resources, 2 normal goods
  Sales: 6 wealth (2 ng)
   Net Change: -2 basic resource, +1 wealth, +35% Ashen Malfic recipe (complete) 
   New Recipe: Rare (1x Ashen Malfic, 1 common material, 1 rare material) 
  
  XP: Sell +4, Craft +2, Research +1
  Chorpa: Craft +5, Mentor +3, Sell +3, Explore +3
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 7 Actions 
  
  Explore: Area (NorthWest) =  (1d100+47)[ 120 ] 
   
   Spoiler 
   (5d100)[ 61 ][ 45 ][ 74 ][ 64 ][ 89 ](333) 
   
  
  Sell =  (1d100+57)[ 100 ] 
  Mentor: Explore =  (1d100+58)[ 112 ] 
  
  Hammil: Hunt =  (1d100+43)[ 115 ] , Research, Sell, Gather
   
  
  
  Leyna Town
   
   Spoiler: Round 7 Actions 
  
  Craft =  (1d100+46)[ 108 ] 
  Craft =  (1d100+46)[ 51 ] 
  Gather =  (1d100+52)[ 141 ] 
  
  Chorpa: Sell =  (1d100+44)[ 50 ] , Mentor, Gather, Explore
   
conversations.from: human
conversations.value: Feirgon: John Parding
   
   Spoiler: Round 7 Results 
  
  Spent: 2 common material, 9 wealth
  Gained: 6 common material, 1 rare material, 1 normal good, 1 exotic material (discovered) - blood pearl, found a location
  Sales: 4 wealth, 1 exotic material - trimerald (2 ng+event)
   Net Change: +2 common material, -5 wealth, +1 rare material, +2 exotic material, -1 normal good 
  
  XP: Explore +4, Sell +2, Mentor +1
  Hammil: Explore +10, Hunt +10, Research +3, Sell +3, Gather +3
   
  
  
  Leyna Town
   
   Spoiler: Round 7 Results 
  
  Spent: 2 common material, 5 wealth
  Gained: 5 common material, 1 normal good, 1 premium good
  Sales: 7 wealth (1 ng, 1 pg)
   Net Change: +3 common material, +2 wealth 
  
  XP: Craft +6, Gather +1
  Chorpa: Sell +5, Mentor +3, Gather +3, Explore +3
   