Trade Catalogue
Citizens of Ramath-lehi are generally schooled between the ages seven and twenty-two. During the years that they spend in various institutions they may specialize in a variety of subjects. However, most characters tend to only major in two trades. Trades should reflect what your character does, or wishes to do for a living.
Trade Ranks
All character trades are assigned trade ranks. A trade rank indicates just how much knowledge/ability your character has concerning their chosen trade.
Rank | Character Age | About |
Basic | 1 to 15 | Your character knows the fundamentals of the trade and have started to show promise in their trade area. Should time be allowed they could advance to the next level with their knowledge. |
Apprentice | 16 to 23 | Your character has considerable knowledge concerning their trade. A lot of the learning is done by the character him/her/itself with usually a supervisor or teacher monitoring/challenging their progress and aiding when needs be. |
Journeyman | 24 to 30 and older | Your character knows really all there is to know about their trade. They have fully graduated from their teaching institution and may be under the guidance of a "Master" in their specific subject area. Most characters do not bother to pursue someone to act as their Master and are content with simply their graduated status. Journeyman status allows a character to teach the younger generation of characters.
Those who have acquired Journeyman status or higher are allowed to teach younger generations of characters. So if you wish to roleplay a teacher, please make sure that they are 24 or older. |
Master | 31 and older | Your character knows everything there is to know in their specified trade area. Some Master's reach out to the youth and teach them what they know while others are content to keep their vast knowledge to themselves. They are considered the "know-it-alls" on their subjects and should be respected. If a character is a Master on a specific subject they are, more often than not, recognized by the Graders (which in itself can be both a good and bad thing).
You must have special permission in order to roleplay a Master. Master ranks are not allowed to players who are creating their very first character. |
On character profiles, trades are ordered first by trade rank (so a Journeyman rank will show up before a Basic), and then are ordered alphabetically. What order your character's trades are displayed in do not necessarily reflect what your character chooses to major in.
Trade Schools
All trades are broken down into six separate schools of learning. They are listed below.
- Art and Design School includes all trades devoted to aestheticism.
- Magic School includes all trades dealing with the manipulations of Fronima.
- Sciences School includes all trades dealing with knowledge of the universe and how it functions.
- Skills and Practises School includes all trades which can be used actively to accomplish a specific task.
- Social and Literature School includes all trades devoted to rhetoric.
- Spiritual School includes all trades devoted to metaphysical and religious practises.
All Trades
Trade | School / Discipline | Summary |
---|---|---|
Acrobatics | Skills and Practises | The ability to perform gymnastic feats requiring skillful control of the body with artistic dexterity. |
Acting | Skills and Practises | The art, profession, or activity of those who perform in stage plays, films, commercials, etc. |
Aerobatics | Skills and Practises | The ability to perform spectacular flying feats and maneuvers while in the air. |
Aerokinesis | Magic | The ability to manipulate air with one's mind. |
Alchemy | Sciences | Also known as Transmutation. The chemical science and speculative philosophy aiming to achieve the power of transmutation (the conversion of one element or nuclide into another, either naturally or artificially), the discovery of the panacea (a remedy for all illnesses or difficulties), and the discovery of a means of indefinitely prolonging life. |
Animal Breeding | Skills and Practises | An involvement with the genetic understanding as well as the carrying-out of animal reproduction. Involves being knowledgeable on genes, pre and post natal care, and rearing of the offspring. |
Animal Herding | Skills and Practises | The ability to keep flock animals safe from harm by using staves, animals, or other means to keep them together. Also requires basic knowledge of herding area and its natural residents. |
Animal Training | Skills and Practises | Being capable enough with animals to teach them tricks, useful acts, and proper behaviors. |
Archaeology | Sciences | The scientific study of material remains (as fossil relics, artifacts, and monuments) of past Ramathian and alien life and activities. |
Archery | Skills and Practises | The use of traditional bows and / or crossbows to shoot projectiles, the most common being arrows and bolts. |
Architecture | Art and Design | The study of design and building, including the mathematic analysis of materials and other criteria needed to erect a successful structure. |
Archon and Light Lore | Magic | |
Assassination | Skills and Practises | Extensive knowledge of weapons and tactics used to kill others - usually persons in power - for money. |
Astrology | Spiritual | The study of the positions and aspects of celestial bodies in the belief that they have an influence on the course of natural Ramathian occurrences and pendragon affairs. |
Astronomy | Sciences | The scientific study of matter in outer space, especially the positions, dimensions, distribution, motion, composition, energy, and evolution of celestial bodies and phenomena. |
Biokinesis | Magic | The manipulation of land and small living organisms with one's mind (trees, land, grass, bugs, etc.). |
Biology | Sciences | A branch of knowledge that deals with the study of living organisms and vital processes. |
Botany | Sciences | A branch of Biology dealing with the study of plant life. |
Bribing | Skills and Practises | The art of persuading somebody with an offer, often something illegal, in hopes to get something in return. |
Cartography | Art and Design | The art or technique of making maps or charts. |
Cheating | Skills and Practises | The art of misleading, eluding, or deceiving through trickery or swindling. |
Chemistry | Sciences | The science of matter, as well as its structures, properties, and reactions to other matters. |
Climbing | Skills and Practises | The act of climbing (ascending mountains, buildings, etc.) as either an activity, job, or sport. |
Con Artistry | Skills and Practises | The art of exploiting or swindling the confidence of another. |
Conversation | Social and Literature | The art of speaking to and with others in a casual environment. |
Cooking | Skills and Practises | The often innate but likewise as often learned ability to either mix ingredients from scratch, or else a recipe, to concoct foods, drinks, and other gourmet artistry. |
Cosmetics | Art and Design | The art of applying make-up in order to improve appearances. |
Crafting | Art and Design | The art of constructing pieces out of scrap materials, such as wood, paper, or other odds and ends. |
Creating Stories | Social and Literature | The ability to come up with characters and a plot, and either write it down or speak it orally. |
Cryokinesis | Magic | The ability to conjure and manipulate water in all of its forms (ice, steam, etc.) with one's mind. |
Daemon and Darkness Lore | Magic | |
Dancing | Skills and Practises | The art of using body movement to show emotions, stories, thoughts, etc as of form of expression. |
Dark Sorcery | Magic | |
Debate | Social and Literature | The fine art of taking a stand on a two-sided argument, and backing your statement up with factual eloquence. |
Drafting | Art and Design | The art of designing machines and machina through delicate sketches and maps. |
Drawing | Art and Design | The ability to use one's hands in order to create art with pencil and paper media. |
Dream Weaving | Magic | The magic in interfere, transform or even create dreams. |
Electrician | Skills and Practises | An occupation that deals with the repair or installation of electrical fixtures. |
Electrokinesis | Magic | The ability to conjure and manipulate electricity with one's mind. |
Elemental Kinesis | Magic | |
Elemental Sorcery | Magic | The ability to manipulate the elements (fire, air, water, and earth) using words or short incantations. A verbal form of magic. |
Elemental Summoning | Magic | The ability to summon short-lived elemental creatures (fire, air, water, and earth) from Fronima using incantations, gestures, or spells. |
Embalming | Skills and Practises | The art of preparing the deceased for burial. |
Empathy | Spiritual | The ability to sympathize and comfort to a maximum degree. |
Enchanting | Magic | A character born or practiced in the art of enchanting items with magical properties. |
Escape Artistry | Skills and Practises | The ability to break loose from confinement, no matter the situation. |
Fashion Design | Art and Design | The art of designing and using materials in order to create all kinds of clothing. |
Fighting | Skills and Practises | The art of combat. Fighting has various forms and styles. Some forms deal with expertise with a particular weapon, whereas others deal with the body as one's only defence. |
Filmmaking | Art and Design | A producer or director of motion pictures, especially one working in all phases of production. |
Fishing | Skills and Practises | The ability to use hooks, snares, baits, and nets in order to catch fish. This trade requires ultimate patience. |
... further results |
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