Making a Living - Shifts & Jobs¶
"Anyone can forage a handful of roots. The forager who signs on for the morning pitch comes home with a full sack, a few coppers, and hands that have learned something. Put in a shift."
You can scrape by on one-off actions - forage here, fish there -
but the real way to build coin, standing and skill is to work a
shift: sign on at a venue and put in a focused stretch of work. This
is the engine room of an honest livelihood (and a quietly excellent
way to grind a skill).
At a glance¶
| Start a shift | Be at a shift venue, then /shift start |
| Check progress | /shift status |
| Stop early | /shift end |
| A shift pays | Coin + reputation with the venue's faction + skill SP |
| It costs | Time (several phases) and fatigue - it's a working day |
| Best for | Steady income and grinding a specific skill |
How a shift works¶
- Go to a venue that runs shifts (the table below) and
/shift start. You sign on for a timed stretch - a working block of several phases. - The work comes in tasks, scaled in difficulty (from routine to genuinely demanding). Tougher tasks pay more and teach more, but ask more of your skill.
- When the block ends you collect the day's return:
- Coin - a stipend/purse from the venue.
- Reputation - standing with the venue's faction or guild.
- Skill SP - progress toward the next rank in the relevant skill (see Skills & Training).
- It costs you the clock and some fatigue - you've worked. Rest,
eat, or sleep after (see Wounds & Healing
for recovery).
/shift endbails out early if you must, but you forfeit the rest of the block's return.
Why a shift beats one-offs: a single
fishis a nibble; a fishing shift is a morning's haul - more coin, steady SP, and rep you don't get from casual actions. If you mean to get good at something, put in shifts.
Where to work - venues by trade¶
Each venue suits a class/skill, but you don't have to be that class to sign on - anyone can put in an honest day. Match the venue to the skill you want to grow.
| Venue | The work | Fits |
|---|---|---|
| Foragers' pitch (Greenweald) | Gather herbs & roots | Herbalist / forager |
| River dock (Millhaven) | Fishing | Fisher |
| Open shaft (the mines) | Mining ore | Miner |
| Snare line (Darkhollow) | Trapping game | Trapper |
| Logging stand (Iron Pass) | Felling & hauling timber | Woodsman |
| Hunt camp (Greenweald) | Tracking & taking game | Hunter / Ranger |
| Sparring yard (barracks) | Drilling at arms | Warrior / fighters |
| Practice hall (Academy) | Forms & study | Mage / scholar |
| Tinker bench (Academy) | Fixing & fabricating gadgets | Tinkerer |
| Brew counter (apothecary) | Brewing & compounding | Alchemist / Herbalist |
| Forge bench (Iron Scale) | Smithing | Blacksmith |
| Performance stage (tavern) | Playing to a crowd | Bard |
| Research desk (library) | Study & transcription | Scholar |
| Dojo (temple) | Martial forms & meditation | Monk |
| Chapelyard (temple) | Faith duties | Paladin / Cleric |
| Hospice wing (temple) | Tending the sick & hurt | Healers |
| Crypt duty (cemetery) | Burial-ground keeping | Necromancer |
| Caravan rally (north gate) | Escorting & guiding | Wanderer / guard |
(New venues get added over time - if a place feels like somewhere
work happens, try /shift start and see.)
Tips¶
- Pick the venue that grows the skill you care about - the SP goes where the work is. A few shifts is one of the fastest ways up a skill ladder.
- Reputation compounds. Shift rep builds standing with that guild or faction, which unlocks better trainers, stock and tiers down the line (see the Reputation & Standing guide).
- Mind your fatigue and the clock. A shift eats hours; line up a
meal, a bed, or a
campfor after. - Don't out-reach your skill. The demanding tasks pay best but need the rank to match - grow into them.
See also¶
- Skills & Training - how SP and ranks work; trainers vs. practice vs. shifts.
- Commands You Should Know - the
/shiftfamily and the gathering verbs. - Wounds & Healing - recovering after a hard day.