Basic Occupation: Apprentice 

Apprenticeship is the most common way of earning an education in Mystwood. Most apprentices are young folk who wander from village to village, trying their hand at various crafts. They are governed by the Guild of Crafters, and there are many laws and traditions concerning their treatment. An Apprentice must be of sound mind and body, willing to work hard in exchange for room (often just a pallet in the back of a workshop), board (often just grey mangelwurzel porridge) and a chance to learn a trade. Some masters of apprentices are cruel in the extreme, seeing the apprentice as a source of free labor to be exploited, teaching the student the bare minimum to ensure that they cannot leave too quickly.  Such tightfisted skinflints give apprentices a tough outlook and an alert readiness to dodge the odd hurled tool. Others are more decent, treating the apprentice as a member of their family.

In the larger Kingdom of Navarre, apprentices are often bound by legal contracts of many years. Within the Mystwood however, apprentices are usually free to come an go as they please and change masters frequently. It is also not unknown to see older folk who have fallen on hard times taking up this role.

How to Play: The Occupation of Apprentice is a good one for those who are interested in learning a craft, but have little experience with it. You can develop your real life crafting skills over time, perhaps picking up a few tips during the game, but not be expected to actually know how to make things.

Any Occupation with a Craft Skill can be benefit from the help of an apprentice, and thus the role of apprentice is a good one for those who wish to support other players. Apprentices also have some useful skills for adventuring, and it is a good occupation for spellcasters and stealthy characters.

Suggested Trappings: A few tools, perhaps an apron.

Income: An Apprentice is generally paid by the person they are assisting. However, being an apprentice comes with many other benefits so in some cases it might be worth offering your services for free until a more wealthy patron comes along to employ you.


You have unusual flexibility, and are full of surprising maneuvers and flourishes. You may only use this skill when unarmored. You may call “Disengage” once per Renew. In addition, a number of times per Renew, you may “Resist” a Damage call from any single arrow, crossbow bolt, spell packet, or thrown weapon (basically anything that moves through the air). The number of Resists depends on your weaponry:
3 Resists: Armed only with a dagger, other hand free. 
2 Resists: Not using a shield, not using a two handed weapon.
1 Resists: Using a two handed weapon, a shield, or otherwise “encumbered” at your discretion.

You are skilled at assisting others and at learning trades. Once per Day, you may help another with a Craft Skill. While doing so, you may call “Bestow 2 Craft Points”. Once per Event, you may ask a person with a Craft Skill to set you a challenge or task. If you complete it, you may request a Moonstone from a Seneschal or the Staff.

Duty (assist master, 1 /day)
Some professions are humbler than others, and have tasks to perform that although necessary, may not be glamorous. However, when you fulfill a “shift” (15 to 30 minutes) of your Duty, you “Renew” your abilities. This skill is useable a limited number of times per Day, as noted in the Occupation. If purchased with Moonstone, you may perform the Duty once per day, and the Duty’s description must be approved by Staff.

Production X (any 1 Material or Component)
You are able to gather, harvest or otherwise obtain Components or Materials of the indicated type between events (for example “5 Metal”). Your production will be provided to you at check in. You may need to advise the Staff at that time.

Serene Contemplation
You must possess the Gift of Wisdom to use this skill.
You may reduce the Mana cost of some spells, as long as you have not physically attacked someone with a weapon during the current day. Damage from spells and summoning is allowed. Any spell which costs more than 2 Mana costs 1 less. For example, 4 Mana spells cost 3, while 3 Mana spells cost 2, etc.