Basic Occupation: Hermit/Anchorite

Description: There are many strange people who live in the woods, and little is known of why they seek solitude. Perhaps, within nature, they are able to hone their fine skills in brewing, or perhaps they seek the rarest elements, herbs and plants. In any case, a hermit can be a very valuable companion when coerced out of their solitude. They tend to have communion with the gods, and can cure diseases that barber surgeons seldom are aware of.

How to play: 

Suggested Trappings: 

Income: Reference the Guild Prices Sheet, they recommend prices that will allow you to make a fair profit with your craft. Generally the more crafting points you have the more you can make. The Curing of afflictions is also a vital service in any town and should be rewarded. It is fair to charge 3+ crowns for the curing of afflictions. Depending on the labor and components necessary to cure an affliction you may need to charge much more. 

Skills: 

Apothecary (2) - You possess the Apothecary Craft Skill, and have a certain number of Craft Points per Day.

Cure Affliction - You have sufficient basic medical knowledge to attempt to cure afflictions- various curses, diseases, infections, taints, etc. The known cures can be found within the Library. You should roleplay the cure, expend any ingredients required, and then state the name of the cure. As the person afflicted cannot tell you the name of their affliction, there is a bit of guesswork involved here. Fortunately, given the medical texts available, virtually any affliction is curableā€¦ eventually.

Divine Lore - You know much of the lore of the gods, and of your own in particular. You may read Flags marked Divine Lore. If they are marked with the name of a god, however, you may read them only if it is the god you have chosen to worship.

Scribe (2) - You possess the Scribe Craft Skill, and have a certain number of Craft Points per Day.