Commonplace Mastery: Second Shell
Roughly a sixth of the people of the Second Shell are crafters of various kinds. Masons, Joiners, Blacksmiths, Whitesmiths, Bowyers, Craters-and-Coopers, Cobblers-and-Cordwainers, Tailors, Furriers, Brewers, Bakers, Cartwrights, Shipwrights. About half of them pick up two related specialties - A cabinetmaker might also be a cartwright or a cooper, and a cobbler also a tailor or furrier. A third of crafters instead have farming (or less commonly, fishing or simple hunting) as their second skill instead of another craft. The remaining sixth of the sixth have two unrelated specialties, or know the basics of an adventuring or criminal profession. By our standards, even the journeyman are master craftsmen, able to make extraordinary work regularly. Barrels which are airtight moments after creation, stone roads where a wheel could ride a mile and feel no bump between any stone and the next. When the truly skilled can concentrate, or just work together with their peers, what can they make? Things that last for centuries, commonly.
Masons: the good roads were made hundreds or thousands of years ago and look like new. They suffer no wear and tear - it's virtually impossible to damage them except on purpose. When a powerful king or priest pays for it, they may build towers six hundred feet tall with brick and mortar, which withstand the winds and wars for decades - though usually not centuries, as they cannot hold back a dragon. (Wizards generally build their own towers, secured with magic, though the sensible among them still employ a fine mason to assist.) The finest walls and castles are less magnificent in scale, but often can stop dragonfire.
Joiners: Doors which can stop a charging bull, cabinets which repel pests, or in the very greatest cases, ones which have more space inside than out, folding boxes which can be stored at a quarter their size and still be water-tight when opened.
Blacksmiths: Shackles which can hold a ghost, swords which find their mark unbidden, horseshoes which never wear and never let the horse lame. Knives and arrowheads that never dull, plate armor that moves like leather. Blacksmithery is both the most fabled of crafts, through its swords, blades, and weapons, and the most unassuming, as the most common feature of masterful blacksmithery is something that simply will not break, even if it had an army trying.
Whitesmiths: Workers in tin, gold, silver, and other pliable metals, intricate marvels are a signature of the master whitesmith. One of the most famous creations was the bell-box of Helorion, which if opened a crack and whispered into would hold the sound inside until the next time it was opened, whispering the message in the speaker's own voice. Jewlery is a common medium for master whitesmiths, and fine engraved panels which have more apparent depth than they could fit, or which serve as powerful aids to memory about the state of the location pictured.
Bowyers: Virtually all bowyers also are fletchers, and masters are known for crafting bows with the flexible draw of a composite bow from a single piece, making arrows which fly straight and true despite strange special additions which allow them to trip, drag, or disorient those hit, and make the true greatbows which can fire nearly as far as a man can see.
Craters and Coopers: The ordinary masterwork for a cooper is to make airtight barrels and crates, but true masters can make them so tight that even time itself can only penetrate weakly; when the lid is sealed on, even raw meat will have barely aged even if opened a year later. Other tuns commissioned by brewers make the ale or spirits inside age much faster while leaving the angel's share no larger. And of course ordinary durability for things packaged for long and stormy voyages is popular.
Cobblers: Many master's boots cushion the feet so well that even if they walk a dozen miles soaked, there will not be a single blister or sore on the feet. Others making softer shoes find they slowly heal scabs and sores from the past, clean the feet and leave them healthy, even with flat feet or turned toes slowly healing to the proper shape. Some help their wearers dance, never misplacing a step, or to run through a dark wood without a trip or sprain.
Tailors: The most common features of a master's tailoring are pockets deeper and more secure than an ordinary crafter, and clothes so wondrously beautiful that they shape the view like an illusion. Certainly anything a king wears, when it is not for war, will shift its appearance in the light, seeming to move like a live thing.
Furriers: The finest works of master furriers have the same beauty of a master tailor, in many cases. More practical masterworks usually focus on the warmth and comfort of fur, managing to preserve the wearer in the cold while being no worse than a bare body in great heat, or even to assist in both heat and cold.
Brewers: Perhaps the second most legendary of masters, after the smith, fine ales, wines, and spirits can conjure to mind very specific memories, nostalgia, camaraderie, or other such mental motions. They may restore the drinker to health, wake the recently dead, induce the pain-free frenzy of a berserker, or do any of a great many things for the body. Darker tales say an evil master brewer may make a drink which is pleasant to all except one, who finds it deadly poison.
Bakers: While less notorious, master bakers have many of the same tales told of them as are of brewers. Bread which heals the wounds, strengthens the body, brings those who break it together in fellowship, sustains over a heinous journey, or recalls distant days as if they were now.
Cartwrights: One of the most visible products of master crafters in most people's life is a wandering cart; these roll back and forth along the roads connection a town to its villages, not losing speed when boarded, without a horse to pull them. The standard wandering cart is lightly enchanted by a spellcaster, providing a slight motive force that speeds it up each time it turns around, but the fundamental device is a master cartwright's work in most places. (Wizards occasionally duplicate the effect purely with magic, but they are rarer and their time precious.) Other carts may have impossibly gentle rides even on rough terrain - common for coaches - or keep heat in or out preternaturally well.
Shipwrights: Ships which cut through the water like an arrow in flight are the most common request of master shipwrights, as well as durable ships which withstand fire and monster attacks. Some are crafted for great merchants with the ability to keep all their contents stable despite high seas. Master ships like these are usually sailed for centuries, as the coordination required to make them arises only every few decades, even in the biggest shipbuilding ports.
















