ASTOUNDING TALES OF BRITANNIATHE CARPENTER FILE
Guide No. 15 of 1810¢Makers
MAKERS

CARPENTER

A house is four walls until a carpenter gets inside it. Then it has a forge, a loom, a bar, a bookcase, a dartboard and a throne, and suddenly the family has somewhere to come home to.

Start training ▸ See the build
Fighting
2/5
Magic
1/5
Cozy
5/5
Difficulty
Easy
Time to GM
1–2 weeks of evenings
Startup cost
~600gp
Straight talk, no padding

WHAT YOU ACTUALLY DO

THE ONLY TRADE THAT BUILDS THE PLACE EVERYONE ELSE LIVES IN

A carpenter turns trees into everything made of wood, and that list is longer than anyone expects: furniture, bookcases, chests, doors, bars, thrones, the loom and spinning wheel the tailor needs, the training dummy the fighters practise on, wooden shields, staves and clubs, and every musical instrument a bard ever plays. If the family has a house, the carpenter is the one who makes it feel like a home.

The gathering half is Lumberjacking, and it is the gentlest resource job in Britannia. You use an axe on a tree, logs appear, you saw them into boards, and boards are what the menu actually wants. Trees are everywhere, nothing in a forest is trying to kill you, and the whole loop is about as relaxing as this game gets.

Two things lift it above pure decoration. First, special woods — oak, ash, yew, heartwood, bloodwood, frostwood — which make better gear and carry properties ordinary logs don't. Second, Lumberjacking quietly gives a damage bonus with axes in combat, which means a carpenter with a big axe is far more dangerous than any other crafter in this magazine.

Clip and save

THE BUILD

You get 700 skill points in total, which is seven skills at 100 (Grandmaster). Here is a sheet that works, and why each line is on it. You can load this exact spread on the hero sheet in the magazine and slide the numbers around.

Carpenter — a working 700-point sheet
SkillPointsWhy it's here
Carpentry100The craft: furniture, house add-ons, containers, instruments, wooden shields and the other trades' workshop gear.
Lumberjacking100Logs, the special woods, and a real damage bonus when you fight with an axe. The rare resource skill that's also a combat skill.
Bowcraft/Fletching100Same logs, different menu: bows, crossbows and arrows by the thousand. The cheapest extra trade any crafter can bolt on.
Arms Lore100The exceptional bonus, which applies to the wooden weapons and shields you make as well as to the furniture.
Tinkering100Saws, axes, hatchets and the rest of your own toolkit, forever. Also the dovetail saw Carpentry wants.
Magery100Mark and Recall. Boards are heavy and the good trees are never near the house.
Meditation100Mana to keep the travel running. Swap both of these for Blacksmithy and Mining if you'd rather be the family's only crafter.
Total700of 700
★

Lumberjacking makes you the fighting crafter

The axe damage bonus from Lumberjacking is real and large. A Grandmaster lumberjack swinging a two-handed axe hits harder than most characters who actually trained to fight. If you want to turn that into a proper combat character, add Tactics and Anatomy in place of Magery and Meditation and you have a genuinely frightening woodsman.

★

Carpentry builds the other trades' workshops

The loom, the spinning wheel, the training dummy and much of the house's useful furniture are carpentry work. Make these for the family early — it's the fastest way to be the most popular crafter in the house, and they're cheap at any skill level.

From zero to Grandmaster

THE TRAINING LADDER

Skills go up by using them, and they go up fastest on a task that is just barely hard for you. Climb the rungs in order — each one stops paying off, and that's your cue to move up.

0 → 30
Trainer, then chop the nearest tree

An NPC carpenter takes you to 30 and sells you a saw. Then walk outside and hit a tree — Lumberjacking needs no trainer and no technique, just an axe and about four minutes.

30 → 50
Make the cheapest furniture, endlessly

Boards are free and limitless, so this is the most forgiving grind in the game. Make the simplest item on the menu hundreds of times standing next to a pile of boards. Failures cost you boards you can replace by walking into a forest.

50 → 70
Move up the menu, and sort out the special woods

Pick the hardest item you can land about half the time. Start paying attention to which trees you're chopping — oak, ash and yew are worth collecting separately from plain logs, so carry separate bags.

70 → 90
Instruments, shields and your first exceptionals

This is where you become useful to other people: bards want instruments, fighters want wooden shields, and the house wants proper furniture. Exceptional pieces start showing up and Arms Lore makes them show up more.

90 → 100
Grind it on the house

The last ten points are slow for every crafter, so spend them making things the family will actually keep — a fully furnished house, a set of instruments, a rack of shields — and fill bulk order deeds from NPC carpenters while you do it.

Spend your first coins well

YOUR KIT

Close to free. An axe, a saw and a forest is the entire profession, and the forest is renewable. The only line here with a real price is the house add-on deed, and that's optional until you're good.

Day-one shopping list
WhatWhereWhat it's for
A hatchet or axeAny provisioner or weaponsmithFor the trees. A two-handed axe doubles as a serious weapon once Lumberjacking is high, so consider buying the big one.
A saw and a dovetail sawCarpenter shopLogs into boards, boards into furniture. Buy spares; tinker your own later.
A fletcher's toolsBowyer shopFor the arrow half of the sheet. One cheap purchase unlocks a second trade off the same logs.
Several bagsProvisionerOne per wood type. Mixing plain logs in with your heartwood is the classic carpenter's mistake and it is maddening to sort out afterwards.
A runebookMage shopRunes to the house and to a forest with the trees you want. That's the commute.
A house, eventuallyHouse deedThe thing your whole trade exists to fill. Nothing motivates Carpentry like having somewhere to put it.

HOW IT FLOWS

Hit a treeAn axe or hatchet on any tree. Logs appear. Nothing in the forest objects.
Saw the logsLogs into boards with a saw. Boards are what every recipe actually asks for, and they're lighter than logs.
Pick a menuCarpentry for furniture, containers, instruments, shields and house add-ons. Fletching for bows and arrows off the same boards.
Mind the wood typeOak, ash, yew, heartwood, bloodwood and frostwood make better things than plain logs do. Keep them in separate bags or you'll waste them.
Furnish the houseThe end of the chain isn't an item, it's a room. This is the trade whose output the whole family actually lives in.
Pack a runebook

WHERE TO GO

The right room makes training three times faster. These are the spots worth a rune.

Any forest

Literally any of them. The woods between Britain, Yew and Minoc are endless and completely safe, which makes them the best resource ground in the game.

Yew

Named for the trees and surrounded by them. The traditional lumberjack's home town, and a short walk to the abbey if you want the scenery.

Your own house

Workshop and showroom in one. Put the saw, the board chest and the finished furniture in the same room and the trade runs itself.

Any NPC carpenter

For the bulk order deeds. Same system the smiths and tailors use, and the rewards include runic tools for the woodwork.

Learn it here, not the hard way

HARD-WON ADVICE

⚡

Saw the logs before you walk home

Boards weigh less than the logs they came from. Convert on the spot and you'll carry far more per trip — the same trick the miners use with smelting.

⚡

Make the loom and the training dummy first

Low skill, enormous goodwill. The tailor can't make cloth without a loom and the fighters train faster on a dummy. Two cheap items and you're the most useful character in the house by Tuesday.

⚠

Keep wood types in separate bags

Special woods look almost identical in a pack and get spent on practice furniture by accident. One bag per type, labelled, from the day you start collecting. Everybody learns this by ruining a stack of heartwood.

⚠

A big axe is a weapon, and Felucca knows it

Lumberjacking's damage bonus makes you genuinely dangerous, which tempts carpenters into dungeons. You still have no Healing, no Parrying and no Resisting Spells. Being strong is not the same as being hard to kill.

Letters to the editor

QUESTIONS WE ALWAYS GET

Is Carpentry just decoration?
No — but the decoration is half the point on a family shard, and it's the half people remember. Mechanically you also make the bards' instruments, the tailor's loom, the fighters' shields and training dummies, and with Fletching on the same sheet, every arrow on the server.
What are the special woods for?
Better items, and properties plain logs can't give. Oak, ash, yew, heartwood, bloodwood and frostwood are all present on this shard — we checked — so every one of them is worth gathering separately from the day you start.
Carpenter or Blacksmith?
Blacksmith if the family needs armour. Carpenter if the family has a house. Carpentry is the easier grind and the cheaper trade; the Blacksmith file covers the metal side if you want both on one character.
Can I really fight with Lumberjacking?
The damage bonus is real and it is one of the biggest in the game, but damage isn't survival. Add Tactics, Anatomy and Healing and you have a legitimate axe fighter — at that point read the Knight file, because you've built most of one.
Do trees run out?
A tree gives up a few loads and then needs time. Walk to the next one; the forest is effectively infinite. Standing at a dead tree swinging at nothing is the most common new-lumberjack mistake, exactly as it is for miners.
Nobody does this alone

TEAM UP

Britannia runs on favours. These are the people you want in your party and on your friends list.

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