WIMPS ARE PEOPLE, TOO.
-or - The basics of non-warrior professions.

"Now, I know that not everyone has it in 'em to be a blood-thirsty hunter-killer like ole Vino. Some folks find it more satisfying to spend their lives helpin' others or workin' in some kinda trade. While I can't imagine livin' like that...hellfire, to each his own, I guess. So fer those of you who wanna live such a sedentary existence, I suppose I could tell you what little I know about such things, maybe it'll be useful and save ye a bit of fumblin' around. Now, don't expect that ole Vino knows ever'thing there is about this stuff. All's I kin tell ye is what I picked up while hanging out in the Toga with these folks. Find somebody in yer profession who's got a minute er two and let them fill ye in. All I can give ye is enough information to start out wit. Soon enough you'll wanna get into the meat and bones of yer profession. And the old-timers in yer profession kin help ye more'n me."
- Vino Nuovo, the drunken warrior

For those of you unused to any but the hack-and-slash, thud-and-blunder games you find all over the net, the idea of holding a "real job" in a fantasy world may strike you as strange. But, when you think of it, spending one's time and energy in a real profession is no more strange than spending all your time killing things. The non-warrior professions provide a vital service to the community in Iridine, they are able to earn the respect and admiration of the warriors that prowl the various hunting grounds, to eventually excel in their chosen profession and all the while earn a living while doing so. Warriors must purchase and maintain arms and armor, not to mention paying for training. The expenses of non-combatants are limited to little more than clothing, food and shelter (assuming you want to live in an inn room or your own home rather than out on the street like most warriors). They have a good bit more free time, as well, to interact with others in Iridine, whereas warriors must spend the majority of their time hunting both to improve their skills and provide for their income.
A non-warrior professions leaves much room for character development. Warriors are necessarily limited to little more than development of one's martial skills and scrounging for money. All in all, if you want to play a real character, to immerse yourself in true role-play, then a non-warrior profession is probably the way you want to go. Now all this doesn't really apply to thieves, of course. Theirs is an entirely different kind of profession altogether, incomparable to any other.
Nonetheless, if you are playing TEC for the first time, I highly recommend starting with some kind of fighter character first. Simply put, fighting is easier to grasp initially than some of the trade skills. When you get to know the game a bit, and become comfortable playing, the I just as highly recommend playing at least one character focusing primarily on trade skills. Having said that, bear in mind that it isn't hard to create a character in the character generator that has both a weapon skill and a trade skill. For example: You could create a character born in the city of Iridine and chose the Steps as the area of town he/she grew up in. This will give you the option of choosing either pickpocketing or knives as your starting skill and then chose the other as your free skill. As another example, a Gadaene character can chose any available trade skill to start in and still chose the gladius (sword) as a free skill.
Regardless, if you choose a trade skill then this section will help you understand the basics of starting out in your non-combat profession. We will focus here mainly on earning your first few skill points and starting money.

Outdoorsmen/Hunters

First - First thing you'll want to do is find some woodlands. The best place for new hunters/outdoorsmen is the north woods. Bandits don't normally spawn there so, besides a very rare wild animal, it's a relatively safe place to spend time. Once there, begin practicing with your outdoor skills. This can be finding firewood, gathering twigs, making torches, etc. Type skills ? for a list of the skills your character knows and how to use them. As with any skill set, alternating between various skills gives the greatest skill point gain over time. So, use each skill successfully once, then move on to the next. Also, pay attention to what each skill actually does. Gathering twigs, for example, will give you twigs which you can then use to build a fire, and then stoke the fire. Finding firewood does the same, but the branches you find can also be used to make torches. Hunters will obviously set snares, then when they catch something, go about skinning what they caught. Develop a logical sequence of skill use while you train. Follow it and adhere to it, you'll maximize your skill point gain.
For outdoorsmen, I recommend gather twigs, find firewood, build fire (you may have to dig firepit first), stoke fire with twigs or branch, make torch with branch.
For hunters, I recommend picking a spot and setting snares up in the surround eight locations adjacent (that is, the spot just north of you, ne, east, se, etc.) From this spot you'll be able to hear one of your snares being set off. Go there, get the critter you caught, reset the snare and go back to your waiting spot. There skin the critter until nothing is left and await your next trap to be sprung.
If you plan on making outdoors/hunting your main or at least an important skill set, I strongly recommend using skill points from the set you have (outdoors or hunting) to purchase the other skill set. Each skill set compliments the other and skill points from one can be used equally to purchase skills from the other. For example, you can use the skill points you get from practicing your outdoors skills to purchase either outdoors or hunting skills.
Second - When you have all the skill points you want for the day (maximum of 50, remember) then go to Vetallun and see Fern for training. Again, if you don't already have both skill sets, I recommend getting the other one now, or at least soon. Whatever skills you are using to practice at the moment are the ones you'll want to increase with the skill points you've earned. Particulary difficult skills can receive special attention if you like. Remember, during your training cycle you don't want to skip a skill very often because you're having trouble completing it successfully. This will throw off your skill point gain slightly, which is no big deal exactly but can hurt you a little in the long run. (Note: basic skinning should be focused on for hunters at first, as it is the real money maker out of the both skill sets. Once you have this at a relatively comfortable level, I recommend purchasing both intermediate and advanced skinning, and then increasing all three as equally as possible from here on.)
Then - For the next few days, continue working on those skills that you use in your training cycle. When you have these at a comfortable level, especially skinning if you have it, then you can start buying and working with those other fun skills like hiding and arrow crafting.
Directions - North woods: From any main cobblestone road, Walk to carcass. From there, go northwest past the phoenix guards (the soldiers wearing red sashes). Then, simply walk north, which will take your character due north automatically. When he/she reaches the woods, stop and get to work.
Fern, the outdoors/hunter/archer trainer, is found in the Perry Inn in Vetallun
. To get to the Perry Inn just walk to the vetallun crossroads. From there go once south, then into the inn to the west. She is right there. (walk to cross - Sx1 - go w)
Working - Now, depending on whether you have outdoors, hunting or both skill sets, making money will be a little difficult. For outdoorsmen, making and selling torches to Sesquillicus (see directions section) can net you a little coin. For outdoorsmen, selling the pelts you (hopefully) saved from the critters you caught in your traps to Caprarius, the carcass buyer, will be your main source of income. However, if you have a fighting skill of some kind (gladius, spear, club, whatever) and have the hunting skill set, you skinning skills will effect the quality of the pelts, heads, scale, etc. you skin from the critters you kill while hunting with your weapon. The increase in worth of the items won't be dramatic, but will definately be worth favoring your skinning skills. Be sure to collect those parts when you train in your weapon to sell to Caprarius later.

    #1 There are some places in the woods that simply won't have any branches, saplings or whatever you might be trying to find or gather. If you successfully roll on such a skill and still don't find anything, there aren't any there. Typically such spots are rare, so just move on one space and you should be able to find them.



Thieves
First - Palming. Palming will be your best friend and worst enemy for a while. Unless you can afford to sharpen a lot of sens, you'll pretty much be stuck with palming as your sole means of earning skill points for a while. Now, there's a little trick to palming that most folks don't know. If you palm a coin or other small object but fail, then try again, you suffer a penalty to the next try. The way around this is to put the coin in your sack, pouch or whatever then get it back out again and palm it again. Unpalming can be ignored completely since it doesn't earn skill points, so you can follow the pattern: palm <small object>, put <small object> in my <container>, get <small object>, repeat. Furthermore, if you fail your palming try, which will happen quite a lot at first, anyone around you will see you fumbling with the object. And most everyone knows palming when they see it. In other words, you'll be marked as a thief. That's a bad thing. Also, I do not recommend palming coins for practice. Most people don't walk about with a coin in their hands. If you are seen with one, you'll likely be suspected as a thief. Again, bad. I recommend using another small object like a pebble, piece of candy or lockpick. So, find a small palming object, find a secluded spot away from traffic and get to palming.
After you have enough skill points to spend, improve palming. Don't worry about buying other thief skills just yet. Get your palming up to a comfortable level, where you can train using palm without frustrating the heck out of yourself. Once you have palming where you want it, start spending your skill points on the 'Cut and Lift' skill and, if you like, 'Quick Grab'. These are your two money makers. You won't be using them just yet, as you will want to get them up to a decent level before you try them out.
Second - Okay, so you have your palming where you like it, and you're ready to get 'Cut and Lift', and 'Quick Grab'. So where is the thief trainer? Good question. And, no, I'm not going to tell you. The reason why should be obvious. If everyone knew where he was, everyone would know you (or I) were a thief when we're seen hanging around there. But, not to worry, I'll give you a few hints on how to go about finding him.
#1 - First of all, he's a trainer. If you have trained in anything else in TEC, then you know how it works. If you stand in the same room as a trainer and learn <skill> then you're prompted to accept training and spend money. So, if you're a thief and have thief skill points, you can check if so-and-so is the thief trainer by simply trying to learn <thief skill> from <whoever>.
#2 - The thief trainer trains thieves. Duh. So, it make sense to look in the seedier parts of town for him. Get a map of Iridine (I recommend Pepa Quest, and have a link to it in the links section) and look it over. Check the lower class sections of town for shopkeepers and other npc's. Find one that trains your thief skills. Viola.
Yes, it will be difficult, but that's the life of a thief.
Then - So, found the thief trainer and learn the skills you wanted. You're ready to starting stealing, right? Well, no. Because those skills are hard until you know them fairly well. And failure will likely mean going to jail. So, I recommend learning these skills as much as you can before you use them. When you just can't stand it anymore, go try it out. If your success is very good, stop. Go back to training until you can improve enough that failure is impossible. Remember, if you fail at lifting a pouch of grabbing something from an npc, they will very likely pull a constable out of the crowd and you'll get beat down.
Directions -  Heh. You're not that lucky.
Working - So, you're skills are up to a respectable level and you're dead broke. Now, what to steal? Depends on what skill you are using. First, Quick Grab lets you take things out of other character's hands. To use this one to make money, find a secluded part of town with a crowd (just look to see if there is a crowd there). Next, make sure the crowd has workers in it (type look crowd). If so, look for worker, then look at worker. That worker should have a tool of some kind in their hands. Approach worker, grab <item> from worker, retreat, and run like hell. If you're lucky they will only yell about being stolen from (which everyone anywhere nearby can hear). If you're not lucky, they'll pull a constable from the crowd and you might even get a warrant. You're skill in Quick Grab doesn't effect this, as far as I know, which is why I do not recommned Quick Grab as a money-making skill.
Cut and Lift, however, is much more likely to go unnoticed by the npc if you're success is high. To use it, find someone in the crowd with a pouch
(I recommend patricians), get a knife or sharpened coin in your hand, approach <target>, lift pouch from <target>, retreat, and beat it. Dump the pouch contents into your sack and dispose of the pouch. Viola, easy money.


Healers
First - At First, you'll start out with a few skills. There are two of these you can use to start raising your skills immediately, Diagnose and Bandage. Diagnose has a very long round time (the time between using the skill and being able to use it again) as well as a high success roll (making it hard to do successfully). Bandaging will me much easier and has a much shorter round time.
To start out practicing your healing skills you first need a wound to tend. Now, you aren't likely to find a wounded person who's willing to sit around for while letting you bandage and re-bandage them. So, you will have to do it yourself. You have two choices here, either ask someone to bruise you (safer, because the wound doesn't bleed and thus no danger of bleeding to death while you practice) or go into the sewers and let a rat scratch you up a bit. You can also use your knife to cut your own hand, but this is very dangerous as the wound tends to be a real bleeder. I don't recommend that course.
Once you have a nice wound find a nice quiet place to sit undisturbed and use the tend me command to begin healing yourself. Once the wounded area is determined, diagnose it. (Ex: if your diagnosis tells you that your left foot is scratched, you would type diag left foot. Having determined your wounds, and diagnosed them, you can start bandaging. To bandage a would use the command string  bandage <wounded area> with bandage. Once you have successfully bandaged the wound use the command  remove my bandage to remove the bandage. Then, repeat. Continue doing this until you run out of bandages. Get another wound it heals before then.

Second
- Now that you are out of bandages, you will need more. If you didn't start the game with any money, this means it's time to start scavenging or skinning. See the "Money, Money, Money" section for tips on making money. When you have enough for bandages or training find a main cobblestone road and walk to hospice. In back of the hospice (go north from the front door until you reach an intersection, then go west and through the door) you will find Iskara. This is your trainer and supplier.
Then - You will want to focus your initial training on bandaging and removing bandages, allowing you two complementary skills to practice with. Once you have these two skills to a level you are confortable with, work on stitching. Splinting, arrow-pulling and the others can wait until last. Bandaging, stitching and removing bandages and stitches make up the bulk of your services as a new healer.
Directions
- Hospice: From any main cobblestone road type walk to hospice,
Nx5, E.
Working
- If the hallways off of Melilia's room patients will occasionally show up needing a healer. A voice will call out, giving the bed number of the patient. More difficulty cases will spawn in the hall east of Melillia, while easier cases (usually just bandaging) will appear in the south hall.
When you find your patient ask them, "What's bothering you?" say to <patient> what's bothering you? They will tell you, then tend <patient>, diagnose <body part> and tend to the wound appropriately. When done say to <patient> All done. They will then pay you for your services.
Tips -
    #1 - Whenever you get in the game, announce your presence and offer your services as a healer immediately. Command: think Anybody need a healer? This will advertise to all that you are a healer and that you are available. It will also let those masochistic warriors know who to call for when they need a healer. You might want to get into the habit of saying a general good-bye when you sign off, too, for the same reason.
    #2 - Don't buy bandages just yet. Investing just a few minutes looking around and you may find all the bandages you need. Get in the habit of looking around at all the chatting spots. Toga, baths, Leda's, etc. People usually have their bandages removed in such places. They are reusable. Another good place to find plenty of bandages is around the jail (Constable H.Q.) since the connies remove bandages from convicts when they are arrested. These bandages are returned to them with their regular belongings and, usually, simply dropped in or near the jail as they aren't likely needed anymore.
* Thanks to Lemain for the newbie healer tips!
The Eternal City: Healing

Tailors
First -
Second -
Then -
Directions -
Working -
Tips -
Sastre's Tailoring Handbook