[PnP] Occupations

Sylverrs_ dragon abnaric at hotmail.com
Thu Jan 31 13:01:14 CET 2008


Doesn't pertain to thread. Truck hit me morning of the 23rd. Fractured femur, back damage and more. thought you'd want to know,

Richard

From: bchoinski at comcast.net
To: pnp at abroere.xs4all.nl
Date: Wed, 23 Jan 2008 07:19:15 -0500
Subject: [PnP] Occupations

current set of occupations to go with buildings presented earlier




INTRODUCTIONIn these rules, unless otherwise specified, the
business is run by a single family unit of 5 (2 adults, 3 children).
Alternately, this may be treated as requiring 3 adults.  All taxes are assumed to be 10% (the
standard “tithe”) -- the GM should feel free to alter it based on the culture
involved.

 




Armorer                                          Station
3

Armorers are skilled in crafting weapons, shields and armor from
metal, leather and wood.  They are
a highly desirable specialist and get paid accordingly.

An armorer’s shop is usually family run on private land within a
town or city.  The armorer is
usually the primary crafter, with the others in the family acting as
assistants.  Tools, anvil and
workspace are included in forge assets. 

Assets: Wooden Artisan’s
Household (1,440CC, +36CC/year); Wooden Servant House (210CC, +6CC/year);
Wooden Forge (470CC, +4CC/year); 90x100 foot town proper land (4CC).  TOTAL
= 2,125CC

Base Pay Assumptions:
Armorer = 200CC/month; Journeyman = 100CC/month; Apprentice = 50CC/month.


Monthly Needs: Asset
Maintenance (46CC/year); Taxes (213CC/year); Living Rate (300CC/month); Pay for
three servants (45CC/month).  TOTAL = 367CC

Production: Given a
normal workload, an Armorer makes enough to cover his monthly needs after
paying for any required materials. 
If constantly busy they can make up to another 300CC a month.  

 VARIANT: City Armorers pay more for land -- add 1000CC to the
assets and 100CC to the yearly tax. 
While their monthly needs are now 375CC, they are more likely to be
fully occupied. 

 Hire: An armorer family may be hired for 450CC a month,
producing 670CC of weapons and armor. 

 

 Blacksmith                                      Station
2

A skilled blacksmith is required for any sort of ironwork.  Most Perilous Lands iron is created
using a “blooming” process, with furnaces not getting hot enough to actually
melt the iron.  Only the Dwarves
and the Kameri have developed the processes to melt iron and thus create steel.  

A blacksmith’s shop is usually family run on private land within
a town or city.  The blacksmith is
usually the primary crafter, with the others in the family acting as
assistants.

Assets: Wooden Merchant’s
Home (580CC, +15CC/year); Wooden Forge (420CC, +4CC/year); 50x70 foot town
proper land (2CC).  TOTAL = 1005CC

Base Pay Assumptions:
Blacksmith= 50CC/month; Assistant = 25CC/month. 

Monthly Needs: Asset
Maintenance (19CC/year); Taxes (100CC/year); Living Rate (100CC/month).  TOTAL
= 110CCProduction: Given a normal workload, a blacksmith makes enough
to cover his monthly needs after paying for any required materials or
charcoal.  If constantly busy they
can make up to another 100CC a
month.  VARIANT: Bronzesmiths are more common in many barbarian lands,
working close to the tribal center and dealing with copper and bronze. Assets
in this case are 500CC, with 85CC in monthly needs.  If fully occupied they can make up another 80CC. 

 VARIANT: City Blacksmiths pay more for land -- add 400CC to
the assets and 40CC to the yearly tax. 
While their monthly needs are now 114CC, they are more likely to be
fully occupied. 

 Hire: A blacksmith family may be hired for 150CC a month,
producing 220CC of ironwork. 
Likewise, a coppersmith family may be hired for 120CC a month, producing
170CC of copperwork.  These
quantities assume plenty of usable metal. 

 

 Bowyer/Fletcher                                                 Station
2

Bowyers are skilled in crafting bows and crossbows, while
fletchers can make arrows or bolts. 
Most crafters of this type have both skills.  While not paid as much as a true armorer, they still live
pretty well.

A bowyer’s shop is usually family run on private land within a
town or city.  The bowyer is
usually the primary crafter, with the others in the family acting as
assistants.  Tools and workspace
are included in workshop assets. 

Assets: Wooden Merchant’s
Home (580CC, +15CC/year); Wooden Workshop (95CC, +3CC/year); 60x80 foot town
proper land (3CC).  TOTAL = 580CC

Base Pay Assumptions:
Bowyer = 100CC/month; Journeyman = 50CC/month; Apprentice = 25CC/month.


Monthly Needs: Asset
Maintenance (46CC/year); Taxes (58CC/year); Living Rate (150CC/month).  TOTAL
= 159CC

Production: Given a
normal workload, a Bowyer makes enough to cover his monthly needs after paying
for any required materials.  If
constantly busy they can make up to another 150CC
a month.  

 VARIANT: City Bowyers pay more for land -- add 550CC to the
assets and 55CC to the yearly tax. 
While their monthly needs are now 164CC, they are more likely to be
fully occupied. 

 Hire: A bowyer family may be hired for 210CC a month,
producing 310CC of weapons and armor. 

 

 

 Freeman Farmer                                           Station
1As for peasant farmer, except that
the family owns the land and works it to their benefit.  Free farmers are rarely more than 25%
of the population.  Assets: Wooden Freeman’s Home (265CC, +7CC/year); 20 acres
of Good Farmland (200CC).  TOTAL = 465CC

Base Pay Assumptions:
Farmer = 20CC/month. Monthly Needs: Asset Maintenance (7CC/year); Taxes (47CC/year);
Living Rate (60CC/month).  TOTAL = 65CC

Production: As for
peasant farmer, except that for the same land his living quality will decrease
with the land quality.  With poor
land he can live no better than station 0.  If he happens to purchase additional acreage beyond the 20
given here, he may sell his excess from his actively farmed acres as the lord
of the land.

 Peasant Charcoaler                                       Station
0

For all forms of heated crafting (armorer, blacksmith,
coppersmith, glassblower, etc) one does not rely on firewood, which can produce
temperature variations depending on the content of the wood.  Charcoal, which is wood that has been
burnt without proper oxygen in order to drive out the water and volatiles is
used instead to produce a constant, controllable temperature.  It’s a dirty job, but needed for any
sort of civilized culture.

In all cases it is assumed that the peasant does not own any
land, but produces charcoal from wood on his liege lord’s lands, supporting
himself. He generally does not own the house in which he lives though he is
responsible for the upkeep of the building.  

Assets: Wooden Peasant’s
House (95CC, +3CC/year).  TOTAL = 95CC

Base Pay Assumptions:
Charcoaler = 15CC/month. 

Monthly Needs: Asset
Maintenance (3CC/year); Living Rate (45CC/month).  TOTAL = 46CC

Production: It usually
takes two families about a month for each large burn.  This includes the time to gather the wood, build the mound,
fire and add more wood, extinguish the mound and gather and break up the
charcoal. This will produce 21,600lbs of charcoal, taking up nearly 60 tons of
wood (the harvest production of 25 acres of forest, or 1 acres of forest if
stripped). When sold, the lord retains a profit of 60CC.  A 300-acre tract of forest will fully
employ these two families and throw off 720CC of product each year.VARIANT: One may also make due with scrap wood from other wood
working crafts. As a rule of thumb, assume an availability of 1d6 tons per 2000
inhabitants per month, DOUBLE if woodcrafting or shipbuilding is a part of the
economy, TRIPLE if both are present. 
Full use of scrap cuts the profit by 10CC per month.  Reducing profit by 20CC allows for 2d6
tons availability.  Reduce acreage
requirements proportionately. 

 Price: A hundredweight (100#) of charcoal can be sold for
7BB. 

 

 Peasant Farmer                                           Station
0All sedentary cultures (all
civilized lands and most barbarian ones) practice farming as the primary means
of supporting their populations, and a farm household is the most basic, and
most common, component of a society. A farm hold will generally have a
smattering of other crops (vegetables, legumes) as well as fowl or small
animals to add to the diet and produce additional products for sale.

In all cases it is assumed that the peasant does not own the
land, only works enough to produce enough for himself, plus works additional
land owned by his liege lord. He generally does not own the house in which he
lives though he is responsible for the upkeep of the building.  

Assets: Wooden Peasant’s
House (95CC, +3CC/year).  TOTAL = 95CC

Base Pay Assumptions:
Farmer = 10CC/month. 

Monthly Needs: Asset
Maintenance (3CC/year); Living Rate (30CC/month).  TOTAL = 30CCProduction: A typical farming family can subsist on 5 acres of
good cropland; the actual land needed depends on the quality:




 
  Quality
  
  Acres Needed  
  
  Value per Acre 
  
 
 
  Excellent
  
  4
  
  75CC
  
 
 
  Good
  
  5
  
  60CC
  
 
 
  Fair
  
  7
  
  45CC
  
 
 
  Poor
  
  10
  
  30CC
  
 
 
  Marginal
  
  15
  
  20CC
  
 




In order to not burn out the soil, an equal amount of cropland
must be left fallow each year (and usually used for grazing small herds). The
most land a single family can manage is 15 acres, so after taking care of their
own land they are usually working their liege’s lands.  The value is produced each year for the
liege’s lands.VARIANT: Fomarian farming methods are highly advanced, and as
such they only need 50% of the farmed land in additional fallow land.  Also, within the fertile croplands on
the main island, only 3 acres are needed to support a family.

 

 Peasant
Thatcher                                         Station
0

A Thatcher’s primary business is growing straw for use in
thatching, brick making or for animal purposes. Relatively low paying, they can
also be situated near wetlands, growing reeds for roof thatching.

In all cases it is assumed that the peasant does not own the
land, only gets paid for his work in harvesting and working the material.  It is assumed that owns the home on the
small allotment of land needed, but not the actual thatch lands. In order to
limit travel time, their homes are situated out in the rural areas.

Assets: Wooden Peasant’s
House (95CC, +3CC/year).  TOTAL = 95CC

Base Pay Assumptions:
Thatcher = 15CC/month. 

Monthly Needs: Asset
Maintenance (3CC/year); Taxes (10CC/year); Living Rate (45CC/month).  TOTAL
= 47CCProduction: A Thatcher does most
of his work in the spring-fall months, with some minor work in the winter.  A single Thatcher can work the value
out of about 25 acres of meadow or marshland, so a family is good for 75 acres.
This family therefore produces 50CC
(7BB/acre) each year for the liege lord
above their needs.Price: A hundred cubic feet of straw (350#, enough for a
horse stall for one month) can be sold for 2BB. 

 Town Stable                                    Station
1While most stabling is done as a part of another business (such as with
inns or hotels), stabling only does exist in towns and cities where merchants
come in to trade for weeks at a time (most inn stabling is day-to-day), or when
they winter their mounts over the season.Assets: Wooden Freeman’s Home (265CC, +7CC/year); Wooden
Stable (365CC, +19CC/year); 90x70 plot of town land (3CC).  TOTAL
= 633CCMonthly Needs: Asset Maintenance (26CC/year); Taxes (64CC/year);
Living Rate (60CC/month).  TOTAL = 68CCBusiness: At an average of
half-occupancy (3 animals), the stables need to make at least 23CC of profit
per stall. Monthly Feed (Grain and Hay) costs 9CC per horse, 8CC per mule or
17CC per warhorse.




 
  Animal
  
  Per Day
  
  Per Week
  
  Per Month
  
 
 
  Mule/Horse
  
  2CC
  
  8CC
  
  32CC
  
 
 
  Warhorse
  
  2CC
  
  10CC
  
  40CC
  
 


VARIANT: Brick home with brick stables will add 100CC to the
initial cost and 10CC to the yearly tax.

 VARIANT: Stone home with brick stables will add 225CC to the
initial cost and 23CC to the yearly tax. 

 

 Town Stable
& Paddock                                       Station
1

As for the Town Stable, but exists on the town outskirts so it
has land enough for a fenced paddock. This increases the initial outlay and
taxes, but slightly reduces cost of care.

Assets: Wooden Freeman’s
Home (265CC, +9CC/year); Wooden Stable (365CC, +19CC/year); Paddock (335CC,
+2CC/year), 90x70 plot of town fringe land plus 6 acres (31CC).  TOTAL
= 100CC

Monthly Needs: Asset
Maintenance (30CC/year); Taxes (100CC/year); Living Rate (60CC/month).  TOTAL
= 71CC

Business: At an average
of half-occupancy (3 animals), the stables need to make at least 24CC of profit
per stall. Monthly Feed (Grain and Hay) costs 7CC per horse, 6CC per mule or
13CC per warhorse.




 
  Animal
  
  Per
  Day
  
  Per
  Week
  
  Per
  Month
  
 
 
  Mule/Horse
  
  2CC
  
  8CC
  
  31CC
  
 
 
  Warhorse
  
  2CC
  
  10CC
  
  37CC
  
 




 

 

 






On Jan 23, 2008, at 2:49 AM, Scott Adams wrote:At 10:29 PM 1/22/08, you wrote:
Well, at least with the Construction regent I have been cranking out a pile of structures, and thus building up a base for my occupations rules.
Good info.  Could get use out of the Stables, Workshop and Forge for sure.  But I didn't see the typical brbie amounts for home inspectors ? :)


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