[PnP] Occupations
Burton Choinski
bchoinski at comcast.net
Wed Jan 23 13:19:15 CET 2008
current set of occupations to go with buildings presented earlier
INTRODUCTION
In 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 = 110CC
Production: 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 1
As 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 0
All 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 = 30CC
Production: 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 = 47CC
Production: 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 1
While 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 = 633CC
Monthly Needs: Asset Maintenance (26CC/year); Taxes (64CC/year);
Living Rate (60CC/month). TOTAL = 68CC
Business: 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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> pnp at abroere.xs4all.nl
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