[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 ? :)
>
>
> _______________________________________________
> pnp mailing list
> pnp at abroere.xs4all.nl
> http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp

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