Perilous Occupations
Making a living in the Perilous Lands
In these rules, unless otherwise specified, the business is run by a single family unit of 5 (2 adults, 3 children). Everyone works for the business. 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.
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 leige's lands. The value is produced each year for the leige's lands.
OPTIONAL - 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.
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.
Base Pay Assumptions
Farmer = 20CC/month.
Assets
Wooden Freeman's Home (265CC, +7CC/year); 20 acres of Good Farmland (200CC). TOTAL = 465CC
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 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 land. 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.
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.
OPTIONAL - 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.
Town StableStation 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. This business is assumed to be run by a family of 5 (2 adult, 3 child) living at station 1.
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 |
OPTIONAL - Brick home with brick stables will add 100CC to the initial cost and 10CC to the yearly tax.
OPTIONAL - 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 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 |
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.
OPTIONAL - 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.
OPTIONAL - 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.
OPTIONAL - 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.
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.
OPTIONAL - 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.