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 Thoughts on Jobs

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Edward
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PostSubject: Thoughts on Jobs   Fri Apr 02, 2010 12:31 pm

EDWARD STOP POSTING AND GIVE OTHER PEOPLE A CHANCE TO START SUBJECTS!!!!!!11111

NO



We're not going to go out of our way to keep track of what characters have what jobs. If we do, it won't be public, so if your character wants to know who the guildmaster of the Miner's Guild is, or who owns such-and-such shop, they have to ask somebody IC since there's no real easy way to find all of this info in one go OOC.

Still, people are going to be taking and roleplaying jobs anyway, since it only makes sense IC--and what kinds of jobs do you think would be readily available in the continuity? A few of them are very obvious, like mining, but there's a lot of options in a town. People might come along unsure of what they should have their character do, though, so I think having a loose list of likely opportunities would be very handy.

Looking at it from another angle, what kind of jobs are there that you think your character would take up in Skuldhellir if it were possible, or that you'd like them to take up?

Suggestions so far:

Dockhands
Arena workers
Merchants
Farmers
Artisans
Bartenders/inn owners
Mercenaries
Thieves/beggars
Specialized guild merchants
Advisors (to the mayor or guild masters)

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 12:35 pm

*chinstrokes* Dockhands for the wharf? I'm not 100% sure as to how common ships in Skuldhellir are yet, but when they arrive someone has to make sure they moore correctly and pay a fee of some kind(?) to dock here aside from the sailors on the ships.

Uh... market owners, merchants-- oh... uh... do we have a merchant guild or is it just mining and mage-ing? *epicly brainfarts*

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 12:38 pm

Dockhands is an excellent suggestion that didn't even occur to me! Skuldhellir will be doing a lot of importing/exporting, so having people to make sure all of that balderdash goes well is very important.

We don't have a Merchant Guild, but it's a possible addition! It might not have a building, though--merchants are usually richfolk so I assume they'd have all of their meetings and arrangements in the upper-class tavern on the edge of town.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 12:42 pm

*salutes!*

Hm, what else... Arena workers? They can work under Kaindall's character and keep the shady arena outside of town tidy.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 12:44 pm

Sounds good. That's up to Heimderp's character, though--I think he'd have some hired folk to clean up after particularly gruesome fights, but who knows, he isn't my character. :B

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 12:48 pm

Yuh! XD I was just tossing out suggestions!

Farmers? I need to look at the dream map again that was on NK's forum (unless we moved it here and I don't know that yet) to get an idea of possible positions. Surely we have some common folk of some sort...

Blacksmith + apprentices, too!

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:06 pm

Farmers for sure--I think there will be one rich farm that has a lot of workers, then a couple of poorer farms.

My new char likely will have a couple folks working for him, yar!

Pretty much any kind of useful artisan, too. Blacksmiths, tailors, and carpenters for sure. People to sell stuff at market, possibly hired by the artisans to get stuff sold, you know?

People to staff the two taverns--one rich and one poor.

Maybe one or two people from Beard City who assist the mayor?

Mercenaries and fighters would join the guild and be paid to fight.

Thieves and beggars are always viable, too. :B

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:12 pm

These are gurd!

Milkmen. TOTALLY.

I was going to suggest messengers, but that doesn't seem like much of a job. If someone wants to get something to somebody else they can just pay a wandering lad a coin to bring it to them. Mail that goes out of town would probably be taken onboard ships... oh, look, I'm rambling again.

The guilds will probably have specialized dealers/merchants that offer their wares or services only to guild members. One of these could be fun to play!

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:19 pm

Aye, thieves. Burglary and all the goodness. Also, torpedoes. I am also envisioning Zaki as some kind of bouncer or the like for the poor tavern, not even the riff raff would want overly shady, violent or idiot patrons which I think the poor tavern is likely to attract.

I am all locked up in the criminal aspect... Drug dealers! Fencing stolen goods. Is there some kind of law enforcement? Police? Or perhaps a militia or something? I imagine the mages will pay dearly for obtaining hard to get ingredients.

Also, healers or some sort of medical people. And while we're at it, this place can catch fire so we need some able individuals to deal with that, should it happen. Messengers and scouts, braving the orcs and what not...

I am just typing everything popping up in my head feel free to slaughter idiot suggestions now I am going to make some food.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:20 pm

Guild members are also likely paying jobs (at least for the Fighters), simply because of job postings that members would be taking.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:32 pm

Good point, Serin! I think it'd be similar for the Miner's Guild, too.

I love all of your ideas, Zaki. Crime will definitely be much more common here, and there will probably be a black market dealing in all sorts of things, from illegally gained magical ore from the mines to the drugs and other stolen goods you mentioned.

There'll definitely be a group of law enforcers--this will likely be the Fighter's Guild itself, or at least a part of it.

Healers are a necessity, but they won't be held in as high a level of esteem as they were in Northkeep, probably. People will likely do a lot of treating of their wounds themselves--since the job system here is different (not everyone is getting paid by the city in the way everyone was paid by the keep back at NK), people will have to pay for medical services themselves, so running to the healers for every little thing will no longer be a common occurrence.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:33 pm

As for a local guard force or police... I was imagining the town hall/mayor hires the fighter guild to enforce the law. Would scouts be a part of the fighter guild, too?

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:34 pm

Oh, I also envisioned the hospital being run by some little religious group. Not sure if folks are down for that.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:36 pm

Scouts could be part of the Fighter's Guild too, yeah. It makes the most sense.

I can see that, too. Could be a bunch of dorf followers of a dorfgod that started it, but anyone with medical talent can join up and help them and get paid by the people they cure.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:52 pm

I assume that the mage guild's first level will hold some sort of shop service? Magic charms or so? Or does working for the Mage Guild/Fighters guild itself earn one a little pay now and then? Assuming they are actually doing something useful for the guild.

Then the entertainers. They're pretty much looking out for themselves in Skuldhellir I assume and have to hope on the good graces of tavergoers for their money. Or can perhaps make deals with the tavern owner.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:55 pm

OH GOD YES! A RELIGIOUS GROUP! I am all for that. In the pen and paper RP with the interesting faith point system that I mentioned, they have a group like that. It's set in space though and they have a cathedral space ship but never mind that. They follow a diety known as the martyr or something and while they are pretty prone to war in order to defend their faith they offer medical services to people who otherwise can't afford it, all in accordance to their diety. Or something like that.

I was gonna write something completely else though...

OH! How rich are the rich? If they are indeed wealthy beyond measure it would be cool to have a job like courtesan or something. You get paid to be good company for the sir/lady at the fancy social gathering. And I don't mean THAT kind of company. I mean being at their side so they don't look like they showed up alone becase WOE ME that would be awkward.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 1:56 pm

Yeah healers are most likely any ramshackle group of people trained in first aid and paid by a non profit religious group or what have you.

Guild members are probably paid on a per case basis. People come to the guild with jobs, and then members can pay a small "finders fee" to the guild to take the job, and recieve the payment offered by the employer upon completion. For the fighter's guild, the Mayor would be the largest job poster most likely.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:35 pm

We already established that books would be rather rare, so would there be scribes at all in this dream, too?

How about apothecarist for a job? 8D

Here, I've got a list of medieval occupations that I looked up sometime. I realize 'artisan' can cover a lot of these, but here goes.

Acrobat, architect, apothecarist (8D), artist, astrologer, baker, barrister, bookbinder, bowyer, brewer, bricklayer, candle maker, carpenter, cartographer, clothier, cook, diplomat, dyer, engineer, engraver, fisherman, forester, fortune-teller, furrier, gardener, glass blower, grain merchant, grave digger, herald, herbalist, hunter, interpreter, jester, jeweler, leather worker, locksmith, moneylender, navigator, painter, peddler, physician, playwright, politician, potter, rat catcher, sailor, scribe, servant, shipwright, shoemaker, spy, stonecarver, story teller, weaver.

Well, I hope that helps, and sorry for the big list. I know big lists aren't fun to read. XD;
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:43 pm

Oh shit Snee your post made me remember I had this: http://www.freewebs.com/edwardmercier/skills.htm

I think being an apothecary would be a sensible and fully possible healer-type job! There might be some interesting herbs growing on the plains.

Scribes won't be a very big deal in Skuldhellir, but I imagine people after that kind of job can maybe get one at the docks, checking the cargo of ships and keeping track of the amount of goods that're imported, etc. or at the Town Hall doing stuff for the mayor.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:44 pm

There's no permanent residency for rich folk. They wouldn't want to stay in a grungy place like Skuldhellir. They just have a tavern/inn to stay at for short periods of time to make sure their affairs are going well. So I don't see a courtesan-type job as being too viable. But maybe if more rich characters show up and make more of a home for themselves, it'd be doable.

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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:46 pm

Oh yeaaah, so you do. 8D That's an awesome list.

*Nodnods.* I know that we established a place for healers, so I asked about apothecaries as separate, independent workers.

Hm, that sounds excellent. The Mages Guild and Miner's Guild may both want to hire scribes, too, but that could fall under the general category of Guild Jobs.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:46 pm

I imagine the mage guild to be smaller and mostly funded by Hat City for research/finds. Maybe they'll take up jobs for protection (helping defend against invasions, nuking thief lairs, etc.) for the right pay. Ulrin doesn't come for free, unless you say pretty please with a cherry on top. (a gold cherry).
Enchanting and teleporting is also there, but very very expensive, I imagine. They could offer knowledge and advice in return for some pay, maybe some hoax fortune-telling. Wizard corruption ftw!
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:50 pm

Ohyes. How about charms that extends one's lifespan?
Also an always win-win situation. In any case you can never tell how long you were going to live in the first place but superstitious people might fall for it.
I kinda imagined the mage guild as keeping something of a monopoly on everything magic going on in the town. For example, if a travelling merchant wants to sell enchanted goods or alchemic potions he'd have to pay a fee to the mages guild?
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:51 pm

Of course! Hat city is a greedy bunch of old geezers that want to rule the world! XD
I can imagine the wizard guild trying to enforce laws like that.
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PostSubject: Re: Thoughts on Jobs   Fri Apr 02, 2010 2:55 pm

Yeah, the Wizard's Guild would definitely be mostly, if not completely, funded by Hat City. They're just an extension of Hat City anyway. I don't think they'd do much in the way of protection--they'd probably want to keep themselves out of such affairs. They can offer other magical services, though, like what you suggested--things like tutoring or access to their little library, for a fee.

I do like the idea of the guild giving non-members a hard Time about using magic. It'll help limit how commonly magic is utilized, and it'll give some characteristic flavor to the guild, too.

You know, discussing all of this, I almost wonder if Ulrin should be guildmaster so early. This stuff seems like it'd work best with a master who actually hails from Hat City and has put all of this in place in the city's favor...

This is all way off topic, though. Let's swerve back on track, people!

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