Freelance Work in Belariath

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Freelance Work in Belariath

Postby lyllamarie on Thu Aug 27, 2009 1:40 pm

Freelance Work in Belariath

Freelance work is to become a staple within Stormbringer's Empire. Freelancers are merchants and craftspeople who sell their wares or their services to the general populace directly. Freelancers are welcome to use the bazaar marketplace whether by purchasing a kiosk or simply putting out a blanket with their wares upon them. This also may be that of a story teller passing around their hat for collections and donations. The ideas are limitless, but this does require some work to be had! If working for yourself and you get out what you put in is your kind of exciting roleplay opportunity, then please read on as this document will provide you with the knowledge needed.

What it costs to be a freelancer
The breakdown for determining the cost to the individual while doing freelance work roughly breaks down as follows.

Materials (40%) + Tools/Equipment (25%) + Skilled Labor (35%) = 100% Item price

1 MaterialsThe freelancer is responsible for the acquisition of the materials needed. These can be purchased from the relevant shop (money subbed and witnessed by worker) or acquired by actively gathering the materials found or grown on their personal property. Materials can also be purchased from other people as long as their is proof of the raw material being harvested. In the event that raw materials must be acquired from an NPC supplier, an Op can witness the payment for the freelancer and have them copy/paste it in their logs. All money transactions and proof of materials MUST be included in the freelancers work verification. Materials are roughly about 40% of an items worth.

2 Equipment/ToolsFreelancers who craft their own wares or services must have in their inventory the tools required. If you make something out of wood, the relevant tools purchased from The Works would be required to be purhcased. If you elect -not- to purchase the tools outright, you can rent them as well as specialized equipment (kilns, ovens, forge, etc ) for 25% of the cost of the item being sold. The equipment must be shown on the freelancers work verification whether showing proof of the tools or by the subbing of 25% cost of final items price for rental fees.

3. ProfitApproximately 35% remains after materials and tools costs are accounted for. This is potentially the profit margin that the freelancer will receive. Now this might be even less if a freelancer must pay a special tradesman to craft something that they do not have the skill for. All of these must be kept in mind and posted. Should a freelancer make a chair with cushions and they only have carpentry skill, a tailor would need to be commissioned to produce the cushion. This allows for players to work together to create items and will increase the potential for more freelance merchants in the game.

The hope of this system is that roleplay as merchant type characters will increase which will in turn give crafters and tradepeople a chance to work outside of a shop.

Example on how it Works:

Krom is asked by Cymorril to craft a pendant made of mithril and gold; he determines the fair market value for such an item is 125 mhl. Cymorril accepts this price given. Krom then goes to The Works to purchase the gold and mithril igots that he will need; total cost 35 mhl. He already owns his own jeweller’s crafting kit and forges, so does not need to spend mehrial on necessary tools. Krom spends the next three days ICly crafting the pendant and sells it for 125 mhl, a 90 mhl profit.

In another scenario, Krom does not have the jeweller’s kit and forge; he decides that he will purchase the kit from the Works, spending 30 mhl on the kit and gains permission from The Works management to utilize their forge. At this point, they can either rent it free, or for a fee that may cut into the final profit. Either way, once the kit is purchased, it will pay for itself in the long run. That leaves Krom with a potential profit of 60 mehrial, not including the cost to rent the forge.

For items that are not available through a shop or other PC supplier, the freelancer may opt to travel to an NPC supplier or order them that way. In this scenario, the situation is discussed with an Op who will witness the purchase of the raw materials -- a total of 40% of the items final cost -- with the freelancer subbing the mehrial and cut/copying it into their work log.

If you are a Farmer or Gardener, the cost of materials and tools will often come as character owned land, the purchase of seeds and tools from a store in the beginning, with IC time given to the development.

Helpful Conversion Yields

282 lbs of fruit feeds 60 people a week
3518 lbs of grain feeds 150 people a week
168 gallons of milk feeds 300 people a week
1 acre yield 10 bushels of corn per harvest, 56lbs of corn in a bushel.
1 acre yield 7 bushels of wheat per harvest, 60lbs of wheat in a bushel.
1 acre yield 30 bushels of apples, pears and citrus, 56lbs of fruit in a bushel.
1 bushel of fruit yields 7 quarts preserves
1 gallon of milk makes 1lb of cheese
1 Cow produces 8 Gallons of Milk a day
1 bushel of wheat yields 60 lbs of whole-wheat flour
1 bushel of shelled corn yields 40 lbs of corn flour
1 bottle of wine equates to 2.75lbs of grapes
1/2 Ton of grapes equates to 1 Barrel of Wine.
1 Barrel equates to 360 bottles
1 Barrel equates to 30 cases
1 bushel of fruit equates to 56lbs of fruit
1 tree can produce up to 20 bushels
1 bushel equates to 7 quarts cooked fruit

Breeding

Maturing Rates:
Large Mammals 2 Years RL or 6 Months Game time played.
Medium and Small Mammals 1 Year RL or 3 Months Game time played.

Gestation Ratex:
Large Mammals (Horses, Cows, Oxen) 10 months RL or 3 Months Game time played.
Medium Mammals (sheep, goats, etc) 5-6 Months RL or 2 months Game time played.
Small Mammals (cats, dogs, etc) 2-3 months RL or 3 weeks Game time played.
Birds have an egg gestational rate of 21-30 days RL or 2 weeks Game time played.

Farming/Gardening

Growing Rates:

Root Crops; 5 weeks RL time or 2 weeks Game time played.
Perennial Vegetables (Asparagus, onions, rhubarb, etc); From flowering to being edible 3 Months RL or 4 weeks Game time played
Grain Crops (Corn, Wheat, Amaranth): 5 months RL or 6 weeks Game time played.
Fruit Trees: from seed to fruit bearing - 2 yrs RL or 24 weeks Game time played, from flowering to fruit, 6 weeks game time played.


Standard Imperial Bazaar Market Prices
These rates apply when selling to individuals, as well as when selling to businesses.

Cooking Ingredients / Chocolates 2 Cherish, General Vegetable Gardens, Farming


* Apples 2 for 1mhl or 2mhl/lb
* Pears 2 for 1mhl or 2mhl/lb
* Orange 1mhl/each or 4mhl/lb
* Cherries 1doz/2mhl or 4mhl/lb
* Lemons 1mhl/each or 4mhl/lb
* Strawberries 1doz/3mhl or 5mhl/lb
* Root vegetables 2 for 1 mhl or 2mhl/lb
* Green beans dozen/3mhl
* Lettuce head/1mhl
* Corn 3 for 1mhl/dozen for 3mhl
* 5lb Sugar Sack – 2mhl
* 5lb Flour Sack – 2mhl
* Butter/Lard – 1mhl
* Basic Spices – 5 jars for 10mhl
* Exotic Spices - 5 jars for 20mhl
* Extracts – 3 vials for 10mhl
* Preserves – 2mhl/jar
* Vinegar – 2mhl/jar
* Cooking Chocolate – 2mhl
* Dozen Eggs – 3mhl
* Milk – 5mhl/bucket
* Yeast – 1mhl/vial
* Soft Cheese - 2 mhl cup
* Hard Cheese - 3mhl half a wheel / 6mhl a wheel

Metal and Wood Work / The Works

* Sack of Coal/Charcoal – 5mhl
* Iron Ingot – 1mhl
* Copper Ingot – 3mhl
* Tin Ingot – 3mhl
* Silver Ingot – 5mhl
* Gold Ingot – 10mhl
* Platninum Ingot - 20 mhl
* Mithril 'Flakes' (an ingots worth) – 25mhl
* Nails – 10mhl/100
* Wood Stain – 5mhl/jar
* Glue – 10mhl / jar
* Lumber - 2x4 1mhl
* Wooden Boards - 2x10 1mhl
* Paneling - 4’x8’ sheet 3mhl

Linens and Fabrics / Naked Bird & Belladonna

* Coarse Fabric (Single Color) – 1mhl/yd
* Coarse Fabric (Multi-hued/design) – 2mhl/yd
* Standard Fabric (Single Color) – 3mhl/yd
* Standard Fabric (Multi-hued/design) – 4mhl/yd
* Fine Fabric (Single Color) – 5mhl/yd
* Fine Fabric (Multi-hued/design) - 6mhl/yd
* Spidersilk – 5mhl per yard
* Leather Square – 2mhl
* Fur / Wool Square – 2mhl
* Thread – 1mhl/spool
* Yarn – 1mhl/bundle
* Dye – 2mhl/jar

Crafter Material / Minotaur's Bane

* Clay – 10mhl/block
* Powder – 3mhl/bag
* Sand – 2mhl/bag
* Gravel – 2mhl/bag
* Metal Flake – 4mhl/jar
* Pottery Glaze – 2mhl/bottle
* Wax – 1mhl/bar



Fishing and Aquatic Trapping Methods

The implementation of fishing devices such as nets, traps, trotlines and other alternative types have proven to be successful, allowing for multiple locations to be fished to increase chance of success. To do this type of fishing or trapping, the type of procedure must be selected and then the proper rolls for success and what was caught must be established.

Fishing Pole
This is an active way of fishing that requires a rod to be purchased from the General Store. This type of fishing essentially has a rod, line, and a baited hook at the end in it's most symplistic and basic terms. To determine success of a fish striking, a roll of 1d10 is made. If successul, a roll of 1-3 is made and the fish can be caught. If the roll is 4-10, the fish has swam off after the initial strike and a roll of 1d5 must be made to determine number of rounds must be made before attempting to catch another fish.

Once a fish has been successfully caught, a roll of 1d10 is made to determine what was caught and the applicable roll is made to determine size of fish caught. The list is as follows:

1 – Channel Catfish (1-10lbs; 1d10)
2 – Walleye(1-3lb; 1d3)
3 – Gar (1-3lb; 1d3)
4 – Bass (1-5lb; 1d5)
5 – Carp (1-10lb; 1d10)
6 – Flathead Catfish (1-40lb; 1d40)
7 –Bluegill (1-2lbs; 1d2)
8 – Crappie (1-3lbs; 1d3)
9 – Trout (1-3lb; 1d3)
10 – Other (include turtles, water snakes, debris, etc.)


Nets
Nets are a passive way of fishing in that fish swim into them and become entangled into the device allowing for capture. To determine the success of the net, roll 1d100. 1-20 something was caught, 21-100 means the net is empty. Nets may be checked once per day. If successful, a roll of 1d10 is made to determine what was captured. To determine size of catch, roll the appropriate dice in accordance to the weight.

1 – Channel Catfish (1-10lbs; 1d10)
2 – Walleye(1-3lb; 1d3)
3 – Gar (1-3lb; 1d3)
4 – Bass (1-5lb; 1d5)
5 – Carp (1-10lb; 1d10)
6 – Flathead Catfish (1-40lb; 1d40)
7 –Small School of bluegill (1-4lbs; 1d4)
8 – Small school of crappie (1-5lbs; 1d5)
9 – Trout (1-3lb; 1d3)
10 – Other (include turtles, water snakes, debris, etc.)


Trotline, Limbline, and Jugline Fishing
This type of fishing consists of a hook with bait and line. They are either tacked onto a tree, branch, or other structure where they are left alone awaiting a fish to take the bait. As such, it is a passive way of fishing that does not require constant attention. These fishing devices may be checked once per day. To determine success, a roll of 1d100 is made per baited hook. 1-25 is a successful catch in which a 1d6 is roll to determine what was caught. 26-50 is the loss of bait and no fish and a 51-100 is no catch but bait remains intact. To determine size of catch, roll the appropriate dice in accordance to the weight.

1 – Channel Catfish (1-10lbs; 1d10)
2 – Flathead Catfish (1-40lbs; 1d40)
3 – Blue Catfish (1-30lbs; 1d30)
4 – Bullhead (1-2lbs; 1d2)
5 – Turtle(1-3lb; 1d3)
6 – Other (player discretion)


Traps
Another method of catching food is through the use of traps. Traps have specialized designs for the type of food trying to be caught. The following are common types of traps used and employed by people; Bluegill, Bullhead, Shrimp, Lobster, Crab, and Crawdads.

To determine if the baited trap has caught anything, a roll of 1d100 is made. 1-25 means the trap was effective and something was caught, 26-100 means the trap was empty. A roll can be made for each trapping device used.


Spearfishing
Spearfishing is the art of standing still in water and utilizing a spear, pointed stick, trident or other pronged device to spear fish that swim close. Oftentimes, location is key for this type of sight fishing and requires patience and dedication. This is an active form of fishing in that it must be performed constantly for it to pay off. To experience success, the spearfisher must;

Step 1- Roll 1d100 to check for fish in area. 1-50 means fish are nearby and capable of being caught. 51-100 means no fish seen and should consider moving.
Step 2- Once when fish are near, roll 1d10 to dermine if one could get close enough to spear a fish. 1-5 means the fish is capable of being caught. 6-10 means the fish scampered off and must research for fish location at step 1.
Step 3- To be successful at spearing a fish, a roll of 1d10 is made. 1-5 means success and 6-10 means failure. Upon failure, you must fall back to step 2.


Off Coast Fishing

Saltwater fishing and trapping can be achieved off of the coast of Valencia. By doing this kind of fishing, the acquisition of a boat is needed or done off a pier/dock. Saltwater varieties of fish can be caught through Valencian waters. The list below can be utilized if other fishing methods are employed in salt water locations.

1. Cod (1-7lb, 1d7)
2. Salmon (1-5lbs; 1d5)
3. Grouper (1-30lbs; 1d30)
4. Redfish (1-10lb; 1d10)
5. Flounder (1-15lbs; 1d15)
6. Tuna (1-35lb; 1d35)
7. Halibut (1-20lbs; 1d20)
8. Seabass (1-10lbs; 1d10)
9. Snapper (1-20lbs; 1d20)
10. Other
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