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Price list (Income)

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(Note: Characters may only receive a regular income after arranging it with a storyteller.)

Income received from performing a job varies greatly and depends on not only the job itself but also the skill and ability of the worker. City structure can also play an important role as well. In smaller cities of limited wealth and resources, worker income may be less than what it would be in larger cities with greater wealth. A city that prides itself in its mining operations may value miners and masons more than others thus the income of such occupations may also be greater. Below is a list of sample professions and their basic daily income. This assumes that the worker has at least a Novice (L1) level in the primary skill of that profession. As you will see, income may vary greatly but in general, falls within 1 and 10 gold mizas per day. From the list we can also see that jobs requiring more specialized skills offer a greater income but also require more responsibility. Those who fall behind in their job duties may see a reduction in pay or even the loss of their job.

As a person becomes more experienced and acquires a greater level of ability in skills that relate to their job, they may expect a greater income. For job-related skills of Competent (L2), income general increases by half again as much (rounded down). Thus an alchemist making 7 gm a day at a Novice level will make 10 gm a day at Competant Level (L2). At the expert level (L3), income doubles thus the Competent Alchemist making 10 gm a day will make 20 gm a day as an Expert. At the Master level, income for a job doubles yet again so that the Expert Alchemist making 20 gm a day will make 40 gm a day once they become a Master. Note that this is base income. Finalized income is set by the attending Storyteller and may include extras such as a percentage of sold items, etc. Such percentages added to regular base income does not normally surpass 20% per skill level (rounded down). Thus if a character owned an alchemist shop, the storyteller may decide that the character would make an additional amount of money from sales and services. For the L1 Novice Alchemist making 7 gm, they would get an additional 1 gm from sale profits for a total of 8 gm per day. The L2 Competent Alchemist making 10 gm a day would get 12 gm a day after sales profits. The L3 making 20 gm a day would get 24 gm a day total while the Master making 40 would get 48 gm a day total. Remember that these are routine, everyday wages that do not take into account character discoveries, innovations, inventions and adventuring that may bring separate, less routine amounts of money.

Note: See the Job Thread lore for more information regarding how to do your jobs.

Multiple Owner Notes

If there is more than one owner of a business, there is a primary owner's income to start. Thus if the business is a shop, then the income would be for a shopkeeper BASE income (4gm). For each additional owner, the business would bring in a number of mizas equaling one less. Thus if the before-mentioned shop has a base income of 4 gm, an additional owner would bring in 3 gm for that business for a total of 7 gm. If another owner was involved in the same shop, they would bring in 2 gm for a total of 9 gm.

This additional income is added to the Primary owner's business income as they are the one with the highest relevant skill and are the one who holds the majority interest in the business. Co-owners get the standard income that they would get if they owned their own business.

There is a limit of 3 co-owners in any business and the additional income for multiple owners is figured off of the BASE income for that particular business. Meaning, that it is figured off the listed incomes below without any skill bonuses added.

Skill bonuses still apply for the primary owner; this should be the one with the highest relevant skill used in that business.

Sales bonuses (up to 20%) only apply to the primary owner as well.

The primary owner of the business may not possess multiple occupations outside of their business.


Business owners may take on an apprentice in order to teach/pass on their skills in a particular trade. This is treated differently than the case of multiple owners. An apprentice gains a wage just like any other job with a base income based on the type of occupation they are apprenticing in. The wage is paid for by the one they are apprenticing for. For example, if someone is apprenticing as a blacksmith, they would get a base wage of 6 gm / day paid for by the one who they are apprenticed to.

The catch to this is that the apprentice, while learning the trade, contributes to the business through their work and assistance to the master. This assistance essentially pays for the apprentice's wage so that the master does not actually subtract the apprentice's wage from their business income.

The apprentice actually adds to the master's business income with their assistance. The added income to the master takes the form of half of the apprentice's base income value (without skill bonus) being added to the master's income. For example, an apprentice blacksmith with a base income of 6 gm / day would add 3 gm / day to their master's business income.

Only those with a Master level skill can apprentice someone. The apprentice may remain an apprentice until they reach an Expert level in the skill they are apprenticing in. Once the apprentice reaches Expert, they are no longer an apprentice. They may choose to go off on their own and start their own business or they may remain with the Master and continue to contribute to the business as a whole.

A business can only benefit from the added income bonus for a single apprentice no matter how many they may actually have.

Multiple Tradesmen vs Employees

Employees are classified as characters (NPC or PC) who work for a business in order to keep the business operating. These are clerks, assistants, laborers, etc. While they do contribute to the operation of the business, they are not usually significant to the overall growth of the business. A business may have as many employees as they feel necessary to run the business but they must pay the employees full wage from the business income. A balanced number of employees with relevant skills for the business that employs them may offer a sales bonus to said business and/or ingenuity creativity bonuses.

Tradesmen are those who own/run the business or who actively work to expand and grow the business in a more significant way. Former apprentices who remain with their masters and continue to contribute to the business are considered tradesmen. For example, two blacksmiths working in the same forge can produce more and offer more services than a single smith. To be considered a tradesman, one must have a competent level in the primary skill relevant to the business OR be the business owner.

A business owner cannot employ tradesmen who are of a higher skill level than they are. For example, a Novice blacksmith with their own forge cannot employ a Competent or higher blacksmith to work with them as a tradesman. The reasoning behind this is that if the tradesman is more skilled than the business owner, they would have their own business rather than simply being an employee.

The case of multiple tradesmen is different than multiple owners in that the primary owner owns the entirety of the business while the additional tradesmen is still something of an employee albeit more integral to what the business offers in the way of goods and services.

The trademan's wage is treated like that of the apprentice in that their contribution to the business essentially covers their wage while adding bonus income to the primary owner's business income in the form of half of their base income (minus skill bonuses). For example, a skilled blacksmith with a base income of 6 gm / day working for another blacksmith who owns their own forge would add half of their base income (3 gm / day) to the primary owner's business income.

Expert or Master Tradesmen who are employed by a business may offer additional sales bonuses on top of the additional income their contribution adds.

A business may employ any number of additional tradesmen however only the first one has their wage covered by their contribution and only the first one offers a bonus to the business income. Two or more additional tradesmen in a business requires that the business owner subtract the full wages for those individuals from the business income. (This is for the sake of balance in Mizahar's economic system)

PC Guilds, Gangs, Organizations

A business is but one type of income-producing entity. There are others that do not quite fit into the business model. These are generally classified as guilds or gangs; each being more of a generic term used to classify a number of different organizations. Guilds are generally more formal organizations that engage in a specific task, group of tasks or a purpose within a city. Mercenary groups, tradesmen cooperatives, formal religious groups, these are but a small few groups that fall within what it is to be a guild. They are more formal and structured with set purposes, goals and are usually accepted by the cities in which they reside.

Gangs tend to be a bit more loose in structure although not always. They are not typically supported by the cities they reside in and are generally not as formal in structure or purpose as guilds are. See Guilds and Gangs for more detailed information.


Nearly all occupations require a specific skill or skills in order to gain access to said occupation. In the case of occupations with a wage range (example: 5-7gm), merely having the required skills at Novice will only earn the lowest end of the wage range. The higher your skill level in required skills, the higher the base wage.

Item Price Item Price Item Price
Acolyte As with Priests, an Acoylte is a valued member of society and is more commonly encountered. They preach the word of their deity in the service of their church. (L2 Gnosis required to attain this base salary. L2 Gnosis doesn't guarantee salary; must be an active, serving member of a church.) 10 gm Altar Boy Altar Boy is just one name out of many that describes those who serve in the beginning ranks of a church. (L1 Gnosis required to attain this base salary. L1 Gnosis doesn't guarantee salary; must be an active, serving member of a church.) 4 gm Animal Handler Those who make a living handling animals (both wild and domestic) are found throughout Mizahar. Most individuals who operate businesses that deal in the sale of various types of animals require those involved to have some ability to handle said animals. This occupation covers the care and/or sale of animals otherwise not listed in other occupations. (Animal Husbandry is required for this occupation.) 5 gm
Armorer An Armorer is one who applies their skills toward the crafting of various types of armor. Most of what they work with involves some type of metal though materials such as leather, bone and hide are also common. (Must have the Armorer skill to gain access to this occupation) 8 gm Artist While anyone can slap paint on a surface, a true artist creates beauty. Those with wealth and influence often employ artists to decorate their homes with paintings. In addition, artists often delve into various types of crafts with the results being artistic and/or eccentric if not beautiful. 4 gm Assassin In a world where peace and civilization is broken, the prevalence of those who kill for others is high. While the actual deed of killing another can bring in a widely varied amount of mizas, there is often much more that goes into eliminating a target such as learning a target's schedule, behaviors, friends and family, etc. These too can bring an income as well. Like a mercenary, an assassin's income can vary. In even the most chaotic of societies, assassinations are often frowned on by some or all elements of the society. This can bring about dreadful consequences to the assassin if caught. Must have a Weapon skill and Poison skill (L3 in one, L2 in the other) Stealth, Impersonation, Subterfuge or Seduction (L2 in all or at least 3 out of 4) Blind Fighting, Escape Artist, Forgery, Cryptography, Intelligence, Unarmed Combat (L1 in all) and be regularly employed to earn the listed income. 12 gm
Attorney As civilization begins to rebuild, the need for law and order is essential as is the need for those who understand the law. With the rebirth of institutions of law, so come the attorneys. Attorneys, sometimes known as advocates, work to prosecute as well as defend those who find themselves, for better or worse, in the grasp of locale justice systems. (Must possess one or more of the following skills to gain access to this occupation: politics, leadership, negotiation, intelligence, interrogation, persuasion, storytelling and some related lore.) 7 gm Auristic Auristics, like many users of magic, find that their skills can bring them a varied amount of mizas. The ability to read auras can be quite valuable and depending on the location, population and other demographic details, great profit can be made. (Must have the magic skill of L2 Auristics to gain access to this occupation. L2 required for mid-range wage, L3 for highest end.) 7-14 gm Barmaid Barmaids are a common sight in any inn or tavern. Though anyone can serve a drink or carry a plate, a skilled barmaid brings beauty, personality and charm to the job. While there isn't a skill requirement to be a barmaid, one will not be able to advance in wages without at least one of the following: seduction, storytelling, persuasion, dance or any skill that lends to the service of customers. 1-2 gm
Bartender Working behind a bar in a tavern, bartenders pour drinks, in some cases serve food and of course listen to their patrons. The classic bartender pours a stiff drink and hears a patrons worries while occasionally offering a bit of advice. Leadership is the primary skill for bartending as getting people to trust you is key. 3 gm Beekeeper Beekeepers are somewhat rare outside of larger cities where demand for honey is greater. They tend to a number of hives and help maintain the health of their hives while harvesting as much sweet honey as they can. Must have the Beekeeping skill to access this ocupation. 6 gm Blacksmith Blacksmiths are a common fixture in nearly every city and surrounding villages. Responsible for the construction of tools and implements needed in every aspect of society, blacksmiths are relatively common but invaluable nonetheless. (Must have the black-smithing skill to gain access to this occupation.) 6 gm
Bounty Hunter It takes a unique person to hunt other people. A Bounty Hunter is a person who excels in tracking, killing or capturing all manner of individual in exchange for money. The targets are often criminals on the run but can be anyone who has otherwise done something to warrant a bounty on their heads. In order to gain access to this occupation, one must have an L2 in Tracking and at least one combat skill at L1 and be regularly employed to earn the listed income. Note that the listed base income will be adjusted to reflect the L2 skill requirements). 5-7 gm Bowyer/Fletcher In the time immediately following the Valterrian, good quality, well-maintained weapons were scarce in a world wrought with danger and death. Just above the most basic of weapons was the always reliable bow and arrow. If there was one weapon that can be said to have saved humanity from the brink of extinction, it would be the bow. (Must have the Fletcher/Bowing skill to gain access to this occupation.) 3 gm Brewer/Philterer Creating malt beverages or crafting a variety of potions and brews is a skill found across the land from well-established shops and inns to roadside carts and tents. (Must possess the brewing or philtering skill to gain access to this occupation.) 7 gm
Cartographer Rare in a world where most people choose not to travel due to the dangers involved, those who can accurately create maps of cities and regions are still in need. Merchants and explorers often use maps to help them get around while cities often employ them to create and update maps used for city operations. 6 gm Cleric/Priest Religion is an important aspect of many a person's life. Because of this, the clergy is highly regarded by the populace often regardless of divine source. Churches, temples and shrines across the land often lend a hefty stipend to their clergy for their services. (L3 Gnosis required to attain this base salary. L3 Gnosis doesn't guarantee salary; must be an active, serving member of a church.) 13 gm Clerk One of a number of different occupations that are needed in a city yet require little skill, a clerk tends to a number of duties. A clerk is most often found serving in a support capacity in political institutes, schools and mercantile operations. Clerks assist shopkeepers in running their business, assist politicians in running their governments and aid merchants in tending to the books. (Although no skill is required to gain access to this occupation, a clerk may acquire skills related to the job they do and thus can use one of those skills to determine future wage progression.) 3 gm
Cobbler Cobblers are adept at crafting all manner of footwear. Found in cities and surrounding villages, there is always employment for a cobbler. (Must have the Cobbling skill to gain access to this occupation.) 3 gm Cook Cooks make a living working for anyone from an innkeeper to a wealthy city official. Their ability to prepare food for consumption is what brings in some mizas although many cooks may sometimes find lodging from those they work for. (Must have the cooking skill to gain access to this occupation.) 2-3 gm Courier Everyone needs to get a message to someone else from time to time yet don't always have the time, motivation or ability to do it themselves. This is where a courier finds their niche. Couriers are hired to transport messages and small packages from one place to another. In the dangerous land of Mizahar, most couriers rarely deliver between cities. Instead they perform their duties within a city and its surrounds. Those who do travel between cities can earn a considerable amount of mizas though risk their very lives in doing so. Greater income can be attained through individual threads. 1-5 gm
Dancer Common in taverns and inns as entertainment as well as found in a number of other locales across the land, dancers display art through body movement. (Must have the dancing skill to gain access to this occupation.) 4 gm Doctor's Assistant While doctors are quite knowledgeable and more than capable of tending to the sick and infirm, they often need assistance with lesser tasks such as cleaning wounds, handling materials, feeding or cleaning patients, giving and/or applying medication and various other duties that do not involve direct, detailed medical treatment. This is where the Doctor's Assistant comes into play. (Must have the medicine skill to access this occupation) 2-3 gm Engineer/Architect While anyone can throw together a crude hut or tattered tent, it takes skill to build durable structures. More commonly found in cities or in societies who value durable buildings, engineers and/or architects are valued no matter they are located. (Architecture is required to gain access to this occupation although masonry and carpentry are also helpful.) 6 gm
Engraver Whenever one looks for intricate designs etched in metal, stone or glass, they go to an engraver. An engraver uses their skill and tools to create all manner of highly detailed designs, shapes and writing into otherwise unworkable surfaces. (Etching and/or Engraving is required to gain access to this occupation. 6 gm Falconer Those who train hawks, falcons and other large raptors are known as falconers. Such individuals train these birds to hunt, entertain and even protect. These individuals are often found employed by those with a specific taste for the unique.) 5 gm Farmer Farming in Mizahar is not the industry it used to be before the Valterrian. Now, farmers operate small farms that they can work by themselves or with a handful of family members or hired laborers. Most cities employ a number of farmers to supply the people with adequate food. While it is possible to operate a large farm, the costs involved keep the potential profits in check and thus prevent a farm from growing too large. (Must have the agriculture skill to gain access to this occupation.) 4 gm
Fisherman Like farming, fishing was once a thriving industry in the coastal cities of pre-Valterrian Mizahar. Now however, fishing far from being industrious. Fisherman make their living from streams, rivers and lakes as well as the coast. They sell/trade the majority of their catches to nearby cities though the need for fresh fish prevents fishermen from selling/trading large quantities. More than a fishingboat's worth of fish sold/traded in a city will cost the fisherman more from rot than profits would justify. (Must have the fishing skill to gain access to this occupation.) 4 gm Fortune-teller/Card Dealer Giving insight into one's future, be it legitimate or a farce, can bring joy or despair to those who have their fortunes told. In some cultures, fortune-tellers are taken more seriously than in others. 4 gm Gardener Some cities maintain a number of gardens and parks. Said environments require someone to tend to them; someone with a bit of skill in handling plants. (Those wishing for the greater income need to have the gardening skill to gain access to the higher income of this occupation.) 3-4 gm
General Merchant In the various cities of Mizahar there are those who engage in trade that doesn't quite fit into any specific category. These traders often operate out of wagons or tents and offer a wide variety of items instead of focusing on any particular good or service. (Must possess Leadership or Persuasion Skill to gain access to this occupation.) 4 gm Glassblower Shaping and molding glass is not a very common skill in many cities thus those with such skill can find a decent living. These individuals craft glass shapes, decor and even windows. (Must have the glassblowing skill to gain access to this occupation.) 7 gm Groom Not to be confused with a Groomer, the Groom is one who tends a stable and cares for horses. While there isn't a skill requirement for this occupation, Animal Husbandry is needed to advance in wages. 1 gm
Groomer/Masseuse Found almost exclusively in cities employed by wealthy and/or influential people or at established bathhouses and high quality inns, professional groomers are a valued asset. Groomers perform duties such as bathing, perfuming, massaging and general grooming of others. (Although many skills and lore can aid in this occupation, skills such as massage and storytelling are useful yet so can be the skill of seduction.) 5 gm Guard Be it a town guard, city watch, constable or other named individual tasked to keep the peace, these individuals, while not as skilled as someone in a military position, do possess the necessary skills for combating crime in a city. (Must possess at least an L1 in a weapon and L1 in some form of unarmed combat. 5 gm Healer Healers owe much of their talent and skill to the Goddess, Rak'eli. Though many also possess skill in medicine, they rely mostly on their gnosis. Those who only have the Healing gnosis can expect the base of 7 gold mizas. Those with related skills such as medicine or herbalism and related skills can expect more. L2 medicine for highest wage. 7-12 gm
Herbalist A bit more common than a doctor or philterer yet still highly regarded, herbalists are highly adept at crafting all manner of useful mixtures from various roots, herbs and flowers found throughout Mizahar. Because their talents are very useful in locales lacking doctors or healers, Herbalists are well-regarded in most societies. (Must have the herbalism skill to gain access to this occupation.) 6 gm Hunter While most individuals living for extended periods away from the cities possess some survival/hunting skills, some people devote their lives to such things and in turn make a living off it selling meat, hides and other products of successful hunts. (Must possess the hunting skill to gain access to this occupation.) 5 gm Innkeeper/Tavernkeeper Innkeepers are a mainstay of most cities. Catering to travelers and locals alike, the innkeeper offers lodgings, food and drink, stables and general comfort all under one roof. (Although innkeepers come from all walks of life and bring with them a variety of skills, Leadership is essential for managing employees or simply keeping the peace among patrons and is a required skill for gaining access to this occupation.) 6 gm
Explorer/Researcher This profession is a catch all for those exploring ruins, investigating low level non-specific incidents and doing general research. 3-6 gm Jewelcrafter/Gemcutter TA gemcutter is one who works with gems and precious stones; cutting, shaping and polishing these elements into highly sought after items of immense value. 9 gm Laborer There are numerous opportunities for someone living in Mizahar to find occupational opportunities that require little to no skill. Chopping wood, working a mine, unloading ships, transporting supplies, and a number of other jobs are available to those willing to put their back into it. 1-2 gm
Leatherworker Though a tanner works with hides to make leather, a leatherworker turns that leather into more elaborate works such as saddles or clothing and items with more tooling and detail. One must possess the Leatherworking skill to attain this occupation and Tanning is also helpful) 5 gm Locksmith Although not possessing the miraculous talents of ages past, current locksmiths nonetheless carry with them a special skill. In a time when security is more important than ever, those who can craft locks and related security devices are valued members of society. (Must have the Locksmithing skill to gain access to this occupation. 8 gm Mason Masons are skilled in constructing buildings and other structures out of stone, brick or some other related material. Where the architect/engineer designs the structures, the masons put forth the manual labor to complete them. (Must have the Masonry skill to gain access to this occupation.) 3 gm
Mercenary While not everyone can specialize in a specific skill or talent, there are many who offer a wider range of abilities to those with the money to pay for them. Mercenaries as they are often called, are hired for many things from protection to exploration and treasure/relic hunting. The things these individuals are called upon to do are often dangerous and potentially life-threatening. (Must have AT LEAST one combat related skill AND one relevant supplementary skill to gain access to this occupation. L2 in these skills to earn the highest wage. 4-7 gm Metalsmith The metalsmith makes their living casting various types of metal and thus producing a variety of metal objects and components. Where a blacksmith primarily crafts tools and implements and a weaponsmith crafts weapons, a metalsmith crafts all things in between. 7 gm Midwife A midwife is someone who helps care for pregnant females before and after giving birth and aids in the delivery of babies. Midwives usually possess an L1 in Medicine. 3 gm
Nanny/Caretaker A nanny or caretaker is tasked with tending to the needs of another. Those they tend can be children, the elderly or even the sick and/or infirm. Nannies and Caretakers are most often found in the service of those who are not necessarily rich yet possess enough wealth to comfortably employ them. 4 gm Papermaker A Papermaker is someone who works with plant based materials to create their product. This can be done in a number of fashions, all of which require time, patience, and skill. Must possess the papermaking skill to gain access to this occupation) 3 gm Performer/Bard/Busker Found in inns, taverns and town squares across Mizahar, performers, also known as bards, entertain people with all manner of skill. Busking, storytelling, acting and many other entertainment related skills can be found in use by a bard. (Must possess some form of entertainment skill to gain access to this occupation.) 4 gm
Perfumer Uncommon among the poor, unwashed masses that make up the majority of the population of Mizahar, there are still those with a few extra mizas who delight in smelling fragrant, fresh and clean. For these people, a perfumer is perfect. Specializing in odors, aromas and scents of all kinds, the perfumer offers the illusion of scent for sale. (Must have the perfumery skill to gain access to this occupation.) 4 gm Poisoncrafter Though not as easy to find as a philterer or herbalist, a poisoncrafter is still a fixture in the shadows of society. There will always be a need to remove unwanted individuals without the use of bloody violence and there will always be a need to combat the countless numbers of natural poisons that threaten all living beings. (Must possess the Poison skill to gain access to this occupation. L2 for the highest wage.) 5-7 gm Potter This is a true craftsman that throws clay pots on a wheel in order to make serviceable containers to utilize for foodstuffs, storage, and other purposes. These artists often know how to paint, glaze, and fire various clays to achieve different effects including foodsafe finishes. ) 5 gm
Prostitute One of the oldest known professions, prostitutes of many races, genders and ages ply their trade in all rungs of society in nearly every established city across Mizahar. In a time when most struggle to survive, prostitutes sell themselves in hopes of doing just that. The lives of these people are seldom easy and more often than not, the job brings about an immense amount of risk; risk of disease, bodily harm and/or death. Average wage depends greatly on the location and clientele. On occasion, a prostitute can earn much greater amounts as some people are willing to pay great amounts of mizas for a night they will never forget. 1-4 gm Reimancer Reimancers are not usually known for being all that employable based solely on their magical skills. That said, others may find their specific talents useful. Earth reimancers can move dirt and stone and aid greatly in construction. Air reimancers can aid in deflecting the fury of enraged storms. Fire reimancers work to fight fires and burn away refuse. Water reimancers can be invaluable in desert areas where water is scarce. Of course, like all who manipulate djed, location and population diversity tends to dictate how much they may earn with their specialized skills. (Must have some form of reimancy to gain access to this occupation. L2 required for mid-range wage, L3 for highest end.) 7-14 gm Sage Following the destruction of the Valterrian, books and other written works became rare. Those few who were lucky enough and educated enough to retain fragments of such work, passed it on over the years. Now, those who spend their time lost in the fragments of ancient knowledge work to record the present as well as advise current leaders of the past and how to shape the future. These sages are rare and highly valued in more civilized societies. (Must possess at least one skill at 51 plus a number of related lores. Please Help Desk requests for this occupation) 15 gm
Sailor Sailors come from all walks of life yet choose to make their way aboard a ship as part of a crew of individuals working for someone else. Wages for sailors vary and depend on their position among the crew. A captain of course will make more than a deckhand. Wages can be set by the ship's owner or captain but also can come from dividing up the ship's profits among the whole crew. 1-7 gm Scientist/Gadgeteer A rare breed of individual on Mizahar, a Gadgeteer buries themselves in study, experimentation and creation of unique objects and ideas that border on supernatural. They are usually quite eccentric and often keep to themselves; though this is not always the case. (Must have the Gadgeteering skill along with all its listed requirements to qualify for this type of occupation. 8 gm Scribe Scribes are most often found employed by sages, religious or political figures. They turn the spoken word into written works as well as copying existing writings. (Must have the Writing skill to gain access to this occupation.) 3 gm
Shipwright This profession is involved in building and repairing ships. Carpentry skills are handy, but the main skill is shipbuilding or shipwrighting. 5 gm Shopkeeper Shops are an essential part of any city. They come in all shapes and sizes and offer countless goods and services to would-be customers. The skills required to operate a shop depend on what the shop specializes in. Some shops such as an herbalist shop, would fall under the herbalist occupation. A shop selling tools and implements would fall under a blacksmith. General stores selling a variety of wares or shops that do not require specific skills for the shop specialty, require the Leadership skill in order to access this occupation. 4 gm Slaver Slavers are a common fixture throughout Mizahar. With slavery being an accepted part of life throughout Mizahar, a person can often find a nice living buying and selling other sentient beings. In order to gain access to this occupation, one must possess at least one of the following skills at L1; Leadership, Persuasion or Intimidation. Alternately, Larceny may also be used if the slaver resorts to kidnapping, extortion or other related means of acquiring their product. 4-6 gm
Spy There are always people wanting to gain an advantage over others. Some merchants wish to learn more about their competition and perhaps sabotage them. Governmental figures do the same. Whoever the target, when one employs another for the purpose of spying they are trading in information. (While a number of skills can aid here, Intelligence is required to gain access to this occupation.) 6 gm Surgeon/Doctor In a time when health and vitality are difficult to maintain, doctors and surgeons are always in need. Those possessing a number of skills, all doctors and surgeons are required to have the medicine skill though actual specialties may vary and are often decided by the type of medical-related lore one has. 8 gm Tailor/Seamstress/Sewer Tailor are adept at crafting all manner of clothing. Found in cities and surrounding villages, there is always employment for a tailer. (Must have the Sewing skill to gain access to this occupation.) 4 gm
Tanner A tanner is one who prepares animal hides and turns them into leather for a variety of uses. Although a common skill possessed by many people across the land, some make a living out of making leather for people from all walks of life. (Must have the tanning skill in order to gain access to this occupation. 3 gm Tattoo Artist While anyone can scrawl some shapes on their skin with a bit of animal blood and their fingers, a tattoo artist is able to etch permanent works of art into one's flesh. 4 gm Teacher/Instructor Those individuals who find themselves employed to teach and train others earn varying wages depending on the commonality of the skills they teach as well as the level at which they do so. Because of this, teachers and instructors receive pay based on the their level in the skill they teach which may be adjusted somewhat based on what that skill is. Those who have formal employment training in rare magical disciplines may have a base income much higher than someone teaching the basics of cooking. Income is granted at Storyteller discretion although L2 is required for mid-range wage while L3 is required for the highest end. 1-15 gm
Thief/Bandit/Smuggler In a world where survival is the name of the game, a professional thief can make a pretty good living with their trade. Thieves are more urban; employing their skills in cities while bandits resort to robbing travelers or those living somewhere outside of a city. Con-Artists often use their words and wit to steal coin and livelihoods from their victims. Smugglers are often used to sneak slaves out of an area or sneak illicit goods into an area. Some cities however are easier to employ larceny skills than others. Speak to your Storyteller for actual wages. Larceny skill is required for this occupation. L2 required for highest wage. Greater rewards can be sought through individual threads. 1-7 gm Torturer/Interrogator Sometimes referred to as an interrogator as well as torturer, these individuals are skilled at prying information from those choosing to hide it. Torturers/Interrogators are employed by military organizations as well as the different forms of city law enforcement. The distinction between the two names often depends on the methods used to pry information from the unwilling. Must have torture and/or interrogation skills to access this occupation. 6 gm Undertaker This is a skilled individual who not only prepares a body for burial but in fact entombs the dead as well. Embalming skill is required for this occupation. 4 gm
Veterinarian Animals are an essential part of life and living in Mizahar. Horses, livestock, pets, all require health maintenance and it is the local veterinarian who helps. Although medicine and herbalism skills are extremely helpful, the primary skill of any vet is Animal Husbandry. It is this skill that is required above all others in order to gain access to this occupation. 6 gm Voider A Voider performs a specific task which can be quite valuable to many, waste disposal. Voiders can often find work in mid to large-sized cities where they are paid to dispose of trash and other unwanted items. Like all who mainpulate djed, location and population diversity tends to dictate how much they earn with their specialized skills. (Must have voiding to gain access to this occupation. L2 required for mid-range wage, L3 for highest end.) 7-14 gm Weaponsmith Those who take basic blacksmithing techniques and use them to craft weapons are valued by more militant societies though even more peaceful ones can benefit from the skills a weaponsmith possesses. (One must have the weaponsmithing skill to gain access to this occupation.) 8 gm
Weavers Weavers are adept at crafting all manner of weavings from tapestry to rugs to fabrics. They work in all sorts of materials from silk to cotton to wool. Found in cities and surrounding villages, there is always employment for a weaver. (Must have the weaving skill to gain access to this occupation.) 4 gm Wilderness Guide As one travels away from the cities and into the wilds, their chances of survival diminish drastically. This is where the Wilderness Guide comes into play. These brave individuals make a living by guiding others through the wilds as they move from place to place. Even guides however seldom venture far from known, established paths. (Must possess the Wilderness Survival skill to gain access to this occupation although skills such as hunting are also valuable.) 5 gm Woodcarver It takes a creative mind and skilled hand create art from wood. A wood carver crafts items from wood as simple as a basic lettered sign to something as advanced as a life-like wooden statue. 5 gm
World Mage Those skilled in the varied arts of World Magic may find that their magical skills are quite valuable to those who can afford their services. While these individuals can earn a large number of mizas, the time, effort and materials required to perform their art is often restrictive when it comes to making profits. Because of this, their expected pay varies and depends on location, population, local economic strength and access to materials. (Must have a magic skill related to the profession one wishes to pursue. If one wishes to gain wealth through alchemy, they must have that skill. If they wish to be a magecrafter, they must have the magecrafting skill and so on. L2 required for mid-range wage, L3 for highest end.) 7-14 gm

Magic-Related Occupations

Anyone seeking an occupation that relies on any form of magic, magic-related skill or even gnosis, must have a specified employer who is already established within a given city in order to gain any form of regular income. Also, if they have an approved business they may also gain an income. What this means is that someone cannot simply act as a freelancer and to gain an income. They must meet one of the following requirements:

  • Have an approved business plan that details out their magic-related business


  • Have an approved employer who is already established within the respective city

Note that in most cities, there isn't enough demand for the wandering mage for the mage to gain steady income on their own. Also, magic is not widely accepted by most average people throughout Mizahar which means there are few, if any who would pay for it. While a wizard can find employment from time to time using their talents, it is still rare and not guaranteed. Just because someone has the skill doesn't mean there is need enough for others to pay for it. For example, an Auristic, would have a terrible time trying to start an Auristic business in most cities. There isn't really much need for people to pay to have their auras read. They may however find employment working for someone who had need for such a thing.

The same is true for most other forms of magic. Most do not lend themselves well to business ownership yet can be valuable to the rare employer who can benefit from the wizard's magic.

Skills in magic disciplines are best for businesses when used to supplement a different primary skill. Creative use of magic in operating a business can add bonuses to the final income.

Yes, magic-related occupations are on the Income/Job list but they are rare and difficult to acquire.

Magecraft Occupation

The cost of starting up and running a Magecraft business can be quite restrictive for most characters. In order to sell any item that has been made through the use of Magecraft, one must put forth the mizas to produce it. The simplest Magecrafted trinket costs 1,000 gm to construct and that does not include the base item which must be purchased separately. The market value or the cost to purchase that same item from a Magesmith is x3 the base cost so that is at least 3,000 gm for an MC 1 item. Very few individuals, NPC or PC have the disposable funds to buy even the simplest Magecraft item. Much of the income that is gained by a Magecraft business is through the selling of reagents and related materials to other Magesmiths. Due to the extreme costs involved, it is almost impossible to see an item with an MC greater than 5 for public sale. In other words, a character WILL NOT get rich off Magecraft.

As far as starting a Magecraft business is concerned, any Magecraft items to be sold as part of the business price list must have their initial creation costs paid up front. So, if someone wishes to offer a single MC 2 item for sale in their shop, it will cost 1,700 gm just for the creation plus whatever it costs to make/purchase the base item.

STORYTELLERS, it is bad-form/HIGHLY FROWNED UPON to use NPC's to purchase individual items from PC Magesmiths as there is no accounting for the funds involved. Individual sales of Magecraft items should only be done through PC to PC transactions.