Earning Money

Most people on Gaianar have these things called "jobs".  It's generally assumed that the Player Character actually did something for a living prior to becoming an adventurer.  The things one do for a living is often based on the Character's class and noncombat skills.  For example, an adventuring Priest was probably once a parish Priest, and still remains under the employ of the Church.  A Warrior with a talent in Weapon Craft and Metal Craft was probably a blacksmith prior to taking up arms.

The table below shows the pay rates for the various professions.  The chart below assumes at least intensity 2 proficiency (the maximum starting proficiency at first level) in the skills listed below.  In most instances, the GM will allow the Player Character to start the game already owning some basic equipment, and have three months pay saved.  The "Per Day" s measured in glass pieces (gP), the "Per Week" is measured in copper pieces (CP), and the "Per Year" is measured in gold Pieces (GP). 

Since adventuring is not always a full time job, Player Characters with billable skills can often resume their former profession in-between assignments, contracts, or missions.  Finally, it should also be known that most towns do not take kindly to strangers standing in the middle of road intersections holding signs that read "Will Work For Food - Please Give!”

Table: Player Character Pre-Adventuring Careers
Job Title Per Day (gP) Per Week (CP) Per Year (GP)
Acupuncturist (Healing) 74 37 18
Apothecary (Herbalist) 76 38 18.2
Architect (Science/ Architecture) 84 42 20.2
Barkeep (Brewer) 68 34 16.3
Beggar 24 12 5.8
Blacksmith (Metal Craft) 90 45 21.6
Carpenter (Woodcraft) 80 40 19.2
Ceramist (Pottery) 80 40 19.2
Chandler (Craft: Candles) 80 40 19.2
Chef (Cooking) 64 32 15.4
Choir Master (Music Instrument and Singing) 48 24 11.5
Counselor (Counseling) 100 50 24
Craftsman (Craft x) 80 40 19.2
Cut Purse (Thief Class) 36 18 8.6
Diplomatic Aid (Diplomacy) 112 56 26.9
Engineer (Science/ Engineering) 88 44 21.1
Farmer (Farming) 64 32 15.4
Fisherman (Fishing) 60 30 14.4
Gambler (Gambling) 52 26 12.5
Glass man (Glass Blowing) 80 40 19.2
Interpreter (Foreign Language) 88 44 21.1
Inventor (Jack) 48 24 11.5
Jeweler (Gem Craft) 96 48 23
Juggler (Juggling) 42 21 10.1
Lumberjack (Lumberjack) 72 36 17.3
Mason (Stone Crafting) 80 40 19.2
Messenger (Ride Animal) 56 28 13.4
Miner (Mining) 56 28 13.4
Misc. Menial (None) 36 18 8.6
Musician (Musical Instrument or Singing) 60 30 14.4
Navigator (Navigation) 92 46 22.1
Performance Artist (Dancing or Acting) 60 30 14.4
Physician (Healing or Advanced Medical) 120 60 28.8
Private Eye (Investigator) 76 38 18.2
Religious Scholar (Occult Knowledge or Religious Doctrine) 80 40 19.2
Researcher (Science/any) 72 36 17.3
Scribe (Read/Write) 80 40 19.2
Sheriff (Gunslinger, Warrior, or Investigator) 72 36 17.3
Ship Mate (Seamanship) 60 30 14.4
Singer (Singing) 60 30 14.4
Soldier (Weapon) 68 34 16.3
Tailor (Craft: Seamstress) 84 42 20.2
Teacher (Teaching) 96 48 23
Town Guard (Sword/gun) 72 36 17.3
Trainer (Animal Training) 100 50 24
Unskilled labourer (None) 50 25 12
Veterinarian (Animal Lore, Healing) 88 44 21.1
Waiter / Waitress (None) 40 20 9.6
Weaver (Weaving) 96 48 23

It is assumed that a character starts the game with some basic equipment.  For example, a religious scholar would have two-dozen or so books, pen and paper, a holy symbol, and a prayer book.  A carpenter would have woodworking tools.  A physician would have an office, bandages, surgeon's tools, anesthetics, and medical procedure books.  All characters are assumed to have at least three changes of clothes.  Jobs that include fighting imply that the character already owns a weapon and armour.  Additionally, the character is assumed to have a residence (excluding beggar), which includes modest furnishings and a well-stocked pantry. Beyond these basics, the character has to purchase items.