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Your Majesty ([personal profile] queendaze) wrote2015-04-23 02:39 pm

Businesses & Jobs

BUSINESSES

Okay, so not all of these are businesses per se; some are simply community establishments. However, the general term we'll use here is "business" so we aren't alternating our vocabulary too much! That said, these businesses are not only for finding part-time employment, they're also places your character can visit for their goods and services.

All but the clinic and garrison close at sunset and reopen at sunrise.

There are 7 businesses:
  • Flower Shop - ideal place to select from a large variety of standard plants and interesting gifts.
  • Garrison - 24/7; members of the community who hope to provide guidance and protection.
  • Tailor's Boutique - shop that sells/mends/creates clothes and other cloth-centric items.
  • Bakery - set up like a cafe that only serves coffee, tea, and desserts (oh and bread).
  • Clinic - 24/7; supporting the community with access to medicine, medical knowledge, and immediate care.
  • Library - has a large collection of books on everything BUT the kingdom's history and background.
  • Weapons n' More - store that sells weapons as well as random tools and junk you can't find anywhere else.

Scroll down to the comments to see an overview of all of them.


JOBS

Your character is likely to be taking up a part-time job at one of the local businesses shortly after their arrival; the queen herself will have previously suggested it to your character, seeing as everyone will require a job in order to receive any a free stay at the inn! Also, it provides a source of handwavy income.

How do jobs come into play? However you want, assuming you choose for them to come into play! These jobs can be used as hooks for "day in the life" threads; they can also be used as hiatus excuses (they could suddenly be working a few days straight!) and whatnot. With each job are many possible tasks a character could be doing: the flower shop could make you hand out petunias, the bakery could have you driving a bread cart through town, the patrol could have you asking questions about suspicious activity, and so on.

HOWEVER, if none of that interests you, you don't have to play it out; you can handwave their jobs happening when they aren't on screen. Tasks are there to help give some substance when your character isn't exploring the labyrinths, and jobs themselves are the logical reason for your character to have a handwavy amount of spending money.

Employers are "prop NPCs".

Every business is run by an employer who is an eccentric, yet indistinct, NPC that nobody plays. They exist as that off-screen voice telling your character what to do. I'm not sure if there's already a term for it, but I call these "prop NPCs"—non-playable characters that aren't being played by ANYONE AT ALL but can be handwaved and utilized as seen fit, to your liking, just like props. Most of the time your character will only just refer back to them, like "Oh, you know, my boss is making me do this" or whatever. If you are so inclined, you can briefly pull them into your thread; maybe your character's chatting on the job and midway the boss should come out of the back and give them a giant crate of cupcakes to hand out.

Job acquisition is handwaved.

That's right: getting a job is just handwaved one way or another. Your character won't have to engage with the employer in a thread, and you don't need any modly permissions in regards to whether or not your character can have this job. If you want you can still play your character as being at the business before/after they've got their job, or you can completely handwave that they got it at some point off-screen.

Your character will not be stuck inside a building when they work.

Most, if not all, of your character's tasks assigned by their employer are odd jobs that are meant to take place OUTSIDE the business. Now, if you work at the library or the clinic, odds are you might be indoors a little more, but you're STILL encouraged to get out there and engage with people! The employers can run the registers/desks/etc themsleves—they hired YOU so you could take care of all the random things they can't! Now, this isn't to say your character can't stick around in the building all day, but—well, you get my point by now I hope.

Your character's job should be listed on their stats/permissions.

OOCly there's no "job list" to add your character to. Your character's job should be listed in the Stats/Permissions post on their journal, by the appropriate section. We encourage every player to make a post like this for their journal.

Characters can freely change jobs.

That's right—they can change their jobs whenever they want. You could just be all "yeah Bob here's not going to be on patrol anymore he's just gonna work at the library now" and that's cool. Businesses around here are surprisingly flexible with this. Just make sure to keep your Stats/Permissions up to date!

There's no limit to how many employees a business can hire.

Even if there's already five other characters working at that business you want to toss your character at, they can work there! It's part-time for a reason, and hey, you might get the opportunity to meet characters through working at the same place as them.

Character's can be fired...

...but that's up to you. If you WANT to play with your character being fired from their jobs, you can toy with that. Employers here are surprisingly easygoing, and perhaps blissfully unaware of their worker's habits on the job. But sometimes they might catch them at the wrong time. And just as employers are easygoing with their crappy workers, they're also easygoing about rehiring them... sometimes. If you want a reason for your character to have a job change against their will, you have it.

You don't have to assume your character is working everyday.

Again, these are part time jobs—characters are either working too often or not often enough, so just wing it!



The tasks listed with each business are examples to give you the general gist of what your character's work might entail should they work there—and should you want to utilize it for threads. You can use what's listed and/or make up your own tasks, just so long as they're ~vaguely~ relevant, even if it's crack. Each employer is pretty eccentric with their idea of work, and overly devoted to anything surrounding it, so you can expect to play with a wide range of things.

The perks, again, apply should your character be employed here! It can be goods, access to particular things, or some skills your character can come to learn by working there. You don't gain it all at once, you gain it over the course time, so it's best to handle it gradually. You can be relatively creative with what your character gets from working here, too, but we'll also try to keep this list updated with anything else we think should be added!


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
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