Working Life
Apprenticeship System:
- Starts young (teen years for most trades)
- Live with master or in guild housing
- Learn by doing (hands-on)
- Years of training before independent work
- Some trades require testing before journeyman status
Work Hours:
- Vary by profession
- Generally: Dawn to dusk for day workers
- Shift work for continuous operations (gear towers, some manufacturers)
- Night shifts for night-economy jobs
- Regular breaks (meals, rest)
- No overwork culture (balance valued)
Wages & Compensation:
- Apprentices: Room, board, small stipend
- Journeymen: Fair wages, can support self
- Masters: Good income, status
- Guild members have minimum wage protections
- Payment in coin (Koban currency)
- Some barter still exists (rural areas)
Job Security:
- Guild membership provides some security
- Guilds help members find work
- Reputation matters (word of mouth)
- Specialization can lead to high demand
- Economic downturns affect some trades more than others
- Social safety net means unemployment isn’t destitution
Career Mobility:
- Possible to change professions (though starting over is hard)
- Some cats discover calling late
- Multiple career spans over long life
- Isekai’d cats often try several before settling
- Retraining programs exist (especially for new industries)