Hirelings are NPCs contracted by the party to perform services. They are divided into five categories:
Servants
Servants are common people hired as laborers, porters, torchbearers, valets, or other unskilled workers. They can be hired at 1d/day plus meals and accommodations.
Servants convinced to go into the dungeon expect a minimum hazard pay of 3d/day.
Specialists
Specialists are sages, craftsmen, guides, professionals, and other experts retained for their particular skills. Specialists have costs that vary with their profession.
Monthly Wage | Rarity | |
Alchemist | 800d | R5 |
Animal trainer, common | 60d | R3 |
Animal trainer, exotic | 250d | R5 |
Apothecary | 150d | R2 |
Armorer, common | 175d | R3 |
Armorer, master | 325d | R4 |
Bard | 125d | R3 |
Bookkeeper | Special | R4 |
Broker | Special | R3 |
Chaplain | 100d | R2 |
Chef, common | 60d | R3 |
Chef, master | 300d | R4 |
Chirurgeon | 125d | R3 |
Craftsman, common | 75d | R3 |
Craftsman, master | 150d | R4 |
Engineer | 250d | R4 |
Guide | 90d | R2 |
Jurist | 200d | R4 |
Physician | 400d | R4 |
Scholar, common | 100d | R4 |
Scholar, sage | 600d | R5 |
Spymaster | 1000d | R5 |
Steward | 120d | R3 |
Teamster | 80d | R2 |
Alchemist
Alchemists are experts in potion identification and manufacture, and are also able to produce acids, military oil, and distilled spirits.
Animal trainer
Common animal trainers are hired to oversee a household’s livestock, including dogs, horses, hawks, and other domestic creatures. An animal trainer is required to manage any household that has at least 5 animals, and one trainer is needed for every 20 animals.
Exotic animal trainers can tame captured wild animals and monstrous beasts, including lions, wolves, elephants, and hippogriffs.
Apothecary
Apothecaries can produce poisons and drugs from raw ingredients.
Armorer
Armorers forge weapons and armor, and can be hired for special commissions or for regular maintenance. Armies and mercenary regiments require armorers to keep their equipment in good condition.
Bard
Bards can be hired to collect rumors and stories for their employer or to spread false information to others.
Bookkeeper
Bookkeepers manage a household’s finances. Retaining a bookkeeper reduces living expenses by 25%, and charges a commission of 5% on total income.
Broker
Brokers use their merchant connections to find speciality buyers and allows the procurement of goods as though they were -1 Rarity. Brokers charge a 25% commission on all sales.
Chaplain
Chaplains can be hired for their religious knowledge or to perform field services to replenish a party’s Camaraderie. Chaplains can also petition higher religious authorities for material aid, such as Holy Water.
Chef
Chefs prepare meals for wealthy households and are required by mercenary regiments to keep the soldiers fed.
Chirurgeon
Chirurgeons or barber-surgeons can be retained to perform risky operations that can accelerate the healing of Flesh damage.
Craftsman
Craftsmen include blacksmiths, carpenters, coopers, masons, painters, potters, tailors, tanners, weavers, wainwrights, and other skilled workers that produce specialized items. Craftsmen are often required to oversee laborers on large projects and may be hired to reduce logistic risk on expeditions.
Engineer
Engineers are master craftsmen with architectural training. They are required to build complex machinery and structures, such as siege engines, bridges, and strongholds.
Guide
Guides are local experts hired to lead their employer through an unfamiliar locale. They may also be survivalists who can assist the party in living off the land.
Jurist
Jurists are experts retained to provide legal advice, draft official documents, and represent their employer in court.
Physician
Physicians can be retained to provide extended care, accelerating the healing of Flesh damage for less risk than a chirurgeon but at greater expense and not instantaneously. A physician may also be able to increase a character’s maximum Flesh.
Scholar
Scholars are be hired to perform research and investigate questions in their area of expertise. They can also be retained to teach their employer new Skills.
Spymaster
Spymasters create and run small rings of agents and informants, and can be used to infiltrate a community or organization.
Steward
Stewards manage the day-to-day affairs of a household, and keep things organized while the party is away. A household with at least 5 hired retainers must have a steward.
Teamster
Teamsters manage pack and draft animals, and often must be hired to rent carts and wagons. An expedition with at least 3 transports must hire a teamster to manage their animals.
Ship’s Crew
Crew are responsible for the operation of a sea vessel. Crews of 10 or larger require a shipmaster to organize them effectively, coordinate work, and maintain order and discipline. The owner of a ship is responsible for ensuring the crew is properly provisioned while at sea.
Monthly Wage | Rarity | ||
Oarsman | 30d | R1 | |
Sailor | 90d | R3 | |
Navigator | 150d | R4 | |
Shipmaster | 300d | R4 |
Oarsman
Unskilled workers with strong backs and very little maritime knowledge. Unusually untrained in fighting.
Sailor
Competent seamen with knowledge of how to operate complex sailing vessels. Also double as marines and will fight to defend a ship if attacked.
Navigator
Expert sailors who specialize in navigational instruments and charts. Required if a ship travels beyond the sight of land.
Shipmaster
The primary contact between the crew and the ship’s owner or captain. Responsible for maintaining discipline on board and required to organize crews of 10 or more.
Mercenaries
Mercenaries are small military companies hired to serve as guards and soldiers, fighting only as part of a larger force. The smallest squads consist of 5 combatants, while largest companies number 100+.
Mercenaries are paid according to their ability. In general, mercenaries will provide their own food, supplies, and basic equipment. Upgrading this equipment, if desired, is the responsibility of the employer. Mercenaries must be paid upfront, and informed of the length of their employment. Mercenaries that run out of supplies due to unexpected delays are likely to desert.
Individually hired mercenaries and squads do not fill social slots. If hiring regiments, each Commander fills a social slot. If hiring companies, each Captain fills a social slot. If Commanders or Captains are higher level than their employer, they suffer a penalty to Loyalty equal to twice the Level difference.
Daily Wage | Monthly Wage | Rarity | |
Standard | 3d | 90d | R3 |
Mounted | 6d | 180d | R3 |
Elite | 6d | 180d | R4 |
Commander, standard | 6d | 180d | R3 |
Commander, elite | 12d | 360d | R4 |
Captain, standard | 12d | 360d | R4 |
Captain, elite | 25d | 750d | R5 |
Squad, standard | 15d | 450d | R3 |
Squad, mounted | 30d | 900d | R3 |
Squad, elite | 30d | 900d | R4 |
Regiment, standard | — | 2400d | R3 |
Regiment, mounted | — | 4750d | R3 |
Regiment, elite | — | 5000d | R4 |
Company, standard | — | 10,000d | R4 |
Company, mounted | — | 20,000d | R4 |
Company, elite | — | 21,000d | R5 |
Standard
Level 1 mercenaries, usually lightly equipped with basic armor and bows or spears.
Mounted
Level 1 mercenaries, trained in fighting from horseback. Provide their own mounts.
Elite
More heavily armorered troops with beter training and more experience. Always one level above standard mercenaries.
Commander
Officers in charge of regiments, required for every 5 squads hired. Standard Commanders are Level 2, while Elite Commanders are Level 3.
Captain
Officers in charge of companies, required for every 4 regiments hired. Standard Captais are Level 3, and Elite Captains are Level 4.
Squad
5 mercenaries form a squad, the smallest coherent unit of mercenaries that can still be hired at a daily rate.
Regiment
5 squads form a regiment, numbering 25 men. Regiments require one of their number to be a Commander, and also require a cook to keep them fed. Mounted regiments also require an animal handler. Every 2 regiments further require an armorer to maintain their equipment. Elite regiments require master cooks and master armorers. All additional costs have been included in the price above.
Regiments can only be hired at a monthly rate.
Company
4 regiments form a company, numbering 100 men. Companies require one of their number to be a Captain, in addition to the 3 Commanders leading the other regiments. Additionally, companies require 2 armorers, 4 cooks, and potentially 4 animal handlers (included in the price above).
Companies can only be hired at a monthly rate.
Followers
Followers are Level 0 Adventurers under the command of a particular PC, who becomes their Leader. They are not hired, but recruited in exchange for a half-share of the future treasure. Followers always fill 1 of their Leader’s social slots.
Only Followers will readily accompany PCs into a dungeon or similarly dangerous locale. Servants, Specialists and Mercenaries may be convinced to accompany them as well, but require (at minimum) double their rate in hazard pay and fill 1 social slot each. Even still, Servants and Specialists will actively avoid fighting. Followers must always be of lower Level than their Leader.
Recruiting
Although some Followers can be recruited from adventures, often it is necessary to seek them out in settlements. Unlike most honest folk who openly ply their trade, adventurers by their nature are desperate and hard to find. Doing so requires the Leader to spend time and money advertising for any such wastrels a settlement might harbor.
The cost per Span is dependent on the settlement’s Market Class, and is not always guaranteed to find a suitable canditate.
Price | Candidates | |
Hamlet | 5d | 1d4-3 |
Village | 25d | 1d6-3 |
Town | 100d | 1d8-2 |
City | 500d | 1d6 |
Metropolis | 1000d | 2d6 |
Weregild
If a Hireling dies while under a PC’s command (i.e. in one of their social slots), the PC must pay a weregild to the deceased’s designated inheritor. For Level 0 Hirelings, the weregild is 150d; this amount doubles with each additional level. Refusing to pay the weregild causes the PC to gain 1 Stigma.
Availability
The number and type of hirelings available depends on a settlement’s Market Class.
Servants | Specialists | Mercenaries | |
Hamlet | 1d3 | — | — |
Village | 1d6 | 1d3 | — |
Town | 3d6 | 2d6 | 1 Squad |
City | 5d10 | 4d6 | 1d6 Squads |
Metropolis | 4d100 | 5d10 | 2d6 Regiments |
Loyalty
Hirelings have a Loyalty score from 3-18, representing their willingness to perform dangerous tasks for their Leader. When first recruited, a Follower’s Loyalty is 3d6+SAV, modified by their Leader’s SAV. Servants, Specialists, and Mercenaries convinced to go into a dungeon instead have 2d6+SAV Loyalty.
When asked to do something particularly risky or dangerous, Test Loyalty. If successful, the Hireling performs the task. On failure, the Hireling still begrudgingly performs the task, but loses 1d4 Loyalty.
Treating a Hireling particularly well and gifting them bonus treasure or magic items may increase their Loyalty by 1d4. If their Leader does something spectacularly impressive, like putting themselves in danger in order to save a Hireling’s life, their Loyalty will increase by 5.
Hirelings with less than 10 Loyalty become Flighty. During combat, Flighty Hirelings must Test Loyalty (just like Morale) or flee in fear. Additionally, Flighty Hirelings who survive a dungeon delve must Test Loyalty or abandon their Leader.