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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

3. HIRELINGS

Hirelings might be employed to fill out the adventuring party. Hirelings are non-player characters who, ideally, do not “hog the spotlight” or take the focus away from the PCs. Typically they do not gain a share of the party’s experience points, do not advance in levels, and are paid a modest wage; Franz exceptions may apply. Hirelings may be managed by one or more players (typically the player whose character has hired them), or by Franz. Charisma affects contracting hirelings and maintaining their loyalty.

Employing a Hireling:

If Franz deems it appropriate, mercenaries and specialists are subject to negotiation rolls when offered employment; typically, common hirelings are not. If this happens the encounter should be roleplayed.

Common Hirelings:

Here follow some common hirelings who may serve a PC or PC party during or betwixt adventures. Some may work for a day or less; others might be contracted for long-term service. Note that this list is not exhaustive; other common hirelings might be hired for short- or long-term work. The reader may wish to reference the list noted on p. 281: Strongholds, stronghold personnel. As noted, these hirelings do not require elaborate negotiation, so no reaction rolls are necessary. Loyalty and morale of common hirelings rarely come into play. However, if the NPC becomes significantly embroiled in the adventuring life of his employer, these scores must be rolled or assigned.

Common Hireling Descriptions and the Day/Month wage:

Armourbearer:

Attendant who carries weapons and armour; a dungeon armourbearer works for 1–3gp per day. 3sp/8gp

Guide:

Person with knowledge of places and locations; typically he endeavours to follow the safest route. If the journey is long, the guide expects food and shelter. T his category comprises both urban and wilderness guides. 3sp/8gp

Linkboy:

Torch / lamp bearer who accompanies the party in a city; a dungeon linkboy works for 1 gp per day. 2cp/1gp

Messenger:

Person who delivers messages within a city or betwixt neighbouring villages. 2cp/1gp

Pack Handler:

Person who attends donkeys, mules, camels, horses, and other beasts of burden; also loads and unloads as required. 2sp/5gp

Porter / Bearer:

Person who carries belongings to and from locations within the limits of a city; alternatively, a cart puller who does much the same, though heavy cargo might necessitate two or more porter / bearers. 2sp/5gp

Stevedore:

Dock worker who conveys cargo to and from a ship. 2sp/5gp

Teamster:

Person hired to drive a cart or waggon; will also load and unload, assist passengers, and so forth. 5sp/12gp

Mercenaries:

These are 1st-level+ warrior NPC free lances hired to provide martial support. Typically they charge by the month. Hiring a mercenary may be subject to roleplaying to resolve negotiations. Mercenaries are paid up front, and they expect to be fed and sheltered for their service. If called upon to do more than their function suggests, they may require an equal share of party profits, or some other agreed on compensation; like other hirelings, however, they typically do not gain a share of experience points, and neither do they (normally) advance in levels whilst they are hired.

Mercenary Descriptions and the Monthly wage:

Archer, Longbowman:

Mercenary outfitted with leather armour, short sword, and longbow. 12gp

Archer, Shortbowman:

Mercenary outfitted with leather armour, hand axe, and short bow. 8gp

Artillerist:

Mercenary who operates a siege engine (see Waterborne Expeditions, naval combat; Warfare and Siege, siege equipment); outfitted with leather armour and short sword. 5gp

Cavalryman, Archer:

Mercenary outfitted with scale armour, horseman’s mace, and composite short bow (or light crossbow); light warhorse. 30gp

Cavalryman, Heavy:

Mercenary outfitted with chain mail, horseman’s pick, scimitar, and lance; heavy warhorse. 30gp

Cavalryman, Light:

Mercenary outfitted with leather armour, horseman’s flail, and lance; light warhorse. 20gp

Crossbowman, Heavy:

Mercenary outfitted with studded armour, short sword, and heavy crossbow. 10gp

Crossbowman, Light:

Mercenary outfitted with leather armour, dagger, and light crossbow. 6gp

Halberdier:

Mercenary outfitted with chain mail, short sword, and halberd. 6gp

Infantryman, Heavy:

Mercenary outfitted with plate mail, large shield, long sword, and long spear. 12gp

Infantryman, Light:

Mercenary outfitted with leather armour, small shield, short sword, and short spear. 4gp

Infantryman, Medium:

Mercenary outfitted with chain mail, large shield, long sword, and short spear. 6gp

Marine (fighting seaman):

Mercenary outfitted with dagger and short scimitar. 10gp

Pikeman:

Mercenary outfitted with scale armour, short sword, and pike. 8gp

Slinger:

Mercenary outfitted with padded armour, dagger, and sling. 5gp

Higher-level individuals, such as a serjeant (2nd-level), lieutenant (3rd-level), or captain (5th-level) will cost ×2, ×5, and ×10, respectively. Such individuals might have weapon mastery (see LORE, Weapon Skill, weapon mastery) with one or more weapons.

Specialists (Expert NPC):

Some specialists may be difficult (or even impossible) to hire; others, like seamen, are commonly available in port cities and towns. Assassins, priests, and scouts can be of variable experience level, but a typical sailor is a 1st-level warrior. Hiring a specialist may be subject to roleplaying to resolve negotiations. Note that this list is not exhaustive; other specialists might be hired for short- or long-term work. Cost per Month

Alchemist:

A brewer of potions and/or poisons. An alchemist might brew a particular potion type exclusively. Typically he will charge a discounted price for his potions if he is contracted to work for the party on a monthly basis. Brewing a batch of six potions can require from 7 to 12 weeks (1d6+6). Alchemists might be able to duplicate potions found by the party; often this work is predicated on the acquisition of rare and nigh impossible-to-locate ingredients. More information on brewing potions is available for the referee in LORE. The hiring of alchemists, if allowed by the referee at all, should be uncommon. 2000gp

Animal Trainer:

A specialist who trains horses (for war) or dogs (for war and/or hunting). Rarer (and ofttimes more expensive) are those trainers who work with hawks or mammoths. 500gp

Armourer:

A master able to manage the armour repair of 50 men per month with the assistance of two apprentices. Material costs may be additional. 100gp

Assassin (thief subclass):

An assassin costs 500gp per level of experience, plus 500gp per level / HD of the victim he is contracted to kill. If a long-term assassination (e.g., poison over weeks or months) is desired, the assassin’s fees might be as much as five times more costly. special

Blacksmith / Metalsmith:

Typically hired to forge horseshoes, nails, and tools, as well as arrow- and spear heads. 30gp

Engineer:

Typically hired when some type of dwelling, stronghold, temple, or other structure is to be designed and built. Some engineers develop siege weapons; others still oversee underground excavations and dungeon design. 500gp

Locksmith:

Locksmiths charge adventurers a rate comparable to proper NPC classes such as priests and scouts. Their expertise, however, is confined to the open locks ability, for which they supply themselves with all manner of implements (equivalent to thieves’ tools). Their skills are commensurate to a thief, and they demand 500gp for every 2 levels of open locks ability they possess (see LORE: Classes, thief). Many locksmiths have connexions with or work for a thieves’ guild. 500gp*

Priest (cleric subclass):

Hiring a priest costs 500gp per level per month, unless some accord is struck betwixt the priest and the party by which he gains an equal share of the bounty. Such relationships are developed through role-play. The religion of the priest will be determined by the referee (unless a specific religion is sought). 500gp**

Sage:

A person who is learned in a particular field of study (e.g., folklore, geography, history, linguistics, politics/ law). A sage is difficult to find, except perhaps in the library of a large city; even so, sages usually are absorbed by their own work and unlikely to become involved with adventurers. 1000gp

Scout (thief subclass):

Hiring a scout costs 100gp per level per month. A scout can be hired to obtain information on a person, place, or thing, the cost increasing if the scout is forced to range far. 100gp**

Scribe:

A professional scrivener can record most non magical documents. Cartographers may be included amongst scribes, but they typically cost more. 100gp

Seaman:

The various professionals associated with sailing on larger vessels, including rowers, sailors, navigators, and captains (or ship masters) hired to man a ship owned by the party. The personalities and abilities of these men will vary: A captain, for example, may function as a fighter of from 3rd to 5th level, whereas most common seamen are considered 0th-level fighters. Some rowers are slaves, debtors, or prisoners, these types being unpaid and sometimes (particularly on Ixian vessels) chained to their oars. 250gp/ 100gp/ 5gp/ 10gp

Steward:

The party (typically those of advanced levels) may become embroiled in the ownership and responsibility of various affairs, such as land, property, and businesses. Associated duties may entail banking, investments, and the sale of jewellery, gems, sculptures, paintings, tapestries, and so forth. The handling of such lacklustre tasks is not the stuff of high adventure, so a steward might be hired to see to some of the finer details. In addition to monthly salary, a steward who manages the sale of valuables may also demand 10% of the proceeds. 500gp

Swordsmith / Weaponsmith:

A master able to perform weapons repair for 50 men per month with the assistance of two apprentices. Material costs may be additional. This specialist type subsumes other weapon makers such as atilliators (Xbow makers) and bowyers (bow makers). 100gp

*Per 2 levels ** Per level