Hirelings¶
Hirelings come in two varieties: (i) mercenaries, typically rash fodder with sharp steel and dull wits, and (ii) non-combatants, desperate souls willing to risk life and limb as torch bearers, porters, guides, etc, for hard coin.
Roles¶
Generally speaking, hirelings are willing to perform their specific role as agreed (and set their fee to). Non-combatants might be willing to perform other relatively safe roles if capable (eg a torchbearer might act as a porter if he doesn't have a bad back, but not a guide, since he knows nought about pathfinding), but will not fight unless cornered, and then only to save their own skin.
As a rule of thumb, hirelings won't do anything the PCs aren't willing to do themselves (eg requests to "walk down this passage and check for traps" are likely to be met with "you first, boss").
Mercenaries are slightly different (apart from the smell). They mean to fight, and expect to be put in peril, but they didn't sign up for shoving fingers in locks, pulling on suspicious levers, or deciphering tedious puzzles. Sellswords sign on for glorious combat and valuable experience, and won't agree to being trap monkeys or campfire cooks. Then again, some offers are hard to refuse; they might just be cajoled into something stupid in special circumstances (GM discretion).
How Many?¶
At the beginning of an adventure (or at suitable break points determined by the GM), up to 1d4 + Cha mod retainers are available for potential hire (and "trust" the PC enough to risk accompanying them). The process of buying drinks/making inquiries/vetting potential hires usually takes 1d3 days, and costs 2d10 gp. Urgent recruitment of hirelings might be possible at higher cost (GM's call).
A PC with the Leadership skill gains a +1 bonus on the above roll, and the GM might apply other modifiers depending on circumstances (eg recruiting at a small outpost might impose disadvantage). Each hire has an even chance of being a mercenary or a non-combatant, subject to circumstances (eg: if a PC goes out of her way to hire bodyguards from a mercenary company, then all hirelings will be sellswords).
How Much?¶
Cost is for the GM to determine, taking into account the region's usual price lists, how much gold the PCs have, where they are, nature of the job, etc. As a rule of thumb however, mercenaries cost 10 times (or more) as much as a non-combatant, and most hirelings require half up front. In the Midlands for example, mercenaries generally cost 5 gp/day, and non-combatants 5 sp/day.
Name, Sex & Age¶
The average hireling is 3d10+16 years old. Three name tables are provided below, including male and female (f). The table below presents namesfor the humancentric Midlands, split between the five main cultures: Midlanders, Nydissians (n), Varnori (v), Karoks (k) and Thuels (t).
The second name table (d66) provides for Elves (e), Dwarves (d) and Halflings (h).
The third names table (d66) produces a series of nicknames in the “common” tongue.
| NAME & SEX (Humans) | |||
|---|---|---|---|
| 1-2 | Erik | 51-52 | Falker |
| 3-4 | Brigley | 53-54 | Boris |
| 5-6 | Gorath | 55-56 | Gorven |
| 7-8 | Numitor (n) | 57-58 | Sextus (n) |
| 9-10 | Maarika (v,f) | 59-60 | Lagertha (v,f) |
| 11-12 | Costana (k,f) | 61-62 | Ettore (k) |
| 13-14 | Krul (t) | 63-64 | Sula (t,f) |
| 15-16 | Robek | 65-66 | Crowe |
| 17-18 | Torin | 67-68 | Terrin |
| 19-20 | Eloise (f) | 69-70 | Brogen |
| 21-22 | Pax (n,f) | 71-72 | Iovis (n,f) |
| 23-24 | Herotta (v,f) | 73-74 | Luta (v,f) |
| 25-26 | Donoso (k,m) | 75-76 | Mercado (k) |
| 27-28 | Grubak (t) | 77-78 | Hothra (t,f) |
| 29-30 | Vance | 79-80 | Ayleth (f) |
| 31-32 | Carter | 81-82 | Wick |
| 33-34 | Daria (f) | 83-84 | Carver |
| 35-36 | Ferox (n) | 85-86 | Avenius (n) |
| 37-38 | Yorri (v) | 87-88 | Arnolf (v) |
| 39-40 | Marente (k) | 89-90 | Garcilo (k) |
| 41-42 | Jugath (t) | 91-92 | Orok (t) |
| 43-44 | Merek | 93-94 | Annas (f) |
| 45-46 | Thea (f) | 95-96 | Dain |
| 47-48 | Corvex (n) | 97-98 | Tybolt |
| 49-50 | Sigfurd (v) | 99-100 | Ruen |
| NAME & SEX (Demihumans) | |||
|---|---|---|---|
| 11 | Tilwen (e) | 41 | Dagira (d,f) |
| 12 | Illorae (e,f) | 42 | Torvic (d) |
| 13 | Erelith (e) | 43 | Strom (d) |
| 14 | Jasildyr (e) | 44 | Grilmek (d) |
| 15 | Yulthiel (e,f) | 45 | Frun (d,f) |
| 16 | Norfindas (e) | 46 | Dunwul (d) |
| 21 | Varandil (e) | 51 | Ramble (h) |
| 22 | Galawyn (e,f) | 52 | Wilt (h) |
| 23 | Miramor (e) | 53 | Frosco (h) |
| 24 | Sorbrindil (e) | 54 | Pira (h,f) |
| 25 | Carae (e,f) | 55 | Filbert (h) |
| 26 | Nivinie (e,f) | 56 | Tolf (h) |
| 31 | Melgur (d) | 61 | Gilly (h,f) |
| 32 | Onek (d) | 62 | Welby (h) |
| 33 | Dunkar (d) | 63 | Bargus (h) |
| 34 | Borgrim (d) | 64 | Kepli (h,f) |
| 35 | Balorn (d) | 65 | Crista (h,f) |
| 36 | Haelia (d,f) | 66 | Gert (h) |
| NICKNAMES | |||
|---|---|---|---|
| 11 | Mad Dog | 41 | Highpants |
| 12 | Lucky Top | 42 | Tweety |
| 13 | Ballsy | 43 | Foxy |
| 14 | Crane | 44 | Duke |
| 15 | Twinkle | 45 | Gummy |
| 16 | Brick | 46 | Noggin |
| 21 | Princess | 51 | Ratsack |
| 22 | Kiddo | 52 | Crusher |
| 23 | Butcherboy | 53 | Slick |
| 24 | Mother | 54 | Ziggy |
| 25 | Lugnut | 55 | Flash |
| 26 | Sparra | 56 | Old Head |
| 31 | Nugget | 61 | Slumsy |
| 32 | Lil’ Fella | 62 | Big Unit |
| 33 | Pigsy | 63 | Smirk |
| 34 | Nimble | 64 | Knuckles |
| 35 | Beerslave | 65 | Boondog |
| 36 | Rube | 66 | Pixie |
Background¶
Hirelings are commonly from the lowest rungs of society, emboldened in their quest for coin. Additionally, most mercenaries have some combat experience (roll 1d8: (i) ex-city watch, (ii) ex-militia, (iii) bodyguard, (iv) pit fighter, (v) ex-soldier, (vi) thug (vii) ex-pirate (viii) green recruit).
| BACKGROUND | |||
|---|---|---|---|
| 11 | Pickpocket | 41 | Beekeeper |
| 12 | Rat Catcher | 42 | Leech Collector |
| 13 | Grave Digger | 43 | Stable Hand |
| 14 | Beggar | 44 | Bone Grubber |
| 15 | Busker | 45 | Deserter |
| 16 | Street Walker | 46 | Thatcher |
| 21 | Fishmonger | 51 | Cobbler |
| 22 | Skinner | 52 | Wagoneer |
| 23 | Slave | 53 | Limeburner |
| 24 | Alley Thug | 54 | Organlegger |
| 25 | Lay Preacher | 55 | Ploughman |
| 26 | Woodsplitter | 56 | Scullion |
| 31 | Ditch Digger | 61 | Mudlark |
| 32 | Street Sweeper | 62 | Swineherd |
| 33 | Bar Wench | 63 | Fur Trapper |
| 34 | Yellow Lotus Addict | 64 | Fuller |
| 35 | Chimney Sweep | 65 | Gong Farmer |
| 36 | Mutineer | 66 | Hangman |
Hireling Quirks¶
The quirks below are skewed towards the kinds of fortune hunters, outsiders and other desperados willing to accompany unpredictable adventurers into the dark places of the world.
| QUIRKS | |||
|---|---|---|---|
| 1-2 | Loose Canon | 51-52 | Dimwitted |
| 3-4 | Short Fuse | 53-54 | Joker, Prankster |
| 5-6 | Cruel | 55-56 | Blackmailer |
| 7-8 | Deceptive | 57-58 | Sneaky Git |
| 9-10 | Cynical | 59-60 | Lotus Addict |
| 11-12 | Brutish | 61-62 | Pagan |
| 13-14 | Greedy | 63-64 | Sly |
| 15-16 | Callous | 65-66 | Reckless |
| 17-18 | Hears Voices | 67-68 | Grieving |
| 19-20 | Shameless | 69-70 | Haggler |
| 21-22 | Overconfident | 71-72 | Indebted |
| 23-24 | Argumentative | 73-74 | Babbler |
| 25-26 | Pilferer | 75-76 | Schemer |
| 27-28 | Death Wish | 77-78 | Godless |
| 29-30 | Bloodthirsty | 79-80 | Sassy |
| 31-32 | Outspoken | 81-82 | Blamer |
| 33-34 | Woefully Naïve | 83-84 | Ruthless |
| 35-36 | Snarky | 85-86 | Selfish |
| 37-38 | Mirthless | 87-88 | Lazy |
| 39-40 | Blissfully Ignorant | 89-90 | Rowdy |
| 41-42 | Withdrawn | 91-92 | Blunt |
| 43-44 | Bawdy Singer | 93-94 | Jaded |
| 45-46 | Alcoholic | 95-96 | Foul Mouthed |
| 47-48 | Religious Zealot | 97-98 | Daring |
| 49-50 | Tireless Optimist | 99-100 | Iron Grit |
Hireling Traits¶
The traits table (d100) includes a mix of humorous, curious and distinguishing oddities, some suited to the rigours of adventuring, and others not.
| TRAITS | |||
|---|---|---|---|
| 1-2 | Random Disease | 51-52 | Face/Neck Tattoo |
| 3-4 | Pockmarked | 53-54 | Stark white Hair |
| 5-6 | Ugly Mug | 55-56 | Elderly |
| 7-8 | Missing Ear | 57-58 | Bald/Hairless |
| 9-10 | Scruffy | 59-60 | Sumo Size |
| 11-12 | Thievery Brand | 61-62 | Young (12+1d4 yrs) |
| 13-14 | Missing Teeth | 63-64 | Wheezy |
| 15-16 | Limp or Pegleg | 65-66 | Half Skorn (Str, Con 15) |
| 17-18 | Whispers | 67-68 | Hacking Cough |
| 19-20 | Six Fingers on One Hand | 69-70 | Nose/Ear Ring |
| 21-22 | Pox, Warts, etc | 71-72 | Androgynous |
| 23-24 | Pet Bird, Snake, Rat, Lizard, etc | 73-74 | Massive Eyebrows |
| 25-26 | Half Dwarf (Con 15) | 75-76 | Hook Hand |
| 27-28 | 7 ft Giant (Str 17) | 77-78 | Drooping handlebar moustache |
| 29-30 | Scar on neck, arms, etc | 79-80 | Mismatched Irises |
| 31-32 | Foul Odor | 81-82 | Huge Hands, Feet, Nose, etc |
| 33-34 | Doesn't wear pants | 83-84 | Lisp |
| 35-36 | Hard of Hearing | 85-86 | Lice Ridden |
| 37-38 | Loud Talker | 87-88 | Body Tattoos |
| 39-40 | Eye Patch | 89-90 | Bad Wig |
| 41-42 | Hunchback | 91-92 | Cat like Reflexes (Dex 15) |
| 43-44 | Bad Breath | 93-94 | Broken Nose |
| 45-46 | Lazy Eye | 95-96 | Crude Eyeglass(es) |
| 47-48 | Massive Beard | 97-98 | Twins (two for one) |
| 49-50 | Hairy Palms | 99-100 | Mute |
Gear¶
In addition to everyday items, non-combatant hirelings may use light armour, one handed melee weapons, and slings (roll 1d4 for starting gear).
Mercenaries may use any weapon, light or medium armour, and shields. The table below provides starting gear (roll 1d12, plus dagger). Naturally, PCs may buy better gear for their hirelings. Pets do not come with barding (left to the GM as to availability, cost, etc).
| STARTING GEAR | |
|---|---|
| 1 | Non-Combatant: no armour, knife. Merc: light armour, shortsword. |
| 2 | Non-Combatant: no armour, club. |
| Merc: light armour, flail. | |
| 3 | Non-Combatant: no armour, staff Merc: light armour, shield, spear. |
| 4 | Non-Combatant: no armour, sling. Merc: medium armour, heavy mace. |
| 5 | Medium armour, shield, shortsword, 1d3 light axes. |
| 6 | Medium armour, spear, 1d3+1 javelins. |
| 7 | Medium armour, shield, longsword/battle axe/mace/hammer |
| 8 | Medium armour, polearm. |
| 9 | Medium armour, great sword/axe/hammer. |
| 10 | Light armour, shortsword, short/long bow, 20 arrows. |
| 11 | Medium armour, heavy crossbow, 20 bolts. |
| 12 | Heavy armour (proficient), shield, longsword/battle axe/mace/hammer. |
Catchphrase¶
Hirelings might come with a catchphrase to further differentiate them (d100).
| CATCHPHRASE | |
|---|---|
| 1-2 | Not how I'd have done it. |
| 3-4 | A shovel will sort it. |
| 5-6 | I can do it fast, or I can do it right. |
| 7-8 | You had one job. |
| 9-10 | Slackjaw scrumpy time. |
| 11-12 | If I was richer, I wouldn't put up with this sh*t. |
| 13-14 | We're all gonna die. |
| 15-16 | I like the gold more than I like you. |
| 17-18 | Can't hear you over my brain talk. |
| 19-20 | This is bullsh*t. |
| 21-22 | I survived the puss puddle plague. How bad can it be? |
| 23-24 | By the gods, save us! |
| 25-26 | Fangs of fate! |
| 27-28 | Hodorf. |
| 29-30 | Does this look swollen to you? |
| 31-32 | Permission to speak, boss? |
| 33-34 | We should never have come here. |
| 35-36 | I ain't got time to die. |
| 37-38 | Son of a scob must pay. |
| 39-40 | That's some bad juju. |
| 41-42 | Don't mention it. |
| 43-44 | It's like we're in some kind of sick game. |
| 45-46 | I never liked him anyway. |
| 47-48 | Ruuun! |
| 49-50 | Aw hell no. |
| 51-52 | By the gods! |
| 53-54 | Get to the horses! |
| 55-56 | Is it just me, or ... |
| 57-58 | You heard the lady. |
| 59-60 | Where to from here? |
| 61-62 | I didn't sign up for this. |
| 63-64 | This ain't good. |
| 65-66 | Well that's embarrassing. |
| 67-68 | I'm not dying in this scraghole. |
| 69-70 | Am I right? |
| 71-72 | Smells like a trap. |
| 73-74 | Runebones say no. |
| 75-76 | Thought I was smarter than this. |
| 77-78 | I don't trust any of you assholes. |
| 79-80 | I would if I could. |
| 81-82 | I feels it in me bones. |
| 83-84 | You got this. |
| 85-86 | I'm gonna need more gold. |
| 87-88 | If this ain't a trap, I don't know what is. |
| 89-90 | Storm's brewin' |
| 91-92 | I don't even want to know. |
| 93-94 | Better you than me. |
| 95-96 | Somebody oughta do something. |
| 97-98 | Right you are guv. |
| 99-100 | Say what now? |
Pets¶
Pets are available to PCs at the GM's option, including war dogs, falcons, cats, snakes, etc. The following table provides some qualities (d66) to assist in personalising them. It is assumed players will name their own pets.
| PET QUALITIES | |||
|---|---|---|---|
| 11 | Dumb | 41 | Hyper |
| 12 | Ferocious | 42 | Insane |
| 13 | Hard to Kill | 43 | Fat |
| 14 | Sharp Ears | 44 | Relentless |
| 15 | Territorial | 45 | Sick |
| 16 | Affectionate | 46 | Clever |
| 21 | Protective | 51 | Climber |
| 22 | Cowardly | 52 | Lazy |
| 23 | Reckless | 53 | One Eye |
| 24 | Greedy | 54 | Playful |
| 25 | Hates Water | 55 | Skinny |
| 26 | Impatient | 56 | Sociable |
| 31 | Mangy | 61 | Shaggy |
| 32 | Very Quick | 62 | Sharp Eyes |
| 33 | Sneaky | 63 | Albino |
| 34 | Great Nose | 64 | Loud |
| 35 | Fearless | 65 | Very Strong |
| 36 | Digger | 66 | Loyal |
Hireling Advancement¶
Hirelings (and perhaps pets) that survive an adventure gain an advancement on the following table at the GM's option (roll 2d6).
Hirelings who evolve into henchmen become 1st Level in an appropriate class, and are loyal to their PC if accepted. If a PC declines a henchmen, or if the henchmen has any outstanding payback (below), they depart on adventures of their own.
Henchmen gain experience/levels at half the PC's rate. Whether henchmen receive a share of party treasure etc is left to GM determination.
| ADVANCEMENT | |
|---|---|
| 2 | Permanently gains one 1st level ability from an appropriate class. |
| 3 | Gains an appropriate skill and a Reroll Pool of 1. |
| 4 | Gains advantage on morale checks. |
| 5 | Treat as a PC for dying and injuries. |
| 6 | Gains a piece of useful gear. |
| 7 | Increase a random attribute by 2 (max 15, subject to GM approval re pets). |
| 8 | Gains a piece of useful gear. |
| 9 | Learns to use a new weapon. |
| 10 | Learns to use a new armour (inc shields). |
| 11 | Increase Max hp by 2 and treat as a PC for dying and injuries. |
| 12 | Transforms into a beautiful henchmen. |
Payback¶
Hirelings treated poorly tend to react adversely over time, particularly mercenaries. At the GM's option, poor treatment might call for a 2d6 roll on the Payback table below.
| PAYBACK | |
|---|---|
| 2 | A powerful friend of the hireling gets wind of their poor treatment (if not impossible), and organises some manner of revenge (blacklist, robbery, arson, arrest, possibly even assassins, etc). |
| 3 | The hireling leaves the party's employ, then attempts to blackmail the PC over some misdeed they witnessed or are aware of. |
| 4 | Word of the party's poor treatment of their hireling(s) makes its way to powerful people (if not impossible), marring the PCs' reputation in highborn circles. |
| 5 | The hireling actively works to undermine the PC behind her back. Within 4d6 hours, all of the party's hirelings become reluctant to assist the PC (might require Cha checks, etc). |
| 6 | The hireling suffers disad on morale checks until the end of the adventure or matters significantly improve (GM discretion). |
| 7 | Bites his lip and cops it, this time. Add +1 to the next Payback roll. |
| 8 | The hireling leaves the party's employ when back in civilization. He bad mouths them in taverns, etc, marring their reputation amongst commoners and merchants. |
| 9 | The hireling tries to steal something valuable from the PC (maybe some gold, a trinket, a gem, etc). |
| 10 | The hireling leaves the party's employ, and betrays them to a known enemy (if not impossible). |
| 11 | The hireling sabotages the PC's gear in some way (frays climbing rope, holes in waterskin, greases sword hilt, etc). |
| 12 | The hireling actively seeks to arrange the PC's injury or death. Eg a non-combatant might fail to pass on critical information, or lead the PC into an ambush. A mercenary might slit the PC's throat while on sentry duty, switch sides during a desperate melee, etc. |