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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)
1-2Erik51-52Falker
3-4Brigley53-54Boris
5-6Gorath55-56Gorven
7-8Numitor (n)57-58Sextus (n)
9-10Maarika (v,f)59-60Lagertha (v,f)
11-12Costana (k,f)61-62Ettore (k)
13-14Krul (t)63-64Sula (t,f)
15-16Robek65-66Crowe
17-18Torin67-68Terrin
19-20Eloise (f)69-70Brogen
21-22Pax (n,f)71-72Iovis (n,f)
23-24Herotta (v,f)73-74Luta (v,f)
25-26Donoso (k,m)75-76Mercado (k)
27-28Grubak (t)77-78Hothra (t,f)
29-30Vance79-80Ayleth (f)
31-32Carter81-82Wick
33-34Daria (f)83-84Carver
35-36Ferox (n)85-86Avenius (n)
37-38Yorri (v)87-88Arnolf (v)
39-40Marente (k)89-90Garcilo (k)
41-42Jugath (t)91-92Orok (t)
43-44Merek93-94Annas (f)
45-46Thea (f)95-96Dain
47-48Corvex (n)97-98Tybolt
49-50Sigfurd (v)99-100Ruen
NAME & SEX (Demihumans)
11Tilwen (e)41Dagira (d,f)
12Illorae (e,f)42Torvic (d)
13Erelith (e)43Strom (d)
14Jasildyr (e)44Grilmek (d)
15Yulthiel (e,f)45Frun (d,f)
16Norfindas (e)46Dunwul (d)
21Varandil (e)51Ramble (h)
22Galawyn (e,f)52Wilt (h)
23Miramor (e)53Frosco (h)
24Sorbrindil (e)54Pira (h,f)
25Carae (e,f)55Filbert (h)
26Nivinie (e,f)56Tolf (h)
31Melgur (d)61Gilly (h,f)
32Onek (d)62Welby (h)
33Dunkar (d)63Bargus (h)
34Borgrim (d)64Kepli (h,f)
35Balorn (d)65Crista (h,f)
36Haelia (d,f)66Gert (h)
NICKNAMES
11Mad Dog41Highpants
12Lucky Top42Tweety
13Ballsy43Foxy
14Crane44Duke
15Twinkle45Gummy
16Brick46Noggin
21Princess51Ratsack
22Kiddo52Crusher
23Butcherboy53Slick
24Mother54Ziggy
25Lugnut55Flash
26Sparra56Old Head
31Nugget61Slumsy
32Lil’ Fella62Big Unit
33Pigsy63Smirk
34Nimble64Knuckles
35Beerslave65Boondog
36Rube66Pixie

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
11Pickpocket41Beekeeper
12Rat Catcher42Leech Collector
13Grave Digger43Stable Hand
14Beggar44Bone Grubber
15Busker45Deserter
16Street Walker46Thatcher
21Fishmonger51Cobbler
22Skinner52Wagoneer
23Slave53Limeburner
24Alley Thug54Organlegger
25Lay Preacher55Ploughman
26Woodsplitter56Scullion
31Ditch Digger61Mudlark
32Street Sweeper62Swineherd
33Bar Wench63Fur Trapper
34Yellow Lotus Addict64Fuller
35Chimney Sweep65Gong Farmer
36Mutineer66Hangman

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
1-2Loose Canon51-52Dimwitted
3-4Short Fuse53-54Joker, Prankster
5-6Cruel55-56Blackmailer
7-8Deceptive57-58Sneaky Git
9-10Cynical59-60Lotus Addict
11-12Brutish61-62Pagan
13-14Greedy63-64Sly
15-16Callous65-66Reckless
17-18Hears Voices67-68Grieving
19-20Shameless69-70Haggler
21-22Overconfident71-72Indebted
23-24Argumentative73-74Babbler
25-26Pilferer75-76Schemer
27-28Death Wish77-78Godless
29-30Bloodthirsty79-80Sassy
31-32Outspoken81-82Blamer
33-34Woefully Naïve83-84Ruthless
35-36Snarky85-86Selfish
37-38Mirthless87-88Lazy
39-40Blissfully Ignorant89-90Rowdy
41-42Withdrawn91-92Blunt
43-44Bawdy Singer93-94Jaded
45-46Alcoholic95-96Foul Mouthed
47-48Religious Zealot97-98Daring
49-50Tireless Optimist99-100Iron 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
1-2Random Disease51-52Face/Neck Tattoo
3-4Pockmarked53-54Stark white Hair
5-6Ugly Mug55-56Elderly
7-8Missing Ear57-58Bald/Hairless
9-10Scruffy59-60Sumo Size
11-12Thievery Brand61-62Young (12+1d4 yrs)
13-14Missing Teeth63-64Wheezy
15-16Limp or Pegleg65-66Half Skorn (Str, Con 15)
17-18Whispers67-68Hacking Cough
19-20Six Fingers on One Hand69-70Nose/Ear Ring
21-22Pox, Warts, etc71-72Androgynous
23-24Pet Bird, Snake, Rat, Lizard, etc73-74Massive Eyebrows
25-26Half Dwarf (Con 15)75-76Hook Hand
27-287 ft Giant (Str 17)77-78Drooping handlebar moustache
29-30Scar on neck, arms, etc79-80Mismatched Irises
31-32Foul Odor81-82Huge Hands, Feet, Nose, etc
33-34Doesn't wear pants83-84Lisp
35-36Hard of Hearing85-86Lice Ridden
37-38Loud Talker87-88Body Tattoos
39-40Eye Patch89-90Bad Wig
41-42Hunchback91-92Cat like Reflexes (Dex 15)
43-44Bad Breath93-94Broken Nose
45-46Lazy Eye95-96Crude Eyeglass(es)
47-48Massive Beard97-98Twins (two for one)
49-50Hairy Palms99-100Mute

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
1Non-Combatant: no armour, knife.
Merc: light armour, shortsword.
2Non-Combatant: no armour, club.
Merc: light armour, flail.
3Non-Combatant: no armour, staff
Merc: light armour, shield, spear.
4Non-Combatant: no armour, sling.
Merc: medium armour, heavy mace.
5Medium armour, shield,
shortsword, 1d3 light axes.
6Medium armour, spear, 1d3+1 javelins.
7Medium armour, shield,
longsword/battle axe/mace/hammer
8Medium armour, polearm.
9Medium armour, great
sword/axe/hammer.
10Light armour, shortsword,
short/long bow, 20 arrows.
11Medium armour, heavy crossbow, 20
bolts.
12Heavy armour (proficient), shield,
longsword/battle axe/mace/hammer.

Catchphrase

Hirelings might come with a catchphrase to further differentiate them (d100).

CATCHPHRASE
1-2Not how I'd have done it.
3-4A shovel will sort it.
5-6I can do it fast, or I can do it right.
7-8You had one job.
9-10Slackjaw scrumpy time.
11-12If I was richer, I wouldn't put up with
this sh*t.
13-14We're all gonna die.
15-16I like the gold more than I like you.
17-18Can't hear you over my brain talk.
19-20This is bullsh*t.
21-22I survived the puss puddle plague.
How bad can it be?
23-24By the gods, save us!
25-26Fangs of fate!
27-28Hodorf.
29-30Does this look swollen to you?
31-32Permission to speak, boss?
33-34We should never have come here.
35-36I ain't got time to die.
37-38Son of a scob must pay.
39-40That's some bad juju.
41-42Don't mention it.
43-44It's like we're in some kind of sick
game.
45-46I never liked him anyway.
47-48Ruuun!
49-50Aw hell no.
51-52By the gods!
53-54Get to the horses!
55-56Is it just me, or ...
57-58You heard the lady.
59-60Where to from here?
61-62I didn't sign up for this.
63-64This ain't good.
65-66Well that's embarrassing.
67-68I'm not dying in this scraghole.
69-70Am I right?
71-72Smells like a trap.
73-74Runebones say no.
75-76Thought I was smarter than this.
77-78I don't trust any of you assholes.
79-80I would if I could.
81-82I feels it in me bones.
83-84You got this.
85-86I'm gonna need more gold.
87-88If this ain't a trap, I don't know what is.
89-90Storm's brewin'
91-92I don't even want to know.
93-94Better you than me.
95-96Somebody oughta do something.
97-98Right you are guv.
99-100Say 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
11Dumb41Hyper
12Ferocious42Insane
13Hard to Kill43Fat
14Sharp Ears44Relentless
15Territorial45Sick
16Affectionate46Clever
21Protective51Climber
22Cowardly52Lazy
23Reckless53One Eye
24Greedy54Playful
25Hates Water55Skinny
26Impatient56Sociable
31Mangy61Shaggy
32Very Quick62Sharp Eyes
33Sneaky63Albino
34Great Nose64Loud
35Fearless65Very Strong
36Digger66Loyal

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
2Permanently gains one 1st level ability from an appropriate class.
3Gains an appropriate skill and a Reroll Pool of 1.
4Gains advantage on morale checks.
5Treat as a PC for dying and injuries.
6Gains a piece of useful gear.
7Increase a random attribute by 2 (max 15, subject to GM approval re pets).
8Gains a piece of useful gear.
9Learns to use a new weapon.
10Learns to use a new armour (inc shields).
11Increase Max hp by 2 and treat as a PC for dying and injuries.
12Transforms 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
2A 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).
3The hireling leaves the party's employ, then attempts to blackmail the PC over some misdeed they witnessed or are aware of.
4Word 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.
5The 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).
6The hireling suffers disad on morale checks until the end of the adventure or matters significantly improve (GM discretion).
7Bites his lip and cops it, this time. Add +1 to the next Payback roll.
8The hireling leaves the party's employ when back in civilization. He bad mouths them in taverns, etc, marring their reputation amongst commoners and merchants.
9The hireling tries to steal something valuable from the PC (maybe some gold, a trinket, a gem, etc).
10The hireling leaves the party's employ, and betrays them to a known enemy (if not impossible).
11The hireling sabotages the PC's gear in some way (frays climbing rope, holes in waterskin, greases sword hilt, etc).
12The 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.