Expert Hirelings

Obtaining the services of very skilled craftsmen and other professional servitors typically involves the expenditure of considerable time and resources. Whilst it is possible to retain such hirelings for short periods, few will agree to a term of less than a month and most expect to serve considerably longer. It is therefore usual for expert hirelings to only be retained by player characters who have already established a stronghold or the equivalent. The maintenance of a stronghold is assumed to include any common hirelings necessary, but expert hirelings must be accounted for separately.

Whilst some may certainly be found in small villages, the probability of finding expert hirelings willing to take service with a player character is considerably higher in larger settlements, such as towns and cities, where suitable candidates exist in greater numbers. Exactly where individual hirelings may be located varies, but craftsmen are typically found in or near their respective artisan quarters, whilst mercenaries may be sought at inns and taverns. Successful recruitment depends on the terms offered relative to the difficulties and risks involved in the proposal.

The below listed monthly costs encompass wages, clothing, lodgings and provisions, as well as any basic equipment, but not such expenses as the arms and armour due to a man at arms, which must be provided separately. Furthermore, as with standard hirelings, additional monies must be paid to cover the costs of materials and tools in order for craftsmen to produce items, or in the case of certain other special instances. The monthly costs assume that the hirelings in question are quartered in or near the stronghold of a player character and may not suffice in other circumstances. Moreover, a higher rate of pay or otherwise favourable treatment will be required to improve the morale and loyalty of a hireling.

HirelingMonthly Wage
Alchemist6,000 sp
Armourer2,000 sp
Blacksmith600 sp
Engineer (Architect)2,000 sp
Engineer (Artillerist)3,000 sp
Engineer (Miner or Sapper)3,000 sp
Jeweller (Gemcutter)2,000 sp
SageSpecial
Scribe300 sp
SpySpecial
StewardSpecial
Weaponer2,000 sp
Men at ArmsMonthly WageEquipment CostMovement RateArmour ClassDamageRange Increment
Artillerist100 sp25 gp9071d6 or 1d410
Bowman, Long80 sp79 gp9071d670
Bowman, Short40 sp34 gp9071d650
Bowman (Mounted)120 sp196 gp240 or 9071d650
CaptainSpecialas typeas typeas typeas typeas type
Crossbowman40 sp31 gp9071d4+1 or 1d660
Crossbowman (Mounted)80 sp197 gp240 or 9071d4+1 or 1d660
Footman, Heavy40 sp62 gp6061d10 or 1d6n/a
Footman, Heavy (Mounted)60 sp99 gp240 or 6061d10 or 1d6n/a
Footman, Light20 sp32 gp9061d615
Footman, Light (Mounted)40 sp69 gp240 or 9061d615
Horseman, Heavy120 sp675 gp150 or 9042d4+1 or 1d8n/a
Horseman, Medium80 sp465 gp180 or 6052d4+1 or 2d4n/a
Horseman, Light60 sp294 gp240 or 9062d4+1 or 1d610
LieutenantSpecialas typeas typeas typeas typeas type
Pikeman60 sp59 gp6061d6+1 or 1d6n/a
Sapper80 sp25 gp9071d6 or 1d410
SergeantSpecialas typeas typeas typeas typeas type
Slinger60 sp28 gp9061d4+1 or 1d635
Ship CrewMonthly WageEquipment CostMovement RateArmour ClassDamageRange Increment
LieutenantSpecialas typeas typeas typeas typeas type
Marine60 sp70 gp6051d615 or 10
MasterSpecialas typeas typeas typeas typeas type
Mate600 spas typeas typeas typeas typeas type
Oarsman100 sp35 gp9061d6 or 1d410
Sailor40 sp20 gp12091d6 or 1d410

Alchemist:

Learned in the admixture and creation of the various powders, elixirs, unguents, salves, ointments, oils, essences, and other arcane ingredients. A level seven magic user requires the aid of an alchemist to create magical potions; by level eleven such assistance is no longer needed, but will reduce the cost and time involved by half if available. In general, alchemists must be sought in cities. It is very unlikely that they will take service with a player character unless retained for a year or more, provided with a well stock laboratory and an initial fiscal incentive of up to one hundred gold pieces.

Armourer:

Required for the production and maintenance of armour and shields; for every sixty men at arms or barded warhorses present, there must be at least one armourer available. Each must be provided with a workroom and forge at an additional cost, but sufficient apprentices and assistants are assumed to be accounted for as part of his monthly wage. Whilst otherwise unoccupied, and given an initial week in which to prepare, an armourer of sufficient skill may produce items in accordance with the table below; the GM should determine the additional cost involved and what level of skill an individual armourer has reached.

Armour TypeDays to ProduceSkill LevelRequired Hirelings
Helmet, Small2 daysHighArmourer
Helmet, Great10 daysHighArmourer
Padded Armour30 daysLowTailor
Leather Armour10 daysLowArmourer, Leatherer
Ring Armour20 daysLowArmourer, Leatherer, Tailor
Studded Armour15 daysLowArmourer, Leatherer, Tailor
Scale Armour30 daysLowArmourer, Leatherer, Tailor
Mail Armour45 daysAverageArmourer
Splint Armour20 daysLowArmourer, Blacksmith, Leatherer
Banded Armour30 daysHighArmourer
Plate Armour90 daysHighArmourer
Shield, Large2 daysHighArmourer, Carpenter
Shield, Small1 dayHighArmourer, Carpenter

A dwarf armourer is more likely to have a higher level of skill and is twice as efficient, but also demands three times the standard wage; furthermore, a dwarf is unlikely to serve for more than a year at a time. A gnome armourer is slightly more likely to have a higher level of skill and increases efficiency by half, but requires twice the ordinary wage. The services of an elf armourer can only be obtained for five times the usual wage, but will produce mail of the highest quality and reduce the production time by half.

Blacksmith:

Essential for the maintenance of a stronghold and any resident soldiery; for every blacksmith retained the needs of up to one hundred and twenty men or horses can be met, but there must be at least one in every stronghold and a workroom and forge must be provided for each. If sufficient time is available, a blacksmith can produce simple weaponry at the following rates and at a cost determined by the game master.

Weapon TypeDays to Produce
Arrow Head1
Quarrel Tip1
Spear2
Morning Star2
Flail5
Pole Arm5

A dwarf blacksmith is three times as efficient as a human, but will demand ten times the ordinary pay. A gnome blacksmith is twice as efficient as a human, but will demand four times the usual wage.

Engineer (Architect):

Necessary for the successful construction of any but the most simple of surface structures. An architect requires payment by the month, even for short projects, and expects to receive an additional sum equal to one tenth of the building costs. Unless the construction site was approved by an architect, there is a three in four chance that any structure will collapse within a month to a few years of completion.

Engineer (Artillerist):

Mandatory for the construction and correct operation of siege weapons, such as the trebuchet or ballista. Any attempt to build or use such weapons correctly without the aid of such an engineer will surely fail. If retained for only a few months at a time, this specialist demands higher pay, perhaps as much as sixty percent above the standard wage.

Engineer (Miner and Sapper):

Indispensable for the overseeing of any mining operations, underground construction, or siege and counter siege works that involve trenches, fortifications, assault towers and other similar siege devices. A dwarf engineer of this sort is required if dwarf miners are employed; he will demand twice the standard wage, but increase the productivity of any human miners by one fifth.

Jeweller and Gemcutter:

Able to speedily and accurately appraise the value of most gems, jewellery and other precious objects, a jeweller is also capable of repairing, enhancing or newly creating ornamented items and jewellery. Simple tasks, such as setting a stone in the hilt of a sword or the forging of a plain ring, might take only a few days to a week, whilst more complex undertakings, such as producing a gem studded bracelet, could take up to a month; of course, truly opulent and intricate items might take a year or more.

Often a jeweller is also skilled at cutting gems; just as in their former capacity they may increase the value of an item through their craft, as a gemcutter they may increase the value of poorly cut stones, usually those worth less than five thousand gold pieces. However, the level of proficiency an individual possesses with regard to each skill varies and must be determined by the game master. A dwarf of this profession often possesses a greater degree of general ability than a human, but commands twice the pay. A gnome may be no better a jeweller than a human, but they are typically of even greater skill than a dwarf when it comes to gemcutting, and can also ask for twice the standard wage.

Mercenaries:

The numbers, type and frequency of men at arms available in a given settlement are at the discretion of the game master, but a chart is provided below with suggested probability distributions. In general, when a group of six to ten mercenaries of the same type is encountered they will be led by a sergeant; larger groups will be led by a lieutenant or captain, as appropriate, and include sufficient sergeants to keep the regular soldiers in order. There must be an officer, such as a captain, for each body of mercenaries that a player character wishes to retain.

d%Type1-4041-7071-9091-100
01-04Bowman, Long1d62d63d64d6
05-10Bowman, Short2d63d64d65d6
11Bowman, Short (Mounted)1d31d62d63d6
12-17Crossbowman2d63d64d65d6
18-21Crossbowman (Mounted)1d62d63d64d6
22-24Slingman1d31d62d63d6
25-35Footman, Heavy1d63d65d610d6
36-38Footman, Heavy (Mounted)1d31d62d63d6
39-45Footman, Light1d62d63d64d6
46-49Footman, Light (Mounted)1d62d63d64d6
50-52Pikeman1d63d65d67d6
53-57Horseman, Heavy1d31d62d63d6
58-65Horseman, Medium1d31d62d63d6
66-77Horseman, Light1d62d63d65d6
78-79Artillerist1234
80-81Sapper1d22d23d24d2
82Captain1111
83Lieutenant1111
84-88Sergeant111d21d3
89-90Any Rangedas typeas typeas typeas type
91-96Any Footas typeas typeas typeas type
97-99Any Horseas typeas typeas typeas type
00Anyas typeas typeas typeas type

The majority of regular men at arms are zero level characters with 1d4+3 hit points; if more experienced soldiers are desired, then the game master must decide with what frequency they are available and what payment they require in accordance with the campaign milieu. Similarly, the prospect of raising militias and levies is not addressed here, their quality depending on many factors, but in most cases being inferior to that of professional soldiery.

As with most standard hirelings, very few men at arms will agree to serve for periods of less than a month and sergeants, lieutenants and captains will never agree to serve for such a limited duration. Mercenaries retained on a short term basis will rarely agree to perform dangerous duties unless paid considerably more than the standard sum; indeed, thirty times the daily wage is typically demanded.

  • Artillerist: Required for the operation of siege weapons and other engines of war; in desperate circumstances, artillerists will fight in the manner of light footmen. Typical equipment includes studded armour, short sword, and dagger.
  • Bowman, Long: Expert in the use of powerful bows, long bowmen also serve as light footmen when required. Typical equipment includes studded armour, long bow, quiver with twelve arrows, and hand axe.
  • Bowman, Short: Proficient in the use of bows, short bowmen can also fight as light footmen, but usually will not. Typical equipment includes studded armour, short bow, quiver with twelve arrows, and hand axe.
  • Bowman(Mounted): Skilled at shooting from the saddle, but generally unwilling to close to melee; mounted bow- men have a reputation for poor discipline. Typical equipment includes a light warhorse with gear, studded armour, short bow, quiver with twelve arrows, and hand axe.
  • Captain: Equivalent to a fifth to eighth level fighter, but incapable of conventional advancement by level. A captain may lead twenty men at arms and one lieutenant for every level of experience he possesses, as well as the necessary number of sergeants; the monthly wage demanded by a captain is equal to his level multiplied by 100 gold pieces.
  • Crossbowman: Practiced in the use of crossbows and willing to fight as light footmen when required. A heavy crossbowman will often require a light footman to shield him whilst reloading. Typical equipment includes studded armour, light crossbow, quiver with twelve light bolts, and hand axe.
  • Crossbowman (Mounted): Trained to shoot and reload light crossbows from horseback, mounted crossbowmen are also willing to fight hand to hand when necessary. Typical equipment includes a light warhorse with gear, studded leather, light crossbow, quiver with twelve light bolts, and light pick.
  • Footman, Heavy: Intended primarily for fighting and manoeuvring in close order on open ground, heavy footmen employ the appropriate arms and armour. Typical equipment includes scale armour, halberd, and short sword.
  • Footman, Heavy (Mounted): Familiar enough with horses to ride them, but not trained to fight from horseback, mounted heavy footmen dismount to fight. Horses need to be looked after during combat, which requires one man for every four mounts. Typical equipment includes a riding horse with gear, scale armour, halberd, and short sword.
  • Footman, Light: Accustomed to fighting in open order and traversing broken or rough terrain, light footmen are armed and armoured accordingly. Typical equipment includes studded armour, large shield, spear, and handaxe.
  • Footman, Light (Mounted): Familiar enough with horses to ride them, but not trained to fight from horseback, mounted light footmen dismount to fight. Horses need to be looked after during combat, which requires one man for every four mounts. Typical equipment includes a riding horse with gear, studded armour, large shield, spear, and hand axe.
  • Horseman, Heavy: Most effective when attacking in very close order on open terrain, heavy horsemen are well armed and fearsome in combat. Typical equipment includes a heavy warhorse with gear, mail barding, mail armour, large shield, lance, long sword, and dagger.
  • Horseman, Medium: Capable of delivering a powerful charge over open ground and in close order, well used medium horsemen can prove decisive. Typical equipment includes a medium warhorse with gear, scale barding, scale armour, large shield, lance, broadsword, and dagger.
  • Horseman, Light: Swift in pursuit and quick to retreat, light horsemen fight in open order and make excellent skirmishers. Typical equipment includes a light warhorse with gear, leather barding, studded armour, small shield, lance, and hand axe.
  • Lieutenant: Equivalent to a second or third level fighter, but incapable of conventional advancement by level. A lieutenant may lead ten men at arms for every level of experience he possesses, as well as the necessary number of sergeants; in addition, he may command a number of unassigned sergeants equal to his level. When serving a captain, only the lieutenant counts against the number of men that may be led. The monthly wage demanded by a lieutenant is equal to his level multiplied by 100 gold pieces.
  • Pikeman: Trained to fight with long pikes and manoeuvre in close formation on flat terrain, pikemen will also fight as heavy footmen. Mixed formations of more than one hundred pikemen and heavy foot require at least two months of drilling to be effective. Typical equipment includes scale armour, pike, and short sword.
  • Sapper: Necessary for the use of assault towers, the construction or undermining of fortifications, and other siege works. Sappers fight in the manner of heavy footmen, but are usually lightly armoured and unwilling to engage in combat. Typical equipment includes studded armour, short sword, and dagger.
  • Sergeant: Equivalent to a first level fighter, but incapable of conventional advancement by level. A sergeant can lead up to ten men independently or in service to a lieutenant or captain. In any given company, there must be one sergeant for every five to ten men at arms. The monthly wage required by a sergeant is ten times that of the troop type he leads.
  • Slinger: Adept in the use of the sling to disrupt and harass the enemy, slingers are also able fight as light footmen, though they are generally restricted to light armour and weapons. Typical equipment includes studded armour, small shield, sling, pouch with twelve bullets, and hand axe.

Optional Rule: At the discretion of the game master, a player character fighter of the appropriate level may serve as a sergeant, lieutenant or captain, as might an allied non- player character fighter or henchmen. A character of a related class, such as ranger or paladin, might also suffice if the circumstances warrant such an allowance.

Non-Human Mercenaries: The opportunity to retain the services of non-human mercenaries is something that depends on an individual campaign milieu; however, it is typically more difficult than enlisting standard men at arms. Individuals of mixed ancestry, such as half elves or half orcs may be found amongst the ranks of either parentage.

In general, demi-humans will only agree to take service with a champion of their race or in a cause that is directly in their interest, with the aid of elves being the most difficult to obtain. As an exception, dwarf mercenaries might, for double normal pay, be successfully recruited to fight in the causes of others.

Many humanoids, such as kobolds, goblins, orcs, hobgoblins, bugbears or gnolls, may take service with evil aligned characters that are powerful enough to master them or insidious enough to manipulate them. They may even serve for less than half pay, but such soldiery are given to breaches of discipline, vile behaviour, despoliation of any territory they pass through and the intolerable abuse or murder of any unfortunate inhabitants.

Sage:

The ultimate receptacle of knowledge and lore, a sage is a sort of mediæval research library contained in one being. The sage can be summed up as a person with a degree of knowledge on just about everything, a lot of knowledge in a few specific fields, and authoritative knowledge in his or her special fields of study.

In game terms, the sage would be able to converse intelligently on a wide variety of subjects but would give very good advice in his or her field of study, authoritative advice in his or her special areas of research, and reasonable advice in one or two other fields. Keep in mind, too, that all this is relative—advice from a sage should never be lightly ignored, no matter the subject under discussion or area of study of the sage. Obviously, portraying such an individual presents a challenge: how much does the sage know and in what areas does he or she know it? The tables presented here should help the GM to fully answer those questions.

First, the fields of specialty must be determined. As always, random generation scores are included but the GM should feel free to tailor a sage to campaign's needs. Be careful of meta-game questions or information. This is to say, the players should not be able to ask things about which the characters should have no knowledge, nor should the sage divulge information which she should not possess. If laser guns do not exist in your milieu, for instance, then no question concerning them should be answered.

Sage Ability Table

D%Minor FieldsSpecial Categories in Major Field
01-1012
11-3013
31-5014
51-7022
71-9023
91-0024

Sage Fields of Study (d%)

Humankind (01-30)
ArtLaw
BiologyPolitics
DemographyPsychology
HistoryReligion
LanguagesSociology
Demi-humankind (31-40)
ArtLaw
BiologyPolitics
DemographyPsychology
HistoryReligion
LanguagesSociology
Humanoids (41-50)
ArtLaw
BiologyPolitics
DemographyPsychology
HistoryReligion
LanguagesSociology
Natural Philosophy (51-65)
AlchemyMathematics
ArchitectureMeteorology
AstronomyMetallurgy
ChemistryOceanography
GeographyPhysics
GeologyTopography
Fauna (66-75)
AmphibiansInsects
ArachnidsMammals
AviansMarsupials
Crustaceans & MolluscsReptiles
Fish
Flora (76-85)
Bushes & ShrubsHerbs
FlowersMosses & Ferns
TreesGrasses & Grains
WeedsFungi
Supernatural & Unusual (86-00)
Astrology & NumerologyMagic
CryptographyMedicine
DivinationMetaphysics
Heraldry, Signs, & SigilsPlanes

Chance of Knowing the Answer to a Question:

Roll the generated number or less to determine if the sage knows the answer to the query.

Question is:GeneralSpecificExacting
Out of Fields35%10%1%
In Minor Field50%35%15%
In Major Field70%60%35%
In Special Category90%75%50%

Examples of the different types of questions:

General: Do humanoids inhabit the region north of the Great Mountains?

Specific: Do hobgoblins of the Three Skulls tribe live in the region north of the Great Mountains?

Exacting: Do the hobgoblins of the Three Skulls tribe living in the region north of the Great Mountain possess the dread artifact known as "The Great Spear of Kaliban"?

A sage does not carry all his or her knowledge within his or her head. Picture the modern attorney and the considerable size of the libraries in his offices. This may give one an idea of the sheer volume of stored information a sage will wish to be able to access on demand. Sages are scholarly, eccentric types and a PC offering to hire one will be expected to provide private living spaces far away from noise and the bustle of activity. The minimum quarters a sage would accept would consist of four separate rooms of no less than 200 square-ft each: living quarters, study, library, and workroom. Depending upon the field of speciality, the sage may also request various other areas, such as a zoo for housing living creatures for study, or a greenhouse for the study of plants. The average sage will see the player as the opportunity for acquisition of additional materials for study and categorisation and will, in all likelihood, demand far more for his or her work than he or she will actually need. At any rate, the busier the sage is kept and the more often his or her studies are interrupted, the more materials and money he or she will likely demand.

Sage Characteristics: If a sage is to be hired for a long period of time, his or her abilities and alignment should be determined as follows.

  • Strength: 1d8+6
  • Intelligence: 1d4+14
  • Dexterity: 3d6
  • Wisdom: 1d6+12
  • Constitution: 2d6+3
  • Charisma: 2d6+3
  • Alignment: see table below
  • Hit Points: 4d6
d%Resultd%Result
01-05Chaotic Evil41-60Lawful Neutral
06-10Chaotic Good61-80Neutral
11-20Chaotic Neutral81-90Neutral Evil
21-30Lawful Evil91-00Neutral Good
31-40Lawful Good

Special Skills: Sages have limited ability in spell-casting granted to them by the sheer volume of knowledge they have accumulated and the type of spell is usually related to their field of speciality. The GM should determine whether the sage's spell-casting ability is arcane, phantasmal, divine or druidic when the sage is created, based on a judgement call rather than a random roll. Expertise in the field of magic, for instance, would indicate arcane spell ability. On the other hand a sage with extensive knowledge of trees would have druidic spell ability. Phantasmal magic might be associated with psychology and divine ability with astronomy.

Roll 1d4+2 to determine the maximum level of the spells the sage knows and 1d4 to generate the maximum number of spells known for each level. Spells memorised by the sage will normally be of utility to a non-adventuring type person, for example: unseen servant, read magic, locate object, or tongues. The sage will cast the spell at the minimum level required for a member of that class to cast the spell. Tongues, to take an instance from the above list, would be cast by the sage as a 5th level magic user. A sage will regard his or her spell knowledge as a closely kept secret and will not divulge this ability lightly.

Hiring A Sage: Only fighters, rangers, paladins, thieves, and assassins may hire a sage; though other classes may consult with sages as need dictates. Hiring a sage will require the PC have a stronghold outfitted with space for the sage as indicated above. Sages will only accept a permanent offer of lifetime service.

Location of a Sage: Sages are located in larger towns and in cities, particularly near universities, museums, libraries, and the like. Sages also have a somewhat informal brotherhood but there is nothing such as a guild house where one might inquire about hiring a sage. Any sage will have a general knowledge as to the whereabouts of most sages in the area. Likewise, the employment of any sage will quickly become common knowledge throughout the general area.

Short Term Employment—Consulting a Sage: Players do not need to hire a sage before asking questions of one. Consultations last no more than 1 week, after which the sage will not be available to the players for the period of 1 month. Consultation fees run to 100 gp per day plus the amount shown on the tables in Information Discovery section below.

Long Term Employment: As with most types of hirelings, sages agreeing to employment will show up with only the clothes on their backs and the shoes on their feet. Unlike other hirelings, however, the initial outlay of money and materials involved with employing a sage is considerable.

Support and salary, per month: 200 gp to 1,200 gp (2d6×100)

Research grants, per month: 200 gp to 1,200 gp (2d6×100)

Initial material expenditure: 20,000 gp minimum

This minimum initial material expenditure will allow the sage to operate at about 50% efficiency in performing research and providing information. Each extra 1,000 gp will increase efficiency by 1% until 90% is reached (60,000 gp).

Thereafter, each 1% increase will cost the employer a further 4,000 gp. This is to simulate the increasingly difficult acquisition of rare books and equipment. The proper setting and materials for the sage to operate at 100% efficiency cost a total of 100,000 gp.

The employer can spend still more money to increase the sage ability in both general and specific fields of study. For 5,000 gp and 1 month of uninterrupted study, the sage can increase ability outside of his or her field 1%, up to a maximum gain of 5%. For 10,000 gp and 1 month uninterrupted study time the sage can increase expertise in his or her minor fields of study by 1% up to a maximum gain of 5%. A minor field can be added, up to three maximum, for 100,000 gp and 2 years of study. A major field of study requires 200,000 gp and also requires an uninterrupted 2 years of study time.

Payment for such additional studies must be made in advance and if the sage is asked a question during that time the money is lost and effort wasted.

Information Discovery

Use the table below for determining fees and time required for information discovery. This table assumes research under the optimal condition of the sage having a stocked workshop with library and being located near a large town or city.

Location is important because the sage may need additional equipment or materials for additional research which simply would not be available in more rural settings. A sage located far from large population centres will probably require double the regular fee schedule and allotted time for research. In such a situation, after rolling on the Chance of Knowing the Answer to a Question table, roll d% again. For all categories except Special, if the second roll is 20% or less of the first percentage generated the sage knows the answer without having to conduct the research at the more expensive double rate, since the information he or she already has at hand is sufficient to answer the query.

For example; a sage in a remote location is asked specific question in an Out of Fields category. The GM rolls a 10 on a 1d10 and the table yields a result of 20%. The GM rolls d% again and if the result is 1 (20% of 20) the sage will be able to provide an answer at the regular cost; otherwise research time and cost will be doubled. For questions in the sage's special category of knowledge the spread increases to 80%. Fees for secondary questions based upon answers to a previous question are subject to the sage's reaction to the players; the GM must decide whether the fee is charged again, or partial, or waived. Unknown information will take from 50%-100% of allotted time to determine whether sage can answer the question, but will cost only half the standard rate.

The abbreviation "r" means "rounds", "h" means "hours", and "d" means "days".

Information Discovery Time and Cost Table

Question is:GeneralSpecificExactingCost (gp)
Out of Fields1d6r2d6d100/d
In Minor Field1d4r2d10d5d8d1,000/d
In Major Field1d3r1d12d3d10d500/d
In Special Category1d2r1d10h2d6d200/d

Rest and Recuperation: For every day spent in research the sage must spend 3 days resting. Interruptions during this down-time will result in additional days of rest and maximum costs and research times for any questions he or she is compelled to answer.

Demi-Human or Half-Human Sages: Most sages are human but sometimes sages of other races will be encountered. Chances are they will not be interested in consulting with player characters—especially human PCs. As always, this rule depends upon their reaction to the players and the circumstances of the encounter.

Scribe:

Practiced in the art of writing, a typical scribe is expected to keep records, write letters and copy documents. Others may possess additional skills, such as cartography, counterfeiting, cryptography, illuminating or the ability to write, read or otherwise comprehend more than one language. Such accomplished individuals might command ten times the standard wage.

Ship Company:

The availability of crews and ships in a given port willing to take service with a player character is at the discretion of the game master. A vessel must normally be suited to the waters into which it will venture and the crew recruited appropriate to the ship, as well as familiar with its handling; a mixed crew, for instance, is required for vessels that employ both sail and oar. A vessel and crew intended for river travel will be unsuitable for coastal voyages, just as a ship built for coastal trading will be of little use on the open sea. If any of these criteria are left unmet, there will be a significant chance of mishap.

Every ship, no matter the size, requires a master, at least one lieutenant and a mate. In all respects other than those outlined below, these officers correspond to the mercenary captain, lieutenant and sergeant, respectively. The master of the ship will expect to receive one half share of any treasure taken for every full share a player character receives; each lieutenant will similarly expect to receive one tenth share and each mate one fiftieth, whilst at least a further tenth share is to be distributed between the crewmen.

  • Lieutenant: Equivalent to a second or third level fighter, but incapable of conventional advancement by level. At least one lieutenant is required for every twenty crewmen or part thereof that makes up a ship's company, but not including mates. The monthly wage demanded by a lieutenant is equal to his level multiplied by 100 gold pieces.
  • Marine: Trained primarily to repel and engage in boarding actions, marines otherwise fight in close order as heavy footmen. Typical equipment includes scale armour, large shield, spear, short sword, and hand axe.
  • Master: Equivalent to a fifth to eighth level fighter, but incapable of conventional advancement by level. A ship must have a master of the appropriate type if it is to operate without fear of preventable disaster. The monthly wage required by a captain is equal to his level multiplied by 100 gold pieces.
  • Mate: Equivalent to a first level fighter, but incapable of conventional advancement by level. At least one mate is required for every ten crewmen or part thereof that makes up a ship's company.
  • Oarsman: Accustomed to protracted periods of steady rowing, oarsmen are well paid and willing to fight as heavy footmen. Typical equipment includes studded armour, small shield, short sword, and dagger.
  • Sailor: Necessary for the operation of most sailing vessels, sailors will fight as light footmen, but are unwilling to wear body armour. Typical equipment includes small shield, short sword, and dagger.

Spy:

Recruited to secretly watch the actions of others and gather information, a spy could be anyone from an under-paid and unhappy chamber maid to a professional thief or assassin. A player character wishing to engage the services of a prospective informer must do his own convincing. Fees may vary wildly, from perhaps a mere hundred gold pieces to many thousands, depending on the individual and the difficulty of what is asked. The base probability of successfully completing a task ranges from ten to fifty percent, in accordance with its complexity, and modified as appropriate by taking into account the class and level of the spy. A character who is often involved in subterfuge may be treated as though a spy of a level equivalent to the number of successful assignments he has carried out, within reasonable limits. Of course, there is always a small chance that a spy will be discovered, especially during a lengthy and complex assignment, and failure may result in disappearance, death or betrayal.

Steward:

Responsible for the administration of a stronghold in the absence or inability of a player character, a steward holds a position of great prestige and trust. Usually, such an individual is promoted from the position of mercenary captain and will not afterwards take kindly to being asked to reassume that role, even temporarily. Whilst serving within the stronghold, a steward is capable of leading forty men at arms and two lieutenants for every level of experience he possesses, as well as the necessary number of sergeants. Given that a fortress is well provisioned, garrisoned and supported at the time at which he is appointed, a steward will see to it that such remains the case. Of course, if a player character expects his dependents to vigorously resist any enemy action in his absence or incapacity, he must ensure that the loyalty of such men is strongly maintained. The monthly wage due to a steward is equal to his level multiplied by one hundred gold pieces.

Optional Rule: At the discretion of the game master, a henchman of the appropriate class and level might be appointed as steward, rather than a mercenary captain.

Weaponer:

Required for the production of complex weaponry and the maintenance of the arms of any soldiery; there must be at least one weaponer available for every sixty men at arms retained. Each must be provided with a workroom and forge at an additional cost, but sufficient apprentices and assistants are assumed in his monthly wage. Whilst otherwise unoccupied and given an initial month in which to prepare, or a year in the case of long and composite bows, a weaponer may produce various arms at the below rates and at a cost determined by the game master. A leatherer is necessary for the creation of scabbards and sheaths.

Weapon TypeDays to Produce
Bow, Long6-15
Bow, Composite6-15
Crossbow, Heavy2
Scimitar3
Sword, Bastard
Sword, Broad2
Sword, Long
Sword, Short
Sword, Two Handed6
Other1

At the discretion of the game master, specialist weaponers may be required for the making of some weapons. For instance, a blade smith for the forging of swords and daggers or a bowyer and fletcher for the whittling of bows, construction of crossbows and manufacturing of arrows. In any case, procuring the full time services of a weaponer should always be somewhat difficult.

A good deal more could be said on the subject of hirelings. Many possible common professions are not represented here, rates of pay that take into account the relative skill of individual craftsmen are not provided, supplyand demand is not accounted for, nor is the difficulty and prospective cost of persuading standard hirelings to undertake work in hazardous conditions discussed. This is partly because such things are too variable to systemise adequately, but it also allows for individual game masters to develop the level of complexity that they are comfortable with.