Hirelings

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Equipment

A character can hire any number of hirelings he can afford, though if he is uncharismatic, they may shirk their duties unless personally supervised. Hirelings will be less loyal if their employer doesn't have at least 3 months of wages in reserve at all times.

Soldiers are a special case; a fighter can command 20 soldiers per level, a warrior can command 10 soldiers per level, a priest can command 8 soldiers per level, a bard or magician can command 5 soldiers per level, and rogues other than bards cannot command soldiers. A character can command twice as many soldiers in a stronghold. To command more soldiers, a character will need to hire captains and liutenants. All soldiers need the services of a blacksmith, and light soldiers also require the services of a leather worker, while heavy soldiers require the services of an armorer. Ranged troops require the services of a fletcher.


Costs listed are monthly wages.

Alchemist: 300gp (needed to brew potions efficiently, will not work for less than a year.)
Architect: 100gp (at least 1 architect is needed for every construction project underway)
Artillerist: 150gp (1 artillerist is needed to command each siege weapon properly)
Armorer: 100gp* (one needed for every 40 heavy soldiers. Dwarven armorers can equip 80 soldiers and produce magical armor, but cost 300gp to hire for non dwarves. Elven armorers can create elven chain, but cost 250gp to hire for elves and 500gp to hire for non elves)
Blacksmith: 30gp (one needed for every 100 soldiers or horses. Dwarven and Elven Blacksmiths can service 150 soldiers and make magical weapons, but cost 5 times as much to hire for non elves and dwarves.)
Body Servant: 50sp*
Captain: 500-800gp* (commands 100-160 troops, plus 5-8 lieutenants)
Carpenter: 90sp
Crossbowman: 20sp*
Engraver: 10gp
Fletcher: 20gp (one needed for every 35 longbowmen or crossbowmen, elven fletchers can equip 100 archers and create magic arrows, but cost 100gp for non elves to hire.)
Heavy Infantryman: 2gp* (orcish heavy infantry costs 15sp)
Heavy Calvalryman: 6gp*
Henchman: 100gp per level (see Henchmen)
Jewler: 100gp
Leatherworker: 90sp (1 needed for every 30 light soldiers)
Light Infantryman: 10sp* (orcish light infantry costs 5sp)
Light Calvalryman: 30sp*
Lieutenant: 200-300gp* (commands 20-30 troops, can supervise 2-3 sergeants)
Longbowman: 6gp* (elven longbowmen are 3gp for elves)
Mason: 120sp
Miner: 150sp
Mule Handler: 100sp
Oarsman: 5gp* (light soldier)
Pikeman: 3gp* (heavy soldier)
Porter: 1gp*
Sailor: 3gp*
Sages: 400-2,400gp* plus 20,000-100,000gp retainer; retainer can be ignored at game start.
Sapper: 150gp (one needed for every underground construction project.)
Sergeant: 50gp* (1 sergeant per 10 soldiers needed, can command 10 troops)
Scribe: 15gp* (to collect taxes properly, a fortress needs 1 scribe for every 1,000 people in the area. Each scribe not present will result in a 10% error on tax collection.)
Siege Crewman: 5gp*
Steward: 1,000-1,600gp* (commands 200-320 troops)
Tailor: 120sp
Torch Bearer: 10sp*
Wagon Driver: 135sp
  • Hirelings marked with an asterisk will expect to have their lodging and meals provided for them. Hirelings that don't expect this get +2 loyalty if they are provided with free lodging and meals. Hirelings who expect to be paid in silver who are instead paid in gold will suffer -1 loyalty. Paying 20% over normal wages grants +1 loyalty. Paying 50% over normal wages grants +2 loyalty.


Once hired, henchmen and hirelings have a loyalty score, which determines their overall level of loyalty. The loyalty score begins at 0, and is raised by a number of factors. Whenever an NPC has a chance to work for his own benefit in a way that harms the PC, he rolls a loyalty check. If the result of the d20 roll is higher than the NPC's loyalty, the NPC acts in its own best interests. Loyalty is also the NPC's base morale in combat.


Levels of Loyalty:

  • 0: No Loyalty: Will leave, attack, or betray the PC at the first opportunity.
  • 1-5: Disloyal; Will seek own advantage, instead of master's.
  • 6-10: Little Loyalty; Will seek own advantage when master shows weakness.
  • 11-15: Fair Loyalty; Will support master wholeheartedly when odds are good.
  • 16-20: Loyal; Will put self at risk to advance master's cause.
  • 21+: Fanatical; Will unquestioningly sacrifice self for master.


Loyalty Modifiers:

Slave: -6
Captured and Enlisted: -3
Dragged into the Cause: -2
Mercenary: +0
Hireling: +1
Henchman: +7
Worked for character less than a month: -1
Worked for character less than a year: +0
Worked for character 1-5 years: +2
Worked for character more than 5 years: +5
Peasant/Untrained: -5
Little Training: -3
Green: -1
Trained: +2
Elite: +4 (typically applies to all hirelings earning 3gp a month or more)
Professional: +6 (typically applies to all hirelings earning 100gp a month or more)
No Pay: -4
Unfair Pay: -2
Average Pay: +0
Above Average Pay: +1
Exceptional Pay: +2
No Discipline: -2
Little Discipline: -1
Firm and harsh discipline: +0
Firm and fair discipline: +2
Inhuman and Heartless Treatment: -5
Cruel and Domineering Treatment: -2
Indifferent Treatment: -1
Just and Kind Treatment: +2
Just, Kind, and Enviable Treatment: +3
Alignment in conflict: -3 (lawful/chaotic, good/evil, true neutral and alignments that do not contain neutral)
Alignment diametrically opposed: -7 (lawful good and chaotic evil, or lawful evil and chaotic good)
Master is Lawful Good: +3
Master is Lawful Neutral: +2
Master is Lawful Evil: +1
Master is Chaotic Good: -1
Master is Neutral Evil: -2
Master is Chaotic Neutral: -3
Master is Chaotic Evil: -4
Master killed a faithful henchman or hireling: -8
Master tortured a faithful henchman or hireling: -6
Master left a henchman or hireling to die: -4
NPC is an oathbreaker: -3
Master discharged henchmen or hirelings without cause: -1
Given Great gift in the last 3 months: +1
Master tortured a disloyal henchman or hireling in the last week: +3
Rescued by Master in the last year: +3
Master killed a disloyal henchman or hireling in the last month: +4
Life saved by Master directly and personally: +5
Master uses and diminishes magic for benefit of NPC: +5
Master revived NPC from the dead: +10


Modifiers to Loyalty Checks:

Master dead: -5
Master Retreating: -3
Each dead, surrendered, retreating or revolting henchman present: -1
Each living henchman present: +1
Master present and alive: +3
NPC under immediate threat of death for disloyalty: +10