Thieves & Kings
Hirelings and Soldiers
Standard Hirelings are fairly common people with a basic understanding of common tasks, such as labor or simple crafts. it should be noted that cooks, sweepers and other similar menial hirelings are often included in the maintenance of a stronghold or other important location. Expert Hirelings are also servants, but they provide specific useful skills to a stronghold and organization unavailable otherwise. Soldiers tend to be mercenaries, but some will dedicate themselves to the Players as guards and muscle for their various plans. Monthly wages assume quarters are provided, containing appropriate furnishings, with access to food and other services.
Common to most settlements of village-size or larger, usually one or two of each can be found, though not every settlement can furnish every sort of hireling. Towns and cities will have more available, often located in an appropriate portion of the community.
Employment of a standard hireling requires both the location of the individual and the offer of work. It is relatively easy to find standard hirelings for a few days of service, but hiring a full-time servant requires more effort. It is common to include a small hiring fee upon obtaining a full-time hireling, typically a few days wages.
Most of these hirelings can craft goods on behalf of their employer. Generally speaking, the costs of theses goods are roughly one (1) day per 1 gp cost of a completed item, and will cost 5% of the cost of the given end product. For faster work, more materials must be purchased, thus increasing the base costs. Unusual items typically require experts, or rare materials that can prove very expensive.
Bearer/Porter (1sp per day/10 sp per month) : Common laborers who carry goods (50-lbs, or double with a pole) as directed.
Carpenter (3 sp per day/20 sp per month) : Wood-worker, capable of fashioning doors, chests and other wood furnishings.
Leather Worker (2 sp per day/30 sp per month) : Fabricator of leather goods, such as belts, straps, bags and harness.
Limner (10 sp per day/100 sp per month) : Painters who also deal with artistic renderings and heraldic designs.
Linkboy (1 sp per day/10 sp per month) : Often called a “Torch Bearer”, Linkboys are typically youngsters, but can include grown individuals at need.
Mason (4 sp per day/30 sp per month) : A skilled stone mason or plasterer, who can construct stone buildings.
Pack Handler (2 sp per day/30 sp per month) : Trained at loading and unloading beasts of burden, these people are often skilled in animal handling as well.
Tailor (2 sp per day/30 sp per month) : A Tailor crafts and repairs clothing, bags, hats and other typical textiles.
Teamster (5 sp per day/50 sp per month) : Often owning their own draft animals and vehicles, a teamster is a skilled handler of both the vehicles and draft animals they are familiar with.
Valet/Lackey (3 sp per day/50 sp per month) : The typical servant and messenger, that wealthy households employ for general service. Most are talented House Servants.
Expert Hirelings are typically found only in larger settlements, though some travel to smaller communities seeking such employment. To hire one, each requires their own individual bargaining, and can never be hired in bulk, largely due to their rarity. They can typically be found by visiting an appropriate portion of a larger town, and asking after opportunities. Many who can be hired, might be very amicable to relocation, provided they are properly recompensed.
No expert hireling can be hired for a short-term employment; such craftsmen already offer their services through regular supply of goods and services in various communities. All expert hirelings require in addition to their wage, an appropriate location to live and work, as well as various supplies as needed for production of their goods.
Armorer (1000 sp) : Essential for the maintenance of armor and shields, one armorer is required for every two companies (40 troopers) under one’s employment. In their spare time, they can manufacture extra goods. They can manufacture both metal and leather armors, as well as shields, the weight of which (light/medium/heavy) is determined by their personal skill level. A basic workshop costs 400 gp, as well as an appropriate workspace or building.
Blacksmith (300 sp) : Each stronghold requires a blacksmith, which can care for up to two companies (40 troopers) and their horses. Every additional cohort (100 men) requires an additional blacksmith. Other than making the usual ironware (horseshoes, nails, hinges, etc) they can turn-out a handful of lesser goods used in combat, such as arrow-heads, spear-heads or other simple weapons. Each blacksmith requires a workshop of the usual cost of 400 gp, plus an appropriate space to use for their work.
Engineer (1000 sp) : There are typically three different types of engineers; Architects, Artillerists, and Miner. Architects deal with above-ground construction and fortifications, Artillerists specialize in the use of siege artillery, and Miners deal with underground construction and tunneling and siege operations.
Jeweler (1000 sp) : Generally consulted for appraisals of precious metals and gems, jewelers also set stones into various items and fashion jewelry. They typically only require a space to work, as they require little beyond their own tools.
Sage (2000 sp) : Typically hired by mages and higher level rulers for their knowledge of a field of study, and often their access to rare books and lore. Most require the acquisition of other rare tomes to complete their research, and establishing a library sufficient for a sage to use, can prove ruinous. A typical starting library costs 200,000 sp and most research can require about 1000 sp to acquire rare tomes or other valuable texts to complete. As a result, very few people maintain sages.
Scribe (150 sp) : Principally a personal secretary or copyist, scribes record a wide variety of information for their employers, though never anything of a magical nature. Cartographers are a specialist scribe, and are appreciably rare and more expensive. Some scribes are hired for their knowledge of languages and others for their knowledge of ciphers, but are equally rare.
Ship Crew (20 -50 sp) : Ship’s crew vary as the needs of the vessel and the waters they serve in. Sailors (20 sp) never wear armor, but use most any weapon for their defense. Oarsmen (50 sp) are considered free men (not slaves), often wear armor, use shields, and use most any weapon. Marines (30 sp) are soldiers who serve aboard a ship for its defense, but often use heavier weapons and armor.
Ship Master (1000 sp) : Covering a broad category of individuals to operate a vessel, they include river and lake masters, and the often-popular sea-going commanders. For every 20 crew, a ship master is required, and are often rewarded with a share of any prize or treasure taken aboard their vessel.
Spy (1000 sp) : For general service, a spy serves their master as an informant, poking into the activities of rivals and otherwise keeping tabs on their master’s enemies. For specific or dangerous missions, a spy will often be offered far more as a reward, including lands and titles.
Steward/Castellan (2000 sp) : Overseeing a castle or fortress, a steward/castellan is often a mercenary knight who ensures their charge is sufficiently garrisoned, has ample food/water reserves, oil, and that it is kept in good repair. Ultimately they must maintain these things at the expense of their master, which comes from the standard support costs of the stronghold, though they ensure such funds are properly invested.
Weapon Smith (1000 sp) : a smith-armorer who specializes in the manufacture of arms. Bowyers fashion all sorts of bows and crossbows, and their missiles. Swordsmiths specialize in swords and daggers. Weaponers are generalists, who make the broad spectrum of all weapons. All weapon smiths require a typical workshop for 400 gp, and the space to work, and at least one is required for every 80 troopers (four companies) under one’s employ. Spare time can be used for the manufacture of extra weapons. Many lords cannot afford their own weapon smith, making them very valuable hirelings.
The likelihood of encountering any given soldier varies. Soldiers can be hired for short-term tasks and campaigns, but tend to charge far more due to the risk involved; typically a month’s wages every day. Such soldiers are scarce, though some day soldiers can be found in larger communities, hiring themselves for simple guard duty.
Regular soldiers are somewhat experienced, but are little more than bandits unless provided with a base of operations, proper supplies and leadership. They require barracks, access to food and other supplies, and a regular wage, or quickly lose their loyalty.
Archer (Longbow) (40 sp) : Strong and in good health, a typical longbowman can wear light and medium armors, shields, and use most hand-held weapons for close defense. They tend to have good morale, as the range of their weapons ensures them some measure of safety.
Archer (Shortbow) (20 sp) : Average in size and strength, these troops typically only using their melee weapons when forced into close combat, shortbowmen wield light weapons and shields, and wear light armor. They tend to have fair morale in their position as ranged troops.
Artillerist (50 sp) : Required to operate any siege weapons available, they fight as infantry only in self-defense. They tend to have very good morale, largely due to their professional nature and the fact their positions are often well-defended and well behind defensive lines.
Captain (1000 sp) : Captains are required for every cohort (100 troops) or portion thereof, and can only lead one specific type of troops (infantry, cavalry, archers, etc). Professionals to the end, they tend to have excellent morale.
Crossbowman (20 sp) : Able to use any form of crossbow they are equipped with, each crossbowman typically works closely with an assigned light infantry soldier, called a shield-bearer, who accompanies them with extra ammunition and protects them from other ranged fire. They usually fight as light infantry when required, and have morale depending on the protection they are offered.
Footman (Heavy) (20 sp) : Trained to fight in close formation, and wearing the best weapons and armor available, which often determines their morale, usually good to excellent. Larger soldiers, they tend to be well-trained and well-disciplined.
Footman (Light) (10 sp) : Useful in rough terrain, light infantry are skirmishers, wielding javelins, light armor, weapons and shields. Most light infantry are of fair morale, and can be trusted to operate as independent raiders.
Footman (Pikeman) (30 sp) : Heavy infantry equipped with pikes and long spears, they known how to maneuver with them in close formation. Often placed in the center of larger military formations, they require some degree of careful training to operate, but are known to deploy in full cohorts (100 troopers).
Horseman (Archer) (60 sp) : Generally undisciplined raiders and bandits, horse archers are known to wear light to medium armor, wield shortbows, and use light melee weapons such as scimitars. They make excellent skirmishers.
Horseman (Crossbow) (40 sp) : While better disciplined than cavalry archers, those using crossbows are deployed in various formations as caravan guards and in defense of larger army formations. They tend to wear medium armors, and keep shields and melee weapons to operate as light cavalry when required.
Horseman (Heavy) (60 sp) : Trained to operate in close formation, heavy cavalry use the best weapons and armor available. They have good morale, because they tend to be large soldiers on large mounts.
Horseman (Light) (30 sp) : Operating as skirmishers, raiders and scouts, light cavalry wear little to no armor, wield light weapons, but always use shields. They are the most common form of cavalry to be found, and are popular among most smaller realms.
Lieutenant (250 sp) : These senior officers can extend the command of a captain, by commanding a company of troops (20). Typically experienced soldiers, they are often popular among their command, well-armed and well-equipped.
Sapper/Miner (40 sp) : Required for the operation of siege machinery, such as towers, trenches and mines, sappers typically wear only light armor and only fight to defend themselves. They tend to have good morale, as they are basically construction workers, not shock troops.
Sergeant (100 sp) : Required for every ten (10) troops, a sergeant is a professional trooper, equipped as his fellow soldiers to which he is assigned.
Slinger (30 sp) : Trained much as archers, slingers are often equipped as light infantry, but also wield shields. They are not as popular as archers, because of their lack of range.
There are also various units of non-human troops available for mercenary duties, but it depends on a wide variety of circumstances. They will typically only serve a master who supports their cause, or promises great rewards. Often, only great champions of the race in question can lead them.
Maintaining humanoid and demi-human troops is difficult. While demi-humans can be trusted as long as they are treated with fairness and respect, humanoids often require brutal discipline, and one should never turn their back on them. Never expect a band of humanoids to do things outside their nature.
Bugbears (40 sp) : Often rare to find and employ, bugbears make good heavy infantry due to their strength and stamina, but are also great raiders due to their stealth. Their morale is largely based on the tasks they are assigned.
Dwarves (60 sp) : Typically only encountered as heavy infantry, dwarves have a high morale and discipline, excellent weapons and armor, with great strength and constitution. They have been known to wield light crossbows, and make excellent artillerists and sapper/miners.
Elves (50 sp) : Typically found as light archers, elves also make excellent light cavalry. They tend to have excellent morale, largely because of their dedication to any cause in which they are involved, particularly against racial enemies or forces of darkness.
Firenewts (30 sp) : These lizardfolk make excellent shock troops, and are sometimes mounted on their beloved Giant Striders as heavy cavalry, and commanding double the usual rate. Their affinity to fire makes them particularly fearsome.
Gnolls (30 sp) : Incredibly rare as mercenaries, gnolls make excellent heavy archers, wearing respectable armor and wielding their great longbows. Although prone to skirmishing, they can prove to have good discipline when properly motivated, and their great size, strength and ability to survive largely off the land make them valuable.
Gnomes (40 sp) : Dour little fighters, gnomes make dependable light and heavy infantry, the former wielding slings and operating as skirmishers, and the latter operating in close formation with pikes and decent armor. They have good morale, but are not as fanatical as their dwarven allies.
Goblins (10 sp) : Typically used as simple slingers and skirmish troops, goblins are somewhat cowardly and lack the size and strength of most humanoid forces. The exception to this is the rarer worg rider, whose mounts are as fearsome as their riders. Worg Riders have better morale and demand double the expense, but also have larger demands on an army’s supply chain.
Halflings (40 sp) : Good archers and outstanding light infantry, halflings have good morale. They are not, however, overly fond of combat, and can only be raised when their own lands and families are in danger.
Hobgoblins (30 sp) : Fair archers and good heavy infantry, hobgoblins possess very good morale, and are well-known to hire themselves as large mercenary bands to frontier lords for the promise of loot and position. They are known for their ferocious military traditions, and can prove quite dependable.
Kobolds (10 sp) : Small, generally cowardly creatures, they depend on numbers to win any engagement, and are mediocre light infantry. They have very poor morale, unless driven by a great leader.
Ogres (100 sp) : Ogres, the smallest of the giant races, are commonly encountered as a band of young warriors seeking loot and combat. Neutral and evil lords have been known to use them in their armies, where their size, strength and appetite for combat make them unmatched heavy infantry shock troops. They can be taught to use hide armor and shields by a strong warlord, though trying to force them to fight their giant kin, often turns them against their leader. Their morale is somewhat mediocre, as they are generally lazy creatures, who do little for themselves, unless led with a strong hand at all times.
Orcs (20 sp) : Orcs make reasonable archers, and pretty good sappers and miners. Fiercer and easily driven to war, they are also fairly strong soldiers. Operating largely as shock troops (heavy infantry), they have a mediocre morale, largely because they do not get along well with other creatures, and are constantly fighting among themselves for position.