Hirelings & Henchmen
In the world of Erelest, it is possible to hire on assistance from non player characters. The hirering of such npcs can be a great boon to the player if they select their hirelings carefully, provide the proper materials, possess the funds to hire their services, and so forth. While having hirelings is always beneficial no matter where you go in the world of Erelest, they can be especially beneficial once the player has constructed a structure for themselves, placing work stations for each hireling and outfitting them with tools, supplies and space to perform their craft. Of course the hirering of henchmen may be more expensive than hirelings, these will possess levels of experience and will follow the party in their adventurers, fighting by their side. Of course, loyalty is a factor, and if the party does anything to make that loyalty wane there is a chance they will flee, surrender, or betray the party depending on their nature, loyalty and situation.
Hired assistance can come in one of two forms: Hirelings, and Mercenaries.
Hirelings are non combatant individuals who are skilled in a certain area of expertise. Examples include astrologists, blacksmiths, freighters, navigators, ship captains and so forth. Hirering on npcs does not include purchasing wares from hirelings. Instead the way hirelings can be hired on is either doing a custom job. An example of this is a custom ordered suit of armor, or any order/job that would take a full day or multiple days. Keep in mind that payment for services does not include payment for ordered products, which if custom made are at minimum increased by 10% in cost. The second method is payment in the long term, i.e. one to two months. In addition to the daily and monthly costs, the hirelings will charge for maintenance costs as well (1/10th the cost for daily, full costs for monthly). The list below depicts the types of hirelings that can be hired on.
Alchemist: Ultimately there are two types of alchemists. The first is those who mix normal herbs together to make medicines for ailments, bleeding, burns, and other such mild effects. It's possible that some alchemists may be capable of making poisons, though it's either highly unlikely or illegal to do so. The second and far more sought after type are potion makers. On average, they are only ever found in Cities as any individual who wishes to brew magical potions must be at minimum of the ninth level and have access to the proper equipment and a stockpile of rare materials. They are expensive, but can produce any potions they have the recipe to produce.
Animal Husbandry/Trainer: Hirelings who've trained in animal husbandry and/or animal training are proficient in helping give birth to, raising, and ultimately caring for certain animals. They can also be skilled in training certain animals, such as falcons, dogs, and so forth. Normally it's just one or the other, however it is possible to encounter someone who is capable in both fields. It's also possible, but still very rare, to encounter someone who can raise/train exotic animals or even monstrosities.
Appraiser: Individuals who are skilled at appraising not just the monetary value of something, but it's overall value by investigating it's appearance, weights, material, craftsmanship, general history, it's maker, and so forth. In general most will not hire an appraiser for daily purposes, unless they have an immense haul of goods they need inspected. Keep in mind that appraisers will not be likely at all to be able to detect magical items without putting themselves or someone else at risk.
Armorer: A very useful hireling for adventurer's and soldiers, they specialize in caring for and manufacturing armors and shields of various sorts. One Armorer is capable of handling the equipment of 40 average soldiers, and it's only during their spare time they can spend on manufacturing armors and shields. Thus they are likely to work on armor at inconsistent intervals unless a large rush order payment is made on top of the armor's cost. The types of armors an armorer can craft depends on their level of skill, but the order of armors craftable from easiest to hardest is such: Shields, Ring Mail, Scale Mail, Chainmail, Rivited Chainmail, Splint Armor, Banded Armor, Brigandine Armor, Plate Armor, Field Plate, and Full Plate. The shortest amount of time for crafting is a small shield which takes one day to craft, while the longest time is full plate armor which takes 120 days to craft.
Astrologist/Fortune Teller: Those who have spent a great deal of time studying Astrology for the sake of fortune telling ordinarily do not get hired on as a hireling, for they do readings which are a once per payment. However, if one chooses to, they can hire an astrologist for a far more careful and calculating reading, by giving them a location with proper tools to better read the celestial skies with better precision, as well as double checking their work.
Bearer/Porter: While some hirelings possess skills and abilities to perform certain crafts, Bearers and Porters only specialize in carrying the equipment, supplies, and other such things of their employer. This can range from nothing more than bearing a torch so the employer's hand's are free to act, to carrying a backpack full of supplies. Some bearers/porters may have horses, donkeys, camels, and so forth to be able to carry more. Those with horses of course will charge extra, plus some maintenance fees for their animal.
Blacksmith: A very vital hireling for any location, blacksmiths can create, maintain and repair the supplies of up to forty men or horses. Unlike armorers or weaponsmiths, they specifically handle tools, supplies, and miscellaneous things related to metalwork. This includes, but is not limited to, anchors, climbing spikes, hammers and nails, horseshoes, Lanterns, etc. Blacksmiths must always have access to a workroom with a forge and bellows. There will always be one in every city and town, with a near guarantee for one to be in villages.
Bowyer/Fletcher:
Brewer:
Candlemaker:
Carpenter:
Cartographer:
Cobbler:
Cook/Baker:
Engineer - Architect:
Engineer - Artillerist:
Engineer - Gnomework:
Engineer - Sapper/Miner:
Farmer/Gardener:
Fishermen:
Freighter:
Glass Blower:
Hunter:
Jester:
Jeweler/Gemcutter:
Lapidary:
Leather Worker:
Limner/Painter:
Linkboy/Lackey/Valet:
Locksmith:
Mason:
Medic/Doctor:
Miner:
Minstrel:
Navigator:
Pack Handler:
Page/Currier:
Potter:
Rope Maker:
Sage: Unlike the other hirelings on this chart, Sages are far more pricey, unique, and capable in various respects, as their deep knowledge in whatever category they possess may have lead to points in certain proficiencies, and/or levels in certain skills. Because of the wide margine for variety, it's impossible to predict what skills, class, and knowledge they will possess, let alone how much they'll charge for their services and/or counseling. The level of mastery they have in their field of knowledge depends on their age, society and environment, social status, and other such factors as well. Sages, regardless of proficiencies, classes, etc., will specialize in counseling, research, and so forth. The following is a list of nearly every field of knowledge there is that a Sage can possess (and some sages can possess experience in multiple fields at once): Arcana & Dweomercraft, Art & Music, Astronomy & Astrology, Biology, Chemistry, Cosmology, Cryptography, Demography, Engineering, Fauna, Flora, Geography, Geology & Mineralogy, Heraldry Runes & Sigils, History, Languages, Legends & Folklore, Law & Customs, Mathematics, Medicine, Meteorology & Climatology, Oceanology, Philosophy & Ethics, Physics, Politics & Genealogy, Physology, Sociology, Theology Religion & Myth, and Topography & Cartography.
Scribe:
Shepherd:
Ship Crew:
Ship Master:
Shipwright:
Smelter:
Spy:
Squire:
Steward/Castellan:
Tailor:
Teamster:
Tailor/Weaver:
Weapon Smith:
Note that the number of hirelings is in no way limited by charisma, and hirelings differ considerably from henchmen/followers. For one, hirelings are not going to dive into battle (with the exception of mercenaries), and most are not likely to be willing to venture into dangerous locations such as dungeons or wild regions. Their loyalty depends on how well they're being paid, if all payments are made on time, the way their employer treats them, and so forth, but overall they will be more likely to remain at their employer's service than henchmen/followers as they aren't engaging in dangerous missions for them.
Mercenaries on the other hand, are hirelings who are specially trained for combat. On average, mass numbers of mercenaries will either not have a level, or will be classified as level one fighters, though they usually have some form of leader who may or may not be of a higher level. The average fee for mercinaries varies greatly based on the equipment the mercenary utilizes, if they have horses or not, how high a level they are, how difficult and dangerous the mission is, and so forth. The types of mercenaries possible to hire are as follows: Archers (bow or crossbow), Artillerist, Cavelier (light and heavy), Footmen (light and heavy), Gunmen, Scouts, Thieves, War Clerics, War Mages, and Weaponmasters. It's also possible to hire assassins, however they don't associate with mercenaries, and their fees are completely separate from hirelings (see assassin class).
Unlike hirelings, or even mercenaries, Henchmen and followers count in terms of maximum number of henchen on the charisma chart. This is because unlike hirelings and mercenaries, Henchmen are hired on by the player, but are also invested in the goals of the player, at least somewhat. In return for his or her abilities and talents, the henchmen expect to receive support, lodging, and a share of his or her master's/mistress's earnings in the form of stipends or as a share of the treasure taken. Henchmen always possess a class of some sort, but are never player characters. The alignment of a henchman should be compatable in some way with that of the player character whom he or she serves. Difference in alignment will always affect loyalty of all henchmen, immensely so if they are radically or opposedly different.
Once a henchman is bought or hired into your character's service, it will be necessary to pay a steady wage, plus extra for maintenance and upkeep of their equipment (or a portion of the treasure found if it's a good haul). The more payment they receive, the more treasure they receive, and any magical items they receive will bolster their loyalty, and make them more confident and willing to fight for your cause. Alternatively, it is possible to gain followers not by hiring their services, but becoming allies in some joint goal, or by befriending them to the point of a strong bond forming to which they wish to aid your goals however they can.
Henchmen will collect experience points similar to the player characters, however they shall receive experience points at a 50% rate, receiving only half of any experience they get. This goes for traps encountered, monster encounters, treasure obtained, and so forth as well. Any and all experience received is cut in half for henchmen. This percentage is dropped to 25% if the henchmen do little to nothing not out of minimal effort, but out of being given asignments that put them in such a position, such as keeping watch while the party fights, and other such scenarios.
Besides how much payment they get, the loyalty of henchmen also depends on a great deal of things: The overall charisma of the player. Whether they are a henchman by choice, paid, strongarmed/blackmailed, enlisted or are a slave. List of service, enlistment or association. Level of Training or Status Level the henchmen has. Level of discipline the player ensures. General treatment by player. Racial Preferences between the henchmen and the player/party. Alignment differences. And of course special situations such as rumors. Big things the player has done with/to/for their henchmen/followers. And finally immediate situations, such as losing a fight, or the player is knocked out, etc.
Hirelings
Hired assistance can come in one of two forms: Hirelings, and Mercenaries.
Hirelings are non combatant individuals who are skilled in a certain area of expertise. Examples include astrologists, blacksmiths, freighters, navigators, ship captains and so forth. Hirering on npcs does not include purchasing wares from hirelings. Instead the way hirelings can be hired on is either doing a custom job. An example of this is a custom ordered suit of armor, or any order/job that would take a full day or multiple days. Keep in mind that payment for services does not include payment for ordered products, which if custom made are at minimum increased by 10% in cost. The second method is payment in the long term, i.e. one to two months. In addition to the daily and monthly costs, the hirelings will charge for maintenance costs as well (1/10th the cost for daily, full costs for monthly). The list below depicts the types of hirelings that can be hired on.
Alchemist: Ultimately there are two types of alchemists. The first is those who mix normal herbs together to make medicines for ailments, bleeding, burns, and other such mild effects. It's possible that some alchemists may be capable of making poisons, though it's either highly unlikely or illegal to do so. The second and far more sought after type are potion makers. On average, they are only ever found in Cities as any individual who wishes to brew magical potions must be at minimum of the ninth level and have access to the proper equipment and a stockpile of rare materials. They are expensive, but can produce any potions they have the recipe to produce.
Animal Husbandry/Trainer: Hirelings who've trained in animal husbandry and/or animal training are proficient in helping give birth to, raising, and ultimately caring for certain animals. They can also be skilled in training certain animals, such as falcons, dogs, and so forth. Normally it's just one or the other, however it is possible to encounter someone who is capable in both fields. It's also possible, but still very rare, to encounter someone who can raise/train exotic animals or even monstrosities.
Appraiser: Individuals who are skilled at appraising not just the monetary value of something, but it's overall value by investigating it's appearance, weights, material, craftsmanship, general history, it's maker, and so forth. In general most will not hire an appraiser for daily purposes, unless they have an immense haul of goods they need inspected. Keep in mind that appraisers will not be likely at all to be able to detect magical items without putting themselves or someone else at risk.
Armorer: A very useful hireling for adventurer's and soldiers, they specialize in caring for and manufacturing armors and shields of various sorts. One Armorer is capable of handling the equipment of 40 average soldiers, and it's only during their spare time they can spend on manufacturing armors and shields. Thus they are likely to work on armor at inconsistent intervals unless a large rush order payment is made on top of the armor's cost. The types of armors an armorer can craft depends on their level of skill, but the order of armors craftable from easiest to hardest is such: Shields, Ring Mail, Scale Mail, Chainmail, Rivited Chainmail, Splint Armor, Banded Armor, Brigandine Armor, Plate Armor, Field Plate, and Full Plate. The shortest amount of time for crafting is a small shield which takes one day to craft, while the longest time is full plate armor which takes 120 days to craft.
Astrologist/Fortune Teller: Those who have spent a great deal of time studying Astrology for the sake of fortune telling ordinarily do not get hired on as a hireling, for they do readings which are a once per payment. However, if one chooses to, they can hire an astrologist for a far more careful and calculating reading, by giving them a location with proper tools to better read the celestial skies with better precision, as well as double checking their work.
Bearer/Porter: While some hirelings possess skills and abilities to perform certain crafts, Bearers and Porters only specialize in carrying the equipment, supplies, and other such things of their employer. This can range from nothing more than bearing a torch so the employer's hand's are free to act, to carrying a backpack full of supplies. Some bearers/porters may have horses, donkeys, camels, and so forth to be able to carry more. Those with horses of course will charge extra, plus some maintenance fees for their animal.
Blacksmith: A very vital hireling for any location, blacksmiths can create, maintain and repair the supplies of up to forty men or horses. Unlike armorers or weaponsmiths, they specifically handle tools, supplies, and miscellaneous things related to metalwork. This includes, but is not limited to, anchors, climbing spikes, hammers and nails, horseshoes, Lanterns, etc. Blacksmiths must always have access to a workroom with a forge and bellows. There will always be one in every city and town, with a near guarantee for one to be in villages.
Bowyer/Fletcher:
Brewer:
Candlemaker:
Carpenter:
Cartographer:
Cobbler:
Cook/Baker:
Engineer - Architect:
Engineer - Artillerist:
Engineer - Gnomework:
Engineer - Sapper/Miner:
Farmer/Gardener:
Fishermen:
Freighter:
Glass Blower:
Hunter:
Jester:
Jeweler/Gemcutter:
Lapidary:
Leather Worker:
Limner/Painter:
Linkboy/Lackey/Valet:
Locksmith:
Mason:
Medic/Doctor:
Miner:
Minstrel:
Navigator:
Pack Handler:
Page/Currier:
Potter:
Rope Maker:
Sage: Unlike the other hirelings on this chart, Sages are far more pricey, unique, and capable in various respects, as their deep knowledge in whatever category they possess may have lead to points in certain proficiencies, and/or levels in certain skills. Because of the wide margine for variety, it's impossible to predict what skills, class, and knowledge they will possess, let alone how much they'll charge for their services and/or counseling. The level of mastery they have in their field of knowledge depends on their age, society and environment, social status, and other such factors as well. Sages, regardless of proficiencies, classes, etc., will specialize in counseling, research, and so forth. The following is a list of nearly every field of knowledge there is that a Sage can possess (and some sages can possess experience in multiple fields at once): Arcana & Dweomercraft, Art & Music, Astronomy & Astrology, Biology, Chemistry, Cosmology, Cryptography, Demography, Engineering, Fauna, Flora, Geography, Geology & Mineralogy, Heraldry Runes & Sigils, History, Languages, Legends & Folklore, Law & Customs, Mathematics, Medicine, Meteorology & Climatology, Oceanology, Philosophy & Ethics, Physics, Politics & Genealogy, Physology, Sociology, Theology Religion & Myth, and Topography & Cartography.
Scribe:
Shepherd:
Ship Crew:
Ship Master:
Shipwright:
Smelter:
Spy:
Squire:
Steward/Castellan:
Tailor:
Teamster:
Tailor/Weaver:
Weapon Smith:
Note that the number of hirelings is in no way limited by charisma, and hirelings differ considerably from henchmen/followers. For one, hirelings are not going to dive into battle (with the exception of mercenaries), and most are not likely to be willing to venture into dangerous locations such as dungeons or wild regions. Their loyalty depends on how well they're being paid, if all payments are made on time, the way their employer treats them, and so forth, but overall they will be more likely to remain at their employer's service than henchmen/followers as they aren't engaging in dangerous missions for them.
Mercenaries on the other hand, are hirelings who are specially trained for combat. On average, mass numbers of mercenaries will either not have a level, or will be classified as level one fighters, though they usually have some form of leader who may or may not be of a higher level. The average fee for mercinaries varies greatly based on the equipment the mercenary utilizes, if they have horses or not, how high a level they are, how difficult and dangerous the mission is, and so forth. The types of mercenaries possible to hire are as follows: Archers (bow or crossbow), Artillerist, Cavelier (light and heavy), Footmen (light and heavy), Gunmen, Scouts, Thieves, War Clerics, War Mages, and Weaponmasters. It's also possible to hire assassins, however they don't associate with mercenaries, and their fees are completely separate from hirelings (see assassin class).
Henchmen
Unlike hirelings, or even mercenaries, Henchmen and followers count in terms of maximum number of henchen on the charisma chart. This is because unlike hirelings and mercenaries, Henchmen are hired on by the player, but are also invested in the goals of the player, at least somewhat. In return for his or her abilities and talents, the henchmen expect to receive support, lodging, and a share of his or her master's/mistress's earnings in the form of stipends or as a share of the treasure taken. Henchmen always possess a class of some sort, but are never player characters. The alignment of a henchman should be compatable in some way with that of the player character whom he or she serves. Difference in alignment will always affect loyalty of all henchmen, immensely so if they are radically or opposedly different.
Once a henchman is bought or hired into your character's service, it will be necessary to pay a steady wage, plus extra for maintenance and upkeep of their equipment (or a portion of the treasure found if it's a good haul). The more payment they receive, the more treasure they receive, and any magical items they receive will bolster their loyalty, and make them more confident and willing to fight for your cause. Alternatively, it is possible to gain followers not by hiring their services, but becoming allies in some joint goal, or by befriending them to the point of a strong bond forming to which they wish to aid your goals however they can.
Henchmen will collect experience points similar to the player characters, however they shall receive experience points at a 50% rate, receiving only half of any experience they get. This goes for traps encountered, monster encounters, treasure obtained, and so forth as well. Any and all experience received is cut in half for henchmen. This percentage is dropped to 25% if the henchmen do little to nothing not out of minimal effort, but out of being given asignments that put them in such a position, such as keeping watch while the party fights, and other such scenarios.
Besides how much payment they get, the loyalty of henchmen also depends on a great deal of things: The overall charisma of the player. Whether they are a henchman by choice, paid, strongarmed/blackmailed, enlisted or are a slave. List of service, enlistment or association. Level of Training or Status Level the henchmen has. Level of discipline the player ensures. General treatment by player. Racial Preferences between the henchmen and the player/party. Alignment differences. And of course special situations such as rumors. Big things the player has done with/to/for their henchmen/followers. And finally immediate situations, such as losing a fight, or the player is knocked out, etc.