When looking for additional aid within the world there are two main forms of potential help, that of the Hireling and of the Laborer, these two forms of aid are from NPCs willing to lend a hand if coin is provided. Notably, a Player may take the slot of a Hireling at their own discretion and their own pay requirements. When looking to hire on laborers or hirelings you must utilize a Shopping Day to seek out these NPCs. Other means may be available such as Carousing or RP Events, or other such actions, at Event Runner/GM discretion. The rules for these two forms of aid are given below:
Notably, the market rate for Hirelings and Laborers is as follow:
- Hirelings: +100%
- Laborers: +300%
A hireling cannot benefit from merchant tool's cost reduction.
You can spend Influence to do the following:
- You can spend 10 Influence to hire an additional laborer or hireling.
- You can spend Influence to reduce the cost of a laborer or hireling by 1% per Influence spent, up to 50%.
It takes 1 Shopping Day to hire a number of Laborers equal to half of your bonus in the Gossip, Intimidation, Linguistics, or Persuasion skill.
You cannot lend laborer's your own tools, they have their own set. If you want a larger bonus, you must utilize hireling rules to approve their total.
When hiring a laborer or hireling they work for a given task and nothing else.
For example, if you are hiring a group of six laborers to construct a home consisting of an Arcane Laboratory, a Bedroom Suite, a Garden, and a Dock, these laborer's will craft these components but nothing else, once completed they will conclude their business and will end their contract with you. You will need to hire once more if you later wish to add a blacksmith workshop into your structure.
Mercenaries
Mercenaries are those individuals brave enough to partake in dangerous or deadly jobs, willing and able to venture into dangerous territory or to guard places of esteem, these individuals are combat capable, possessing levels in Adventuring classes, because of their greater skill, they charge a premium for their service, based upon their level. A mercenary utilizes a pre-made stat block, unless otherwise noted.
When hiring a Mercenary, up to one Mercenary may join a party in a given mission or adventure, providing the party with additional aid on their quest. The Mercenary expects at least 10% of any loot found on mission or a suitable amount of coin in addition to their hiring fee. This can be waved if you pay double their given rate. Their given rate is increased by 100% for every dangerous tag that the mission holds, such as Sanity, Prestige, Corruption, and so on, at GM discretion.
A Mercenary may choose to wave this fee should they be offered a greater percentage of loot distribution, or should they hold other reasons for joining the adventure, such as a factional quest wherein the Mercenary is a faction member, subject to GM discretion.
Notably a Mercenary of 2 Tiers or above the given tier of a mission is considered too busy to join in on the mission and will refuse to lend aid.
Finally, the costs given here are baseline, they do not include additional market value for hirelings.
Hireling Table
Hireling |
Cost |
Duration |
Hireling, Tier I (1-4) |
37.5gp |
Per DTD / Milestone |
Hireling, Tier II (5-8) |
125gp |
Per DTD / Milestone |
Hireling, Tier III (9-12) |
250gp |
Per DTD / Milestone |
Hireling, Tier IV (13-15) |
437.5gp |
Per DTD / Milestone |
Hireling, Tier V (16-17) |
687.5gp |
Per DTD / Milestone |
Hireling, Tier VI (18-20) |
1125gp |
Per DTD / Milestone |
Laborer
A laborer is an NPC worker capable of performing a specific downtime task. You may hire a laborer to do one of two things. The first being that of working a structure component, in which case the laborer holds no limit, but rather applies their cost multiplied by 90 to your Upkeep as you must pay for this laborer for their services working your land.
Secondly, you can pay a laborer to do a specific task for you, such as crafting an item for you. In such instances, you can only benefit from a number of additional Downtime Days gained from laborers in this way equal to double the base number of Downtime Days provided.
For example, if 20 days are provided in a given downtime period, you could hire a laborer to work up to 40 days’ worth of downtime. A laborer is limited in what task they may undertake, some exceptions may exist but as a baseline a Laborer may only partake in the following Downtime Actions: Building a Structure, Crafting, Gather Information, Harvest, Researching Lore, Travel (as a guide for you), Guarding, Infiltrate, or Train A Creature.
There is an exception to this rule, and that follows long term downtime actions such as Building a Structure, in such instances, you may hire multiple Laborers to perform the same action up to your Proficiency bonus in the Diplomacy or Intimidation skill, this multiplies the number of days provided by the number of laborers used in the given action.
For example, if given 20 days during a Downtime period and you possess a +4 Proficiency bonus in Diplomacy, you could hire 4 laborers each of which can work the 40 days worth of downtime towards building a structure for a total of 160 days worth of downtime actions towards this goal.
Notably, additional costs may apply when hiring a laborer, such as when hiring one to Travel as a guide, these costs will be noted in the individual Downtime Action or by the event handler. Additionally, the costs given here are baseline, they do not include additional market value for laborers.
You can boost the total skill bonus and harvest range of a laborer by +2 and +1 respectively by spending an additional amount of coin equal to 25% of their base price per DTD, max +8/+4.
Typically, T0 Professions charge what a Simple job is worth, T1 Professions charge 50% more than what a Simple Job is worth. T2 Professions charge what an Advanced job is worth. T3 Professions charge what a Complex job is worth. T4 Professions charge 50% more than what a Complex job is worth, and T5 Professions charge what a Deadly job is worth.
Laborer, Untrained
Untrained laborers consists of those unskilled in the desired job, inefficient and new to the task at hand, these individuals slow progress by 100 percent, but are considerably cheaper to hire. They cannot achieve any task that requires them to be an Expert or above and possess a Craft/Harvest Score of 15. An untrained laborer has a base skill bonus of +2. An untrained laborer has a Harvest Range of 1.
Laborer, Trained
Trained laborers consists of those who are proficient in the desired job, not the best out there, but knowledgeable enough to get the job done without too much hassle, these individuals do not alter the time it takes to complete their job. They cannot achieve any task that requires them to be an Expert or above and possess a Craft/Harvest Score of 22.
You can hire a more skilled laborer, improving their Craft/Harvest Score by 4 for every +200% added to their cost.
For example, if you are hiring a Trained Laborer with a Craft Score of 30, you would need to pay this laborer 5x the base rate for a trained laborer of this skill level. A trained laborer has a base skill bonus of +5. A trained laborer has a Harvest Range of 2.
Laborer, Expert
Expert laborers consists of those who are experts in the desired job, truly knowledgeable about the task at hand they are efficient and thorough in their job; these individuals do not alter the time it takes to complete their job. They can achieve any task that requires them to be an Expert or less and possess a Craft/Harvest Score of 28.
You can hire a more skilled laborer, improving their Craft/Harvest Score by 4 for every +200% added to their cost.
For example, if you are hiring an Expert Laborer with a Craft Score of 36, you would need to pay this laborer 5x the base rate for an expert laborer of this skill level. An expert laborer has a base skill bonus of +7. An expert laborer has a Harvest Range of 3.
Laborer, Master
Master laborers consists of those who are masters in the desired job, truly some of the best in their fields; these individuals know what they’re doing like its second nature to them. They are able to complete tasks in 50 percent of the given time but are considerably more costly to hire. When reducing the time of a project increase the market value, or the individuals time value by 50 percent. They can achieve any task that requires them to be a Master or less and possess a Craft/Harvest Score of 35.
You can hire a more skilled laborer, improving their Craft/Harvest Score by 5 for every +200% added to their cost.
For example, if you are hiring a Master Laborer with a Craft Score of 45, you would need to pay this laborer 5x the base rate for a master laborer of this skill level. A master laborer has a base skill bonus of +10. A master laborer has a Harvest Range of 5.
Laborer Table
Hireling |
Cost |
Duration |
Laborer, Untrained |
2gp |
Per DTD |
Laborer, Trained (Simple Job) |
5gp |
Per DTD |
Laborer, Trained (Advanced Job) |
7.5gp |
Per DTD |
Laborer, Trained (Complex Job) |
10gp |
Per DTD |
Laborer, Trained (Deadly Job) |
15gp |
Per DTD |
Laborer, Expert (Simple Job) |
10gp |
Per DTD |
Laborer, Expert (Advanced Job) |
15gp |
Per DTD |
Laborer, Expert (Complex Job) |
20gp |
Per DTD |
Laborer, Expert (Deadly Job) |
30gp |
Per DTD |
Laborer, Master (Simple Job) |
20gp |
Per DTD |
Laborer, Master (Advanced Job) |
30gp |
Per DTD |
Laborer Master (Complex Job) |
40gp |
Per DTD |
Laborer, Master (Deadly Job) |
60gp |
Per DTD |
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