Skip to content

Specialists and Mercenaries

During the game, characters may need to hire NPCs with training or special skills in a certain area. These people are known as specialists. Specialists are not retainers and they will not go on adventures. However, a character may hire as many specialists as can be afforded. Specialists are located by posting notices (the DM should decide the cost for posting the notices). The ads may be answered by none, one, or many persons depending on the DM's decision. This may be influenced by the type of specialist wanted, the size of the local population, the reputation of the employer, and the amount of money or bonus offered. The player must then select who to hire from the applicants and work out the details of salary with each, the DM taking the role of the NPCs in these sessions. The DM may wish to establish guilds for various professions where certain types of specialists are commonly found.

Mercenaries are hired soldiers who will do typical army work. Like specialists they will usually not go on dungeon adventures and will only participate in wilderness adventures such as fighting other armies, clearing land of monsters around the castle, and defending the castle. Players should be aware of the morale of their mercenaries because high death rates, low pay, and other unappealing treatment will cause them to revolt or desert their lord. Good treatment and safe, but exciting service will lead to greater loyalty, as will success on the battlefield

Some descriptions and costs of typical specialists and mercenaries are given below. Other specialists may be created as the DM wishes.

Alchemist (1000 gp/month). If given the formula or a sample, an alchemist may make a potion at half the normal time and cost. They may also conduct research into different types of potions at twice the cost and time required for a magic-user.

Armorer (100 gp/month). For every 50 fighters hired by a character, 1 armorer will be necessary to maintain their weapons and equipment. Any armorer not so employed may make non-magical armor and weapons at the rate of 1 suit of armor, 3 shields, or 5 weapons per month. For every 3 assistants (one of which must be a smith) the output may be doubled. One armorer may manage 6 assistants.

Animal Trainer (500 gp/month). An animal trainer is needed to train and control any type of creature other than a horse, mule, or dog, although trainers may be necessary if many horses, mules or dogs are kept. Each trainer is skilled with only one type of creature. If a character wished to train a hippogriff, a hippogriff trainer would be required. Each trainer may handle up to 6 animals.

The time needed to train animals is decided by the DM, but the following guideline may be used: the first “trick” or maneuver taught will require at least a month, and each additional trick or skill will take at least another 2 weeks. The lengths of time involved will vary with the intelligence of the animal, the complexity of the trick or maneuver, etc. Training must be continuous, or the animal becomes “untrainable”.

Engineer (750 gp/month). An engineer is needed for the construction of castles and large structures. Dwarven engineers usually specialize in tunnelling. One engineer must be hired for every 100,000 gp that a construction costs.

Sage (2000 gp/month). A sage is an advisor, capable of answering questions involving great knowledge. For each uncommon question they attempt to answer there will always be a chance of failure. The DM will have to decide on the amount of time it takes and the cost of the research for each question. They are extremely rare and the DM may want to limit the number in a campaign.

Seaman (Rower, 2 anon: Sailor, 10 gp/month; Captain, 250 gp/month; Navigator, 150 gp/month). Rowers are employed to handle oars on galleys and longships. They fight as “normal men” armed as peasants only when the situation is desperate. Seamen are usually “normal men” who are capable of sailing vessels and fighting as light foot mercenaries when the craft is attacked. They are equipped like light foot. A captain is necessary for all larger ships. He or she will have skills as a sailor and will know coastal waters. A navigator is skilled in piloting a ship on long ocean voyages. Any ship out of sight of land without a navigator on board is automatically lost.

Spy (500+ gp/mission). A spy (usually a thief) is hired to spy ona group the character wants more information about. The spy may either be an outsider who attempts to join the group or a member of the group who is bribed to become a spy. The DM decides how long a mission will take. The spy will have a chance of success decided by the DM, based on what information the character wants, the precautions the group has taken against spies, and how much money the character pays for the mission. There may be a chance the spy will betray the character, and the loyalty of the spy is known only to the DM.

Mercenaries

Mercenaries are usually hired to guard a stronghold or castle. The costs given cover upkeep only; armorers and smiths are also required to maintain the equipment of mercenaries in good condition. For hazardous (wartime) duty, these costs are doubled. The morale of mercenaries may be lowered by high death rates, low pay, poor treatment, and so on. Good treatment and success in battle may give better morale. The DM will have to determine what type of troops a character may employ and when. Typical morale ratings are:

Peasant Militia 6 Barbarian “Horde” 7 Men-at-Arms, Viking Raiders 8 Mounted Men-at-Arms add +1 Elite Troops add +1 Fanatics, Berserkers add +2

Mercenaries Troop Type Cost in GP/month*
Non-fighter (peasant) 1
Light Foot/Marine (leather, shield,and sword) 2
Heavy Foot, (chain, shield, and sword) 3
Archer (leather, short-bow, and sword) 5
Crossbowman (chain, heavy crossbow) 4
Longbowman (chain, longbow, and sword) 10
Light Horseman (leather and lance) 10
Medium Horseman (chain and lance) 15
Mounted Bowman (light horse and shortbow) 15
Heavy Horseman (plate, sword, and lance) 20
Wolf Riders (leather and spear) -
Mounted Crossbow-man (mule and crossbow) -

*For hazardous duty the cost is double. The cost should be much higher if the DM permits mercenaries to go on an adventure with a player character. How much is left to the DM.

The costs given for each troop type include the cost of feeding and supplying that soldier with his or her gear. Mercenaries will already own their own weapons and armor. Armorers and smiths are still required to maintain the arms and armor.

  • Alchemist 1000 gp/mo.
  • Armorer 100 gp/mo.
  • Animal Trainer 500gp/mo.
  • Engineer 750 gp/mo.
  • Sage 2000 gp/mo.
  • Smith 25gp/mo.
  • Spy 500+ gp/mo.
  • Rower 2gp/mo.
  • Sailor 10 gp/mo.
  • Captain 250 gp/mo.
  • Navigator 150 gp/mo.
  • Mercenary variable