Routes and Routs

Hireling Type Chart and the Group Inventory

Capacity (CAP) is a measure of how many free inventory slots an NPC has beyond their default equipment load. These free slots are aggregated into the Group Inventory, and what a given hireling is carrying is only determined, randomly, if knowing it becomes necessary (eg. if that hireling falls off a cliff or is suddenly incinerated).

You'll need to eat into their CAP to equip them with, say, Winter Dress or heavier armour.

Loot Carried includes cash, but also jewelry and piercings, brocade torn from clothing, fine belt buckles and whatnot. I assume that armour is damaged if taken off a corpse, and would take 2d6*0.1*Cost to repair, and that clothing is bloodied, shredded, and unsaleable.

NPCs have all the skills you'd expect. You can, of course, roll for their attributes instead of taking the defaults. They're Brawn, Grace, Willpower, and Recall. PCs would roll 3d6 for each.

Hirelings take wages or shares, whichever is higher. Menials get a half share, the rank and file 1 share, corporals & experts 2 shares, and officers 3.

Category Daily Wage (sp) Type BWN GRC WIL RCL Armour Shield SP HP Morale (MOR) Capacity (CAP) Equipment Loot Carried (sp) Description
Hirelings, Civil 3 Labourer 12 10 10 10 - - - 3 d20 8 Club 1d2 or farmer, porter &c. Won’t enter a dungeon.
Hirelings, Civil 4 Outdoorsman 10 12 10 10 - - - 4 d12 7 Dagger, Shortbow, Arrows 1d4 or charcoal burner, intercity messenger, lumberjack &c
Hirelings, Civil 5 Craftsman, Apprentice 10 10 10 10 - - - 3 d20 8 Dagger 1d6 or minor merchant, small hold farmer &c
Hirelings, Civil 8 Craftsman, Journeyman 10 10 10 12 - - - 4 d20 8 Dagger 2d6 or merchant, farmer, junior priest &c
Hirelings, Civil 12 Craftsman, Master 10 10 10 14 - - 4SP Jewelry 4 d20 8 Dagger 3d6 or prominent merchant, farmer, priest &c
Hirelings, Civil 20 Professional 10 10 10 16 - - 6SP Jewelry 4 d20 8 Sword 2d20 Lawyers, doctors, abbots &c
Hirelings, Civil >60 Elite 10 10 10 10 3AP Hidden Mail - 8SP Jewelry 5 d10 7 Sword 6d20 Nobles, officers of state
Hireling, Specialist 4 Bold Labourer 12 10 10 10 3AP Helmet - - 4 d12 7 Temperate Dress, Dagger 1d6 A labourer willing to enter a dungeon, or a sapper or galley rower
Hireling, Specialist 9 Specialist 10 12 10 10 6AP Doublet - - 4 d12 6 Temperate Dress, Dagger, appropriate tools 1d10 Translator, artist, historian &c
Hireling, Specialist 11 Medic 10 12 10 12 6AP Doublet - - 4 d12 6 Temperate Dress 1d20 Field medicine and basic surgery
Hireling, Specialist 14 Delver Foreman 10 10 10 10 6AP Pectoral - - 4 d12 6 Temperate Dress 1d20 Expert in rigging pullies, defeating doors, caching supplies, and generally supporting dungeon operations
Hireling, Martial 4 Bravo 12 10 10 10 - 2AP Buckler - 5 d12 7 Temperate Dress 1d10 A thug and, for the right inducement, murderer. Ineffective and unreliable, but ubiquitous
Hireling, Martial 5 Infanteer, Light 14 10 10 10 6AP Pectoral 4AP Shield, Medium - 6 d10 5 Temperate Dress, Sword 2d6
Hireling, Martial 7 Infanteer, Medium 14 10 10 10 9AP Gambeson 4AP Shield, Medium - 6 d10 3 Temperate Dress, Spear, Sword 2d6
Hireling, Martial 9 Infanteer, Heavy 14 10 10 10 12AP Cuirass 4AP Shield, Medium - 6 d8 2 Temperate Dress, Spear, Sword 2d6
Hireling, Martial 8 Gunner 10 12 10 10 3AP Helmet - - 5 d12 7 Temperate Dress, Sword 1d6 Gun loaders and gun layers. Sailors also in this category
Hireling, Martial 7 Slinger 10 14 10 10 3AP Helmet 2AP Buckler - 4 d12 5 Temperate Dress, Sword, Sling, Bullets 1d6
Hireling, Martial 6 Archer / Arbalest 10 14 10 10 3AP Helmet - - 4 d12 4 Temperate Dress, Longbow, Sword, Arrows 1d6
Hireling, Martial 9 Arquebusier 10 12 10 10 3AP Helmet - - 4 d10 2 Temperate Dress, Arquebus, Dagger, Shot&Powder 2d6
Hireling, Martial 10 Grenadier 10 12 10 10 6AP Pectoral - - 5 d10 1 Temperate Dress, Munition Launcher, Dagger, Grenade x2, Special Munition 2d6 Invariably found in crews of gunner + loader.
Hireling, Martial 12 Light Cavalryman 14 10 10 12 6AP Doublet - - 6 d10 5, 5 Horse (Riding), Temperate Dress, Sword 4d6 Not intended for shock combat
Hireling, Martial 14 Horse Archer 10 14 12 10 9AP Hauberk - - 7 d10 5, 5 Horse (Riding), Temperate Dress, Sword, Shortbow, Arrows 5d6 Not intended for shock combat
Hireling, Martial 20 Medium Cavalryman 16 12 10 10 12AP Lamellar 2AP, Cavalry Shield 2SP Charm 8 d8 3, 4 Horse (War), Horse Armour (3AP), Temperate Dress, Sword 6d6
Hireling, Martial 20 Weapon Master 14 14 10 10 12AP Cuirass - 6SP Icons 9 d8 2, 3 Temperate Dress, Special Weapon 1d20
Hireling, Martial 32 Heavy Cavalryman 16 14 10 10 16AP Plate - 4SP Icons 9 d8 1, 11 Horse (War), Horse Armour (6AP), Temperate Dress, Sword 3d20
Hireling, Magic 10 Mage-Killer 14 10 12 10 6AP Pectoral 2AP Buckler 4SP Integral 6 d10 6 Temperate Dress, Sword, Dose-Spring 1d20 Specialized hunter of magical creatures (including wizards)
Hireling, Magic 15 Mage, Petty 8 10 12 10 3AP Helmet - 6SP Integral 3 d12 6 Temperate Dress, Sword 2d20 1MD
Hireling, Magic 25 Mage, Credible 10 10 14 10 9AP Hauberk - 8SP Integral 5 d10 6 Temperate Dress, Sword 3d20 2MD
Hireling, Magic 35 Mage, Master 10 10 16 10 12AP Cuirass - 12SP Integral 8 d8 5 Temperate Dress, Sword 4d20 3MD