A small cluster of semi-permanent military campaign tents has been set up a few hundred yards outside the walls of Vaul, organized around a large cook-fire. A simple rope-and-post perimeter has been set up to enclose a space roughly two hundred feet square, with a simple but well-built and brightly-painted sign installed on the southern side that reads: FOR HIRE. Lying beside the sign in the mud is a massive, heavily-scarred and ornery-looking guard dog.
Zirina- available
Rates: -/-/full share
Rates: -/-/full-share
Rates: 6/30/full-share
Rates: 6/30/half-share
Rates: 4/20/half-share
Please read the Retainers vs Hirelings rules.
- Named NPCs above are known individuals, often with advanced levels or high attributes which set them apart. You may recruit them if you are their level or higher. Rates are per day or per week as a hireling, or per expedition as a retainer.
- Other hirelings are generally available per the listing on page 48 of the Lab Lord rules and are level 1 fighters. The rate listed is the daily rate. The weekly rate is x5 and the monthly rate is x20. Zirina and the camp administrators keep track of those in town willing and interested in work, making this thread the central site. These Hirelings will generally have all average or random stats set after time of hire.
- Most hirelings successfully recruited can be converted to retainers by offering them a share of an expedition's profit, assuming the expedition is expected to be profitable. They will expect a minimum payment of their normal wage if the expedition is unprofitable.
- This Merchant Camp is defaulted to Friendly, allowing all PCs to recruit here.
- Other groups require improvement of disposition to reach Friendly, but offer other benefits. Recruiting from the Lumbermen allows bowmen and longbowmen with high dexterity. Recruiting from the churches allows clerics as retainers (no hirelings). Recruiting from the Knights, Rangers, Reapers, or Templars requires being a member but allows recruiting of others as retainers (class options negotiable).
A significant amount of timber is required for the building projects of the ArchDuke. A lumber yard functions just outside the north gate and to the east, where logs are debarked, seasoned, and hand-planed. Perhaps two or three dozen men traverse here in their duties, felling trees in the northern forest and seeing them put to use.
Skilled woodsmen can be recruited if you've achieved Friendly status with this group.
Alcide, Baudhic grizzled, weatherworn lumberman - Available
Rates: -/-/full share