Difference between revisions of "Hireling"

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[[File:Hireling.1.jpg|right|560px]]
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[[File:Hireling.jpg|right|525px|thumb]]
'''Hirelings''' are non-player characters (NPCs) that are employed steadily or contractually by characters to provide specific services for pay. [[List of Vendors|Prices]] for work describe a minimum wage for employees; employers can, if they wish, pay more. Work is offered, and may be refused by hirelings who feel uncomfortable or misused by the employer. Depending on the location, it may be impossible to find persons of certain professions, but ordinarily there will always be labourers and other menials who can be obtained easily.
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'''Hirelings''' are non-player characters (NPCs) employed by adventurers for ongoing or contractual work in exchange for payment. The prices for their services establish a minimum wage, though employers may choose to offer higher pay as an incentive. A hireling's willingness to accept work depends on personal circumstances, reputation and treatment, and they may refuse tasks they find too dangerous, unethical or degrading. The availability of specific professions varies by region and social environment, though unskilled labourers, porters and menials are generally easy to find in any town or city.
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Unlike standard goods or services, hirelings must be actively sought out rather than purchased on demand. There are four primary methods for doing so: frequenting inns and taverns, hiring a town crier, posting [[Advertising|notices]] in public spaces or commissioning agents to find prospects. The quality of candidates depends on the effort and cost invested in recruitment; professional agents and formal advertisements tend to attract more competent and trustworthy individuals, while cheaper methods may draw a mix of desperate, unreliable or even criminal elements.
  
== Enlistment ==
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While most hirelings are honest workers, willing to take employment for the sake of stability and income, careless hiring practices can lead to undesirable outcomes. Some NPCs may be spies, thieves or double agents, using their position to exploit their employer. Others may prove incompetent, unreliable or prone to desertion under stress. However, many will be loyal and hard-working, especially if paid fairly and treated well. A wise employer exercises caution, ensuring that those brought into service are dependable, skilled and free from hidden motives.
::''Main Article: [[Enlistment of Hirelings]]''
 
  
Although the price of hirelings may be located alongside other goods and services, hirelings must be '''sought out'''. There are four methods of doing so: frequenting inns and taverns, hiring a crier, posting notices in public and hiring agents to seek prospects. The best candidates are found through the more expensive methods, but often quality isn't the goal. However, accepting anyone who applies may lead to hiring disreputable persons of low character; persons hired may be spies or outright villains.  Most, however, will be responsible persons who recognize the security of having work, with a good healthy fear of poverty.  Nevertheless, employers who hire NPCs have reason to be cautious.
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== Duties ==
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Hirelings work long and grueling hours, typically between 14 and 18 hours per day, with time allotted for meals and brief moments of rest. It is generally expected that a servant or labourer may be called upon by their employer even during the night if necessity demands it, though such interruptions are rare and usually accepted without complaint. Similarly, while a hireling may occasionally be required to perform tasks outside their usual station, such instances are brief and infrequent, in keeping with the unwritten rules of service.  
  
== Duties ==
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Despite the long hours, hirelings manage to pace themselves throughout the day, idly pottering at their tasks where possible, careful not to be caught loafing or neglecting duties. Their life is not an easy one — yet paradoxically, if an employer fails to demand a full day's labour, they may find themselves dealing with skulking, mooching, idleness or even outright defiance. A worker who is not kept busy will become restless, leading to dissatisfaction or worse. The best way to ensure consistent diligence is through steady work, fair treatment and visible leadership — a master or mistress who is equally engrossed in their own tasks will find their hirelings more willing to stay occupied.
Work by hirelings is performed between 14 and 18 hours a day, with times to eat, and if a servant or worker is called out of sleep by the master or mistress out of need, that is occasionally expected and acceptable.  Very rarely, a hireling is asked to do work outside of their station, for a few hours at most, which is also the standard.  Hirelings make due with occasionally pottering at their work, whiling away a part of their day, intensely careful not to be caught loafing or to leave work undone. The hireling's life is not an easy one — and yet an employer risks skulking, mooching, outright laziness and disobedience if attempts are made to ask less than a full day's work from a hireling. The best medicine for weariness is busyness, though it is best if duties are directed with good humour, respect and through evidence that the master or mistress are also engrossed in work.
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Hirelings expect to perform the work they were hired for and nothing more. While it may be tempting for an adventuring party to assume that a hired guard or soldier-at-arms is willing to follow them into danger, this is a misconception. Guards are paid to stand watch, defend property and maintain order — they do not consider themselves warriors-for-hire, nor do they seek out conflict. Most will refuse outright if asked to take part in personal risks, and many will quit their employment immediately if pressured into perilous situations.  
  
Hirelings do expect to do the work they are paid to do, and for which they have a talent or energy.  Contrary to popular belief, hired [[Guard (profession)|guards]] and [[Man-at-Arms|men-at-arms]] expect to guard and defend; they are highly resistant to putting their lives at stake for adventure or risk, and will rarely agree to head off on frivolous escapades.  If asked to do so, an employee is most likely to quit their post or duties at once.  Porters may willingly carry gear out to a dungeon; a man-at-arms or muleskinner might agree to stand guard over a camp or manage the horses and other animals. A personal servant might venture to cook for such a party, and may even be willing to carry a lantern while fearfully following a party into the [[Subterranean (range)|underground]].  But that servant would almost certainly flee at the first sign of trouble.  Hirelings make very poor adventurers.  Parties must recognize that hirelings make good support staff, but should not be expected to stand side-by-side with other party members with which they have little or no relation.
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Some hirelings, such as porters, may accompany a party to the outskirts of danger, carrying gear to a dungeon entrance before turning back. A muleskinner or soldier-at-arms might be convinced to remain behind and guard a camp or watch over horses, but they will not venture into the unknown without compelling reasons. A personal servant may be willing to cook for a party or hold a lantern while fearfully following behind, but at the first sign of true danger, they will flee without hesitation.
  
In time, if treated well, a hireling might develop into a [[Follower|follower]].  In which case, what they are willing to do might better fit a party's expectations.
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Hirelings are not adventurers, and it is foolish to expect them to act like ones. They serve best as support staff, handling logistics, managing animals or securing supply lines — tasks that free up the party to focus on adventuring without distraction. However, long-term employment and proper treatment may lead to a hireling becoming a [[Follower|follower]], at which point their loyalty, courage and willingness to take risks may grow in ways that better suit the needs of an adventuring party.
  
 
== Indenture ==
 
== Indenture ==
An '''indenture''' is a legal contract between an employer, or bond holder, and a hireling, in which an agreement is made that the hireling will remain employed for periods of a year or more, while the employer pledges to ensure the hireling's well-being. The hireling is promised good shelter, ample food, protection and a covenant to provide not only for the hireling's welfare but for that of the hireling's family as well. Therefore, if the hireling were to be injured or killed, then a small stipend would be agreed upon, that the hireling's family or children would receive, so that they may continue to thrive.
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An "indenture" is a legally binding contract between an employer or bondholder, and a hireling, establishing long-term employment for a period of a year or more. Under this agreement, the hireling pledges to remain in service, while the employer commits to ensuring the hireling's well-being. Indentured hirelings are promised good shelter, ample [[Food|food]], protection and security not only for themselves but for their families as well. This includes provisions for injury or death, with a stipulated stipend or compensation to be paid to surviving dependents should misfortune befall the hireling. Such contracts offer stability for workers, particularly in uncertain times, and provide employers with reliable, long-term labour.
 
[[File:Hireling.2.jpg|left|490px]]
 
Indentures are conventional for any hireling whose long-term service is desired.  It is assumed that the hireling ceases to have the option of bowing out of the contract until it is passed, without express permission from the bond holder. Should a hireling run away, it is legal to arrest the hireling and bestow a punishment personally, not unlike the retribution a state performs for committing a crime.  The bond holder determines and performs this punishment, or assigns it, and the hireling has no appeal.  Death is not permitted, but a severe lashing or period of imprisonment up to a month is considered reasonable.
 
  
Occasionally, prisoners or debtors are forced to accept indenture against their will by the state. The bold holder pays the state a fee and the indentured hireling is delivered into the bond holder's hands. In such cases, little restraint is placed on the bond holder; the experience for the servant is often little better than slavery. And if an indentured hireling of this kind is killed, the matter is often overlooked.
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Indentures are conventional for skilled or valued hirelings, particularly when an employer seeks to secure dedicated service without risk of desertion or disloyalty. The agreement removes the hireling's right to leave before the contract expires, unless granted explicit permission by the bondholder. If a hireling attempts to flee or break the contract, the law supports the employer's right to recover the hireling, treating desertion as a punishable offense. The bondholder is permitted to exact personal retribution, much as the state punishes criminals. While death is not allowed, punishments may include severe lashings, confinement or imprisonment for up to a month, with no legal recourse available to the indentured party.
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In some cases, indenture is imposed involuntarily. Prisoners and debtors may be forced into service by the state, sold into indenture to an employer who pays a fee for their labour. These forced indentureships offer little protection to the hireling, as bondholders are granted near-total control over their lives. The experience is often indistinguishable from slavery, and while the law theoretically prohibits outright execution, the deaths of indentured servants under harsh masters are frequently overlooked. For those placed under such an arrangement, indenture is not merely a form of employment — it is a sentence.
  
 
== Apprenticeship ==
 
== Apprenticeship ==
An '''appreticeship''' is a form of indenture in which a young man or woman of age 9 or older is placed into the care of a artisan or other professional for the purpose of [[Give Secondary Skill (sage ability)|teaching]] the apprentice a trade. The arrangement is usually made between the apprentice's parent and the artisan; in some cases, the arrangement is made with a guild, who assigns the apprentice to an artisan.  A contract of five years or more is typical, during which the apprentice's wages are divided between the parents and a fund that is made available to the apprentice upon commencement.  During this time, the apprentice is fed and sheltered, and guaranteed an education.
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An "apprenticeship" is a specialised form of indenture, wherein a young man or woman, typically aged nine or older, is placed under the care and instruction of an artisan or skilled professional to learn a trade. The arrangement is most commonly brokered by the apprentice's parents, who seek to secure their child's future by ensuring they acquire marketable skills. In some cases, a guild oversees the process, assigning apprentices to masters based on availability, demand or political considerations within the trade.
  
Most player characters, whose [[Progenitor|progenitors]] were farmers, rat catchers, barrel makers or hermits, gained a [[Character Class|character class]] through this process, as their parents did not possess the means to raise the fees this training cost.  For many, it is a time they prefer not to remember.
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The standard term of apprenticeship lasts five years or more, during which the apprentice receives food, shelter and training in exchange for labour. Any wages earned are split — a portion may be paid to the parents as compensation, while the remainder is held in a fund, to be made available when the apprentice completes their training and attains journeyman status. This structure ensures that apprentices are invested in their own development, though their financial independence is delayed until their contract ends.
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For many, apprenticeship is a rigourous and demanding experience, often marked by long hours, harsh discipline and meager comforts. Those from humble backgrounds — such as the children of farmers, rat catchers, barrel makers or recluses — frequently entered apprenticeships as a means of advancement, since their families lacked the means to pay for formal education or guild training outright. Many player characters owe their [[Character Class|class]] and skills to an apprenticeship, though the memories of this period may be fraught with hardship, resentment or bitter lessons best left in the past.
  
 
== Contract ==
 
== Contract ==
'''Contracts''' are agreements obtained through negotiations. Usually, contracts are short-term and are arranged with professionals who have little to no interest in becoming permanent employees, even for powerful, high-[[Experience Level|level]] characters. Desirable ends include objects to be made, structures to be built, matters of law and regulation to be gotten around, health to be restored or grand enterprises to be accomplished, such as exploration or creating an outpost for trade or military purposes. Advisors, surgeons, lawyers, stewards, weaponsmiths and armourers, knights, buccaneers and bounty hunters are common professions who work only by contract.
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"Contracts" are negotiated agreements between an employer and a professional, typically structured as short-term engagements rather than ongoing employment. Unlike hirelings, who work for daily or monthly wages, and indentured servants, who are bound by long-term obligation, those who work by contract are independent specialists who offer their skills for a set period or specific task. They have little interest in permanent service, even when dealing with wealthy or high-[[Experience Level|level]] individuals.
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Contracts are typically task-oriented, securing a professional's expertise to create an object, build a structure, navigate legal or political obstacles, restore health or execute grand undertakings. Some contracts may involve exploration, military endeavours or economic expansion, such as establishing a trade outpost, securing a new frontier or planning a large-scale expedition. The nature of the agreement varies depending on the risk, prestige or personal ambition of the contracted party.
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Those who work exclusively by contract include advisors, surgeons, lawyers, stewards, weaponsmiths and armourers, whose specialised skills make them valuable but independent. More mercenary professions, such as knights, buccaneers and bounty hunters, also operate under contracts, as their work demands flexibility, risk and negotiation rather than long-term allegiance. Because of this, contracts often come with clear terms of payment, completion and sometimes penalties for failure, ensuring that both parties benefit while avoiding permanent obligation.
  
 
== Loyalty ==
 
== Loyalty ==
All hirelings begin with '''[[Standard Morale|standard morale]]''' with regards to their thoughts about either employers or bond holders. Depending on how they are treated, it may be necessary for hirelings to make [[Morale#Day-to-Day Checks|day-to-day checks]]. If pay is not forthcoming, common hirelings will generally quit following orders immediately, though bonded hirelings will often continue to serve for as long as 3-6 months, so long as there's reason to believe circumstances will change.
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All hirelings begin with [[Standard Morale|standard morale]], viewing their employer or bondholder with neither undue loyalty nor immediate distrust. Their continued service depends on treatment, compensation and workplace conditions and in some cases, they may be required to make [[Morale#Day-to-Day Checks|day-to-day checks]] to determine their ongoing willingness to serve. Common hirelings, paid daily or weekly, will typically cease following orders immediately if pay is withheld. However, bonded hirelings, bound by an indenture or long-term agreement, will often continue working for up to 3 to 6 months if they believe their employer's financial struggles are temporary and their situation will improve.
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The more skilled and powerful a hireling is, the less tolerance they have for mistreatment. Those with rare expertise, strong connections or high social standing expect better conditions than ordinary labourers and they will not endure rudeness, cruelty or neglect without consequence. While a master may have the legal right to punish a hireling, punishments must be perceived as just by the household, work-gang or fellow labourers. If a servant, soldier or artisan is disciplined unfairly, the consequences may be more severe than simple resentment — misplaced punishment can provoke defiance, resistance or even rebellion within the ranks of the employer's workforce.
  
The more powerful a hireling is, and the more options they have due to their expertise or associations, the less likely they will tolerate rudeness or inconsideration from employers or contractors. Though a master may have the legal right to punish, these punishments need to be seen as justice in the eyes of the household or the existing work-gang, else a poor choice to discipline the wrong worker unfairly may result in an uprising.
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Rather than rely on rigid morale rolls, which fail to account for the complex social relationships between different classes and ranks, the DM is encouraged to respect the nuances of the social contract. A rebellion or revolt should never come as an arbitrary or sudden event imposed purely for drama — instead, players should receive multiple warnings that discontent is brewing. Hirelings should voice their grievances openly, giving players the chance to adjust their practices, negotiate better conditions or dismiss troublemakers before resentment festers. If the players ignore these warnings, then a DM may fairly escalate the situation, leading to strikes, desertion or even insurrection.
  
Rather than attempt to assign numbers to be rolled, which cannot possibly reflect the complexity of relationships between higher and lower stations, the DM is encouraged to respect the presence of an evident social contract.  Rather than running a "surprise" rebellion, for the sake of imposing drama on the campaign, the player should be warned repeatedly that such appears to be "in the wind."  Hirelings who approach the players to put their demands forth allows the players the opportunity to change their practice; if the players will not, then the DM may fairly escalate matters to the next step. Expectations should be, however, that essentially employees '''want to work and be paid''' and that players should want to treat them civilly and pay them. There is more drama in allowing the players to win over NPCs, who may serve nobly and sacrifice themselves on the players' accounts, than in woodenly insisting that every worker is forever sharpening a knife of envy and mutiny. This is the 17th century after all (and earlier, for many campaigns).  Workers did not ''expect'' to be treated well; they generally agreed with the widespread philosophy that their betters really were "better," because their [[Religion|religion]] said it was so.
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However, a workforce is not inherently mutinous. The expectation should be that hirelings want to work and be paid, and that players should want to pay them and treat them well. There is greater narrative value in allowing players to win over their NPC hirelings, fostering loyalty, admiration and self-sacrifice, than in assuming that every worker secretly harbors resentment and plots rebellion. This is the 17th century, after all (or earlier, for many settings), and the social order of the time was built on the belief that one's "betters" were truly superior. [[Religion|Religious teachings]] reinforced this philosophy, shaping the expectations of servants, labourers and soldiers, who did not assume that fair treatment or kindness were their birthright but rather accepted their place in the hierarchy.
  
  
See Also,<br>
+
See also,<br>
[[Experience (X.P.)#Experience Shares|Experience Shares]]<br>
+
[[Experience (X.P.)]]<br>
 
[[Player Characters]]<br>
 
[[Player Characters]]<br>
 
[[The Adventure]]
 
[[The Adventure]]
 +
 +
[[Category: Reviewed]]

Latest revision as of 15:55, 6 March 2025

Hireling.jpg

Hirelings are non-player characters (NPCs) employed by adventurers for ongoing or contractual work in exchange for payment. The prices for their services establish a minimum wage, though employers may choose to offer higher pay as an incentive. A hireling's willingness to accept work depends on personal circumstances, reputation and treatment, and they may refuse tasks they find too dangerous, unethical or degrading. The availability of specific professions varies by region and social environment, though unskilled labourers, porters and menials are generally easy to find in any town or city.

Unlike standard goods or services, hirelings must be actively sought out rather than purchased on demand. There are four primary methods for doing so: frequenting inns and taverns, hiring a town crier, posting notices in public spaces or commissioning agents to find prospects. The quality of candidates depends on the effort and cost invested in recruitment; professional agents and formal advertisements tend to attract more competent and trustworthy individuals, while cheaper methods may draw a mix of desperate, unreliable or even criminal elements.

While most hirelings are honest workers, willing to take employment for the sake of stability and income, careless hiring practices can lead to undesirable outcomes. Some NPCs may be spies, thieves or double agents, using their position to exploit their employer. Others may prove incompetent, unreliable or prone to desertion under stress. However, many will be loyal and hard-working, especially if paid fairly and treated well. A wise employer exercises caution, ensuring that those brought into service are dependable, skilled and free from hidden motives.

Duties

Hirelings work long and grueling hours, typically between 14 and 18 hours per day, with time allotted for meals and brief moments of rest. It is generally expected that a servant or labourer may be called upon by their employer even during the night if necessity demands it, though such interruptions are rare and usually accepted without complaint. Similarly, while a hireling may occasionally be required to perform tasks outside their usual station, such instances are brief and infrequent, in keeping with the unwritten rules of service.

Despite the long hours, hirelings manage to pace themselves throughout the day, idly pottering at their tasks where possible, careful not to be caught loafing or neglecting duties. Their life is not an easy one — yet paradoxically, if an employer fails to demand a full day's labour, they may find themselves dealing with skulking, mooching, idleness or even outright defiance. A worker who is not kept busy will become restless, leading to dissatisfaction or worse. The best way to ensure consistent diligence is through steady work, fair treatment and visible leadership — a master or mistress who is equally engrossed in their own tasks will find their hirelings more willing to stay occupied.

Hirelings expect to perform the work they were hired for and nothing more. While it may be tempting for an adventuring party to assume that a hired guard or soldier-at-arms is willing to follow them into danger, this is a misconception. Guards are paid to stand watch, defend property and maintain order — they do not consider themselves warriors-for-hire, nor do they seek out conflict. Most will refuse outright if asked to take part in personal risks, and many will quit their employment immediately if pressured into perilous situations.

Some hirelings, such as porters, may accompany a party to the outskirts of danger, carrying gear to a dungeon entrance before turning back. A muleskinner or soldier-at-arms might be convinced to remain behind and guard a camp or watch over horses, but they will not venture into the unknown without compelling reasons. A personal servant may be willing to cook for a party or hold a lantern while fearfully following behind, but at the first sign of true danger, they will flee without hesitation.

Hirelings are not adventurers, and it is foolish to expect them to act like ones. They serve best as support staff, handling logistics, managing animals or securing supply lines — tasks that free up the party to focus on adventuring without distraction. However, long-term employment and proper treatment may lead to a hireling becoming a follower, at which point their loyalty, courage and willingness to take risks may grow in ways that better suit the needs of an adventuring party.

Indenture

An "indenture" is a legally binding contract between an employer or bondholder, and a hireling, establishing long-term employment for a period of a year or more. Under this agreement, the hireling pledges to remain in service, while the employer commits to ensuring the hireling's well-being. Indentured hirelings are promised good shelter, ample food, protection and security not only for themselves but for their families as well. This includes provisions for injury or death, with a stipulated stipend or compensation to be paid to surviving dependents should misfortune befall the hireling. Such contracts offer stability for workers, particularly in uncertain times, and provide employers with reliable, long-term labour.

Indentures are conventional for skilled or valued hirelings, particularly when an employer seeks to secure dedicated service without risk of desertion or disloyalty. The agreement removes the hireling's right to leave before the contract expires, unless granted explicit permission by the bondholder. If a hireling attempts to flee or break the contract, the law supports the employer's right to recover the hireling, treating desertion as a punishable offense. The bondholder is permitted to exact personal retribution, much as the state punishes criminals. While death is not allowed, punishments may include severe lashings, confinement or imprisonment for up to a month, with no legal recourse available to the indentured party.

In some cases, indenture is imposed involuntarily. Prisoners and debtors may be forced into service by the state, sold into indenture to an employer who pays a fee for their labour. These forced indentureships offer little protection to the hireling, as bondholders are granted near-total control over their lives. The experience is often indistinguishable from slavery, and while the law theoretically prohibits outright execution, the deaths of indentured servants under harsh masters are frequently overlooked. For those placed under such an arrangement, indenture is not merely a form of employment — it is a sentence.

Apprenticeship

An "apprenticeship" is a specialised form of indenture, wherein a young man or woman, typically aged nine or older, is placed under the care and instruction of an artisan or skilled professional to learn a trade. The arrangement is most commonly brokered by the apprentice's parents, who seek to secure their child's future by ensuring they acquire marketable skills. In some cases, a guild oversees the process, assigning apprentices to masters based on availability, demand or political considerations within the trade.

The standard term of apprenticeship lasts five years or more, during which the apprentice receives food, shelter and training in exchange for labour. Any wages earned are split — a portion may be paid to the parents as compensation, while the remainder is held in a fund, to be made available when the apprentice completes their training and attains journeyman status. This structure ensures that apprentices are invested in their own development, though their financial independence is delayed until their contract ends.

For many, apprenticeship is a rigourous and demanding experience, often marked by long hours, harsh discipline and meager comforts. Those from humble backgrounds — such as the children of farmers, rat catchers, barrel makers or recluses — frequently entered apprenticeships as a means of advancement, since their families lacked the means to pay for formal education or guild training outright. Many player characters owe their class and skills to an apprenticeship, though the memories of this period may be fraught with hardship, resentment or bitter lessons best left in the past.

Contract

"Contracts" are negotiated agreements between an employer and a professional, typically structured as short-term engagements rather than ongoing employment. Unlike hirelings, who work for daily or monthly wages, and indentured servants, who are bound by long-term obligation, those who work by contract are independent specialists who offer their skills for a set period or specific task. They have little interest in permanent service, even when dealing with wealthy or high-level individuals.

Contracts are typically task-oriented, securing a professional's expertise to create an object, build a structure, navigate legal or political obstacles, restore health or execute grand undertakings. Some contracts may involve exploration, military endeavours or economic expansion, such as establishing a trade outpost, securing a new frontier or planning a large-scale expedition. The nature of the agreement varies depending on the risk, prestige or personal ambition of the contracted party.

Those who work exclusively by contract include advisors, surgeons, lawyers, stewards, weaponsmiths and armourers, whose specialised skills make them valuable but independent. More mercenary professions, such as knights, buccaneers and bounty hunters, also operate under contracts, as their work demands flexibility, risk and negotiation rather than long-term allegiance. Because of this, contracts often come with clear terms of payment, completion and sometimes penalties for failure, ensuring that both parties benefit while avoiding permanent obligation.

Loyalty

All hirelings begin with standard morale, viewing their employer or bondholder with neither undue loyalty nor immediate distrust. Their continued service depends on treatment, compensation and workplace conditions and in some cases, they may be required to make day-to-day checks to determine their ongoing willingness to serve. Common hirelings, paid daily or weekly, will typically cease following orders immediately if pay is withheld. However, bonded hirelings, bound by an indenture or long-term agreement, will often continue working for up to 3 to 6 months if they believe their employer's financial struggles are temporary and their situation will improve.

The more skilled and powerful a hireling is, the less tolerance they have for mistreatment. Those with rare expertise, strong connections or high social standing expect better conditions than ordinary labourers and they will not endure rudeness, cruelty or neglect without consequence. While a master may have the legal right to punish a hireling, punishments must be perceived as just by the household, work-gang or fellow labourers. If a servant, soldier or artisan is disciplined unfairly, the consequences may be more severe than simple resentment — misplaced punishment can provoke defiance, resistance or even rebellion within the ranks of the employer's workforce.

Rather than rely on rigid morale rolls, which fail to account for the complex social relationships between different classes and ranks, the DM is encouraged to respect the nuances of the social contract. A rebellion or revolt should never come as an arbitrary or sudden event imposed purely for drama — instead, players should receive multiple warnings that discontent is brewing. Hirelings should voice their grievances openly, giving players the chance to adjust their practices, negotiate better conditions or dismiss troublemakers before resentment festers. If the players ignore these warnings, then a DM may fairly escalate the situation, leading to strikes, desertion or even insurrection.

However, a workforce is not inherently mutinous. The expectation should be that hirelings want to work and be paid, and that players should want to pay them and treat them well. There is greater narrative value in allowing players to win over their NPC hirelings, fostering loyalty, admiration and self-sacrifice, than in assuming that every worker secretly harbors resentment and plots rebellion. This is the 17th century, after all (or earlier, for many settings), and the social order of the time was built on the belief that one's "betters" were truly superior. Religious teachings reinforced this philosophy, shaping the expectations of servants, labourers and soldiers, who did not assume that fair treatment or kindness were their birthright but rather accepted their place in the hierarchy.


See also,
Experience (X.P.)
Player Characters
The Adventure