As a general rule, civilian workers will not expect to be exposed to any danger. If you want them to risk themselves, expect the price to double or triple if you can convince them to do it at all. You can probably get manual laborers to travel into the desert and break open an ancient tomb if you pay them enough, but no amount of money is going to convince them to face a dragon.

Most hirelings, if they are local, will simply return to their homes in the evening. If you want hirelings - including mercenaries - to travel with you for a task, you will also need to provide them with room, board and any equipment they might need. If you are breaking into a desert tomb, for example, you cannot assume that your laborers will bring their own picks and shovels - you’ll need to buy some yourself, and ensure they are fed and watered on the journey.


Hireling Daily Cost Notes
Laborer 5 SP Includes sailors.
Guide 8 SP Generally for a city or countryside; desolate areas will be drastically pricier.
Tradesman 30 SP Such as a mason or smith.
Overseer/Scribe 35 SP Able to read, write and manage workers or records.
Scholar 70 SP Has a d6 in Research and a d6 in a specific Knowledge skill.
Expert 100+ SP Includes architect, surveyors, engineers and sages.

Martial Professions

Hireling Daily Cost Notes
Muscle 10 SP Carries a dagger or cudgel; likely to flee from real trouble.
Bodyguard 15 SP Protection in cities or on the road; not an adventurer or a soldier.
Mercenary 30 SP Similar to a bodyguard, but a professional who provides their own arms and armor.
Soldier 40 SP Will accompany you into the wilderness or on adventures; will refuse or demand additional pay for extreme danger.
Elite 70+ SP A veteran mercenary or skilled adventurer or some description. Might be a healer, mage, assassin or engineer.

Dealing with Guilds

Whether it is a guild of stonemasons or a mercenary company, many workers are organised into guilds. You can deal with a guild directly, often negotiating for the completion of an entire job instead of hiring a certain number of workers for a certain time. While this is usually more expensive than hiring workers directly, it is far more expedient and offers other advantages besides.

One of these advantages lie in the guild’s hierarchy; guilds are an organisation rather than a collection of freelancers. If you hire a handful of mercenaries, you will need to manage them yourself. Work with a mercenary company, though, and you may be provided with the men you need as well as an officer who knows them and is able to keep them in line.

Established organisations also often have connections that individuals cannot obtain. They may find it easier to obtain permission to construct a building, know where and how to obtain a reliable architect, and offer all kinds of other useful services that you would be forced to figure out for yourself if you undertake the task of managing a project alone.