Hirelings and Services
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Hirelings and Services
This is a list of many of the hirelings and services available for purchase. Countless other services and hirelings might exist in various cultures, and the prices below should be used as a guideline when determining new services or professions a hireling might be hired to perform.
Hirelings are non-slave people of varying skill and ability who perform a specified duty for a specified amount of time. The prices listed for hirelings are per day of their services unless stated otherwise. Some hirelings must also be provided room and board in addition to their listed fee, if they are expected to continue performing services beyond normal business hours (for example, many cooks live in the same dwelling as their client, so that they can prepare meals that require more time than a single 8-hour shift would normally permit).
Services range from renting transport on a vehicle to things like baths or stays at an Inn. Countless other services exist, of course.
Alchemical Dirigible (Passage Per Mile)
- Cost: 2 gp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ride in style aboard a luxurious and uncrashable dirigible filled with magical, and completely non-exploding (really), aether. Avoid the hassles of bumpy, rutted roads, and glide to your destination with the completely reliable power of magic. (The dirigible company takes no responsibility for lost or stolen possessions, including passenger life, health and well-being.)
Bath, Cold
- Cost: 2 cp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ah, nothing like a tepid bath to wash away the odd stains you got from that last slime encounter. This is a large barrel of water brought to your room that is barely large enough to fit into. At this price, you'll need to provide your own soap, though a scouring stone is often available upon request, which is just as good, really.
Bath, Hot
- Cost: 6 cp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Now we're talking. A nice hot bath. Rumors that taking baths in the winter makes you sick are mostly unproven. Soap included, though legroom is not. The barrel this bath is provided in is still just barely big enough for a sized-medium creature. It's pretty good if you're sized-small, though.
Bath, Public
- Cost: 2 sp - 1 gp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A large pool of water, often heated by a hotspring, and shared communally. In some cultures, there is a divider between the male and female sections of the bath. Public baths often cost more than private baths, because there is much more room to bathe, the water never gets cold, and the view is (at least in some cultures) much better.
Carriage, Basic (Passage Per Mile)
- Cost: 3 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
This is a horse-drawn carriage, covered with doors and window curtains, allowing up to four occupants to ride in some modicum of anonymity, if not style. The carriage features wooden benches inside, a luggage rack up top, and the barest minimum of shocks to prevent the wheels from shattering from the typical road. The ride in this conveyance is not as dignified as it would appear from the outside. However, a carriage offers privacy while moving across town, which can be useful in some circumstances.
Carriage, Noble's (Passage Per Mile)
- Cost: 1 gp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A noble's carriage is usually privately owned, but a few entrepreneurial spirits have begun to offer this means of transportation to anyone willing to pay for it. A noble's carriage offers all the privacy of a basic carriage, but considerably more comfort. It is typically pulled by four or more horses to even out the jerky movements of a single horse, as well as thickly cushioned seats and well-crafted spring shock absorbers on the wheels. Even at high speeds, occupants of this carriage ride in comfort and style. Many modern noble's carriages are even ensorcelled with magical breezes to keep the air in the cabin fresh and temperate. Furthermore, anyone wishing to make an impression will feel right at home amidst the gold trimmings and lace-edged curtains.
Carriage, Upholstered (Passage Per Mile)
- Cost: 1 sp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
An upholstered carriage is a carriage built with the comfort of the rider in mind. Though not as opulent as a noble's carriage, the seats are cushioned and the wheels are attached to springs to absorb the jostles caused by bumps and ruts in the road. Typically drawn by a pair of horses, an upholstered carriage is a considerable improvement over a basic carriage.
Cart (Passage Per Mile)
- Cost: 1 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
This cart is pulled by a single horse, and is primarily designed to carry produce and other trade goods. A single cart can carry one ton of cargo, but merchants have been known to accept passengers in the backs of their wagons when leaving a market without goods to carry. Any extra coin made is a good thing to an enterprising merchant, after all. A ride in a cart is not unlike the sort of experience you'd get on a poorly constructed carnival ride. Luckily, if you throw up in the back, the smell isn't likely to be much worse than what's already there.
Chronicler
- Cost: 5 gp / per day
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
You can hire a chronicler to follow you around and write your story for posterity's sake. As a very interesting person, it seems selfish to keep all this great stuff you do to yourself. Tell the world! Chroniclers are expensive because they are both literate and also well-versed in putting situations to words that not only describe the situation well, but do so in a way that paints their patron in the best possible light. At request, a chronicler can tailor their story of your life to be a comedy, a tragedy or a thrilling and suspenseful yarn. Some adventuring required. (Okay, not really, the Chronicler will make it all up if he has to, but it's much better to record your actual deeds, really.)
Companion
- Cost: 5 cp - 10 gp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Yeah, probably that kind of companion, though you can just talk, if you want to.
Crasis Engine (Passage Per Mile)
- Cost: 3 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A Crasis engine is a marvel of alchemy, engineering and magic, capable of conveying huge amounts of cargo across long distances, assuming relatively flat ground. Crasis engines are sort of like steam locomotives with legs, and multiple 'cars' can be hooked together to create a kind of centipede-like machine which hauls cargo between cities. They require a great deal of space to travel, with each car being sized-gargantuan, and typically running 20 to 30 cars long. Each car is capable of its own locomotion, but is far more powerful when working in tandem with other cars. Crasis engines do not require a track or road, but perform quite poorly on rough, uneven ground, and cannot navigate slopes greater than about 15 degrees without risking a stall or collapse. Crasis engines are not really designed to carry passengers, but often offer rides if there is spare room in one of the cargo holds. Crasis engines move only about as quickly as a horse, but they do not need to stop at night. Riding in these machines is not terribly comfortable, but neither is it awful. The primary inconvenience is the noise, as they are quite loud, in a rhythmic kind of way.
Doctor
- Cost: 1 gp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
You can hire the care of a professional doctor, who knows exactly how to apply those hot needles, leeches and saw-looking things to make you feel better. Sure, his job sounds a lot like the royal torturer, but surely that's just a coincidence. Doctors will typically have a Heal skill equivalent to the Merchant DC of the settlement size in which you hire him. Doctors are not clerics or priests, and do not use that treacherous divine magic everyone raves about. They use good, honest science to bleed your illnesses away, all proper-like.
Fence
- Cost: 10% of cost of goods bought or sold
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A fence is someone who specializes in finding the right buyer for whatever crap you've decided you need to sell. A fence doesn't usually care where your crap for sale actually came from, and tends to not ask a lot of questions about things like "ownership" or whatever. Depending on the item to be fenced, it can take a few days to a few weeks (for the truly exotic and expensive stuff) to find a buyer. The fence usually determines the price of the item, makes sure you're okay with it, and then takes a 10% cut of the sale. If he can get you more, then his cut goes up and so does yours (in theory), so everyone wins. Of course, if you get your fence arrested, because you asked him to sell something stolen or otherwise illegitimately acquired, he might just hold that against you. Fences frequently work for a local thieves' guild, and are perfectly capable of summoning up muscle if they need it.
Footman
- Cost: 5 sp / per day
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A footman is a person trained to run ahead of his patron to arrange social engagements, announce his patron's arrival, and generally be nearby to carry heavy things, when needed. A footman is a lesser social position to a valet, but has similar responsibilities, though rarely as personal. A footman, for example, would never be invited to help his patron change clothes, or bathe. That would be going too far, good sir!
Hireling, Trained
- Cost: 3 sp / per day
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A trained hireling is simply a person capable of physical tasks, who also has a professional skill in a relevant area. Trained hirelings can also be fighting men, such as caravan guards or mercenaries. More highly trained folks will, obviously, demand more pay than a simple hireling, but if you just need another pair of hands that won't screw something up, a trained hireling is a good bet.
Hireling, Untrained
- Cost: 1 sp / per day
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
An untrained hireling is a basic laborer, useful for anything that, as you might expect, doesn't require any training or prior experience. The most common use of untrained labor is 'porter,' but they can also be useful for things like pretending to be mourning at someone's funeral, or otherwise making a place seem more populated. Untrained hirelings aren't always stupid, per se, but a smart patron would never count on such a person to actually get anything right. For that sort of expectation, it would be best to hire trained hirelings.
Inn Stay, Common (Per Night)
- Cost: 5 cp / per night
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
This is a cot and blanket in the common room of an inn. The proprietors of such places frown on all the hassle caused by thievery and fighting, so anyone involved in such a thing, both victim and aggressor, will be swiftly thrown out (with no refunds). This doesn't always deter the more industrious mischief-makers, and can lead to some pretty annoying neighbors. In addition, there's the inevitable drunk who won't stop throwing up, and that guy in the corner who snores so loud the windows rattle, but otherwise, there's a roof over your head and it's warm. You might not get much sleep, but you won't die of exposure.
Inn Stay, Good (Per Night)
- Cost: 2 gp / per night
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
This is a private room at an inn. Typically not much larger than the bed itself, and enough room to get dressed/undressed or use the chamberpot that is kept (covered) under the bed. Private rooms usually have a small window, and a small table to hold a candle or lantern.
Inn Stay, Poor (Per Night)
- Cost: 2 sp / per night
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
This is space on the floor in front of the hearth. The floor is hard stone, but it's quite warm so close to the fire. The debris from a night of eating and drinking surrounds you, along with a dozen or so other folks who couldn't afford a cot. At least you're indoors, right?
Inn Suite, Average
- Cost: 16 gp / per night
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
An average inn suite features a large bed, a wardrobe and trunk to keep your clothes and other belongings, as well as a couple of chairs in a small sitting area. It may also offer amenities such as a washbasin or room for a bath to be brought in (though that costs extra). Smaller inns typically only have one such room, but larger cities will have inns with dozens of suites such as this.
Inn Suite, Luxurious
- Cost: 32 gp / per night
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A luxurious suite has all the amenities you could want: an on-staff seamstress to fix any tears in your clothing, a butler (shared among all the other guests) to make sure you have everything you need, a massive bed that was likely constructed inside the room to avoid carrying it up the stairs, and numerous couches, chairs and nooks for all your hangers-on and lickspittle in-laws and "friends" to occupy while you still have coins left in your purse. Such a suite often offers private dining, rather than needing to mix with the other guests in the inn, and quite excellent food (available at additional cost, of course).
Inn Suite, Small
- Cost: 4 gp / per night
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A private room with a bed, a chair and a writing desk. Enough space to live in, if you don't own too many things, but not enough space to entertain guests. The bed is large enough for two if you really like each other, but it would probably be more comfortable if one of you slept on the floor instead.
Laundry
- Cost: 1 sp / per twentyweight
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Pay someone else to keep your clothes clean. Just drop off your clothes and they're clean the next day.
Laundry, Magic
- Cost: 1 gp / per twentyweight
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
A whole day? For laundry? Feh! FEH, I SAY! Just pay the wizard to do it. It's easy for him and he certainly has nothing more important to do. And he definitely won't be offended when you point that out to him.
Lawyer, Competent
- Cost: 3 gp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Got legal problems? A competent lawyer can handle most cases, especially when you're actually innocent. He'll do background investigations, interrogate witnesses and run around to find evidence to exonerate you. More importantly, he knows the local judge and won't make a fool of himself when he argues your case. Seriously, don't try this yourself. You'll regret it.
Lawyer, Experienced
- Cost: 10 gp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
An experienced lawyer is the real deal. He doesn't care how guilty you are, or which noble's son you accidentally poisoned. He'll make an airtight case for you, bribe the right people and talk to the important folks on your behalf. You can't lose.
Lawyer, Novice
- Cost: 5 sp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Messenger
- Cost: 2 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Nurse
- Cost: 7 sp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Road or Gate Toll
- Cost: 1 cp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Sage
- Cost: 15 gp / per day
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Scribe, Map
- Cost: 10 gp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Scribe, Text
- Cost: 1 gp / per hour
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ship Frigate (Passage Per Mile)
- Cost: 3 sp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ship, Coaster (Passage Per Mile)
- Cost: 1 sp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ship, Galleon (Passage Per Mile)
- Cost: 2 sp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ship, Raft (Passage Per Mile)
- Cost: 1 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ship, River Barge (Passage Per Mile)
- Cost: 1 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Ship, Rowboat (Passage Per Mile)
- Cost: 2 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Slave, Common
- Cost: 75 gp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Slave, Hard Labor
- Cost: 100 gp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Slave, Household
- Cost: 50 gp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Slave, Slip (Halfling)
- Cost: 100 gp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Slave, Specialized
- Cost: 500 gp
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Sleigh (Passage Per Mile)
- Cost: 2 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Spellcasting
- Cost: Caster level × spell level × 10 gp / per spell
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Valet
- Cost: 1 gp / per day
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Wagon, Heavy (Passage Per Mile)
- Cost: 3 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Wagon, Light (Passage Per Mile)
- Cost: 2 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -
Wagon, Medium (Passage Per Mile)
- Cost: 2 cp / per mile
- Weight: -
- Craftable? No
- Skill: -
- Check DC: -