Hirelings Reprise - RPG Blog Carnival

You aren't the big one

Hirelings often operate in their own guilds. There is excellent business to be had in stripping foolish children of their stolen goods supporting new adventurers through lean times and fat equally. Hirelings have often been instrumental in the goings-on in the adventuring community, but what does the wider world think of them? 

Social Classless/Levelless

    The decision to become a hireling is a puzzling one. Adventuring makes a sort of sense, in that they are often so full of hubris and selfishness even a king would blush, but becoming a handservant to an adventurer? Many parents would balk and mourn their loss if a child announced a future in the Hireling game. There are plenty of practical reasons to join a guild, though, to be fair!
  1. easy access to dungeon loot
  2. protection from monsters while looting (optimistic)
  3. networking in adventuring guilds, which can get you access to wizards and clerics who could resurrect a dead aunt or fireball your ex-manager or other such gifts usually reserved for player characters.
  4. Fast retirement (if you're clever)
  5. Very VERY high promotion potential (possession by a player in case of PC death)
    All that said, there's a lot of reasons to avoid the job too. Sure, people look sideways at adventurers, but they often have Power. You, a hireling, do not.

Delicious in Dungeon

Meat Shield, Sub-Demihuman

    Know it or not, the folk who employ you are paying for you to be expendable. Some groups like to be coy about it but make no mistake they will sell your life for theirs to the reaper the first chance they get. Oh, they mourned and buried their last crop of suckers? FAT FUCKIN CHANCE! They probably just tossed them and are looking to save face. Not that they'd lose face anyway, because the thing you have to relinquish if you're committed to the job is your life's inherent value.
    When you're a shopkeeper, travelers that freelance as the guard and as dungeon delvers are suckers to be scammed at best and serious liabilities about to ruin your town at worst. You're THOSE guys' lackey. You are regarded as an object, a piece of equipment made to carry other equipment. If you are well loved by the party, you may be treated like cattle but think about how YOU would treat an ass as someone who does not own the one in front of you 
    The wider world forgets your name, and you will be quickly sealed inside the suicidal and foolhardy adventuring networks should you choose this path. You can maybe get away with one or two delves to make ends meet in desperation, but it is expected and advised you bury that part of your employment history deep. 
    The average person will scoff at the way you have thrown your safety and family aside, clerics and priests from back home will assume you are rife with sin, taverns will blame you for any brawls that break out, the very worst of adventuring stereotypes will be applied to you tenfold! You are worse than a pariah, you are a parasite supping on a parasite. If you choose to make this your regular work, you are foolish and overconfident, though filled with a self-loathing and "humility" that normal adventuring types do not possess. Does this make you better or worse?

Munchkin

Full Deck of Fools

    Adventurers long ago demanded Hirelings organize themselves, as they are the ones holding the check and they are utterly obsessed with orderly lists of objects to purchase (Especially 3rd and a half generation adventurers). Hirelings complied, and since then the profession has become obsessed with competition, reputation and renown. This is equal parts competing to join the most successful and safe Adventuring Parties while also pining after the social life they had before they took up the job.
    These collections of Hirelings are organized as guilds, with membership requiring a payment of dues and an adherence to Guild Law. For GMs, this is just a cute way to organize like-minded or similarly useful Hirelings but could also serve as a jumping off point for faction and domain play. I would imagine them as being extremely niche and unlikely to ever impact actual politics or amount to anything city-shaping. It's like entering faction play with tribes of goblins, constantly squabbling and in-fighting and preventing each other from ever getting the power and notoriety with normal people that they crave. Of course, Hirelings often try to leverage their guild status and rank in wider society to try and buy back some of that life they have since abandoned. This doesn't work, often comedically.

1d10

Guild Name

Guild Master

1d10

Guild Name

Guild Master

1.

Iron Hand

Veteran - Synthetic Warrior

6.

HippocampusDean Alex Aquarius

2.

Shadowmakers

Douglas - Fire Mage Initiate

7.

LegionLegion (All use this name)

3.

Heartful

Mother Emma - Chef

8.

Power Word: DOOMMaster Bard Foxi

4.

House Poliret

Sir Chagné - Deposed

9.

Assassination XIIITraduceus Touch

5.

WordbearersThey, Clothed in Scripture

10.

2nd Sons & Daughters"Empress" Callista 

Gadabouts & Gawkers

Google Docs Link





I have returned again! This time with a system for running a game in my homebrewed version of Magical Industrial Revolution. (Which, if you haven't bought, you should go and buy! Its a wonderful book!.)

This is a melding of Into the Odd and The GLOG, hands down two of my favorite systems. I didn't really invent much of this, but I've included the document I pulled it from in the references page. Please enjoy! If you end up using any of this, please let me know!

EDIT: I've added a character generator (enabled by the wonderful spwack of Slight Adjustments, with tables taken from the awesome Maze Rats)

Mazes and Monsters

 Hello all! It's been quite a while. Frankly, I've not had the time, discipline not to get obsessed and sink all my time into blogging and RPGs, or inspiration to blog in a long time. But here I am!

I made this


Mazes and Monsters


Well, I is a strong word. Its essentially a pastiche of Into the Odd and Die Trying, two of my favorite systems. I'm probably gonna be introducing some new players to the Adventure Game tradition, so I wanted something that captured the spirit without a lot to learn. This is nothing new for anyone who has somehow seen my blog, as you've likely also seen the infinitely better content made by my inspirations. This is mostly just so I can put it up somewhere.

Anyway, its nice to be back! Maybe I'll be blogging more often now, but we shall see.

EDIT: Forgot to mention the "Who is my Character?" tables are ripped from Knave, they're some of my go-to for players who have never touched a die before and need some juice.

Secret Santicorn 2019: An Adventuring Economy

"It's time for the best part of Santicorn - making things!
Diaghilev requests the following gift:
Adventuring/tomb-robbing is a cash-rich, high-turnover profession. Those tend to spawn secondary industries. What are some interesting secondary industries that might spring up around a known hub for rich tomb-robbers? Aside from the obvious sorts of armorers and provisioners."

(Happy Santicorn! Be sure to check out who did my request, at Numbers Aren't Real!)

Ah, after eating an entire loaf of garlic bread and stewing in indie folk-pop, I have finally been struck by inspiration, Master Diaghilev. After doing some research into real life Secondary Industries, I find the through-line to be using the Primary Industry's produce as the base of the Secondary Industry. So, what is the main production of tomb robbing? Money is the obvious one, but it also doesn't push me in any particular creative direction, so fuck it. There is also a wealth of historical and academic material being exhumed (assumedly), so something Big Brain and smort could be an option. There's your average adventuring party needs, which would become more common as adventurers became a fixture of the economy. Hirelings, specialty tools, maybe a very specific form of healthcare?

I think that gives us the spark we need! And so, we begin.

The Adventuring Game

Thanks Pinterest

When a grave-robber who is dirt-caked and bleeding from the flank decides to settle with their loot in town, that town will one day become a city. Collecting adventurers like snow in a ball, as the wealth accumulates and builds this community, lots of people come to take some sliver of the pie. Here are just a few.

Hireling Guilds


Originally the term was derogatory, but somewhere along the line people just adopted it. The line of adventuring demands many lives and well-beings be sacrificed in the name of deeper levels. The most common structure is a rank system, based on the missions returned from, your reviews from actual minted adventurers, and your general aptitude for tasks. Higher ranks receive higher portions of the profits after the Guild's cut. Its a supremely competitive field, and hirelings die just as often to each other as to dungeons. Eugenics are practiced, if the society knows what that is. Think the No More Heroes assassin ranking system mixed with intern/mentorship programs.


d12Hireling QuirkGimmickDemeanorRank
1.Never makes eye contact.Hide in shadows, literally.Anxious.I
2.Constantly baring teeth.Acts like an animal, buck naked.Wild.II
3.Smug at all times.Faux gold and gems, finery.Bombastic.III
4.Disgustingly obese.Operates via telekinesis.Condescending.IV
5.Pulsating blood vessels.Voice carries for a mile.ANGRY.V
6.Too clingy.Can become a thought-form.Affectionate.VI
7.Doesn't speak the lingua franca.Can appear as any human.Confused.VII
8.Freezing cold.Undead costume, carries rotting meat.Morose.VIII
9.Does not emote.Artificial, save for heart and brain.Calculated.IX
10.Glittering smile.Can avoid sure death, once.Optimistic.X
11.Way younger than any other member.Strength of a Greek hero, but no combat prowess.Naive.XI
12.Sunglasses, whether era appropriate or not.Best sword-fighter in the guild.Overly Confident.XII

Identify, Archaeology and You


As mystical artifacts and remnants of bygone civilizations piled up, somebody realized there was more money to be made here than just the material worth showed. Now there are stalls all over that are just as talented at Academic Research and Library Use as they are at Barter. It's kind of odd not to try and up-sell to the bigger brained customers, with just a little bit of a tale. Of course, after all this time, people are wary of false history. IDs, qualifications and true honest-to-gods knowledge are standard affair. Most vendors will be a fine source of very specialized research. Imagine the salesman at the beginning of Disney's Aladdin combined with your glasses-wearing anime stereotype.


d6At this stall, you find...
1.Endless Marvel - A lithe, quiet cat person. Specializes in interpersonal histories and genealogy, favors trinkets and baubles with dramatic stories. Comes alive when reciting an item's tale.
2.Marosk - Wrinkly dwarf, like a Shar Pei. More of a physicist than a historian, has a mighty weapons collection. Currently working on the perfect siege engine.
3.Phineas Addington - Collector of the Ancient Empire. Specializes in that culture, but has a soft spot for architectural features. Fountains especially.
4.Florian - An artist, running a museum/auction house. Willing to put forth bizarre amounts of money up for authentic and undamaged pieces, but has equally bizarre standards.
5.Zander - Warm and kindly. Researching ancient lifestyles to improve conditions back home. Will happily take any practical artifacts like cutlery or furniture.
6.<3 - A masked figure completely concealed in cloth. Deals only in barter, and will not accept currency. Has a knack for magical objects.

Funerary Opulence


This maybe isn't so unusual, but when you have a wealth of people dying in their work, you gotta make good arrangements for their bodies. Depending on traditions, services cover many bases, and there is legal coverage for most obscure requests. Scattering ashes in otherwise private property, stringing the body up on a spire, hiding body parts in cabinets. Making light of death is one of many ways this society has coped with constant loss.

Extravagant Coffins are common, preservation of the corpse through magic slightly less so, and there are plenty of middlemen that scrape what cash they can get away with from the next-of-kin. Money is good.

With death so pervasive, you'll hear about some pretty bizarre cases. These are going on right now, if your players are interested in investigating.

Vandals, Necromancers, or Stranger?

Modest adventurer from a small housing district has recently passed away, and in their will requested their body be coated in iron and made into a gargoyle over the center of their home.

One week has passed, and the body is nowhere to be found. Due to the festival held in their honor, the locals have no idea whether the body was installed at all. The adventurer's survivors have placed a mighty bounty on the corpse-statue.

I Stab At Thee

A talented wizard was recently removed from their position at the university. This wizard put their life into one last working, and cursed the headmasters of their former work. Their days are numbered.

Wizard favors are supremely rare, and this may be the only opportunity you get to meet these headmasters without years of study. Alternatively, there will be quite a power vacuum to be filled...

Your Own Medicine

A nasty string of tomb-robberies went down in the Dead District, all valuables stripped. Obviously, no one with any sense would sell relics back to the people who made and owned them, so the culprits will likely be in hiding before fleeing for distant lands.

Will you bring them to justice for one of the highest crimes in this place, join with the robbers for a share of the profits, or simply watch as history changes hands?