Hired help
Adventuring across the vast and treacherous landscapes of Ertha is no easy feat. Whether you’re a lone wanderer seeking forgotten relics or leading a hardened party into the depths of an uncharted ruin, sometimes a little extra help goes a long way. This is where the Squires For Hire (SFH) come in—reliable, knowledgeable, and eager to prove their worth. SFHs can be found in every major city, town, and village across Ertha. They come in all shapes and sizes, each with a distinct personality, background, and skill set. Need advice on which weapon to wield? They’ll offer suggestions. Collecting treasure? They’ll keep it secure. In a pinch and nursing a wound? They have basic field firstaid training. At the end of a campaign or quest, SFHs expect payment in gold coins, bricks, or on rare occasions, gold dust. Tipping is not mandatory—but rest assured, word spreads quickly about adventurers who appreciate a squire’s hard work versus those who don’t.
The Guild Connection
Every SFH is a proud member of the Navigators Guild, an organization dedicated to guiding adventurers across the unpredictable expanse of Ertha. Their knowledge of local customs, border crossings, and potential dangers makes them indispensable. When asked, they’ll offer insights on how to navigate tricky political territories and deal with bureaucratic roadblocks.
SFH Code of Conduct
Squires For Hire are dedicated professionals, but there are a few rules to remember when employing one:
They are not your personal guards. While competent in selfdefense, an SFH will not take orders that put them directly in harm’s way.
They are not your friends. While friendly and willing to assist, they are hired professionals, not lifelong companions.
They are not healers. Though trained in basic first aid, they are not substitutes for a true healer or apothecary.
They have a code of ethics. They will call you out if you insist on using the wrong weapon but will hand it to you if you insist.
Mistreatment of an SFH will have consequences—your reputation will precede you when seeking future hires. Disrespect an SFH too often, and you may find no one willing to assist you at all.
When the Worst Happens
Should a terminal event occur—whether a fatal encounter, ambush, or a dreaded Total Party Kill (TPK)—SFHs have a builtin safeguard: the Blink Out spell. This allows them to teleport to safety, albeit at a cost. Any treasure they carried will be left behind, and they receive only half pay for their contract. An SFH who frequently abandons contracts earns a poor reputation within their own guild, potentially affecting their future assignments. Their job is to assist—not to die.
Bonuses & Tipping
An SFH operates under contracted rates, but performance bonuses can be earned. If the party succeeds, SFHs receive a bonus percentage of the wealth acquired—determined by a 1d4 roll for percentage allocation.
Tipping: While not mandatory, generous adventurers who tip in gold may find future SFHs more inclined to assist them.
Decorum: Adventurers who treat their SFHs with respect will have access to the best the Navigators Guild has to offer. Those who mistreat their hired help may struggle to find capable hands.
Your Mark is Your Bond
Hiring an SFH requires a simple yet binding agreement: a bloody thumbprint upon the contract. This act binds the SFH to the adventurer’s service. If a party hires a Trsikel Companion (three SFHs under contract), all members must mark the contract. The Arabators Guild registers these contracts, ensuring that no arbiter is required unless a contract dispute arises.
ShaperCrafted Tools
SFHs have access to specialized gear designed by the Shapers Guild, enhancing their utility:
Speed Pods: +1 to quickstep during melee or battle.
Everfolders (Pouch): A beltworn pouch that expands to hold large objects but will not reshrink once reopened.
Everfolders (Navigator’s Journal): A collapsible journal for notes and maps.
Evermap: A palmsized map that unfolds into a fullsized version.
Everflask: A flask with unlimited interior capacity for liquid storage.
SFH Adventure Cart Trunk: A collapsible trunk that expands into a full utility station, including treasure storage, armory, field triage, provisions, and research tools.
GM Tips
SFHs provide narrative depth, logistical support, and an excellent roleplaying opportunity. Here’s how GMs can effectively use them in a Dicesongs campaign:
Quest Hooks & Storytelling: An SFH might have connections, secrets, or unfinished business that tie directly into the adventurer’s journey. Perhaps they were once a noble or have a grudge against a local warlord.
Immersion & Worldbuilding: Having an SFH guide players through Ertha’s cultures and customs adds layers of realism and intrigue.
Mechanics & Tension: An SFH’s Blink Out ability provides a natural consequence for a failed mission. Will the players scramble to retrieve lost treasure?
Reputation System: If players treat their SFH well, they might gain access to highertier guild hires. If they mistreat them, NPCs may refuse service or demand exorbitant fees.
Roleplaying Depth: A seasoned SFH might challenge a party’s reckless choices, while a younger, inexperienced squire might learn from them.
Squires For Hire aren’t just hired hands—they are woven into the very fabric of Dicesongs. Treat them well, and they will be loyal assistants. Treat them poorly, and you may find yourself alone when you need them most.