Axe For Hire

An Axe For Hire is a mercenary who is willing to sell his services to the highest bidder. Usually an all-round fighter, capable of engaging in hand to hand combat, he is able to use a crossbow and other missile weapons.

Role: He is frequently a dwarf with a severe case of wanderlust and a strong desire to travel beyond his stronghold. The best way to accomplish this is to hire out as a guard or a mercenary. He may find employment with a merchant who is setting out on an expedition deeper underground, or planning to travel above. He may be working for a dwarf noble who is visiting relatives in other lands, or trying to recapture a mine from orcs or dragons. Perhaps he has traveled to aid a stronghold attacked by monsters.

He may accept employment with another race, providing the money is good enough. He wants to be paid to fight.

Secondary Skills: An Axe for Hire should have the Weaponsmith, Armorer or Bowyer/Fletcher secondary skills.

Weapon Proficiencies: They may choose any weapons they like.

Bonus Nonweapon Proficiencies: Endurance, Local Dwarf History, Local History.

Recommended Nonweapon Proficiencies: Alertness, Armorer, Bowyer/Fletcher, Direction Sense, Fire-building, Dwarf Runes, Survival, Underground Navigation, Weaponsmith.

Equipment: An Axe for Hire may spend his starting money on whatever arms, armor, and equipment he can afford. When he is created, if it is agreed that he is part of a military force with specific equipment requirements, he is required to buy that equipment, but at half the price.

Distinctive Appearance: These are the most individualistic of dwarves and do not conform to any single standard.

Special Benefits: Fighters receive one free weapon specialization (a hand or missile weapon). It must be one commonly associated with dwarves.

When employed, he never pays for his own upkeep. Rooms at inns, food and drink are all supplied by his employer.

Special Hindrances: Dwarves are clannish folk who distrust anyone with an independent attitude. When reacting with other dwarves in any situation other than military, an Axe for Hire suffers a -3 reaction penalty.

In addition, an Axe for Hire who is part of a military force is subject to the discipline and dictates of its commander. He is no longer free to come and go as he pleases. He is further restricted by the contract he has signed with his employer. Many of these are for a fixed duration, and require him to be available throughout the term. Disappearing before the end of the contract is likely to give him a poor reputation as a mercenary.

There is always a fear that he has been hired to undertake a suicidal mission or to act as a decoy or sacrifice, while others have more important, and safer, duties.

Wealth Options: He receives the standard 5d4x10 gp starting money.

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