Hire-able followers¶
"Need someone who can pick a lock and forget your face? Coin opens both."
Role: One-off NPC hires for specific jobs. Not team mercs - these are specialists you pull in for an evening's work. Pickpockets, lookouts, smugglers, ferrymen, informants.
At a glance¶
| Where to find | Shady corners - docks, back-alleys, late-night taverns |
| Cost | Per-job, schematic tier (cheap → moderate → expensive) |
| Best paired with | A specific scene (heist, smuggle run, intel pull) |
| Persists across | The job. They walk after. |
| Party cap | Most don't count - they're contractors, not followers |
The roster¶
Pickpockets. Hire one to lift a specific target for you. Lower risk than doing it yourself; a cut of the take goes to them. Look for them in dock-side dives and back-room gambling holes.
Lookouts. Stationed at a scene entrance, they shout if Town Guard rolls past. Cheap. Best paired with a heist or sneak-in. Find them on the same back-alley NPC pool as pickpockets.
Smugglers. Move contraband between cities without it touching your inventory. Useful when you're carrying something that'd cost you Town Guard rep if searched. Dock-side, ask quietly.
Ferrymen. Cross water that doesn't have a bridge. Some routes are gated behind a small fee; others want a favor instead of coin.
Informants. Pay a moderate fee for a piece of intel - a schedule, a rumor, a name. The Letters + Rumors system feeds them material, so what they sell shifts with the world state. Find them in taverns and at the edges of faction halls.
Couriers. Carry a letter to a specific NPC for you. Faster than walking it yourself, and you can be elsewhere while it lands.
Forgers. Pricey. Make a document look real - letters of introduction, faction papers, deeds. Gated behind reputation in the right circles.
Caravan escorts. Hire one to walk with you between towns. They don't follow you into town; the contract ends at the gate. Cover for the road portion only.
How it works¶
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Find the NPC. Most hire-able followers cluster in shady locations - dockside bars, back alleys, late-shift taverns. Talk around. The wiki's Thieves' Guild page has the dockside directory; the on-the-record faction pages won't list these hires.
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Negotiate. Some hires open with a flat fee; others want a favor. Trust and reputation in their faction will lower the asking price - sometimes by a lot.
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Pay up front or after. Specialists with low Trust want it up front. With high Trust, you can pay on delivery. Skipping payment after = burned bridge, plus a chunk of negative rep in their network.
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They walk after the job. Most one-off hires aren't followers in the
/bondsense - they don't count toward your party cap and they don't accumulate combat hours. They're contractors. -
Repeat clients get rates. Hire the same pickpocket three times and her rate softens. Hire her ten times and she may start bringing tips unprompted.
Why bother¶
- Skill coverage you don't have. Can't pick locks? Hire someone who can.
- Plausible deniability. The pickpocket lifts it; you weren't there.
- No wage drag. Pay once, walk away.
- They often unlock relationship + faction threads - a forger you've paid five times knows you, and that's leverage either way.
See also¶
- Mercenary teams - for sustained party combat
- Pets - non-humanoid companions
- Companions overview
- Bonds & trust