Once upon a time, in the mythical early days of the world's most popular role-playing game, there existed a creature called the sage. The sage could be found in most all urban settings (usually leafing through a dusty tome) and their services were considered useful to employ. A popular non-player character, the sage served several in-game functions.
As a source of rumors and esoteric knowledge of ancient peoples and treasure, the sage served as a vehicle for the referee to feed players information...at a price. The sage possessed specialized knowledge and their services did not always come cheap.
The sage might occasionally serve as patron to the group of PCs extending offers in exchange for services rendered. As a collector of antiquities the sage might "employ" the characters to fetch a certain artifact from some lost ruin with assurances that the other valuables to be found would remain the property of said PCs.
There are no "Identify" spells in the early editions of the game and any knowledge characters could acquire regarding magic items had to be earned through experimentation with the item - "trial and error" and its associated risk to the PC - or they could pay a sage to research the item. Yes, this may bring to mind a certain grey wizard who researches the history of a certain "magic ring" thereby achieving invaluable knowledge of its ultimate master. Of course in the game there exists a multitude of lessor magics from potions to magical swords all bestowing more modest benefits and the occasional curse on its wielder.
"Forewarned is forearmed" - a saying which seems to carry more weight in an era of gaming when PC death is common and out-witting the monster could win you the treasure (and experience) without necessarily needing to risk life and limb to get it. The sage may know of (or be able to find out) the history of some place of mystery where the adventurers plan to delve, including any monstrous creatures rumored to lair therein. The sage may even know that said creature is rumored to have certain powers and weaknesses. All this knowledge can be had for a price. Such expenditures may help keep the adventuring party broke and hungry for new opportunities!
A dependable sage, one who was both reliably in-the-know and who didn't over charge too much, was a valuable resource to the experienced party who sought to continue living. They would perhaps even risk their own safety to ensure that of their favored sage who just might get sage-knapped by some evil rivals who sought to profit. Rescuing the sage can be a nice alternate hook when rescuing princes and princesses has lost its charm.
The sage is a powerful tool for the referee. Through the sage, much information can be relayed to the players about the world, its history and lore, prophases, divine maneuverings, astrological conjunctions and just about anything else the referee would like the player characters to know about. A well played sage can become a very valuable asset and an integral part of the campaign - one which can span across more than one generation of characters (think of Elrond or Merlin).
Looking back, its easy to recall why the sage and their services is a type of hireling specifically recommended by the authors of the game. Good NPCs will bring a milieu to life and their are so many opportunities for role-play with the sage. So common was the sage character in this bygone era that a regular running column in a notable gaming periodical of the day bore the title, Sage Advice!
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