1e had some rules and guidelines (in the DMG, I think) around recruiting and treatment of henches, but I think pay was intended to be negotiated each time between the hiring PC and the hench.
1e DMG page 35:
Cost Of Successful Employment:
In addition to the costs of getting prospective henchmen to seek employment, the player character desiring to hire one or more of them must be prepared to make a substantial offer which is comprised of the following considerations:
Initial Payment: Not less than 100 gold pieces per level of the applicant must be offered. This will give a base 25% interest in accepting the position. For each additional 100 gold pieces, interest increases 10% to a maximum of 55%.
Equipment: The prospective henchman must be provided with complete equipment according to his or her class or classes. Any magic items included will make the character more interested in accepting the position, assuming he or she can use such items, of course. For each magic item (exclude arrows except in groups of 5), increase interest by 15%.
Quarters and Support: The PC must offer reasonable housing and promise free food and clothing as needed to the prospective henchman. This simply adds 5% to interest level when offered, but failure to promise such quarters and support will lower interest by 25%.
Activity and Shares: The player character must state what amount of activity the prospective henchman will be given, and what duties and position is envisioned for him or her. Furthermore, the prospective henchman must be told what share of treasure he or she can expect from adventuring, and what division of magic items can be expected.
Characteristics of Henchmen: The characteristics, including alignment, of NPC applicants are discussed under the section, PERSONAE OF NONPLAYER CHARACTERS. You, as DM, can decide how best to reveal all of this information to the PC, some by relating what is “seen”, some by actually playing the role of the applicant. If the character asks specific questions, remember that the applicant might take this amiss.
0-level expert hirelings were different
1e DMG page 29:
Monthly Costs: The cost of each type of expert hireling is shown on the list.
This amount is based on all the associated expenditures which go with the
position — salary or wage, uniform or clothing, housing, food, and sundry
equipment used routinely by the hireling. Exception: The cost does not include
arms and armor of soldiers, and these items must be furnished to mercenaries
over and above other costs. Certain other hirelings incur costs over and above
the normal also, when they engage in their occupations. These are indicated on
the table by an asterisk (*).
EXPERT HIRELINGS TABLE OF MONTHLY COSTS IN GOLD PIECES
Occupation or Profession Cost
alchemist 300
armorer 100*
blacksmith 30
engineer-architect 100*
engineer-artillerist 150
engineer-sapper/miner 150
jeweler-gemcutter 100*
mercenary soldier —
archer (longbow) 4
archer (shortbow) 2
artillerist 5
captain special
crossbowman 2
footman, heavy 2
footman, light 1
footman, pikeman 3
hobilar, heavy 3
hobilar, light 2
horseman, archer 6
horseman, crossbowman 4
horseman, heavy 6
horseman, light 3
horseman, medium 4
lieutenant special
sapper/miner 4
serjeant special
slinger 3
sage special
scribe 15
ship crew special
ship master special
spy special
steward/castellan special
weapon maker 100*
* Cost does not include all remuneration or special fees. Add 10% of the
usual cost of items handled or made by these hirelings on a per job basis,
i.e. an armorer makes a suit of plate mail which has a normal cost of 400
gold pieces, so 10% of that sum (40 g.p.) is added to the costs of
maintaining the blacksmith.