Retainers & Strongholds

Hirelings and henchmen who serve the party, and the bases of power available to characters who reach name level.

HirelingsHenchmenLevel 10+Followers
01

Retainers

In the course of play the party may end up gaining the services of NPCs (characters controlled by the Storyteller). There are two types of retainers: Hirelings and Henchmen.

Hirelings serve in return for a fixed payment. Their loyalty depends on their pay, how well they are treated, and how much danger they are exposed to. Henchmen are more like sidekicks or bodyguards — skillful and loyal people who expect a share of treasure earned for their service to the team.

Limit · Retainers ManagedCharisma
Adventurer · CHA mod retainers (min 1)
Party · sum of CHA mods across the group
02

Retainer Types

There are four basic types of retainer:

Advocates
Negotiate on the party's behalf. They liquidate treasure (in return for a small cut), provide introductions to powerful people, negotiate contracts, act as go-betweens, and help smooth over indiscretions with the law. Common terms: heralds, fixers, lawyers.
Informants
Act as the party's eyes and ears. They collect rumors, find people, obtain maps, and keep the party updated on the doings of the local underworld and nobility. A character can make social checks through an informant during an interlude if desired. Common terms: spies, snitches.
Mercenaries
Provide combat support and spellcasting services. They shield characters, provide missile fire, carry gear, haul away bodies, build campsites or barricades. Spellcasters are particularly valuable for low-level spells such as magical healing. Certain monsters may also serve as mercenaries or war mounts. Common terms: shieldmen, bodyguards, thugs.
Servants
Run errands for the party — deliver messages, buy supplies, cook food, and similar tasks. A competent servant is tremendously helpful. Common terms: bearers, housemen, butlers.
03

Loyalty

Rule · Hireling Loyalty

Unless they are blatantly incompetent or antagonistic toward their underlings, all mid-level (7+) characters possess some degree of leadership ability based on their experience — though they cannot attract followers until 10th level.

Hirelings under the party's command will remain loyal as long as the players accept an equal level of risk, do not treat them as expendable, and pay them as promised. Hirelings always check morale when things get bad.

04

Strongholds

Beginning at 10th level, characters with the leadership perk become eligible to attract a body of followers and build a stronghold.

ClassFoundsFollowersMonthly Surplus
WarriorsClans, mercenary armies, castles, and protectorates.LVL × 30 soldiers and half as many support staff.LVL × d10 silver / month (taxes & trade).
ZealotsTemples, templar orders, or druidic circles.LVL spell casting clergy and twice as many temple guards and support staff.LVL × d10 silver / month (tithes & donations).
RoguesBardic colleges, hideouts, or monasteries.LVL × 3 renegades or students and thrice as many secret supporters.LVL × d20 silver / month (crime, gigs, and similar activity).
MagiciansChantries or cabals.LVL spell casters and twice as many servants.LVL × d20 silver / month (spell fees, potions, and scrolls).
Requirement · Warriors

A warrior of good reputation who acquires a keep AND gains the loyalty of a stable settlement.

Requirement · Zealots

A zealot of good reputation who builds a religious bastion near a stable population of converts.

Requirement · Rogues

A rogue of sufficient infamy who builds a hideout near a stable economy.

Requirement · Magicians

A magician of sufficient power who founds a cabal.

This may not seem like a ton of money, but remember that basic expenses cover a lot of things — salaries, equipment, food, supplies, repairs, sacrifices, reagents, and so forth all have costs. Once a character obtains a stronghold, it is only necessary to keep track of living expenses if they travel far from home. The character also becomes a minor political power, and enjoys authority and status within their territory.

05

Factionalism

If a character develops sufficient renown, it is normal for higher powers to approach them seeking fealty. Accepting such an offer provides support, honorifics, and income. It may also grant new spells, land, or other benefits as the Storyteller decides.

Support
A body of henchmen "on loan" from the parent organization, above and beyond the character’s current followers.
Honorifics
Titles bearing social privileges — knighthood, high priests, magisters, made-men, and so forth.
Annuities
Extra streams of income (or trade) paid to a character to retain their allegiance and services.

Joining a faction always carries more benefits than drawbacks. Characters of level 10+ are dangerously competent, so keeping them happy (within reason) is a priority to most rulers due to the power they offer. This is especially true for warriors, because networks of high-level warriors form the basis of feudal nations with the power to field large armies.

Principle · Compounding Power

The benefits of owning a stronghold and swearing fealty compound. The drawback of swearing fealty is that the player may be called upon to perform services for their parent organization, or pay taxes. This can be a good source of quests and plot hooks, however.

06

A Note for Storytellers

Unless the plot actually requires it, storytellers should not punish players for building strongholds by constantly harassing them with attacks and petty administrative issues. Most settlements are more stable than the tumultuous lifestyles adventurers lead, so it is unrealistic for that stability to be threatened or swept away by bombastic high-level nonsense the instant a PC gets involved.