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. An adventurer cannot manage more retainers than their charisma modifier (minimum 1), and a party of adventurers cannot actively manage more retainers than the collective charisma modifiers of the entire group. There are four basic types; advocates, informants, mercenaries, and servants. 

Advocates

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 the party smooth over indiscretions with the law. Common terms for such people include heralds, fixers, lawyers, and so forth. 

Informants

Informants act as the party’s eyes and ears. They collect rumors, find people, obtain maps, keep the party updated on the doings of the local underworld and nobility, and so forth. This saves time and allows the party to focus on adventuring. Common terms for such people include spies, snitches, etc. A character can make social checks through an informant during an interlude if desired. 

Mercenaries

Mercenaries provide combat support and spellcasting services. They shield characters, provide missile fire, carry gear, haul away bodies, build campsites or barricades, and so forth. Spellcasters are particularly valuable for their ability to provide low-level spells, such as magical healing. Common terms for such people include shieldmen, bodyguards, thugs, etc. Certain monsters may also be willing to serve as mercenaries or war mounts. 

Servants

Servants run errands for the party. They deliver messages, buy lists of supplies, cook food, and similar tasks. A competent servant is tremendously helpful. Common terms for such people include bearers, housemen, butlers, and so forth. 

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.

Strongholds 

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

Warriors found clans or mercenary armies, build castles, and establish protectorates. A warrior of good reputation who acquires a keep AND gains the loyalty of a stable settlement can attract and manage LVL x 30 soldiers and half as many support staff. Revenue generated by taxes and trade is sufficient to cover basic expenses plus a monthly surplus of LVL x d10 silver.

Zealots found temples, templar orders, or druidic circles. A zealot of good reputation who builds a religious bastion near a stable population of converts can attract LVL spell casting clergy and twice as many temple guards and support staff. Revenue from tithes and donations is sufficient to cover basic expenses (and faith projects) plus a monthly surplus of LVL x d10 silver.

Rogues establish bardic colleges, hideouts, or monasteries. A rogue of sufficient infamy who builds a hideout near a stable economy can attract LVL x 3 renegades or students and thrice as many secret supporters. Revenue from criminal activity, gigs, and similar activity is sufficient to cover basic expenses plus a monthly surplus of LVL x d20 silver.

Magicians build chantries or form cabals. A magician of sufficient power who founds a cabal can attract LVL spell casters and twice as many servants. Revenue from spell casting fees and sale of potions and scrolls is sufficient to cover basic expenses plus a monthly surplus of LVL x d20 silver.

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.

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 means a body of henchmen “on loan” from the parent organization, above and beyond the characters current followers. Honorifics are titles bearing social privileges (knighthood, high priests, magisters, made-men, etc.) Annuities are 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.

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. 

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.