Retainers

Retainers & Hirelings

Purpose:

Hirelings and retainers accompany adventurers on expeditions, carry supplies, guard strongholds, fight, and more. They are valuable allies—but unreliable if abused, neglected, or terrified.


How to Hire


Pay & Loyalty

Loyalty Check:


Types of Retainers

Type Cost per Day Notes
Torchbearer 1 gp Carries light source and simple supplies.
Porter 2 gp Carries heavy gear (up to 600 coins).
Guard 5 gp Basic fighter (Leather + Sword/Shield).
Engineer 10 gp Required for stronghold construction.
Tracker 10 gp Adds +1 to wilderness navigation and hunting.
Scribe 10 gp Maps dungeons as explored.
Spy 15 gp Gathers info in towns, uncovers secrets.
Animal Handler 3 gp Tends mules, horses, exotic beasts.

Risk of Death or Desertion


Special Retainers

(Optional rule for advanced play.)

Sometimes, the GM may allow recruiting Named Retainers:

Named retainers cost ×3 normal pay.


Quick Hireling Flaws Table (d6)

Roll Flaw
1 Coward at first danger (morale at –2).
2 Greedy for treasure (wants extra cut).
3 Lazy (needs constant supervision).
4 Quick-tempered (may insult employer).
5 Superstitious (refuses to enter certain areas).
6 Loyal but extremely clumsy (50% chance per day to drop/break item).

Quick Hireling Quirks Table (d6)

Roll Quirk
1 Tells long-winded ghost stories.
2 Constantly hums battle songs.
3 Obsessed with counting coins.
4 Talks to their gear like it’s alive.
5 Secretly in love with another retainer.
6 Believes they are cursed.