Retainers vs. Hirelings
In LL Basic, the distinction is made between Retainers and Specialists/Mercenaries ("hirelings"). Basically, Retainers are fellow classed characters who can and/or will assist you in a very wide range of activities, while Hirelings do specific jobs, most commonly act as a larger-scale military force, attacking or defending a specific location on the hiring individual's behalf.
There are a few categories based on their skill and the use that the PCs intend for them when hiring:
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Commoners/Laborers - These are
0-level characters that perform simple functions. They only work as
Hirelings. They are hired for a specific task (care for the mounts, labor on a job, etc.) and as Hirelings will not undertake adventuring risks (and receive no XP). They are paid a specific wage that is daily, weekly, or monthly. They have a morale of your CHA value -2.
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Skilled Hirelings - These are classed characters (usually 1st level) that perform specific tasks like commoners (guarding, hunting for food, etc) and also serve as
Hirelings. They perform their tasks (and receive no XP). They are paid a specific wage that is daily, weekly, or monthly. They have a morale of your CHA value -1.
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Retainers - These are classed characters who are hired to share in the adventuring risks and rewards with (and under the leadership of) a player character. They work for a share of the treasure/rewards of an expedition (half-share minimum of treasure, though some demand more) and also receive a half-share of XP (non-negotiable). They have a morale set by your CHA value (no modifier). They check morale at the end of each expedition (p.47) to see if they'll ever work for you again. If successful, you can attempt a new recruiting roll before your next expedition. Since they gain XP, retainers can grow with a PC in level and capability.
(The difference between a skilled hireling and a retainer is the role they are hired to fill. Many named NPCs can fill either role.)
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Henchmen or Vassal - These are retainers who are offered (and accept) permanent employment associated with a PC who has permanent land holdings/dominion (i.e. seneschal who runs your estate, a foreman who runs your business, a loyal squire attendant). These are explicitly
Retainers and always receive a share of profits, not a wage, which is negotiated as part of their hiring/promotion. They gain a half-share of XP if on expedition and receive XP as Service NPCs (below) when not on expedition. These arrangements may take many shapes, but primarily will be negotiated within the story. Theoretically, the levels of Morale, Loyalty, and trust in these types of relationships is higher than that of a typical Retainer relationship, and the Retainer has more ability to operate independently according to the PC's instructions and goals. They have a morale of your CHA value +1. They no longer check morale at the end of each expedition/month, and check only for extreme RP circumstances.
Those four categories specify if they're acting as Hirelings or Retainers.
- Retainers are paid on a share basis or with wages vastly higher than those paid to Hirelings, and they will gain experience and take risks normally associated with Adventurer-types. I track all of these with their own character sheets, XP, etc.
- Hirelings are paid a monthly wage and basically try to get away with doing as little as possible. They do not have character sheets, do not gain experience points, and will not under any circumstances do anything that smacks of adventuring (high-risk, potentially low-reward activities).
An individual can have a set maximum number of Retainers in their employ at any given time based on their charisma score. This is immutable, unless the character happens to find an item that somehow grants a Charisma bonus. This is also true of Hirelings - they can have a direct number of hirelings with them based on their CHA score, or a number equal to 5x the Charisma score which are associated with their property/dominion. Essentially, this is the number of troops an individual can direct in the field or manage in various posts throughout an area over which they have dominion. Retainers have the same restrictions, and can have their own Retainers if they have the resources to acquire them, or their own hirelings. A Retainer can be assigned command of a group of the PC's hirelings up to 5x the Retainer's Charisma score, as well. Each step away from a PC reduces their direct loyalty (morale) of that employee to the PC by 1.
Example:
Joe the Knight has been given command of an old Keep and told to defend it by the ArchDuke. He has a CHA 10 so is allowed 4 retainers and a base morale of 10. He hires on a Seneschal to run the estate (always an NPC home, provides leadership for NPC domestic issues) and 20 heavy infantry to guard his territory (4x5 = 20 hirelings). With a qualified henchman on his estate, the property generates income (which the henchman receives a full share of.) Joe the Knight can still hire up to three retainers to go his expeditions with him (as the Seneschal is a Henchman who takes up one slot). His Seneschal operates with a morale of 8. The patrol guards have a morale of 6 out on their own. His three adventuring retainers have a morale of 7.
He captures three watchtowers and needs to now man them as well, receiving a title of Lord and expanding his domain under the ArchDuke. He hires another retainer as a Guard Captain, and that captain hires three Lieutenants to man each watchtower. They all have average Charisma. Each lieutenant mans his watchtower with 20 infantry. Joe the Lord now commands a force of 80 men-at-arms. He stops at a watchtower and gives commands to the guards there as their liege, but they work for a lieutenant who works for the captain, who works for him... they're loyalty to him directly is Morale 5.
If a bunch of hirelings are left in a position without a PC or Retainer in command of them, they will follow their given orders unless they fail a Morale test, in which case they will abandon their duty and flee to safety if possible. Retainers will act according to the instructions given to the extent that their Morale, Loyalty, and personal motivations dictate.
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In the environment of Gaul, taking on Henchmen, especially if either the PC or the Retainer has more than a handful of hirelings, can be politically tricky, since that could be seen as constituting a military force and hierarchy outside of the Duchy itself. The Duke does not want rivals to his authority over his territory. However, acquiring these resources, as well as property, are a good way to find yourself with some position within the noble hierarchy of the Duchy.
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In order to recruit a Retainer or Hireling/Group of Hirelings, three conditions must be met. First, they must be "friendly/helpful" (Reaction level) to your character. Second, you must be able to communicate with them. (Alignment language is sufficient, but may cause a penalty in step three.) Third, you must be able to make a compelling case for what the job entails and method of pay which is meaningful to the retainer. Once all three conditions are met, then the Hiring Offer roll is made by the DM with appropriate modifiers based on the roleplay
(p.46).
In the wild, Reaction Rolls are made for encounters and modified for RPed actions (usually with a CHA check, see below). In town, each IC location has its own Reaction level.
- The Mercenary Camp counts as a default of Friendly. Any PC can try to recruit help through them.
- Most townsfolk are a default of Indifferent. PC actions determine if a group is advanced to Friendly for any given period of time.
- Some townsfolk, such as Guards and Town Officials, default as Dubious.
- With the addition of the new town-sites, some groups specify conditions where they are friendly and thus allow recruiting. (See the Frogmorton House and the Dwarven Foreman for examples.)
Advancement of Service NPCs
For NPCs that provide services based on class abilities, I am adopting the following rule: The NPC will gain 1xp for each gold piece they earn in pursuit of their activities, not including materials cost. This XP gain will only apply to activities specifically predicated on their class's distinct abilities or roles (i.e. casting spells, scribing scrolls, and performing research, performing prayers or religious services, etc.)
This will allow the PCs to expend money on services and allow the services to expand over time without requiring NPC service providers to adventure to keep pace. I
am extending this rule to PC service providers as well. Since PCs must devote game-time to any service activity (researching other PC's magic items, scribing scrolls, etc.) and it keeps them from adventuring, they may benefit from 1xp per 1gp received for the service.