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 the 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. Zealots found temples, templar orders, or druidic circles. Rogues establish bardic colleges, hideouts, or monasteries. Magicians build chantries or form cults. The benefits of a stronghold are many; the character becomes a minor political power, gains a body of loyal henchmen, and receives passive income from the stronghold's operation. For warriors, this means mercenary wages or taxes from local settlements. For zealots, this means donations for spell-casting services. For rogues, this means thieving proceeds, protection money, and similar. For arcanists, this means payment for spell-casting services and the sale of minor potions and scrolls. Once a character obtains a stronghold it is only necessary to keep track of living expenses if they travel far from home

Factionalism. When a character develops sufficient renown, it is normal for some higher power to approach them seeking fealty. Accepting such an offer provides the character with support, honorifics, and income. It may also grant new spells, a fief, or other benefits as the Storyteller decides. Support also means a body of henchmen “on loan” from the parent organization. Honorifics are titles bearing social privileges (knighthood, high priests, magisters, made-men, etc.) Annuities are streams of income paid to a character to retain their allegiance and services. 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.