Followers

Followers

Retainers

Followers with human intelligence act as retainers, joining the party due to common interests or in exchange for payment. They pretty much behave like Player characters, but they might refuse to perform specific tasks unless they were agreed as part of their responsibilities.

Animal followers

Followers with animal intelligence behave according to their nature. If trained, they might be able to obey simple orders and perform specific tasks, such as carrying a rider, pulling carts, following trails, performing tricks, etc. Animals will avoid combat and other dangerous situations unless they are natural predators or have been trained to fight.

Controlling followers

Players control followers as their own character, assuming they are giving them orders. The GM however ultimately decides if and how they do what they are asked. Followers will always refuse to do something clearly harmful to themselves. In situations where their loyalty is put into question, the character who is leading them must pass a WIT save to keep their allegiance.

Cost of followers

  • Animal (*). Check the Bestiary section for profiles and values in shillings. Wild animals cost double if trained to obey and follow commands. Docile animals cost double if trained to fight. Animals trained for hunting cost double and grant an additional ration while foraging. Animals trained to perform tricks (jumping through hoops, balancing stuff on the nose, etc.) cost double.

  • Labourer (16ʂ). Hired for a day to carry stuff and perform menial labour. Won’t fight or provide other services.

  • Expert (32ʂ). Hired for a day to provide some form of expertise (guide, knowledge, healing, etc.) Won’t fight, carry stuff, or perform menial labour.

  • Mercenary (64ʂ). Hired for a day to fight. Won’t carry stuff, perform menial labour, or provide services other than fighting.