Faction Retinues: Difference between revisions

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{{DISPLAYTITLE:Faction Retinues}}
{{DISPLAYTITLE:Faction Retinues}}
= Faction Retinues =
= Faction Retinues =
''A rules reference for the standing groups of faction personnel each of you now commands. Each retinue has its own page with the letter that came with it, the people in it, and their current postings — this page covers how they work in general.''
''A rules reference for the faction personnel your characters command. Each retinue has its own page with the letter that came with it, the people in it, and their current postings. This page covers how they work in general.''


Each faction calls its own group something different — the [[Order of the Gauntlet]] and the [[Dawnbringers]] say '''lance''', the [[Harpers]] say '''cell''', the [[Zhentarim]] say '''crew''', the [[Talons of Veylan]] say '''flight''', the [[Scales of Eldath]] say '''hearth'''. "Retinue" is just the common word for all of them.
== What a retinue is ==
When you reach Rank 3 with a faction, that faction assigns you a group of its people. This group is your '''retinue'''.
 
A retinue is a standing resource, in the way that a stronghold is a standing resource. It exists between sessions. You decide where its members are stationed and what they work on, and you keep those decisions until you change them. Members can be lost.
 
The people in a retinue are skilled professionals at their own trade. They are not adventurers. They do not travel with the party, they do not enter dungeons, and they do not fight in your battles. What they do is your faction's ordinary work, in places you are not, on your instructions.


== What a retinue is ==
Each faction uses its own word for the group it assigns. The [[Order of the Gauntlet]] and the [[Dawnbringers]] say '''lance'''. The [[Harpers]] say '''cell''', the [[Zhentarim]] say '''crew''', the [[Talons of Veylan]] say '''flight''', and the [[Scales of Eldath]] say '''hearth'''. "Retinue" is the general term for all of them.
On reaching '''Rank 3''' with a faction, you are given people. Not adventurers, and not soldiers you take into a dungeon — competent professionals who do your faction's work, at a distance, on your instructions.


They are a '''standing asset''', like a stronghold or a magic item. They persist between sessions, they can be moved, and they can be lost. Higher ranks bring larger commands.
Higher faction ranks grant command of larger groups.


== Size ==
== Size ==
Your retinue numbers '''a complement equal to your proficiency bonus''', plus a leader who is not counted.
Your retinue contains a number of members equal to your '''proficiency bonus''', plus a leader who is not counted against that number.


{| class="wikitable" style="width:45%;"
{| class="wikitable" style="width:45%;"
! Character level !! Complement
! Character level !! Members
|-
|-
| 5–8 || 3
| 5–8 || 3
|-
|-
| '''9–12 (now)''' || '''4'''
| '''9–12 (current)''' || '''4'''
|-
|-
| 13–16 || 5
| 13–16 || 5
Line 25: Line 29:
|}
|}


The increase is automatic. Your faction sends another body when your standing warrants it; there is no ceremony and nothing to spend.
The size increases on its own as you gain levels. You do not need to request the new member, pay for them, or spend downtime recruiting.


'''Your squire does not count against this.''' Squires may run messages or act as liaison without consuming a slot.
Your squire is not part of your retinue and does not count against its size. A squire can carry messages or act as a go-between without using one of your slots.


== The leader stays home ==
== The leader ==
'''Every retinue has a leader, and that leader remains at [[Nuts Deep]].''' They do not travel, they do not take field assignments, and they cannot be redeployed. They run the retinue, hold its facility at the fort, and are the person you actually give instructions to.
Every retinue has a leader, and that leader stays at [[Nuts Deep]]. The leader does not travel, does not take field assignments, and cannot be reassigned. You give your instructions to the leader, who passes them on to the members in the field.


{| class="wikitable" style="width:70%;"
{| class="wikitable" style="width:70%;"
! Retinue !! Leader !! Where they sit
! Retinue !! Leader !! Where they work
|-
|-
| [[The Anvil]] || Knight-Sergeant Bertrand Kell || The fort
| [[The Anvil]] || Knight-Sergeant Bertrand Kell || The fort
Line 39: Line 43:
| [[The Nightingales]] || [[Merrivet Ashcombe]] || The fort, reading the notebook
| [[The Nightingales]] || [[Merrivet Ashcombe]] || The fort, reading the notebook
|-
|-
| [[Talonfall]] || Nettle || ''The treeline outside the walls. She does not come indoors.''
| [[Talonfall]] || Nettle || The treeline outside the walls
|-
|-
| [[The Broken Latch]] || Ollam Pryce || The fort, handling freight
| [[The Broken Latch]] || Ollam Pryce || The fort, handling freight
Line 48: Line 52:
|}
|}


== Postings and movement ==
Nettle is an exception in placement only. She refuses to come inside the walls and works from the treeline instead. She still does not travel and cannot be reassigned.
Every member of your retinue is either '''posted''' somewhere doing a job, or '''in transit'''. A member in transit is doing nothing for you.
 
== Postings and travel ==
At any time, each member of your retinue is either '''posted''' — assigned to a place and a job or '''in transit'''. A member in transit does no work for you.


{| class="wikitable" style="width:55%;"
{| class="wikitable" style="width:55%;"
! Moving someone !! Time
! Moving a member !! Time required
|-
|-
| Within the same settlement || Hours
| Within the same settlement || Hours
Line 61: Line 67:
|}
|}


Move them rarely and on purpose. '''Where someone is standing usually matters more than what you asked them to do''' — a Harper agent already in the city will find things no archive holds, and a Talon posted on a road knows what crossed it.
Where a member is posted often matters more than the order you give them. A Harper agent already living in a city can find things that were never written down anywhere. A Talon posted on a road knows what crossed it. Decide where your people should be and leave them there, rather than moving them to chase each new problem.


A posted member also works on their own initiative. Expect occasional reports and results you did not ask for; these cost you nothing.
Posted members also work on their own initiative. Expect occasional reports and results you did not ask for. These cost you nothing.


== Giving orders ==
== Giving orders ==
Tell your retinue's leader what you want. Each retinue has its own list of standing orders (below).
You give orders to your retinue's leader. Each retinue has its own set of standing orders, listed in the table at the end of this page and in full on its own page.
 
Routine work within a retinue's specialty succeeds without a roll. These are professionals doing their own job.
 
When an order is contested or dangerous, the DM resolves it. There are three possible results:
 
* '''Success.''' The work is done.
* '''Success at a cost.''' The work is done, but something comes with it — a delay, a debt owed to somebody, an injury, or attention from the wrong quarter.
* '''Failure.''' The work is not done, and you may lose a member of your retinue.


* '''Routine work in their specialty simply happens.''' They are professionals. No roll.
== Retinues in combat ==
* '''Contested or dangerous work may fail.''' The DM will resolve it. Outcomes range from clean success, to success at a cost — a delay, a debt, an injury, the wrong sort of attention — down to outright failure.
A retinue never rolls initiative and never takes a turn. Its members have no stat blocks at the table.
* '''Bad failures cost you a person.''' See below.


== They do not fight beside you ==
If a retinue is attacked or caught up in violence while carrying out an order, the DM resolves that as part of the order rather than running a combat.
'''A retinue never appears in initiative.''' They do not take turns, they do not have stat blocks at the table, and they are not a second party.


If violence reaches them, it is resolved as above rather than played out. If one happens to be present at a fight you are in, they are worth a single narrated effect — holding a doorway, telling you where the second group is coming from — declared by the DM, not rolled.
If a member happens to be present during a fight you are in, the DM may narrate one effect from them — holding a door, calling out where a second group is coming from. They do not act on their own turn and you do not control them.


They also '''do not adventure'''. Taking your retinue into the kind of place this company works in will get them killed, and every one of your faction's letters says so.
Taking retinue members into a dungeon, a lair, or any of the places this party normally works will get them killed. They are not equipped for that kind of fight, and they will not refuse the order.


== Losing people ==
== Losing members ==
People in a retinue can be killed, captured, bought, or burned. '''Each faction's people break differently''', and it is worth knowing which way yours will go — your letter tells you.
A retinue member can be killed, captured, bribed, or otherwise removed. Each faction's people tend to fail in a particular way, and the letter that came with your retinue describes yours.


Replacing someone takes '''a downtime week''' and your faction's willingness. A faction unhappy with you can simply decline to send anyone.
Replacing a member takes '''one downtime week''' and your faction's agreement. A faction that is unhappy with how you have used its people may refuse to send a replacement.


== Upkeep ==
== Upkeep ==
Between adventures, tell the DM where each of your people is standing and what they are doing. That is all the bookkeeping there is.
Between adventures, tell the DM where each member of your retinue is posted and what they are working on. That is the only record you need to keep.


== The six retinues ==
== The six retinues ==
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! style="width:18%;" | Retinue !! style="width:12%;" | Held by !! style="width:20%;" | Faction !! style="width:50%;" | Standing orders
! style="width:18%;" | Retinue !! style="width:12%;" | Held by !! style="width:20%;" | Faction !! style="width:50%;" | Standing orders
|-
|-
| '''[[The Anvil]]''' || [[Xanphina]] || [[Order of the Gauntlet]] || '''Hold''' — set them on a place and it stays held · '''Escort''' — what they escort arrives · '''Lend''' — detach them to an ally, which counts as your company's work
| '''[[The Anvil]]''' || [[Xanphina]] || [[Order of the Gauntlet]] || '''Hold''' — they occupy a place and it stays held · '''Escort''' — what they escort arrives · '''Lend''' — detach them to an ally, which counts as your company's work
|-
|-
| '''[[The Nightingales]]''' || [[Gootcha]] || [[Harpers]] || '''The notebook''' — one open question at a time, answered in anything from ten minutes to ten days depending on what you asked · '''The field''' — an agent posted where you are asking makes the answer far faster and far better
| '''[[The Nightingales]]''' || [[Gootcha]] || [[Harpers]] || '''The notebook''' — one open question at a time, answered in anything from ten minutes to ten days depending on the subject · '''The field''' — an agent posted where you are asking makes the answer faster and better
|-
|-
| '''[[Talonfall]]''' || [[Keyleth]] || [[Talons of Veylan]] || '''Watch''' — you learn what moves through a place before it reaches you · '''Guide''' — safe passage through bad country · '''Cull''' — they hunt and kill a named target, nothing older or larger than a young wyrm, and it takes weeks
| '''[[Talonfall]]''' || [[Keyleth]] || [[Talons of Veylan]] || '''Watch''' — you learn what moves through a place before it reaches you · '''Guide''' — safe passage through dangerous country · '''Cull''' — they hunt and kill a named target, nothing larger than a young wyrm, taking weeks
|-
|-
| '''[[The Broken Latch]]''' || [[Shade]] || [[Zhentarim]] || '''Move''' — anything or anyone, unrecorded · '''Acquire''' — buy what is not for sale, including magic, on a timetable by rarity · '''Lean''' — pressure a person or business until it reconsiders
| '''[[The Broken Latch]]''' || [[Shade]] || [[Zhentarim]] || '''Move''' — anything or anyone, with no record kept · '''Acquire''' — buy what is not for sale, including magic items, on a timetable set by rarity · '''Lean''' — pressure a person or business until it reconsiders
|-
|-
| '''[[The Hearthwardens]]''' || [[Karma]] || [[Scales of Eldath]] || '''Mollify''' — a village the Cult is working on does not turn · '''Forage''' — name the kind of reagent and they find it · '''Tend''' — one week rebuilding a hurt place, which earns lasting goodwill
| '''[[The Hearthwardens]]''' || [[Karma]] || [[Scales of Eldath]] || '''Mollify''' — a village the Cult is working on does not turn against you · '''Forage''' — name a type of reagent and they find it · '''Tend''' — one week rebuilding a damaged settlement, which earns lasting goodwill
|-
|-
| '''[[The Dawnwatch]]''' || [[Baelgrum]] || [[Dawnbringers]] || '''Consecrate''' — ground the undead and infernal find no purchase on · '''Ward''' — warning of undead and fiends before they arrive · '''Carry the light''' — hope to the frightened and the beset · ''''''not yet conferred''''''
| '''[[The Dawnwatch]]''' || [[Baelgrum]] || [[Dawnbringers]] || '''Consecrate''' — ground that undead and fiends cannot easily hold · '''Ward''' — warning of undead and fiends before they arrive · '''Carry the light''' — relief and morale work. '''Not yet conferred.'''
|}
|}


'''[[The Dawnwatch]] has not been conferred.''' [[Baelgrum]] has not yet reached the rank that grants it. The page exists so he can read what is coming.
[[The Dawnwatch]] has not been granted yet. [[Baelgrum]] has not reached the rank that provides it. The page exists so he can read what is coming.


== Goodwill ==
== Goodwill ==
[[The Hearthwardens]]' '''Tend''' order earns '''goodwill''' with the places they rebuild, recorded on the [[Council Disposition Tracker]].
The '''Tend''' order used by [[The Hearthwardens]] earns '''goodwill''' with the settlements they repair. Goodwill is recorded on the [[Council Disposition Tracker]].


Goodwill extends to '''associates''' every retinue and every [[Squires of Deez Nuts|squire]]. A village [[Karma]]'s people put back together will shelter a Nightingale, walk a Talon to the right trailhead, and forget it saw either, without asking whose they are.
Goodwill applies to your '''associates''' as well as to the party itself. Associates include every retinue and every [[Squires of Deez Nuts|squire]]. A village that [[Karma]]'s people rebuilt will give a Nightingale a bed, walk a Talon to the right trailhead, and say nothing about either afterward, without needing to be told whose people they are.


== See also ==
== See also ==
* [[The Anvil]] · [[The Nightingales]] · [[Talonfall]] · [[The Broken Latch]] · [[The Hearthwardens]] · [[The Dawnwatch]]
* [[The Anvil]] · [[The Nightingales]] · [[Talonfall]] · [[The Broken Latch]] · [[The Hearthwardens]] · [[The Dawnwatch]]
* [[Renown Tracker]] — the ranks that grant these
* [[Renown Tracker]] — the faction ranks that grant these
* [[Council Disposition Tracker]] — goodwill and coalition standing
* [[Council Disposition Tracker]] — goodwill and coalition standing
* [[Nuts Deep]] — where every retinue's leader sits
* [[Nuts Deep]] — where each retinue's leader works
* [[House Rules]]
* [[House Rules]]


[[Category:Campaign]] [[Category:Rules]] [[Category:Rise of Tiamat]]
[[Category:Campaign]] [[Category:Rules]] [[Category:Rise of Tiamat]]

Revision as of 19:47, 29 August 2026

Faction Retinues

A rules reference for the faction personnel your characters command. Each retinue has its own page with the letter that came with it, the people in it, and their current postings. This page covers how they work in general.

What a retinue is

When you reach Rank 3 with a faction, that faction assigns you a group of its people. This group is your retinue.

A retinue is a standing resource, in the way that a stronghold is a standing resource. It exists between sessions. You decide where its members are stationed and what they work on, and you keep those decisions until you change them. Members can be lost.

The people in a retinue are skilled professionals at their own trade. They are not adventurers. They do not travel with the party, they do not enter dungeons, and they do not fight in your battles. What they do is your faction's ordinary work, in places you are not, on your instructions.

Each faction uses its own word for the group it assigns. The Order of the Gauntlet and the Dawnbringers say lance. The Harpers say cell, the Zhentarim say crew, the Talons of Veylan say flight, and the Scales of Eldath say hearth. "Retinue" is the general term for all of them.

Higher faction ranks grant command of larger groups.

Size

Your retinue contains a number of members equal to your proficiency bonus, plus a leader who is not counted against that number.

Character level Members
5–8 3
9–12 (current) 4
13–16 5
17+ 6

The size increases on its own as you gain levels. You do not need to request the new member, pay for them, or spend downtime recruiting.

Your squire is not part of your retinue and does not count against its size. A squire can carry messages or act as a go-between without using one of your slots.

The leader

Every retinue has a leader, and that leader stays at Nuts Deep. The leader does not travel, does not take field assignments, and cannot be reassigned. You give your instructions to the leader, who passes them on to the members in the field.

Retinue Leader Where they work
The Anvil Knight-Sergeant Bertrand Kell The fort
The Nightingales Merrivet Ashcombe The fort, reading the notebook
Talonfall Nettle The treeline outside the walls
The Broken Latch Ollam Pryce The fort, handling freight
The Hearthwardens Aldith Fenn The fort, running the yard
The Dawnwatch Brother Ovid Morningward The fort, keeping the flame

Nettle is an exception in placement only. She refuses to come inside the walls and works from the treeline instead. She still does not travel and cannot be reassigned.

Postings and travel

At any time, each member of your retinue is either posted — assigned to a place and a job — or in transit. A member in transit does no work for you.

Moving a member Time required
Within the same settlement Hours
Within a region 3–5 days
Across the Sword Coast 10 days or more

Where a member is posted often matters more than the order you give them. A Harper agent already living in a city can find things that were never written down anywhere. A Talon posted on a road knows what crossed it. Decide where your people should be and leave them there, rather than moving them to chase each new problem.

Posted members also work on their own initiative. Expect occasional reports and results you did not ask for. These cost you nothing.

Giving orders

You give orders to your retinue's leader. Each retinue has its own set of standing orders, listed in the table at the end of this page and in full on its own page.

Routine work within a retinue's specialty succeeds without a roll. These are professionals doing their own job.

When an order is contested or dangerous, the DM resolves it. There are three possible results:

  • Success. The work is done.
  • Success at a cost. The work is done, but something comes with it — a delay, a debt owed to somebody, an injury, or attention from the wrong quarter.
  • Failure. The work is not done, and you may lose a member of your retinue.

Retinues in combat

A retinue never rolls initiative and never takes a turn. Its members have no stat blocks at the table.

If a retinue is attacked or caught up in violence while carrying out an order, the DM resolves that as part of the order rather than running a combat.

If a member happens to be present during a fight you are in, the DM may narrate one effect from them — holding a door, calling out where a second group is coming from. They do not act on their own turn and you do not control them.

Taking retinue members into a dungeon, a lair, or any of the places this party normally works will get them killed. They are not equipped for that kind of fight, and they will not refuse the order.

Losing members

A retinue member can be killed, captured, bribed, or otherwise removed. Each faction's people tend to fail in a particular way, and the letter that came with your retinue describes yours.

Replacing a member takes one downtime week and your faction's agreement. A faction that is unhappy with how you have used its people may refuse to send a replacement.

Upkeep

Between adventures, tell the DM where each member of your retinue is posted and what they are working on. That is the only record you need to keep.

The six retinues

Retinue Held by Faction Standing orders
The Anvil Xanphina Order of the Gauntlet Hold — they occupy a place and it stays held · Escort — what they escort arrives · Lend — detach them to an ally, which counts as your company's work
The Nightingales Gootcha Harpers The notebook — one open question at a time, answered in anything from ten minutes to ten days depending on the subject · The field — an agent posted where you are asking makes the answer faster and better
Talonfall Keyleth Talons of Veylan Watch — you learn what moves through a place before it reaches you · Guide — safe passage through dangerous country · Cull — they hunt and kill a named target, nothing larger than a young wyrm, taking weeks
The Broken Latch Shade Zhentarim Move — anything or anyone, with no record kept · Acquire — buy what is not for sale, including magic items, on a timetable set by rarity · Lean — pressure a person or business until it reconsiders
The Hearthwardens Karma Scales of Eldath Mollify — a village the Cult is working on does not turn against you · Forage — name a type of reagent and they find it · Tend — one week rebuilding a damaged settlement, which earns lasting goodwill
The Dawnwatch Baelgrum Dawnbringers Consecrate — ground that undead and fiends cannot easily hold · Ward — warning of undead and fiends before they arrive · Carry the light — relief and morale work. Not yet conferred.

The Dawnwatch has not been granted yet. Baelgrum has not reached the rank that provides it. The page exists so he can read what is coming.

Goodwill

The Tend order used by The Hearthwardens earns goodwill with the settlements they repair. Goodwill is recorded on the Council Disposition Tracker.

Goodwill applies to your associates as well as to the party itself. Associates include every retinue and every squire. A village that Karma's people rebuilt will give a Nightingale a bed, walk a Talon to the right trailhead, and say nothing about either afterward, without needing to be told whose people they are.

See also