Henchfolk
Henchfolk, also hench, are unwaveringly loyal personal attendants dedicated to player characters. Their morale is unshakable, ensuring that they remain steadfast in their service regardless of circumstances. Because of this absolute loyalty, the Dungeon Master is not required to manage henchfolk as non-player characters; instead, they are entrusted to the player to control directly, as subordinate player characters. Henchfolk will always act in ways that are most beneficial and serviceable to the player character they serve, making their actions predictable in their unwavering dedication. This distinguishes them from followers and hirelings, who may have their own motives, limitations or morale concerns that require oversight. Henchfolk are required to make morale checks only in situations where the primary player characters are also subject to these checks.
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The number of henchfolk a player can have is restricted by both their experience level and their charisma. The ability stat page shows the maximum number of these subordinates that can be had, regardless of the player's experience.
Acquiring Henchfolk
All player characters, regardless of character class, are entitled to their first henchfolk upon reaching 5th level. Thereafter, unless charisma states otherwise, the primary character receives an additional henchfolk every two levels above 5th ((at 7th, 9th, 11th, et al) until the maximum allowable number.
Within the structure of the game setting, this requires the character to reach a village or larger centre with at least 250 persons. Upon arrival, the character's "aura" of confidence and general demeanour will draw the attention of a 1st-level character, who will be compelled to approach and offer their service as a henchfolk. This individual is effectively struck dumb with awe, overcome by admiration or ambition, and is thereafter willing to follow without hesitation, so long as it grants them the opportunity to adventure or remain in the presence of the player character. In setting terms, the player character accepts their service, and the new henchfolk becomes a formal part of their "entourage."
The player may, if they wish, ignore such requests, as the ability stats for the individual are not rolled until the player accepts. Once accepted, the player must abide by the results as rolled, following the practice described below. A henchfolk who is refused cannot be replaced, though one who has died in service may be. However, if the death appears to have been arranged by the player, that henchfolk is again not replaced. As well, the player is prevented from gaining another henchfolk until they reach that level where the next would become available.
The player must recognize that a henchfolk is a rare and significant gift, not a resource to be optimised or discarded at will; any attempt to game the system by selectively rejecting potential henchfolk in pursuit of superior ability stats undermines the spirit of the game and the integrity of the character's "aura."
Rolling Henchfolk
These are generated much in the same way as primary characters, with one important distinction:
For player characters, they are then empowered to roll up the new henchman, generating die rolls to determine the new stats for the character similar to the manner in which one would do for initially generating their first character. Unlike with the starting character, however, there is no minimum stat expectation. Players are permitted to generate six numbers for their stats, then consider whether they'd like to keep these numbers or attempt again. If the decision is made to attempt again, the first six numbers are discarded forever, so that the player must now accept the new numbers, regardless of how poor they may be.
Thereafter the henchman is created using all the same policies as an original character: select which stats to place the original numbers under, choose the character's class, race and gender, receive maximum on the first class die for hit points, no 1s rolled for hit points per additional levels gained, background generation and so on. In effect, the player rolls up a new character.
Additional henchfolk can yet be gained, however, for henchfolk can gain henchfolk. If a character's henchman reaches sufficient level to acquire a henchman themselves, then the acquisition of the new hench progresses exactly as already indicated. It must be understood, however, that this new henchman is not a follower of the player's original character; to explain this, see the example below.
Ranking of Henchfolk
In the example shown, the player's original character, Aretha, is an 8th level mage. At 5th level, Aretha acquired Bertrand, a bard, and at 7th level she acquired Brigit, a ranger.
Since those acquisitions, Bertrand has succeeded in reaching 6th level. At 5th level, Bertrand acquired Caleb, a fighter. Brigit, in turn, has reached 5th and has acquired Corrigan, a druid.
So long as all the characters are present, they may run together as a party: Aretha directs her henchfolk and those henchfolk in turn direct their own henchfolk. However, the rules regarding the running of main characters and henchfolk do not allow Aretha to directly control Caleb - if Bertrand is not present to do so, then Caleb cannot be present either (he will be either attending Bertrand or off on his own - he owes no fealty to Aretha whatsoever).
Moreover, Bertrand and Brigit cannot run together if Aretha is not present to manage them both. The same is true for Bertrand and Corrigan, Brigit and Caleb or Caleb and Corrigan. In every case, without the henchman's direct liege, no other associations can take place in game. The various henchfolk may inhabit the same castle or sphere as the other characters when they are not adventuring, but they will not adventure together if the ranking characters are not present. However, note that Bertrand and Caleb can run together without Aretha; likewise with Brigit and Corrigan.
Which brings us to another important consideration: what happens if a ranking character dies? If Brigit is mauled by a dragon and perishes forever in the dragon's belly, what becomes of Corrigan? Presumably, the player has become attached to the character and does not wish to lose him.
When this happens, the henchman is downgraded in status to the rank of follower. This empowers the player to continue the character's presence in the campaign, though that presence is now tempered by those rules that apply to followers. Moreover, the experience that the character will gain may also be subject to reduction (see below).
Experience Gained by Henchfolk When calculating experience following combat, the bonus x.p. that is awarded to the whole party is divided by 50% for henchfolk. This is intended to reflect that the leading characters are making decisions while subordinate characters are following orders.
For example, if Aretha and Bertrand were to enter combat and suffer damage, the 20 x.p. bonus per point of damage that they have received together would be divided by 1.5, not 2 (as would be the case if both were of the same rank of character). This means that if together the two characters took 3 damage, 40 points of the bonus would be awarded to Aretha and 20 to Bertrand.
Note that this applies only to bonus x.p. The usual amount of experience received for causing and taking damage is unchanged for henchfolk.
Henchfolk that are two ranks removed from the original character (Caleb and Corrigan, above) will have their share of the experience bonus reduced to 25% of the total number of shares. Those that are three ranks removed will have their share reduced to 12.5% and so on.
If, in the example above, Bertrand and Caleb adventure without Aretha, then Bertrand would be counted as a 'main' character and awarded 1 full share of the experience point bonus and Caleb would receive a 50% bonus.
Additional Discussion Collecting Henchmen Effects of Henchmen on a Campaign Henchman Expansionism
See Player Characters