Bringing NPCs and followers

Established followers like the Marshal's crew will usually join an expedition if asked, but they might need convincing if the mission is foolish or against the follower's goals.

Other NPCs might offer to join the PCs, or insist on doing so. If the PCs seek out NPCs to join them, then you might offer an opportunity or maybe introduce someone interesting. They might Know Things ("Do I know anyone who'd come into the Woods with us?") or Seek Insight ("Who here is useful or valuable to me?"), and/or Persuade ("Rheinal, we need your help"). Candidates could also become apparent through a Muster (page 534), or organically in play.

As always, follow your principles and your sense of the world. Begin and end with the fiction, but also be a fan of the characters and ask questions and build on the answers. "No, there's no alchemist in town. But the tanner sure knows their chemics… what's their name, and how well do you know them?"

If an NPC comes along, and they'll follow the PCs' lead, then write them up as followers with tags, an instinct and cost, HP and damage. Otherwise, just flesh them out as an NPC, in as much or as little detail as you like.

Well-trained beasts (like hounds or the town's horses) also count as followers, but livestock like goats and sheep don't. You can tell a good hound what to do. A goat? Not so much.

Followers Outfit just like PCs. You decide what other NPCs bring with them, now or later as you see fit.