| Governor Retinue |
academic_advisor Transferable | Academic Advisor | You don't need to know everything if someone else at hand does. | 33% chance whenever Governor of a settlement that has completed building Library or University. | 5% bonus on all trade income, 5% bonus on tax income |
| actor | Actor | Any lord who brings the dramatic arts with him is generally well received by the people. | 5% chance whenever a Governor spends a turn without moving in a settlement with a Theatre. | +1 to popularity (improves public order) |
alchemist Transferable | Alchemist | Very few people manage to become experts at mixing dangerous compounds, making the few that exist valuable assets. | 5% chance whenever a Governor spends a turn without moving in a settlement with an Alchemists Lab. Excludes apothecary and astrologer. | +2 to your general's hitpoints (how many hits your general can take before dying), +1 Command when commanding gunpowder troops |
apothecary Transferable | Apothecary | Dangerous toxins can be used as powerful tonics by those who understand their secrets. | Excludes alchemist and astrologer. | Increases the chance of having children, +4 to your general's hitpoints (how many hits your general can take before dying) |
astrologer (Except Northern Europe) | Astrologer | Though the most pious may denounce the art of Astrology as heretical nonsense, it is still extremely popular. | 5% chance whenever a Governor spends a turn without moving in a settlement without any religious buildings. Excludes apothecary and alchemist. | -1 Piety, +1 Command |
| biographer | Biographer | When one is forging a great legacy, it must be recorded properly. | 5% chance whenever a Governor with GoodCommander 2+ spends a turn without moving in a settlement after 4+ turns in region. | +1 Authority |
| brilliant_inventor | Inventor | To have such a pioneer of wondrous technology by one's side helps keep a contemporary take on the world. | 3% chance whenever a Governor without Ignorance spends a turn without moving in a settlement with an Alchemists Lab. | +30 Build Points (required for the construction of siege equipment), +1 to farming output, 20% bonus on mining income |
| crooked_judge | Judge | It's much easier to place trust in the laws of the land when you have men that control the trials themselves. | 20% chance whenever Governor without StrategyChivalry or Just of a settlement that riots and has a Town Hall. | +1 to unrest (has a negative effect on public order), +2 to law (improves public order) |
| doctor | Doctor | Always better to have a physician close at hand to prod and poke one's body after the enemy has done so. | When a Governor with Command 4+ spends a turn without moving in a settlement with a Bimaristan (15% chance) or Alchemy School (3%). | Increases the chance of having children, Improves the chances of casualties recovering from their wounds |
| drillmaster | Drillmaster | Keeps a diligent officer handy to keep his troops vigilant and well-prepared. | 3% chance whenever a Governor ends his turn in a settlement that has completed training Infantry. | +25% to Movement Points (gives armies the ability to forced march), 10% discount on unit training costs |
| foodtaster | Foodtaster | An expedient servant to have around to avoid sudden death, as well as a disgusting meal. | 20% chance whenever a General with Paranoia survives an Assassination attempt. | +1 to personal security (improves the chances of detecting and foiling assassination attempts) |
| harsh_judge | Harsh Judge | "When I need to ensure that justice is done without any compromise at all, I can rely upon this man to see it done!" | 10% chance whenever a Governor with StrategyDread ends his turn in a settlement with a City Hall. | -1 from popularity (has a negative effect on public order) |
| herald | Herald | Nothing helps emphasise authority and importance than a booming voice to herald one's decisions and wishes. | 33% chance whenever Governor with Command 4+ of a settlement that has completed building Citadel. | +1 Authority |
| intrepid_explorer | Intrepid Explorer | An expert of blazing new trails through unfamiliar lands, and showing his master how to do the same. | 5% chance whenever a Governor ends his turn in a settlement with an Explorers' Guild. | +15% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted) |
| lancebearer | Lancebearer | Great lords can do even greater things in battle when they have a brave servant ready to keep the right weapon at hand. | 10% chance whenever a Governor with Command 4+ spends a turn without moving in a settlement with Jousting Lists. | +1 Command when commanding cavalry |
| librarian | Librarian | There is much knowledge to be found in books, provided you know somebody that knows where to look. | 5% chance whenever a Governor spends a turn without moving in a settlement with a Library. | +1 Piety |
| musician | Musician | Loves the art of music enough to make sure that he can bring it with him, or at least those than can make it. | 10% chance whenever a Governor spends a turn without moving in a settlement with a Theatre. | +1 Morale for all troops on the battlefield, +2 to popularity (improves public order) |
| master_of_archers | Master Archer | Accompanied by a truly experienced marksman, able to help assist when best to give the order to fire. | 33% chance whenever Governor of a settlement that has completed building Marksmans Range. Excludes master_of_assassins. | +1 Command |
| master_mason | Master Mason | Has found a civil master that he can entrust to ensure that his building projects are completed without fuss. | 33% chance whenever Governor of a settlement that has completed building Master Mason's Guild. Excludes master_of_horse and master_smith. | 10% discount on construction costs |
| master_of_horse | Stablemaster | Most warriors know how to ride a horse, but few truly understand how to maintain their mounts properly, or to train them for war. | 20% chance whenever a Governor ends his turn in a settlement with Knight's Stables that has completed training Cavalry. Excludes master_smith and master_mason. | +1 Command when commanding cavalry |
| master_smith | Master Smith | Has befriended a truly gifted and renowned smith, who ensures his noble friend is always well armed and armoured. | 2% chance whenever a Governor spends a turn without moving in a settlement with an Armourer. 20% chance whenever Governor of a settlement that has completed building Swordsmiths' Guild or Armourer. Excludes master_of_horse and master_mason. | 10% discount on unit training costs |
| mentor | Mentor | Has always been by his young master's side - wise and trustworthy enough to help raise royalty. | 15% chance whenever a General comes of age and father's Authority 2+. | +1 Command |
| mercenary_captain | Mercenary Captain | Having run a company of mercenaries himself, this man makes maintaining an army of sell-swords a more efficient process. | 8% chance whenever Hiring Mercenaries. | 10% discount on unit training costs, 10% bonus to cash gained from looting |
| military_engineer | Military Engineer | Wise commanders keep a mechanical expert at hand when relying upon siege artillery to conquer castle walls. | 5% chance whenever a Governor spends a turn without moving in a settlement with a City Watch and Catapult Range. 8% chance whenever a Governor spends a turn without moving in a settlement with a Drill Square and Catapult Range. | +2 Command when assaulting walls, +50 Build Points (required for the construction of siege equipment) |
| ordinance_master | Ordinance Master | One of the few experts on handling the dangerous but powerful new weapons of war that use gunpowder. | 10% chance whenever a Governor spends a turn without moving in a settlement with a Military Academy. | +1 Command when commanding gunpowder troops, +1 Command when commanding artillery |
| overseer | Overseer | When one can entrust another to oversee the workers, much more can be accomplished. | 10% chance whenever a Governor spends a turn without moving in a settlement with Crop Rotation. | 1% discount on construction costs, +1 to farming output, 1% bonus on mining income |
| pet_guarddog | Guard Dog | More vigilant, intimidating and loyal than even the most cunning of watchmen. | 8% chance whenever a Governor spends a turn without moving in a settlement with a Castle, after 5+ turns in region. | +2 to personal security (improves the chances of detecting and foiling assassination attempts) |
| scribe_ancillary | Brilliant Scribe | Being able to have written works produced or translated within one's castle opens a wealth of knowledge unto the family. | 10% chance whenever a Governor spends a turn without moving in a settlement with a Town Hall and an Alchemists Lab. | +1 Authority, 10% bonus on all trade income |
| siege_engineer | Siege Engineer | An expert in how to deconstruct heavy structures and defences is always welcome when approaching towering walls. | 3% chance whenever a Governor spends a turn without moving in a settlement with a Catapult Range. 33% chance whenever a Governor spends a turn without moving in a settlement with a Siege Works. | +1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment) |
trusty_steed Transferable | Trusty Steed | Noble warriors need a noble and trusty mount such as this fine animal. | 15% chance whenever a Governor with GoodCavalryGeneral ends his turn in a settlement with Earl's Stables. | +5% to Movement Points (gives armies the ability to forced march), +1 Command when commanding cavalry |
tutor Transferable | Tutor | A lord humble enough to admit he still has much to learn is typically one of the smarter ones. | 33% chance whenever a General comes of age without Ignorance. Excludes mathematician. | +1 Piety, 5% bonus on all trade income |
mathematician (Except Northern Europe) | Mathematician | Has found cause and justification to employ a scholar well versed in complex calculations. | 5% chance whenever a Governor spends a turn without moving in a settlement with an Academy or University. Excludes tutor. | 5% bonus on all trade income, 5% bonus on tax income, +1 Command when commanding artillery |
architect (Except Northern Europe) | Architect | Having a master of civil construction at hand can make realising a lord's visions of grandeur more affordable. | 3% chance whenever Governor of a settlement that has completed building anything. | 10% discount on construction costs, -2 from squalor (increases public order and population growth) |
artist (Except Northern Europe) | Artist | Having a fine artist at hand always leads to having a much finer view. | 5% chance whenever a Governor spends a turn without moving in a settlement with an Artist Studio. 33% chance whenever Governor of a settlement that has completed building Artist Studio. | +1 to popularity (improves public order), 10% decrease to cost to bribe, -1 from squalor (increases public order and population growth) |
quartermaster (Except Northern Europe) | Quartermaster | Keeping a military force well maintained is a job that this man excels at, sparing his master time to dwell upon tactics and strategies instead. | 20% chance whenever a Governor with Command 4+ spends a turn without moving in a settlement with an Army Barracks. | +15% to Movement Points (gives armies the ability to forced march), 5% bonus to cash gained from looting |
treasurer Transferable (Except Northern Europe) | Treasurer | A man who has mastered the art of managing royal sums of money can help avoid wasting it, something royalty often does. | 10% chance whenever a Governor spends a turn without moving in a settlement with a Great Market. Excludes tax_farmer. | 5% bonus on all trade income, 5% bonus on tax income |
| tax_farmer | Tax Farmer | If you are going to bleed the people dry, get someone else to be the face of your oppression. | 8% chance whenever Governor with BadTaxman of a settlement that has completed building anything. Excludes treasurer. | -1 from popularity (has a negative effect on public order), 10% bonus on tax income |
bard (Except Middle East) | Bard Transferable | Minstrel, poet, and chronicler - A fitting companion for a patron of the arts. | 5% chance whenever a Governor spends a turn without moving in a settlement with a Tavern. | +1 Morale for all troops on the battlefield, +1 to popularity (improves public order) |
priest (Except Middle East) | Priest | There are few better ways to keep the faith than to keep a man of the cloth at hand to ensure you are on the correct path. | 3% chance whenever a Governor ends his turn in a settlement with a Theologians' Guild. | +1 Piety |
money_counter (Except Middle East) | Money Counter | As much as counting one's wealth is a pleasure, when you're this wealthy, you may need some help. | 8% chance whenever a Governor spends a turn without moving in a settlement with a Fairground and Treasury has 50001+. | 5% bonus on all trade income, 10% bonus on tax income |
magician (Except Middle East) | Magician | Sleight of hand, wondrous tricks, and some clever pyrotechnics make for fine entertainment. | 15% chance whenever a General with Superstitious spends a turn without moving in a settlement with an Alchemists' Lab and a Fairground. Excludes magician_pagan. | +1 Morale for all troops on the battlefield, +1 to popularity (improves public order) |
| magician_pagan | Pagan Magician | Regardless how fascinating the arcane arts may seem, consorting with one who actually practises them is not something a noble should be seen to do. | 2% chance whenever a General without Superstitious ends his turn in a region with 90%- own faith. Excludes magician. | -2 Piety |
fool_usual (Except Middle East, Greece) | Fool | Actually amused by a colourful buffoon prepared to say or do things upon command. | 50% chance whenever Governor with Command 4- of a settlement that has completed building Castle. | +1 Morale for all troops on the battlefield |
| fool_brilliant | Brilliant Fool (Northern Europe, Eastern Europe) | He may look like an idiot, but this man is able say the things his monarch needs to hear whether he wants to or not. | 50% chance whenever Governor with Command 5+ of a settlement that has completed building Castle. | +1 to personal security (improves the chances of detecting and foiling assassination attempts), 5% bonus on all trade income |
| armour_custom | Fine Armour | An impressive suit of armour, custom fitted to it's owner's frame. | Excludes armour_ornate. | +4 to your general's hitpoints (how many hits your general can take before dying) |
| armour_ornate | Ornamental Armour | Though his lordship thinks he looks dashing in this ornate piece of foppery, he is a fool to wear it in battle. | Excludes armour_custom. | +1 Authority, -2 from your general's hitpoints (how many hits your general can take before dying) |
| black_stallion | Black Stallion Transferable | A dark swift menacing steed makes light of the tyranny of distance. | | +25% to Movement Points (gives armies the ability to forced march) |
| bodyguard | Bodyguard Transferable | Even the most able sword-arm can use someone to cover his back. | | +2 to personal security (improves the chances of detecting and foiling assassination attempts), -1 from popularity (has a negative effect on public order) |
| eunuch | Eunuch (Middle East, Southern Europe) | Some men take drastic measures to ensure that the men of their household can be trusted. | | +1 Authority, +1 to personal security (improves the chances of detecting and foiling assassination attempts) |
| slaver | Slaver | Ensures that his lord and master is only ever served by the most capable and obedient of slaves. | | 15% bonus on all trade income |