Organizations
This section details several standard organizations, the cost of creating them, and which teams from the downtime system you can recruit to form them. Unless you own a building where these people can reside, they have their own homes.
Artisans and assistants who create quality goods.
Fighters trained to find and capture criminals and escapees.
A gang of well-armed professionals who throw their weight around on your behalf.
A study group of peers and apprentices devoted to arcane mysteries and research.
Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.
Cult
A splinter religion or secret society that believes yours is the true faith.
Friends and toadies who take care of your eating, sleeping, travel, and entertainment arrangements.
A possibly illegal association of boxing aficionados.
The necessary guides and assistants for sport hunting.
A well-armed group of warriors who are loyal to you, and who are paid to guard or fight.
Ship Crew
The crew of a small sailing vessel.
Performers, set dressers, and costumers for an acting troupe or similar group.
A band of criminals and thugs who commit illegal acts.
Unsavory wanderers skilled at stage magic, fortunetelling, rigged games, and snake oil.