Hey dude roll d20 and get some followers. I suggest rolling these as supplementary, so the player still gets some “regulars” if things go badly, or else roll several times per player. It would also be good to give the player the chance to swap out a set of followers for a new roll (which might suck just as bad) once in a while if he’s been running his barony well. Generally, in parentheses is a list of possibilities. Roll the appropriate die and count across (they’re all 3, 4, 6, or something). The one with the M-U house staff is supposed to include all those people though. If you can come up with more, cool! Add them to your list. Just try to come up with a die-size. That means if you really want a 13th choice you had better be able to come up with another 7. These are arranged with the best ones at the high roll, so a bonus or penalty makes sense.
Cleric-Types
1. Pilgrims following a religious mass-vision (they speak in tongues)
2. Young acolytes sent to keep them from the temptations of the city
3. Disaffected acolytes from another deity
4. New converts excited to learn
5. Hard-nosed orthodox agricultural folk
6. Monks from an antique monastery
7. A gaggle of miscellaneous philosophers
8. Priests who communicate only in singsong chants
9. Book-thumping folk who interpret the religion literally
10. Recalcitrant youths sent here as punishment
11. Third sons from middle-class families
12. Reincarnated unfortunates paying for past misdeeds
13. Rejected missionaries
14. Foreign converts who almost have it right
15. Shamans interested in learning of your ways
16. A team of hooded, penitent masons
17. Street-savvy lycanthrope-hunters
18. Fresh-faced and idealistic paladins
19. Knowledgeable undead-hunters
20. Smart and well-behaved holy animals (based on deity)
Fighter-Types
1. Viking-barbarians decided they like the warmer weather down here
2. Foreign mercenaries like the booze and women around here
3. Peasant militia
4. Bristly-bearded mountain men
5. Gladiators (show-offs)
6. Street-strongmen from the city
7. Laid-off private guards
8. Footsore caravan guards
9. Desert raiders enamored with civilized life
10. Boorish huntsmen
11. Plainsmen obsessed with taboos
12. Crazed bearskin-wearing berserkers
13. She-warrior javeliniers
14. Bearded, peak-capped archers
15. Smug, shaven, toga-wearing slingers
16. Hound-master and pack of hounds (spiked dog barding, silvered fangs, little snow booties)
17. Bearded seige engineers / sappers
18. Military professionals (pike and crossbow, halberd, shield-wall spear and shortsword, longbowmen)
19. Heavy cavalry with squires (heavy horses, camels, 1/3 elephants)
20. Aerial cavalry (giant owls, pegasi, manticora, doom-bats)
Thief-Types
1. Band of urchins skilled in pickpocketing
2. Remnants from a disbanded gang of kidnappers
3. Military deserters (infantry, archery, artillery, sappers)
4. Remnants from a broken smuggling ring
5. Pirates discharged for perpetual seasickness
6. Escaped slaves
7. Town watch drummed out for excessive viciousness
8. Grizzled frontier commandos
9. Failed extortioners (they had too much heart)
10. Slum-folk skilled at gambling and insult-fighting
11. Theater troupe
12. Carnival folk
13. Tattooed jungle blowgunners
14. Jovial rat-catchers
15. Corrupt minor officials (police, taxation, records, public works, permits, religious)
16. Adventurer-archaeologists
17. Nimble-fingered locksmiths turned safecrackers
18. Clock-makers turned trap-makers
19. Assassins with no reputation
20. Skilled forgers (documents and seals, jewelry, art)
Magic-User-Types
1. Peasants with sudden aptitude at magic after touching a glowing meteorite
2. Nomads who all bathed in a mysterious vanished oasis
3. Hedge witches and midwives
4. Bespectacled literati
5. Aggrandizing poets
6. Eager young apprentices
7. Sullen nobles’ sons and daughters
8. Stout and quick-witted manor staff (ALL: butler, maid, winekeeper, groom, watchman, herald, gardener, cook)
9. Scribes all obsessed with details
10. Gifted youths who just can’t buckle down and study
11. Animal handlers (1d8+2 fingers each)
12. A brace of stiff-faced bodyguards
13. Young sages long on library knowledge but short on experience
14. Curious and energetic alchemists (1d3-1 eyebrows each, roll monthly)
15. Captured a magical beast! (resurrected dinosaur, rust monster, slime or jelly)
16. Extraplanar visitors (salamander, elemental, deva, demon, mephits, tinker gnomes)
17. Found a golem but it needs some work (slow movement, can’t attack, low Max HP, obvious vulnerability)
18. Magical goons (flying monkeys, white apes, nymphs, mudmen)
19. Curious magical creature (couatl, shedu, lamia, naga)
20. Young dragon (not interested in getting artificially aged!)