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	<id>https://wiki.hoodedhorse.com/Norland/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561199838752307</id>
	<title>Norland Official Wiki - User contributions [en]</title>
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	<updated>2026-10-19T22:15:12Z</updated>
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		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lore&amp;diff=1320</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lore&amp;diff=1320"/>
		<updated>2026-08-22T14:11:42Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Norland, the year 2898 since the creation of the world.&lt;br /&gt;
&lt;br /&gt;
Two hundred years have passed since the great Crimson Empire perished in the flames of the religious war. Its former provinces have become the barbaric kingdoms, kept from mutual destruction only by the all-powerful Church of Holy Sophia.&lt;br /&gt;
&lt;br /&gt;
While the holy prophets speak of the impending end of the world, in one of the small kingdoms, a dream of the birth of a new empire is taking shape...&lt;br /&gt;
&lt;br /&gt;
== Loving Family ==&lt;br /&gt;
The primary religious, economic, and military organization in the world. It is led by the Matriarch (spiritual leader) and the Strict Father (leader of Inquisition). Located in the impregnable stone castle known as the Stone of Faith. Only the Loving Family can produce Gold coins and Holy Rings.&lt;br /&gt;
&lt;br /&gt;
=== Stone of Faith ===&lt;br /&gt;
A massive, impregnable stone castle on a mountain, surrounded by water, in which the Matriarch sits on the Crimson Throne and serves as the head of the Church of Mother Sophia. Once the citadel of the Crimson Empire, the fortress passed to the Loving Family during the War of the Sacred Flame. Inside the Stone of Faith there are shelters where selected noble families can survive the Great Purification.&lt;br /&gt;
&lt;br /&gt;
=== Great Purification ===&lt;br /&gt;
It is preached that despite the great mercy of Mother Sophia and the care of the Loving Family, over time people increasingly violate the commandments and fall into sin and heresy. In the name of her love for humanity, Mother Sophia raises wild barbarian tribes that come and destroy the cities of these fallen creatures. Only the righteous survive, saved by the Loving Family, who admits them into the Stone of Faith, where they can endure several centuries of Dark Ages. Afterward, the gates open, and the Great Cycle begins again with the construction of a new Crimson Empire.&lt;br /&gt;
&lt;br /&gt;
== Church of Mother Sophia ==&lt;br /&gt;
The dominant religion with significant power. The supreme body of the church is the Loving Family, led by the Matriarch. The church maintains a personal presence in all major cities of Norland through its bishops. The dogma of the church is described in the sacred books &amp;quot;Revelations of Sophia&amp;quot; and &amp;quot;Testimony of Truth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Revelations of Sophia ===&lt;br /&gt;
A book of revelation written in a mysterious and symbol-filled language, spoken from the perspective of Mother Sophia herself. The book provides a vast field for interpretation, highlighting the following symbols as key elements: fire, key, and duality.&lt;br /&gt;
&lt;br /&gt;
=== Testimony of Truth ===&lt;br /&gt;
The sacred book of the Church of Mother Sophia. Contains eschatology and basic canons intended for a wide range of believers.&lt;br /&gt;
The book addresses questions about the history of creation and the prediction of the world&#039;s demise, as well as commandments for subjects of the faith. Among the commandments is a prohibition on building structures of stone taller than a person&#039;s knee and the preaching of obedience.&lt;br /&gt;
Furthermore, the book interprets the logia of Sophia&#039;s Revelation to justify holy war against any heresy, laying the foundation for Church fanaticism and the establishment of the Inquisition. It was written by Matriarch Jadwiga in the second half of the 27th century, shortly before the conclusion of the War of Sacred Flame, and served as a stringent response to the radicalism of Cainism.&lt;br /&gt;
&lt;br /&gt;
=== Matriarchal Revelation ===&lt;br /&gt;
For many years, the prohibition on building stone structures higher than a person&#039;s knee remained one of the fundamental commandments of the Church of Mother Sophia. The prohibition was preserved for centuries and became an established part of the religious and social order of Norland.&lt;br /&gt;
&lt;br /&gt;
However, relatively recently, Matriarch Zemetra XIV received a revelation from Mother Sophia in which the prohibition was lifted. Following the revelation, the Church declared that the ancient restriction on the construction of stone structures was no longer binding. The lifting of the prohibition marked a significant change in the interpretation of the teachings of Mother Sophia and opened the way for the construction of larger stone structures throughout Norland.&lt;br /&gt;
&lt;br /&gt;
=== Matriarch Jadwiga ===&lt;br /&gt;
The legendary Matriarch of the Church of Mother Sophia at the end of the Crimson Empire. Under the leadership of Jadwiga, The Loving Family emerged victorious in the War of Sacred Flame and, through the Charter of Humility, laid the foundations of the modern world order. Matriarch Jadwiga authored the Testimony of Truth and was the first Matriarch on the Crimson Throne.&lt;br /&gt;
&lt;br /&gt;
== Crimson Empire ==&lt;br /&gt;
Once developing from a small colony of Tanaya in the west, the Crimson Empire, thanks to innovations in military and bureaucratic affairs obtained from Makha, eventually swallowed up half of Norland, displacing the indigenous inhabitants of the central plains - Varns - and putting another local people, the Kaiden, into its service. Shortly after rapid expansion came the Golden Age, whose balance remained constant: the empire is ruled by Tanaya, the few Makha engage in culture and philosophy in their old semi-independent cities, the Kaiden live on the border, defending it and earning their living through military service, while the Varn reside in the east, providing food supplies to the growing population through trade. However, centuries of balance were disrupted by the heresy that sprouted in the Makha cities - Cainism - and the subsequent War of Sacred Flame marked the end of the unified Empire, giving rise to the so-called New Kingdoms. Only thanks to the titanic efforts of the Church of Mother Sophia, the world did not descend into a prehistoric level, and for many centuries now, a new balance has been maintained, upheld by the Matriarch and the priests of the church.&lt;br /&gt;
&lt;br /&gt;
== War of the Sacred Flame ==&lt;br /&gt;
A war between the Church of Mother Sophia and the heretical Cainite sect that took place from 2652 to 2692. The Church and the Emperor turned a blind eye to the Cainite heresy for a long time after it first emerged in the cities of the Makha. But after several years of aggressive preaching, when riots and arson of Holy Sophia temples began throughout the west, the empire responded with repression, and the heretical cities rebelled in kind, inciting a vast war between the two sects. The war went on with varying success until 2691, when the emperor Maximilian died in battle, leaving no heirs. The empire was on the brink of complete chaos and destruction when the Matriarch Jadwiga ascended to the Crimson Throne. Seeking an end to the war, she promised amnesty and independence to the rebellious provinces in exchange for access to their cities by the Holy Inquisition and proposed a new structure for the region&#039;s monarchies. The heretics agreed, and the Charter of Humility was signed, laying the foundation for the modern structure of the world. The charter set a limit on the amount of noble titles each kingdom would have access to. As for the heretics, some of them went to the Impassable Mountains in the south, where over time, they degenerated into the tribes of marauders, while others, along with the prophet Michael, retreated to the wild north forest and eventually disappeared.&lt;br /&gt;
&lt;br /&gt;
=== Charter of Humility ===&lt;br /&gt;
A document signed by the barons of the Crimson Empire and the Loving Family, which laid the foundation for the modern structure of the world. It marked the end of the Crimson Empire, as it granted independence to the barons of their provinces, which came to be known as the New Kingdoms. Their borders were recognized as inviolable and indivisible. On the other hand, to maintain peace, the barons agreed to open their gates to the Inquisition and limit the number of titles held by lords to reduce conflicts among the heirs to the throne. The Loving Family also retained control of the Stone of Faith, an impregnable imperial fortress, where since then, successive Matriarchs have sat on the Crimson Throne.&lt;br /&gt;
&lt;br /&gt;
==== New Kingdoms ====&lt;br /&gt;
The former provinces of the Crimson Empire have been ruled for two hundred years by the noble houses of Norland. The borders of the kingdoms are defined in the Charter of Humility and are therefore not subject to revision, though vassal and alliance relationships between kingdoms are possible.&lt;br /&gt;
&lt;br /&gt;
==== Noble houses ====&lt;br /&gt;
Several families of lords who govern cities and hold lordly titles. Many such houses trace their lineage back to the time of the Crimson Empire, and the signatures of their ancestors are found on the Charter of Humility. The Loving Family ensures that no noble house gains too much power and challenges its authority.&lt;br /&gt;
&lt;br /&gt;
== Cainism ==&lt;br /&gt;
A heretical doctrine from the late era of the Crimson Empire. While the teachings of Mother Sophia consider her brother Cain as the first murderer and an evil antagonist against her benevolence, Cainists claim instead that Cain was the benevolent god, who stood against Sophia&#039;s dominion and perished at her hands while defending humanity from her oppression. Cainists consider the strength of human will as the primary virtue and reject many of the moral norms of Mother Sophia&#039;s teachings. Originating on the outskirts of the Crimson Empire, Cainism was spread by the prophet Michael, who claimed to have received revelations from the dead god Cain and wrote the Secret Book of the Dead. As a result of the subsequent War of Sacred Flame, Cainism was destroyed, and Michael was banished to the northern forests, where his trail was lost. However, the empire could not withstand the forty years of devastating religious war, and it disintegrated into numerous New Kingdoms ruled by noble houses. This is the state in which Norland finds itself today.&lt;br /&gt;
&lt;br /&gt;
=== Prophet Michael ===&lt;br /&gt;
Of Makha origin, the prophet Michael was born when the War of Sacred Flame had been raging for 20 years. He made a brilliant career in the imperial church and was involved in the development of the Testimony of Truth, which laid the foundation for fanatical dogmatism and the Inquisition. In 2685, Michael was sent to one of the rebellious cities of the Cainites with a mission to create a secret society of fanatics for the Church of Mother Sophia. After several years, the mission was deemed unsuccessful, but instead of returning to the fold of the Loving Family, Michael himself converted to Cainism and soon became its leader, becoming a key figure in the war against the Church. In 2691, his heretical forces defeated Emperor Maximilian in the Battle of the Great Stone, forcing the Loving Family to flee to the imperial castle, now known as the Stone of Faith. However, after signing the Charter of Humility in 2692, he was betrayed by his comrades and fled into the northwestern forests, where he disappeared. Some apocryphal documents suggest that Michael always remained loyal to the Church, and his sudden conversion to Cainism, as well as his miraculous disappearance in the end, are part of a larger scheme.&lt;br /&gt;
&lt;br /&gt;
==== Secret Book of the Dead ====&lt;br /&gt;
This book, written by the prophet Michael, comprises the primary doctrine of Cainism. It claims that Mother Sophia is an evil goddess who keeps humans enslaved. Her brother Cain once challenged her to free humanity, but she killed him. However, in death, Cain found freedom in the Velvet Darkness, from whence he revealed himself to Michael and instructed him to record his words and reveal them to the people. The book asserts that the Church of Mother Sophia controls people with its doctrine of submission and its prohibition on stone structures higher than knee-level. Cainists believe this allows the Loving Family to be completely invulnerable in Norland&#039;s only stone fortress, the Stone of Faith, and at any moment, they can annihilate any settlement that falls out of favor, and when the Great Purification comes, expedited by the prohibition against independent fortification, the Church holds all the power and preserves those who will continue to support its domination. Cainists believe the only way to end the Great Cycle is by rebelling against Mother Sophia.&lt;br /&gt;
&lt;br /&gt;
=== Marauders ===&lt;br /&gt;
At the end of the War of Sacred Flame, the surviving Cainites and deserters fled to the Impassable Mountains in the south, where they found refuge and became unreachable by the Church. Over the years, they degenerated into a wild tribes, but they always retained their old faith. They also retained their skills in the production of weapons and armor and their hatred of the New Kingdoms. Despite their high combat skills and fairly good equipment, without which survival in the mountains is impossible, the marauders are afraid to attack the cities of Norland head-on. Instead, they make raids frequently when they learn about an ongoing war, rightly counting on easy prey. Marauders attack defenseless villages and imprison everyone, taking them away into the mountains. Nobody knows what happens to these unfortunate souls afterward. The Church of Mother Sophia warmly blesses the destruction of any marauder squads.&lt;br /&gt;
&lt;br /&gt;
== Unholy Horde ==&lt;br /&gt;
An extremely aggressive and dangerous people who follow the heresy of the Dead God. After Cainism was defeated within the New Kingdoms during the War of the Sacred Flame, the prophet Michael was banished to the northern forests, where he continued to preach his heresy outside society. The tribes embraced the Dead God and have grown significantly stronger in recent years. Now, they are ready to bring death and destruction to all of Norland, as their faith demands.&lt;br /&gt;
&lt;br /&gt;
=== Dead God ===&lt;br /&gt;
The later teachings of the prophet Michael, which were adapted for the pagan tribes of the northern forests and develops his cult to an extreme form. It is the religion adhered to by the Unholy Horde. This contradicts traditional Cainism, as it preaches the very death of civilization that Cainism sought to prevent. According to the doctrine, the Velvet Darkness into which Cain fell after his death at the hand of Mother Sophia is a space of tranquility and will, the only place beyond the control of this rigid goddess. To be free from the endless cycles of rebirth in this world of suffering, the human soul must go there. This can be done by calling upon the Dead God Cain at the moment of death. Thus, proper death is seen as a gift of liberation to be sought. Adepts of this cult practice human sacrifice and ritual suicide. The &amp;quot;proper&amp;quot; killing of infidels is considered a special virtue, as it signifies the salvation of the soul from under the power of Sophia. The men and women of the Horde are all strong warriors trained from childhood who are not afraid to die. This makes the raids of the Unholy Horde, which are religious feats for the cultists, especially dangerous. During their raids, they not only kill everyone and burn cities but also make a special effort to destroy books that they consider abominations, which they believe the Church uses to control people. Adherents wear masks that help them deal with excessive emotions and attachments.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Warfare&amp;diff=1319</id>
		<title>Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Warfare&amp;diff=1319"/>
		<updated>2026-08-22T13:59:59Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Large battle.jpg|thumb|300px|A large battle]]&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;army&#039;&#039;&#039; is a group of armed characters that can be used to defend a kingdom, attack enemies, and carry out military tasks.&lt;br /&gt;
&lt;br /&gt;
Each army consists of a &#039;&#039;&#039;commander&#039;&#039;&#039; and one or more &#039;&#039;&#039;warriors&#039;&#039;&#039;. A commander can be a lord or a knight.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s strength depends not only on the number of warriors, but also on their [[File:Combat.png|25px]] Combat skill, equipment, condition, and mood. The commander&#039;s [[File:Command.png|25px]] Command skill also affects the behavior of the warriors in battle.&lt;br /&gt;
&lt;br /&gt;
The composition of armies and garrisons can be viewed on the world map.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Creating an army ==&lt;br /&gt;
&lt;br /&gt;
[[File:Army panel.png|thumb|300px|The army creation menu]]&lt;br /&gt;
&lt;br /&gt;
Armies are created through the Army menu. Lords, knights, and ordinary warriors can be added to an army.&lt;br /&gt;
&lt;br /&gt;
=== Commander ===&lt;br /&gt;
&lt;br /&gt;
An army commander can be a &#039;&#039;&#039;lord&#039;&#039;&#039; or a &#039;&#039;&#039;knight&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knights can be hired separately. A player&#039;s own lesser lord can also become a knight after reaching &#039;&#039;&#039;18 years of age&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The commander&#039;s [[File:Command.png|25px]] &#039;&#039;&#039;Command&#039;&#039;&#039; skill affects the likelihood of warriors fleeing when they take damage.&lt;br /&gt;
&lt;br /&gt;
The higher the commander&#039;s Command skill, the greater the bravery bonus provided to warriors in the commanded army.&lt;br /&gt;
&lt;br /&gt;
A commander can also be added to another army as a regular warrior.&lt;br /&gt;
&lt;br /&gt;
=== Recruiting warriors ===&lt;br /&gt;
&lt;br /&gt;
Warriors can be obtained in four main ways:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Peasants&#039;&#039;&#039; — requires a Training Ground. Newly recruited peasants are more cowardly for a short time.&lt;br /&gt;
# &#039;&#039;&#039;Prisoners&#039;&#039;&#039; — prisoners can be freed and added to an army.&lt;br /&gt;
# &#039;&#039;&#039;Mercenaries&#039;&#039;&#039; — hired for Gold according to their [[File:Combat.png|25px]] Combat skill. After being hired, they arrive after 12 hours.&lt;br /&gt;
# &#039;&#039;&#039;Lords&#039;&#039;&#039; — lords can be added to an army as warriors.&lt;br /&gt;
&lt;br /&gt;
The character&#039;s Combat skill is displayed when recruiting them.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Every character has a [[File:Combat.png|25px]] &#039;&#039;&#039;Combat&#039;&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Combat affects a character&#039;s effectiveness in battle and their chance to evade enemy attacks. The difference in Combat skill between the attacker and defender is used when calculating evasion.&lt;br /&gt;
&lt;br /&gt;
Lords can increase Combat by learning the &#039;&#039;&#039;Warfare&#039;&#039;&#039; knowledge.&lt;br /&gt;
&lt;br /&gt;
Warriors can increase Combat at a &#039;&#039;&#039;Training Ground&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
[[File:Command.png|25px]] &#039;&#039;&#039;Command&#039;&#039;&#039; is the skill associated with leading an army.&lt;br /&gt;
&lt;br /&gt;
It determines the magnitude of the bravery bonus provided to warriors in an army commanded by a lord. Command also contributes to warrior training.&lt;br /&gt;
&lt;br /&gt;
A lord with high Command is therefore an effective army commander.&lt;br /&gt;
&lt;br /&gt;
== Traits and talents related to warfare ==&lt;br /&gt;
&lt;br /&gt;
In addition to Combat and Command, some character traits and talents can directly affect a character&#039;s military abilities.&lt;br /&gt;
&lt;br /&gt;
Traits that increase Combat or Command are especially useful for army commanders.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ambitious&#039;&#039;&#039; || [[File:Command.png|25px]] Command +30%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || [[File:Combat.png|25px]] Combat +30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other combat-related traits and talents can specialize a character in a particular type of combat or provide additional advantages.&lt;br /&gt;
&lt;br /&gt;
Known combat specializations include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shield Master&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Head Chopper&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Duelist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Accurate Archer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Combat Teacher&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reckless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
Warriors are significantly more effective in battle when equipped with suitable weapons and protective equipment.&lt;br /&gt;
&lt;br /&gt;
Warriors use weapons, armor, and shields available in their inventory. Equipment can also be assigned manually.&lt;br /&gt;
&lt;br /&gt;
Different weapons interact with armor and shields differently.&lt;br /&gt;
&lt;br /&gt;
Equipment affects the outcome of individual attacks: both the attacker&#039;s weapon and the defender&#039;s equipment are taken into account when calculating combat results.&lt;br /&gt;
&lt;br /&gt;
== Army control ==&lt;br /&gt;
&lt;br /&gt;
An army can be selected on the map in two ways:&lt;br /&gt;
&lt;br /&gt;
* by selecting its &#039;&#039;&#039;commander&#039;&#039;&#039;;&lt;br /&gt;
* by selecting its &#039;&#039;&#039;banner&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After selecting an army, orders can be given to it.&lt;br /&gt;
&lt;br /&gt;
The right mouse button is used to manually move or attack.&lt;br /&gt;
&lt;br /&gt;
Multiple armies can participate in the same battle. This allows different groups to be assigned different tasks, such as attacking the main enemy force, enemy archers, or the enemy commander.&lt;br /&gt;
&lt;br /&gt;
The composition of armies and garrisons can be viewed on the world map.&lt;br /&gt;
&lt;br /&gt;
== Patrolling ==&lt;br /&gt;
&lt;br /&gt;
Warriors who are not part of an army can be assigned to patrol an area.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Patrol Banner&#039;&#039;&#039; is used for this purpose.&lt;br /&gt;
&lt;br /&gt;
Patrols can:&lt;br /&gt;
&lt;br /&gt;
* catch vagabonds;&lt;br /&gt;
* prevent prisoners from escaping;&lt;br /&gt;
* protect a designated area.&lt;br /&gt;
&lt;br /&gt;
Patrols can be configured with requirements for warrior level and equipment.&lt;br /&gt;
&lt;br /&gt;
Patrolling reduces warriors&#039; &#039;&#039;&#039;Rest&#039;&#039;&#039;. If free warriors are available, patrolling warriors are automatically rotated so they can rest.&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
&lt;br /&gt;
Warriors who are not part of an army can remain in the settlement.&lt;br /&gt;
&lt;br /&gt;
Warriors sleep in &#039;&#039;&#039;Barracks&#039;&#039;&#039; buildings.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pain.png|thumb|300px|A warrior with multiple injuries]]&lt;br /&gt;
&lt;br /&gt;
Once a battle begins, the armies automatically engage in combat and carry out their actions independently.&lt;br /&gt;
&lt;br /&gt;
An army cannot be given new orders while it is fighting. Control becomes available again after the battle ends.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
&lt;br /&gt;
During combat, warriors take turns attacking their opponents.&lt;br /&gt;
&lt;br /&gt;
The result of an attack depends on several factors:&lt;br /&gt;
&lt;br /&gt;
* the attacker&#039;s weapon;&lt;br /&gt;
* the target&#039;s protection;&lt;br /&gt;
* [[File:Combat.png|25px]] Combat skill;&lt;br /&gt;
* the difference in Combat skill between the opponents;&lt;br /&gt;
* possible evasion;&lt;br /&gt;
* additional attack results such as stun or equipment damage.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
&lt;br /&gt;
During attack calculation, different types of tickets are added to a figurative &amp;quot;bag&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the defender has a higher [[File:Combat.png|25px]] Combat skill, &#039;&#039;&#039;&amp;quot;dodged attack&amp;quot;&#039;&#039;&#039; tickets are added to the bag.&lt;br /&gt;
&lt;br /&gt;
The number of these tickets is equal to the difference in Combat skill between the attacker and defender.&lt;br /&gt;
&lt;br /&gt;
Therefore, the greater the defender&#039;s Combat advantage, the higher their chance of evading the attack.&lt;br /&gt;
&lt;br /&gt;
=== Attacking from behind ===&lt;br /&gt;
&lt;br /&gt;
When attacking from behind, the target&#039;s Combat skill is ignored and the attack is guaranteed to hit.&lt;br /&gt;
&lt;br /&gt;
== Hit calculation ==&lt;br /&gt;
&lt;br /&gt;
Attack results are determined using a system of conditional &#039;&#039;&#039;tickets&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each possible result adds a certain number of tickets to the overall &amp;quot;bag&amp;quot;. One ticket is then randomly selected.&lt;br /&gt;
&lt;br /&gt;
For example, a dagger adds 10 &#039;&#039;&#039;&amp;quot;cut&amp;quot;&#039;&#039;&#039; tickets, while light armor adds 10 &#039;&#039;&#039;&amp;quot;blocked by armor&amp;quot;&#039;&#039;&#039; tickets.&lt;br /&gt;
&lt;br /&gt;
In this case, the chance of receiving a cut is 50%.&lt;br /&gt;
&lt;br /&gt;
Heavy armor adds 30 &#039;&#039;&#039;&amp;quot;blocked by armor&amp;quot;&#039;&#039;&#039; tickets, reducing the chance of a cut to 25%.&lt;br /&gt;
&lt;br /&gt;
Tickets can also represent evasion, stun, and equipment damage.&lt;br /&gt;
&lt;br /&gt;
== Injuries and pain ==&lt;br /&gt;
&lt;br /&gt;
Hits during combat can cause various injuries.&lt;br /&gt;
&lt;br /&gt;
Injuries are displayed in the selected character&#039;s &#039;&#039;&#039;States&#039;&#039;&#039; list and cause pain.&lt;br /&gt;
&lt;br /&gt;
Different injuries have their own pain values and recovery times.&lt;br /&gt;
&lt;br /&gt;
Illnesses can also cause pain.&lt;br /&gt;
&lt;br /&gt;
The Thoughts list can display:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Pain from injury&amp;quot;&#039;&#039;&#039; — total pain caused by injuries;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Pain from sickness&amp;quot;&#039;&#039;&#039; — pain caused by illness.&lt;br /&gt;
&lt;br /&gt;
Pain can be reduced by using &#039;&#039;&#039;Bloodberry Infusion&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Disorientation threshold ===&lt;br /&gt;
&lt;br /&gt;
The disorientation threshold is &#039;&#039;&#039;30&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If pain exceeds this value:&lt;br /&gt;
&lt;br /&gt;
* the warrior moves more slowly;&lt;br /&gt;
* the warrior becomes vulnerable to deadly strikes.&lt;br /&gt;
&lt;br /&gt;
=== Pain threshold ===&lt;br /&gt;
&lt;br /&gt;
The pain threshold is &#039;&#039;&#039;50&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If pain exceeds this threshold, the warrior dies.&lt;br /&gt;
&lt;br /&gt;
=== Courage threshold ===&lt;br /&gt;
&lt;br /&gt;
The courage threshold is equal to &#039;&#039;&#039;70% of the character&#039;s Mood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If pain exceeds this threshold, the warrior flees.&lt;br /&gt;
&lt;br /&gt;
If the character&#039;s Mood is below &#039;&#039;&#039;5&#039;&#039;&#039;, they flee as soon as the battle begins.&lt;br /&gt;
&lt;br /&gt;
== Mood and fleeing ==&lt;br /&gt;
&lt;br /&gt;
Warriors&#039; Mood changes during battle.&lt;br /&gt;
&lt;br /&gt;
Mood increases when enemies are:&lt;br /&gt;
&lt;br /&gt;
* killed;&lt;br /&gt;
* knocked unconscious;&lt;br /&gt;
* made to flee.&lt;br /&gt;
&lt;br /&gt;
Events involving the enemy commander have a particularly strong effect.&lt;br /&gt;
&lt;br /&gt;
The same events happening to allies reduce Mood.&lt;br /&gt;
&lt;br /&gt;
If pain becomes too high relative to the character&#039;s current Mood, the warrior may flee the battlefield.&lt;br /&gt;
&lt;br /&gt;
The commander&#039;s Command skill affects the bravery bonus received by the warriors in their army.&lt;br /&gt;
&lt;br /&gt;
== Bleeding ==&lt;br /&gt;
&lt;br /&gt;
Some injuries cause bleeding, particularly injuries caused by cutting or piercing weapons.&lt;br /&gt;
&lt;br /&gt;
Bleeding can progress:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;minor → moderate → severe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Severe bleeding can kill a warrior.&lt;br /&gt;
&lt;br /&gt;
The severity of bleeding is displayed in the character&#039;s States list.&lt;br /&gt;
&lt;br /&gt;
A bleeding warrior can treat themselves or receive help from another warrior.&lt;br /&gt;
&lt;br /&gt;
== Infection and gangrene ==&lt;br /&gt;
&lt;br /&gt;
Wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
An infected wound must be treated with &#039;&#039;&#039;Medicinal Salve&#039;&#039;&#039; within &#039;&#039;&#039;48 hours&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If it is not treated in time, the infection can develop into &#039;&#039;&#039;gangrene&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Unconsciousness and prisoners ==&lt;br /&gt;
&lt;br /&gt;
A warrior can lose consciousness during battle.&lt;br /&gt;
&lt;br /&gt;
If their army loses afterward, the victorious side can take them prisoner.&lt;br /&gt;
&lt;br /&gt;
The prisoner is tied up and later brought to the settlement by peasants.&lt;br /&gt;
&lt;br /&gt;
Characters can also surrender during battle.&lt;br /&gt;
&lt;br /&gt;
== Fanatics ==&lt;br /&gt;
&lt;br /&gt;
Characters associated with a temple can become &#039;&#039;&#039;fanatics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Fanatics derive pleasure from pain.&lt;br /&gt;
&lt;br /&gt;
If an unhappy fanatic becomes dissatisfied enough, they can cause a &#039;&#039;&#039;religious uprising&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
A single battle can include multiple armies.&lt;br /&gt;
&lt;br /&gt;
This allows different groups to perform different tasks:&lt;br /&gt;
&lt;br /&gt;
* one army can attack the main enemy force;&lt;br /&gt;
* another can flank the enemy;&lt;br /&gt;
* a separate group can attack enemy archers;&lt;br /&gt;
* another group can attempt to reach the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Therefore, when preparing for war, it is important to consider not only the number of warriors, but also the army&#039;s composition, warrior skills, equipment, traits, and the abilities of its commanders.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1318</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1318"/>
		<updated>2026-08-21T09:25:40Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:20260821121154_1.jpg|thumb|400px|The action menu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lords can undertake various actions. The available actions depend on the type of character, their relationships, skills, current situation and other circumstances.&lt;br /&gt;
&lt;br /&gt;
Actions can have a [[File:Gold.png|25px]] Gold cost or use other resources. Some actions also depend on skills, traits, Loyalty, Interest or relationships of the characters involved.&lt;br /&gt;
&lt;br /&gt;
If a lord is unhappy they will refuse to perform most tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
=== How actions work ===&lt;br /&gt;
&lt;br /&gt;
An action can only be performed when all of its requirements are met. Depending on the action, these requirements can include:&lt;br /&gt;
&lt;br /&gt;
* the type or age of the character;&lt;br /&gt;
* the target character;&lt;br /&gt;
* the relationship between the characters;&lt;br /&gt;
* Loyalty or Interest;&lt;br /&gt;
* skills and traits;&lt;br /&gt;
* equipment;&lt;br /&gt;
* the character&#039;s current state;&lt;br /&gt;
* the presence of a particular character or building;&lt;br /&gt;
* the character&#039;s location;&lt;br /&gt;
* available [[File:Gold.png|25px]] Gold or other resources.&lt;br /&gt;
&lt;br /&gt;
Some actions are performed immediately, while others create a task that the character performs when possible.&lt;br /&gt;
&lt;br /&gt;
Some actions can also be ordered by politicians, allies, puppets or visiting characters. Such orders are represented as action tasks and can have priority over the character&#039;s normal activities.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! Who can perform it&lt;br /&gt;
! Requirements&lt;br /&gt;
! Effect&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sins.png|35px]] &#039;&#039;&#039;Confess&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| The lord has sins and a bishop is present&lt;br /&gt;
| Removes the lord&#039;s sins&lt;br /&gt;
| [[File:Gold.png|25px]] Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beg for Forgiveness.png|35px]] &#039;&#039;&#039;Beg for Forgiveness&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| The bishop considers the lord an enemy&lt;br /&gt;
| Improves the bishop&#039;s attitude towards the lord&lt;br /&gt;
| [[File:Gold.png|25px]] Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Menopause.png|35px]] &#039;&#039;&#039;Divorce&#039;&#039;&#039;&lt;br /&gt;
| Married lord&lt;br /&gt;
| A bishop is present&lt;br /&gt;
| Ends the marriage&lt;br /&gt;
| [[File:Gold.png|25px]] Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Appoint as Heir.png|35px]] &#039;&#039;&#039;Blessing&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| A bishop is present&lt;br /&gt;
| Removes sins and grants the Mother state&lt;br /&gt;
| [[File:Gold.png|25px]] Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Depression.png|35px]] &#039;&#039;&#039;Console&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| The bishop requires comforting&lt;br /&gt;
| Provides comfort&lt;br /&gt;
| —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of bishop actions can change with game updates.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
&lt;br /&gt;
King actions can only be performed by the king.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! Target&lt;br /&gt;
! Requirements&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Appoint as Heir.png|35px]] &#039;&#039;&#039;Grant a Title&#039;&#039;&#039;&lt;br /&gt;
| Free lord or knight&lt;br /&gt;
| Target is eligible to become a lord&lt;br /&gt;
| Adds the target to the kingdom as a lord&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Withdrawal from Vassalage.png|35px]] &#039;&#039;&#039;Revoke Lordship Title&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| Target is a lord of the city&lt;br /&gt;
| Removes the lord&#039;s title&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Appoint as Heir.png|35px]] &#039;&#039;&#039;Appoint as Heir&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| Target is eligible&lt;br /&gt;
| Makes the target the heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pass the Crown.png|35px]] &#039;&#039;&#039;Pass the Crown&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| Target is eligible&lt;br /&gt;
| Makes the target king&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reward.png|35px]] &#039;&#039;&#039;Reward&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| Target is eligible&lt;br /&gt;
| Rewards the lord and affects Loyalty and relations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Loss of Hand.png|35px]] &#039;&#039;&#039;Threaten&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| Target is eligible&lt;br /&gt;
| Uses intimidation to affect Loyalty and Mood&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gift to the King.png|35px]] &#039;&#039;&#039;Gift to the King&#039;&#039;&#039;&lt;br /&gt;
| Lord&lt;br /&gt;
| Target is eligible&lt;br /&gt;
| Takes Gold from the lord and affects Loyalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost and exact effects of some king actions depend on the current game version.&lt;br /&gt;
&lt;br /&gt;
=== Hire a Lord ===&lt;br /&gt;
&lt;br /&gt;
Free lords can be hired by a ruler.&lt;br /&gt;
&lt;br /&gt;
The hiring price depends on the lord&#039;s skills. Skill modifiers normally do not affect the hiring price, with blindness being an exception.&lt;br /&gt;
&lt;br /&gt;
This makes a free lord&#039;s displayed skills important when comparing potential recruits.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
&lt;br /&gt;
Punishment actions are unlocked by constructing a Scaffold.&lt;br /&gt;
&lt;br /&gt;
Punishment can be used against characters who committed crimes. Punishing an innocent character can have consequences for their acquaintances and relationships.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! Effect&lt;br /&gt;
! Additional consequences&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dead.png|35px]] &#039;&#039;&#039;Execution&#039;&#039;&#039;&lt;br /&gt;
| Kills the character&lt;br /&gt;
| Characters who witness executions can be affected by the event&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mask of shame.png|35px]] &#039;&#039;&#039;Mask of Shame&#039;&#039;&#039;&lt;br /&gt;
| Places the Mask of Shame on the character&lt;br /&gt;
| The character can be beaten while the effect lasts&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blindness.png|35px]] &#039;&#039;&#039;Blindness&#039;&#039;&#039;&lt;br /&gt;
| Gives the Vision Loss status&lt;br /&gt;
| Reduces the character&#039;s capabilities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Punishing an innocent character can cause negative consequences for their acquaintances and relationships.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
&lt;br /&gt;
Learn actions increase a lord&#039;s skills.&lt;br /&gt;
&lt;br /&gt;
After choosing a lesson, another lord is selected as the teacher. The effectiveness of lessons depends on the teacher&#039;s [[File:Teaching.png|25px]] Teaching skill.&lt;br /&gt;
&lt;br /&gt;
A skill cannot be increased above the teacher&#039;s own level in that skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lesson&lt;br /&gt;
! Skills increased&lt;br /&gt;
! Main factor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rhetoric.png|35px]] &#039;&#039;&#039;Rhetoric&#039;&#039;&#039;&lt;br /&gt;
| [[File:Manners.png|25px]] Manners&amp;lt;br&amp;gt;[[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
| Teacher&#039;s Teaching skill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Economy.png|35px]] &#039;&#039;&#039;Economy&#039;&#039;&#039;&lt;br /&gt;
| [[File:Trade.png|25px]] Trade&amp;lt;br&amp;gt;[[File:Management.png|25px]] Management&lt;br /&gt;
| Teacher&#039;s Teaching skill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Philosophy.png|35px]] &#039;&#039;&#039;Philosophy&#039;&#039;&#039;&lt;br /&gt;
| [[File:Intellect.png|25px]] Intellect&amp;lt;br&amp;gt;[[File:Teaching.png|25px]] Teaching&lt;br /&gt;
| Teacher&#039;s Teaching skill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warfare.png|35px]] &#039;&#039;&#039;Warfare&#039;&#039;&#039;&lt;br /&gt;
| [[File:Combat.png|25px]] Combat&amp;lt;br&amp;gt;[[File:Command.png|25px]] Command&lt;br /&gt;
| Teacher&#039;s Teaching skill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:General Training.png|35px]] &#039;&#039;&#039;General Training&#039;&#039;&#039;&lt;br /&gt;
| Talent skills first, followed by remaining skills&lt;br /&gt;
| Teacher&#039;s Teaching skill&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lessons are repeated daily while possible and reduce Rest for both lords.&lt;br /&gt;
&lt;br /&gt;
The teacher&#039;s Teaching skill affects the experience gained from lessons.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
&lt;br /&gt;
Social actions are performed between characters.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! Who&lt;br /&gt;
! Requirements&lt;br /&gt;
! Effect&lt;br /&gt;
! Main factors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spend Time.png|35px]] &#039;&#039;&#039;Spend Time&#039;&#039;&#039;&lt;br /&gt;
| Lords&lt;br /&gt;
| Another suitable character&lt;br /&gt;
| Characters spend time together and have deep conversations&lt;br /&gt;
| Relationships&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wolf Hunting.png|35px]] &#039;&#039;&#039;Wolf Hunting&#039;&#039;&#039;&lt;br /&gt;
| Adult lords&lt;br /&gt;
| Fleshwolves available for hunting&lt;br /&gt;
| Characters hunt together and can improve their relationship&lt;br /&gt;
| Hunting conditions; combat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Exhaustion.png|35px]] &#039;&#039;&#039;Wise Conversation&#039;&#039;&#039;&lt;br /&gt;
| Lords&lt;br /&gt;
| Another suitable lord&lt;br /&gt;
| Characters can learn knowledge possessed by the other character&lt;br /&gt;
| Knowledge; relevant traits&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Play Dice.png|35px]] &#039;&#039;&#039;Play Dice&#039;&#039;&#039;&lt;br /&gt;
| Adult characters&lt;br /&gt;
| Another suitable participant&lt;br /&gt;
| Characters gamble Gold&lt;br /&gt;
| Random outcome; Intellect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Attack.png|35px]] &#039;&#039;&#039;Challenge to a Duel&#039;&#039;&#039;&lt;br /&gt;
| Adult lords&lt;br /&gt;
| Participants must be enemies and have suitable equipment&lt;br /&gt;
| Starts a duel&lt;br /&gt;
| Combat and equipment&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Attack.png|35px]] &#039;&#039;&#039;Provoke Duel&#039;&#039;&#039;&lt;br /&gt;
| Adult lords&lt;br /&gt;
| Participants must be enemies and have suitable equipment&lt;br /&gt;
| Starts a duel&lt;br /&gt;
| Combat and equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Play Dice ===&lt;br /&gt;
&lt;br /&gt;
Play Dice is a gambling action.&lt;br /&gt;
&lt;br /&gt;
The stake is **150 Gold** in the current version.&lt;br /&gt;
&lt;br /&gt;
The outcome is random and is partially influenced by the participants&#039; Intellect.&lt;br /&gt;
&lt;br /&gt;
The action can also be performed with the Bishop as a participant on the local map.&lt;br /&gt;
&lt;br /&gt;
=== Wise Conversation ===&lt;br /&gt;
&lt;br /&gt;
Wise Conversation gives each participant a chance to obtain knowledge possessed by the other character but not by themselves.&lt;br /&gt;
&lt;br /&gt;
The chance can be affected by character circumstances and relevant traits.&lt;br /&gt;
&lt;br /&gt;
=== Wolf Hunting ===&lt;br /&gt;
&lt;br /&gt;
Wolf Hunting allows two characters to hunt together.&lt;br /&gt;
&lt;br /&gt;
There must be suitable prey available in the forest.&lt;br /&gt;
&lt;br /&gt;
The hunt can improve the relationship between the participants and carries a risk of injury.&lt;br /&gt;
&lt;br /&gt;
Wolves can also join a lord hunt when they are sufficiently close to the hunting area.&lt;br /&gt;
&lt;br /&gt;
=== Duels ===&lt;br /&gt;
&lt;br /&gt;
A duel requires the participants to meet the conditions for the action.&lt;br /&gt;
&lt;br /&gt;
Both participants must be adults, hostile to each other and appropriately equipped.&lt;br /&gt;
&lt;br /&gt;
The duel continues until one participant dies or loses consciousness.&lt;br /&gt;
&lt;br /&gt;
== Intrigue ==&lt;br /&gt;
&lt;br /&gt;
Intrigue actions are used to influence, manipulate or harm other characters.&lt;br /&gt;
&lt;br /&gt;
The availability and outcome of an intrigue action depend on the target and the circumstances of the interaction.&lt;br /&gt;
&lt;br /&gt;
Skills, traits, Loyalty, Interest and relationships can affect whether an action is available or successful.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! Target&lt;br /&gt;
! Main requirements&lt;br /&gt;
! Main factors&lt;br /&gt;
! Possible result&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Seduce.png|35px]] &#039;&#039;&#039;Seduce&#039;&#039;&#039;&lt;br /&gt;
| Suitable character&lt;br /&gt;
| Target must be eligible&lt;br /&gt;
| Interest, Loyalty, relationships and relevant skills&lt;br /&gt;
| Begins a sexual relationship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poison.png|35px]] &#039;&#039;&#039;Poison&#039;&#039;&#039;&lt;br /&gt;
| Suitable character&lt;br /&gt;
| Target must be eligible&lt;br /&gt;
| Relevant circumstances and character abilities&lt;br /&gt;
| Can kill the target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kill.png|35px]] &#039;&#039;&#039;Kill&#039;&#039;&#039;&lt;br /&gt;
| Eligible target&lt;br /&gt;
| Action must be available&lt;br /&gt;
| Circumstances and target&#039;s situation&lt;br /&gt;
| Attempts to kill the target&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bribe.png|35px]] &#039;&#039;&#039;Bribe&#039;&#039;&#039;&lt;br /&gt;
| Lord from another city&lt;br /&gt;
| Target must be eligible&lt;br /&gt;
| Loyalty, Persuasion and relationships&lt;br /&gt;
| Reduces the target&#039;s Loyalty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Invite to Your Province.png|35px]] &#039;&#039;&#039;Invite to Your Province&#039;&#039;&#039;&lt;br /&gt;
| Lord from another city&lt;br /&gt;
| Target must be friendly&lt;br /&gt;
| Relationship&lt;br /&gt;
| Invites the lord as a guest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The intrigue system has been reworked several times during development. Exact requirements should therefore be documented according to the current version rather than older versions of the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Poison ===&lt;br /&gt;
&lt;br /&gt;
Guest lords can be poisoned on the local map.&lt;br /&gt;
&lt;br /&gt;
This was added in Patch #56.&lt;br /&gt;
&lt;br /&gt;
=== Seduction ===&lt;br /&gt;
&lt;br /&gt;
Politicians can use seduction as part of their political actions.&lt;br /&gt;
&lt;br /&gt;
A politician will only use seduction, or order an ally to use it, when the performer&#039;s Mood is above 40 or when special traits prevent the performer from receiving the negative thoughts associated with seduction.&lt;br /&gt;
&lt;br /&gt;
A politician will not use seduction when their relationship with the target is already above +50.&lt;br /&gt;
&lt;br /&gt;
The negative thought received by the performer was reduced to -20.&lt;br /&gt;
&lt;br /&gt;
== Guests ==&lt;br /&gt;
&lt;br /&gt;
Guests from neighboring cities use a separate system of roles, purposes and interactions.&lt;br /&gt;
&lt;br /&gt;
Guests arrive with 2–3 bodyguards.&lt;br /&gt;
&lt;br /&gt;
Bodyguards rest during the day and guard their lord at night. Their equipment and skills depend on the development level of their home city.&lt;br /&gt;
&lt;br /&gt;
The guest&#039;s role and purpose are displayed in the character&#039;s hint.&lt;br /&gt;
&lt;br /&gt;
=== Sociable ===&lt;br /&gt;
&lt;br /&gt;
A Sociable guest visits with the purpose of improving relations or pursuing another social objective.&lt;br /&gt;
&lt;br /&gt;
The guest checks the player&#039;s lords for suitable targets.&lt;br /&gt;
&lt;br /&gt;
The guest compares their strengths with the weaknesses of potential targets.&lt;br /&gt;
&lt;br /&gt;
Possible strengths include:&lt;br /&gt;
&lt;br /&gt;
* Silver Tongue;&lt;br /&gt;
* Fleshwolf Hammer;&lt;br /&gt;
* Sensitive Lover.&lt;br /&gt;
&lt;br /&gt;
Possible matching weaknesses include:&lt;br /&gt;
&lt;br /&gt;
* Naive;&lt;br /&gt;
* Impressionable Hunter;&lt;br /&gt;
* Slave of Desire.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s ruler cannot be targeted by a Sociable guest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Strength&lt;br /&gt;
! Matching weakness&lt;br /&gt;
! Possible interaction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Naive&#039;&#039;&#039;&lt;br /&gt;
| Gives the target money or rings on behalf of their ruler and improves relations&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fleshwolf Hammer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Impressionable Hunter&#039;&#039;&#039;&lt;br /&gt;
| Hunts with the target if the guest is a ruler&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sensitive Lover&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Slave of Desire&#039;&#039;&#039;&lt;br /&gt;
| Attempts to seduce the target&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Schemer ===&lt;br /&gt;
&lt;br /&gt;
A Schemer visits with an ulterior motive.&lt;br /&gt;
&lt;br /&gt;
The guest searches for a suitable target by comparing their strength with the weaknesses of potential targets.&lt;br /&gt;
&lt;br /&gt;
Depending on the guest and target, a Schemer can use different intrigue actions.&lt;br /&gt;
&lt;br /&gt;
These include:&lt;br /&gt;
&lt;br /&gt;
* using a Potion of Madness;&lt;br /&gt;
* challenging a character to a fistfight;&lt;br /&gt;
* spreading slander.&lt;br /&gt;
&lt;br /&gt;
=== Other guest roles ===&lt;br /&gt;
&lt;br /&gt;
Other guest roles have their own purposes and interactions.&lt;br /&gt;
&lt;br /&gt;
The actions available to a guest depend on their role, purpose, strengths, weaknesses and selected target.&lt;br /&gt;
&lt;br /&gt;
== Political action tasks ==&lt;br /&gt;
&lt;br /&gt;
Political activity in the player&#039;s city begins when the population reaches **40**.&lt;br /&gt;
&lt;br /&gt;
Politicians use action tasks to interact with other characters and pursue political objectives.&lt;br /&gt;
&lt;br /&gt;
Political actions can be used to:&lt;br /&gt;
&lt;br /&gt;
* improve relationships;&lt;br /&gt;
* recruit allies;&lt;br /&gt;
* undermine rivals;&lt;br /&gt;
* use seduction;&lt;br /&gt;
* intimidate characters;&lt;br /&gt;
* use other characters to perform actions.&lt;br /&gt;
&lt;br /&gt;
If a politician assigns an action task, the character gives that task priority.&lt;br /&gt;
&lt;br /&gt;
Some action tasks cannot be cancelled by the player because they were ordered by a politician, ally, puppet or guest. The reason is displayed in the task&#039;s hint.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
&lt;br /&gt;
Politicians can recruit lords as allies.&lt;br /&gt;
&lt;br /&gt;
The required relationship threshold can be affected by the characters&#039; strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Allies can be used to perform actions that the politician could otherwise perform themselves.&lt;br /&gt;
&lt;br /&gt;
Politicians can also use the puppets of their followers and give them orders.&lt;br /&gt;
&lt;br /&gt;
Puppets of the player&#039;s followers can perform ordered actions such as seduction and duels that were previously restricted to followers or direct puppets of the ruler.&lt;br /&gt;
&lt;br /&gt;
=== Political support ===&lt;br /&gt;
&lt;br /&gt;
The resident and soldier hints display political support for the ruler.&lt;br /&gt;
&lt;br /&gt;
Lords are sorted according to their political support.&lt;br /&gt;
&lt;br /&gt;
The ruler&#039;s political support and the politician&#039;s influence are therefore not necessarily the same thing.&lt;br /&gt;
&lt;br /&gt;
== Intimidation ==&lt;br /&gt;
&lt;br /&gt;
Politicians can use intimidation to influence other characters through fear.&lt;br /&gt;
&lt;br /&gt;
Night intimidation is a political conspiracy involving a performer and can provoke the guards.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s ruler cannot personally participate in night intimidation. A puppet or ally must be used instead.&lt;br /&gt;
&lt;br /&gt;
If the guards intervene, the confrontation is fought without weapons.&lt;br /&gt;
&lt;br /&gt;
The politician&#039;s Combat skill affects the power of intimidation.&lt;br /&gt;
&lt;br /&gt;
Fear-based social thoughts are displayed in purple.&lt;br /&gt;
&lt;br /&gt;
Fear does not count as friendship for purposes such as determining whether a character will grieve after another character&#039;s death.&lt;br /&gt;
&lt;br /&gt;
== Fistfights ==&lt;br /&gt;
&lt;br /&gt;
Fistfights can be used as part of political intrigue.&lt;br /&gt;
&lt;br /&gt;
Politicians can use fistfights to weaken another lord&#039;s influence when the target has the &#039;&#039;&#039;Boastful&#039;&#039;&#039; weakness.&lt;br /&gt;
&lt;br /&gt;
Losing a fistfight can cause a character to lose followers and worsen their relationships with lords who witnessed the fight.&lt;br /&gt;
&lt;br /&gt;
Characters in the surrounding area can receive thoughts about the winner and loser.&lt;br /&gt;
&lt;br /&gt;
Fistfights can therefore affect not only the participants but also how other characters perceive them.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
&lt;br /&gt;
This action is available with a free lord.&lt;br /&gt;
&lt;br /&gt;
The hiring price depends on the lord&#039;s skills.&lt;br /&gt;
&lt;br /&gt;
Skill modifiers do not normally affect the hiring price, except for blindness.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
&lt;br /&gt;
This action can be performed against eligible guests.&lt;br /&gt;
&lt;br /&gt;
Capturing a guest can have serious diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The exact conditions depend on the guest and the circumstances of the interaction.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
&lt;br /&gt;
This action can be performed against a guest.&lt;br /&gt;
&lt;br /&gt;
The guest leaves the city.&lt;br /&gt;
&lt;br /&gt;
Exiling a guest damages relations with their ruler.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
&lt;br /&gt;
This action is available towards a suitable peasant.&lt;br /&gt;
&lt;br /&gt;
The action costs Gold and fulfills part of the lord&#039;s Sex need.&lt;br /&gt;
&lt;br /&gt;
The action is considered a sin and can result in pregnancy.&lt;br /&gt;
&lt;br /&gt;
A child resulting from the action is a bastard.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
&lt;br /&gt;
This action is available towards a prisoner.&lt;br /&gt;
&lt;br /&gt;
The prisoner becomes a peasant.&lt;br /&gt;
&lt;br /&gt;
If the prisoner was yearning for freedom, they receive the &amp;quot;Joy of freedom&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
&lt;br /&gt;
This action is available towards a character who is sick or has fallen into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
&lt;br /&gt;
This action is available towards a lord from another city.&lt;br /&gt;
&lt;br /&gt;
The lord returns to their home city.&lt;br /&gt;
&lt;br /&gt;
== Gift to the Ruler ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gift to the Ruler&#039;&#039;&#039; is a social action on the global map.&lt;br /&gt;
&lt;br /&gt;
It replaced &#039;&#039;&#039;Spend Time Together&#039;&#039;&#039; on the global map.&lt;br /&gt;
&lt;br /&gt;
The action allows a character to give Gold to a ruler and can affect their relationship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spend Time Together&#039;&#039;&#039; remains available on the local map.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
&lt;br /&gt;
This action is available to the king when the kingdom contains at least 12 provinces.&lt;br /&gt;
&lt;br /&gt;
Declaring yourself Emperor provokes an Inquisition army to attack the city and causes a major decrease in the population&#039;s Mood.&lt;br /&gt;
&lt;br /&gt;
The king receives a new crown.&lt;br /&gt;
&lt;br /&gt;
== Factors affecting actions ==&lt;br /&gt;
&lt;br /&gt;
Different actions use different character information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Factor&lt;br /&gt;
! Examples of actions affected&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039;&lt;br /&gt;
| Social actions, romance and other age-restricted interactions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyalty&#039;&#039;&#039;&lt;br /&gt;
| Political actions, intrigue and relationships with rulers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Interest&#039;&#039;&#039;&lt;br /&gt;
| Romantic and social interactions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persuasion&#039;&#039;&#039;&lt;br /&gt;
| Influence, negotiations and political interactions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intellect&#039;&#039;&#039;&lt;br /&gt;
| Play Dice and knowledge-related interactions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Teaching&#039;&#039;&#039;&lt;br /&gt;
| Lessons and experience gained from teaching&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
| Duels, fistfights and intimidation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relationships&#039;&#039;&#039;&lt;br /&gt;
| Social actions, political actions and guest interactions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
| Character behaviour, strengths, weaknesses and available interactions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
| Duels and combat-related actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mood&#039;&#039;&#039;&lt;br /&gt;
| Whether a character is willing to perform tasks and some political actions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gold&#039;&#039;&#039;&lt;br /&gt;
| Gambling, political actions, rewards and other services&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not every factor affects every action. The relevant factors are displayed in the action&#039;s requirements or hint when applicable.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260821121154_1.jpg&amp;diff=1317</id>
		<title>File:20260821121154 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260821121154_1.jpg&amp;diff=1317"/>
		<updated>2026-08-21T09:13:32Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1316</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1316"/>
		<updated>2026-08-21T08:37:50Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loved ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
Peasants who are happy and have their basic needs fulfilled can gain positive thoughts and become more productive. Peasants and warriors may leave the city if they become unhappy.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age of 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
|&lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
&lt;br /&gt;
[[File:20260821113414_1.jpg|thumb|300px|The Needs tab]]&lt;br /&gt;
&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average Mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decrease over time and are fulfilled through specific actions characters mostly perform on their own. The need for Rest is automatically replenished when not working. There are 6 needs:&lt;br /&gt;
&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. It is satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. It is satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Loyalists and Fanatics ==&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors can be either neutral, &#039;&#039;&#039;Loyalists&#039;&#039;&#039; or &#039;&#039;&#039;Fanatics&#039;&#039;&#039;. A character cannot be both a Loyalist and a Fanatic at the same time.&lt;br /&gt;
&lt;br /&gt;
Loyalists are loyal to the king and can be recruited into the army. Fanatics are devoted to the Church of Mother Sophia and can be recruited under different conditions.&lt;br /&gt;
&lt;br /&gt;
Loyalists are associated with high Mood over time, while Fanatics are associated with religious devotion. Sermons can affect the number of Fanatics in the city.&lt;br /&gt;
&lt;br /&gt;
Loyalists and Fanatics represent different forms of loyalty and can affect how characters respond to the king, the Church and military service.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and, to a lesser extent, their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Vagabonds become cutthroats over time as a result of watching executions. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depends on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.&lt;br /&gt;
&lt;br /&gt;
Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will send a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriarch&#039;s opinion is increased if there are many fanatics in the city and decreased if less than 30% of the city&#039;s population is fanatic. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the Ascetic trait.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
&lt;br /&gt;
* Prisoners can rebel if their average Mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their Mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average Mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
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		<updated>2026-08-21T08:35:58Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: File uploaded with MsUpload&lt;/p&gt;
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	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1314</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1314"/>
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		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
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&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood. Lords may randomly have desires, which decreases their mood unless the desire is fulfilled. Each city can only support 6 lords, excluding lesser lords.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long heirs and former heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities as guests. Treating visiting lords well may lead them to offer to train one of the city&#039;s lords. Alternatively, visiting lords can be kidnapped, but doing so has diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. Severity of nervous breakdowns vary, from mild forms like binge drinking to severe forms like suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Children and lords who have their title revoked are considered lesser lords. Lesser lords cannot be given orders and appear smaller next to the lords list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.&lt;br /&gt;
&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences interest gained from other lords and the effectiveness of insights gained from deep conversations. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery, and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, the success of some dark deeds and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army, and contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
== Character traits ==&lt;br /&gt;
&lt;br /&gt;
Every character can have a number of &#039;&#039;&#039;Character Traits&#039;&#039;&#039;, which affect their personality, abilities, relationships and interactions with other characters.&lt;br /&gt;
&lt;br /&gt;
Character Traits can be assigned during character creation and can also be acquired during a character&#039;s life as a result of their experiences and circumstances. Starting skills can take the bonuses and penalties of assigned traits into account.&lt;br /&gt;
&lt;br /&gt;
New Character Traits have been added in several updates, including:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Smuggler&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kind-hearted&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Duelist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honest Trader&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Fist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Benefactor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Combat Teacher&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidating&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bookworm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Friend of the Scriptonics&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Devout&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Preacher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional traits may be added as the character and political systems are developed.&lt;br /&gt;
&lt;br /&gt;
== Strengths and Weaknesses ==&lt;br /&gt;
&lt;br /&gt;
Every lord can have a &#039;&#039;&#039;Strength&#039;&#039;&#039; and a &#039;&#039;&#039;Weakness&#039;&#039;&#039;. They are used by the personal politics system.&lt;br /&gt;
&lt;br /&gt;
Strengths allow a lord to influence characters with certain Weaknesses more effectively. Politicians can use their Strengths to recruit other lords as allies and assign allies with suitable Strengths to act against targets.&lt;br /&gt;
&lt;br /&gt;
Some Weaknesses are connected to physical or personal vulnerabilities and can be exploited by other characters through political actions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Strength&lt;br /&gt;
! Weakness&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Naive&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fleshwolf Hammer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Impressionable Hunter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sensitive Lover&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Slave of Desire&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fistfighter&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Boastful&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Born Leader&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Impressionable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The available Strengths and Weaknesses may change as the personal politics system is developed.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
&lt;br /&gt;
The original Talent system allowed one or two individual skills to be designated as talents. Talent skills gained additional experience during training and provided a special bonus after reaching a high skill level.&lt;br /&gt;
&lt;br /&gt;
This system has since been changed. Talents are no longer treated as individual skill bonuses in the same way as the original system.&lt;br /&gt;
&lt;br /&gt;
Character abilities are instead primarily represented by Character Traits, Strengths and Weaknesses.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Skills ==&lt;br /&gt;
&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits (this trivia is unverified, might be probabilistic)&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e&amp;lt;sup&amp;gt;0.0648x&amp;lt;/sup&amp;gt;, where x is commander&#039;s [[File:Command.png|25px]] Command skill level. Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Personality traits ==&lt;br /&gt;
&lt;br /&gt;
Every lord will have a number of personality traits, which affect how the lord behaves or interacts with other characters.&lt;br /&gt;
&lt;br /&gt;
Character Traits have been expanded through updates and can provide bonuses or penalties affecting skills, relationships, mood and various actions.&lt;br /&gt;
&lt;br /&gt;
Some traits are acquired or influenced by a character&#039;s experiences and circumstances, while others can be present from the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts&amp;lt;br&amp;gt;20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led&amp;lt;br&amp;gt;Negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood years.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while&amp;lt;br&amp;gt;Thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood)&amp;lt;br&amp;gt;-50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== King traits ===&lt;br /&gt;
&lt;br /&gt;
Kings start with a trait that determines what other kings they will like and dislike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Likes&lt;br /&gt;
! Dislikes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender of Order&#039;&#039;&#039; || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egalitarian&#039;&#039;&#039; || Vassal kings || Suzerain kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039; || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gullible&#039;&#039;&#039; || Kings who are friends of their friends || Kings who are enemies of their friends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Liberator&#039;&#039;&#039; || Kings without prisoners || Kings with 50% of population as prisoners&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religious&#039;&#039;&#039; || Religious kings || Agnostic kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporter of Power&#039;&#039;&#039; || Kings whose armies are twice bigger || Kings whose armies are twice smaller&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || Kings with higher Intellect skill than themselves ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect the Interest between two lords:&lt;br /&gt;
&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has at least 60 Interest with another lord and their Sex need is below 25% they may fall in love. A lord who is in love will gain a strong positive thought, will only go on dates with their love interest, will gift them Holy Rings when deep conversations result in Flattery and will suffer if rejected. Lords in love will also feel jealousy towards any lord of same gender who is a friend of their love interest or in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have went a couple of times on dates or both fall in love with each other they become lovers. Lovers can have sex at any time, they try to spend even more time together, deep conversations that result in Heartfelt Conversation will satisfy the Sex need and their relationship is treated like family. The love relationship will end if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
&lt;br /&gt;
The relation between two kings decides the relation between their cities. Kings are also biased against women on the throne. Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king they will react in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If the kings are independent they will begin military actions against each other&lt;br /&gt;
* If the kings are suzerain and vassal the vassal will rebel&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lord worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
On the global map, the former &#039;&#039;&#039;Spend Time Together&#039;&#039;&#039; action has been replaced by &#039;&#039;&#039;Gift to the Ruler&#039;&#039;&#039;. &#039;&#039;&#039;Spend Time Together&#039;&#039;&#039; remains available in some local-map situations.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
&lt;br /&gt;
The King chooses a goal for himself, such as increasing the population or becoming Emperor. If the goal is not achieved within the required time, the ruler&#039;s Mood will decrease.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners. Until then they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1313</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1313"/>
		<updated>2026-08-21T07:48:02Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed at the top of the screen, where they have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood. Lords may randomly have desires, which decrease their Mood unless fulfilled. Each city can only support 6 lords, excluding lesser lords.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their Mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long, heirs and former heirs may raise a rebellion and other lords may decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities as guests. Treating visiting lords well may lead them to offer to train one of the city&#039;s lords. Visiting lords can also be kidnapped, but doing so has diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. The severity of a nervous breakdown varies from mild forms, such as binge drinking, to severe forms, such as suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Children and lords who have their title revoked are considered lesser lords. Lesser lords cannot be given orders and appear smaller next to the lords list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills that determine their effectiveness when undertaking tasks. Skills can be increased through training. Children gain more experience from training.&lt;br /&gt;
&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences Interest gained from other lords and the effectiveness of insights gained from deep conversations. A significant difference in skill level can also lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery, and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, the success of some dark deeds, and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the Mood, and thus bravery, bonus for warriors in the commanded army, and contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
&lt;br /&gt;
Every lord can have one or two skills as talents, shown with a yellow star in the skills menu. Talent skills can be inherited from parents.&lt;br /&gt;
&lt;br /&gt;
Lords gain +5 experience when training in a talent skill. Once a talent skill reaches level 15 or above, the lord gains a powerful bonus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Talent&lt;br /&gt;
! Skill&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charismatic&#039;&#039;&#039; || [[File:Manners.png|25px]] Manners || +15 Interest from opposite-sex lords and can freely visit enemy cities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;City defender&#039;&#039;&#039; || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enlightener&#039;&#039;&#039; || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forecaster&#039;&#039;&#039; || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head chopper&#039;&#039;&#039; || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insightful&#039;&#039;&#039; || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sharp-tongued&#039;&#039;&#039; || [[File:Management.png|25px]] Management || When in charge of the Chancellery, the building does not need Paper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
&lt;br /&gt;
Every lord can have a number of character traits that affect their personality, behavior, or interactions with other characters.&lt;br /&gt;
&lt;br /&gt;
Character traits may be acquired through different circumstances and experiences. Some traits are associated with childhood, while others can be inherited or acquired during a character&#039;s life.&lt;br /&gt;
&lt;br /&gt;
=== Personality traits ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts; 20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led; negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while; thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood); -50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional character traits ===&lt;br /&gt;
&lt;br /&gt;
The character trait system has been expanded with additional traits that affect characters in more specific ways. These traits are introduced and adjusted through game updates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Preacher&#039;&#039;&#039; || Gains increased relationship growth with the Bishop after delivering a Sermon of Faith&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More character traits may be added or changed as the character system continues to be developed.&lt;br /&gt;
&lt;br /&gt;
== Strengths and Weaknesses ==&lt;br /&gt;
&lt;br /&gt;
Lords may have strengths and weaknesses that form part of their personal characteristics and can influence political interactions.&lt;br /&gt;
&lt;br /&gt;
Strengths and weaknesses are used by the personal politics system, allowing characters to exploit the vulnerabilities of others or make use of their own advantages.&lt;br /&gt;
&lt;br /&gt;
The exact effects and available traits may change as the personal politics system is developed.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Skills ==&lt;br /&gt;
&lt;br /&gt;
Each skill can be leveled up by performing specific actions. Some actions can only be performed by [[Warriors]] or [[Peasants]], while others are available to lords. Some actions can be performed repeatedly each day, while others can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits; this is unverified and may be probabilistic&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e&amp;lt;sup&amp;gt;0.0648x&amp;lt;/sup&amp;gt;, where x is commander&#039;s [[File:Command.png|25px]] Command skill level. Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;, the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;, the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;, the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness, and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect Interest between two lords:&lt;br /&gt;
&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has at least 60 Interest with another lord and their Sex need is below 25%, they may fall in love. A lord who is in love gains a strong positive thought, will only go on dates with their love interest, will gift them Holy Rings when deep conversations result in Flattery, and will suffer if rejected.&lt;br /&gt;
&lt;br /&gt;
Lords in love will also feel jealousy towards any lord of the same gender who is a friend of their love interest or is in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have gone on several dates or both fall in love with each other, they become lovers. Lovers can have sex at any time, try to spend even more time together, and have their Sex need satisfied by deep conversations that result in Heartfelt Conversation. Their relationship is treated like family.&lt;br /&gt;
&lt;br /&gt;
The love relationship ends if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
&lt;br /&gt;
The relation between two kings determines the relationship between their cities. Kings are also biased against women on the throne.&lt;br /&gt;
&lt;br /&gt;
Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king, they will react in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If the kings are independent, they will begin military actions against each other.&lt;br /&gt;
* If the kings are suzerain and vassal, the vassal will rebel.&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance, the other king will leave the alliance.&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lords worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
&lt;br /&gt;
The King chooses a goal for himself, such as increasing the population or becoming Emperor. If the goal is not achieved within the required time, the ruler&#039;s Mood will decrease.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a Loyalty of -100. If Loyalty is raised to 0, they will join the city and will no longer be prisoners. Until then, they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1312</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1312"/>
		<updated>2026-08-21T07:43:02Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood. Lords may randomly have desires, which decrease their Mood unless the desire is fulfilled. Each city can only support 6 lords, excluding lesser lords.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their Mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long, heirs and former heirs may raise a rebellion, while other lords may decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities as guests. Treating visiting lords well may lead them to offer to train one of the city&#039;s lords. Alternatively, visiting lords can be kidnapped, but doing so has diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. The severity of a nervous breakdown varies, from mild forms such as binge drinking to severe forms such as suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Children and lords who have their title revoked are considered lesser lords. Lesser lords cannot be given orders and appear smaller next to the lords list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords have 7 other skills that determine their effectiveness when undertaking various tasks. Skills can be increased through training and other activities. Children gain more experience from training.&lt;br /&gt;
&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences Interest gained from other lords and the effectiveness of insights gained from deep conversations. A significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of gaining insights, the success of some dark deeds and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the Mood, and therefore bravery, bonus for warriors in the commanded army. It also contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
Every lord has a &#039;&#039;&#039;Character&#039;&#039;&#039;. There are 8 Characters in total. A lord&#039;s Character is determined by their culture when the character is created. Children may inherit a Character from one of their parents, with a chance of receiving a random Character instead.&lt;br /&gt;
&lt;br /&gt;
Characters provide bonuses and penalties to skill experience gain and determine the lord&#039;s [[#Talents|Talent]].&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
&lt;br /&gt;
Each Character has a corresponding &#039;&#039;&#039;Talent&#039;&#039;&#039;. Talents provide a special ability associated with the lord&#039;s Character.&lt;br /&gt;
&lt;br /&gt;
=== Strengths and Weaknesses ===&lt;br /&gt;
&lt;br /&gt;
Every lord has a &#039;&#039;&#039;Strength&#039;&#039;&#039; and a &#039;&#039;&#039;Weakness&#039;&#039;&#039;. They are used by the personal politics system.&lt;br /&gt;
&lt;br /&gt;
Strengths allow a lord to influence characters with certain Weaknesses much more effectively. Politicians can use their Strengths to recruit other lords as allies and assign allies with suitable Strengths to act against targets.&lt;br /&gt;
&lt;br /&gt;
Some Weaknesses are tied to physical vulnerability. These mechanics are used by personal politics and are intended to be expanded by future political systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Strengths&lt;br /&gt;
! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Naive&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fleshwolf Hammer&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Impressionable Hunter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sensitive Lover&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Slave of Desire&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fistfighter&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Boastful&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Born Leader&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Impressionable&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The available Strengths and Weaknesses may change as the personal politics system is developed.&lt;br /&gt;
&lt;br /&gt;
=== Character Traits ===&lt;br /&gt;
&lt;br /&gt;
Every lord can have a number of character traits, which affect how the lord behaves or interacts with other characters.&lt;br /&gt;
&lt;br /&gt;
Character traits can be gained through a character&#039;s experiences and circumstances. The available traits include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Smuggler&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kind-hearted&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Duelist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Honest Trader&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Fist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Benefactor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Combat Teacher&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidating&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bookworm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Friend of the Scriptonics&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Devout&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Preacher&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Berserk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thirst for Knowledge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Master of Profit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gourmet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Life of the Party&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intuitive Genius&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Inspirer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Comforter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Voice of Reason&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Redeemer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beggar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doctor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Musician&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Prince of Thieves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Singer of Love&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Harsh Judge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Acquiring Skills ==&lt;br /&gt;
&lt;br /&gt;
Each skill can be leveled up by performing specific actions. Some actions can only be performed by [[Warriors]] or [[Peasants]] and not by [[Lords]]. Some actions can be performed repeatedly each day, while others can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so multiple lords can train [[File:Trade.png|25px]] Trade during the same visit&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both participating lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both participating lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits; this is unverified and may be probabilistic&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 page flips while reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || One session per student per day&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only applies for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e&amp;lt;sup&amp;gt;0.0648x&amp;lt;/sup&amp;gt;, where x is the commander&#039;s [[File:Command.png|25px]] Command skill level. Limited by the commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Personality traits ==&lt;br /&gt;
&lt;br /&gt;
Every lord can have personality traits that affect how they behave or interact with other characters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts&amp;lt;br&amp;gt;20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led&amp;lt;br&amp;gt;Negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood years.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while&amp;lt;br&amp;gt;Thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood)&amp;lt;br&amp;gt;-50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== King traits ===&lt;br /&gt;
&lt;br /&gt;
Kings start with a trait that determines what other kings they will like and dislike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Likes&lt;br /&gt;
! Dislikes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender of Order&#039;&#039;&#039; || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egalitarian&#039;&#039;&#039; || Vassal kings || Suzerain kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039; || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gullible&#039;&#039;&#039; || Kings who are friends of their friends || Kings who are enemies of their friends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Liberator&#039;&#039;&#039; || Kings without prisoners || Kings with 50% of population as prisoners&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religious&#039;&#039;&#039; || Religious kings || Agnostic kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporter of Power&#039;&#039;&#039; || Kings whose armies are twice bigger || Kings whose armies are twice smaller&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || Kings with higher Intellect skill than themselves ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect the Interest between two lords:&lt;br /&gt;
&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has at least 60 Interest with another lord and their Sex need is below 25%, they may fall in love. A lord who is in love will gain a strong positive thought, will only go on dates with their love interest, will gift them Holy Rings when deep conversations result in Flattery and will suffer if rejected. Lords in love will also feel jealousy towards any lord of the same gender who is a friend of their love interest or in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have gone on a couple of dates or both fall in love with each other, they become lovers. Lovers can have sex at any time, try to spend even more time together, and deep conversations that result in Heartfelt Conversation will satisfy the Sex need. Their relationship is treated like family. The love relationship will end if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
&lt;br /&gt;
The relation between two kings determines the relationship between their cities. Kings are also biased against women on the throne. Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king, they will react in the following ways:&lt;br /&gt;
&lt;br /&gt;
* If the kings are independent, they will begin military actions against each other.&lt;br /&gt;
* If the kings are suzerain and vassal, the vassal will rebel.&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance, the other king will leave the alliance.&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lords worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
On the global map, the former &#039;&#039;&#039;Spend Time Together&#039;&#039;&#039; action has been replaced by &#039;&#039;&#039;Gift to the Ruler&#039;&#039;&#039;. &#039;&#039;&#039;Spend Time Together&#039;&#039;&#039; remains available in some local-map situations.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
&lt;br /&gt;
The King chooses a goal for himself, such as increasing the population or becoming Emperor. If the goal is not achieved within the required time, the ruler&#039;s Mood will decrease.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a Loyalty of -100. If Loyalty is raised to 0, they will join the city and will no longer be prisoners. Until then, they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1311</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1311"/>
		<updated>2026-08-20T18:52:11Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: /* King&amp;#039;s ambition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood. Lords may randomly have desires, which decreases their mood unless the desire is fulfilled. Each city can only support 6 lords, excluding lesser lords.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long heirs and formers heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. Severity of nervous breakdowns vary, from mild forms like binge drinking to severe forms like suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Children and lords who have their title revoked are considered lesser lords. Lesser lords cannot be given orders and appear smaller next to the lords list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences interest gained from other lords and the effectiveness of insights gained from deep conversations. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery, and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, the success of some dark deeds and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army, and contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Every lord can have one or two skill as talents, shown with a yellow star in the skills menu and inherited from their parents. Talent skills can be inherited from parents. Lords gain +5 experience when training in their talent skill. Once a talent skill is raised to level 15 or above the lord will gain a powerful bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Talent&lt;br /&gt;
! Skill&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charismatic&#039;&#039;&#039; || [[File:Manners.png|25px]] Manners || +15 interest from opposite sex lords and can freely visit enemy cities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;City defender&#039;&#039;&#039; || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enlightener&#039;&#039;&#039; || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forecaster&#039;&#039;&#039; || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head chopper&#039;&#039;&#039; || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insightful&#039;&#039;&#039; || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sharp-tongued&#039;&#039;&#039; || [[File:Management.png|25px]] Management || When in charge of the Chancellery the building doesn&#039;t need Paper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits (this trivia is unverified, might be probabilistic)&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e&amp;lt;sup&amp;gt;0.0648x&amp;lt;/sup&amp;gt;, where x is commander&#039;s [[File:Command.png|25px]] Command skill level. Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Personality traits ==&lt;br /&gt;
Every lord will have a number of personality traits, which affect how the lord behaves.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts&amp;lt;br&amp;gt;20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led&amp;lt;br&amp;gt;Negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while&amp;lt;br&amp;gt;Thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood)&amp;lt;br&amp;gt;-50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== King traits ===&lt;br /&gt;
Kings start with a trait that determines what other kings they will like and dislike.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Likes&lt;br /&gt;
! Dislikes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender of Order&#039;&#039;&#039; || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egalitarian&#039;&#039;&#039; || Vassal kings || Suzerain kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039; || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gullible&#039;&#039;&#039; || Kings who are friends of their friends || Kings who are enemies of their friends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Liberator&#039;&#039;&#039; || Kings without prisoners || Kings with 50% of population as prisoners&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religious&#039;&#039;&#039; || Religious kings || Agnostic kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporter of Power&#039;&#039;&#039; || Kings whose armies are twice bigger || Kings whose armies are twice smaller&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || Kings with higher Intellect skill than themselves || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect the Interest between two lords:&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has has at least 60 Interest with another lord of and their Sex need is below 25% they may fall in love. A lord who is in love will gain a strong positive thought, will only go on dates their love interest, will gift them Holy Rings when deep conversations result in Flattery and will suffer if rejected. Lords in love will also feel jealousy towards any lord of same gender who is a friend of their love interest or in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have went a couple of times on dates or both fall in love with each other they become lovers. Lovers can have sex at any time, they try to spend even more time together, deep conversations that result in Heartfelt Conversation will satisfy the Sex need and their relationship is treated like family. The love relationship will end if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
The relation between two kings decides the relation between their cities. Kings are also biased against women on the throne. Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king they will react in the following ways:&lt;br /&gt;
* If the kings are independent they will begin military actions against each pther&lt;br /&gt;
* If the kings are suzerain and vassal the vassal will rebel&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lord worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
The King chooses a goal for himself, such as increasing the population or becoming Emperor. If the goal is not achieved within the required time, the ruler&#039;s Mood will decrease.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners. Until then they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Startup_settings&amp;diff=1310</id>
		<title>Startup settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Startup_settings&amp;diff=1310"/>
		<updated>2026-08-20T18:21:50Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Character creation.png|thumb|300px|The family creation menu]]&lt;br /&gt;
== Starting family ==&lt;br /&gt;
The first step when creating a new game is creating the player family. The family will start with 2-4 lords. At character creation the starting age of an adult lord depends on what skill levels they&#039;re given. The family will begin with a sum of skill levels considered optimal by the game but the skill levels can be redistributed. The maximum starting age is 40, at which point additional skill levels cannot be added. Children cannot be given skills. The following family relations are possible when starting a new game:&lt;br /&gt;
* Two brothers and a wife&lt;br /&gt;
* Husband, wife, child&lt;br /&gt;
* Two sisters and a son&lt;br /&gt;
* Two brothers&lt;br /&gt;
* Three sisters&lt;br /&gt;
* Father and three daughters&lt;br /&gt;
&lt;br /&gt;
== Provinces setup ==&lt;br /&gt;
[[File:20260820203023 1.jpg|thumb|300px|Kingdom creation]]&lt;br /&gt;
The second step when creating a new game is first choosing a starting province. Then you can expand any of the starting kingdoms, including your own, to vassalize more provinces. By selecting any NPC province you can choose their starting army strength and city size, their culture, their starting relations with your king, as well as whether they will be peaceful and avoid conflicts with other kings or not. You can also make certain cities to start as ruins.&lt;br /&gt;
&lt;br /&gt;
You can also decide the starting relations with every king:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sworn Enemy&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dislike&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sympathy&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Old Ally&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Start scenario ==&lt;br /&gt;
The start scenario determines the initial priorities you will have.&lt;br /&gt;
* &#039;&#039;&#039;Prisoner&#039;&#039;&#039;: Start with 5 warriors. There is a bandit camp with 6 bandits in the city&#039;s province that has kidnapped one of the lords.&lt;br /&gt;
* &#039;&#039;&#039;Nectar&#039;s Children&#039;&#039;&#039;: All starting characters have nectar addiction. Start with the Alchemy Lab and Nectar books.&lt;br /&gt;
* &#039;&#039;&#039;The Sword&#039;s Path&#039;&#039;&#039;: King and his brothers are bastards, start without Flour and only 50 Wood but also with additional weapons and protection equipment and 2 additional warriors.&lt;br /&gt;
* &#039;&#039;&#039;Deserters&#039;&#039;&#039;: There is a bandit camp with 20 bandits in the city&#039;s province.&lt;br /&gt;
* &#039;&#039;&#039;Juice of Life&#039;&#039;&#039;: All starting lords have Hemophilia.&lt;br /&gt;
* &#039;&#039;&#039;By Touch&#039;&#039;&#039;: All starting lords have Vision Loss.&lt;br /&gt;
* &#039;&#039;&#039;The Hammer&#039;s Way&#039;&#039;&#039;: Start with only 300 Gold and the Coal Furnace, Workshop, Weapon Forge, Axes and Swords books.&lt;br /&gt;
* &#039;&#039;&#039;Prison Owners&#039;&#039;&#039;: Start with prisoners instead of peasants and every lord has the Prison Ward knowledge.&lt;br /&gt;
* &#039;&#039;&#039;No scenario&#039;&#039;&#039;: No starting scenario.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
Modifiers can give bonuses or penalties to everyone in the game.&lt;br /&gt;
* &#039;&#039;&#039;Excess Iron&#039;&#039;&#039;: Each Mine has 500 Iron.&lt;br /&gt;
* &#039;&#039;&#039;Lazy Workers&#039;&#039;&#039;: Buildings stop working if instructions expire.&lt;br /&gt;
* &#039;&#039;&#039;Old Grudges&#039;&#039;&#039;: Different culture penalties are increased.&lt;br /&gt;
* &#039;&#039;&#039;Fast Metabolism&#039;&#039;&#039;: Characters age and gain experience twice faster.&lt;br /&gt;
* &#039;&#039;&#039;Wave of Fanaticism&#039;&#039;&#039;: All migrating peasants are Fanatic.&lt;br /&gt;
* &#039;&#039;&#039;After War&#039;&#039;&#039;: Forest bandits have increased Combat skill and better equipment.&lt;br /&gt;
* &#039;&#039;&#039;Trade Decline&#039;&#039;&#039;: The Holy Caravan has only a 25% chance to arrive each day but will appear at least once every 5 days.&lt;br /&gt;
* &#039;&#039;&#039;Strength in Numbers&#039;&#039;&#039;: All peasants and prisoners have a Combat skill of 5-10.&lt;br /&gt;
* &#039;&#039;&#039;No Prophecies&#039;&#039;&#039;: Disasters cannot happen.&lt;br /&gt;
* &#039;&#039;&#039;Longevity&#039;&#039;&#039;: People become Elderly after 60 years.&lt;br /&gt;
* &#039;&#039;&#039;Knowledge Forgetting&#039;&#039;&#039;: Lords gradually forget the knowledge they gain from books.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Start with 3500 Gold and 15 Paper. Neighbors won&#039;t bother you unless you initiate aggressive actions. Difficulty of the game will gradually increase during the first few days and new mechanics and challenges will be introduced gradually.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039;:  Start with 2500 Gold and 5 Paper. Difficulty of the game will gradually increase during the first few days and new mechanics and challenges will be introduced gradually.&lt;br /&gt;
* &#039;&#039;&#039;Hardcore&#039;&#039;&#039;: Start with 1500 Gold and 5 Paper. Challenges can happen at any point.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Startup_settings&amp;diff=1309</id>
		<title>Startup settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Startup_settings&amp;diff=1309"/>
		<updated>2026-08-20T18:01:29Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: /* Provinces setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Character creation.png|thumb|300px|The family creation menu]]&lt;br /&gt;
== Starting family ==&lt;br /&gt;
The first step when creating a new game is creating the player family. The family will start with 2-4 lords. At character creation the starting age of an adult lord depends on what skill levels they&#039;re given. The family will begin with a sum of skill levels considered optimal by the game but the skill levels can be redistributed. The maximum starting age is 40, at which point additional skill levels cannot be added. Children cannot be given skills. The following family relations are possible when starting a new game:&lt;br /&gt;
* Two brothers and a wife&lt;br /&gt;
* Husband, wife, child&lt;br /&gt;
* Two sisters and a son&lt;br /&gt;
* Two brothers&lt;br /&gt;
* Three sisters&lt;br /&gt;
* Father and three daughters&lt;br /&gt;
&lt;br /&gt;
== Provinces setup ==&lt;br /&gt;
[[File:20260820203023 1.jpg|thumb|300px|Kingdom creation]]&lt;br /&gt;
The second step when creating a new game is first choosing a starting province. Then you can expand any of the starting kingdoms, including your own, to vassalize more provinces. By selecting any NPC province you can choose their starting army strength and city size, their culture, their starting relations with your king, as well as whether they will be peaceful and avoid conflicts with other kings or not. You can also make certain cities to start as ruins.&lt;br /&gt;
&lt;br /&gt;
You can also decide the starting relations with every king:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sworn Enemy&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dislike&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sympathy&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Old Ally&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Start scenario ==&lt;br /&gt;
The start scenario determines the initial priorities you will have.&lt;br /&gt;
* &#039;&#039;&#039;Prisoner&#039;&#039;&#039;: Start with 5 warriors. There is a bandit camp with 6 bandits in the city&#039;s province that has kidnapped one of the lords.&lt;br /&gt;
* &#039;&#039;&#039;Nectar&#039;s Children&#039;&#039;&#039;: All starting characters have nectar addiction. Start with the Alchemy Lab and Nectar books.&lt;br /&gt;
* &#039;&#039;&#039;The Sword&#039;s Path&#039;&#039;&#039;: King and his brothers are bastards, start without Flour and only 50 Wood but also with additional weapons and protection equipment and 2 additional warriors.&lt;br /&gt;
* &#039;&#039;&#039;Deserters&#039;&#039;&#039;: There is a bandit camp with 20 bandits in the city&#039;s province.&lt;br /&gt;
* &#039;&#039;&#039;Juice of Life&#039;&#039;&#039;: All starting lords have Hemophilia.&lt;br /&gt;
* &#039;&#039;&#039;By Touch&#039;&#039;&#039;: All starting lords have Vision Loss.&lt;br /&gt;
* &#039;&#039;&#039;The Hammer&#039;s Way&#039;&#039;&#039;: Start with only 300 Gold and the Coal Furnace, Workshop, Weapon Forge, Axes and Swords books.&lt;br /&gt;
* &#039;&#039;&#039;Prison Owners&#039;&#039;&#039;: Start with prisoners instead of peasants and every lord has the Prison Ward knowledge.&lt;br /&gt;
* &#039;&#039;&#039;No scenario&#039;&#039;&#039;: No starting scenario.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
Modifiers can give bonuses or penalties to everyone in the game.&lt;br /&gt;
* &#039;&#039;&#039;Excess Iron&#039;&#039;&#039;: Each Mine has 500 Iron.&lt;br /&gt;
* &#039;&#039;&#039;Lazy Workers&#039;&#039;&#039;: Buildings stop working if instructions expire.&lt;br /&gt;
* &#039;&#039;&#039;Old Grudges&#039;&#039;&#039;: Different culture penalties are increased.&lt;br /&gt;
* &#039;&#039;&#039;Fast Metabolism&#039;&#039;&#039;: Characters age and gain experience twice faster.&lt;br /&gt;
* &#039;&#039;&#039;Wave of Fanaticism&#039;&#039;&#039;: All migrating peasants are Fanatic.&lt;br /&gt;
* &#039;&#039;&#039;After War&#039;&#039;&#039;: Forest bandits have increased Combat skill and better equipment.&lt;br /&gt;
* &#039;&#039;&#039;Trade Decline&#039;&#039;&#039;: The Holy Caravan has only a 25% chance to arrive each day but will appear at least once every 5 days.&lt;br /&gt;
* &#039;&#039;&#039;Strength in Numbers&#039;&#039;&#039;: All peasants and prisoners have a Combat skill of 5-10.&lt;br /&gt;
* &#039;&#039;&#039;No Prophecies&#039;&#039;&#039;: Disasters cannot happen.&lt;br /&gt;
* &#039;&#039;&#039;Longevity&#039;&#039;&#039;: People become Elderly after 60 years.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Start with 3500 Gold and 15 Paper. Neighbors won&#039;t bother you unless you initiate aggressive actions. Difficulty of the game will gradually increase during the first few days and new mechanics and challenges will be introduced gradually.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039;:  Start with 2500 Gold and 5 Paper. Difficulty of the game will gradually increase during the first few days and new mechanics and challenges will be introduced gradually.&lt;br /&gt;
* &#039;&#039;&#039;Hardcore&#039;&#039;&#039;: Start with 1500 Gold and 5 Paper. Challenges can happen at any point.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:Kingdom_creation.png&amp;diff=1308</id>
		<title>File:Kingdom creation.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:Kingdom_creation.png&amp;diff=1308"/>
		<updated>2026-08-20T17:59:22Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:20260820203023_1.jpg|thumb|none]]&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820203023_1.jpg&amp;diff=1307</id>
		<title>File:20260820203023 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820203023_1.jpg&amp;diff=1307"/>
		<updated>2026-08-20T17:58:48Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1306</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1306"/>
		<updated>2026-08-20T17:55:17Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are the Lumbermill (for construction materials), Carrot Field (for food), and Library (for gaining Knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Raid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:20260820194927 2.jpg|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Afterwards production efficiency will begin to decrease. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher&lt;br /&gt;
* For 5 days each character has a 10% chance of contracting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants of Kaiden culture will arrive each day&lt;br /&gt;
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higheroly&lt;br /&gt;
* For 7 days 10-15% of each food and crop will be lost and their price at the H&lt;br /&gt;
&lt;br /&gt;
== Additional tips ==&lt;br /&gt;
&lt;br /&gt;
* Place fields on fertile soil to get a higher yield.&lt;br /&gt;
* Improve the lords&#039; relations with the King (by using socializing and hunting) and make them your allies.&lt;br /&gt;
* If you see a tree icon above the Lumbermill, move it closer to the trees.&lt;br /&gt;
* Set up night patrols so that the guards can protect the inhabitants from terror.&lt;br /&gt;
* Keep a reserve of food and Wood before winter or disasters.&lt;br /&gt;
* Check your lords&#039; needs and relationships regularly to prevent conflicts and improve their loyalty.&lt;br /&gt;
* Do not expand too quickly. Make sure your economy is stable before taking control of new provinces.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820194927_2.jpg&amp;diff=1305</id>
		<title>File:20260820194927 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820194927_2.jpg&amp;diff=1305"/>
		<updated>2026-08-20T17:52:32Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820194927_1.jpg&amp;diff=1304</id>
		<title>File:20260820194927 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820194927_1.jpg&amp;diff=1304"/>
		<updated>2026-08-20T17:50:22Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:20260820202831_2 — копия.jpg|thumb|none]]&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820202831_2_%E2%80%94_%D0%BA%D0%BE%D0%BF%D0%B8%D1%8F.jpg&amp;diff=1303</id>
		<title>File:20260820202831 2 — копия.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820202831_2_%E2%80%94_%D0%BA%D0%BE%D0%BF%D0%B8%D1%8F.jpg&amp;diff=1303"/>
		<updated>2026-08-20T17:49:42Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820202831_2.jpg&amp;diff=1302</id>
		<title>File:20260820202831 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820202831_2.jpg&amp;diff=1302"/>
		<updated>2026-08-20T17:38:44Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1301</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1301"/>
		<updated>2026-08-20T17:21:45Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: I have made some adjustments to better reflect the current state of the game (for example, alcohol can be distributed manually without a Tavern) and added a few simple tips.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are the Lumbermill (for construction materials), Carrot Field (for food), and Library (for gaining Knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Raid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:20260820194927_1.jpg|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Afterwards production efficiency will begin to decrease. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher&lt;br /&gt;
* For 5 days each character has a 10% chance of contracting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants of Kaiden culture will arrive each day&lt;br /&gt;
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higheroly&lt;br /&gt;
* For 7 days 10-15% of each food and crop will be lost and their price at the H&lt;br /&gt;
&lt;br /&gt;
== Additional tips ==&lt;br /&gt;
&lt;br /&gt;
* Place fields on fertile soil to get a higher yield.&lt;br /&gt;
* Improve the lords&#039; relations with the King (by using socializing and hunting) and make them your allies.&lt;br /&gt;
* If you see a tree icon above the Lumbermill, move it closer to the trees.&lt;br /&gt;
* Set up night patrols so that the guards can protect the inhabitants from terror.&lt;br /&gt;
* Keep a reserve of food and Wood before winter or disasters.&lt;br /&gt;
* Check your lords&#039; needs and relationships regularly to prevent conflicts and improve their loyalty.&lt;br /&gt;
* Do not expand too quickly. Make sure your economy is stable before taking control of new provinces.&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820194927_1.jpg&amp;diff=1300</id>
		<title>File:20260820194927 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:20260820194927_1.jpg&amp;diff=1300"/>
		<updated>2026-08-20T17:20:14Z</updated>

		<summary type="html">&lt;p&gt;76561199838752307: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199838752307</name></author>
	</entry>
</feed>