Lords

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Revision as of 16:49, 17 June 2024 by Aether (talk | contribs)

Characters with the age 0-13 will be children. Children start without skills but will randomly increase them every day. They can also gain positive or negative traits during their upbringing, especially the more they are educated.

Until the age 21, lords gain double experience from lessons.

Lords can be used for building management or undertaking quests. However they will refuse to undertake assignments if their Mood is low unless they have the "Strong will" personality trait. A lord will have a green, yellow or red background depending on their Mood.

Skills

Every lord has 8 skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.

  • Manners.png Manners provides a significant bonus to relations and interest. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.
  • Trade.png Trade 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.
  • Persuasion.png Persuasion determines the effectiveness of actions related to communication and influencing other lords, including certain deep conversations. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.
  • Intellect.png Intellect determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, and the probability of winning dice games. It is increased by learning Philosophy.
  • Management.png Management determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.
  • Teaching.png Teaching determines the amount of experience transferred during teaching. It is increased by learning Philosophy.
  • Combat.png Combat gives a chance to evade an enemy's attack based on the difference in skill level. It is increased by learning Warfare.
  • Command.png Command determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army. It is increased by learning Warfare.

Personality traits

Every lord will have a number of personality traits, which affect how the lord behaves.

Trait Effects Reason
Unattractive -10 interest from other characters
Attractive +10 interest from other characters
Beautiful +20 interest from other characters
Difficult childbirth Increased chance of dying during childbirth Inherited
Early balding High chance of experiencing baldness earlier than usual Inherited
High fertility +30% chance of getting pregnant Inherited
Low fertility -30% chance of getting pregnant Inherited
Mental impairment Has the "Joy of foolishness" thought (+8 Mood)
-50% experience from learning
Inherited
Calm All nervous breakdowns are light Happy childhood
Courageous Higher threshold for bravery Happy childhood
Empathetic Social thoughts are enhanced Happy childhood
Monogamous Falls in love only once Happy childhood
Strong will Works when unhappy Happy childhood
Resistance to addictions Lower chance of developing dependencies Happy childhood
Gambling addiction 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
Unhappy childhood
Nervous All nervous breakdowns are severe Unhappy childhood
Tendency to addiction Higher chance of developing dependencies Unhappy childhood

King traits

Kings start with a trait that determines what other kings they will like and dislike.

Trait Likes Dislikes
Defender of Order Kings who destroy bandit camps Kings who tolerate bandit camps in their provinces and interact with them
Greedy Kings who have twice more Holy Rings than themselves Kings who have twice fewer Holy Rings than themselves
Liberator Kings without slaves Kings with 50% of population as slaves
Religious Kings who are religious Kings who are agnostic
Supporter of Power Kings whose armies are twice bigger Kings whose armies are twice smaller
Scientist Likes kings with higher Intellect skill than themselves

Skill traits

Skill traits will only function after the lord raises the required skill to 15 or above.

Trait Effects Skill
Charismatic +15 interest from opposite sex characters and can freely visit enemy cities Manners.png Manners
Combat instructor Training warriors at the Training Ground gives double experience Teaching.png Teaching
Defender of the city Doubles the bravery and pain threshold of the commanded army Command.png Command
Diplomat Lord can convince enemy kings to forget all grievances and return to normal level of relations Persuasion.png Persuasion
Forecaster Every Holy Caravan arrives with a notification about upcoming prices Trade.png Trade
Head chopper Higher chance of decapitating opponents if equipped with a weapon Combat.png Combat
Sharp-tongued When in charge of the Chancellery, clerks give half of this lord's production bonus to managed buildings Management.png Management
Poisoner Can attempt to poison someone by command or own will
If successful nobody will know and if not successful the victim may engage in a fight to the death
The chance of success depends on the difference in Intellect skill between the lord and the victim
Intellect.png Intellect

Actions

Lords can undertake various actions. Actions between parents and their children will satisfy the Care need.

Learn

Learn actions increase a lord's skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher's Teaching skill and each skill can only be increased up to the teacher's own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher's Teaching skill. The amount of experience is doubled if the lord learning has is less than 21 years old.

  • Rhetoric: increases Manners and Persuasion skills
  • Economy: increases Trade and Management skills
  • Philosophy: increases Intellect and Teaching skills
  • Rhetoric: increases Combat and Command skills

Social

  • Communication
    • Spend Time: The lords spend time together. There will be 2 deep conversations, one started by each lord. The probability of conversations being good or bad depends on each lord's Mood.
    • Wolf Hunting: Only available to adult lords if there are wolves available for hunting in the forest.
    • Challenge to a Duel: Only available to adult lords if both participants have armor and weapons. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes.
    • Play Dice: Only available to adult lords. Bets 5 Holy Rings. The outcome is random but partially influenced by both lords' Intellect skill.
  • Intrigue
    • Seduce
    • Bribe: Only available towards lords in another city. It costs 7 Holy Rings and decreases the targeted lord's loyalty towards their king. The amount of loyalty decreased depends on the performer's Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.

Prisoners

Prisoners are lords that have been kidnapped. There are three ways to kidnap a lord:

  • Guests who visit can be kidnapped. This will worsen relations with all neighbors.
  • You can order the kidnapping of a lord from a neighboring province.
  • Unconscious lords in a defeated army will be kidnapped by the victor.

Prisoners start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners.

Unhappy prisoners will try to escape. This can be prevented by blinding the prisoner but this will greatly limit their capabilities.

Prisoners can be assigned to any tasks except military ones.

Prisoners can be returned either by paying a ransom or by defeating the kidnapper.