Lords

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Revision as of 13:28, 18 June 2024 by Aether (talk | contribs) (→‎Skills)

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 green, yellow or red background depending on their Mood. Lords can be obtained by childbirth within the family or from freelance lords.

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 visit each other's cities. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has consequences.

The relation between two kings affect diplomatic relations between their cities. Kings are also biased against women on the throne and women on the throne also cannot marry so their children will be bastards.

Sometimes freelance lords will arrive with the Holy Caravan. Freelance lords can be hired for 10 days for a price of Holy Rings.png Holy Rings that scales with the hiring lord's Persuasion.png Persuasion skill. While hired a freelance lord will function like any other lord.

Lords who are unhappy for long enough may experience a nervous breakdown.

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 reduces Interest 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
Cynic Social thoughts and thoughts about the death of loved ones are weaker Unhappy childhood
Envious More prone to feeling envious towards others Unhappy 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
Lustful Sex need becomes unfulfilled twice as fast Unhappy childhood
Nervous All nervous breakdowns are severe Unhappy childhood
Tendency to addiction Higher chance of developing dependencies Unhappy childhood
Anxious Always wakes up during a home invasion Experienced a home invasion or captivity
Ascetic No thoughts from lack or excess of Holy Rings Long time fanatic
Devout Always fanatic Nervous breakdown or someone close passed away
Substance aversion Hates characters with addiction Someone close has an addiction

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 Religious kings Agnostic kings
Sycophant Suzerain kings Vassal kings
Supporter of Power Kings whose armies are twice bigger Kings whose armies are twice smaller
Scientist 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

Prisoners

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

  • Guests can be kidnapped via the Capture action.
  • 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 action except military ones.

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