Activities are special occasions hosted by a certain character. Most activities have multiple variants to choose from. Each activity goes through a number of phases and during each phase there is a chance every 7 days for an event to happen. A character can only take part in one activity as a time and characters with the
Incapable trait cannot host or join activities.
Most activities requires other characters to join. If not a single character joins the activity will be canceled and the character who started it will gain 20
Stress.
Travel
The character starting an activity is the Host and chooses a barony for the activity, with the cost depending on the barony. The map will pin the best 5 baronies for the activity but any valid barony can be selected. All characters who attend an activity must travel to the designated barony unless it's their realm capital. Traveling has two important factors to keep track of:
Speed determines how fast the caravan will move compared to armies. At 100% the caravan will move at the same speed as armies.
Safety reduces all Danger.
Traveling through baronies that contain a historical building will grant lifestyle experience depending on the building in question. Traveling through baronies that are the capital of a kingdom or empire will grant lifestyle experience depending on its court type, or
Diplomacy if they do not have a royal court. Traveling through Rome or Baghdad while not controlling them will offer the option to delay the travel for 14 days for the chance to gain various bonuses.
Once a destination is selected a travel route will be created going through the shortest number of baronies. Detours can be manually added in order to avoid dangerous baronies or visit specific baronies. Each barony has a chance of triggering a Danger event, which is determined by the barony's terrain of each barony, the level of constructed holdings, constructed buildings and the
Opinion of each county and its title holder.
Each character will travel with an Entourage made up of characters relevant to the activity. Characters who have Court Physician or Bodyguard court positions will always join and additional characters can be added via travel options. Schemes progress is paused if either character is traveling, unless both characters are part of the same Entourage.
Travel options
Each character who travels may select up to two travel options to improve traveling:
| Travel option
|
Effects
|
Requirements
|
Description
|
Hire Desert Warrior
|
-32 Danger in Desert and Steppe baronies
-22 Danger in Drylands baronies
A character with the Desert Warrior trait joins the Entourage
|
8 Gold
|
You will send word for experts in desert terrain to join your entourage, significantly reducing the danger of traveling through dry and arid lands.
|
Hire Forder
|
-42 Danger in Wetlands baronies
-22 Danger in Floodplains baronies
A character with the Forder trait joins the Entourage
|
8 Gold
|
You will send word for experts in wetlands terrain to join your entourage, significantly reducing the danger of traveling through wetlands and floodplains.
|
Hire Forest Guide
|
-37 Danger in Taiga baronies
-31 Danger in Forest baronies
A character with the Forest Fighter trait joins the Entourage
|
8 Gold
|
You will send word for experts in forested terrain to join your entourage, significantly reducing the danger of traveling through forests.
|
Hire Jungle Stalker
|
-42 Danger in Jungle baronies
A character with the Jungle Stalker trait joins the Entourage
|
8 Gold
|
You will send word for experts in jungle terrain to join your entourage, significantly reducing the danger of traveling across jungle terrain.
|
Hire Mountaineer
|
-42 Danger in Mountains and Desert Mountains baronies
-41 Danger in Hills baronies
A character with the Rough Terrain Expert trait joins the Entourage
|
8 Gold
|
You will send word for experts in mountainous terrain to join your entourage, significantly reducing the danger of traveling across high peaks.
|
Hire Cultural Ambassador
|
A character with high Diplomacy joins the Entourage
|
20 Gold
|
You hire someone to serve as a Cultural Ambassador on your journey to disseminate information about your culture to all the baronies you travel through.
|
Hire Experienced Captains
|
-45 Danger in Sea and Coastal Sea areas
A character with the Forder trait joins the Entourage
|
20 Gold
|
You will send word for experienced captains to join your entourage, significantly reducing the danger of traveling across sea and ocean.
|
Hire Mercenary Guards
|
+10 Travel Speed
+20 Travel Safety
The title owner of a Mercenary Company will join the Entourage
|
40 Gold
Unhired Mercenary Company within diplomatic range
|
You will hire hardened mercenaries to join your entourage as guards, increasing overall safety and speed.
|
Superior Armaments
|
+10 Travel Safety
-20% Artifact Decay Reduction
|
Crown Smithies duchy building in Domain
|
Your superior blacksmiths outfit your entourage with the finest equipment and preparations for the journey.
|
Superior Mounts
|
+20 Travel Speed
|
Stables or Camelry level 3 or higher building in Domain
|
Your experienced stable-hands outfit your entourage with the finest mounts in all the realm.
|
Train Knights
|
+10 Travel Safety
The 3 Knights with lowest Prowess will join the Entourage
|
Military Academies duchy building in Domain
|
You bring along your weakest knights to train and learn from the challenges to be faced on the open road.
|
Make Haste
|
+20 Travel Speed
-10 Travel Safety
|
Craven, Impatient or Reckless trait
|
The world is a dark and dangerous place; best to hasten the journey as much as possible.
|
Circumspect
|
+50% Hostile Scheme Resistance
-50% Enemy Hostile Scheme Success Chance
-10 Travel Speed
|
Arbitrary, Fickle or Paranoid trait
|
Never let them know your next move.
|
Regular activities
| Activity
|
Rewards
|
Valid baronies
|
Variants
|
Additional rewards
|
Requirements
|
Cooldown
|
Feast
|
Prestige
Opinion
Stress Loss
Eager Reveler trait
|
Domain
|
Feast
|
Opinion
Stress Loss
|
Adult
|
5 years
|
Murder Feast
|
Chance to kill a designated character
|
Tours and Tournaments DLC
Adult
Forever Infamous lifestyle perk
|
15 years
|
Hunt
|
Prestige
Stress Loss
Glory Hound Vassal Opinion
Trophy artifacts
Hunter trait
|
Realm
|
Hunt
|
Prestige
|
Adult
Vegetarians tradition
|
2 years
|
Legendary
|
Prestige
|
Adult
Vegetarians tradition
|
2 years
|
Falconry
|
|
Tours and Tournaments DLC
Adult
Vegetarians tradition
|
2 years
|
Pilgrimage
|
Piety
Stress Loss
Pilgrim trait
|
Holy Site
|
Pious Pilgrimage
|
Piety
|
Adult
Hajji trait if the faith has it
|
|
Worldly Pilgrimage
|
Culture modifier
|
Adult
Hajji trait if the faith has it
|
|
Hajj
|
Hajji trait
|
Adult
Hajj doctrine
|
|
Meet Peers
|
Opinion
|
Realm Capital
|
Meet Peers
|
Opinion
|
Age 4-15
|
3 years
|
Grand Rite
|
Opinion
Stress Loss
Lifestyle Experience
|
Realm Capital
|
Grand Rite
|
Opinion
Stress Loss
Lifestyle Experience
|
Adult
Witch trait
Witch Coven house modifier
|
5 years
|
Festival / Blót
|
Piety
Opinion
|
Domain and faith with the Gruesome Festivals tenet
|
Festival / Blót
|
Piety
Opinion
|
Adult
Faith has the Gruesome Festivals tenet
|
9 years
|
Grand activities
| Activity
|
Rewards
|
Valid baronies
|
Variants
|
Additional rewards
|
Requirements
|
Cooldown
|
Grand Tour
|
County Control
Popular Opinion
Stress Loss
|
Vassal Realm Capital
|
Majesty Tour
|
Prestige
Vassal Opinion
|
Adult
3 Vassals
Duke or higher title rank
|
10 years
|
Intimidation Tour
|
Dread
May force Vassals out of Factions
|
Adult
3 Vassals
Duke or higher title rank
|
10 years
|
Taxation Tour
|
Gold
|
Adult
3 Vassals
Duke or higher title rank
Tribal government
|
10 years
|
Grand Wedding
|
Marriage
Prestige
Opinion
Stress Loss
Eager Reveler trait
Gracious Host modifier for 5-20 years
Magnificent Host modifier for 10-20 years
|
Domain
|
Grand Wedding
|
Fulfills the Grand Wedding promise
|
Both characters are adults
Grand Wedding marriage or betrothal promise
|
|
Bloody Wedding
|
Chance to kill the spouse's family
|
Both characters are adults
Grand Wedding marriage or betrothal promise
Accomplished Forger lifestyle perk
|
15 years
|
Grand Tournament
The Grand Tournament is a highly interactive activity that can be held every 10 years in a Domain barony. It is only available for adult characters. Grand Tournaments have two Activity Options:
Accommodations determine the likelihood of certain negative events. Can choose to pay 20, 60 or 180
Gold.
Prizes determines the quality of prize artifacts. Can choose to pay 20 (Common), 60 (Common-Masterwork), 180 (Masterwork-Famed), 360 (Masterwork-Illustrious) or 720 (Famed-Illustrious)
Gold.
A Grand Tournament is made up of between 1 and 5 Contests. Each character can choose whether to take part in a contest or merely observe. Taking part in a Contest has risks but will grant or improve the
Hastiluder trait, grant a positive modifier for 5 years, and winning grants an artifact. Each character has a chance to win a Contest depending on its attributes, health, and traits, particularly the
Hastiluder trait. A tournament can have the following contests:
| Contest
|
Hastiluder experience
|
Cost
|
Defeat modifier
|
Victory modifier
|
Description
|
Archery
|
Bow
|
100
|
+1 Injury Resistance
+2 Archer Damage
+5% Hastiluder Trait Experience Gain
|
+3 Injury Resistance
+3 Archer Damage
+10% Hastiluder Trait Experience Gain
|
A bow competition in which each contestant shoots at a target with a set number of arrows, aiming to score as many points as possible.
|
Board Game
|
Wit
|
100
|
+1 Learning
+2 Maximum Battle Roll
+10% Hastiluder Trait Experience Gain
|
+3 Learning
+3 Maximum Battle Roll
+10% Hastiluder Trait Experience Gain
|
A contest of wits in which contestants play a series of board game matches, with the ultimate winner being the last remaining player.
|
Duel
|
Foot
|
100
|
+1 Prowess
+1 Prowess per Level of Fame
+5% Hastiluder Trait Experience Gain
|
+3 Prowess
+2 Prowess per Level of Fame
+10% Hastiluder Trait Experience Gain
|
A series of armed duels fought on foot, in which contestants attempt to disarm or score more points than their foes to be the last standing.
|
Horse Race
|
Horse
|
150
|
+25% Supply Limit
+10% Travel Speed
+5% Hastiluder Trait Experience Gain
|
+50% Supply Limit
+25% Travel Speed
+10% Hastiluder Trait Experience Gain
|
A spectator sport in which lords and ladies enter horses to race against each other, with the winner being the first to cross the finishing line.
|
Melee
|
Foot
Horse
|
100
|
+3 Martial
+10% Monthly Martial Lifestyle Experience
+5% Hastiluder Trait Experience Gain
|
+3 Martial
+10% Monthly Martial Lifestyle Experience
+10% Hastiluder Trait Experience Gain
|
A mock battle, on horse and on foot, between two teams vying to control a contested field and capture opposing combatants for ransom.
|
Recital
|
Wit
|
50
|
+1 Diplomacy
+20% Learn Language Scheme Power
+5% Hastiluder Trait Experience Gain
|
+3 Diplomacy
+30% Learn Language Scheme Power
+10% Hastiluder Trait Experience Gain
|
A poetry competition in which each contestant publicly recites a poem written for the occasion, and is judged against all other entrants.
|
Wrestling
|
Foot
|
100
|
+0.5 Health
+25% Hostile Scheme Resistance
+5% Hastiluder Trait Experience Gain
|
+1 Health
+50% Hostile Scheme Resistance
+10% Hastiluder Trait Experience Gain
|
A contest of strength and cunning, in which contestants attempt to knock down or throw their foes from the ring to be the last standing.
|
Joust
|
Foot
Horse
|
200
|
+10 Glory Hound Vassal Opinion
+5 Heavy Cavalry Damage
+5% Hastiluder Trait Experience Gain
|
+20 Glory Hound Vassal Opinion
+10 Heavy Cavalry Damage
+10% Hastiluder Trait Experience Gain
|
An equestrian competition in which contestants tilt with lances, attempting to unhorse or score more points than their foes to be the last standing.
|
Joust is only available if the culture has the Horseshoes of Arched Saddle innovation
3 weeks after the tournament is hosted every participating character will be able to visit various areas to trigger events.
| Area
|
Description
|
| Artisan Quarters |
Merchants have installed themselves over here. Maintain your Artifacts, get new clothes, or improve your weaponry.
|
| Tavern |
A place to rest. Sit down and get a chance to reduce your Stress.
|
| Temple |
A calm place. Pray for victory or test your faith.
|
| Tent Camp |
All the visitors have taken this field as theirs. Meet the other Contestants or sabotage them.
|
| Tourney Grounds |
The training area for the Tournament. Spending time here will increase your Progress to Victory.
|
| Village |
The closest settlement. Here, you may get County Control, Popular Opinion and interactions with its inhabitants.
|
Characters will have a Progress to Victory bar showing how close they are to winning the current Contest. At least 20 progress is required to quality for a Contest.
Intents
When a character joins an activity it must select an Intent, which can be changed at any point. The Intent has an influence on what events will happen during the activity.
| Intent
|
Feast
|
Hunt
|
Pilgrimage
|
Meet Peers
|
Grand Rite
|
Festival / Blót
|
Grand Tour
|
Grand Tournament
|
Grand Wedding
|
Recreation |
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Worship the Horned God |
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Befriend |
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Murder |
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Seduce |
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Slay Beast |
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Altruism |
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Zealotry |
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Justice |
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Lechery |
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Recruit |
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Triumph |
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Diplomacy |
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Matchmaking |
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References