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仅在启用权力之路DLC的情况下可用。 |
Adventurers are playable landless noble characters who travel the world with followers and a Camp, and have a different set of lifestyle perks. As they have no steady income from landed titles, adventurers primarily earn gold by completing contracts for landed rulers, and must stock up on
Provisions in order to move the camp.
Rulers can choose to expel adventurers from their realm, which prevent the adventurer from accepting contracts and gives them 3 months to leave the realm or be allowed to be imprisoned. Failing to imprison an adventurer results in a war.
Becoming an Adventurer[编辑 | 编辑源代码]
There are a number of ways to play as an adventurer:
- Starting as pre-scripted adventurer in any of the three start dates
- Using the Ruler Designer to create a custom adventurer
- Selecting a landless character with Choose a New Destiny on succession
- If a child far down succession asks to become an adventurer, you may switch to playing as them
- By decision for certain cultures/faiths
- Losing all landed titles
If a ruler becomes an adventurer they lose 3 levels of fame. Aside from the player, AI characters may become adventurers; this chance is increased for those whose culture has Audacious Cadets or Sword-for-Hire traditions. Wanderers with an excess amount of gold may also decide to form an adventuring camp.
Roll of Patrons[编辑 | 编辑源代码]
Adventurers have a Roll of Patrons, which is shown in the Camp menu. Family members, friends, lovers and rulers the adventurer has completed a regular contract for, will be added to the Roll of Patrons. Rulers on the Roll of Patrons can be asked for Provisions,
Gold,
Knights, a random men-at-arms regiment, an arranged marriage or another contract. The Guest of Honor perk also allows requesting for a
Feast where the adventurer is the Honorary Guest and the Stalwart Leader perk also allows requesting for a
Grand Tournament from counts and above. Requests will reduce the
Opinion of the ruler by 25 for 10 years. Only requests the patron is able to fulfill will be available and their acceptance will increase with the adventurer's level of fame.
Adventurer armies[编辑 | 编辑源代码]
Adventurers do not have levies to raise, instead relying on men-at-arms and knights. They do not pay maintenance for their men-at-arms but they also do not reinforce over time. With the Take the Custom Where it Comes lifestyle perk, it possible to recruit men-at-arms of the culture of your current location. Regiments obtained by requests to patrons will be fully reinforced, and can be of any men-at-arms their culture has access to.
There are a number of alternative ways to replenish them:
- When an adventurer successfully sieges a holding their men-at-arms will be replenished up to half of the holding's loot.
- Adventurers can manually replenish their men-at-arms at the cost of
Gold or
Provisions, or via a combined
Diplomacy and
Prowess challenge.
- In holdings with Tribal government they can also be replenished at the cost of 75
Prestige per 25 soldiers for each regiment.
- In holdings with Theocracy or Holy Order government they can also be replenished at the cost of 50
Piety per 25 soldiers for each regiment.
- If the adventurer has at least 5
Dread they can also be replenished cost of 5
Dread per 25 soldiers for each regiment. The chance to successfully recruit is 2% per
Dread.
By default, adventurers can only have 2 Knights, but the number can be increased by certain camp purposes or from the Roaring Campfire building. Adventurers cannot bestow accolades on knights.
Adventurers with at least one regiment can offer to join a ruler's war. If their War Contribution is sufficient when the war ends the ruler will pay them Gold. Adventurers can leave or change sides in a war they are not leading at any time but this will cost 2 levels of fame and 80
Stress and the formerly-allied war leader will become the adventurer's rival. Landed player rulers can also hire adventurers inside their realm from the Mercenaries tab but their armies are not controllable.
Visiting holdings[编辑 | 编辑源代码]
The holding where the Camp is currently located can be visited at any either by hovering over the Camp and selecting Visit Holding or by using the decision with the same name. Once inside you can visit various places. There is no cooldown for visiting a holding, only for actions taken within.
Local castle grounds (only in Castle holdings)
- Training grounds
- Guard garrison
- Can pay scaling
Gold to gain one of two followers
- Can gamble
Gold and lose
Stress
- Can pay scaling
- [RARE] Arguing men
- Can pay 15
Gold to recruit a Bodyguard
- Can do a
Diplomacy challenge to recruit a Bodyguard
- If the character has the
Gallant trait can recruit a Bodyguard
- Can pay 15
Local craftsmen quarters (only in City holdings)
- Weaponsmith stall
- Can pay scaling
Gold to gain one of three weapon artifacts
- Can pay scaling
- Armorer smithy
- Can pay scaling
Gold to gain one of three armor artifacts
- Can pay scaling
- Jewelers abode
- Can pay scaling
Gold to gain a regalia or headgear artifact
- Can pay scaling
Gold to gain a trinket artifact
- Can pay scaling
Local church grounds (only in Temple holdings)
- Healer's hut
- Can pay 10
Gold to gain 30%
Fertility and a medium
Health boost for 2 years
- Can pay scaled
Gold to gain a trinket artifact
- Can pay 10
- Church
- Can pay 15
Gold to gain 250
Piety
- Can gain +2
Piety, +10%
Stress Loss and +5
Life Expectancy per level of devotion for 5 years
- Can do an
Intrigue challenge to gain 80
Gold but if it fails lose 100
Piety
- Can pay 15
- Annex garden
- If same faith as the county gain 30
Stress Loss
- If different faith from the county can convert to the county's faith and gain 10
Stress Loss
- If accompanied by lover, can lay with them for
Stress Loss
- If same faith as the county gain 30
- [RARE] Preacher
- Can pay 15
Gold to recruit a Personal Physician
- Can do a
Learning challenge to recruit a Bodyguard
- If the character has at least 1000
Piety can recruit a Bodyguard
- Can pay 15
Tavern
- Seat by the fire
- Randomly gain a modifier, lifestyle experience, or attribute up
- Can pay 10
Gold to gain the
Hastiluder trait or experience for it
- Can lose 5
Stress
- Unemployed tavern-goers
- Can pay scaling
Gold to gain one of three followers
- Can pay scaling
- [RARE] Enchantress by the counter
- Can pay scaling
Gold to gain a follower
- Can do an
Intrigue challenge to gain a follower
- If the character has the
Seducer trait can gain a follower with +50
Opinion
- Can pay scaling
- [RARE] Hooded figure
- Can pay 50
Gold to gain someone on the Roll of Patrons and get 15
Opinion with them
- Can do a
Martial challenge to gain someone on the Roll of Patrons and get 15
Opinion with them and a
Weak Hook
- Can pay 50
Additional points of interest
- Supply stalls
- Can fill storages at the cost of 1
Gold per 20
Provisions
- Can do a
Martial challenge to gain 500
Provisions but if it fails the price is increased by 25% for 3 months
- Can do an
Intrigue challenge to gain 1000
Provisions but if it fails the price is increased by 25% for 3 months and the character gets wounded
- Can fill storages at the cost of 1
- Sell artifacts
- Can haggle to sell an unwanted artifact for
Gold
- Can haggle to sell an unwanted artifact for
- Look for a contract
- Can pay 75
Prestige to gain 2 contracts
- [RARE] Can gain 2 criminal contracts
- [RARE] Can pay 75
Prestige to gain a Treasure Map contract
- Can pay 75
Contracts[编辑 | 编辑源代码]
Adventurers can see Contracts on the world map, which are put there by a ruler. Contracts come in 3 tiers. Most contracts require the adventurer to travel to their barony before accepting them. Rulers will only put up contracts if they have Gold to spare.
Barons and
Counts offer tier 1 contracts
Dukes offer tier 2 contracts and only to adventurers with the
Illustrious level of fame or above
Kings offer tier 3 contracts and only to adventurers with the
Exalted Among Men level of fame or above
Emperors offer tier 3 contracts and only to adventurers with the
The Living Legend level of fame
Additional contracts can be created using the Visit Holding decision and speaking with the town crier.
Regular contracts[编辑 | 编辑源代码]
Regular contracts are taken for the contractor and can have the following outcomes:
- Success gives +30
Opinion with the contractor, scaled
Gold, and adds the contractor to the Roll of Patrons
- Exceptional Success gives +60
Opinion with the contractor, more scaled
Gold, a
Weak Hook on the contractor, and adds the contractor to the Roll of Patrons
- Failure gives -30
Opinion with the contractor and -25
Prestige
The Gold reward scales with the Contract Tier. Rulers with high Greed will pay less than those with low Greed.
Contract | Objective | Success rewards | Exceptional success rewards | Contractor requirements | Type |
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Protect Heritage | Complete a ![]() ![]() ![]() ![]() |
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Safeguard the Faithful | Complete a ![]() ![]() ![]() ![]() |
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Regale Court | Complete a ![]() |
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Improve Ruler Reputation | Complete a ![]() |
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Hobnob with Ruler | Complete a ![]() |
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Mediate on Behalf | Travel to 3 Counties and pass skill challenges |
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Instructor of Knights | Use the Train Knights interaction on the contractor's knights |
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Conduct Census | Travel to several holdings and pass a ![]() ![]() |
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Raise Building | Complete a ![]() |
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Settle Boundary Dispute | Travel to a holding and complete a ![]() Other options may be available depending on camp purpose, followers and officers |
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Improvised Spycraft | Travel to 3 Counties and pass ![]() ![]() ![]() ![]() |
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Transcribe Texts | Complete 3 ![]() |
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Settle Theological Disputes | Complete a few ![]() ![]() ![]() |
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Create Work of Learning | Complete a few ![]() |
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Solicit Charity | Complete a ![]() |
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Tutor Child | Complete 3 skill challenges |
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Hired Muscle | Complete a ![]() |
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Collect Taxes | Travel to a City holding and pass a ![]() |
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Stand With Us | Join the contractor's war |
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Justicar contracts[编辑 | 编辑源代码]
Justicar contracts will make progress towards unlocking the The Knight of the Swan decision. If the adventurer already took the decision they will instead grant experience for the Knight-Errant trait.
Contract | Objective | Success rewards | Exceptional success rewards | Contractor requirements |
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Do a Passage of Arms | Complete a ![]() |
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Perform in a Play | Complete a ![]() |
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Protect the Innocent | Complete a ![]() |
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Rescue a Fair Subject | Complete a ![]() |
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Hunt Criminals | Kill a character via a duel, ![]() |
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Transport contracts[编辑 | 编辑源代码]
Transport contracts require adventurers to travel to a distant county. You will have an option to move the camp to the destination to save on a return trip. All of them give a Weak Hook on the contractor.
Contract | Objective | Success rewards | Exceptional success rewards | Contractor requirements |
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A Golden Gift | Travel to a distant county | ![]() |
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A Living Gift | Travel to a distant county | ![]() |
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Artifact Delivery | Travel to a distant county | ![]() |
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Eager Explorer | Travel to a distant county | ![]() |
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Escort Emissary | Travel to a distant county | ![]() |
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Ward Transfer | Travel to a distant county | ![]() |
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Treasure Hunt | Travel using the Search for Treasures decision | ![]() |
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Construction Work | Travel to a barony and wait until a construction finishes | ![]() ![]() |
Criminal contracts[编辑 | 编辑源代码]
Criminal contracts have a red border on the map. Both completing or failing a criminal contract will give the Gallowsbait trait and add experience for it, with successful contracts giving twice more experience. Criminal contracts can be divided into two kinds depending on whether the contract is offered for or against the contractor. Failing the contract has the same penalties as regular contracts regardless of whether it was offered for or against the contractor.
Contracts for the contractor[编辑 | 编辑源代码]
Contracts taken for the contractor will give +30 Opinion with the contractor, add a
Weak Hook on them and add them to the Roll of Patrons
Contract | Objective | Success rewards | Contractor requirements |
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Abduct Foe | Complete an ![]() |
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Murder Foe | Complete an ![]() |
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Burn Property | Travel to a barony and complete an ![]() ![]() ![]() Officers may be used instead |
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Reclaim Artifact | Complete a File:Icon scheme steal back artifact.png Steal Artifact scheme | ![]() |
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Contracts against the contractor[编辑 | 编辑源代码]
Contracts taken against the contractor will give -60 Opinion with them on success.
Contract | Objective | Success rewards | Contractor requirements |
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Confidence Trickster | Complete a ![]() |
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Mug Wealthy Citizenry | Complete a ![]() |
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Rustle Animals | Complete a ![]() |
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Heist Treasury | Complete an ![]() |
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Flog Talismans | Complete a ![]() |
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Ambush Travelers | Travel to a holding and complete a ![]() ![]() ![]() |
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Impersonate Tax Collector | Travel to a barony and complete a ![]() ![]() |
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Treasure Map[编辑 | 编辑源代码]
The Treasure Map contract has a very small chance to appear as a purchase option when visiting the town crier. If accepted the contract unlocks the Excavate Treasure decision. Taking the decision sets a destination and brings the option to travel either alone or with the camp. Once the destination barony is reached it will grant 30 Stress Loss and bring the following options:
- Finish the contract the regular way and gain 50
Gold, 65
Stress Loss and -500
Provisions
- Finish the contract criminally gain 80
Gold, -75
Prestige and the
Gallowsbait trait and experience for it
The contract does not add anyone to the Roll of Patrons.
Legitimist Support[编辑 | 编辑源代码]
Legitimist Support contracts can only appear for adventurers who use the Legitimists camp purpose and can also be created via the Request Legitimist Support interaction with Kings and
Emperors. Once the contract is accepted the character can negotiate up to 1800
Gold and 3000 Men-at-Arms.
The negotiation starts with 4 events, which can be increased by the following:
- +4 if any of the claimed titles is an
Empire
- +1 if level of fame is
Illustrious
- +1 if level of fame is
Exalted Among Men or
The Living Legend
- +1 if level of splendor is
Noteworthy
- +2 if level of splendor is
Reputable
- +3 if level of splendor is
Well-known or above
- +4 if the character passes an
Intrigue challenge in the prelude event.
The contract will offer 300 Gold and an army of 200
Retinue Archers, 200
Retinue Vanguard and 50
Retinue Lancers in exchange for paying half of the annual tax income for 2 years after gaining the claimed titles. You can ask for more, and each time it will add another 300
Gold,200
Retinue Archers, 200
Retinue Vanguard and 50
Retinue Lancers but will increase the number of years you have to pay half of your annual tax income by 1. You can also do a
Diplomacy challenge to gain more without increasing the number of years, or a
Stewardship challenge to reduce the number of years (to a minimum of 1). Both challenges will reduce
Prestige by 75 if they fail.
After negotiating the contract details the contractor will offer a timeline of 4 years to start a war for the claimed title. Passing a Martial challenge will increase the timeline to 8 years. If the timeline passes and was isn't declared it will end the contract, remove a Level of Fame and start a rivalry with the contractor.
The deal will be canceled if the camp purpose is changed or the character becomes landed with an unclaimed title.
Camp purpose[编辑 | 编辑源代码]
Instead of authority laws, adventurers set a camp purpose. The camp purpose affects which contracts are more common, which camp upgrades and special officers are unlocked and what events or event options the adventurers have. It also affects the appearance of characters from that camp. Changing the camp purpose costs 1000 Prestige. If the camp purpose is changed all upgrades and officers that are no longer valid will be removed but upgrades will be halfway refunded.
Legitimists is only available if the character has a Pressed Claim on a
Kingdom title.
Camp purpose | Common contracts | Camp upgrades | ![]() |
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File:Camp purpose wanderers.png Wanderers | ![]() |
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The open road offers a freedom quite unlike any other: why sully that with a needless niche? | ||
File:Camp purpose mercenaries.png Swords-for-Hire | +8 |
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Mercenaries earn their coin first and foremost by the sword. Usually legally, but when times are tough and all you have is an axe... | ||
File:Camp purpose scholars.png Scholars |
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A book kept in one library is restless, an idea held in only one mind is wasted. | ||
File:Camp purpose explorers.png Explorers |
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There's always another hill, another mountain, another culture, another language, awaiting just over that horizon... | ||
File:Camp purpose brigands.png Freebooters |
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"Brigand" is such an ugly term - there's nothing wrong with being decisive and practical, especially if you can turn a tidy profit at the same time. | |
File:Camp purpose legitimists.png Legitimists | ![]() |
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A claim, they call it. A mere claim. It's not just a claim, it's a letter of debt, a statement of intent, and a sure marker of the reclamation yet to come. |
Camp temperament[编辑 | 编辑源代码]
Camp temperament is dictated by the average Opinion of all followers.
- If the average
Opinion of followers is 40 or more the camp temperament will be
Steadfast, which gives +0.4%
Contract Scheme Growth and +5%
Toughness per level of fame. If the adventurer has the Absolute Control perk the it will further gain the same amount for every 20
Dread. If the adventurer has the Honored to Serve perk the it will further gain the same amount for every follower, up to a limit of 5. If the adventurer has the Camp Scientists perk the it will further gain the same amount for every follower with at least 10
Learning. Other perks can also give different bonuses rather than caps:
- Gravitas gives a scaling (scheme phase length为Template:Icon中的未知key) Personal Scheme Phase Length bonus
- Faithful gives +5
Faith Hostility Advantage
- Religious Camp gives +0.4
Monthly Piety per follower of the same faith
- Strength in Diversity gives +1 to all skills for every 3 followers with different faiths
- If the average
Opinion of followers is −40 or less the camp temperament will be
Mutinous, which gives +10 days (scheme phase length为Template:Icon中的未知key) Contract Scheme Phase Length and −10%
Damage per level of fame.
- If the average
Opinion of followers is between −39 and 39 the camp temperament will be
Placated, which has no effects.
Camp temperament also plays a part in various events.
Becoming landed[编辑 | 编辑源代码]
Adventurers who becomes landed will gain the Former Adventurer trait, all followers will become courtiers and gain the (follower为Template:Icon中的未知key) Follower trait, and their camp will be demolished with partial refunds for the cost of buildings. There are a number of ways they can obtain landed titles:
Inheritance[编辑 | 编辑源代码]
Adventurers may inherit titles if they are in the line of succession and do not have the Gallivanter trait. For the purposes of inheritance, adventurers are counted as landless courtiers, so they aren’t excluded by higher crown authority.
Adventurer Invasions[编辑 | 编辑源代码]
Adventurers are blocked from most casus belli of landed rulers (with the special exception of Legitimists - who can use Claim CB), and instead have Adventurer Invasion CBs to carve out new realms. These work similar to other Invasion CBs, and requires certain level of fame: Distinguished for counties,
Illustrious for duchies,
Exalted Among Men for kingdoms, and
Living Legend for empires. Conquering realms this way is illegitimate.
Sponsored Invasions[编辑 | 编辑源代码]
With Illustrious fame or higher, it is possible to ask neighboring king or emperor rulers to sponsor your invasion. Sponsored invasions have the support of the ruler, including soldiers or even as a war ally, in exchange for becoming their vassal on success. A sponsorship can only be received when attacking another kingdom or empire.
Purchasing land[编辑 | 编辑源代码]
Wealthy adventurers can purchase County or
Duchy titles from Feudal, Clan or Tribal rulers that have one to spare and are at peace, and rulers can offer adventurers in their realm titles they hold. Adventurers with the
Gallowsbait or
Gallivanter trait cannot purchase titles. If the landed title is lower than the seller's primary title then the former adventurer will become their vassal.
Purchasing land has the following cost:
Title rank | Buying as adventurer | Offering as ruler |
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When purchasing land as an adventurer, the ruler's acceptance is based on their Opinion and is decreased by the number of titles purchased, the number of buildings and
Development in the purchased counties and having a different faith or culture and increased by distance from their capital, the counties having a different faith or culture, being married into the ruler's family or the ruler being in debt. The adventurer can use a Hook or offer to pay double, offer a
Weak Hook or have increased vassal obligations to improve the ruler's acceptance.
Once titles are purchased the former adventurer will receive the Ennobled Adventurer negative modifier which gives the following penalties:
Level of fame Similarity |
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Same faith and culture |
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No penalty |
Different faith or culture |
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Different faith and culture |
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Administrative rulers will sell an estate instead of landed titles, which cost 200 Gold and 15
Opinion with everyone for 15 years.
Seize Realm[编辑 | 编辑源代码]
The Seize Realm scheme can be used to try to usurp a title in a high-stakes coup. It cannot be used on Administrative realms, and has the same fame requirements as Adventurer Invasions. Realms seized in this way may have vassals choose to to break away and become independent.