After securing the Caed Nua stronghold, there is a chance for unexpected events to take place at the stronghold. These events are scheduled to occur every 1-5 days following the last random event, and are not influenced by stronghold turns. The events are partially dictated by the Prestige and Security of the house, its purchased upgrades, and hirelings in the player's employ. When a random event occurs, you will be told regardless of whether or not you are physically there. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do.
Random event chance[ | ]
The type of event triggered depends on the prestige and security, as well as a random roll made from 1 to 100 (inclusive):
D100 + (Prestige - (30 - Security)) = Result
At a default of 0 Prestige and Security, only "bad" outcomes are available. As they accumulate, it becomes less likely and eventually even impossible for bad random events to occur, while possible and increasingly more likely for good events to occur. With every point of difference in the summed Prestige and Security, the chance of an event occurring shifts by ±1%. Eventually if you reach a sum of 100, only good outcomes are possible.
If there is no outcome from the result, i.e. because the result isn't available for some reason, or because the roll happened to land in the reroll range, but NOT because of an outcome of "none", a reroll is made but with 1 subtracted from it. This means that it is still statistically possible to get a bad random event even if your Prestige and Security make it typically impossible to do so.
Outcome | Roll | Influence from summed + | |
---|---|---|---|
Required range | Optimal range | ||
None (no reroll) | ≤ 30 | ≤ 59 | ≤ -40 (100%) |
Prison break | > 30 and ≤ 40 | -49 to 69 | -30 to 60 (10%) |
Kidnapping | > 40 and ≤ 50 | -29 to 79 | -20 to 70 (10%) |
Bad visitor | > 50 and ≤ 60 | -19 to 89 | -10 to 80 (10%) |
Attack | > 60 and ≤ 70 | -9 to 99 | 0 to 90 (10%) |
Guest hireling | > 70 and ≤ 80 | 1 to 109 | 10 to 100 (10%) |
Prisoner request | > 80 and ≤ 90 | 11 to 119 | 20 to 110 (10%) |
Reroll | > 90 and ≤ 100 | 21 to 129 | 30 to 120 (10%) |
Supplicant | > 100 and ≤ 110 | 31 to 139 | 40 to 130 (10%) |
Prestigious visitors | > 110 and ≤ 120 | 41 to 149 | 50 to 140 (10%) |
Rare item offer | > 120 and ≤ 130 | 51 to 159 | 60 to 150 (10%) |
None (no reroll) | > 130 | ≥ 61 | ≥ 160 (100%) |
Visitors[ | ]
The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold.
Some visitors give good bonuses and some of these visitors can even be employed as hirelings. Others are not so great, and you can pay them to leave, or get one of your unassigned companions to act as an escort to their next location (making the companion unavailable for a time).
- Visitors normally wait a number of days for your decision and any decision (other than simply not speaking to them) yields 200 XP. Only visitors that have to be interacted with outside the stronghold UI will give experience.
- If visitors die during their stay, the stronghold suffers a Prestige penalty for a while.[1]
- Visitors can return multiple times even after solving their dilemma in any way that doesn't involve killing or imprisoning them, however on subsequent visits they will have no interactions.
Certain types of visitors (prisoner requests, guest hirelings, prestigious visitors, and rare item merchants) may flee before reaching the Caed Nua if the stronghold's security is too low. This check is D100 - Security
. If roll is > 33, the guest flees. If the roll is ≤ 33, it is "almost" thwarted (there is no between logic, meaning the "almost thwarted" message is always shown - this is a bug). You need 67 to ensure guests always arrive safely.
Guest hirelings[ | ]
A guest hireling will arrive for one day. They can be employed as hireling which will increase your Prestige or Security while they are at the stronghold. Like other hirelings, they will stay on for as long as you pay them.
Does not occur if another guest is already at your stronghold.
- Success: {0} has arrived, seeking employment.
- Thwarted: {0} was on route to Caed Nua, but was accosted by brigands on the road and had to flee. Consider raising your security to ensure the safety of travelers.
- Almost thwarted: He/she was nearly set upon by brigands on the road, but your patrols intervened.
Visitor | Requirement | Cost | Effect |
---|---|---|---|
Aedyran Noblewoman (Aristocrat) |
≥ 35 | 200 per day | +6 |
Brutish Warrior (Barbarian) |
50 per day | +3 +2 | |
Dunryd Psion (Cipher) |
100 per day | -2 +2 | |
Fellow of St. Waidwen (Paladin) |
≥ 12 | 90 per day |
+1 +3 |
Glanfathan Soul Hunter (Cipher) |
100 per day | +2 +3 | |
Vicious War Criminal (Fighter) |
≥ 25 | 350 per day |
-4 +3 |
Prisoner requests[ | ]
A visitor arrives, requesting to purchase or request the release of one of your prisoners at random (you may choose to release them via the stronghold UI). These visitors always visit for one day. This does not occur if you have no prisoners.
Visitor | Condition | Message | Cost |
---|---|---|---|
Distant Relative (Family Request) |
A distant relative of {1} has arrived at the stronghold requesting they be freed in exchange for coin. | 700 | |
Solmar the Shackler (Slaver Request) |
Only appears after solving his dilemma | Solmar the Shackler, a slaver from Readceras, has arrived requesting a prisoner to buy. | 1,200 |
Geyda (Experiment Request) |
Only appears after solving her dilemma | Geyda, an animancer, has arrived requesting a prisoner to conduct experiments on. | 200 |
Supplicants[ | ]
A supplicant arrives from a particular faction. You can choose to send a companion to escort them safely (they will be occupied for a few days), pay them off with money, or ignore them, which gives you a loss for a number of days, and minor reputation loss with that faction. This occurs through the stronghold UI.
- Message: A supplicant has arrived from {0}, seeking {1} or an escort.
- Finished escort: {0} finishes escorting {1} and returns to the stronghold.
- Abandons escort: {0} abandons {1}. They return to the stronghold.
- Post-prestige loss: Memory of your treatment of {0} is fading, and your reputation has recovered.
- Ignore: You ignore the supplicant, and he/she leaves the stronghold.
Visitor | Resolution |
---|---|
Supplicant (Gilded Vale) |
Visits for 4 days If Ignored:
|
Supplicant (Defiance Bay) |
Visits for 4 days If Ignored:
|
Supplicant (Dyrford Village) |
Visits for 1 day If Ignored:
|
Supplicant (Twin Elms) |
Visits for 4 days If Ignored:
|
Bad visitors[ | ]
These visitors reduce your Prestige and Security while they are visiting the stronghold. Commonly they may be captured and hung, or you can listen to their request and deal with it in a number of ways. Multiple bad visitors may arrive at one time, but they may not return.
Visitor | Effect | Resolution |
---|---|---|
Lord Byrnwigar (Cruel Lord) |
-3 -2 |
Lord Byrnwigar, a cruel ruler from the north, has arrived at the stronghold. He hopes to gain an audience with you concerning a local rebellion.
Visits for 8 days
|
Gafol the Drunkard (Town Drunk) |
-2 | Gafol the Drunkard, a local inebriate, has wandered onto the stronghold grounds. He is asking for help with his accumulated debts.
Visits for 4 days
|
Nyry the Deft Hand (Wanted Criminal) |
-1 -3 |
A wanted criminal by the name of Nyry the Deft Hand has arrived at the stronghold seeking aid in fleeing the Dyrwood.
Visits for 6 days
|
Solmar the Shackler (Slaver Request) |
Solmar the Shackler, a slaver from Readceras, has arrived at your keep, seeking your counsel on some business matters.
Visits for 9 days
Solmar may return to request prisoners as a random event if his dilemma is solved positively. |
Prestigious visitors[ | ]
Prestigious visitors typically have an involved interaction, and give a large Prestige and Security bonus while they are at the stronghold. Multiple prestigious visitors may visit at one time, but they will not return.
Visitor | Effect | Resolution |
---|---|---|
Odeyna Fyrgest (War Hero) |
+5 +5 |
Odeyna Fyrgest, a hero of the Saint's War, has arrived at the stronghold. She has asked for an audience with you.
Visits for 9 days
|
Lord Sidroc (Wealthy Lord) |
+3 | A wealthy noble by the name of Lord Sidroc has arrived at the stronghold. He seeks your aid in defending his keep from his rivals.
Visits for 9 days
Afterwards, Lord Sidroc will periodically visit the stronghold, granting +3 for the duration of his stay. |
Berolt (Aedyran Dignitary) |
+3 +2 |
Berolt, an Aedyran dignitary, has arrived at the stronghold. He requests your aid with an upcoming meeting with representatives of the Fisher Crane tribe near the Thein Bog.
Visits for 9 days
|
Geyda (Animancer) |
Geyda, an animancer, has arrived requesting a prisoner to conduct experiments on.
Visits for 9 days
Regardless of where you send Geyda, if she's found dead, your Stronghold Log will say she was found in Heritage Hill (rather than where you suggested she look) If you helped her, she will return as a prisoner requester, asking for more prisoners to experiments on (you call sell them for 500 at a time.) | |
Azzuro (Exotic Wares Merchant) |
Azzuro, an exotic wares merchant, has arrived at your keep, and requests an audience.
Visits for 9 days
After solving this initial request, Azzuro will occasionally offer you a rare item for sale - appearing as a random event as long as your Prestige is above 50, and staying for 1 day. Items acquired this way can be found in the treasure chest in the Great Hall. If ignored, he will return later with the same request. |
Adventures[ | ]
After the Great Hall is restored, an adventure becomes available though the stronghold management interface every 8 stronghold turns (not at random). Unlike quests, you cannot resolve these yourself - you must assign one of your idle companions to complete the adventure, making them unavailable for the specified number of stronghold turns.
If you don't assign anyone to it, the adventure disappears after 1-3 game days (at random). Once you've assigned a companion to it, recalling them prematurely cancels the adventure and forfeits any rewards that would have been earned. If the adventure is completed, money and item rewards from the adventure are placed in the treasury chest of the Great Hall, and the companion who was assigned gets a percentage of the experience that they would have gained while in the party (this is not shared with the party). Up to 10 adventures may be active at any one time.
Adventure type chance[ | ]
Which adventures you get is determined as follows:[2]
- Every 8 turns (8, 16, 24, 32...), a stronghold adventure is triggered. This occurs from when the stronghold is first activated, so if you build the Great Hall on turn 7, an adventure will appear on turn 8.
- The game rolls two random numbers between between 1 and 50 (inclusive), adds them to the stronghold's current Prestige, and uses this sum to determine the adventure category:
2d50 + Adventure category 1-25 Tough luck, no adventure! 26-50 Minor 51-75 Average 76-100 Major 101-125 Grand 126+ Legendary - From the selected category, a random adventure is picked that hasn't been picked already. You need to exhaust all unique adventures in one category to get a generic adventure.
- Regardless of the category (and even if no adventure was selected), the next stronghold adventure will occur 8 turns from then.
Adventure rewards[ | ]
Completing an adventure yields a number of different rewards, some predetermined and some random. Generic adventures will give a subset of the rewards listed. For example, a Legendary Adventure (which only gives three rewards) may only give the reputation bonus, the major items, and the grand items.
- Experience - Any experience that the player earns while the companion is busy is deferred, and upon returning the companion gets 75% + x% of this experience, where x is typically a fixed 15% (90%) for Minor and Average adventures, 25% (100%) for Major, 35% (110%) for Grand, and 50% for Legendary (125%).
- Copper - An amount of copper pands , either fixed or at random between a range.
- Item - A fixed or random amount items selected from a specific group: minor, average, major, and grand.
- Unique item - Every non-generic adventure rewards 1 specific unique item.
- Reputation - Bonus reputation with a faction (one of Gilded Vale, Defiance Bay, Dyrford, Twin Elms).
- Adra
- Agate
- Amethyst
- Potion of Eldritch Aim
- Potion of Fleet Feet
- Potion of Minor Regeneration
- Potion of Mirrored Image
- Potion of Spirit Shield
- Potion of Wizard's Double
- Scroll of Fan of Flames
- Scroll of Insect Swarm
- Scroll of Jolting Touch
- Scroll of Minoletta's Minor Missiles
- Scroll of Nature's Mark
- Scroll of Prayer Against Fear
- Scroll of Prayer Against Infirmity
- Scroll of Tanglefoot
- Turquoise
- Adra Bán
- Bloodstone
- Jasper
- Moonstone
- Potion of Bulwark Against The Elements
- Potion of Infuse with Vital Essence
- Potion of Iron Skin
- Potion of Merciless Gaze
- Potion of Minor Endurance
- Potion of Minor Recovery
- Scroll of Binding Web
- Scroll of Burst of Summer Flame
- Scroll of Defense
- Scroll of Paralysis
- Scroll of Protection
- Scroll of Ray of Fire
- Scroll of Restore Light Endurance
- Scroll of Rolling Flame
- Bounding Missiles Trap
- Fireball Trap
- Garnet
- Hail of Darts Trap
- Pearl
- Peridot
- Potion of Deleterious Alacrity of Motion
- Potion of Llengrath's Displaced Image
- Potion of Major Regeneration
- Scroll of Crackling Bolt
- Scroll of Minoletta's Bounding Missiles
- Scroll of Prayer Against Restraint
- Scroll of Restore Moderate Endurance
- Scroll of Revival
- Scroll of Stag's Horn
- Scroll of Twin Stones
- Scroll of Valor
- Velune
- Diamond
- Emerald
- Flask of War Paint
- Freezing Pillar Trap
- Gaze of the Adragan Trap
- Girdle of Eoten Constitution
- Girdle of the Driving Wave
- Ruby
- Sapphire
- Scroll of Maelstrom
- Scroll of Missile Barrage
- Scroll of Moonwell
- Scroll of Prayer Against Bewilderment
- Scroll of Restore Major Endurance
- Scroll of Valor
- Scroll of Wall of Flame
- Sunlance Trap
- Tâ Ondra Tara
List of adventures[ | ]
Adventure | Rewards | ||||
---|---|---|---|---|---|
Unique item | Experience | Copper | Item | Reputation | |
Minor (1 turn) 2d50+Prestige > 25 | |||||
A Court of Spirits | Belt of Chimes | 15% XP | 150 to 300 | ||
A Forgotten Hollow | Wyrwood Ring | 15% XP | |||
Black Waters, Broken Tombs | ycg Br Tomb Fragment | 15% XP | |||
Clerical Errors | St. Borragia's Tears | 15% XP | 150 to 350 | ||
Sacred Skin | Greenstained Boots | 15% XP | 1x minor item | ||
The Ivory Horn | The Nautilus of Or-Grammon | 15% XP | 150 to 300 | ||
The Night Mirror | Night Mirror Fragment | 15% XP | |||
The Sky Breaker | Rod of Wind and Thunder | 15% XP | 1x minor item | ||
Witch's Walk | The Witch's Hat | 15% XP | |||
Minor Adventure (Only one reward) |
- | 5% XP | 150 to 300 | 1x minor item | Minor reputation bonus |
Average (2 turns) 2d50+Prestige > 50 | |||||
A Wreath of Ashes | Remembrance Ashes | 15% XP | 150 to 300 | 1x minor item | |
Bound and Buried | Binding Rope | 15% XP | 150 to 300 | 1x minor item | |
Skulls for Mother | Father's Teeth | 15% XP | 150 to 300 | ||
Still as Stones | Mossy Rock × 5 | 15% XP | 150 to 300 | 1x minor item | |
The Mourning Circle | Mourning Gloves | 15% XP | 150 to 300 | ||
The Page Unturned | The Blind Monk's Venom | 15% XP | 1x minor item | ||
The Weaver's Song | Cloak of Comfort | 15% XP | 150 to 300 | 2x minor items | |
To the Waterline | Iverra's Diving Helmet | 15% XP | 150 to 300 | ||
Average Adventure (Only two rewards) |
- | 10% XP | 150 to 300 | 1x average item | Average reputation bonus |
Major (3 turns) 2d50+Prestige > 75 | |||||
A Curse of Cold Clay | Remembrance of Life's Warmth | 25% XP | 500 to 1,000 | 1x average item | |
A Whistling in the Reeds | Red Reed Wand | 25% XP | 500 to 1,000 | 1x average item | |
Ring Finger | Nîdhen's Finger | 25% XP | 500 to 1,000 | ||
St. Ifen's Knot | Ifen's Cradle | 25% XP | 500 to 1,000 | 1x minor item | |
The Celebrant's Dirge | Celebrant's Gloves | 25% XP | 500 to 1,000 | 1x average item | |
The Unworn Path | Patchwork Boots | 25% XP | 1x average item | ||
What the Well Holds | Swaddling Sheet | 25% XP | 300 to 750 | ||
Major Adventure (Only two rewards) |
- | 15% XP | 500 to 1,000 | 1x average item | Average reputation bonus |
Grand (4 turns) 2d50+Prestige > 100 | |||||
A Place of Great Silence | The Looking-Inward Chime | 35% XP | 750 to 2,000 | 1x major item | |
Lavender and Lye | Lavender Wreath | 35% XP | 1x major item, 1-2x average items | ||
Lovers' Light | Copper Lover's Ring, Silver Lover's Ring |
35% XP | |||
The Crossed Eye | Crossed Patch | 35% XP | 750 to 2,000 | 1x major item, 1x average item | |
The Wax Maker | The Helwax Mold | 35% XP | 750 to 2,000 | 1x major item | |
They Who Woke the Stars | Constellated Cloak | 35% XP | 1x major item | ||
Grand Adventure (Only two rewards) |
- | 20% XP | 750 to 2,000 | 1x major item, 2x average items |
Major reputation bonus |
Legendary (5 turns) 2d50+Prestige > 125 | |||||
A Solitary Mark | Marked Amulet | 50% XP | 1,000 to 3,000 | 1x grand item, 1x major item | |
At the Edge of All Known Things | Amaia's Codex | 50% XP | 1,000 to 3,000 | 1x grand item, 1x major item | |
Liminal Spaces | Ethereal Helm | 50% XP | 1,000 to 3,000 | 1x grand item, 1-2x major items | |
The Coal Eater | Blighted Coals | 50% XP | 1,000 to 3,000 | 1x grand item, 1x major item | |
The Glass Tree | Glittering Gauntlets | 50% XP | 1,000 to 3,000 | 1x grand item, 1x major item | |
Legendary Adventure (Only three rewards) |
- | 25% XP | 1,000 to 3,000 | 1x grand item, 2x major items, 3x average items |
Grand reputation bonus |
Attacks[ | ]
Attacks are the most potentially dangerous of all stronghold events. Attack losses and frequency decrease with higher security. The threat of attacks is the most important reason to keep your security level as high as you can afford. Every attack has a set of conditions (from Prestige, Security, player level, faction rank, or some other quest condition) that must be passed before the attack will become available.
Attacks are triggered as a random event, and will be scheduled in 3-6 days time. Only one attack may occur at a time. You will be warned ahead of time of any such attack, and are presented with three choices:
- Manual Resolve: Your party and hirelings battle the invaders. If you are not at your stronghold, you must return before you can select this option. This option usually results in the best outcome, although some of your hirelings may be killed.
- Auto-Resolve: Your hirelings battle the invaders without you, and may be killed in the process. This usually results in the destruction of parts of your stronghold, which you will then have to rebuild, expending time and money. In the meantime, you lose their benefits. Up to 13 upgrades are destroyed or hirelings are killed, with a 10% chance for no damage to occur. In addition, you must pay a debt of 100 for each building destroyed or hireling killed.
- You can ignore the warning. If you continue to ignore it until the time runs out, an auto-resolve will happen.
List of attacks[ | ]
Name | Description | Weight | Location | Requirements | |||
---|---|---|---|---|---|---|---|
Level | Other | ||||||
Endless Paths attacks | |||||||
Wood Beetles and Spear Spiders | A group of Wood Beetles and Spear Spiders has emerged from Od Nua, and is making its way to the Great Hall.! | 1 | Great Hall | 1-5 | 0-40 | 5-150 | Endless Paths Level 1 cleared |
Xaurips and Wurms | A band of Xaurips and Wurms are making their way through Od Nua and will be in the great hall soon! | 1 | Great Hall | 1-5 | 0-40 | 5-150 | Endless Paths Level 2 cleared |
Trolls and Oozes | A small band of Trolls and Oozes have found their way out of Od Nua and will be in the great hall soon! | 1 | Great Hall | 5-8 | 0-40 | 5-150 | Endless Paths Level 3 and 4 cleared |
Skeletons | Skeletal corpses are trudging up from the Endless Paths, wielding swords and spells. They will attack soon. | 1 | Great Hall | 4-7 | 0-40 | 5-150 | Endless Paths Level 5 and 6 cleared |
Shades and Forest Lurkers | A group of Shades and Lurkers has emerged from Od Nua, and is making its way toward the great hall. | 1 | Great Hall | 5-9 | 0-40 | 5-150 | Endless Paths Level 10 and 11 cleared |
Vithrack | A group of Vithrack have emerged from Od Nua and will attack soon! | 1 | Great Hall | 10-14 | 0-50 | 5-150 | Endless Paths Level 12 cleared |
Cean Gŵlas and Spectres | A host of Cean Gŵlas and Spectres has reached the outskirts of the keep, and will attack the stronghold soon! | 2 | Great Hall | 10-14 | 0-40 | 5-150 | Endless Paths Level 13 cleared |
Faction attacks | |||||||
Dozens Mercenaries | A band of Dozens mercenaries have crossed the Woodend Plains and are making their way to Caed Nua! | 2 | Caed Nua (exterior) | 5-9 | 0-50 | 0-150 | Negative 4 reputation with The Dozens |
Doemenel Thugs | A group of Doemenel thugs have infiltrated the stronghold and will be attacking the great hall soon! | 2 | Great Hall | 5-9 | 0-50 | 0-150 | Negative 4 reputation with Doemenels |
Crucible Knights | A squad of Crucible Knights are approaching Caed Nua and will be at our gates soon! | 2 | Caed Nua (exterior) | 5-9 | 0-50 | 0-150 | Negative 4 reputation with Knights of the Crucible |
Ethik Nôl Keepers and Chanters | A group of Ethik Nôl Keepers and Chanters have been spotted approaching Caed Nua! | 2 | Caed Nua (exterior) | 7-12 | 0-40 | 0-150 | Negative 2 reputation with Ethik Nôl |
Glanfathan Fangs | A band of Glanfathan Fangs is approaching the stronghold from the south, they will be attacking soon! | 2 | Caed Nua (exterior) | 7-16 | 0-40 | 0-150 | Negative 4 reputation with Eir Glanfath |
Quest attacks | |||||||
Raedric's Undead Army | A horde of undead marching from Raedric's Hold have crossed the river to the west and will be at our gates soon! | 3 | Caed Nua (exterior) | 6-12 | 0-200 | 0-150 | During The Champion of Berath |
Byrnwigar's Forces | Lord Byrnwigar's forces have been spotted approaching the keep. They will arrive soon! | 2 | Caed Nua (exterior) | 4-16 | 0-55 | 10-150 | If you insult him during his visit |
General attacks | |||||||
Bleakhollow Bandits | The Bleakhollow Bandits from the northern wilds have been reported crossing the plains east of Caed Nua. They will be at our doorstep any day now! | 3 | Caed Nua (exterior) | 2-6 | 0-30 | 5-150 | |
Leaden Key Agents | Leaden Key Agents have infiltrated the stronghold and will attack the great hall soon! | 0.5 | Great Hall | 5-9 | 0-50 | 0-150 | |
Cutthroat Bandits | A band of Cutthroat bandits has been seen lurking through the outer forests of Caed Nua, they will be striking soon! | 3 | Caed Nua (exterior) | 6-10 | 0-40 | 20-150 | |
Vicious Mercenaries | A band of vicious mercenaries is marching on our gates, they will attack soon! | 2 | Caed Nua (exterior) | 8-14 | 0-50 | 30-150 | |
Drakes | Drakes have been spotted approaching the keep. They will arrive soon! | 2 | Caed Nua (exterior) | 6-16 | 0-55 | 40-150 |
Other random events[ | ]
Prison break[ | ]
A prisoner may try to escape. Your stronghold security rating determines how likely the escape attempt is to succeed. A prisoner who successfully escapes is gone forever. Requires that you have the Dungeons upgrade, as well as any prisoners actually in the dungeon.
Can be thwarted with D100 - (Security * 2) ≤ 0
. There is a 0% chance of an escape occurring if the stronghold has more than 50 , 100% chance of occuring if it's below 0. Every point in security below 50 will increase the chance for a prison break to occur by 2%.
Kidnapping[ | ]
One random prestigious visitor is kidnapped for a duration. They may be held for a ransom which can be paid to release them, or a companion must be sent to rescue them within the duration. If the kidnapping is ignored, they will be killed. May only occur if a prestigious visitor is currently visiting, and cannot be thwarted:
- Odeyna Fyrgest - Kidnapped for 4 days with a ransom of 1,000, -8 while kidnapped, -12 if killed
- Lord Sidroc - Kidnapped for 4 days with a ransom of 2,500, -3 while kidnapped, -7 if killed
- Berolt - Kidnapped for 4 days with a ransom of 1,600, -3 while kidnapped, -1 if killed
- Geyda - Cannot be kidnapped