Lords & Adventurers

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Author: Paimon

Last revision: 12 Jul at 03:45 UTC

File size: 668.53 KB

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Description:
Lords & Adventurers: Patronage, Contracts and Expeditions

In the base game, landed rulers and landless adventurers often have little reason to interact beyond a brief encounter.

This mod introduces a long-term, developing relationship between them. Grant an adventurer permission to camp in your realm, become their patron, employ them in domestic affairs, call them to war, or sponsor a proxy expedition fought entirely in their name.

Main Features

Camping Licenses

  • Permit an adventurer to establish their camp inside your realm.
  • Receive annual camp taxes based on the adventurer’s military strength.
  • The host county gains Control at the cost of a small Popular Opinion penalty.

Patron and Protected Adventurer

  • A persistent relationship with matching three-level lifestyle traits.
  • Patrons gain Adventurer Opinion, reduced mercenary hiring costs and a small Diplomacy bonus.
  • Protected adventurers gain reduced provisions use and Men-at-Arms maintenance, together with improved Knight Effectiveness.
  • Completing contracts and fighting together develops both traits.

Commission an Adventurer

  • Suppress a rebellion against one of your subordinate vassals.
  • Train the knights and acclaimed champions of your court.
  • Watch a vassal and attempt to uncover their secrets.
  • Travel to distant lands in search of a newly generated artifact.

Call to War

  • A patron may call their protected adventurer into wars personally led by the patron.

Proxy Expeditions

  • Select a foreign kingdom for the protected adventurer to conquer alone.
  • The patron cannot participate directly and must instead provide material support.
  • Supply 3,000 war-bound event troops, a war chest of 600 Gold, or send an adult child to serve as the adventurer’s knight.
  • Victory makes the adventurer a landed ruler and opens a postwar settlement: recognize their independence, request an alliance, or attempt to incorporate the new realm into your empire.

Gift Men-at-Arms

  • Choose from the Men-at-Arms types currently available to your character.
  • Pay Gold to establish a permanent regiment under the adventurer’s command.
  • Supports standard, cultural and East Asian Men-at-Arms types from the base game.

Compatibility

  • Currently designed for CK3 version 1.19.0.6.
  • All new script identifiers use the mxh_ prefix.
  • The mod does not replace the main character-interaction window. New actions reuse the vanilla Adventurer interaction category for better compatibility with interaction UI mods.
  • The vanilla Evict Adventurer action ends patronage. Patronage and its traits are also cleaned up automatically when the adventurer becomes an ordinary landed ruler.
  • For large gameplay or UI overhauls, placing this mod later in the load order is recommended.

Purpose

The goal is to turn adventurers into political and military partners whom rulers can cultivate over many years—not merely strangers passing across the map.

If you encounter an event, interaction-condition or compatibility issue, please include a screenshot and reproduction steps in your report.