Ransom Negotiations¶
When a hero is captured, the two Lord Commanders (victim and captor) negotiate a ransom. Gold is exchanged, the hero returns home, and the victim's penalties lift.
Who Negotiates?¶
Lord Commander only (the faction Commander or a seated town Lord Commander). A faction with no seated Lord Commander cannot negotiate.
Where to Negotiate¶
Open the Faction Stone menu at your home base:
- Captor's perspective: Hero Ransom entry → make demands
- Victim's perspective: Hero Ransom entry → counter-offer, accept, or decline
Both sides see a shared live status line showing the current offer and time remaining.
Ransom Flow¶
Captor's Turn¶
- Demands a ransom in Gold (0–10,000)
- Waits for victim response
Victim's Turn¶
The victim chooses one:
- Accept — pay Gold immediately, hero comes home, penalties lift
- Counter — offer a lower amount; Gold is held in escrow (unavailable for daily upkeep)
- Decline — refuse the offer; escrow is refunded, talks clear
Negotiations Continue¶
If the victim counters, the captor can:
- Accept the counter — escrow is paid over, hero released
- Re-demand — set a new, hopefully lower demand
Three counters per side maximum. After three counters, the standing demand becomes take-it-or-leave-it. A decline does NOT reset the counter tallies.
Key Rules¶
- No side can move twice in a row — must alternate
- Escrowed Gold is unavailable for daily upkeep — intended tension
- Window = remaining captivity — unpaid rations shrink the auto-return timer
- No deal = hero auto-returns after 72 hours (or sooner if rations unpaid); escrow refunded, captor gets nothing
Deal Fails If...¶
- The cell door is broken (rescue)
- Hero goes home by other means (rescue escort)
- Server resets (escrow refunded, no downtime catch-up)
Compensation¶
Nothing is owed to the captor if negotiations fail — the captured faction simply gets their hero back. The captor's only reward while holding is the gold drop multiplier (passive).