The Clan Home & Offices¶
The Clan Home¶
Your first owned town or castle automatically becomes the Clan Home (towns are preferred). It anchors everything: the Master Herald resides there, offices are staffed there, and the "big-deal" ceremonies (intrigue, appointments, moving the seat) happen there.
- Relocating: any owned town or castle can become the seat via "Make this your clan's seat" in its menu; 30-day cooldown (tunable).
- Losing the seat: the four specialist offices suspend and their holders are released; the Master Herald persists. A free emergency re-seat is available.
- Remote access: most actions work from anywhere on the map. The ceremonial set stays seat-only until clan Tier 5, when it unlocks remotely (or set "Disable remote tier gating" in Mod Options).
The five offices¶
| Office | Skill | What it delivers |
|---|---|---|
| Master Herald | - | The institution itself: anchors the menu and dialogue, gates advanced actions. Never appointable. |
| Exchequer | Steward | Clan income and settlement prosperity; banks real gold. |
| Watch | Scouting | Active warnings, threat briefings, readiness; gates the five intrigue actions. |
| Muster | Leadership | Recruit bonuses, elite-recruit chance, garrison replenishment, lord recruitment. |
| Arms | Tactics | Daily troop XP, drills, militia support, defense preparation. |
Office bonuses scale with the holder's skill (0.70x to 1.30x, capped at 200 skill), so who you appoint matters.
Holders also grow their office's primary skill every day they serve, at the same pace and ceiling as commission career growth - the office teaches its holder. Suspended offices teach nothing. Toggle under Office Systems.
Who can serve¶
Candidates are your adult companions and clan family who are free to serve. A hero already governing a settlement, leading their own party, or owning a caravan is not offered until freed of that duty. On appointment the herald leaves your party and takes up residence at the seat, travelling there if they are elsewhere (about one to three days). Stationed companions do not count against your companion limit.
If a stationed herald later picks up a conflicting duty, the office pauses with the reason shown on screen and restores itself within a day of the conflict ending.
The Clan Ledger¶
The Master Herald keeps the clan's chronicle. Consult the Ledger (under Administrative actions, works remotely) opens the campaign's history newest first, twelve entries to a page: the realm's record - wars, deaths, marriages, settlements changing hands, the same feed the Encyclopedia reads - merged with your clan's own milestones, which the herald records from the day the mod is installed: ennoblements, chosen backstories, commissions taken and laid down.
The realm's side reaches back through your whole save at the game's own retention (deaths are kept forever, marriages for decades, minor events about a week). Hover any entry for its date and full text; select the page rows to turn pages.