Ennoblement & Commissions¶
Ennoblement: the soldier, raised¶
Every kill your troops score in your own party banks merit for that troop type. When a type crosses the threshold (default 50 kills, tunable in Mod Options under Ennoblement), one of them can be ennobled into a full companion who keeps the troop's culture, level, skills, and battle gear.
Banked elevations: over-killing a type banks several promotions - 165 kills at a 50 threshold is three veterans ready. The review shows one row per banked elevation and you can promote up to the per-review cap (default 3, up to 5) in one sitting. Promoting draws down the merit and carries the remainder.
The skill build (optional, off by default): with "Skill build at promotion" enabled, ennobling opens Shape the Officer: "Throughout their battles, this soldier was known as..." - pick a backstory and the build is done in one click.
- Marshal, Castellan, or Caravan Master invests that career's defining skills automatically, most important first, every round to the same skills (so a small skills-per-round setting still lands the ones that matter). Hover a card for the full flavor and the skills it trains.
- "...something else" opens the manual rounds: each round you pick up to four skills; every picked skill gains the round's amount (round 1 the full base, round 2 half). Picking the same skill across rounds stacks.
Kills earned beyond the threshold add to the budget either way. A chosen backstory also carries forward: the commission offer that follows leads with that track marked "their calling".
Commissions: careers for the people you raised¶
Commission a companion into one of three tracks:
| Track | Skills invested | Actively serving means |
|---|---|---|
| Marshal | party-leader skills + Tactics, Leadership | leading their own party |
| Castellan | governing skills | governing a settlement |
| Caravan Master | trade-road skills | running a caravan |
At appointment the clan invests a flat package (default +75 per track skill) and the companion takes the title in their name. While they hold the commission those skills grow daily - three times faster while actually doing the job. Growth stops at a ceiling (default 275).
Revoking reclaims the invested package but keeps everything earned in service; titles are stripped and perks re-picked if any orphan.
Caps are percentage shares of your effective companion limit (defaults derived from a 2 Marshal / 4 Castellan / 3 Caravan Master mix at clan tier 6), so limit mods and the Limits suite's Companions sliders scale them automatically. At low tiers each enabled track always fits at least one.
Commissions never place anyone for you: you decide who leads a party, governs, or runs a caravan. A commission is the investment and the title; the job is still yours to assign.
Mentoring¶
Any adult clan member can mentor another (one mentor per mentee): a capped daily XP drip in the mentor's strongest skill, with a small reciprocal share back. Commissioned officers make natural mentors - their strongest skills are the ones the commission built.