Triosta
Knight

Matheld: The widow and daughter of a thane from the nordlands. Lost her thanedom to her brother-in-law.
Quest: Return to her lands and get control of the thanedom back to her. It's in the nordlands, so technically it could be one of the castles. If captured and the name is gray, you have the option of giving her the castle. But if it is sieged and conquered, she leaves and joins a manhunter party that patrols old Zendar, lord style.
Nizar: Self-proclaimed great warrior and lover.
Quest: Run into some Sword sister NPCs(one in a different tavern) that claim Nizar gave them a child, and they demand that he marry them. Tell them to gather at a single town, where you will guide Nizar in a conversation cutscene. The women will become infuriated and will attack(BAR BRAWL!). You must defeat them with bludgeoning damage before Nizar is defeated. Failure means you lose Nizar forever(clubbed and dragged home), and occasionally you can find him in a group of farmers that trade between villages and cities, success means he'll..I dunno. Never leave even if he has -99 morale?
Borcha: A steppe horse thief, or his story about a wild horse that threw him off was true.
Quest: Go to Praven horse merchant and ask about Borcha. The merchant will remember and say he was a horse thief. You say he wasn't, and the merchant will forgive him if you catch a wild horse for him that romps outside Praven, no man having been able to catch it for years. Enter battle with the horse(who has an invisible rider that attacks you), and knock it unconscious. Borcha says that's the steed that he almost caught, and will ask that you let him have it.(Spirited Steppe Horse) Afterwards you can do whatever to it as long as you agree to give it to him. His relations improve, but yours with Praven decreases.
Rolf: Baron, but claimed by others to be a forest bandit.
Quest: Random chance for forest bandits to identify rolf as a bandit leader. If you agree with them, rolf loses morale. If you defend his baronship, he gains morale. Too many agreements and he leaves to join a forest bandit team and you occasionally fight that team on the world map. Instead of a bandit saying "ill drink your blood!" or whatever, Rolf says "I shall never forgive you, insertnamehere!"
Artimenner: Uxkhal engineer, and his boss was killed when he refused to have the supports added to the siege tower. New boss wouldnt pay the debt the old boss had.
Quest: Go to Uxkhal and pressure the castellan into paying Arty. He'll agree if you do a quest for him, which is to assist in building a siege tower. Give money to Arty and his morale goes up.
Lezalit: Sought to train troops in calradia for moneys, but they didn't want to in Veluca.
Quest: Ask "evil" Nord lords if they would like them to train some elite troops up from recruits. Train up 10 huscarls for each lord to increase Lezalit's morale per batch.
Marnid: Merchant that got bagged and tagged by Khergits and his own caravan guards.
Quest: Locate these guards(inside a blue quest caravan) and steppe bandits(blue quest bandits). Defeat them with bludgeoning damage and take them to the nearest city jail to make Marnid happier.
Katrin: A chef that cooked for an army.
Quest: Come across an occasional blue quest starving army and feed them to make Katrin happier.
Deshavi: Ran away from father and husband near Kulum.
Quest: Go to Kulum and be approached by Deshavi's husband, whom demands that she return. Team him a lesson with a few punches to make Deshavi happier.
Firentis: Killed his brother over a lady in Suno.
Quest: Talk to one of the ladies in Suno to find out where he lived. Talk to the right NPC and discuss it. They might forgive him through persuasion or money. It will make Firentis happier, but he won't go back to Suno.
Jeremus: Tended to a head injury but ignorant merchant didn't tend to fever so the boy died. Merchant blamed him.
Quest: Find the merchant(who ironically is a quest npc within another quest. Assassinate merchant quest.) and beat some sense into him. Let him live if he promises not to bicker about the debt, AND to take back all he said about Jeremus to make him happier.
Baheshtur: Khergit that feuded with Humyan. Wants vengeance.
Quest: Go to a quest world map where you have to siege and destroy a humyan castle to make Baheshtur happier.
Alayen: Came to Calradia when his father's new wife tried to poison him in order for her son to inherit the throne.
Quest: Go to a quest map where this place is, and capture the castle for Alayen. Works just like Matheld's, except he won't join manhunters if the castle is taken back. Once it's his, he gives it back to his father, or his own son that he secretly had in his land, and banishes the step-mother and brother-in-law. Alayen becomes happier.
Ymira: Was forced to marry a 30 year old merchant from veluca.
Quest: Merchant runs into you while in town and demand that Ymira marry him. Alayen challenges the merchant to a fist fight for honor. Alayen knocks him out. Alayen and Ymira become happier. This could branch off to another quest where Ymira and Alayen marry each other.
Klethi: Uslum girl, mother lost land to a relative and put herself in bond to a nearby lord of Malayurg castle.
Quest: Go to Malayurg and rescue(or purchase) Klethi's mother from kitchen duty to make Klethi happier.
Bunduk: Yalen guardsmen until a snotty prince was commander of the garisson. Whined because his crossbow was unstrung.
Quest: Captain and Bunduk have a duel. Bunduk becomes happier when he kicks the snot-nosed, downy-lipped princeling barely out of his mother's cradle.
A quest also for each companion who likes another companion. When this quest is done, these companions never separate. If Ymira is unhappy, Alayen leaves with her, etc. If you hire Ymira again, Alayen joins too.
Alayen - Ymira marries.
Artimenner - Lezalit often ship off together for siege parties for other lords.
Etcetera.
Quest: Return to her lands and get control of the thanedom back to her. It's in the nordlands, so technically it could be one of the castles. If captured and the name is gray, you have the option of giving her the castle. But if it is sieged and conquered, she leaves and joins a manhunter party that patrols old Zendar, lord style.
Nizar: Self-proclaimed great warrior and lover.
Quest: Run into some Sword sister NPCs(one in a different tavern) that claim Nizar gave them a child, and they demand that he marry them. Tell them to gather at a single town, where you will guide Nizar in a conversation cutscene. The women will become infuriated and will attack(BAR BRAWL!). You must defeat them with bludgeoning damage before Nizar is defeated. Failure means you lose Nizar forever(clubbed and dragged home), and occasionally you can find him in a group of farmers that trade between villages and cities, success means he'll..I dunno. Never leave even if he has -99 morale?
Borcha: A steppe horse thief, or his story about a wild horse that threw him off was true.
Quest: Go to Praven horse merchant and ask about Borcha. The merchant will remember and say he was a horse thief. You say he wasn't, and the merchant will forgive him if you catch a wild horse for him that romps outside Praven, no man having been able to catch it for years. Enter battle with the horse(who has an invisible rider that attacks you), and knock it unconscious. Borcha says that's the steed that he almost caught, and will ask that you let him have it.(Spirited Steppe Horse) Afterwards you can do whatever to it as long as you agree to give it to him. His relations improve, but yours with Praven decreases.
Rolf: Baron, but claimed by others to be a forest bandit.
Quest: Random chance for forest bandits to identify rolf as a bandit leader. If you agree with them, rolf loses morale. If you defend his baronship, he gains morale. Too many agreements and he leaves to join a forest bandit team and you occasionally fight that team on the world map. Instead of a bandit saying "ill drink your blood!" or whatever, Rolf says "I shall never forgive you, insertnamehere!"
Artimenner: Uxkhal engineer, and his boss was killed when he refused to have the supports added to the siege tower. New boss wouldnt pay the debt the old boss had.
Quest: Go to Uxkhal and pressure the castellan into paying Arty. He'll agree if you do a quest for him, which is to assist in building a siege tower. Give money to Arty and his morale goes up.
Lezalit: Sought to train troops in calradia for moneys, but they didn't want to in Veluca.
Quest: Ask "evil" Nord lords if they would like them to train some elite troops up from recruits. Train up 10 huscarls for each lord to increase Lezalit's morale per batch.
Marnid: Merchant that got bagged and tagged by Khergits and his own caravan guards.
Quest: Locate these guards(inside a blue quest caravan) and steppe bandits(blue quest bandits). Defeat them with bludgeoning damage and take them to the nearest city jail to make Marnid happier.
Katrin: A chef that cooked for an army.
Quest: Come across an occasional blue quest starving army and feed them to make Katrin happier.
Deshavi: Ran away from father and husband near Kulum.
Quest: Go to Kulum and be approached by Deshavi's husband, whom demands that she return. Team him a lesson with a few punches to make Deshavi happier.
Firentis: Killed his brother over a lady in Suno.
Quest: Talk to one of the ladies in Suno to find out where he lived. Talk to the right NPC and discuss it. They might forgive him through persuasion or money. It will make Firentis happier, but he won't go back to Suno.
Jeremus: Tended to a head injury but ignorant merchant didn't tend to fever so the boy died. Merchant blamed him.
Quest: Find the merchant(who ironically is a quest npc within another quest. Assassinate merchant quest.) and beat some sense into him. Let him live if he promises not to bicker about the debt, AND to take back all he said about Jeremus to make him happier.
Baheshtur: Khergit that feuded with Humyan. Wants vengeance.
Quest: Go to a quest world map where you have to siege and destroy a humyan castle to make Baheshtur happier.
Alayen: Came to Calradia when his father's new wife tried to poison him in order for her son to inherit the throne.
Quest: Go to a quest map where this place is, and capture the castle for Alayen. Works just like Matheld's, except he won't join manhunters if the castle is taken back. Once it's his, he gives it back to his father, or his own son that he secretly had in his land, and banishes the step-mother and brother-in-law. Alayen becomes happier.
Ymira: Was forced to marry a 30 year old merchant from veluca.
Quest: Merchant runs into you while in town and demand that Ymira marry him. Alayen challenges the merchant to a fist fight for honor. Alayen knocks him out. Alayen and Ymira become happier. This could branch off to another quest where Ymira and Alayen marry each other.
Klethi: Uslum girl, mother lost land to a relative and put herself in bond to a nearby lord of Malayurg castle.
Quest: Go to Malayurg and rescue(or purchase) Klethi's mother from kitchen duty to make Klethi happier.
Bunduk: Yalen guardsmen until a snotty prince was commander of the garisson. Whined because his crossbow was unstrung.
Quest: Captain and Bunduk have a duel. Bunduk becomes happier when he kicks the snot-nosed, downy-lipped princeling barely out of his mother's cradle.
A quest also for each companion who likes another companion. When this quest is done, these companions never separate. If Ymira is unhappy, Alayen leaves with her, etc. If you hire Ymira again, Alayen joins too.
Alayen - Ymira marries.
Artimenner - Lezalit often ship off together for siege parties for other lords.
Etcetera.


