Lord

Lords are a defensive unit, trained at the Fort. They have a low, flat cost of 25 , but the 50  20  cost of the Fort itself must be considered a part of their cost. As a tradeoff for their unusual constraints, they have very high stats.

Unlike most other units associated with the clan, these cannot have their  Kröwns cost swapped with  Faith .

They have several very unusual properties/rules:

* They are hired directly from a Fort (and not converted from a Subject, as the in-game text currently states).
* Each tower can hire only one Lord, and if it dies, they can be re-hired on a 3-month cooldown.
* They cannot leave the zone they're hired on, by default.
* If the Fort is upgraded, they are allowed to walk up to one zone away, which includes enemy or neutral territory.
* They have no  food or  wood upkeep — only the  Kröwns for the Fort they spawned from.
* They cost no  population slot.
* On any zone with a Fort, they will automatically heal at a fairly decent pace, even during combat.
* If the fort they are associated with is destroyed, they will immediately die.

If the player chooses the Guardian Military tradition, all current and future Lords (including War Lords, and Domain Lords) gain a stat bonus of +1.2 attack, and +3 defense.

#### Lion Kingdom:

The Lion Kingdom may represent a baseline/normal template for Lords; we can't really say until more than two kingdoms are added to the game. They work as described above with no special twists to their behavior.

#### Stoat Kingdom:

The Stoat Kingdom changes the behavior of Lords. Upgrading a fort changes the identity of a Lord to either a War Lord, or a Domain Lord, depending on which type of Fort it's upgraded to. The rules for map movement of Lords are far less constrained for the Stoat Kingdom, as they have a very early faith unlock which allows all lords to freely move within their territory and adjacent zones.

The Stoat Kingdom is far more constrained on their ability to build forts, however, with their allowed count being gated on how much fame they have gained. Overall, the strategic difference is that they're far more flexible for offense, acting more like a regular combat unit. However, by being limited to a small number of them, they're still very useful for defense, but can't provide the extreme "defense in depth" that a regular Kingdom can employ by building row after row of forts (a strategy which makes it more difficult to turn a defeat of the player's primary army into a decisive territorial breakthrough that ends the game).

#### Easter Eggs

Male Lords have a series of comedic descriptions, which replace the standard "Lords are knights of noble *etc...".* These exist only on male Lords, and not on Leudes.

* `After banishing from his fief each and every of its inhabitants, the lonely lord could not resist banishing himself.`
* `His comprehensive treatise on Neustrian toponymy and onomastics will be predictably overlooked.`
* `His fabulous visions of horses on boats and lorestones on catapults led to his excommunication.`
* `He may look well-behaved, but he knows the forbidden words and won't hesitate to use them.`
* `A long-time delegate of the Chivalric Syndicate of Earldom, also known as the CSE.`
* `Every bald warchief is his rival. One day, he will eliminate them all, shave his head and reign alone.`
* `He was here all along and he has seen it all.`
* `His portrait of the king was funny enough to earn him a death sentence. Luckily, the king was overthrown, and that same portrait earned [unit's personal name] a nobility title.`