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Quests in Mount&Blade II: Bannerlord can provide a range of rewards, including renown, morale, character trait points, denars, and increases to relations with NPCs. Bannerlord features a much greater variety of quests compared to previous titles and quests can come from many different kinds of notables. In addition, the outcomes of quests in Bannerlord can go multiple ways and it is more complex than merely succeeding or failing. The outcome of a particular quest could improve the growth of a village or make the difference between war and peace between two kingdoms. Note that none of the main narrative quests will be applicable if you are playing the Sandbox game mode.

A feature unique to Bannerlord is that most non-narrative quests can instead be assigned to one of your companions. The practicality of using a companion in your stead can vary wildly; If the player can accomplish the task with very little risk, it might not make sense to even consider using a companion. On the other hand, quests like Inn and Out can be handled much more conveniently and reliably with a companion with a high level in the appropriate skill. Sometimes the NPC skill level determines how long the task will take, other times it will determine the chance of success. Additionally, some quests can utilize one of several NPC skills, whichever one is highest (i.e. One Hand or Two Hand or Polearm). Finally, assigning a companion to a quest also requires some number of troops to accompany them. If it is a combat quest, there is some risk that one or more of these troops will die in the process. There is also a price per troop, dependent on their tier, so assigning your best troops to a task may actually be unprofitable and many quest types do not depend on the quality of those troops for success.

Changes to Personality scores can be found in: Personality Traits.

Most quests require player character to have at least -10 relation with the quest giver and not be at war with quest giver's faction to take the quest. Bonus relation for completing the quest is usually +5 (-5 for failing it).

Main Narrative Quests[]

Towns[]

The Town Center contains artisans and merchants trying to increase their wealth and protect their interests. Gang Leader notables also lurk here, competing with each other for territory and protection rackets. The Keep can host nobles, but also contains the Dungeon where lords or ladies may be held hostage. Access to the Keep is dependent on the player clan's renown and their criminal rating, but they can always bribe their way in if necessary.

Quest Conditions Time
Limit
Alternative Solution Requirements Reward Settlement Effects Dur Consequences
Army of Poachers Merchant
Security < 60

15+ Units
20
  • Companion with Bow/Crossbow/Throwing 150+
  • 12+28*DM Units
  • 3+5*DM Days
500+3000*DM Gold

800+1000*DM Skill XP
  • Prosperity +0.2

  • Security -1
  • Loyalty -0.2
15
  • Victory: Prosperity +50
  • Deal: Security -5, Prosperity +50
  • Failure: Security -5, Prosperity -30
Artisans Can't Sell their Products in Town Artisan 18
  • Companion with Charm/Trade 120+
  • 3+6*DM Units
  • 3+5*DM Days
500+1500*DM Gold

400+1700*DM Skill XP
  • Prosperity -0.2
30
  • Success: Prosperity +20
  • Failure: Prosperity -20
Betting Fraud Gang Leader
Security < 50
- - Varies - 45
  • Success: Security -20
  • CounterOffer: Security +15
  • Failure: Security +10
Caravan Ambush Merchant / Artisan

30+ Units
20
  • Companion with Tactics/Roguery 120+
  • 22+30*DM Units
  • 3+5*DM Days
1000+3000*DM Gold

600+800*DM Skill XP
(Scouting and 1h/2h/Polearm)
  • Prosperity -0.3
  • Security -1
20 -
Escort Merchant Caravan (2+4*DM Settlements) Merchant
Security < 50

20+ Units
30
  • Companion with Riding/Scouting 120+
  • 10+16*DM Units
  • 6+10*DM Days
250+1000*DM Gold (Daily)

800+1000*DM Skill XP
  • Prosperity -0.4
30
  • Success: Prosperity +10
  • Failure: Prosperity -20
Fencing Stolen Goods in Town Gang Leader
Security > 70
Hideout

Not Settl. Owner
20
  • Companion with 1h/2h/Polearm/
    Roguery/Tactics 120+
  • 10 Units
  • 7+10*DM Days
(Varies) Gold

1000+1250*DM Skill XP
  • Security +1
15 -
Gang Leader Needs Weapons Gang Leader
Loyalty < 60

Not Settl. Owner
25
  • Companion with Trade/Crafting 120+
  • 2+4*DM Units
  • 7+8*DM Days
(Varies) Gold

800+900*DM Skill XP
  • Security +1
15
  • Success: Security -30
Gang Leader Needs Special Weapons Gang Leader

Smithing 30+
30 - 200+500*DM Gold per dagger
+ bonus for high quality
  • Security +0.5
30 -
Gang Leader's Associates Captured by Bounty Hunters Gang Leader
Hideout
30
  • Companion with Scouting/Riding 120+
  • 10 Units
  • 4+6*DM Days
3000 Gold

750+1000*DM Skill XP
  • Security +1
15
  • Success: Security +5
  • Failure: Security -5
Gang Needs Recruits Gang Leader 30
  • Companion with Leadership/Roguery 120+
  • 11+9*DM Units
  • 6+7*DM Days
2000+100*Recruits Gold

500+700*DM Skill XP
- 30 -
Merchant Needs Help With Brigands Merchant
Hideout

5+ Units
20
  • Companion with Tactics/Scouting 120+
  • 8+11*DM Units
  • 5+7*DM Days
400+1500*DM Gold

600+800*DM Skill XP
  • Prosperity -0.2
  • Security -1
15
  • Success: Security +5, Prosperity +5
  • Failure: Prosperity -10
Overpriced Raw Materials in Town (Cow/Sheep/Leather/ Wool/Iron/Hardwood) Artisan
Overpriced Items
30
  • Companion with Roguery/Trade 120+
  • 4+6*DM Units
  • 3+5*DM Days
(Varies) Gold

600+1700*DM Skill XP
  • Prosperity -0.4
30
  • Success: Prosperity +30
  • CounterOffer: Prosperity -30
  • Failure: Prosperity -20
  • TimedOut: Prosperity -50
Rival Gang Moving In Merchant
Security < 60

5+ Units
8
  • Companion with 1h/2h/Polearm 150+
    or Roguery 120+
  • 4+6*DM Units
  • 3+5*DM Days
600+1700*DM Gold

750+1000*DM Skill XP
  • Security -0.5
15
  • Failure: Security -10
Snare the Wealthy Gang Leader
Security < 50

Not Settl. Owner
10
  • Companion with Tactics/Roguery 120+
  • 10+16*DM Units
  • 2+4*DM Days
1000+3000*DM Gold

800+1000*DM Skill XP
  • Loyalty -0.1
  • Security -0.5
30 -

DM = Difficulty Multiplier (from 0.1 to 1.0, it scales with player's renown, # of fiefs, clan strength, party strength, # of companions, supporters and caravans), Dur - Duration

Villages[]

Villages contain landowner and headmen notables concerned with the growth and health of their village, as well as their personal fortunes.

Quest Conditions Time
Limit
Alternative Solution Requirements Reward Settlement Effects Dur Consequences
Bandit Base near Village/Town Headman
Security < 50
Hideout
30
  • Companion with 1h/2h/Polearm 120+
  • 10 Units
  • 4+6*DM Days
3000 Gold

1000+1250*DM Skill XP
  • Prosperity -0.2
  • Security -1
15
  • Success: Prosperity +10
  • Failure: Security -5, Prosperity -10
The Art of The Trade Landowner 30
  • Companion with Riding/Trade 120+
  • 2+4*DM Units
  • 3+5*DM Days
(Varies) Gold

900+800*DM Skill XP
  • Hearth -0.1
30 -
Deliver the Herd to Town (Horses/ Cattle/Pigs/Sheep) Headman /
Landowner
Security < 60
30
  • Companion with Riding/Scouting 120+
  • 6+14*DM Units
  • 5+5*DM Days
300+HerdSize*Value*0.75 Gold

500+700*DM Skill XP
  • Prosperity -0.2
30
  • Success: Hearth +50, Target Town's Prosperity +50
Extortion by Deserters Headman
Security < 50

20+ Units
12
  • Companion with Bow/Crossbow/
    Throwing/Engineering 120+
  • 21+25*DM Units
  • 3+5*DM Days
800+4200*DM Gold

800+1000*DM Skill XP
  • Prosperity -1
  • Security -1
  • Loyalty -0.5
15
  • Success: Security +10, Prosperity +100
  • Failure: Security -10, Prosperity -50
Family Feud Landowner 20
  • Companion with Athletics/Charm 120+
  • 3+5*DM Units
  • 3+7*DM Days
350+1500*DM Gold

500+700*DM Skill XP
(1h/2h/Polearm)
  • Security -1
30
  • Success: Security +10
  • Failure: Security -5, Prosperity -5
Inn and Out Headman /
Landowner

2k+ Gold
14
  • Companion with Tactics/Charm 120+
  • 1+3*DM Units
  • 1+3*DM Days
1000 Gold

500+1000*DM Skill XP
  • Hearth -0.1
30
  • Success: Loyalty +5
  • Failure: Loyalty -5
Landowner Needs Access to the Commons (Wheat) Landowner
Security < 70

10+ Units
6
  • Companion with 1h/2h/Polearm 150+
  • 3+4*DM Units
  • 2+4*DM Days
250+1000*DM Gold

700+900*DM Skill XP
  • Security -1
15 -
Landowner Needs Help With Brigands Landowner
Hideout

5+ Units
20
  • Companion with Tactics/Scouting 120+
  • 8+11*DM Units
  • 5+7*DM Days
400+1500*DM Gold

600+800*DM Skill XP
  • Prosperity -0.2
  • Security -1
15
  • Success: Security +5, Prosperity +5
  • Failure: Prosperity -10
Landowner Needs Manual Laborers (Clay/Salt/Iron/Silver) (6+30*DM Bandits) Landowner 20
  • Companion with Athletics/Leadership 120+
  • 8+12*DM Units
  • 5+5*DM Days
5x Ransom Price

500+700*DM Skill XP
  • Hearth -0.3
30 -
Landowner wants his Daughter Found Landowner
36+ y.o.
3+ Bound Vill.
19
  • Companion with Scouting/Charm 120+
  • 2+4*DM Units
  • 4+5*DM Days
500+1200*DM Gold

500+1000*DM Skill XP
(1h/2h/Polearm)
- 30
  • Success: Security +10
  • Failure: Security -5, Prosperity -5
Train The Troops (Horse Village) Headman

Room in Party
60
  • Companion with Steward/Leadership 120+
  • 8+19*DM Units
  • 9+10*DM Days
2000+4000*DM Gold

500+700*DM Skill XP
  • Security -1
30 -
Village Needs Draught Animals (Clay/Salt/Hardwood/ Iron/Silver Village) (Cow/Mule/Sump. H.) Headman
Hearth < 300
30
  • Companion with Riding/Trade 120+
  • 3+3*DM Units
  • 3+5*DM Days
500+Animals*Value Gold
or XXX of Meat

500+700*DM Skill XP
  • Hearth -0.2
30
  • Success (Meat): Hearth +30
  • W/O Discount: Hearth +50
  • W/ Discount: Hearth +80
  • Failure: Hearth -30
Village Needs Grain Seeds (Wheat Village) (12+180*DM Grain) Headman
Deficient Grain
18
  • Companion with Trade/Medicine 120+
  • 3+6*DM Units
  • 2+6*DM Days
0 Gold

500+700*DM Skill XP
  • Prosperity -0.2
  • Loyalty -0.5
30
  • Success: Prosperity +50
  • Failure: Prosperity -10
Village Needs Tools (Non-Animal Village) Headman
Hearth < 200
30
  • Companion with Smithing/Engin. 120+
  • 2+4*DM Units
  • 4+5*DM Days
(Varies) Gold

500+700*DM Skill XP
  • Hearth -0.2
  • Success: Hearth +20-50
  • Failure: Hearth -30

Nobility[]

Nobles provide some of the more eclectic and interesting quests, although they are typically more difficult or controversial and often require the player to meet a minimum renown requirement. For some quests, nobles may also refuse the player if they are not part of the same faction, either as a mercenary or a noble themselves.

Monarch[]

Lords[]

Ladies[]

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