Bannerlord mechanics

Town gossip guide

Bannerlord v1.4.8 · checked 2026-11-10 · updated 2026-11-12

This guide explains what villagers and townspeople say when you walk up and talk to them: who says what, when you hear issue rumors (rumors about notables' quests) instead of lines from the general pool, how the free trade tips work, and why people so often answer with a plain "Is there anything you need?" instead of a rumor. Everything here was read out of the game's own code (v1.4.8). The gossip lives in the SandBox module; NavalDLC and StoryMode do not override it.

Each rule is written in words with a worked example. For the exact conditions of every line, every edge case and links to the game code, see the deep dive: Gossip rumors. The "Can buy at" and "Can sell at" lines in item tooltips are a different system, covered in the trading guide.

What unlocks what

What you hear What it takes
Any gossip at all talk to a villager or townsperson while you are inside the settlement, and not to someone who is escorting you
Children's rhymes talk to a child
Beggar stories talk to the beggar of the settlement's culture
Issue rumors a notable in the settlement has an active issue with a rumor line that has not been told yet
The general pool, including trade tips anyone else; no perk or skill needed
A second rumor from the same person not possible until the reset (see Why you get the fallback line)

When a person has nothing to tell you, they open with the fallback line: "Excuse me, … Is there anything you need?", or its tavern or children's version.

Who says what

Every line a person can say comes from exactly one pool. The game checks four cases in order and uses the first one that fits:

  1. A child draws from 8 fixed rhymes about the rulers of the factions.
  2. A beggar draws from 14 fixed beggar stories.
  3. Anyone else, while an issue rumor here is untold: if any notable in the settlement has an active issue with a rumor line that has not been told yet, the person draws only from those issue rumors.
  4. Anyone else draws from the general pool: talk about the seasons, the economy, the lords, recent wars and the local notables, plus trade tips.

Four boxes checked left to right. Step 1: a child, 8 lines to pick from. Step 2: a beggar, 14 lines to pick from. Step 3: an adult while an untold issue rumor is here, number of lines varies. Step 4: an adult with no untold issue rumor here, number of lines varies.

Which pool of lines a speaker draws from.

Speaker Untold issue rumors here Pool Lines in pool
A child 2 Children's rhymes 8
A beggar 2 Beggar stories 14
An adult, untold issue rumor here 1 Issue rumors varies
An adult, no untold issue rumor here 0 General pool varies
Fixed value Amount
Children's rhymes 8
Beggar stories 14
Town prosperity for the middle tier 2000
Town prosperity for the high tier 5000
Loyalty assumed in villages 50
Maximum age of a world event that is gossiped about, in days 60
Rendered characters that identify a line 12

Worked example. A village headman has an unclaimed "needs grain" issue. You talk to a villager: step 3 applies, so the villager can only tell you the issue rumor about the headman's grain trouble. Talk to a second villager and the issue rumor has already been told, so step 4 applies and you hear a line from the general pool. A child in the same village still recites one of the 8 rhymes, because step 1 comes first.

So an unclaimed issue crowds out every other kind of gossip in that settlement until its rumor has been told once. The issue types that have a rumor line are listed in the deep dive.

What the general pool talks about

Every line whose condition holds goes into the pool, and the person picks one at random. The conditions depend on the season, on how rich and how loyal the settlement is, and on who owns it.

How rich a settlement is

The game sorts each settlement into one of three prosperity tiers: low, middle and high.

Worked example. A town at 2000 prosperity is in the middle tier. Once it reaches 5000 it moves to the high tier, and its townsfolk can start complaining about crowded markets and rising prices.

Villages have no loyalty of their own; the gossip treats them as loyalty 50.

Seasons and the economy

Worked example. A town at 5000 prosperity, in the high tier, with loyalty 50. Crowded markets need loyalty below 50, so that line stays out. Prices high and rising need loyalty below 60, so that line goes in, next to "Heaven watch over us." and anything else that applies.

Lords and order

These lines judge the clan leader who owns the settlement, and the ruler of the faction, by their character traits (Honor, Mercy, Generosity, Calculating).

Worked example. A town with security below 40, owned by a clan leader with positive Honor and positive Mercy. At least these three lines about the owner go into the pool: the fair hearing in court (Honor), honest but unable to stop it (Honor, low security) and too soft (Mercy, low security).

World events

People repeat news from the game's event log, as long as the event is less than 60 days old:

Worked example. Your kingdom declares war. For the next 60 days, people in its settlements can bring up the war. After that the log entry is too old and the line leaves the pool.

Notables

For each hero in the settlement who has no party of their own, and for the owner, people gossip about character:

Worked example. A town artisan with positive Honor and a relation of 10 with the owner, in a town of the low prosperity tier. The artisan's righteousness and the line that the owner is doing what they can both go into the pool. Were the artisan's relation with the owner below −10, people could instead say "a fish rots from the head" (outside the tavern).

Trade tips

The only gossip with real prices in it is the trade tip: a relative of the speaker took some goods to a nearby town and made a profit of so much. Tips need no perk and use today's prices.

Profit = what the nearby town pays for the goods − what the goods cost in the market here

A tip goes into the general pool only if the profit is more than 1, and the game stops after 4 tips.

Worked example. Grain costs 20 here and the chosen nearby town, Sargot, pays 31: profit 31 − 20 = 11, so the tip goes in. Fur costs 30 and Jalmarys pays 31: profit 1, which is not more than 1, so no tip. Pottery (profit 17), wine (profit 23) and iron (profit 14) go in next, and that makes 4. Silver would have made a profit of 30, the best of the lot, but the game stopped before it got there.

At most 4 trade tips go into the general pool, each only if the profit is more than 1. Goods are checked in this order, cheapest category here first.

Goods Bought here for Sells there for Town Profit Result
Grain 20 31 Sargot 11 Added to the pool
Fur 30 31 Jalmarys 1 Dropped: profit is not above the minimum
Pottery 38 55 Ortysia 17 Added to the pool
Wine 45 68 Pravend 23 Added to the pool
Iron 52 66 Epicrotea 14 Added to the pool
Silver 90 120 Marunath 30 Never reached: the tip limit was already full

Both prices are computed with no client party, so the trade penalty is 0.012.

The tips sit in the general pool next to all the other lines, so any one person only sometimes picks one.

Why you get the fallback line

The game remembers which lines have been told:

Worked example. A townsman tells you about the hard times. Ask him again and you get the fallback line. The next townsperson you talk to cannot tell the hard-times line either, nor any other line that starts with the same 12 characters, so they pick another line, or, if every draw lands on a line already told, say the fallback line. Let some time pass, talk to the townsman once more, and he can tell you a rumor again, possibly the hard times.

On top of that, picking a line is a game of chance. The person draws a random line from the pool as many times as the pool has lines, and each draw can land on the same line again. If every draw lands on a line that was already told, the person gives the fallback line, even though an untold line was left.

Chance of the fallback line = (1 − untold lines ÷ lines in the pool), multiplied by itself as many times as there are lines in the pool

Worked example. A pool of 10 lines with 1 untold line left. 1 − 1 ÷ 10 = 0.9. Multiplied by itself 10 times, that is 0.3487: about a 35% chance that this person gives the fallback line even though one fresh line is left.

Line chart of the chance of the fallback line, from 0% to 40%, against untold lines left in the pool, from 1 to 10, for pools of 5, 10 and 20 lines. With 1 untold line the chance is 33%, 35% and 36%; with 2 it is 8%, 11% and 12%; with 3 it is 1%, 3% and 4%; from 5 untold lines on it is below 1% for all three.

Chance that every draw lands on a line already told, so the speaker says the fallback line.

With 5 lines in the pool:

Untold lines Chance of the fallback line
1 0.3277
2 0.0778
3 0.0102
4 0.0003
5 0

With 10 lines in the pool:

Untold lines Chance of the fallback line
1 0.3487
2 0.1074
3 0.0282
4 0.006
5 0.001
6 0.0001
7 0
8 0
9 0
10 0

With 20 lines in the pool:

Untold lines Chance of the fallback line
1 0.3585
2 0.1216
3 0.0388
4 0.0115
5 0.0032
6 0.0008
7 0.0002
8 0
9 0
10 0
11 0
12 0
13 0
14 0
15 0
16 0
17 0
18 0
19 0
20 0

With only 1 untold line left, about one person in three gives the fallback line, in a pool of 5, 10 or 20 lines alike. In these pools, with 3 untold lines the chance is at most 4%, and it keeps falling.

Practical tips