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Prisoners & Ransom

Win a sack against a keep whose Champion was home defending, and you may drag that Champion back in chains. Captured heroes are the most personal pressure in Ironhold — their owner cannot use them until the ransom is settled.

Taking a Prisoner

  • Only a won sack can take a prisoner — attacks, raids and scouts never do.
  • The defending Champion must have been present in the keep during the battle.
  • Capture is a chance roll, not a guarantee, and a Champion who is already imprisoned cannot be taken again.

While Held

  • The prisoner's owner cannot send their Champion on any march or expedition.
  • The Champion gives no attack, defence or agility bonus while in captivity.
  • Both sides get a report, and the capture shows on the captor's Prisoners panel.

Ransom & Release

  • The ransom is set from the captured Champion's level — higher-level heroes cost far more to buy back.
  • The Heraldry course at the Scholar's Academy raises the ransoms you can demand.
  • The owner pays the ransom in Gold to free their Champion immediately; the Gold goes to the captor.
  • A captor can also release a prisoner without payment — useful for alliance diplomacy.

Countermeasures

  • Keep your Champion out on a march or expedition when you expect a sack — they cannot be taken while away.
  • Run a Shield from the shop during long absences.
  • Train Defense and Agility so garrison sacks fail in the first place.

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