Leaving a kingdom in Mount & Blade II: Bannerlord does not come with one verified, fixed penalty. The consequence depends on which option you pick in the leave menu. If you keep your fiefs, player reports describe a war with your former kingdom. If you relinquish them, you leave peacefully but with no land. Both routes, according to those same reports, damage your relationship with the former kingdom’s clans. The size of that relationship loss is not reliably established, so no specific number should be treated as the current rule.
The two choices in the leave menu
The decision comes down to what happens to your holdings. Player reports from the Steam Community, including a February 2025 post, describe the menu offering two options: “Keep all holdings” and “Relinquish all holdings.” The table below summarizes what those reports describe for each.
| Option | Your fiefs afterward | War with former kingdom | Relationship with former kingdom’s clans |
|---|---|---|---|
| Keep all holdings | Retained | Reported: yes | Reported: damaged; size not stated |
| Relinquish all holdings | Given up; you leave landless | Reported: no | Reported: damaged; size not stated |
These are reported outcomes, not a guarantee written into official documentation. Treat the table as the pattern players describe rather than a specification.
What happens if you keep your fiefs
Keeping your holdings is the option that preserves your settlements, but it is the one that starts a conflict. Players report that after leaving with fiefs intact, the former kingdom is at war with you. Before choosing this route, weigh the value of those settlements against the military load of fighting a kingdom you just left, and against the relationship damage that comes with it.
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What happens if you relinquish your fiefs
Giving up all holdings is the peaceful exit. Reports describe no war afterward, but you lose the land you held. The relationship hit still applies in this case, so this route is not free of consequences. It is a trade of territory for peace.
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How big is the relationship penalty?
This is the part of the question the available sources cannot settle. Official TaleWorlds material describing kingdom systems does not document the consequences of leaving a kingdom. Several figures circulate, and each has a weak basis:
- -40: A 2026 secondary article states this value. It is not confirmed by official TaleWorlds sources, so it should not be presented as a verified current figure.
- -20 or -60: Early Steam discussions contain personal recollections or estimates pointing to these values, and they disagree with one another. They are not measured results.
Because the numbers conflict and none is backed by official documentation, the honest answer is that the relationship loss is unresolved. Expect it, but do not plan around a specific figure.
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- Explore, fight and conquer your way across the vast continent of Calradia, making friends and enemies along the way. Raise your own army and lead it into battle, commanding and fighting alongside your troops in the thick of the action.
- Play the game the way you want to play it! Plot your own path to power in a dynamic sandbox adventure where no two playthroughs are the same.
- Create and develop your own character to match your playstyle. Progress skills by performing actions as you gain access to a selection of perks that represent your mastery of a talent.
- See the availability of goods ebb and flow in a simulated feudal economy, where the price of everything from incense to warhorses fluctuates with supply and demand. Turn anarchy to your advantage by being the first to bring grain to a starving town after a siege or reopening a bandit-plagued caravan route.
- Put your tactical prowess and combat skills to the test against players from all over the world in a variety of different multiplayer game modes, ranging from small-scale skirmishes up to huge and epic sieges with hundreds of players.
Mechanics that are easy to confuse with leaving
Two other TaleWorlds mechanics involve relationship changes and are sometimes mistaken for the leave penalty:
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- Vassal misconduct (TaleWorlds blog, 2019): A vassal who carries out hostile or criminal activity receives a relationship penalty with their liege and loses influence within the realm. This applies to misconduct, not to leaving, and it is not evidence of a specific leave-kingdom number.
- Settlement loss (TaleWorlds e1.3.0 notes): The patch notes describe a relationship penalty tied to losing a settlement, with a worked example. That figure belongs to settlement loss and should not be transferred to leaving a kingdom.
Finding the option and telling it apart from asking for release
Player reports point to the kingdom screen as the place to make the choice. The official 2018 TaleWorlds blog on the kingdom screen describes its tabs as Clans, Fiefs, Policies, and Armies, with clan information covering influence, members, and fiefs. The steps below follow the reported flow:
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- Open the kingdom screen from the campaign map.
- Look for the leave option within it, not in a ruler’s dialogue.
- Read the holdings prompt that appears before you confirm.
- Choose “Keep all holdings” to retain fiefs and accept a war, or “Relinquish all holdings” to leave peacefully and landless.
A 2021 player answer warns that requesting release through a ruler’s dialogue may not offer the same choice. If the menu you see differs from the labels above, your game version or campaign state may be different, so read the prompt carefully before confirming.
Questions to settle before you leave
- Are the fiefs worth more to you than a war against your former kingdom?
- Can your current army and holdings withstand the fighting that follows keeping them?
- Would you accept a relationship loss with the former kingdom’s clans whichever option you choose?
- Are you running mods or a version that could change these outcomes?
Why the answer stays qualified
The most specific evidence about the leave choice comes from player reports rather than official documentation. Those reports are consistent on the broad outcome, war if you keep fiefs and peace if you relinquish them, but they do not agree on the relationship figure, and they do not establish identical behavior across every version, campaign state, or mod setup. Use the outcome pattern as a guide, and verify the prompt in your own game before you commit.
Quick Recap
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- Erkunden und erobern Sie den riesigen Kontinent Calradia und machen Sie sich dabei neue Freunde und Feinde
- Spielen Sie das Spiel, wie Sie möchten: Die umfangreiche Singleplayer-Sandbox-Kampagne eröffnet ihnen alle Möglichkeiten!
- Stürmen Sie das Schlachtfeld mit hunderten Einheiten auf dem Bildschirm, jede davon mit ihrer eigenen, detaillierten KI
- Die Multiplayer-Modi bieten sowohl kleine Scharmützel als auch epische Belagerungen mit hunderten Spielern
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