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Not sure how the game plays when you are part of a Kingdom with xxx Clans helping you, but when you start your own Kingdom, the near unlimited amount of lords just overwhelms you.
nobody can interfer with u anymore becos they r all dead
kill 1 make u a murder
kill 10 u still a murder
kill everyone make u a king
Releasing lords after a battle is so far the best way to level in charm.
Unless you can identify some huge strategic/political benefit to killing that specific character, or are doing it out of some roleplay reasons, just don't do it. Even letting your prisoner nobles walk away will yield a better net positive. I personally prefer to just put all of my enemy nobles in a well guarded prison until the enemy kingdoms feel ready to pay me a massive tribute.
Yeah, there's a bunch of perks that reduce prisoner escape chance so you can kit out a governor with those if you really want to go through all that effort. Alternatively just keep beating them until they're your friends and you can recruit them into your kingdom eventually.
The only way to truly make such a tactic beneficial is if you can steamroll through a faction faster than that faction can replace those lost Lords. And, if you can do that, then... you probably don't need to execute those Lords in the first place in order to win. /shrug
https://media.giphy.com/media/l3vRkwv2Yz6i8rDwY/giphy.gif
The problem, though, is that TW knows how dependent every faction is on having Lords - In Warband, "Lord Drought" was a design flaw. Lords couldn't die, but they could still leave the game, resulting in factions not having enough Lords between that mechanic and the player's own imprisonment/ransom efforts. That could sometimes cause factions to come close to not being able to do anything at all... Lords were completely necessary to form faction military parties to interact with items on the campaign map (Battles/Sieges).
The Clan system supplements the game with "standby" Lords/Ladies, since there's a Death option, now. Children can grow up to take the place of their parents on the battlefield, even NPC children. Many Clans will already have adult members that are not currently leading parties ready to go "just in case."
In Warband, players could make it very difficult for a Lord to escape imprisonment. In Bannerlord, they will eventually escape. Why? Again, going back to Warband, it's a "Lord Drought" contingency. (IMO)
Beheading troublesome Lords, for some roleplaying reason, once or twice may not be a terrible thing for the player-character to do. (Especially if its satisfying for the player) But, using it as a strategy to reduce the Lord population is going to have to also combat the mechanics TW has purposefully put into the game to prevent Lord Drought.
Note: Many players have successfully used such tactics. I'm just noting that doing so has to take into consideration mechanics in the game designed to prevent it. :)