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Chalia | Lady Chalia Official Information Kingdom Northern Empire Monarch Lucon Title Noblewoman Clan Neretzes Personal Details Gender Female Age 22 Parents PentonHylasiana Siblings ApolyteaPhadon Chalia is a noblewoman in the Northern Empire and a member of the Neretzes clan. She is the daughter of Penton and Hylasiana, and the sister of Apolytea and Phadon. Description[] According to her Personality Traits, she is Generous (Generosity 1), Devious (Honor -1), Cruel (Mercy -1) and Calculating (Calculating 1). She has the reputation of being loyal to friends, but also cruel and manipulative. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Steward 120 Trade 100 Charm 100 |
Chambui | Lady Chambui Official Information Kingdom Khuzait Monarch Monchug Khan Title Noblewoman Clan Tigrit Personal Details Gender Female Age 37 Spouse Hurunag Children Unagen Chambui is a noblewoman of the Khuzait and a member of the Tigrit. She is the husband of Hurunag and the mother of Unagen. Description[] According to her Personality Traits, she is Daring (Valor 1). She has a reputation for being brave. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Steward 60 Charm 60 |
Chanopsis | Chanopsis Settlement Information Type Village Kingdom Southern Empire Fortification Chanopsis Castle Chanopsis is a village in the Southern Empire owned by Empress Rhagaea of clan Pethros. The village is bound to Chanopsis Castle and known to produce Grain. Description[] Chanopsis sits near the headwaters of the Sethys River in the plateau region known as the Myzead. Wheat grows well on the sun-baked plains.[1] References[] ↑ Encyclopedia Calradia, entry "Chanopsis" Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea |
Chanopsis Castle | Chanopsis Castle Settlement Information Type Castle Kingdom Southern Empire Villages ChanopsisPopsia Chanopsis Castle is a castle in the Southern Empire owned by Empress Rhagaea of clan Pethros. The villages of Chanopsis and Popsia are bound to the castle. Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea |
Character | Character is a Concept in Mount&Blade II: Bannerlord. Official Description[] The game represents political or military leaders and other key people as unique characters. Characters have relations with other characters. Characters have Skills and traits. Characters may belong to Clans. Characters come from a culture. |
Character creation/Transcript | Contents 1 Introduction 2 Father Background 2.1 Impoverished Noble 2.2 Travelling Merchant 2.3 Veteran Warrior 2.4 Hunter 2.5 Steppe Nomad 2.6 Thief 3 Early Life and Education 3.1 Page at a Nobleman's Court 3.2 Craftsman's Apprentice 3.3 Shop Assistant 3.4 Street Urchin 3.5 Steppe Child 4 Adulthood 4.1 Squire 4.2 Lady-in-Waiting 4.3 Troubadour 4.4 University Student 4.5 Goods Peddler 4.6 Smith 4.7 Game Poacher 5 Reasons for Adventure 5.1 Personal Revenge 5.2 Loss of Loved One 5.3 Wanderlust 5.4 Being Forced Out of Your Home 5.5 Lust for Money and Power 6 Arriving in Calradia 6.1 Praven 6.2 Reyvadin 6.3 Tulga 6.4 Sargoth 6.5 Jelkala 6.6 Shariz Introduction[] Welcome, adventurer, to Mount and Blade: Warband. Before beginning the game you must create your character. Remember that in the traditional medieval society depicted in the game, war and politics are usually dominated by male members of the nobility. That does not however mean that you should not choose to play a female character, or one who is not of noble birth. Male nobles may have a somewhat easier start, but women and commoners can attain all of the same goals -- and in fact may have a much more interesting if more challenging early game. Father Background[] You were born years ago, in land far away. Your father was... An impoverished noble A travelling merchant A veteran warrior A hunter A steppe nomad A thief Impoverished Noble[] You came into the world a (son/daughter) of declining nobility, owning only the house in which they lived. However, despite your family's hardships, they afforded you a good education and trained you from childhood for the rigors of aristocracy and life at court. Travelling Merchant[] You were born the (son/daughter) of travelling merchants, always moving from place to place in search of a profit. Although your parents were wealthier than most and educated you as well as they could, you found little opportunity to make friends on the road, living mostly for the moments when you could sell something to somebody. Veteran Warrior[] As a child, your family scrabbled out a meagre living from your father's wages as a guardsman to the local lord. It was not an easy existence, and you were too poor to get much of an education. You learned mainly how to defend yourself on the streets, with or without a weapon in hand. Hunter[] You were the (son/daughter) of a family who lived off the woods, doing whatever they needed to make ends meet. Hunting, woodcutting, making arrows, even a spot of poaching whenever things got tight. Winter was never a good time for your family as the cold took animals and people alike, but you always lived to see another dawn, though your brothers and sister might not be fortunate. Steppe Nomad[] You were a child of the steppe, born to a tribe of wandering nomads who lived in great camps throughout the arid grasslands. Like the other tribesmen, your family revered horses above almost everything else, and they taught you how to ride almost before you learned how to walk. Thief[] As the (son/daughter) of a thief, you had very little 'formal' education. Instead you were out on the street, begging until you learned how to pick locks, all the way through your childhood. Still, these long years made you streetwise and sharp to the secrets of cities and shadowy backways. Early Life and Education[] You started to learn about the world almost as soon as you could walk and talk. You spent your early life as... A page at a nobleman's court A craftsman's apprentice A shop assistant A street urchin A steppe child As a (boy/girl) growing out of childhood, Page at a Nobleman's Court[] You were sent to live in the court of one of the nobles of the land. There, your first lessons were in humility, as you waited upon the lords and ladies of the household. But from their chess games, their gossip, even the poetry of great deeds and courtly love, you quickly began to learn about the adult world of conflict and competition. You also learned from the rough games of the other children, who battered at each other with sticks in imitation of their elders' swords Craftsman's Apprentice[] You apprenticed with a local craftsman to learn a trade. After years of hard work and study under your new master, he promoted you to journeyman and employed you as a fully paid craftsman for as long as you wished to stay. Shop Assistant[] You apprenticed to a wealthy merchant, picking up the trade over years of working shops and driving caravans. You soon became adept at the art of buying low, selling high, and leaving the customer thinking they'd got the better deal. Street Urchin[] You took to the streets doing whatever you must to survive. Begging, thieving and working for gangs to earn your bread, you lived from day to day in this violent world, always one step ahead of the law and those who wished you ill. Steppe Child[] You rode the great steppes on a horse of your own, learning the ways of the grass and the desert. Although you sometimes went hungry, you became a skillful hunter and pathfinder in this trackless country. Your body too started to harden with muscle as you grew into the life of a nomad (man/woman). Adulthood[] Then, as a young adult, life changed as it always does. You became... A squire A lady-in-waiting A troubadour A university student A goods peddler A smith A game poacher Though the distinction felt sudden to you, somewhere along the way you had become a (man/woman), and the whole world seemed to change around you. Squire[] When you were named squire to a noble at court, you practiced long hours with weapons, learning how to deal out hard knocks and how to take them, too. You were instructed in your obligations to your lord, and of your duties to those who might one day be your vassals. But in addition to learning the chivalric ideal, you also learned about the less uplifting side -- old warriors' stories of ruthless power politics, of betrayals and usurpations, of men who used guile as well as valor to achieve their aims. Lady-in-Waiting[] You joined the tightly-knit circle of women at court, ladies who all did proper ladylike things, the wives and mistresses of noble men as well as maidens who had yet to find a husband. However, even here you found politics at work as the ladies schemed for prominence and fought each other bitterly to catch the eye of whatever unmarried man was in fashion at court. You soon learned ways of turning these situations and goings-on to your advantage. With it came the realisation that you yourself could wield great influence in the world, if only you applied yourself with a little bit of subtlety. Troubadour[] You set out on your own with nothing except the instrument slung over your back and your own voice. It was a poor existence, with many a hungry night when people failed to appreciate your play, but you managed to survive your music alone. As the years went by you became adept at playing the drunken crowds in your taverns, and even better at talking anyone out of anything you wanted. University Student[] You found yourself as a student in the university of one of the great cities, where you studied theology, philosophy, and medicine. But not all your lessons were learned in the lecture halls. You may or may not have joined in with your fellows as they roamed the alleys in search of wine, women, and a good fight. However, you certainly were able to observe how a broken jaw is set, or how an angry townsman can be persuaded to set down his club and accept cash compensation for the destruction of his shop. Goods Peddler[] Heeding the call of the open road, you travelled from village to village buying and selling what you could. It was not a rich existence, but you became a master at haggling even the most miserly elders into giving you a good price. Soon, you knew, you would be well-placed to start your own trading empire... Smith[] You pursued a career as a smith, crating items of function and beauty out of simple metal. As time wore on you became a master of your trade, and fine work started to fetch fine prices. With food in your belly and logs on your fire, you could take pride in your work and your growing reputation. Game Poacher[] Dissatisfied with the common men's desperate scrabble for coin, you took to your local lord's own forests and decided to help yourself to its bounty, laws be damned. You hunted stags, boars and geese and sold the precious meat under the table. You cut down trees right under the watchmen's noses and turned them into firewood that warmed many freezing homes during winter. All for a few silvers, of course. Reasons for Adventure[] But soon everything changed and you decided to strike out on your own as an adventurer. What made you take this decision was... Personal revenge The loss of a loved one Wanderlust Being forced out of your home Lust for money and power Only you know exactly what cause you to give up your old life and become an adventurer. Personal Revenge[] Still, it was not a difficult choice to leave, with the rage burning brightly in your heart. You want vengeance. You want justice. What was done to you cannot be undone, and these debts can only be paid in blood... Loss of Loved One[] All you can say is that you couldn't bear to stay, not with the memories of those you loved so close and so painful. Perhaps your new life will let you forget, or honour the name that you can no longer bear to speak... Wanderlust[] You're not even sure when your home became a prison, when the familiar become mundane, but your dreams of wandering have taken over your life. Whether you yearn for some faraway place or merely for the open road and the freedom to travel, you could no longer bear to stay in the same place. You simply went and never looked back... Being Forced Out of Your Home[] However, you know you cannot go back. There's nothing to go back to. Whatever home you may have had is gone now, and you must face the fact that you're out in the wide wide world. Alone to sink or swim... Lust for Money and Power[] To everyone else, it's clear that you're now motivated solely by personal gain. You want to be rich, powerful, respected, feared. You want to be the one whom others hurry to obey. You want people to know your name, and tremble whenever it is spoken. You want everything, and you won't let anyone stop you from having it... Become an adventurer and ride to your destiny. Arriving in Calradia[] You hear about Calradia, a land torn between rival kingdoms battling each other for supremacy, a haven for knights and mercenaries, cutthroats and adventurers, all willing to risk their lives in pursuit of fortune, power, or glory... In this land which holds great dangers and even greater opportunities, you believe you may leave your past behind and start a new life. You feel that finally, you hold the key of your destiny in your hands, free to choose as you will, and that whatever course you take, great adventures will await you. Drawn by the stories you hear about Calradia and its kingdoms, you... join a caravan to Praven, in the Kingdom of Swadia join a caravan to Reyvadin, in the Kingdom of the Vaegirs join a caravan to Tulga, in the Khergit Khanate take a ship to Sargoth, in the Kingdom of the Nords take a ship Jelkala, in the Kingdom of the Rhodoks. join a caravan to Shariz, in the Sarranid Sultanate Praven[] You came by caravan through the heartland of Calradia. Green shoots of wheat, barely and oats are beginning to push through the dark soil of the rolling hills, and on the lower slopes of the snowcapped mountains, herds of cattle and sheep are grazing on the spring grass. Occasionally, too, you catch sight of one of the great warhorses that are the pride of the Swadian nobility. The land here is rich -- but also troubled, as the occasional burnt-out farm bears witness. You keep a wide berth of the forests, where desperate men have taken refuge, and it is some relief when you crest a ridge and catch sight of the great port of Praven, its rooftops made golden by the last rays of the setting sun. Reyvadin[] You have come through the Vaegir highlands, a plateau exposed to the bitter winds from the north. The land here is frozen for most of the year, but the forests are rich with fur-bearing game, and the rivers are teeming with fish. The riches of the land draw the traders, but the traders in turn draw bandits. You saw the occasional dark figure mounted on a shaggy pony, watching the passage of your caravan from a snowy ridge, and were glad when the spires of Reyvadin came into view across the wide valley of the Boluk river. Tulga[] You came with a caravan crossing the mountains that border Calradia on the north and east, bringing spices from faraway lands to trade for wool and salt. The passes were still choked with snow, and it was hard going, but at last you crested a ridge and saw before you the Calradian steppes. On some hillsides the thin grass of spring was already turning yellow, but the lower slopes of the mountains were still a vibrant green. Herds of sheep and tawny steppe ponies drifted across them like clouds, testifying to the wealth of the Khergit khans. From time to time small groups of horsemen would follow your caravan from a distance, perhaps sizing up how well you could defend the wealth you carried, so it was with some relief that you saw the towers of Tulga rising up from the plains. Sargoth[] You took passage with a trading longship, carrying gyrfalcons from the furthest reaches of the north to be bartered for linen and wool. It sailed early in the season, but the master reckoned that the risks of drifting ice and later winter storms could be justified by arriving ahead of the Sea Raiders, who by April would be sailing forth from their island lairs to ravage Calradia's coasts. It was some relief when your ship came in sight of the delta of the Vyl and Boluk rivers, and a short while later, rowed past tidal flats and coastal marshes to the city of Sargoth, home to the Sea Raiders' distant kinsmen, the Nordic lords, who a few generations ago had carved themselves a kingdom in this rich but troubled land. Jelkala[] You came by ship, skirting the cliffs where the Rhodok highlands meet the sea. Much of the coastline was obscured by tendrils of fog that snaked down the river valleys, but occasionally you caught sight of a castle watchtower rising above the mists -- and on one occasion, a beacon fire burning to warn of an enemy warband. You knew that you were relatively safe at sea, as you were too far south to risk encountering the sea raiders who trouble the coasts of the Nordic lands, but it was still a relief to reach the Selver estuary, gateway to the port of Jelkala, and see a Rhodok galley riding at anchor, its pennants fluttering in the evening breeze. Shariz[] You came with a caravan, crossing the great desert to the east of Calradia. The bedouin guides chose your route carefully, leapfrogging through treacherous dune fields and across empty gravel plains to low-flying oases rich with orchards and date palms. Your great fear was that the caravan might lose its way and perish of thirst. The small bands of raiders who hovered just out of bowshot, waiting to pick off stragglers, were oddly a comfort -- at least water could be no more than a day's ride away. it was a great relief when the mountains came into view, and on the evening of the following day you crested a rocky pass and in the distance could make out the sea, and the towers of Shariz silhouetted against the sunset. |
Charas | Charas Settlement Information Type Town Kingdom Vlandia Villages Savinth, Vesin Sieges with... Battering Ram, Ladders, and Towers Port Yes Charas is a town of the Kingdom of Vlandia. It is ruled by the Baron Ingalther of the Clan dey Cortain. Charas is the precursor of the town of Shariz, capital of the Sarranid Sultanate 173 years later as featured in Mount & Blade: Warband. Contents 1 Description 2 Territory 3 Points of Interest 4 Economy 5 Trivia Description[] The city known today as Charas is traditionally reckoned to be the first Calradian colony on the shores of their new continent. At the Empire's height, when the capital moved north to Paravenos, Charasea remained a key hub of sea-faring and trade, while imperial aristocrats built their summer homes on the warm shores of the nearby gulf and cruised their pleasure-boats around its islands. When the Vlandians came, Charas fell into the hands of the ruthless House of dey Cortain, and its wealth funds their ambitions. Territory[] The villages belonging to Charas are Savinth and Vesin, however the castle-bound village of Usanc also does its primary trade here. The town of Charas is the southernmost town of Vlandia lying south of the Epiric mountains. Points of Interest[] Like most towns in Calradia, the town has a number of facilities and points of interest: By taking a walk through the streets you may encounter town notables looking for employees for various quests and jobs. The keep, where the nobles reside and its dungeon where any prisoners will be located. An arena where you might practice combat, participate in tournaments and pay the arena custodian to reassign character perks. A tavern, where you might rest and enjoy food and drinks. You may encounter Wanderers here to hire as Companions, or find Mercenaries for hire. Taverns also hosts patrons like Ransom Brokers, buying any prisoners your party may hold, and those who might be interested in playing the local board game. A market to buy and sell food supplies, equipment, horses and other livestock. A smithy to forge new weapons. Criminal gangs may be present at different locales such as the Backstreet or Waterfront. Economy[] Nothing is currently known about the economy. Trivia[] The village of Tubilis across the Gulf of Charas in Aserai territory mentions in its Encyclopedia article that the gulf's name in Aserai is the Gulf of Shariz. This fact further reinforces the theory that Charas and Shariz are the same settlement in different time periods. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Charcoal | Charcoal is a good in Bannerlord used in smelting, forging, and refining. It is obtained by refining 2 hardwood. "Give us images or taste steel" This article does not have any images.Please help the M&B Wiki by uploading one! This article is a stub. You can help out by expanding it. |
Charm | Charm is a Skill in Bannerlord. It is the ability to make a person like and trust you. You can make a good guess at people's motivations and the kinds of arguments to which they'll respond. With the participation of the ancient ritual of exchanging one coin for another, one's charm can be increased. The ritual is very intricate as it often involves the exchanging of spirits, foods, and stories over a fire. Naturally, this socialization is a solid way to increase one's charm. |
Chason | Lord Chason Official Information Kingdom Northern Empire Monarch Emperor Lucon Title Nobleman Clan Neretzes Personal Details Gender Male Age 48 Spouse Eodisia Children RhodaAmaliana Chason is a nobleman of the Northern Empire and a member of clan Neretzes. He is the husband of Eodisia and the father of Rhoda and Amaliana. Description[] According to his Personality Traits, he is Closefisted (Generosity -1), Cruel (Mercy -1) and Impulsive (Calculating -1). He has the reputation of being possessed by a fierce and dangerous temper. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 180 Two Handed 180 Polearm 180 Bow 150 Crossbow 120 Throwing 120 Riding 140 Athletics 120 Tactics 60 Charm 60 Steward 120 Trade 100 Leadership 120 |
Chastimir | Lord Chastimir Official Information Kingdom Sturgia Monarch Grand Prince Raganvad Title Nobleman Clan Kostoroving Personal Details Gender Male Age 32 Chastimir is a nobleman of Sturgia and a member of clan Kostoroving. Description[] According to his Personality Traits, he is Daring (Valor 1), Cruel (Mercy -1) and Impulsive (Calculating -1). He has the reputation for being brave, but easily enraged and unforgiving. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 180 Two Handed 160 Polearm 190 Bow 130 Crossbow 80 Throwing 150 Riding 190 Athletics 110 Steward 60 Leadership 80 |
Cherkassk | Cherkassk Settlement Information Type Town Kingdom Muscovite Tsardom Villages Oboyan World Map With Fire & SwordCherkasskOboyanTemplate:World Map/With Fire & Sword Not to be confused with Cherkassy.Cherkassk is a town of the Muscovite Tsardom, initially ruled by Chief Naum Vasiliev. It has the village Oboyan, which is far away from the town. Contents 1 Layout 2 Trade 2.1 Produces 2.2 Trades With 3 Trivia Layout[] At peace: Accessible area Player Lord's Hall Prison Tavern Merchants In a siege: Accessible area Player Siege Ladders Unlike in most towns, the tavern and shop do not have signs identifying them, but the tavern is in the middle of the accessible area. The arms and armor merchant stand in front of the same house. During a siege, the accessible area is larger and four ladders are used — one placed on the left of the gates and three on the right. Trade[] Produces[] Bread, Iron Dyes, Hemp Spice Trades With[] Azaq-kale Koenigsberg Moscow Sich Trivia[] Since the late 16th century, Cherkassk (now called Starocherkasskaya Старочеркасская, literally "Old Cherkassk") has been the center of Don Cossack culture for nearly two centuries, and was also the earlier capital of the Oblast of the Don Cossack Host during the Russian Empire. However, as Cherkassk was prone to regular floods, the capital of the oblast was moved to Novocherkassk (Новочеркасск, literally "New Cherkassk") on higher ground in 1805. Wikipedia has an article on this subject at:Starocherkasskaya Territory of the Muscovite Tsardom TownsCherkassk Moscow Pskov FortressesBryansk Fortress Izum Fortress Kursk Novgorod Ryazan Rzhev Fortress Tula Tver' VillagesKlin Lgov Loknya Lyubotin Oboyan Pokrovskoye Redkino Slantsy Staritsa TarusaValuiki Yefremovo |
Chertyg Mountains | The Chertyg Mountains or "Chernyg Mountains" are the mountain range which form the spine of Calradia's northlands. To the north is the Byalic Sea and to the south is Lake Laconis. The many nooks and valleys of the mountain chain are densely forested and populated by foxes and martens.[1] The bulk of Sturgia's heartland lies in the shadow of the icy mountain range. Sheep and cattle graze on the mountains' short grasses while [2] The easternmost peak of the mountain range is known as Mount Iltan, taking its name from a god of the eastern steppes. References[] ↑ Encyclopedia Calradia, entry "Glavstrom" ↑ Encyclopedia Calradia, entry "Kvol" |
Children | Children are a feature in Mount&Blade: Bannerlord. Children are considered minors from birth until the age of 18, and as minors they are not available to interact with, only present in the Clan section and the Encyclopedia. They are added to the Player's Clan, and are eligible to succeed the player character should he/she die or retire at the Retreat. When children come of age, they are eligible for marriage like adults are, and will follow the same rules as regular noble characters. Female characters that are married will be transferred to the husband's clan, unless that female character is a faction leader. Male characters that marry will remain in his clan unless he marries a female faction leader, at which point he will transfer to the clan of his wife. Contents 1 Traits and appearance 2 Pregnancy 3 Education 4 Coming of Age Traits and appearance[] The physical appearance of the child is determined by mixing the physical features (facekeys) of the parents. The child's Personality Traits are likely to be the same as the parent of the child's corresponding gender, however they may take on different traits as well. Children born from parents of different cultures are more likely to adopt their mother's Culture, even if the mother has joined her husband's clan or faction. The equipment a child will be given upon coming of age is dependent on their personal Culture, and not the Culture of the faction of which the child is a member. The convention of naming the child is based upon choosing a name from either of the parents' cultures; a child can for example be of a Sturgian culture and be given a Battanian name. Pregnancy[] Whenever a married couple spends time together waiting inside a fief, there is a chance that the mother may become pregnant. In Bannerlord, only married couples are eligible to have children; it is impossible to have children out of wedlock. It appears that whether the female character will become pregnant or not is determined at a fixed time of day, around the time of the day similar to when wages are paid. The probability of pregnancy is dependent on the age of the mother, as well as how many children the mother has had previously. A female character may have children from the age of 18 up until the age of 45, at which point it becomes impossible. The amount of children a female character has had previously substantially impacts the likelihood of the becoming pregnant, and the after usually 4 children further pregnancies become significantly more rare. The level 25 perk Virile of the Charm skill will increase the likelihood of the character having children by 30%. This perk will not stack, it is only required for either the aspiring mother or father to have the perk. The exact formula of pregnancy chance for the main character or main character's wife is the following: pregnancy_chance = (1.2-(womans_age-18)*0.04)/((number_of_kids+1)*(number_of_kids+1))*0.12*[1.3 if virile]*100% A 18 year old 'virile' lady with 0 kids has 18,7% daily chance to get pregnant. With 1 kid, it turns into 4,6%; with 2 kids it turns into 2%; 3 kids - 1%; 4 kids - 0,7%. Similarly, with other things held constant, every 5 years that passed since the age of 18 further reduce the chance to get pregnant by roughly 1/6 of its value. Education[] At several stages of children's age you can choose how to "guide" their upbringing which will affect their Attributes and Skill Focus points. Bonuses granted on the 3rd (random) page of each stage can be rerolled if you have a save file from the day before the child's birthday, before the game gave you the Education notification/event. Age Choice Total 2 years Page 1. Choose 1 out of 3 highest Attributes of the child's father to give the child +1 to this Attribute*in case of multiple equal Attributes, their order in the game matters, i.e. if father's Attributes are 4/4/3/4/4/4, then you will only be able to choose between Vigor, Control and Cunning +4 AP Page 2. Choose 1 out of 3 highest Attributes of the child's mother to give the child +1 to this Attribute Page 3. (Random) The game randomly chooses 2 additional Attributes neither of which was picked above. 5 years Page 1. Choose one of the following options: ... takes charge. - +1 Social, +1 Leadership FP ... never tires out. - +1 Endurance, +1 Athletics FP ... always hits his/her mark. - +1 Control, +1 Throwing FP ... is fascinated by riddles. - +1 Intelligence, +1 Engineering FP ... wins wrestling matches. - +1 Vigor, +1 Two-Handed FP ... avoid chores. - +1 Cunning, +1 Roguery FP +2 AP+2 FP+5 SP Page 2. Choose one of the following options: ... caring for your horses. - +1 Riding FP and +5 Riding skill ... shooting at targets. - +1 Bow FP and +5 Bow skill ... trekking around nearby hills. - +1 Scouting FP and +5 Scouting skill ... making her own toys. - +1 Smithing FP and +5 Smithing skill ... fighting mock battles. - +1 One-Handed FP and +5 One-Handed skill ... playing board games. - +1 Tactics FP and +5 Tactics skill Page 3. (Random) The game adds +1 to a random Attribute (including the one chosen on page 1). 8 years Page 1. Choose one of the following options: ... Master-at-Arms. - +1 Vigor ... Steward. - +1 Social ... Artisan. - +1 Endurance ... Scholar/Lorekeeper. - +1 Intelligence ... Huntsman. - +1 Control ... Mistrel/Bard. - +1 Cunning +1 AP+2 FP+10 SP Page 2. Choose one of the following skills based on what you chose on page 1 and get +1 Focus Point and +5 Skill Points to this skill: Master-at-Arms (Vigor): One-Handed / Two-Handed / Polearm / Bow / Riding / Athletics Steward (Social): Riding / Roguery / Charm / Leadership / Trade / Steward Artisan (END): One-Handed / Athletics / Smithing / Trade / Steward / Engineering Scholar/Lorekeeper (INT): Tactics / Charm / Leadership / Steward / Medicine / Engineering Huntsman (Control): Polearm / Bow / Athletics / Scouting / Tactics / Medicine Minstrel/Bard (Cunning): Throwing / Athletics / Scouting / Roguery / Charm / Leadership Page 3. (Random) The game randomly gives you +1 Focus Point and +5 Skill Points to 1 out of the 5 remaining skills from the same set of skills you chose above. 11 years Page 1. Choose one of the following options: ... Strength. - +1 Vigor ... Endurance. - +1 Endurance ... thirst for knowledge. - +1 Intelligence ... a sharp mind. - +1 Cunning ... a good eye and a steady hand. - +1 Control ... an interest in people. - +1 Social ... Mistrel/Bard. - +1 Cunning +1 AP+2 FP+10 SP Page 2. Choose one of the following skills and get +1 Focus Point and +5 Skill Points: ... Polearm. ... Tactics. ... Steward. ... Engineering. ... Leadership. ... Trade. Page 3. (Random) The game randomly adds +1 Focus Point and +5 Skill Points to one of the following skills: Riding / Athletics / Smithing / Scouting / Charm / Medicine. 14 years Page 1. Choose one of the following options: ... a well-balanced sword. - +1 Vigor, +1 One-Handed FP and +5 SP ... a magnificent steed. - +1 Endurance, +1 Riding FP +5 SP ... a treatise on siegecraft. - +1 Intelligence, +1 Engineering FP +5 SP ... a finely carved gameboard. - +1 Cunning, +1 Tactics FP +5 SP ... a well-tempered bow. - +1 Vigor, +1 Two-Handed FP +5 SP ... a trip to your realm's court. - +1 Social, +1 Charm FP +5 SP +1 AP+4 FP+20 SP Page 2. Choose one of the following options: ... defeat her/his fencing instructor. - +1 One-Handed FP and +5 One-Handed skill ... win a race. - +1 Riding FP and +5 Riding skill ... craft a weapon. - +1 Engineering FP and +5 Engineering skill ... learn the arts of healing. - +1 Medicine FP and +5 Medicine skill ... become a crack shot. - +1 Bow FP and +5 Bow skill ... trade like a veteran merchant. - +1 Trade FP and +5 Trade skill Page 3. (Random) The game randomly adds +1 FP and +5 SP to one of the following pairs of skills: One-Handed & Two-Handed Athletics & Riding Scouting & Bow Smithing & Engineering Charm & Leadership Steward & Medicine 16 years Page 1. Choose one of the following options: ... as a squire. - +1 Vigor, +1 One-Handed FP and +5 SP ... as an aide. - +1 Cunning, +1 Trade FP and +5 SP ... as an apprentice. - +1 Intelligence, +1 Engineering FP and +5 SP ... as a noble's ward. - +1 Control, +1 Bow FP and +5 SP ... to find his/her own way. - +1 Endurance, +1 Athletics FP and +5 SP ... as an envoy. - +1 Social, +1 Charm FP and +5 SP +1 AP+3 FP+15 SP Page 2. Choose one of the following options based on what you chose on page 1 and get +1 Focus Point and +5 Skill Points to this skill: ...squire: One-Handed (gets bloodied) / Two-Handed (trains hard) / Polearm (joins in a tournament) / Tactics (hunts down bandits) / Charm (learns to inspire the soldiers) / Leadership (leads a patrol) ...aide: Smithing (helping the artisan) / Scouting (guiding the caravan) / Roguery (helping recover stolen goods) / Charm (dealing with business partners) / Leadership (supervising the guards) / Steward (managing the logistics of travel) ...apprentice: Smithing (assists the smiths) / Tactics (focuses on the big picture) / Charm (socializes with other engineers) / Trade (procures supplies) / Medicine (treats injuries) / Engineering (learns to construct siege engines) ...noble's ward: One-Handed (defeats an enemy) / Bow (skirmishes from a distance) / Riding (chases and is chased) / Athletics (unleashes his/her fighting spirit) / Tactics (understands how a victory is won) / Leadership (leads men into enemy territory) ...own way: Polearm (compete in tournaments) / Riding (see as much of the world as he/she could) / Athletics (participate in a pilgrimage) / Smithing (do some honest work) / Roguery (not to be too choosy about travelling companions) / Charm (enjoy the high life) ...envoy: One-Handed (never back down from a challenge) / Riding (enjoy the pleasures of the hunt) / Tactics (never let down her guard) / Roguery (dabble in intrigue) / Charm (burnish his/her social skills) / Medicine (help anyone in need) Page 3. (Random) The game randomly gives you +1 Focus Point and +5 Skill Points to 1 out of the 6 skills from the same set of skills you chose above. Coming of Age[] When children reach 18 years, they're automatically assigned a certain level (that seems to depend on time passed since the start of the game, usually it's 15++ or even 20++) and are given a large amount of extra Attribute Points and Focus Points to be distributed (base number + level bonuses). At level 1, your children have a total base amount of 25 Attribute Points (6 + 10 distributed during Education + 9 more you can distribute yourself) and 18 Focus Points (13 distributed during Education + 5). That is more than the main character has (18 and 12 respectively for Story Mode) and way more than any of wanderers or lords have (15 and 5 respectively). |
Chonis | Chonis Official Information Faction Northern Empire Culture Calradic Empire Leader Archon Nicasor Fiefs Lochana Castle Tier ? Wealth ? Chonis is a clan of the Northern Empire led by Archon Nicasor. Members[] Nicasor (leader) Olypos Justina Leontia Settlements[] Castles Lochana Castle Villages Nortanisa Lochana Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides |
Chornad | Chornad Settlement Information Type Village Kingdom Vlandia Fortification Jaculan Chornad is a village in Vlandia owned by Calatild of House dey Arromanc. The village is bound to Jaculan and is known to produce Pigs. Chornad sits overlooking a pass through the Biscan hills. The villagers of this region, like many in the central Vlandian kingdom, specializing in the raising of pigs. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Chornobas | Chornobas Settlement Information Type Village Kingdom Sturgia Fortification Omor Chornabos is a village of Sturgia owned by boyar Olek of the Kuloving clan. The village is bound to Omor and it is known to produce Grain. Description[] Chornobas, or Blackwood, sits in lands cleared from the forests overlooking the cataract through which the Miron River empties into Lake Laconis. The villagers grow rye and barley in fields misted by the spray from the falls.[1] Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan ↑ Encyclopedia Calradia, entry "Chornobas" |
Chosen Wolf | Chosen Wolf Troop Information Culture Battania Wages ? denars/day Acquired from... Seasoned Wolf Upgrades to... None Upgrade Cost None Ransom Value ? denars Chosen Wolves are tier-four archers of the Wolfskins. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount N/A Mount Harness N/A Gallery[] Front viewBack viewTroop icon Wolfskins Troops Young Wolf Seasoned Wolf Chosen Wolf |
Circassian | Circassian Troop Information Culture Crimean Khanate Wages 7-11 thalers/week Acquired from... Infantry Commander Upgrades to... Circassian (veteran) Upgrade Cost ? thalers XP for Kill ? experience Ransom Value ? thalers Circassians are regional mercenary horse archers of the Crimean Khanate. They can be hired in Azaq-kale and Kilburun Fortress. Tactics[] Medium cavalry usually found in low numbers within Crimean armies, they are reliable tier-three horse archers armed with a Kalmyk bow and a saber, rivaling Lithuanian Tatars, veteran Mirza Chambul, Cebelu, and Kalmyks in equipment, stats, and archery skills - their only downsides being slower horses and lacking a shield. Circassians are reasonably efficient at peppering enemy troops with arrows while on horseback but prone to being out-maneuvered by horsemen riding better mounts as well as becoming vulnerable when surrounded or being charged by troops armed with either lances or pikes, hence the best tactic is to support Circassians with other lower-or-high-tier horse archers - while backed up by other ranged troops from afar - in order to increase their bows' rate of fire. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Circassian - Default Stats and Equipment Attributes Stat Points Level 12 Strength 8 Agility 8 Intelligence 0 Charisma 0 Health 43 Armor Head Misiurka Body Chain Armor Hand None Foot Eastern Boots Skills Skill Points Ironflesh 0 Power Strike 0 Grenade Throwing 0 Power Draw 3 Weapon Master 0 Shield 0 Athletics 0 Riding 2 Shooting from Horseback 4 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 120 Two Handed Weapons 100 Polearms 110 Archery 90 Firearms 0 Throwing 0 Weapons Melee Simple Saber Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] "Circassian" refers to an ethnic group that inhabited the northwestern Caucasus in a region known as Circassia but currently live mainly in Turkey and the Middle East due to being exiled by the Russian Empire in the mid-1800s. The remnants still living in historical Circassia are better known - although a strictly collective term only used for some tribes- as the "Adyghe". The Karachay-Cherkess Republic - a federal subject of the Russian Federation - and its capital Cherkessk - not to be confused with Cherkassk) - are named after the Circassians. Azaq-kale, one of the towns they can be hired in in-game, falls in historical Circassia's territory. Wikipedia has an article on this subject at:Circassians Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) |
Circassian (veteran) | Circassian (veteran) Troop Information Culture Crimean Khanate Wages 16-22 thalers/week Acquired from... Circassian Upgrades to... None Upgrade Cost None XP for Kill ? experience Ransom Value ? thalers Circassians (veterans) are veteran regional mercenary horse archers of the Crimean Khanate. Tactics[] Heavy cavalry usually found in very low numbers within Crimean armies, they are reliable tier-four horse archers armed with a Kalmyk bow and a saber, rivaling veteran Lithuanian Tatars, veteran Mirza Chambul, veteran Cebelu, and veteran Kalmyks in equipment, stats, and archery skills - their only downsides being slower horses and lacking a shield. Veteran Circassians are reasonably efficient at peppering enemy troops with arrows while on horseback but prone to being out-maneuvered by horsemen riding better mounts as well as becoming vulnerable when surrounded or being charged by troops armed with either lances or pikes, hence the best tactic is to support veteran Circassians with other lower-or-high-tier horse archers - while backed up by other ranged troops from afar - in order to increase their bows' rate of fire. Stats and Equipment[] Note: Troops have a set of default stats; at the beginning of a new game, these stats are randomly adjusted for each type of troop. The following is the default set for this troop as seen within the game code and may not reflect the specific stats you will see during actual gameplay. For more information, see troop stats. Circassian (veteran) - Default Stats and Equipment Attributes Stat Points Level 17 Strength 9 Agility 9 Intelligence 0 Charisma 0 Health 46 Armor Head Misiurka Body Chain Armor Hand None Foot Eastern Boots Skills Skill Points Ironflesh 1 Power Strike 0 Grenade Throwing 0 Power Draw 4 Weapon Master 0 Shield 0 Athletics 0 Riding 3 Shooting from Horseback 5 Looting 0 Trainer 0 Tracking 0 Tactics 0 Path-finding 0 Spotting 0 Inventory Management 0 Wound Treatment 0 Surgery 0 First Aid 0 Engineer 0 Persuasion 0 Prisoner Management 0 Leadership 0 Trade 0 Proficiencies Weapon Type Points One Handed Weapons 135 Two Handed Weapons 115 Polearms 125 Archery 105 Firearms 0 Throwing 0 Weapons Melee Saber Ranged BowEastern Arrows Shield None Mount Saddle Horse Trivia[] "Circassian" refers to an ethnic group that inhabited the northwestern Caucasus in a region known as Circassia but currently live mainly in Turkey and the Middle East due to being exiled by the Russian Empire in the mid-1800s. The remnants still living in historical Circassia are better known - although a strictly collective term only used for some tribes- as the "Adyghe". The Karachay-Cherkess Republic - a federal subject of the Russian Federation - and its capital Cherkessk - not to be confused with Cherkassk) - are named after the Circassians. Azaq-kale, one of the towns they can be hired in in-game, falls in historical Circassia's territory. Wikipedia has an article on this subject at:Circassians Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) |
Civilian Outfitting | Civilian is a new armor and weapon trait introduced in Mount&Blade II: Bannerlord. Any equipment with this trait - denoted with a pictogram of two farmers side-by-side - may be carried and used within the walls of a town. Overview[] Each character has a kit, separate from the character's normal combat/field equipment, which is only used in towns. In the inventory/trade screens the player can toggle between these loadouts while managing their equipment and that of their companions. By default, every character in the game will have a civilian outfit of clothes and one weapon - usually some variety of arming sword (one-handed sword). However, every equipment slot may be filled as usual and there are a variety of low-tier polearms, axes, two-handed or versatile swords and throwing weapons that are permitted in this loadout as well. The same equipment may not be shared between the field outfit and civilian outfit. Equipment items in the trade screen will appear blue when viewing the civilian kit to visually separate equipment that may only be used in the field and in battles. Generally-speaking, the civilian outfit prohibits the use of any ranged weapon that uses separate ammunition, any purpose-built polearm, any shield, as well as any sort of heavy, plated or mail armor and large, bulky shoulder/back item. Farming equipment is generally permitted. Strategy[] (v1.6.1 beta) It is important to make sure your companions are as well-armored in towns as they can be, as you have less control over their participation in any given engagement and a mistake here could cost you their valuable skills for a time while they recover from their wounds. High-tier troops - particularly cavalry and archers - are also unusually vulnerable to attrition in street fights with ostensibly far inferior troops, so it is recommended to send them away or place them as far down the list as possible in this context. Civilian armor features mostly low armor values, which can place the player and their associates in danger if a street fight breaks out. Enemies in the street will usually be using cutting weapons which are very effective against light armor and therefore these fights tend to favor high mobility, fast attacks and superior numbers. That said, there are some armor types that - for one reason or another - are allowed in civilian kits. Gambesons are mostly allowed and the top-tier of civilian harness appears to be the Brigandine, which is actually an entry-level heavy armor - it's availability in this context may be a development oversight as it eclipses any other available civilian armor by a large margin. The top-tier of civilian weapons at this moment are the two-hand/one-hand long swords, often available in Battanian towns. These do so much raw damage - let alone the damage done by a skilled two-hand combatant - that any character struck twice in the body or once in the head will be immediately neutralized. Furthermore, their handling, length and speed are at least equal to, but usually better than their one-hand counterparts, meaning that the user will be able to strike and counter faster than those using, for example a handaxe or arming sword. Strangely, two-hand weapons are rarely used by street criminals. Fortunately, it is actually fairly easy to craft such a weapon yourself at the smithy. Whether or not a sword is allowable in the civilian kit appears to be entirely based on the blade component, so be sure to select carefully. The only ranged weapons available appear to be throwing knives. These are very much a niche weapon, and have little use in gang fights, due to their low per-hit damage, low rate of attack and high skill barrier. That said, if you are forced to fight alone, they may prove a valuable force-multiplier in the first moments or for a character with exceptional mobility who can outrun and avoid getting into a melee with the opponents. The skills most applicable to civilian encounters are Athletics, One Handed, Two Handed, Smithing, Throwing, and Roguery. Athletics is probably the single most important skill in this context. Increases to mobility and survivability are even more important here, where armor can only do so much to improve one's protection. In many fights, the player will need to carefully manage their distance to the enemy and athletics does the job. There are a number of skills in athletics that will increase the character's offensive capability, as well. Smithing is very important in the overall scheme. It allows the player easy access to the all-powerful two-handed sword much more easily than trying to earn one through tournaments or purchase one from a town. Once a mere initiate into the practice of smithing, one should have more than enough material at hand to make at least one two-handed sword of acceptable quality. Later-on, the player will be able to create works of amazing quality, suitable to any weapon category relevant to the civilian market and vastly superior to anything the player can reasonably afford or even find, in some cases. One Handed will be useful early on due to the difficulty of acquiring a two-handed weapon in the early stages, but it will quickly be surpassed by two-handed, so the player should probably just focus their one-handed skill perks on battlefield utility. Technically, there are later one-hand perks specifically for fighting without a shield (AKA every use case in a street fight), but at this point in development, they are largely moot. While there is an argument to be made for specializing in a single melee discipline (i.e., to put all of your focus points into One-handed), it definitely pays in many circumstances to be more versatile than specialized when it comes to melee combat skills. All three of these - One-handed, Two-handed and Polearm - feature bonuses to allied troop performance which can make a significant difference in battles both in towns and on the battlefield. In the field, one officer will often need to command a mixed company of one-hand and two-hand infantry, alongside pikemen, spearmen and voulgiers so it really does pay to try and spread the wealth of focus points in the melee skills. Two Handed is quite prescient, especially the sword-focused skills and especially as the player accumulates wealth and Smithing skill. As mentioned above, this category of weapons dominates street fights, easily allowing a single character to lay waste to many of the enemy. Note that in the quest Rival Gang Moving In, the enemies and allies of the player can feature a number of mercenaries who are armed with shields. In this case, taking the anti-shield perks available in the two-hand path can be of some use here, but shouldn't come at the cost of more generally useful two-hand perks. Throwing is again, a niche option in the civilian context, but if the player is already making heavy use of it on the battlefield, it certainly can't hurt to bring a bag of knives or two. Roguery becomes more useful during late game when the numbers of enemies in a street fight start to resemble small battles more than the little skirmishes of early game. This skill path features a number of perks late in the tree that dramatically increase offensive capability with civilian equipment, not to mention help increase the profitability of criminal enterprises. |
Claig Ban | Claig Ban Settlement Information Type Village Kingdom Battania Fortification Rhemtoil Castle Claig Ban is a village in Battania owned by High King Caladog of clan fen Gruffendoc. The village is bound to Rhemtoil Castle and known to produce Clay. Claig Ban lies at the foot of a steep cleft that climbs the Uchalion massif. The villagers here gather clay from the nearby Myr river for sale to the potters of the Battanian towns. Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim |
Clan | Clans are groups of people within a kingdom in Mount&Blade II: Bannerlord. Roles[] Available Clan Roles Note: Roles are defaulted to the clan leader (the player) unless manually assigned to other members, thus defaulting role bonuses to the player's relevant skill values. Key party roles can be assigned to help its members - whether the player, their family members, or their companions - utilize their respective skills. While the player starts the game with all four roles assigned, any party members can only be assigned and fulfill one at a time but will be able to fulfill all roles should the player manually promote them to party leaders. Scout Scouting skill will apply to the party, giving a bonus to your parties ability to spot units at greater distances. Engineer Will allow the party to build siege engines faster as well as producing siege engines of higher difficulty provided the assigned companion has correct perks unlocked at Engineering skill. (Requires verification) Quartermaster Increases the troop size cap based on Steward level. Surgeon Applies healing benefits from Medicine skill to the party. Tiers[] Both the player character's and NPC clans are categorized into tiers. Tier 1 Requires 50 Renown +1 Workshop limit (2 max) Party size is increased by +15 for every party in the clan Can join a faction as a mercenary Tier 2 Note: The tooltip for Clan Tier 2 says "Eligible to create a Kingdom", but the quest actually requires Tier 4. Requires 150 Renown Can join a Faction as a vassal +1 Party limit (2 max) +1 Companion limit (4 max) +1 Workshop limit (3 max) Party size is increased by +15 for every party in the clan Tier 3 Requires 350 Renown +1 Party limit (3 max) +1 Companion limit (5 max) +1 Workshop limit (4 max) Party size is increased by +15 for every party in the clan Tier 4 Requires 900 Renown Can create your own Faction (as part of the Dragon Banner quest line) +1 Party limit (4 max) +1 Companion limit (7 max) +1 Workshop limit (5 max) Party size is increased by +15 for every party in the clan Tier 5 Requires 2350 Renown +1 Companion limit (8 max) +1 Workshop limit (6 max) Party size is increased by +15 for every party in the clan Tier 6 Requires 6150 Renown +1 Companion limit (9 max) +1 Workshop limit (7 max) Party size is increased by +15 for every party in the clan List of Clans[] Note: The player's clan will be their last name. Aserai Clans of the Aserai Major Banu Hulyan Banu Sarran Banu Qild Banu Qaraz Banu ArbasBanu Atij Banu Sarmal Banu Habbab Banu Ruwaid Minor Beni Zilal Ghilman Jawwal Battania Clans of Battania Major fen Gruffendoc fen Derngil fen Uvain fen Morcarfen Penraic fen Giall fen Eingal fen Caernacht Minor Wolfskins Khuzait Clans of the Khuzait Major Urkhunait Khergit Arkit Tigrit Harfit Baltait Koltit Yanserit Oburit Minor Karakhergit Sturgia Clans of Sturgia Major Gundaroving Kuloving Vagiroving Ormidoving TogarovingIsyaroving Vezhoving Ubroving Kostoroving Minor Forest People Lake Rats Skolderbroda Vlandia Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar Calradic Empire Clans of the Calradic Empire Eleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides Clans of the Southern Empire Pethros Leonipardes Mestricaros Hongeros Julios Vizartos Avlonos Prienicos Vetranis Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios |
Clan Warrior (Multiplayer) | For the single-player version, see Battanian Clan Warrior. Clan Warrior Basic Armor Improved Troop Information Faction Battania Type Infantry Cost 100 Class Stats Hit Points 100 Armor 9 Movement Speed 78 Army Size 22 Clan Warriors are a multiplayer infantry class of Battania. Official Description[] Also known as the "Kern", the main fighting forces of the Battanian clans are backed up by a general levy of men fit to bear arms. A screaming rush of these troops, wielding long knives, clubs, and spears, can be a terrifying sight. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Highland Shortsword One Handed Perks Highland Spear Used for stopping horses and melee supportTwo Handed One Handed Small Heater Shield Makes blocking easier, effective against ranged unitsShield Highland Mace Better against armored opponents(replaces Highland Shortsword)One Handed |
Cloth Editor | A screenshot released by Taleworlds of the Cloth Editor The Cloth Editor is a tool that will be made available to build modules for Mount&Blade II: Bannerlord. It allows a user to make and modify the armors and other wearable items of the game. |
Combat (Bannerlord) | Combat is quite different compared to earlier titles thanks to the new physics model introduced in Bannerlord. Everything from specific damage dealt, to whether a particular implement in a particular direction will block a blow from a particular weapon. Overview[] The new algorithms used in Bannerlord's combat system have a number of interesting effects that will determine your fighting style and choice of weapons. The following factors are all taken into consideration: The difference in vectors (velocity and direction) of attacker and target The impact point between target and weapon The actual portion of the target struck (arm, leg, body, head) and the amount of armor on each of those portions respectively The position and dimensions of the target's weapon or shield when parrying The distribution of a weapon's weight Whether or not the attacker is mounted (vector addition as well as - for melee attacks - the total kinetic energy of the rider, the weapon and the mount) Tactics[] (e1.6.3) Taking the aforementioned factors into account, there are a number of thing to keep in mind: As in previous titles, mounted attackers have incredible damage potential, but are equally vulnerable to damage if caught out. A lancer going full speed can easily incapacitate any enemy, even with a normal thrust, let alone if they couch the weapon. That said, a pikeman can brace at any time and a braced pike will almost certainly incapacitate any cavalryman. Lances in Bannerlord have an inherent reach disadvantage compared to any proper pike (one that can brace) and so attempting to deploy some types of heavy cavalry, such as Vlandian Banner Knights or Khuzait Heavy Lancers can be very risky if the enemy is prepared and wary. However, other heavy cavalry, such as Cataphracts use very long 'lances' that are functionally pikes; These can outreach most types of polearms in a thrust, but cannot couch for the charge. It's by no means a hard counter, but they could fair better circumstantially. Hits with two-handed weapons tend to exceed the listed base damage as a matter of course. This is because the wielder tends to end up closer to the centerline of the attack (having to hold the weapon in both hands), putting more of their weight into each blow. In many cases, the damage bonus can be quite substantial, even killing certain enemies in a single blow. This really widens the opportunities for two-hand weapons to shine from the rather niche cases in earlier titles, though as always, the wielder is still far more vulnerable to ranged weapons than if they were equipped with a shield. That said, for the player and heroes specifically, there is a perk late in the tree that allows them to deflect projectiles with a timed, two-handed parry. Weapon handling improves when a weapon is used without a shield. Transitioning between attacking and parrying is faster. Therefore, especially in duel scenarios, there is a very real choice for the combatant to make about the advantages and disadvantages. And as always, carrying a shield does decrease the movement speed and acceleration of the combatant due to the extra weight. And using a polearm with a shield confers substantial disadvantages in a duel compared to using them in a battle formation. However, it is very important to note that some polearms used without a shield actually have less reach, because of how the character holds the weapons (nearer to the center of the shaft). Projectile weapons provide a distinct tactical advantage, especially against unshielded targets, but shielded targets are very well-protected, even while not actively blocking; Any shield that is held in a hand is an impenetrable surface and a perk in the character skills also allows a shield worn on the back to block projectiles. Therefore, in particularly projectile-rich environments - say the middle of a siege assault - it can be beneficial to certain heroes and the player to be equipped with two shields at a time to increase their endurance. It's also worth mentioning another perk that increases not only the character's effective blocking area for a shield, but also troops under their command! Thrusts and overhead attacks limit the area threatened by the weapon during the swing. This means that occasionally, the player can entirely avoid an attack simply by moving to the side and can spend that time riposting to quickly take the initiative, perhaps even ending the fight then and there. Horizontal slashes have less reach than a thrust, so charging an opponent and then quickly sidestepping can place you outside their attack, leaving them exposed to a counterattack if one is quick enough. Parrying and blocking, even with a shield, must be done in conjunction with proper footwork and rotation. Just because the defense is aimed in the proper direction, this does not mean the attack will be deflected; If the weapon or shield is rotated away from the point of impact, the blow will still land successfully. This is doubly true when defending against certain weapons, such as the Bill, that actually have a curving point at the tip that can still do damage even if the attack is ostensibly deflected. That said, shields are more forgiving; As long as the block is held and the shield itself is interposing, the blow will be rebuffed. However, blocking in the wrong direction causes additional damage to the shield's integrity when struck. Proper shield handling can help improve overall mobility and cadence. For example, waiting to block until absolutely necessary allows the wielder to cover distance more quickly and stay aggressive. Of course, when being targeted by a number of projectile weapons, this tactic becomes decidedly dubious. Remember that blocking 'down' is the best way to cover the largest area with a shield when directly facing the attacker - very important when stopping projectiles. Trivia[] The combat system in Bannerlord was to some degree based on an ideas in an article written by George Turner[1][2]. ↑ Mount&Blade II: Bannerlord#cite note-physics1-2 ↑ Mount&Blade II: Bannerlord#cite note-3 |
Comnos | Comnos Official Information Faction Western Empire Culture Calradic Empire Leader Emperor Garios Fiefs JalmarysZeonicaOnica Castle Tier ? Wealth ? Comnos is the ruling clan of the Western Empire led by Emperor Garios. Members[] Garios (leader) Nemos Nadea Thephilos Vendelia Tadeos Settlements[] Towns Jalmarys Zeonica Castles Onica Castle Villages Aegosca Dradios Neocorys Alsasos Zeocorys Onica Tarcutis Trivia[] The clan's name is mostly likely based on Komnenos (Latin: Comnenus), which was the name of a Byzantine Greek noble family that ruled the Byzantine Empire in 1057-1059 CE, 1081-1185 CE, and the Empire of Trebizond in 1204-1461 CE. The family's most famous member is Alexios I Komnenos. Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios |
Companion | This article is a disambiguation page for Companion The following is a list of links to pages that might share the same title. Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article. Companion may refer to: Companions Companions Companions Companions Angle Companion (Geneat) Norse Companion (Hirthmathr) Saxon Companion (Geneat) |
Companions (Bannerlord) | Companions are unique characters that can be customized by the player and sent on tasks. Companions can be assigned to: Complete quests, given that they satisfy the skill requirements. They will leave for a period of days until the quest is completed, troops may also be required. Lead caravans, which will travel on the campaign map gaining income for the clan with their trade skill. Lead war parties, and they cost no influence when you ask them to join your army. Govern settlements, applying any "Governor" perks. Note if their culture does not match the settlement there is a loyalty penalty (can be negated with the right perks). "Diplomacy". Leaving a party member in a castle or town increases your relations with the owner (potentially notables in the town as well) over time. Contents 1 Recruitment 2 Stats 3 Companions 4 Companions for Different Roles Recruitment[] Companions can be recruited at major towns in the tavern. All companions have an occupation of Wanderer. To find all available companions in the game you open the in-game encyclopedia, go to Heroes, and then filter on the Wanderer occupation. From there, you can also see each companion's skill levels before recruiting them. Stats[] Companions with starting levels 8/12/16/etc. are bugged and have 1 less attribute point than other companions Attribute points may slightly & rarely vary "Major" skills (10+) included the spreadsheet below are defined in spspecialcharacters.xml & sandboxcore_skill_sets.xml files "Minor" skills (0 in the spreadsheet) actually have small random bonuses (+0-9) in the game A total of starting focus points is equal to level+4 Att 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 2 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 5 5 5 3 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 5 5 4 0 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 5 5 0 0 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 5 6 0 0 0 0 0 0 0-1 0-1 1 1-2 1-2 2 2-3 2-3 3 3-4 3-4 4 4-5 4-5 5 Starting focus points are distributed semi-randomly one by one based on which skill "needs" them the most (i.e. in the current iteration has the highest skill_value - learning limit score where learning_limit = (att-1)*10+skill_focus*30). The exact distribution is distorted by the randomness of "minor" skills and slightly varies from hero to hero. Usually you can expect the following distribution of focus points based on starting skills and attribute points (heroes with larger number of total skill points/level are more specialized in their major skills, while heroes with small number of skill points per level are likely to waste 2-3 of their skill points on random "minor" skills): Companions[] Every character has a name followed by a suffix, such as "Vasinya the Accursed", or "Mina the Black". The suffix determines the companion's starting skills. Below is a complete list of suffixes and their starting values. Suffix Σ Lvl M/F Age Traits Culture the Scholar(4/4/3/2/2/3) 80(2F) 30(1F) 40(1F) 50(1F) 60(2F) 80(2F) 15 80(3F) 30(1F) 0 0 0 0 0 0 0 0 120(4F) 58545/l 13 Male 29 MercifulClosefisted Empire the Bull(4/3/4/3/2/2) 105(3F) 95(3F) 60(1F) 20 60(2F) 80(2F) 40(1F) 120(3F) 0 0 80(2F) 0 0 60(2F) 0 0 0 0 72048/l 15 Male 29 DaringDeviousImpulsive Empire the Silent(4/3/3/3/3/2) 85(2F) 35(1F) 120(3F) 20 40(1F) 40(1F) 115(3F) 35(1F) 0 0 90(3F) 0 0 120(4F) 0 0 0 0 70047/l 15 Male 26 DaringMercifulGenerous Empire the Boar(5/2/3/3/3/2) 140(4F) 75(2F) 105(2F) 0 20(1F) 40(1F) 15 105(3F) 0 45(1F) 90(3F) 0 0 60(2F) 0 0 0 0 69546/l 15 Male 40 DaringHonestCruel Empire the Robber(3/4/3/4/2/2) 85(2F) 70(2F) 40(1F) 150(4F) 40(1F) 100(3F) 20 80(2F) 0 85(2F) 0 120(3F) 0 0 0 0 0 0 79049/l 16 Male 22 DeviousMercifulGenerous Empire the Butcher(4/4/3/3/2/2) 105(3F) 50(1F) 100(3F) 120(3F) 60(1F) 105(3F) 20 90(3F) 0 0 0 110(3F) 0 0 0 0 0 0 76048/l 16 Male 30 CruelDeviousClosefisted Empire of the Hills(4/4/3/3/2/2) 70(2F) 30(1F) 60(2F) 90(3F) 100(3F) 0 10 60(2F) 0 75(2F) 15 40(1F) 0 0 0 0 0 0 55042/l 13 Male 22 DaringHonestClosefisted Empire the Wanderer(4/3/4/2/2/2) 75(2F) 20 105(3F) 20(1F) 40(1F) 0 15 80(2F) 70(2F) 0 0 0 0 0 0 0 0 0 42535/l 12 Female 24 DaringCalculating Empire the Exile(3/3/3/3/3/3) 30(1F) 15(1F) 20(1F) 20(1F) 30(1F) 0 50(2F) 40(1F) 0 0 0 70(2F) 0 0 120(4F) 105(3F) 0 0 50038/l 13 Female 23 HonestCruel Empire the Black(3/4/4/3/2/2) 90(3F) 20(1F) 10 40(1F) 40(1F) 90(3F) 10 120(4F) 0 20(1F) 0 80(3F) 0 0 0 0 0 0 52040/l 13 Female 21 DaringGenerous Empire the Surgeon(3/3/3/3/2/3) 20(1F) 10 50(2F) 10 30(1F) 60(2F) 50(2F) 30(1F) 0 40(1F) 0 0 0 0 0 0 120(4F) 0 42038/l 11 Male 31 HonestCalculatingGenerousMerciful Empire the Dispossessed(4/2/4/2/3/3) 80(2F) 20 110(3F) 50(2F) 20(1F) 20(1F) 140(4F) 70(1F) 0 0 0 0 90(2F) 60(1F) 0 80(2F) 0 0 74049/l 15 Female 28 Honest Empire Willowbark(3/4/3/2/2/3) 40(1F) 10 25(1F) 35(1F) 15 60(2F) 15(1F) 40(1F) 0 0 0 0 0 0 0 0 90(3F) 0 33037/l 9 Female 28 CalculatingMerciful Sturgia Breakskull(5/3/3/2/2/2) 90(2F) 110(3F) 30 15(1F) 5 80(3F) 35(1F) 50(2F) 0 0 0 0 0 0 0 0 0 0 41535/l 12 Male 27 DaringImpulsiveCruel Sturgia the Lucky(4/3/3/2/3/2) 100(3F) 60(2F) 15 5 5 50(2F) 20(1F) 95(3F) 0 0 20(1F) 0 70(2F) 60(2F) 0 0 0 0 50042/l 12 Male 21 DaringGenerous Sturgia Bloodaxe(6/3/4/2/2/2) 150(4F) 210(5F) 95(2F) 15 5 75(2F) 20 155(5F) 0 15(1F) 55(2F) 0 0 0 0 0 0 0 79544/l 18 Male 35 HonestCalculating Sturgia the Fish(4/3/4/3/2/2) 90(3F) 25 20 10 5 120(4F) 55(1F) 130(4F) 0 90(3F) 45(1F) 0 0 0 0 0 0 0 59042/l 14 Male 23 GenerousDevious Sturgia Coalbiter(5/2/5/2/2/2) 90(2F) 140(4F) 35 10(1F) 5 40(2F) 35 125(3F) 70(2F) 0 0 0 0 0 0 0 0 0 55039/l 14 Male 30 DaringGenerousCruelImpulsive Sturgia Frostbeard(3/3/4/3/2/2) 50(2F) 20(1F) 10 90(3F) 20(1F) 25(1F) 90(3F) 50(1F) 0 110(4F) 0 0 0 0 0 0 0 0 46539/l 12 Male 24 DaringGenerousMercifulImpulsive Sturgia the Accursed(3/4/3/2/2/3) 20(1F) 20(1F) 10 35(1F) 25(1F) 70(2F) 25(1F) 70(2F) 0 0 0 0 0 0 0 0 0 70(2F) 34534/l 10 Female 24 DaringHonestMercifulClosefisted Sturgia the Shieldmaiden(6/3/4/2/2/2) 175(5F) 20 155(4F) 10 5 80(3F) 25 155(5F) 0 0 0 0 0 0 0 0 0 0 62537/l 17 Female 29 DaringHonestCruel Sturgia Longknife(4/3/3/3/2/2) 105(3) 10 70(2F) 10 5 65(2F) 35(1F) 70(2F) 0 50(2F) 0 85(3F) 0 0 0 0 0 0 50536/l 12 Female 26 DeviousCalculatingGenerous Sturgia the Healer(3/3/4/3/2/3) 55(2F) 40(1F) 35(1F) 95(3F) 5 5 30(1F) 115(4F) 0 45(1F) 25(1F) 0 0 0 0 0 95(3F) 0 54542/l 13 Female 30 CalculatingDevious Battania the Red(4/3/3/2/3/2) 45(1F) 110(3F) 15 85(3F) 5 15(1F) 5 75(3F) 0 0 0 0 65(2F) 45(1F) 0 0 0 0 46539/l 12 Male 28 DaringDeviousImpulsive Battania Fairhair(5/3/4/2/2/2) 125(3F) 70(2F) 50(1F) 25(1F) 5 120(4F) 25 140(4F) 0 0 0 0 0 0 0 0 0 0 56037/l 15 Male 28 DaringGenerous Battania Ironbelly(4/4/4/2/2/2) 105(3F) 55(1F) 30(1F) 75(2F) 5 130(4F) 25 115(3F) 0 0 25(1F) 0 0 45(2F) 0 0 0 0 61044/l 14 Male 35 DaringHonestCruel Battania Horsethief(4/3/4/3/2/2) 100(3F) 45(1F) 110(3F) 5 5 140(4F) 135(4F) 70(1F) 0 0 30 95(3F) 30(1F) 0 0 0 0 0 76548/l 16 Male 27 DeviousGenerous Battania the Ragged(4/4/3/3/2/2) 70(2F) 60(1F) 35(1F) 135(4F) 5 70(2F) 65(2F) 90(3F) 0 70(2F) 35(1F) 0 0 0 0 0 0 0 63545/l 14 Male 24 HonestMercifulImpulsive Battania Blacktooth(4/4/3/3/2/2) 75(2F) 60(2F) 50(1F) 90(2F) 5 120(3F) 25(1F) 90(3F) 0 90(3F) 30(1F) 0 0 0 0 0 0 0 63545/l 14 Male 22 CruelDeviousClosefisted Battania the Wanderer(4/4/3/3/2/2) 70(2F) 45(1F) 90(2F) 85(2F) 5 90(2F) 25(1F) 135(4F) 0 70(2F) 15 95(3F) 0 0 0 0 0 0 72548/l 15 Female 21 DaringCalculating Battania the Ill-Starred(4/3/5/2/2/2) 70(2F) 90(3F) 50(1F) 50(2F) 5 20(1F) 5 120(3F) 90(2F) 0 0 0 0 0 15(1F) 0 0 0 51540/l 13 Female 26 DaringHonestMerciful Battania Cowthief(4/3/3/2/3/3) 60(2F) 90(3F) 55(1F) 40(1F) 10 30(1F) 90(3F) 50(2F) 0 0 0 0 45(1F) 0 45(1F) 80(2F) 0 0 59546/l 13 Male 22 DaringGenerousCruel Battania Bitterdraught(3/3/3/2/3/3) 70(2F) 30(1F) 50(2F) 5 30(1F) 35(1F) 10 50(2F) 0 0 0 0 65(2F) 0 50(1F) 75(2F) 75(2F) 0 54545/l 12 Male 31 MercifulClosefisted Vlandia the Loud(5/2/4/2/3/2) 80(2F) 40(1F) 125(3F) 5 5 5 110(3F) 40(1F) 0 0 45(2F) 0 0 65(2F) 0 0 0 0 52040/l 13 Male 25 DaringClosefistedImpulsive Vlandia the Brave(4/2/4/3/3/2) 80(2F) 30(1F) 90(3F) 15(1F) 25(1F) 10(1F) 140(4F) 30(1F) 0 85(3F) 0 0 0 45(1F) 0 0 0 0 55039/l 14 Male 21 DaringHonest Vlandia the Grizzled(4/3/3/4/2/2) 95(3F) 60(2F) 120(3F) 5 115(4F) 5 50(1F) 90(3F) 0 50(1F) 85(2F) 0 0 0 0 0 0 0 67545/l 15 Male 27 HonestMerciful Vlandia the Shark(4/4/3/3/2/2) 95(3F) 35(1F) 70(2F) 20 45(1F) 105(3F) 20(1F) 120(4F) 0 30(1F) 0 80(2F) 0 0 0 0 0 0 62044/l 14 Male 27 DeviousClosefistedCruel Vlandia Barrelchest(4/2/3/2/3/3) 35(1F) 85(2F) 70(2F) 15(1F) 15(1F) 30(1F) 35(1F) 80(2F) 0 0 0 0 0 0 90(3F) 60(2F) 0 0 51543/l 12 Male 24 HonestGenerous Vlandia of the Hills(4/3/4/3/2/2) 85(2F) 45(1F) 80(2F) 5 135(4F) 25(1F) 40(1F) 150(4F) 0 110(3F) 60(2F) 0 0 0 0 0 0 0 73546/l 16 Male 27 MercifulCautious Vlandia the Huntress(4/4/3/3/2/2) 75(2F) 45(1F) 80(2F) 155(4F) 65(1F) 60(1F) 40(1F) 150(5F) 0 90(2F) 60(1F) 0 0 0 0 0 0 0 82051/l 16 Female 26 DaringCalculating Vlandia the Smith(4/3/4/2/2/2) 45(1F) 75(2F) 40(1F) 10 30(1F) 20(1F) 20 55(2F) 95(3F) 0 30(1F) 0 0 0 0 0 0 0 42038/l 11 Male 24 GenerousMercifulImpulsive Vlandia the Black(3/4/3/4/2/2) 20 30(1F) 55(2F) 55(1F) 85(2F) 35(1F) 30(1F) 90(3F) 0 95(3F) 0 110(3F) 0 0 0 0 0 0 60547/l 13 Female 24 DaringGenerousCruel Vlandia the Wainwright(3/4/3/2/2/3) 60(2F) 20(1F) 25(1F) 30(1F) 80(2F) 10 10 90(3F) 0 0 0 0 0 0 25(1F) 0 0 95(3F) 44537/l 12 Female 26 CalculatingGenerousCruel Vlandia Bellowsbreath(4/3/4/3/2/2) 80(2F) 110(3F) 20 10 100(3F) 20(1F) 45(1F) 70(2F) 55(1F) 0 65(2F) 0 0 35(1F) 0 0 0 0 61047/l 13 Male 39 DeviousCalculating Vlandia the Tracker(4/3/4/3/2/2) 95(3F) 55(1F) 110(3F) 10 75(2F) 55(1F) 45(1F) 110(3F) 0 120(4F) 35(1F) 0 0 0 0 0 0 0 71047/l 15 Male 39 Merciful Vlandia the Scholar(3/3/3/2/3/4) 50(2F) 10(1F) 10(1F) 10(1F) 20(2F) 10 20(1F) 70(2F) 0 0 0 0 0 0 50(2F) 0 180(5F) 0 43031/l 14 Male 26 MercifulClosefisted Aserai the Golden(5/2/4/3/3/2) 150(4F) 60(1F) 150(4F) 40(1F) 15 15 160(4F) 70(1F) 0 0 140(4F) 0 0 100(3F) 0 0 0 0 90050/l 18 Male 23 ClosefistedImpulsive Aserai the Falcon(5/2/4/3/3/2) 160(4F) 90(2F) 150(3F) 40(1F) 10 45(1F) 130(3F) 70(1F) 0 0 110(3F) 0 0 145(4F) 0 0 0 0 95053/l 18 Male 25 DaringGenerous Aserai the Swordsman(4/3/4/2/3/2) 110(3F) 70(2F) 50(1F) 15 15 70(2F) 15 120(4F) 0 0 0 0 70(2F) 0 0 0 0 0 53541/l 13 Male 33 DaringHonestCruel Aserai the Prince(4/3/3/3/3/2) 35(1F) 110(3F) 70(2F) 10 20 120(4F) 30(1F) 70(2F) 0 0 0 100(3F) 110(3F) 0 0 0 0 0 67545/l 15 Male 25 DeviousMercifulGenerous Aserai the Hyena 125 45 140 50 10 70 50 150 0 0 0 110 0 0 0 0 0 0 750 Male 27 CruelDeviousClosefisted Aserai of the Wastes(3/4/3/4/2/2) 70(2F) 20 60(1F) 125(3F) 50(1F) 110(3F) 70(2F) 80(2F) 0 170(5F) 0 0 0 0 30(1F) 0 0 0 78549/l 16 Male 31 DeviousClosefisted Aserai the Wanderer(4/3/3/3/3/2) 110(3F) 10 125(3F) 20 10 50(1F) 120(4F) 40(1F) 0 50(1F) 60(2F) 0 40(1F) 120(3F) 0 0 0 0 75550/l 15 Female 25 DaringCalculating Aserai the Spicevendor(2/4/3/2/4/3) 20(1F) 10(1F) 10(1F) 20 120(4F) 10 40(1F) 90(3F) 0 0 0 0 0 30(1F) 110(3F) 90(3F) 0 0 55039/l 14 Female 28 HonestMerciful Aserai the Leopardess(3/3/3/4/3/2) 50(2F) 10 60(2F) 30(1F) 10 80(3F) 10 70(2F) 0 0 0 120(3F) 0 40(1F) 90(3F) 0 0 0 57044/l 13 Female 22 DaringGenerous Aserai the Engineer(3/4/3/2/2/3) 20(1F) 10 30(1F) 60(2F) 20 30(1F) 40(1F) 20(1F) 0 0 0 0 0 0 0 0 0 100(3F) 33033/l 10 Male 26 DaringHonestImpulsive Aserai the Knowing(3/3/3/2/3/3) 45(1F) 20(1F) 10 50(2F) 10 10 95(3F) 30(1F) 0 0 0 0 0 0 65(2F) 0 0 90(3F) 42539/l 11 Male 29 ClosefistedMerciful Khuzait the Hawk(4/4/4/2/2/2) 95(3F) 20 95(3F) 165(5F) 5 10 145(4F) 75(2F) 0 0 0 0 0 0 0 0 0 0 61038/l 16 Male 27 DaringDeviousImpulsive Khuzait the Fatherless(3/3/4/2/3/3) 55(2F) 5 55(2F) 95(3F) 5 10 105(3F) 55(1F) 0 0 0 0 90(3F) 40(1F) 0 50(2F) 0 0 56543/l 13 Male 22 DaringMercifulGenerousCalculating Khuzait Ironeye(4/3/4/2/3/2) 115(3F) 5 95(23F) 75(2F) 5 50(2F) 55(1F) 95(3F) 0 0 40(2F) 0 0 55(2F) 0 0 0 0 59042/l 14 Male 32 DaringHonestCruel Khuzait the Outcast(3/3/4/2/3/3) 95(3F) 5 55(2F) 75(2F) 5 35(1F) 105(3F) 60(2F) 0 0 0 0 0 75(2F) 0 90(3F) 0 0 60043/l 14 Male 22 DeviousGenerous Khuzait the Mad(4/3/4/3/2/2) 85(2F) 5 95(3F) 75(2F) 15 50(2F) 135(4F) 60(1F) 0 30(1F) 0 85(3F) 0 0 0 0 0 0 63545/l 14 Male 21 CalculatingDevious Khuzait the Grey Falcon(4/3/4/3/2/2) 70(2F) 10 125(3F) 105(3F) 5 45(1F) 160(5F) 55(2F) 0 30(1F) 90(3F) 0 0 40(1F) 0 0 0 0 73546/l 16 Male 20 HonestClosefisted Khuzait the She-Wolf(5/2/4/3/2/2) 105(3F) 15 135(4F) 5(1F) 5 55(2F) 50(1F) 150(5F) 0 20(1F) 45(1F) 0 0 0 0 0 0 0 58539/l 15 Female 28 DaringDeviousCalculating Khuzait the Alone(3/3/3/3/2/2) 35(1F) 5 10 50(2F) 5 10 35(1F) 45(1F) 0 75(2F) 20(1F) 0 0 0 0 0 0 0 29036/l 8 Female 29 DaringHonestCruel Khuzait the Swift(4/3/4/2/3/2) 100(3F) 15 110(3F) 105(3F) 5 10 90(2F) 120(3F) 0 50(2F) 40(1F) 0 0 0 90(2F) 0 0 0 73549/l 15 Female 21 DaringGenerousMerciful Khuzait the Ragged(4/3/5/2/2/2) 75(2F) 5 85(2F) 85(3F) 5 10 140(4F) 105(3F) 40(1F) 0 0 0 0 0 60(2F) 0 0 0 61044/l 14 Male 40 DaringDeviousImpulsive Khuzait Companions for Different Roles[] Party Scout: Short-term: of the Wastes (Aserai) - the highest starting Scouting skill by far, good martial skills, but he will only reach 7 Cunning by lvl 28 Long-term: the Black (Vlandia) - young, average level, moderate martial skills, will reach 7 Cunning by lvl 24 Party Steward: Short-term: the Exile (Empire) or the Spicevendor (Aserai) - high Steward and Trade skills for quartermaster perks but will only reach 7 INT by lvl 28 Long-term: the Scholar (Aserai) - has 0 starting Steward skill, but young, has 50 Trade for Caravan Master perk and will reach 7 INT by lvl 24 Party Surgeon: the Scholar (Aserai) - young, has highest starting Medicine skill by far and will reach 7 INT by lvl 24 Party Engineer: the Engineer (Aserai) - young, has high Engineering skill, decent martial skills and will reach 7 INT by lvl 24 |
Company of Trouble | Company of Trouble is a quest in Bannerlord, given by lord notables. The quest giver asks the player to hire on a dubious group of mercenaries for as long as it takes to convince some other lord or lady to take over their contract. Quick Walkthrough[] Accept the contract and take the mercenaries into the party. Find a noble who has sufficient space in their party to hire the mercenaries. Convince the noble that hiring the mercenaries is a good investment. Notes[] Make sure to prioritize finishing this quest before any others. These dubious mercenaries will steal food and commodities from your supplies on a daily basis, potentially costing you a significant sum. This quest should not be taken lightly; It's best to accept it when a number of non-hostile lords are nearby and the player can catch up to them without too much effort. It is important to note that you must approach a potential noble while they are travelling the world map. If you speak with them while they are in a settlement, the dialogue options for the quest will not be available. All that is required to rid yourself of these mercenaries is two successful persuasion attempts. There's no risk in propositioning many different nobles and failing until you get the single attempt that works; They never take offense, in spite of the obvious, unspoken argument of "If these mercenaries are so useful, why aren't you keeping them?" The player also never has to deal with any consequences, despite saddling someone with these quite obviously reprehensible, back-biting sellswords. This quest rewards a tidy sum of denars. For a character with high Charm, it's a very efficient quest; Worth 5000+ denars and usually requiring only a day or two to complete. Like other quests which insert a group of troops into the player's party, the player must have sufficient space left in their party to accommodate the whole group in order to accept the quest. |
Company of the Golden Boar | Company of the Golden Boar Official Information Faction Vlandia Leader Randomized Fiefs None Tier ? Wealth ? The Company of the Golden Boar is a minor clan of Vlandia. They are levies and mercenaries specialized in ranged combat with crossbows. Contents 1 Official Description 2 Members 3 Troop Tree 4 Trivia 5 References Official Description[] The company are Vlandians, mostly local levies who don't adjust well to peacetime and opted for a life of constant warfare. They are probably the least disciplined and most brigandish of Calradia's mercenaries, and a scourge to any bit of countryside where they are allowed to run loose. Still, like all mercenaries, they know that their future earnings depend on their reputation, so they honor contracts and practice their skills, particularly with the crossbow, to ensure their employers receive their money's worth.[1] Members[] Their leader and membership are randomly generated at the beginning of each game. Troop Tree[] Company of the Golden Boar Troops Boar Novice Boar Veteran Boar Champion Trivia[] The Company's sigil is interestingly very similar to clan fen Giall's, who own the Battanian town of Pen Cannoc. References[] ↑ Encyclopedia Calradia, entry "Company of the Golden Boar" Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Concepts | This is a list of Concepts in Mount&Blade II: Bannerlord. Concepts[] Armor Army Army Cohesion Character Children Clan Culture Execution Formation Types Honor Influence Kingdom Laws Kingdom Party Food Party Personality Traits Policies Renown Skills |
Connections | In Mount&Blade: Warband, each companion has connections in a particular town. You can ask the companion to go gather intelligence from them about the faction that owns the town. The information is generated when the companion returns, so if a town is captured, the information will cover the new faction instead of the original faction. It takes up to 5 days and provides information about: Instability in the faction (% of lords disgruntled, % restless) Rivals of each lord (lords having a quarrel) Relation of each lord with liege List of Towns by Heroes[] Town Hero Dhirim Lezalit Durquba Artimenner Halmar Jeremus Ichamur Borcha Jelkala Bunduk Khudan Klethi Praven Katrin Reyvadin Alayen Sargoth Marnid Suno Nizar Tihr Deshavi Tulga Baheshtur Uxkhal Firentis Veluca Rolf Wercheg Matheld Yalen Ymira NOTE: Artimenner says Narra at the start of the game, but it's impossible to get intelligence from there since it's fixed to Durquba within the first day. See Also[] Heroes Towns |
Conquering Calradia | Conquering Calradia is a somewhat ambiguous goal, as the first Mount&Blade games were open-ended "sandbox" games, so there is no winning condition. The most obvious goal, therefore, is complete dominance over Calradia. This is achieved by eliminating all the other factions. A faction will be eliminated when you capture all their castles and towns. Usually, the faction will linger around for a while with their lords possessing very small parties. These can be a nuisance, as their small party size allow them to quickly run away from you when you approach, enabling them to raid all of your villages with minimal threat. Contents 1 Steps to Follow 1.1 Building a Steady Income 1.2 Creating a Soldier Farm 1.3 Founding a Kingdom 1.4 Beating other Factions 1.5 Get Lords to Join You 1.6 Control the Enemies 1.7 Conquer 2 Items and Skills 2.1 Player 2.1.1 Skills 2.1.2 Equipment 2.2 Companions 2.2.1 Skills 2.2.2 Equipment Steps to Follow[] There are a number of things that you can do before beginning your journey to becoming the King of Calradia. They are not necessary but will greatly help in the long run. These steps are just a rough outline of strong strategies you can use to try to win. Building a Steady Income[] Find a way to gain large amounts of money at any time you need it. Ultimately, you want to buy a Productive Enterprise in every town in the game. The best places to start are Curaw and Dhirim, since you can buy an ironworks at each of them for 3500 denars and make about 300-500 every week from them. Once you have all the enterprises, you will get somewhere around 8000 denars every week. The best bandits to kill for money are Sea Raiders. If your faction is not at war, it is ideal to kill these bandits. However, if your faction is at war, you can try to defeat enemy lords with the hope that you will capture them and sell them for ransom. They can be worth anywhere from 1500-6000 (kings are worth 9000-17000). Trading can also be surprisingly lucrative, especially if you have a party member with a high trade skill, have expanded your inventory several ranks, and have identified several profitable trade routes. For instance, salt in Wercheg is especially cheap, available in high volumes, and sells for 3-4x in nearby Rivacheg. A good trade route will net 1000-3000 denars per run, more if you can cash in on the return trip. Talk to villagers if you want some tips on profitable trade route in the area. Creating a Soldier Farm[] You need to be able to easily replenish soldiers while you are at war so that you can protect your kingdom from enemy armies. Being able to recruit a lot of new soldiers quickly creates room for casualties during fights. You won't have to worry about losing a lot of troops during a tough fight. If you have a negative reputation with a village, they will not give you recruits. If you have somewhere between 0 and 10 reputation, they will give you 0-7 recruits when you go to them and 0 if you are at war with the faction that owns the village. If you are above 10, however, they will give you recruits even if you are at war and you will get more recruits than before. At 20, you have a chance to get tier 2 units, 40, tier 3, etc. Note that if your reputation with the village improves at all at any time, and you just recruited soldiers, more soldiers will be available for recruitment right away. A handy trick is to talk to the villagers and see if any of them are out of a job. If they are, you can give them 300 denars and your reputation will increase by 1, allowing you to recruit volunteers again. Some of the best soldiers in the game are: Infantry: Nord Huscarls Archers: Vaegir Marksmen Cavalry: Swadian Knights Horse Archers: Khergit Veteran Horse Archers Any units you wish to use, however, can be used to replace these units. You should just aim to have a good top tier unit for each role. Swadian Sergeants, Rhodok Sergeants, Rhodok Sharpshooters, and Sarranid Mamlukes would be a very powerful set of units as well. Any units can be used in your army, it is sometimes very beneficial to hire the prisoners of lords you defeat, especially to augment your garrisons. However, don't bother hiring units that are not the correct type of unit for your current army or tactical style. For example, hiring Khergit Lancers when you are using knights is a very good idea; you can even put them in the front of your army by moving them up in the party list so they can absorb the damage in the initial charge. Founding a Kingdom[] Founding a new kingdom opens up a lot of new gameplay opportunities in Warband. You can choose any name for it that you want and you can get a banner if you don't already have one. You will need to acquire a castle or town to start your new kingdom. One way to defeat a castle is to create an army of Rhodok sharpshooters. Attack any castle (preferably a castle only requiring a siege ladder unless you have really high Engineering) and tell your sharpshooters to hold position at a good distance from the castle. Let them fire all their bolts and then charge up the ramp with your companions and fight until you die. When you die, you will automatically retreat and lose some sharpshooters so you can go replenish them at your soldier farms if you like. Repeat this process until you are victorious. Keep in mind that castles that have been taken recently will have a weak garrison. You are very likely to lose this castle to the faction's army. So be prepared to just leave it for them to take. You can take it back easily because the garrison will be weak. Eventually, the faction will be at war with another faction and will leave you alone. An alternative strategy is to help a claimant take their kingdom. Make sure the kingdom is already really small. Ask for a castle that you think will be a good starting place for your kingdom. When you are done taking the kingdom, empty your castle and siege it. It will instantly lose as soon as you finish building the ladders. (Note that when using the sharpshooter strategy you don't actually have to charge the castle when you run out of bolts. As long as you have a good kill ratio you can retreat without consequence and come back again with all your ammunition restocked. The only limit is time, as enemy relief forces may show up while you are waiting to attack again.) Beating other Factions[] The faction that you took the castle from is very likely to declare war on you even after they failed to take the castle back multiple times, so try to eliminate them first. A castle is necessary because you can put troops in them and they will only cost half wages. This allows you to switch your army at any time without disbanding all your troops. When a faction declares war on you (or you declare war on them), hunt down their lords. Keep in mind that all enemy units are dismounted when fighting in villages but your units won't be (making knights significantly better). If you find their ruler, try to take them out so their tactics level won't affect your battle advantage in the next fight. If their army groups up and sieges your castle and there is no way you can fight the whole thing, just wait for them to enter your castle. But catch the last bunch of lords that enter. Enemy kings often enter last and they always have the most troops. After defeating them, help your castle win the battle. With your massive income from your enterprises, your castle can hold easily about 300 top tier units (you should have powerful units such as Huscarls and sharpshooters in your castle). When you assault a castle that has a lot of troops inside, don't worry about any number over 300, since after that, reinforcements cease arriving, and all the extra troops are killed. The best units for attacking a castle are the Nord Huscarls, as they are perfectly able to take the hailstorm of arrows that fly during most sieges, and are also able to retaliate with thrown weapons. If you have any cavalry units in your army, make sure to place them at the back of your battle list, as they will be dismounted during the battle and won't be able to fight as effectively (not that they'll be entirely useless, they just won't be able to match up against higher ranked units) Get Lords to Join You[] You need at least one Lord on your team. As for lords, don't get too many because they will start to hate you as more fiefs are given away. The easiest thing to do is just keep one town that you like and give away all the villages for that town and all the castles and towns you capture. To get more Lords to join your team, you can send out all the companions in your party to go try stir up things in the other factions. This will usually get a Lord or two for you - provided that you have enough land. You don't need very many Lords since you can defeat every team in the game with the above strategy. Keep in mind that Lords that have joined you are very unlikely to participate in campaigns because they will be busy defending their fiefs. You mostly just need them for a little defense for your villages and to fill up the garrisons of castles. Another thing to note is that if you capture a lord and then their faction falls while they are still in your custody, they will not be freed and will always be in your custody. To prevent this, before you conquer a faction, make sure you ransomed them off. This way you can have all lords if you would prefer. An easy way to get Lords to like you is breaking them out of prison, travel past towns and castles looking at the captives that are being held at in them. If a Lord is being held captive, enter the town or castle and walk up to the Prison Guard. Do exactly what you would do if you were freeing the Lord as a quest, the best part of this is you don't lose approval from any other Lords or Factions. The only difference is you will only get approval from the Lord(s) you rescued. Control the Enemies[] It is ideal that all the other factions remain small and weak. To achieve this, avoid eliminating factions - save them if you need to by attacking a faction that is attacking the weak faction. This way, the lords will never all be together and a bunch of weaker armies will try but fail to take your castle. Conquer[] Begin declaring war on factions. Use knights to wipe out their armies and then sharpshooters (and maybe some Huscarls if you want) to capture all their towns. Target towns first since they have your enterprises. Use the same tactics that were used to start your kingdom. The hardest faction to defeat with the sharpshooter strategy is the Nords. Then next being the Rhodoks. These may require more brute force so use a lot of Huscarls or just keep farming up a new army to attack with. Keep in mind that once you eliminate a faction's main army, they will take a long time to rebuild it. The lords will run around with small parties of tier 1 to tier 3 units and can be easily defeated with any army you have. You should aim at their campaign army first, try to lure them out, once their campaign army is beaten, repeat it every two weeks. This should keep the other faction down hard enough for your lords to win most fights on their own. Another way to keep your enemies weakened after defeating their main army is to split up your force, attacking and burning down as many villages as possible. This affects the enemy's recruitment and income. Repeating the attack/raids every two weeks should make your enemy's beg for peace within a month or two, ending the war in your favor. Keep in mind that you will lose relations with your current lords when you assign a new fief, so don’t be too greedy and instead conquer bits at a time, keeping your internal relations at an all time high. If you conquer too fast, you will see deserting lords, which will harm you even more than your enemy will. Items and Skills[] The equipment and skills you choose are entirely up to you because they are not too important if you use the above guidelines and your skills should be chosen to fit your play style. A more in-depth analysis can be found here. However, there are some specific suggestions that may be advisable for characters intending to conquer Calradia, which are listed below. Player[] In the beginning when setting up your player it is easiest to choose being a noble over a street urchin or other such lowly citizen. This is, however, entirely up to you. Being a noble will just make the game slightly easier due to increased starting funds and renown as a noble. Skills[] Basically any skills will be good to have, but some skills that are especially handy as a king/queen: Training: Allows you to get new top-tier troops quickly, and without risk of losing recruits; especially if given to multiple party members. Leadership: Good for getting a larger army and keeping it happy. Prisoner Management: Good for making a bit more money. Sea Raiders are worth about 100 denars. Path-finding: Gets you out of sticky situations on the map, and makes large armies move less sluggish. Persuasion: Allows you to convince other nobles to switch sides and resolve conflicts among your vassals. Tactics: Increases your battle advantage by 1 every 2 points and allows you to get more units into the battle per spawn. A higher battle advantage does however reduce the renown you get for the battle. Engineer: You will often have to initiate sieges yourself, and being able to build siege engines quicker can give you a significant strategic advantage Note: All the 'party' skills can be given to your companions. Party skills receive a bonus depending on the leader's skill level; so if your medic has Wound treatment of 5 and you have none, it's effectively 5 points. If he's got 5 and you've got 2, then it's an effective 5+1 = 6 points. The leader skill bonus (+1 if the skill is 2-4, +2 if it's 5-7, +3 if it's 8-9, and +4 if it's 10) also applies if the highest level skill is owned by the Leader. Equipment[] Get anything you want that suits your play style. You should however keep in mind that you will fight a lot of sieges, as well as large battles, both of which will sometimes take multiple rounds. This requires a build that is able to last long without running out of hit points or ammunition. Usually it is a good idea to get a ranged weapon so you can use it in castle sieges but you can just leave it in your inventory for other fights. You can go for a bow with the Power Draw skill or you can just use a crossbow. Thrown weapons are not the best choice since they generally have less ammunition but they can still be useful if you use throwing daggers and have a lot of power throw and throwing proficiency. Keep in mind that any skill points you spend on Power Draw or Throw are ones you cannot spend on Leadership, Persuasion, or other leader-specific skills; only crossbows do not require skill points. In general, the game is easier if you just buy strong armor since it is really hard to avoid getting hit in close combat, and it will allow you to stay in combat and help your troops longer. It is also easier to use a Charger or Sarranian War Horse over any other horse since it will almost never die before you do - even when you have Plate Armor. Heavy armor makes your character run slower on the ground but since you will want to be mounted most of the time, you will be better off with it anyway. Companions[] The companions page contains a section suggesting how to best use all 16 companions in the first and second 'halves' of the game. Basically, you level up your nobles while you are building your own skill, and then switch over to using peasant companions (who cause problems if they are given fiefs) after you have your own kingdom. Of the two commoners in the first party, Artimenner makes for a good minister (who can be reactivated as trainer or engineer in a pinch), and Borcha should best be dismissed. If your Persuasion is high, you can also keep your first party and only use lords from other kingdoms. Having too many lords may actually put you at a disadvantage as it will be increasingly difficult to keep their relations high and prevent jealousy when awarding fiefs. Skills[] The nobles in the first party should all have a few points in Trainer, Tactics and Leadership if you want to grant them fiefs later on, as this will help them field better armies and win more battles. Even pure combat characters should get 9 or 12 points in INT and CHA and raise these Skills to 3-4. And having many characters in your party with the Trainer skill is beneficial anyway. Prisoner Management is best avoided for companions, as it will only slow their party down. Remember that your companions will have the same AI as your other soldiers, so they are bound to fail in combat. If you give them a lot of strength, you can expect them to kill more enemies before going down. Equipment[] Since the AI does not allow soldiers to do clever moves such as kiting, it is best just to give them the strongest armor that you can find. This will help them last during fights and they will kill a lot more enemies. The AI is also particularly bad at using polearms so avoid giving them spears of any kind. You should give them a ranged weapon as well since they will be very effective in castle sieges with them. Since they can't die, they are ideal for taking castles without casualties. In this case, having a party member with a high First Aid skill is very valuable, so wounded companions can get healed again for a second round of the battle. For sieges, they do best with a ranged weapon, a shield, and a one-handed melee weapon. You want them with this equipment so you can use them like your Rhodok sharpshooters (shield until in position then start firing) and so that they can fight in close combat when they run out of arrows or when you are using knights. They also do well with this equipment if you stand them in front of your archer army so enemies that come close will be taken care of by them while your archers keep firing. |
Constalia | Lady Constalia Official Information Kingdom Southern Empire Monarch Empress Rhagaea Title Noblewoman Clan Vizartos Personal Details Gender Female Age 26 Spouse Sichanis Constalia is a noblewoman of the Southern Empire and a member of the clan Vizartos. She is the wife of Sichanis. Description[] According to her Personality Traits, she is Cruel (Mercy -1) and Calculating (Calculating 1). She has the reputation of being ruthless. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Steward 100 Trade 80 Charm 120 |
Corein | Lady Corein Official Information Monarch High King Caladog Title Noblewoman Clan fen Gruffendoc Character Background Gender Female Age 19 Parents Caladog Siblings MeragMengus Corein is the daughter of High King Caladog of Battania and a member of the fen Gruffendoc clan. She is the daughter of Caladog and the sister of Merag and Mengus. She is one of the few noblewomen that have high level weapon and tactics skills at the beginning of the game. Description[] According to her Personality Traits, she is Closefisted (Generosity -1), Daring (Valor 1) and Cruel (Mercy -1). She has the reputation of being fierce and cruel. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 210 Two Handed 210 Polearm 210 Bow 180 Crossbow 140 Throwing 140 Riding 160 Athletics 140 Tactics 70 Charm 120 Trade 50 Leadership 140 |
Corenia | Corenia Settlement Information Type Village Kingdom Southern Empire Fortification Corenia Castle Corenia is a village in the Southern Empire owned by Archon Baranor of clan Julios. The village is bound to Corenia Castle and known to produce Grain. Description[] Corenia is one of the farthest flung villages of the Empire to speak the Calradic tongue. It sits in the plains southeast of Lake Tanaesis in the shadow of the Akkan Hills, beyond which is spoken only Darshi and the languages of the steppe. Villagers grow grain here, keeping watch for raiders from across the frontiers.[1] References[] ↑ Encyclopedia Calradia, entry "Corenia" Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea |
Corenia Castle | Corenia Castle Settlement Information Type Castle Kingdom Southern Empire Villages CoreniaMetachia Corenia Castle is a castle in the Southern Empire owned by Archon Baranor of clan Julios. The villages of Corenia and Metachia are bound to the castle. Along with Odrysa Castle to the south, Corenia Castle forms part of a defensive barrier for the Empire against the Khuzait. Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea |
Corenios | Corenios Official Information Faction Western Empire Culture Calradic Empire Leader Archon Achios Fiefs Veron Castle Tier ? Wealth ? Corenios is a clan of the Western Empire led by Archon Achios. Members[] Achios (leader) Ovagos Popilia Settlements[] Castles Veron Castle Villages Veron Goleryn Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios |
Cossack Hetmanate | Cossack Hetmanate Banner Troops Official Information Ruler Hetman Bogdan Hmelnitski Claimant Ivan Barabash Faction Location Cossacks in light red “ The Cossacks fight for their freedom and dream of one day forging their own state, one like the Polish Commonwealth, and just as powerful. But in this new nation, the Catholic Pole - the lyakh, as the Cossacks call him - he would no longer find himself among the gentry. Instead, all titles would be held by Orthodox Cossack leaders. Some years ago, the Zaporozhian Host, in a series of bloody battles, forced the Polish crown to grant them limited sovereignty, but now the times have changed. Today the Ukrainian Hetman fights under the hand of the Tsar of Moscow. ” — Jaques de Clermont The Cossack Hetmanate is a Ukrainian state that existed from 1649 to 1764. The Cossack Hetmanate was also called the Zaporozhian Host. The nation, located in the middle to southern region of Eastern Europe, is comprised of wild-spirited independent fighters lead by Hetman Bogdan Hmelnitski. The Cossacks fight against the Polish Commonwealth for their freedom. According to Jaques de Clermont, the Cossacks earned limited sovereignty in a series of bloody battles some years ago. Catholic Poles, however, still dominate the nobility. Those same Polish nobles fear losing titles to Orthodox Cossacks if Hmelnitski's rebellion leads to the establishment of a Cossack state. Cossack leader Bogdan Hmelnitski is forced to seek help from Russia in order to combat the powerful Poles. Together the Cossack Hetmanate and Muscovite Tsardom march on the Polish Commonwealth and the Crimean Khanate. The Secret of the Black Mace is the main questline for the Cossack Hetmanate. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Hetman Bogdan Hmelnitski Initial Ruler Ivan Barabash Claimant Vassals[] Army Chief Pavlo Gomon Company Commander Ivan Hmara Company Commander Lavrin Sinonos Company Commander Les' Gritsenko Colonel Anton Zhdanovich Colonel Bogdan Popovich Colonel Filon Jalaliy Colonel Fyodor Loboda Colonel Ivan Bogun Colonel Ivan Fedorenko Colonel Ivan Sirko Colonel Lukyan Mozyra Colonel Maksim Nesterenko Colonel Martyn Pushkarenko Colonel Matviy Gladkiy Colonel Petro Doroshenko Colonel Prokop Shumeiko Colonel Timofiy Nosach Colonel Vasil Zolotarenko Headquarters Clerk Ivan Vygovsky Tactics[] Strengths[] Best Musketeers in the game. Best Dragoons in the game. Reliable light cavalry. Weaknesses[] Low armor across the board. Few and subpar anti-cavalry units. Smallest unit roster. The Cossack Hetmanate is similar to the Kingdom of Rhodoks from Mount&Blade: Warband. Hetmanate Cossacks are firearm masters on foot and on horse but their roster is small, lacking heavily armored units and good anti-cavalry units. Hetmanate militia tier units Countryman, Poor Cossack and Poor Cossack Pikeman all perform average or above average for their class. The Countryman and Poor Cossack Pikeman are unfortunately the only anti-cavalry infantry units available to the Hetmanate but they are so poorly equipped (scythe, pitchfork or short lance) it is not advisable to use them any more than necessary. Hetmanate mainline troops are Zaporozhian Infantryman and Netyag. The Zaporozhian Infantryman is the best mainline musketeer in the game outperforming or equivalent to rival nation's elite musketeers. The Serduk is an upgrade being the best musketeer in the game with the best stats and equipped with Miquelet Muskets. The Netyag is equipped with a pistol and have good firearm stats however they are best suited for a light or medium infantry role due to their medium-high armor, 1H stats and lack of infantry alternatives for the Hetmanate. Finally, the mercenary Tatar Infantryman is equipped with a bow and is unremarkable, best used as a meat shield or filler. The Hetmanate Cossacks have three great units to fulfill a dragoon role: Djura, Watchman and the elite Zaporozhian Cavalryman. You will quickly and easily have access to the Djura and then the Watchman over time, both also serving as light cavalry for the Hetmanate. The Zaporozhian Cavalryman is the elite of the Hetmanate, the best dragoon equipped with medium-heavy armor spawning with either a Lance, saber or AP weapon able to counter inferior cavalry or infantry. The Pike Watchman is quite useful and capable of charging enemy cavalry but exceedingly average and lightly armored so expect them to die in numbers. Finally the Tatar Cavalryman suffers a similar fate to the Tatar Infantryman, outclassed by better alternatives but can be used as filler. Troop Tree[] Troops of the Cossacks Village Recruits Countryman Garrison Militia Poor Cossack (veteran) Poor Cossack Pikeman (veteran) Regular Infantry Countryman Netyag (veteran) Zaporozhian Infantryman (veteran) Guard Infantry Serduk (veteran) Regular Cavalry Djura (veteran) Heavy Cavalry Watchman (veteran) Pike Watchman (veteran) Personal Guard Cavalry Zaporozhian Cavalryman (veteran) Camp Mercenaries(between Cherkassy and Sich) Cossack Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Cossack Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Lviv Krakov Minsk Slutsk) Town Cossack (veteran) Rank Cossack (veteran) National Mercenaries(only if at peace with Crimean Khanate) Tatar Infantryman (veteran) Tatar Cavalryman (veteran) Territory[] The territory of the Cossack Hetmanate starts with the following towns, fortresses, and villages. Territory of the Cossack Hetmanate TownsChernigov Kiev Sich FortressesBratslav Cherkassy Kamenets Korsun Ladyzhyn Fortress Pereyaslav Poltava VillagesBoguslav Borispol Dubechnya Dunayivtsi Khorol Kobelyaki Kolomak Kozelets KrylivLeschinovka Lisyanka Loyew Lubenets Luga Magdalenovka Maslov Brod PavolochPohrebysche Pologi Potoki Snovsk Zolotonosha Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name ukr_man_insult_1.wav ukr_man_insult_2.wav ukr_man_insult_3.wav ruk_man_insult_4.ogg ukr_man_insult_5.ogg ukr_man_victory_1.wav Trivia[] The Ruin was a period of time from Bogdan Hmelnitski's death in 1657 to the election of Hetman Ivan Mazepa in 1687, which was full of continuous strife, civil war, and foreign intervention. It ended when Hetman Ivan Mazepa was elected and brought stability and order to the state. The Hetmanate was incorporated into the Russian Empire in 1764. In the game's code, the Cossack Hetmanate is referred to as rhodok, the Kingdom of Rhodoks being similar in that it also historically revolted against the "main" faction - the Kingdom of Swadia in the lore of classic Mount&Blade - compared to the Polish Commonwealth in With Fire & Sword. Wikipedia has an article on this subject at:Cossack Hetmanate Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Couched lance damage | Lance in position. Couched lance damage attacks are a technique performed on horseback with certain types of Polearms, essentially any polearm with "lance" in its name. Couched attacks are performed automatically by default, but can be switched to manual on the options screen (see below). The lance will be pointed upwards when the horse is not yet moving fast enough. The lance will lower into position once sufficient speed has been acquired. Charge an enemy with the lance pointed directly at them, and if done correctly, it will deliver a large amount of damage. This couched attack ignores normal directional blocking with a weapon. The damage delivered is dependent on speed, so faster horses will inflict more damage. However, rarely does an enemy survive a couched lance attack, so investing in a faster horse for this reason alone is probably unnecessary. An armored horse may be a wise choice, since charging the enemy increases risk of melee combat and receiving hits that use your speed against you. When a couched attack is successful, the message "Delivered couched lance damage!" will appear in the game log. The AI is also capable of using couched lance damage, so players should be on guard when fighting mounted lancers such as those in Sarranid armies or in tournaments. In the event of a head-on joust where you do not have a longer lance than your opponent, thrusting at the right moment, swerving to evade or sacrificing your shield is often preferred over maintaining the couch, since the AI will almost always hold their lance at the appropriate level to maximize their reach against their current target. Couched lances can be blocked with a shield but not with a weapon. Blocking couches with a shield will usually damage the shield greatly, if not break it in one shot. Interestingly, couches can be "chambered" by any weapon with an overhead swing or thrust, but this requires precise timing. Manual controls[] If the controls are switched to manual lance control (easy or hard), the lance will not automatically lower itself and you will not deliver couched lance damage. To perform this attack, a player has to ride a horse straight forward until it gets enough speed and then press the "toggle weapon mode" key (by default this is X). The attack key (default left mouse button) is not involved at all. If the horse is moving fast enough, the lance will now lower itself and stay there until the horse slows down or for a period of time if controls are set to hard. The small "loaded" indicator in the bottom right corner which would tell if a crossbow is loaded will indicate if the cooldown is up or not. Weapons with this effect[] Double Sided Lance Great Lance Heavy Lance Jousting Lance Lance Light Lance Special Weapon Effects and Traits Bonus against shields Can crush through blocks Cannot be used on horsebackCan't be used to block Couched lance damage No shield UnbalancedModifiers — Modifiers (classic) Modifiers (Bannerlord) |
Count Mira | Mira Official Information Kingdom Kingdom of Vaegirs Monarch Prince Kurzak Title Count Fiefs Rivacheg Religion Christianity (implied) Personal Details Gender Male Count Mira is one of the lords of the Kingdom of Vaegirs in Warrider. When the player comes to see him, they can notice a cell in his castle hall. The cell holds a prisoner, namely the horse-thief Borcha, whom the count claims stole his horses. He offers the player to take Borcha to Sargoth to receive a bounty that was allegedly placed on the latter's head there. Seeing as how he does not fully believe Borcha's story, he asks the player for a sum of denars - that is, half the promised bounty - as guarantee. Otherwise, he claims he will either deliver Borcha to Sargoth himself, or will find someone else for the job. Outside this, he can be interacted with in the same way as the other lords. Stats and Equipment[] The count wears a leather jacket and nomad boots. Trivia[] All the counts share the same appearance and gear. Kingdom of Vaegirs (Warrider) Monarch: Claimant: Prince Kurzak King Harlaus Vassals: Count Aolbrug Count Camechaw Count Haelbrad Count Leomir Count Mira Count Rasevas |
Courser (Multiplayer) | For the mount, see Courser. Courser Basic Armor Improved Troop Information Faction Calradic Empire Type Cavalry Cost 140 Class Stats Hit Points 100 Armor 16 (standard)25 (improved) Movement Speed 71 Army Size 9 Coursers are a multiplayer cavalry class of the Calradic Empire. Official Description[] Literally called the Raiders, these cavalry excel at hit-and-run tactics. Being excellent riders, they usually serve as army scouts. On the battlefield, they are positioned on the flanks and are expected to screen friendlies or outflank enemies. Other times, they are ordered to hunt down routers and chase the enemy light cavalry, who are too fast for the Cataphracts. Armory[] A class' basic equipment can be swapped or upgraded by choosing a perk. Basic Western Long Spear Two Handed One Handed Studded Round Shield Shield Paramerion One Handed Imperial Courser Mount Perks Western Lance Longer, can be couched(replaces Western Long Spear)Two Handed One Handed Couch Lance Imperial Mace Better against armored opponents(replaces Paramerion)One Handed Javelins Short throwing spears, can be used in meleeThrown One Handed |
Create an Imperial Faction | Create an Imperial Faction is a quest in Bannerlord, given by Istiana, which is part of the Dragon Banner quest line. It is activate at the same time as the Assemble the Dragon Banner quest, and ends when that quest does. Quest Line[] Preceded by (and concurrent with): Assemble the Dragon Banner Followed by: Unify the Empire Quest Goals[] You told Istiana that you will create your own imperial faction. She expects you after the requirements are fulfilled. Reach Clan Tier 4 Gather 100 Troops Be an independent clan Own an imperial settlement Walkthrough[] Upon assembling all 3 pieces of the Dragon Banner in the Assemble the Dragon Banner quest, and then speaking with Istiana , you will be given the option to create your own faction. Once you select that option then you are given this quest. It is not nessecary to have a settlement that has an imperial culture, as long as you implement the imperial rules when you proclaim your kingdom. (This is only possible if your main character is imperial.) To fulfill the quest simply meet the requirements then speak again with Istiana. Select the following speaking option: "About the task of creating a faction..." At which time she'll reply with: "Have you made any progress?" You then have 2 options, one of which is to inform her that you're still working on it. The other options is: "I've done everything you've asked of me. I'm ready." She'll then tell you: "Very well. I'll have informants spread the news all around the Empire that a new, legitimate claimant has emerged. Complete with some omens to show the divine favor that follow you." "May the barbarians tremble in fear! May the false treacherous usurpers be cast down! Including the ones who are good friends of mine." This will complete this quest, as well as the parent quest Assemble the Dragon Banner. It will give you a new quest entitled Unify the Empire. |
Crimean Khanate | Crimean Khanate Banner Troops Official Information Ruler Khan Islam Giray Claimant Mehmed Giray Faction Location Crimeans in aquamarine “ Islam Giray, aided Bogdan Hmelnitski, depends on an independent Cossack Hetmanate to shield him against both the Muscovite Tsardom and the Polish Commonwealth. Islam Giray passes for a lavish ruler, and thus far he has sided with the Cossacks. But now that Ukraine has allied with Russia, there are rumors that the Tatars would betray the Cossacks, and ally with the Polish Commonwealth instead. ” — Jaques de Clermont The Crimean Khanate is one of the Nations of Eastern Europe featured in Mount&Blade: With Fire & Sword. It is led by Khan Islam Giray. It is a protectorate of the Ottoman Empire. The Crimeans are Tatars who live in the southern part of Eastern Europe, while the Khanate is the remnant of the once-great empire of Genghis Khan, as well as the Golden Horde. Its "capital" is Bakhchisaray. It is located in the south-east part of the overland map. The Crimean Khanate is one of two nations without a main questline, the other being the Kingdom of Sweden. Contents 1 Rulers 2 Vassals 3 Tactics 3.1 Strengths 3.2 Weaknesses 4 Troop Tree 5 Territory 6 Battle Cries 7 Trivia Rulers[] Khan Islam Giray Initial Ruler Mehmed Giray Claimant Vassals[] Baesid-khan Ahmed-pasha Imad-pasha Mirza Enikey Mirza Yanmamed Shirin-bey Mirza Davletshi Bukryn-bey Baryn-bey Argun-bey Sedjet-bey Mansur-bey Yashlav-bey Mirza Argyn Mirza Agish Mirza Divey Mirza Appak Mirza Karach Mirza Yelchy Uzyn-bey Tactics[] Strengths[] Excellent horse archers. Reliable heavy cavalry. Good elite light infantry and Janissary corps. Weaknesses[] Unreliable musketeers (Seymen). Lacking in cavalry-fighting infantry. No heavy infantry. The Crimean Khanate is similar to the Khergit Khanate faction of Mount&Blade: Warband. Generally the Khanate opts for a more traditional style of mounted steppe warfare, with few options for infantry and are most commonly seen with bows and shields. Most of the horse archers available to the Khanate are light, fast and deadly but Circassians and Mirza Chambul have medium-heavy armor and great skills to makeup for the lack of firearms. The Khanate has dedicated melee mounted swordsmen with shields like Nogai (light) and Asak Bey (heavy) and lancers in the form of Oglan (light) and Nokhor (heavy). If the player tries to imitate the infantry-centric warfare of Europe, there are only five (four reliably) infantry units available to the Khanate; one swordsman, two archers and two musketeers. Infantry front-lines should be made up of either: Ottoman Azaps (light melee infantry with fast sword and shield), Kapikulu (expendable militia-tier archers with sword and shield) or mercenaries (preferably heavy and/or anti-cavalry). The two musketeers available should be mixed with each other for mix of survivability and effectiveness. Seymen are hardy musketeers with heavy armor and a decent firearm but are slow with low stats, Ottoman Janissaries however are fast with good stats and firearms but have no armor. The Khanate has no mounted troops with firearms and Tatar Mercenary Cavalrymen cannot wield a carbine so it has to fulfill a dragoon, cuirassier, or reiter-type role with its horse archers. Crimean tactics against wagon forts consist of dismounting any ranged troops and firing a barrage of missiles, covering the melee troops' charge inside. Troop Tree[] Troops of the Crimeans Village Recruits Nomad Garrison Militia Bajrak (veteran) Kapikulu (veteran) Regular Troops Nomad Oglan (veteran) Jasaq (veteran) Guard Infantry Seymen (veteran) Heavy Cavalry Asak Bey (veteran) Mirza Chambul (veteran) Personal Guard Cavalry Nokhor (veteran) Camp Mercenaries(northwest of Ak-Mechet) Tatar Mercenary Infantryman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Rifleman (recruit) (experienced) (veteran) (elite) Tatar Mercenary Cavalryman (recruit) (experienced) (veteran) (elite) Regional Mercenaries(Kezlev Fortress Izum Fortress) Nogai (veteran) Regional Mercenaries(Azaq-kale Kilburun Fortress) Circassian (veteran) Ottoman Mercenaries Azap (veteran) Janissary (veteran) Cebelu (veteran) Territory[] The territory of the Crimean Khanate starts with the following towns, fortresses, and villages. Territory of the Crimean Khanate TownsAkkerman Azaq-kale Bakhchisaray Kyzykermen FortressesIzmail Fortress Kafa Kalanchak Fortress Kezlev Fortress Kilburun FortressKyzyl-yar Fortress Perekop VillagesAk-Mechet Budjak Czaple Dzhankoy Esaq Inkerman Kiliya Nugai Ordash SinelnikovoSivash Tumnek Battle Cries[] insult marks lines heard in the middle of a battle. death marks lines heard on the death of a character. victory marks lines heard at the end of a battle by the winning side. File Name tatar_man_death_1.wav tatar_man_insult_1.wav tatar_man_insult_2.wav tatar_man_insult_3.wav tatar_man_insult_4.wav tatar_man_insult_5.wav Trivia[] The Khanate became a protectorate of the Ottoman Empire when the Ottomans intervened in the first khan's sons' struggle for power. The Ottoman sultan enjoyed veto power over the election of a new khan, and the Ottomans annexed the Crimean coast, but recognized the legitimacy of the khanate rule of the steppes, as the khans were descendants of the famous Genghis Khan. This relationship is evident in-game due to the Khanate's use of Janissary soldiers and Azaps, troops almost exclusively associated with the Ottoman Empire. The royal Giray family, descendants of the rulers of the Khanate, still lives to this day, living in Turkish cities such as Bursa, Istanbul, and in other countries as well. The title of "bey", shared by several Crimean nobles, is a Turkish title for chieftain. "Mirza", meanwhile, is originally a Persian title for a high nobleman or prince. In the game, banners of Crimean characters all use the same color scheme, only with different markings. This is semi-historical, as Turkic peoples have traditionally used "tamgas" - abstract markings - to serve as the emblem of their tribe, cla, or family, the same way Europe would use coats-of-arms or banners. As each tamga was distinct, one would not need to rely on colors to differentiate one tamga from another. In the game's code, the Crimean Khanate is referred to as khergit, the Khergit Khanate being similar in that both factions are nomadic and have bandits spawn in their territory (Tatar Raiders vs Steppe Bandits). Wikipedia has an article on this subject at:Crimean Khanate Factions Classic/Warband Factions Khergits Nords Rhodoks Sarranids Swadians Vaegirs With Fire & Sword Nations Cossacks Crimeans Muscovites Poles Swedes Napoleonic Wars Nations Austria France Prussia Rheinbund Russia United Kingdom Viking Conquest Factions Cultures Angles Britons Frisians Gaels Norse Picts Saxons Kingdoms Aileach Alban Alt Clut Brycheiniog Connachta Cornubia Danmark East Engle FrieseGlywyssing Gwynedd Laigin Laithlind Mide Mierce Mumain Northhymbre NorthvegrOsraige Uladh West Seaxe Bannerlord Factions Major Aserai Battania Khuzait Sturgia Vlandia Calradic Empire (Northern Southern Western) Minor Beni Zilal Ghilman Jawwal Wolfskins KarakhergitForest People Lake Rats Skolderbroda Brotherhood of the Woods Company of the Golden BoarEleftheroi Embers of the Flame Hidden Hand Legion of the Betrayed |
Crios | Crios Settlement Information Type Village Kingdom Northern Empire Fortification Saneopa Crios is a village of the Northern Empire owned by the archon Penton of the Neretzes clan. The village is bound to Saneopa and known to produce Horses. Crios lies nestled amid the limestone ridges of the eastern Dryatic mountains. The highland soils make fine grazing for horses. Territory of the Northern Empire TownsAmprela Argoron Diathma Epicrotea Myzea Saneopa CastlesAtaconia Castle Atrion Castle Gaos Castle Epinosa CastleLochana Castle Mecalovea Castle Rhesos Castle Syratos Castle Varagos Castle VillagesAeoria Agalmon Alatys Alosea Ataconia Atrion Avasinton Boreagora Crios DyopalisEpinosa Enoisa Gaos Gymos Hetania Jeracos Lochana Marathea MasangaraMecalovea Nortanisa Orthra Pons Potamis Rhesos Samatha Stathymos SyratosTememos Themys Varagos Vealos |
Crossbow (Bannerlord) | Crossbow is a skill in Bannerlord. It refers to the knowledge of operating and maintaining crossbows. Perks[] Perk Level Bonus Fast Reload 10 -10% reload time. Hasty Reload 35 -15% reload time. Crossbow Cavalry 60 Can reload any crossbow on horseback. Plain Hunter 85 +0.5% food in grasslands. Improved Aim 135 Accuracy increases to max 10% faster. Maintenance 160 Crossbows do 7% more damage. |
Crotor | Archon Crotor Official Information Kingdom Western Empire Monarch Emperor Garios Title Archon Fiefs LagetaThractorae Castle Clan Dionicos Personal Details Gender Male Age 51 Spouse Lysica Children CasinonPhaeaMeritor Crotor is an Archon of the Western Empire and the leader of clan Dionicos. He is the husband of Lysica and the father of Casinon, Phaea, and Meritor. Description[] According to his Personality Traits, he is Honest (Honor 1). He is considered to be honorable. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 180 Two Handed 150 Polearm 170 Bow 180 Crossbow 110 Throwing 110 Riding 180 Athletics 110 Tactics 100 Steward 80 Trade 60 Leadership 200 Quotes[] “ My people are the people of the hills. Up here, we watch out for each other. Your life and wealth depend on your neighbors spotting a Battanian raiding party coming your way. My people like Garios. They trust him. I'm not going to spill their blood fighting for anyone else. ” — on Politics |
Culharn | Lord Culharn Official Information Kingdom Battania Monarch Caladog Title Nobleman Clan Fen Uvain Personal Details Gender Male Age 27 Parents MelidirAlcaea Siblings EilidhTeganWythuin Culharn is a nobleman within the realm of Battania and a member of the clan fen Uvain. He is the son of Melidir and Alcaea, and the brother of Eilidh, Tegan and Wythuin. Description[] According to his Personality Traits, he is Honest (Honor 1) and Impulsive (Calculating 1). He has the reputation of being loyal. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 210 Two Handed 210 Polearm 210 Bow 180 Crossbow 140 Throwing 140 Riding 160 Athletics 140 Tactics 50 Charm 80 Steward 100 Trade 80 Leadership 100 |
Culture | Culture is a concept in Mount&Blade II: Bannerlord and Viking Conquest. Contents 1 Bannerlord 1.1 Main Cultures 1.1.1 Aserai 1.1.2 Battania 1.1.3 Khuzait 1.1.4 Sturgia 1.1.5 Vlandia 1.1.6 Calradic Empire 1.2 Minor Cultures 1.2.1 Darshi 1.2.2 Nordic 1.2.3 Vakken 2 Viking Conquest 2.1 Norse 2.2 Frisians 2.3 Anglo-Saxons 2.4 Britons 2.5 Picts 2.6 Gaels 3 References Bannerlord[] “ Although there is a plethora of cultural niches and traditions in Calradia, the game groups these into several main cultures. Each culture has its own architectural style and traditional clothing. ” — Official description There are six main cultures - selectable by the player during character creation - and three minor ones. Each playable culture has three traits - two positive and one negative - and one or several minor factions, some of which have minor cultures. It can be argued that some of the minor factions have minor cultures different from the ones available in-game, for example, the Eleftheroi are imperials that took up the habits of the steppe peoples, making their culture unique when compared to both the Empire and the Khuzait. Likewise, the Karakhergit and the Jawwal retain their respective peoples' traditional cultural traditions - small clans, nomadic lifestyle - which clashes with their respective parent factions' cultures. More so, several minor factions are religious cults - Embers of the Flame, Beni Zilal, the Wolfskins to a lesser degree -, meaning their religious doctrines would probably create subcultures for their members in their respective cultures. Main Cultures[] Aserai[] "The Aserai are the inhabitants of the Nahasa desert, a mixture of nomadic bedouin and settled oasis farmers. They are famous for their horsemanship and their knowledge of the learning of many lands, especially medicine, gained from lying on some of the continent's most lucrative trade routes. Each clan is fiercely proud of its lineage and often jealous of the others, but when united by a charismatic leader, they become a major force in the south." Caravans are 30% cheaper to build, 10% less trade penalty. No speed penalty on desert. Daily wages of troops in the party are increased by 5%. Battania[] "The Battanians still remember the olden days when the woods stretched across northern Calradia, and the Empire and its cities had yet to violate their sanctity. The fierce warriors remain loyal to their traditional ways. They paint their faces when going to battle and even their noblemen prefer to fight on foot while using great axes and two-handed swords with dealy efficiency." 50% less speed penalty and 15% sight range bonus in forests. Towns owned by Battanian rulers have +1 militia production. 10% slower build rate for town projects in settlements. Khuzait[] "The Khuzait confederation of steppe tribes used to live a nomadic life, but have recently settled in the eastern frontier of the Empire and are slowly transitioning into an agrarian society with permanent town centers. Despite this, they still retain many aspects of their nomadic life, including their affinity with horses. They are masters of mounted archery, shooting and then galloping out of reach." Recruiting and upgrading mounted troops are 10% cheaper. 25% production bonus to horse, mule, cow and sheep in villages owned by Khuzait rulers. 20% less tax income from towns. Sturgia[] "Sturgians are the descendants of the foreign tribes of northern Calradia. As the Empire expanded into their cold forests, they found a ready market for the luxurious furs of woodland animals whom they traditionally hunted and trapped. Sturgian chieftains became princes, vying for pre-eminence with the help of Nord mercenaries who migrated into their realm. They are good hunters and wanderes, travelling far in search of opportunities both for trade and for plunder." Recruiting and upgrading infantry troops are 25% cheaper. Armies lose 20% less daily cohesion. 20% more relationship penalty from kingdom decisions. Vlandia[] "The Vlandians are the descendants of adventurers from the west who lived under the Empire for centuries before forming an independent kingdom. With the decline of imperial authority, they have evolved into a well organised feudal society led by a caste of warlike nobles who prefer to fight with spears and lances on horseback." 5% more renown from battles, 15% more income while serving as a mercenary. 10% production bonus to villages that are bound to castles. Recruiting lords to armies costs 20% more influence. Calradic Empire[] "The Calradian Empire is in decline. Even before the suspicious death of Emperor Arenicos, the once united realm was torn by political rivalries. Today, those factions are in open war. Yet Calradians endure. Their meticulous study of defensive strategy, in which garrison cities slow down invading forces until mobile field armies can come to their rescue, helps hold their neighbors at bay." 20% less garrison troop wage. Being in army brings 25% more influence. Village hearths increase 20% less. Minor Cultures[] Darshi[] The culture of the Ghilman. Nordic[] The culture of the Skolderbroda. Vakken[] The culture of the Forest People. Viking Conquest[] There are seven cultures spread across twenty one factions.[1] Norse[] The Norsemen are pagan peoples with a Germanic heritage who inhabit Scandinavia, comprised of the realms of Northvegr and Danmark. Their naval superiority allows them to raid the coasts of the other kingdoms, but despite their reputation as blood-thirsty looters, the Vikings are excellent traders that have begun to colonize the frozen islands of the North Sea. The Great Heathen Army, led by the sons of Ragnar Lodbrok, have invaded the Anglo-Saxon kingdoms and now threaten the British Isles. They are skilled archers and although during expeditions they send out mounted scouts, in battles they dismount to fight on foot. The Norse shield-wall is considered almost impossible to overcome. Frisians[] The Frisians are the inhabitants of an important trading region along the southeastern coast of the North Sea, from the north of Frankia to the border of Danmark. Defeated by the Franks, their country is now under the rule of a Frankish governor. The Frisians have maintained cultural and commercial ties with the Anglo-Saxons from the other side of the English Channel. However, their art of war is mainly influenced by the military innovations of the Carolingian Empire, so their armies have a good balance between cavalry and infantry. Anglo-Saxons[] Having migrated some centuries ago to Britannia from continental Europe, the Angles and Saxons have been contesting with the Britons for control of the island. Now this hegemony is threatened by the Vikings, which have conquered their northeastern territories. The Anglo-Saxons are fierce warriors in melee, but the naval superiority of the Norsemen makes it difficult for them to wage war against the greater mobility of the Norse armies. Angles and Saxons have been historically divided in seven kingdoms, endlessly warring amongst themselves, the most notable kingdoms being West Seaxe, Mierce, Northhymbre and East Engle. Some of their rulers simply serve as puppet kings appointed by the Norsemen, though this common enemy is making them conscious of their own identity and this vacuum in leadership could perhaps pave the way for a new king to rise. Britons[] During the collapse of the Roman Empire in Britannia, several successor states emerged to face the Germanic peoples who invaded the island. Maintaining their Romano-British heritage, the Celtic-speaking natives resisted the Angles and Saxons in the fringe areas of the west, like Brycheiniog, Alt Clut, Cornubia and Glywyssing. The kings of the Britons tried to link their rule with the old imperial order, but Roman military organization is all but lost and their armies are mostly tribal recruits. However cavalry plays a significant role in Briton military tradition, and the Welsh are renowned archers. Picts[] For many ages, the Celts from the North of Britannia have protected and maintained their independence from invading forces of Romans, Angles of Northhymbre and Gaels from across the Irish sea. Two decades ago, Kenneth MacAlpin, King of Dál Riata, defeated the Picts and created the kingdom of Alban. During recent years, MacAlpin has faced the Viking raids over his domains and the increasing hostility of the Norse kingdom of Laithlind. The Pictish armies are mainly composed of light infantry, very maneuverable as skirmishers in mountainous terrain, but they can also fight effectively in melee. The aristocracy forms a reputed cavalry and missile weapons, like bows and javelins, play an important role in battle. Gaels[] The Celtic peoples emerged in Hibernia have expanded to Dál Riata in the north of Britannia and the Isle of Man. Hibernia was historically divided into five Gaelic kingdoms, which later became Uladh, Laigin, Mumain, Mide, Connachta, Aileach and Osraige. The rulers of these territories have been struggling for supremacy over the island, and now the Norsemen are using this ancient rivalry of the Gaelic dynasties in their own interests. The most common type of conflict among the Gaels is the cattle raid, so the backbone of Gaelic armies is typically made up of lightly armed infantry who fight as skirmishers, hurling missiles before a ferocious charge into close combat. References[] ↑ Viking Conquest Cultures |
Curin Castle | Curin Castle Settlement Information Type Castle Kingdom Kingdom of Nords Villages HaenKwynn Sieges with... Siege Tower Port No World Map Mount&BladeCurin CastleHaenTemplate:World Map/Mount&BladeWarbandCurin CastleKwynnTemplate:World Map/Warband Curin Castle is a castle belonging to the Kingdom of Nords. It is featured in both Mount&Blade and Warband. Location[] Mount&Blade[] Curin Castle lies south of Tihr near a small patch of trees. Its village is Haen which is to the south of this castle. Warband[] Curin Castle lies west of Sargoth on an island surrounded by rivers and the ocean to the north. It is only accessible by two bridges on either side of its village. Its village is Kwynn which is to the south, occupying the isolated landmass. Layout[] Player Keep Dungeon Breach Siege[] Besieging Curin Castle requires the construction of a Siege Tower, needing up to 90 hours of preparation with 0 Engineer. Gallery[] Territory of the Kingdom of Nords TownsSargoth Tihr Wercheg CastlesAlburq Castle Chalbek Castle Curin Castle Hrus Castle Jelbegi Castle Knudarr CastleTehlrog Castle VillagesAldelen Ambean Buillin Fearichen Fenada Gisim(M&B) Haen Jayek Jelbegi KulumKwynn Mechin(WB) Odasan Rizi Ruvar Udiniad(M&B) Vayejeg |
Dagunic | Lord Dagunic Official Information Kingdom Vlandia Monarch King Derthert Title Nobleman Fiefs Usanc Castle Clan dey Rothad Personal Details Gender Male Age 19 Parents Berican Siblings Elendara Dagunic is a nobleman of Vlandia and a member of Dey Rothad. He is the son of Berican and the brother of Elendara. Description[] According to his Personality Traits, he is Generous (Generosity 1) and Impulsive (Calculating -1). He has a reputation for being prolifigate. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 90 Two Handed 90 Polearm 90 Bow 70 Crossbow 60 Throwing 60 Riding 100 Athletics 60 Charm 60 Steward 60 Leadership 60 |
Dakhila | Lady Dakhila Official Information Kingdom Sturgia Monarch Grand Prince Raganvad Title Noblewoman Clan Kostoroving Personal Details Gender Female Age 73 Children Rolan Dakhila is a noblewoman of Sturgia and a member of clan Kostoroving. She is the mother of Rolan and the grandmother of Forim. She is one of the few noblewomen in the game that start with a high level Tactics skill. Description[] According to her Personality Traits, she is Closefisted (Generosity -1) and Daring (Valor 1). She has the reputation of being aggressive and asks much of people. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Steward 80 Trade 60 Leadership 120 Tactics 60 Charm 160 |
Dalmengus | Dalmengus Settlement Information Type Village Kingdom Battania Fortification Marunath Dalmengus is a village in Battania owned by High King Caladog of clan fen Gruffendoc. The village is bound to Marunath and known to produce Grain. Dalmengus sits by the side of the Llyn Tywal, the Dark Lake at the center of the Uchalion massif. The flat, well-watered lands here are fertile and well-suited to wheat and barley. Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim |
Danara | Odokh Settlement Information Type Village Kingdom Khuzait Fortification Odokh Odokh is a village of the Khuzait owned by Akrum Beg of the Harfit. The village is bound to Odokh and known to produce Salt. Description[] Danara sits by the salt lake that the Khuzait know as Tsanga Nor, the pool that quenches no thirst. The villagers of these parts extract salt from the bitter waters. Territory of the Khuzait TownsAkkalat Baltakhand Chaikand Makeb Odokh Ortongard CastlesAkiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar CastleKhimli Castle Simira Castle Tepes Castle Usek Castle VillagesAkiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy IspantarKamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk MazenMivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira TepesTismil Ulaan Urunjan Usek |
Danustica | Danustica Settlement Information Type Town Kingdom Southern Empire Villages Erebulos, Polisia, and Tegresos Port No Danustica is a town in the Southern Calradic Empire owned by the archon Oros of the Mestricaros clan. The villages of Erebulos, Polisia, and Tegresos are bound to the town. Description[] The frontier city of Danustica dominates the network of lakes and lagoons known as the Calsea. It has long held the line against incursions by the Aserai and various Darshi shahs and padishahs further to the east. Many an imperial legionary stationed here has scribbled graffiti on its walls cursing the city's sweltering summers, brackish water and the mosquitos that rise from the Calsea, but the inhabitants are proud of their role as border defenders and mock the soldiers wilting in the heat around them. [1] Economy[] The town begins the game with a Brewery, Pottery Shop, and Wool Weavery. Territory of the Southern Empire TownsDanustica Lycaron Onira Phycaon Poros Syronea Vostrum CastlesChanopsis Castle Corenia Castle Jogurys Castle Lavenia CastleMelion Castle Morenia Castle Odrysa Castle Sestadeim Castle Villages Alision Amycon Atphynia Avalyps Caira Canoros Canterion Chanopsis Corenia Erebulos Ethemisa Eunalica Gorcorys Jogurys Lanthas Lartusys Lavenia Melion Metachia Morenia Odrysa Parasemnos Polisia Popsia Psotai Sagolina Sagora Saldannis Sestadaim Spotia Tegresos Tevea Vargonis Zestea ↑ Encyclopedia Calradia, entry "Danustica" |
Dazubo | The player character with all 4 interactive objects. Dazubo was Yavuz Armağan's first documented project, as well as the predecessor to Warrider (pre-release name for Mount&Blade), dating back as far as 2001. Its name was later given to the engine that runs Mount&Blade games itself, and most of the features included in this project are available in Mount&Blade games to this day. It solely features a player character being able to move only inside 4 interconnected corridors, and also being able to interact with 4 objects: a big moss-covered ball, a big hay bale-like capsule, a "chair" (that looks like the inspiration for the shooting target practice) and a small ball. The character also wields a completely unusable one-handed sword. As expected of a work this early in development, it has very simple graphics and the controls are somewhat hard to use. Contents 1 Available mechanics 2 Controls 2.1 Player-related 2.2 Environment/program-related 3 Trivia 4 External link Available mechanics[] movement (forwards, backwards, sideways, upwards, downwards) jump (player doesn't pause after falling to ground) kick (independent of the player's movement) vertical head tilt (independent of the player's actions) movement of objects (either by kicking them or moving on them) overhead/first-person view Controls[] Player-related[] mouse movement (horizontal): rotate player's facing direction mouse movement (vertical): move player's head up/down W/2: walk forwards S: walk backwards Space: jump left click/M: kick Q: rotate player's facing direction/make player walk sideways (left) E: rotate player's facing direction/make player walk sideways (right) F9: toggle overhead/first-person view Environment/program-related[] Enter: toggle turning entire screen blue B: show 3D shapes of all objects F2: show display and rendering options (minimizes to desktop) F5: remove display of shadows Esc: exit to desktop Note: Controls may be completely unresponsive right after opening the program. Simply closing and re-opening it will fix the issue. Trivia[] Early gameplay videos from Mount&Blade II: Bannerlord show that it is the first time since Dazubo that vertical head movement of troops is possible without the troops needing to perform an action to do so (e.g. rotating shield/attack direction). External link[] Dazubo download |
Debana | Lady Debana Official Information Kingdom Southern Empire Monarch Empress Rhagaea Title Noblewoman Clan Mestricaros Personal Details Gender Female Age 20 Parents OrosJathea Siblings HonoratusSanion Debana is a noblewoman of the Southern Empire and a member of the clan Mestricaros. She is the daughter of Oros and Jathea and the sister of Honoratus and Sanion. Description[] According to her Personality Traits, she is Generous (Generosity 1), Honest (Honor 1), Daring (Valor 1) and Cruel (Mercy -1). She has the reputation of being gallant. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Steward 100 Trade 80 Charm 60 |
Decantia | Lady Decantia Official Information Kingdom Northern Empire Monarch Emperor Lucon Title Noblewoman Clan Osticos Personality Closefisted (Generosity -1)Merciful (Mercy 1) Personal Details Gender Female Age 19 Spouse Ascyron Decantia is a noblewoman of the Northern Empire and a member of clan Osticos. She is the wife of Ascyron. Description[] According to her Personality Traits, she is Closefisted (Generosity -1) and Merciful (Mercy 1). She has a reputation for being sparing of enemies but thoughtless of friends. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Riding 100 Steward 80 Trade 60 Charm 60 |
Deir Hawa | Deir Hawa Settlement Information Type Village Kingdom Aserai Fortification Ain Baliq Castle Ain Baliq is a village of the Aserai owned by Emir Awdhan of the Banu Sarmal. The village is bound to Ain Baliq Castle and known to produce Silver Ore. Description[] Deir Hawa sits on the windswept southern shores of the sea that the Aserai call the Bahr al-Yeshm. Villagers trap run-off water from the hills and grow flax in the lowlands here.[1] Trivia[] The village's name may have been inspired by Dayr al-Hawa, an Arab village that ceased to exist after the First Arab-Israeli War. References[] ↑ Encyclopedia Calradia, entry "Deir Hawa" Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm |
Deliver the Herd to Town | Deliver the Herd to Town is a quest in Bannerlord, given by landowner notables in Villages. The quest giver has a large number of livestock and he has seized an opportunity to profit handsomely from their sale if someone can be convinced to transport them the long journey to the Town where the buyer lives. Quick Walkthrough[] Take the 'herd' into your inventory. Travel to the marked Town. Speak with the buyer Successfully hand over the herd. Inform them that unfortunately, you will not be delivering the herd they're waiting for. Notes[] Defrauding the landowner is an option - i.e. selling part or all of the herd at market instead of delivering them to the buyer. You can either wait for the time to run out or tell the buyer the bad news, but either way the quest giver will not be pleased and your crime rating will increase. On the other hand, selling the livestock yourself is likely sub-optimal unless you happen to find yourself in an area where they - or the potential meat and hides - will fetch an extraordinarily high price. Unlike in Mount and Blade: Warband, the player does not actually need to actively herd the livestock. In Bannerlord, the herd is merely added to the player's inventory and conveys a relatively minor speed penalty (around -0.1 for a moderately-sized party). This quest is generally a good option when travelling a long distance is already the plan; The reward is quite generous given the minimal inherent risk, a purse of denars that can get as high as 4000 to 5000 at high end. In addition, the speed penalty of the herd is usually not onerous, especially if your party numbers 100+ troops anyway. In the quest log, the name of the quest will include the name of the destination Town, such as Deliver the Herd to Sanala. |
Denar | Denars are the currency in Mount&Blade, Warband, and Bannerlord. They are used in quests and in everyday Calradian life. They are minted from gold, silver, and possibly copper. With Fire & Sword uses thalers, and Viking Conquest uses peningas, but they are otherwise equivalent. "Denars" are also the currency of the real-life Republic of North Macedonia, but the Mount&Blade currency probably came from "denarii", which were coins used in ancient Rome and are also the etymologic origin of Macedonia's denar. Many other countries also use the similarly named "dinars", "denier", "denari", "denario", and "denarius"; all also ultimately from the Roman denarius. Contents 1 Gaining Denars 1.1 Quests 1.2 Tournaments 1.3 Pillage 1.4 Merchanting 1.5 Combat 1.6 Enterprises 1.7 Negative denars (Console only) Gaining Denars[] When you first start out, the amount of denars you possess varies depending on your choices during character creation. For example, a Hunter, Street Urchin, or Game Poacher starts with fewer denars than an Impoverished Noble, Page, or Squire. Quests[] If you are lucky enough, you may find a Lord who wants their taxes to be collected from a village, or a town (depending on what fiefs the lord owns). You should take these quests. First, go to the village, and start collecting taxes. The village relation to you will drop slightly and if you continue to take them (when it asks you if you want to), it will drop again and some villagers may attack you. The drop in relation with the village is very little and can be recovered in one quest for the village, so if you want them to like you, it is no problem. Once you have completed collecting their money, the quest will be marked 'completed' and tell you to return to the Lord who gave you the quest. This part of the quest, however, has no time limit. So you can just keep the money and spend it yourself. You can get about 2000-8000 from doing this, which can be especially helpful in the beginning of the game. The Lord won't be able to give you more quests if you don't complete it, but there are many Lords and one barely matters. Plus, it's easy to earn back those denars later on in the game. Tournaments[] To quickly earn money, winning tournaments is ideal. Unfortunately, travelling to the tournaments can be long and boring and sometimes there are no tournaments being hosted at the time you ask a tournament master. You can make up to 4180 denars if you win the tournament with maximum bets on yourself, though repeatedly winning tournaments over a short span of time will decrease your maximum profits. Tournaments can be tough to win in the early game and if the tournament uses weapons that your character is not adept with, you may find yourself wasting money. Pillage[] Another option is to loot a village. Goods (as opposed to equipment) sell for almost the same price as its base value, so when it says it sells for 500, it basically does (it depends on the town you sell it to). A village's loot usually sells for 4000-6000 denars. To loot a village, you must be at war with the faction the village belongs to. Attacking a village, however, is dangerous and can ruin your reputation with your king if you are a vassal. It also reduces your honor by 3. If you already have a very negative reputation with the faction that owns the village, they will come and stop you. Since you can't stop looting, you will most likely be defeated in pitched battle. So it is best to loot when you have only just killed some farmers, and when you are not a vassal or mercenary. Some of your heroes will become unhappy if you loot villages. This can be problematic if you drive off someone like Jeremus, who many players rely on for his good medical skills. While Lords coming to protect their villagers can be dangerous, if you choose to loot a village belonging to a poor lord, he may try to stop you with as few as thirty troops. If your army is strong enough, you can defeat him and take him prisoner, which would help your finances even more than looting the village did, assuming you can hold on to him until a ransom is offered. Villages are slightly exploitable. If you attack by yourself and the peasants defeat you, you can attack again without waiting. Even if you are at 0 health. Since the fight takes no game time, you can try again and again as many times as you need. Each time you attack, you will lose 3 more Honor and the lord who owns the fief will hate you more and more. Other than that, there is no penalty. Note: When you fight with 0 health, any hit on you will knock you unconscious - even if it deals 0 damage. So watch out for their stones. Blocking will still prevent death. Merchanting[] You can also use some merchanting strategies to gain a lot of denars. The best places to do this are Curaw and Dhirim which both sell iron for low prices. You will generally want at least 2000 denars to do this so you can buy enough iron. They usually sell iron anywhere from 70-150 when it is cheap. You should try to buy as much iron as you can before the iron hits above 150 denars each to maximize your profit as they sell for about 300 in certain Towns. Each time you buy one, the price increases so don't buy too many. Also, when you sell them, the price drops so the more you have, the less you make per bar. You can easily gain 2000-4000 denars from buying and selling iron. Salt is also an effective strategy, as buying it at Wercheg then selling it to nearby Rivacheg can sometimes get you a 250 denar profit. Ahmerrad in the desert regions (Warband) is also a viable place to try, as buying salt there and then selling it to the Vaegirs (or generally the other side of the map) can lead to a similar profit. Merchanting is obviously benefitted by upgrading the trade skill, as buying prices are lower and selling prices are higher, but it also leads to a more effective "Observe the local prices" search (which tells you how much you may get buying certain goods at your location then selling them at particular towns), found in the marketplace dialogue. Another idea to trade, especially in the beginning, is buying cattle in villages, slaughter them and sell their beef in the towns. Just go to the village center, speak with the Village Elder, tell him you want to buy cattle. You might be lucky, so they will sell it for less than 50 denars. Take five of them, slaughter them, so you will get 10 fresh beef. Now sell it at the town, you should get 700 denars by investing less than 250. So that is a little "starting boost", as you don't invest much and it doesn't take much time. However, cattle often cost much more, so this strategy is not always profitable. In With Fire & Sword, there is a very simple trade strategy. Buy in the south and sell in the north, especially in Reval, Dorpat Fortress and Dzvinsk Castle. Combat[] Later in the game, whether you have joined a faction or are running your own, you will capture lords of enemy factions which can gain you a lot of money. A very good method for running an army of knights that is too large to sustain with food (morale drops too low), you can continually fight and win battles to constantly temporarily raise morale causing the knights to stay together. On top of that, you can constantly battle and defeat lords of other factions which will make your army happy and fill you pockets with money. If you have enterprises as well, you can be gaining money each week while you rampage through enemy territory defeating enemy lords. Enterprises[] Productive Enterprises added in Warband are the best way to make a large and secure income. A dyeworks costs 10000 denars but will make you roughly 500 denars each week. This will take 20 weeks to pay itself off, but since you must pay your troops each week, it will prove more valuable than you think. You can actually make money each week with enough enterprises even when your army is 150+ soldiers. Since they are in towns, they only fail to make money when the town is under siege or when an enemy faction owns the town. Villages on the other hand, will constantly get looted and your fiefs can fail to give you money at crucial times such as during war. Also, in order to protect castles and towns, you must have soldiers in them which often cost more than the castle or town's taxes. Also tax inefficiency comes into play once you have too many fiefs causing them to be less effective. Negative denars (Console only)[] Negative denars is a glitch within the game that can be achieved by overspending on upgrading more than 1 of a unit type at once. For example, if you had 80 denars, and 5 Vaegir Archers ready to upgrade for 40 denars each, upgrading them all at once will put you at -120 denars. This can only be done if you have enough money to upgrade at least one of the units, as any less will make the game state that you do not have enough money. This can only occur through the use of the slider in console editions, as ctr + click will only upgrade what you can afford. As the game was not designed to go negative, it will reset to 0 after entering a shop or spending/gaining money through interactions such as hiring or completing a quest that gives any cash reward, even if it is not greater than your defecit. This glitch is very useful, as you can upgrade units as much as you want, and remove your debts by recruiting from a local village and setting the counter back to 0. |
Deriat | Deriat Settlement Information Type Village Kingdom Vlandia Fortification Caleus Castle Deriat is a village in Vlandia owned by Baron Servic of House dey Valant. The village is bound to Caleus Castle and known to produce Olives. Official Description[] “ Deriat sits between the Bay of Varcheg and the ridges of the Ebor peninsula. Villagers here trap beaver and mink in the hills and sometimes pursue seals in the waters of the bay. ” Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Derthert | King Derthert Official Information Kingdom Vlandia Title King Fiefs GalendSargotTalivel Castle Clan dey Meroc Personal Details Gender Male Age 48 Spouse Philenora Children ErdurandAlaryElysAmorconMorcon Derthert is the King of Vlandia and the leader of House dey Meroc. He is the owner of Galend, Sargot, and Talivel Castle, the husband of Philenora, and the father of Erdurand, Alary, Elys, Amorcon, and Morcon. Contents 1 Background 2 Description 3 Skills 4 Trivia 5 Quotes 6 References Background[] During the Calradic Empire's conflict with the Battanians and Sturgians, Vlandia was called upon to honor their oath and aid the Empire. However, the Vlandian barons were unwilling to fight and resisted this call to arms. Emperor Drosios Neretzes called out the Vlandians for their cowardice and betrayal, angering the barons and causing them to join the Sturgians. Derthert led his people from the rear in the Battle of Pendraic, giving orders on who and where to strike. Though Vlandia and their allies emerged victorious, they sustained heavy casualties, and for this the barons blamed Derthert. Description[] The current king of Vlandia is Derthert. In his youth, he dreamt of glorious conquest. However, upon taking the throne, he spent most of his reign simply putting down revolts, quashing pretenders and keeping the fractious barons and counts in line. When possible, he prefers to rule by arbitration, cajoling his vassals to set aside claims to each other's lands and enjoy what they have. But some Vlandians murmur that a warrior people deserve a more virile king. According to his Personality Traits, he is Cautious (Valor -1), Merciful (Mercy 1) and Calculating (Calculating 1). He has the reputation of being kind, but cautious. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 120 Two Handed 120 Polearm 120 Bow 100 Crossbow 80 Throwing 80 Riding 100 Athletics 80 Tactics 60 Charm 140 Steward 180 Trade 160 Leadership 120 Trivia[] “ Derthert, of the House of Meroc, is King of the Vlandians. His subjects regard him as a decent man but a tired one. He is worn down by years of struggle against vassals who swear oaths of fealty only to break them, who see no patch of pasture so worthless, no dynastic claim so unconvincingly traced, that they will not go to war over it. His heir, Alary, retains some of the optimism and vigor of youth, and it's widely believed that he will make a popular king. The House of Meroc thinks of commoners as a counterbalance to the nobles, and have tried to elevate them to offices of authority when possible. ” — spclans.xml game file, Sandbox Moduledata folder In the spclans.xml game file, several features of Derthert can be found: He is a cunning but weary king, who tries to retain compassion. He is a reference to Hugh Capet, who was the first king of the Franks from the House of Capet and its founder. One similarity between Derthert and Hugh Capet is their inability to gain the absolute loyalty of their vassals, which indicate their kingdoms' internal weaknesses. Hugh Capet's reign saw continual conflict between Eudes II (Odo II) and Fulk Nerra (Fulk III) of Anjou. Hugh Capet later supported Fulk Nerra. Subsequently, Eudes organized an unsuccessful conspiracy. The conspiracy was to kidnap Hugh Capet and his son, and deliver them to Otto III, the Holy Roman Emperor. Hugh Capet's lack of authority was epitomized when no one was punished for the conspiracy.[1] Similarly, Derthert is unable to keep his vassals in line. Developers may have intended Derthert to have someone else, instead of Alary, as his eldest son. The son is described as dissolute and a headache to Derthert. However, the son is unnamed and does not exist in gameplay. Quotes[] “ When my great-grandfather Osrac Iron-Arm declared himself King of Vlandia, the emperor himself sent us a golden crown as a goodwill gift. Hmf. Do not trust gifts from the Empire. If you toss a bone into a pack of wild dogs, what does having that bone mean? It means that you get bitten a lot. I have spent most of my life in the saddle or sitting in front of a besieged fortress. Once I thought, 'I suffer, but at least my son will rule in peace.' Such lies we tell ourselves. There will never be peace. My son will rule, and he will fight his brothers and vassals. And after him my grandchildren will fight each other. At least, as kings and princes, they can enjoy a dry tent, good wine, and a soft bed between dusk and dawn. That is all the peace one gets in life. ” — on Politics “ It was a victory, of the kind that is almost as bad as defeat. We had given an oath to the Empire, to join them if attacked. It seemed clear to me that we should have honored our oath, that the Battanians and Sturgians were aggressors, but there is always room to argue details. Ultimately our barons did not wish to fight with the Empire, so they resisted coming to its help. Neretzes, when he heard we were hesitating, sent us a message calling us cowards and traitors. And you say that to a Vlandian noble at your peril. Neretzes should have known what he was doing. We joined the Sturgians. I did not fight in the battle. I stood on a hill telling my commanders where to go and who to attack. And we did rather well, I think you've heard. Still, we took losses - heavy losses, and gained little. And for this the barons blamed me, even though it was their idea to fight. I learned that day that a king should always lead, never follow. But it was a bitter lesson. ” — on the Battle of Pendraic References[] ↑ Vlandia Monarch: Claimant: King Derthert Unknown Vassals: |
Desert Bandit Boss | Desert Bandit Boss Troop Information Culture Bandits Wages ? denars/day Acquired from... Prisoners Upgrades to... None Upgrade Cost None Ransom Value ? denars Desert Bandit Bosses are tier-five Desert Bandit cavalry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Desert Bandit Troops Bedouin Rover Nomad Bandit Harami Boss |
Deserter (Bannerlord) | This article is about content that has yet to be released.The information may change before its release. For the classic version, see Deserters. For the With Fire & Sword version, see Rebel. Deserter Troop Information Culture Bandits Wages ? denars/day Acquired from... Prisoners Upgrades to... Mounted Ransacker Upgrade Cost ? denars Ransom Value ? denars Deserters are tier-two bandit cavalry in Mount&Blade II: Bannerlord. Skills[] (v1.x.x) One Handed ? Two Handed ? Polearm ? Bow ? Crossbow ? Throwing ? Riding ? Athletics ? Equipment[] Troops may spawn with these items in battle. (v1.x.x) Weapons ? Shield ? Head Armor ? Shoulder Armor ? Body Armor ? Hand Armor ? Foot Armor ? Mount ? Mount Harness ? Gallery[] Front viewBack viewTroop icon Bandit Troops Thug Expert Thug Poacher Deserter Mounted Pillager Master Thug Mounted Ransacker |
Deserters | For the With Fire & Sword version, see Rebel. For the Bannerlord version, see Deserter (Bannerlord). Deserters Troop Information Culture Varies Wages Varies Acquired from... Varies Upgrades to... Varies Upgrade Cost Varies XP for Kill Varies Ransom Value Varies Deserters are tiers-two-to-four bandit troops in Mount&Blade and Warband. Tactics[] The biggest difference between them and the more common bandits is that Deserters are usually stronger and have much better equipment - this is because their gangs mainly come from regular factions. Sometimes appearing in big high-tier groups, they will never spawn as tier-one recruits or as tier-five (six for Nord Huscarls) elite troops. If they interact with the player, they will demand a bribe amounting to a percentage of the player's current denars. Deserters are soldiers who have left their kingdoms to live as "free brothers". The player can encounter them anywhere but they are more common in border regions where conflicts have occurred. They usually come in medium-sized parties of a single troop type (e.g. 20 Swadian Militia). Due to their parties' higher troop quality, Deserters are often more hostile than similarly sized Looter parties and will usually drop much better equipment than other bandit-type parties. Low-to-mid tier infantry Deserters are good targets at early levels, as they usually have decent gear to be looted, provided you are mounted and have a lance of some sort or a powerful ranged weapon. Most Deserters will lack any kind of ranged attack or weapons long enough to counter a solitary rider gradually tearing away at their flanks. A particularly skilled player, even during early game, may choose to attack higher-tier infantry or even cavalry, as enemy riders often cannot compete with the more intelligent maneuvering of a human rider. As Deserters that split off from a lord's party will always be made up exclusively of a single troop type, unless they have freed prisoners from another party, specific strategies can usually be devised on how one wishes to deal with them. Infantry and archers can usually be trampled by groups of cavalry with little worry while heavy cavalry should usually be lured or chased into favorable terrain before they are engaged in order to minimize friendly casualties. Light and skirmish cavalry can be dealt with by holding firm in a deep formation or simply crushing them with heavier cavalry. If the player's party's morale has reached a certain low point and they do not have enough money or food to sustain the party, half its members will be randomly selected to defect and form a band of Deserters, which will immediately engage the remainder of the player's party without giving them a chance to escape. Bandit Troops LooterForest BanditMountain BanditSteppe BanditSea RaiderDeserters BanditBrigandDesert BanditTaiga Bandit LooterBanditBrigandRebelTatar Raider RuffianBandit FootpadBrigand RobberReaver HighwaymanBandit LeaderVikingrDanish Elite VikingrNorthmathr VikingrSvear Elite Vikingr |
Deshavi | Deshavi Appears in Official Information Culture Nord Character Details Hire Cost Free Likes Klethi Liked by Klethi Dislikes Borcha, Rolf, Bunduk as Emissary, Hunger, Not Paid, Heavy Casualties Disliked by Borcha and Rolf Connections Tihr Noble No Character Background Home Kulum Background PeasantBandit Deshavi is a Nordic bandit and one of the heroes in Mount&Blade: Warband. Contents 1 Biography 2 Personality 3 Relationships 4 Gameplay 5 Dialogue 6 Stats and equipment 7 Trivia Biography[] Deshavi was born in Kulum as a commoner. Life in Kulum was not good as the village was forced to grow flax for the lords and had to grow their private land for food. She was later forced by her father to marry. Unfortunately for her, the man she married was a drunk who was abusive to her. She ended up running away from her husband, but got captured by a group of bandits. Fortunately, one of the bandits took pity on her and taught her skills of hunting and fighting. This made the other bandits jealous, who would go on to kill her mentor, this led to her intense hatred for bandits. She soon ended up in a random town where she drowns her sorrows and seek employment as a tracker. She is soon found by the player and she offers her services for free. If she retires, she will have enough money to leave Calradia and go overseas. Personality[] Deshavi is a cynical and tough woman who went through a lot of misfortune to get this far in life. She is a bit brutally rational in a lot of things and doesn't like to get annoyed by men in general, which she has an extreme hatred toward. She dislikes those who are ignorant, dirty, and sinful to the point that wants to leave Calradia for a better land to live in, just to avoid these types of people. Although she also reflects a bit of remorse in some of her actions and decisions, like her family, and was hoping to show to them how much she grew out from her misfortunes. Due to her life, she has an extreme dislike towards bandits and hopes to kill all of them for a better future for common folk and women like her. Vengeance is also one of the things that still stirs up in her mind, and hopes to seek it along with Klethi when she retires. She is ruthless toward the idea of second chances for criminals and also toward people who are very suspicious of her. Relationships[] Borcha - Deshavi dislikes Borcha for his rudeness and his background as a criminal, he is perfect representation on how she views bandits and criminals in Calradia. Klethi - She finds a friend in Klethi, as Klethi promises to help her take revenge against the bandits who killed her friend. Rolf - She remembers Rolf being part of a rival bandit band called the "Brethen of the Woods", she fears Rolf for his deceitful ways regarding his background. Gameplay[] Deshavi is not a noble, so the player will lose relationship points with most Calradian nobles if she is elevated to lordship, as most nobles dislike commoners holding land. Lady Deshavi will recruit whatever troops are available in her fiefs, regardless of nationality. As a follower, Deshavi is an able archer, scout, and tracker, possessing all of the skills needed to act in that role. Her low level allows her to develop quickly and keeping her back in the archer line will usually keep her healthy enough to perform her role even after battles. Dialogue[] Main article: Deshavi/Interactions Stats and equipment[] Deshavi - Default Stats and Equipment Attributes Stat Points Level 2 Strength 8 Agility 9 Intelligence 10 Charisma 6 Health 45 Armor Head ? Body Ragged Outfit Hand ? Foot Wrapping Boots Skills Skill Points Ironflesh 1 Power Strike ? Power Throw ? Power Draw 2 Weapon Master 1 Shield ? Athletics 2 Riding ? Horse Archery ? Looting ? Trainer ? Tracking 2 Tactics ? Path-finding 3 Spotting 3 Inventory Management 2 Wound Treatment ? Surgery ? First Aid ? Engineer ? Persuasion ? Prisoner Management ? Leadership ? Trade ? Proficiencies Weapon Type Points One Handed Weapons 80 Two Handed Weapons 80 Polearms 80 Archery 80 Crossbows 80 Throwing 80 Weapons Melee Quarterstaff Ranged Hunting Bow, Arrows Shield ? Mount ? Trivia[] Deshavi does not seem to consider herself a Nord, as her dialogue near Kulum calls them 'our landlords'. In Mount&Blade II: Bannerlord, the region Kulum is located in is ruled by Vlandia, which would eventually be conquered by Nords laying claim to the lands supposedly promised to them by the Calradic Empire. Player's Companions Alayen Artimenner Baheshtur Borcha Bunduk Deshavi FirentisJeremus Katrin Klethi Lezalit Marnid Matheld Nizar Rolf Ymira |
Deshavi/Interactions | This is the list of interactions with Deshavi. Contents 1 Introduction 2 Reencounter 3 Retirement 4 Rehire 5 Gathering Information 6 Right to Rule 7 Awarding a Fief 8 Story: Kulum 9 Story Recap 10 Like Quotes 10.1 Klethi 11 Dislike Quotes 11.1 Borcha (Map Dislike) 11.2 Rolf (Battle Dislike) 11.3 Right to Rule Objection: Bunduk 11.4 Hunger 12 As an Enemy Introduction[] "Yes? Keep your distance, by the way." My apologies, I was merely going to say that look a bit down on your luck. "My luck? You could say that. It was my bad luck to be born to a weak father who married me off to a drunken layabout who beat me. It was my bad luck, when I ran away from my husband, to be taken by a group of bandits. It was my bad luck that the only one among them who was kind to me, who taught me to hunt and to fight, inspired the jealousy of the others, who knifed him and forced me to run away again. But I do not count myself unlucky, stranger, no more than any other woman of Calradia, this fetid backwater, this dungheap among the nations, populated by apes and jackals." Hmm... Are you by any chance looking for work? "I might be. I could certainly use the money. But let your followers know that I do not suffer louts and brutes. Anyone who misbehaves around me will quickly find an arrow in their gullet." I will hire you. Try not to shoot anyone on your first day. "Good! Give me a few moments to prepare and I'll be ready to move." Actually, on second thought, you sound like you might be trouble. Good day to you. (Decline) Actually, I'm rather fond of the place. Good day to you. (Decline) Right. I'll not bother you, then. (Decline) Reencounter[] "I have been wandering, looking for work as a tracker, but it has not been easy. Calradians are mostly ill-bred, lice-ridden, and ignorant, and it is not easy to work with such people." Retirement[] "I am tired of this squalid life of endless warfare, seeing men debased by fear, greed, lust, and a hundred other sins. I have money in my purse. I am going overseas to look for a better land than Calradia. I assume that you will fare well without me." Rehire[] Captain! It is good to see you. Forgive what I may have said when we parted. I took a ship out of Wercheg, bound for the east, but it was taken by pirates and after my ransom I was set ashore back here. There may be better places in the world than Calradia, but I have yet to see them. So I think, if it is my lot to live here, then your company is as good a livelihood as any. Will you have me back? Gathering Information[] "Captain. When I left my former home in Tihr. I had promised myself I would never return, except for the purposes of taking out vengeance on those who wronged me. Perhaps I was rash. I am occasionally curious as to how my family getting along. Perhaps I can bring them some gifts, to let them know what I have made of myself! Any rate, they are wretched people, but just as a cringing dog keeps its ear to the wind, so do they. They may have useful information about (faction), if you would give me a few days to pay them a visit." Right to Rule[] "Aye -- you'll do well. You know how to treat bandits and ruffians. Yes, captain, I would. A king's duty is to keep the roads safe for decent folk, make it so a woman can gather the firewood or draw the water without being accosted by some drooling, scabby ape of an outlaw. Anyway, you've split the skulls of a number of such brutes in your time. Men would fear to even meet the eyes of a woman on the road, if you were king. I'll tell you what, captain. Give me a few weeks and I'll go to some of these villages -- stinking hovels that they are, but I reckon I can take care of myself these days. I'll tell the people there that once you unify this land, you'll wipe it clean of banditry. You'll erect gallows along the roads and keep them well-stocked with broken-necked thieves, so that every passerby knows that the wages of indecency is death." Awarding a Fief[] Aye, I'll hold (fief) -- and give it a reputation that strikes fear in the hearts of thieves and brigands across Calradia. Thank you, {sire/madame}, for this opportunity. Story: Kulum[] "Do you smell that? Salt fish, rotting flax and river mud. The smells of my childhood. I want to retch. Before I was married off, and before I was taken by bandits, I lived here. I was born in a hovel and spent my childhood in the fields. Our landlords were Nord, but we never saw them, merely their cursed minions and overseers. My father, coward that he was, cringed before them. We were allowed to fish the river, raise pigs amid the reedbeds, and grow whatever we could in our private plots, but in the open fields we were only permitted to grow flax, to be taken to Sargoth and woven into linen. So we were always hungry, and weak, and never had the courage to rebel." Story Recap[] I was born in a hovel in the fens, not far from Kulum. Like Quotes[] Klethi[] "Captain. I was just talking to Klethi. She may be a bit savage, but I believe that she is a faithful friend. At some point in the future, if you have no need of our services, she has promised to go back to the ravines with me and find the bandits who murdered my lover, and help me take my revenge. It was a kind offer. I am glad that she is with us." Dislike Quotes[] Borcha (Map Dislike)[] "Captain, I have done my best to put up with your followers' rude talk and filthy habits. But that one who calls himself Borcha is beyond tolerance. I do not care for how he stares at me around the campfire after a meal, as he picks his teeth. I believe I recognize him from my days as a bandit. He is base and ignorant. I do not care to travel with such people." Rolf (Battle Dislike)[] "Captain -- I have been searching my mind trying to remember where I have seen Rolf, the one who calls himself a baron. As I watched him in action during that last battle, I suddenly remembered. He is a good fighter, but also a vicious one. Back when I lived in the ravines, we would sometimes fight with a rival band called the Brethen of the Woods. Captain -- I would not trust any man who hides his origins, and particularly would not trust a common bandit who calls himself lord." Right to Rule Objection: Bunduk[] I have heard what you told Bunduk, about giving every common criminal the right of appeal to the king. I do not approve. Bandits should be hanged when caught. Give them a trial or an appeal, and they will talk their way out of the noose. Bunduk is a good man, but no man can fully understand what these wolves in human form do to women. Hunger[] "Captain -- I do not like to see us run out of food. Such are the actions of a common bandit chief, with no regard for his followers." As an Enemy[] Well, captain. You made of me a great lady, and for that I am grateful. However, you did not buy me, and now the circumstances have caused us our interests to clash, I can meet you in battle with a clear conscience. Still, I hope some day that circumstances may change again, and we may meet as friends. |
Desporion | Archon Desporion Official Information Kingdom Western Empire Monarch Emperor Garios Title Archon Fiefs Rhotae Clan Lonalion Personal Details Gender Male Age 38 Spouse Agnala Children PhostorNereida Desporion is an Archon of the Western Empire and the leader of clan Lonalion. He is the husband of Agnala and the father of Phostor and Nereida. Description[] According to his Personality Traits, he is Generous (Generosity 1), Honest (Honor 1), Cruel (Mercy -1) and Impulsive (Calculating -1). He has the reputation of being honorable, but stiff-necked and cruel. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 150 Two Handed 150 Polearm 150 Bow 130 Crossbow 100 Throwing 100 Riding 120 Athletics 100 Tactics 60 Charm 100 Steward 100 Trade 80 Leadership 120 |
Developer Console Mod/Console Commands | Where to Find IDs/Skills/Equipment/Rakatatatikititum[] The XML files inside "Mount & Blade II Bannerlord\Modules\SandBoxCore\ModuleData\" contains almost all data relevant to the game (NPC / hero skills and equipment, village names and their IDs, etc.). The following pages are merely an extraction of that data: Overview of all IDs and Entities All Troop and NPC Skills All Troop and NPC default Equipment Useful Commands[] Declaring peace with all minor factions: campaign.make_peace_with_every_faction Declaring war with all major factions: campaign.start_player_vs_world_truce Declaring peace between major faction and player faction: For example, name of your faction is "Imperium Calradum" and you are at war with the Western Empire, you can make peace with the faction by using the following command: campaign.declare_peace westernempire ImperiumCalradum Note that if the name of your kingdom contains a space, then leave that out of the command as shown in the example. This console command give peace without any tributes as far as I know. I find this command quite useful since the state of the game there are so many war declarations without actual cause that I just had to find out how it actually worked. List of All Commands[] You can find a comprehensive list of the IDs of all factions, items, troops, etc. here. Command Arguments Info Example campaign.activate_all_policies_for_player_kingdom campaign.add_attribute_points_to_hero [Number] Adds attribute points to the player campaign.add_building_level [SettlementName] | [Building] Levels up a building in the "Manage castle" or "Manage town" window campaign.add_building_level JogurysCastle | Wall campaign.add_caravan_to_hero none Adds a random caravan to the player party. campaign.add_companion none Adds a random companion to the player party. campaign.add_focus_points_to_hero [Number] Adds focus points to the player campaign.add_gold_to_all_heroes [Number] campaign.add_gold_to_hero [Number] campaign.add_horse [Number] Adds mules to the player's inventory campaign.add_influence [Number] Adds influence to the player campaign.add_morale_to_party [Number] Adds morale to the player's party campaign.add_prisoner [Number] | [TroopName] Adds prisoner Looters to the player if no TroopName is given campaign.add_progress_to_current_building [SettlementName] | [Progress (0-100)] Adds a percentage of progress to a building in the "Manage castle" or "Manage town" window campaign.add_random_hero_to_party Adds a random companion to the player's party campaign.add_random_prisoner_hero Adds a random prisoner lord from the game to the player campaign.add_renown_to_clan [Number] Adds renown to the player clan campaign.add_skill_xp_to_hero [SkillName] [Number] [HeroName] Without arguments, adds 100 xp to all player skills. XP is not forcibly added but instead calculated normally with the learning rate shown in the character window campaign.add_skill_xp_to_hero Trade 10000 campaign.adopt_hero [HeroName] Makes the player the father of that hero. campaign.ai_attack_party [AttackerHeroName] | [HeroName] Force AI to hunt down and attack the other. Only works if the parties are enemies. campaign.ai_attack_party Monchug | Lucon campaign.ai_defend_settlement [HeroName] | [SettlementName] Forces AI to defend a specific settlement campaign.ai_goto_settlement [HeroName] | [SettlementName] Forces AI to travel to a specific settlement (not instantly) campaign.ai_raid_village [HeroName] | [VillageName] Forces AI to raid a village campaign.ai_siege_settlement [HeroName] | [SettlementName] Forces AI to siege a settlement campaign.boost_cohesion_of_all_armies Maximizes the Cohesion of all armies campaign.boost_cohesion_of_army Maximizes the Cohesion of the current army you are in campaign.calculate_distance_from_main_party [PartyName] Gives distance (units unknown) from player to hero's party campaign.calculate_distance_from_main_party Monchug's Party campaign.change_clan_leader [Clan Name] Changes the clan leader to a random member of the clan. campaign.change_current_building [SettlementName] | [BuildingTypeName] campaign.change_hero_relation [Value] [HeroName] or [Value] [All] Change relation with a specific hero or with all heroes. The player's Charm level is used to calculate total value. campaign.change_main_hero_age [Number greater than 15] Change the player's age campaign.check_village_bandit campaign.clear_settlement_defense campaign.complete_active_quest campaign.conceive_child campaign.control_party_ai_by_cheats campaign.create_faction_army campaign.create_perk_main_hero campaign.create_player_kingdom campaign.declare_peace [ Faction1 ] [ Faction2 ] Declares peace between two factions. campaign.declare_war [ Faction1 ] [ Faction2 ] Declares war between two factions. campaign.destroy_clan campaign.destroy_kindgom Effects on campaign? campaign.destroy_party campaign.difficulty campaign.election_chooser_cheat campaign.election_supporter_cheat campaign.enable_party_count campaign.expel_clan_from_kindgom campaign.fill_party campaign.fill_party_alt_solution_test campaign.fill_party_tableau_test campaign.find_alley_owners_with_more_than_one_alley campaign.find_hero campaign.find_issue campaign.find_mobile_party campaign.find_settlement campaign.free_player_through_barter campaign.get_character_id_from_character_code campaign.get_conversations_tags campaign.get_criminal_ratings campaign.get_game_progress campaign.get_heroes_at_age campaign.get_infested_hideout campaign.get_invalid_family_members campaign.get_lords_inside_settlement campaign.get_main_party_position campaign.get_settlement_common_area_states campaign.get_stance_between_factions campaign.give_all_crafting_materials_to_main_party campaign.give_item_to_main_party campaign.give_money_to_main_party campaign.give_settlement_to_player [SettlementName] campaign.give_settlement_to_player "Ab Comer Castle" campaign.give_troops [ TroopID ] [Number] campaign.give_troops_xp campaign.give_workshop_to_player campaign.give_xp_to_main_party campaign.go_to_settlement campaign.grow_player_babies_to_child campaign.grow_player_children_to_teen campaign.grow_player_teen_to_adult campaign.heal_main_party campaign.hide_hideouts campaign.is_hero_suitable_for_marriage_with_player campaign.join_kingdom campaign.kill_capturer_party campaign.kill_hero campaign.lead_your_faction campaign.leave_faction campaign.leave_faction_by_rebellion campaign.list_active_quests campaign.list_all [ Type ] Types are: Settlements, Kingdoms, Villages, Heroes, Factions, Armies, Parties campaign.list_children_heroes_suitable_for_marriage campaign.list_heroes_suitable_for_marriage campaign.list_heroes_without_party campaign.list_home_settlement_of_player campaign.list_player_traits campaign.list_tournaments campaign.list_trade_rumors campaign.make_hero_fugitive campaign.make_hero_wounded campaign.make_main_hero_ill campaign.make_peace_with_every_faction none Makes peace between the player clan and all player clans (including minor factions). Note: This does not declare peace between the player faction and all major factions if the player has created his own kingdom. campaign.marry_player_with_hero campaign.move_camera_between_fights campaign.move_camera_between_fights_automatically campaign.move_time_forward campaign.multiply_campaign_speed campaign.normalize_hideouts campaign.open_town_mission_spawn_at_workshop campaign.print_all_issues campaign.print_issue_statistics campaign.print_issues campaign.print_party_count_statistics campaign.print_party_prisoners campaign.print_player_progress campaign.print_projects_in_settlement campaign.print_settlement_goods campaign.print_workshop_info campaign.print_workshops_in_settlement campaign.rebellion_enabled campaign.refresh_icon campaign.refresh_parties campaign.remove_tracked_object campaign.reset_player_skills_level_and_perks campaign.reset_tracker campaign.set_all_skills_main_hero campaign.set_army_notifications campaign.set_banner_editor_is_enabled campaign.set_crafting_is_enabled campaign.set_criminal_rating campaign.set_desertion_enabled campaign.set_face_gen_is_enabled campaign.set_hero_age campaign.set_intensity campaign.set_kingdom_notifications campaign.set_main_hero_age campaign.set_main_hero_stats_to_mid_game campaign.set_main_party_attackable campaign.set_midgame_archetype campaign.set_mood campaign.set_parties_visible campaign.set_player_reputation_trait campaign.set_player_siege_as_sally_out campaign.set_quest_debug_mode campaign.set_skill_companion campaign.set_skill_main_hero campaign.set_skills_of_hero campaign.set_town_test_scene campaign.set_village_test_scene campaign.show_character_feats campaign.show_current_location_heroes campaign.show_direction_of_player_around_settlement campaign.show_direction_of_settlement_around_main_party campaign.show_hideouts campaign.show_party_morale_detail campaign.show_party_size_limit_detail campaign.show_possible_battle_scenes campaign.show_prisoners campaign.start_barter_with_hero campaign.start_barter_with_lucon campaign.start_conversation campaign.start_election_to_change_policy campaign.start_election_to_declare_war campaign.start_election_to_make_peace campaign.start_king_selection_decision campaign.start_player_vs_world_truce - Makes peace with all major factions. campaign.start_player_vs_world_war campaign.start_rebellion_in_settlement campaign.start_test_conversation_mission campaign.start_tournament campaign.start_world_war campaign.take_hero_prisoner campaign.teleport_hero_to_settlement campaign.throw_prisoner_to_settlement campaign.toggle_add_castles_to_villages_cheat campaign.track_object campaign.unlock_all_crafting_pieces - Unlocks all parts for smithing. broken with 1.6.0 update |
Dey Arromanc | dey Arromanc Official Information Faction Vlandia Leader Baroness Calatild Fiefs Jaculan Tier 4 Wealth Average dey Arromanc is a clan of Vlandia led by Baroness Calatild. Description[] They are one of four clans led by a woman. The clan presumably gets its name from the village of Arromanc, south-east of Jaculan. Members[] Calatild (leader) Unthery Odofled Thomund Silvind Lasand Theuda Halgard Cumbert Settlements[] Towns Jaculan Villages Arromanc Mot Alorstan Chornad Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Cortain | dey Cortain Official Information Faction Vlandia Leader Baron Ingalther Fiefs Charas Tier 5 Wealth Average dey Cortain is a clan of Vlandia led by Baron Ingalther. Description[] According to Charas' Encyclopedia entry, the clan is considered ruthless and ambitious. The current Baron, Ingalther, shares his opinion on the Battle of Pendraic and that he considers Derthert dey Meroc unfit as King of Vlandia. Members[] Ingalther (leader) Elbet Mitela Amalgun Arthamund Asela Vilatrud Ulvard Daliset Settlements[] Towns Charas Villages Savinth Vesin Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Folcun | dey Folcun Official Information Faction Vlandia Leader Baron Ecarand Fiefs Ormanfard Castle Tier 1 Wealth Average dey Folcun is a clan of Vlandia led by Baron Ecarand. Members[] Ecarand (leader) Adalindis Mauriana Beswinda Ulgaric Settlements[] Castles Ormanfard Castle Villages Ormanfard Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Fortes | dey Fortes Official Information Faction Vlandia Leader Baron Belgir Fiefs RovaltCaleus Castle Tier 3 Wealth Average dey Fortes is a clan of Vlandia led by Baron Belgir. Contents 1 Description 2 Members 3 Settlements 4 Trivia Description[] The clan holds territory on central Vlandia's eastern region, adjacent to the mountains that draw the border with Battania. Members[] Belgir (leader) Richelda Anstruda Eleduran Sicard Sigatruda Settlements[] Towns Ocs Hall Castles Verecsand Castle Villages Mareiven Oritan Fregian Verecsand Marin Trivia[] It is possible Count Delinard of the Kingdom of Swadia in Mount&Blade: Warband descends from House dey Fortes. Considering their banners feature the same lion and Ocs Hall is speculated to be the precursor of the Swadian town of Uxkhal, the implication might be that ownership of the town has been kept by the same family for generations in the 173 years between games. Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Gunric | dey Gunric Official Information Faction Vlandia Leader Baron Ospir Fiefs Tirby Castle Tier 2 Wealth Average dey Gunric is a clan of Vlandia led by Baron Ospir. Members[] Ospir (leader) Lucand Bertliana Thavin Turvald Settlements[] Castles Tirby Castle Villages Tirby Sirindac Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Jelind | dey Jelind Official Information Faction Vlandia Leader Baron Vartin Fiefs Hongard Castle Tier 2 Wealth Average dey Jelind is a clan of Vlandia led by Baron Vartin. Members[] Vartin (leader) Lietgardis Urundulf Choric Vilmarand Settlements[] Castles Hongard Castle Villages Hongard Ferton Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Meroc | dey Meroc Ruling Dethroned Official Information Faction Vlandia Leader King Derthert Fiefs GalendSargotTalivel Castle Tier 6 Wealth Rich dey Meroc is the ruling clan of Vlandia led by King Derthert. Description[] The clan presumably gets its name from the village of Meroc, south of Galend. Members[] Derthert (leader) Philenora Alary Elys Romund Morcon Amorcon Erdurand Settlements[] Towns Galend Sargot Castles Talivel Castle Villages Calioc Etirburg Furbec Meroc Nogrent Talivel Rodetan Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Molarn | dey Molarn Official Information Faction Vlandia Leader Baron Hecard Fiefs Usanc Castle Tier 3 Wealth Average dey Molarn is a clan of Vlandia led by Baron Hecard. Members[] Hecard (leader) Adaltrud Gudonhelda Ingunde Irmgard Peric Reingarda Athafled Arigun Settlements[] Castles Ostican Villages Horsger Cananc Remental Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Rothad | dey Rothad Official Information Faction Vlandia Leader Baron Berican Fiefs Usanc Castle Tier 4 Wealth Average dey Rothad is a clan of Vlandia led by Baron Berican. Members[] Berican (leader) Voleric Elendara Dagunic Friduna Samandry Settlements[] Castles Usanc Castle Villages Usanc Trivia[] It is possible Count Nealcha of the Kingdom of Rhodoks in Mount&Blade: Warband descends from House dey Rothad given their banners are somewhat similar in design. Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Tihr | For the town in Warband, see Tihr. dey Tihr Official Information Faction Vlandia Leader Baron Aldric Fiefs PravendDrapand Castle Tier 5 Wealth Rich dey Tihr is a clan of Vlandia led by Baron Aldric. Contents 1 Description 2 Members 3 Settlements 4 Trivia Description[] “ Aldric of the House of Tihr is wealthy and notoriously avaricious, known for squeezing every last denar out of his subjects while neglecting his duty to defend them. His son meanwhile is considered depraved, and is almost as greatly feared as the Sturgian and Battanian raiders who he allows the rampage through the northlands as he pursues his desires. Aldric's daughter Liena is considered the saving grace of the family, who has donned armor and taken on the responsibilities that her male relatives neglect. ” — Sandbox/Moduledata/spclans.xml game file Members[] Aldric (leader) Elthild Megenhelda Furnhard Liena Brun Chalric Amaldulf Settlements[] Towns Pravend Castles Drapand Castle Villages Rulund Larnac Palisont Drapand Valanby Trivia[] Except Liena, all dey Tihr members have negative Personality Traits. The clan shares its name with the Nordic town of Tihr featured 173 years later in Mount&Blade: Warband. The Kingdom of Nords currently occupies some of Vlandia's northern coast, possibly hinting at a connection between House dey Tihr and the origin of the town's namesake. The clan's name is spelled "dey Tir" and Aldric is called "Rendric" in the spclans.xml game file's description. Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dey Valant | dey Valant Official Information Faction Vlandia Leader Baron Servic Fiefs RovaltCaleus Castle Tier 3 Wealth Average dey Valant is a clan of Vlandia led by Baron Servic. Members[] Servic (leader) Varmund Ingeltrud Alwith Aldric Isigund Settlements[] Towns Rovalt Castles Caleus Castle Villages Alantas Halisvust Caleus Deriat Clans of Vlandia Major dey Meroc dey Tihr dey Arromanc dey Cortain dey Gunric dey Valantdey Fortes dey Molarn dey Jelind dey Folcun dey Rothad Minor Brotherhood of the Woods Company of the Golden Boar |
Dhila | Lady Dhila Official Information Kingdom Aserai Monarch Sultan Unqid Title Noblewoman Clan Banu Ruwaid Personal Details Gender Female Age 19 Parents AqarThiqa Dhila is a noblewoman of the Aserai and a member of the clan Banu Ruwaid. She is the daughter of Aqar and Thiqa. Description[] According to her Personality Traits, she is Closefisted (Generosity -1). She has the reputation of being aloof and distant. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Steward 60 Trade 40 Charm 80 |
Dhiyul | Lord Dhiyul Official Information Kingdom Aserai Monarch Sultan Unqid Title Nobleman Clan Banu Hulyan Personal Details Gender Male Age 24 Parents UnqidJinda Siblings Anidha Dhiyul is a member of the Banu Hulyan clan which rules the Aserai Sultanate. He is the son of Unqid and Jinda, and the brother of Anidha. Description[] According to his Personality Traits, he is Generous (Generosity 1), Cautious (Valor -1), Merciful (Mercy 1) and Impulsive (Calculating 1). He has the reputation of being kind and considerate - though some might say soft-hearted. As with all noblemen and women, his Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value One Handed 90 Two Handed 70 Polearm 100 Bow 50 Throwing 90 Riding 130 Athletics 50 Charm 140 Leadership 40 Trade 150 Steward 80 |
Diantogmail | Diantogmail Settlement Information Type Village Kingdom Battania Fortification Dunglanys Diantogmail is a village of Battania owned by the chieftain Ergeon of the Clan fen Derngil. The village is bound to Dunglanys and known to produce Grapes. Diantogmail sits on the edge of Llyn Tywal, the dark lake. There are a half-dozen local legends explaining how the region got its name, which means the 'Flight of the Stoat,' but no two of them match in any particulars. Villagers here grow grapes for wine. Trivia[] According the game’s settlements.xml file, there are half a dozen legends about the village’s founding and its name means "Flight of the Stoat.” Territory of Battania TownsCar Banseth Dunglanys Marunath Pen Cannoc Seonon CastlesAb Comer Castle Aster Castle Druimmor Castle Flintolg Castle Llanoc Hen CastlePendraic Castle Rhemtoil Castle Uthelaim Castle VillagesAb Comer Andurn Aster Ath Cafal Beglomuar Bog Beth Bryn Glas Cantrec Claig BanDalmengus Diantogmail Druimmor Durn Ebereth Fenon Etir Flintolg Gainseth Geunat NalGlenlithrig Glintor Imlagh Inveth Lindorn Llanoc Hen Mag Arba Morihig PendraicRhemtoil Seordas Swenryn Tor Leiad Tor Melina Uthelaim |
Diarbhain | Lady Diarbhain Diarbhain at age 14, at the beginning of the game. This is not seen in typical gameplay as players cannot meet underage characters. Official Information Kingdom Battania Monarch High King Caladog Title Noblewoman Clan fen Morcar Personal Details Gender Female Age 14 Parents Pryndor Siblings BeitrinFloraidhBranoc Diarbhain is a noblewoman of Battania and a member of clan fen Morcar. She is the daughter of Pryndor, and the sister of Beitrin, Floraidh and Branoc. She starts the game at age 14 and thus is unable to be met or lead armies until 4 years after the beginning of the game. She is one of the few noblewomen that have high level weapon and tactics skills once she turns 18. Description[] Diarbhain has no Personality Traits. She has the reputation for being thoroughly conventional. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills After Age 18[] Skill Value One Handed 90 Two Handed 90 Polearm 90 Bow 80 Crossbow 60 Throwing 60 Athletics 60 Tactics 30 Charm 40 Leadership 50 Trade 20 Steward 30 This is Diarbhain at age 18, 4 years after the beginning of the game. This is when she first becomes meetable and thus the player character is able to see her in-game. |
Diasca | Lady Diasca Official Information Kingdom Southern Empire Monarch Empress Rhagaea Title Noblewoman Clan Vetranis Personal Details Gender Female Age 24 Parents SatrosJonna Siblings Pagarios Diasca is a noblewoman of the Southern Empire and a member of the clan Vetranis. She is the daughter of Satros and Jonna, and the sister of Pagarios. Description[] According to her Personality Traits, she is Closefisted (Generosity -1), Honest (Honor 1) and Calculating (Calculating 1). She has the reputation of being just and honest, but ungrateful. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Charm 80 Trade 80 Steward 80 |
Diathma | Diathma Settlement Information Type Town Kingdom Northern Empire Villages AloseaJeracos Port No Diathma is a town in the Northern Empire owned by Emperor Lucon of clan Osticos. The villages of Alosea and Jeracos are bound to the town. Contents 1 Description 2 Economy 3 Trivia 4 References Description[] Diathma, the city of the Divine Decree, was erected by an imperial general on the ruins of a Dryatic shrine overlooking Lake Laconis. It was the last stand of the Dryatics, the northernmost of the Palaic peoples, who rebelled against the Empire and were overcome. According to legend they were pushed back into the shallows of the lake and fought until they were exhausted and the bloody waters engulfed them.[1] Economy[] The town begins the game with a Linen Weavery, a Wood Workshop, and a Brewery. Trivia[] In the settlements.xml game file, Diathma is said to mean "word of command" or "divine decree". References[] ↑ Encyclopedia Calradia, entry "Diathma" Territory of the Northern Empire TownsAmprela Argoron Diathma Epicrotea Myzea Saneopa CastlesAtaconia Castle Atrion Castle Gaos Castle Epinosa CastleLochana Castle Mecalovea Castle Rhesos Castle Syratos Castle Varagos Castle VillagesAeoria Agalmon Alatys Alosea Ataconia Atrion Avasinton Boreagora Crios DyopalisEpinosa Enoisa Gaos Gymos Hetania Jeracos Lochana Marathea MasangaraMecalovea Nortanisa Orthra Pons Potamis Rhesos Samatha Stathymos SyratosTememos Themys Varagos Vealos |
Dinar | Dinar Settlement Information Type Village Kingdom Khuzait Fortification Dinar Castle Dinar is a village of the Khuzait owned by Ilatar Beg of the Baltait. The village is bound to Dinar Castle and known to produce Sheep. Description[] Dinar lies in the far north of the Khuzait confederacy, along the Karakaz river. Snow-bound for much of the year, the spring grasses nonetheless sustain sizeable herds of sheep, the thick wool of which protects them from this land's icy winds. Territory of the Khuzait TownsAkkalat Baltakhand Chaikand Makeb Odokh Ortongard CastlesAkiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar CastleKhimli Castle Simira Castle Tepes Castle Usek Castle VillagesAkiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy IspantarKamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk MazenMivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira TepesTismil Ulaan Urunjan Usek |
Dinar Castle | Dinar Castle Settlement Information Type Castle Kingdom Khuzait Villages DinarKarahalli Dinar Castle is a castle of the Khuzait owned by Ilatar Beg of the Baltait. The villages of Dinar and Karahalli are bound to the castle. Territory of the Khuzait TownsAkkalat Baltakhand Chaikand Makeb Odokh Ortongard CastlesAkiser Castle Dinar Castle Erzenur Castle Hakkun Castle Kaysar CastleKhimli Castle Simira Castle Tepes Castle Usek Castle VillagesAkiser Asalig Danara Dinar Erzenur Esme Fisnar Gereden Hakkun Hanekhy IspantarKamshar Karahalli Karahan Karakalat Kaysar Khimli Kiraz Kohi Ajik Kuruluk MazenMivanjan Nutyuk Okhutan Omrotok Pabastan Payam Ransam Shapeshte Simira TepesTismil Ulaan Urunjan Usek |
Dionicos | Dionicos Official Information Faction Western Empire Culture Calradic Empire Leader Archon Crotor Fiefs LagetaThractorae Castle Tier ? Wealth ? Dionicos is a clan of the Western Empire led by Archon Crotor. Members[] Crotor (leader) Lysica Phaea Meritor Casinon Settlements[] Towns Lageta Castles Thractorae Castle Villages Montos Primessos Thractorae Gamardan Clans of the Western Empire Comnos Varros Dionicos Elaches Lonalion Sorados Corenios Maneolis Palladios |
Dnin | Dnin Settlement Information Type Village Kingdom Sturgia Fortification Nevyansk Castle Dnin is a village in Sturgia owned by Grand Prince Raganvad of clan Gundaroving. The village is bound to Nevyansk Castle and known to produce Horses. Description[] Dnin sits on pastures overlooking the narrowest part of the Bay of Varcheg. Horses graze on the heights, glancing down occasionally at the trading longships and fishing boats passing beneath them.[1] References[] ↑ Encyclopedia Calradia, entry "Dnin" Territory of Sturgia TownsBalgard Omor Revyl Sibir Tyal Varcheg Varnovapol CastlesMazhadan Castle Kranirog Castle Nevyansk Castle Ov Castle Takor CastleUrikskala Castle Ustokol Castle Vladiv Castle VillagesAlebat Alov Borchovagorka Bukits Chornobas Dnin Dvorusta Ferkh ForinGlavstrom Ismilkorg Karbur Kargrev Korsyas Kranirog Kvol Mazhadan MarabrotNevyansk Omkany Ov Radakmed Rodobas Safna Skorin Takor Urikskala UstokolVisibrot Vladiv Yangutum Zhemyan |
Dolentos | Dolentos Official Information Faction Northern Empire Culture Calradic Empire Leader Archon Gyphor Fiefs Myzea Tier ? Wealth ? Dolentos is a clan of the Northern Empire led by Archon Gyphor. Members[] Gyphor (leader) Lantanor Tyliana Variasis Settlements[] Towns Myzea Villages Orthra Samatha Vealos Clans of the Northern Empire Osticos Argoros Neretzes Impestores Dolentos Chonis Phalentes Vatatzes Serapides |
Doqa | Doqa Settlement Information Type Village Kingdom Aserai Fortification Razih Doqa is a village in the Aserai Sultanate ruled by the emir Adram of the Banu Sarran. The village is bound to Razih and is known to produce Fish. Description[] Doqa is a fishing village on the Bahr al-Yeshm sea. Villagers sail out in feluccas to harvest perch that sometimes grow as long as a man is tall, keeping an eye out for the salt-water crocodiles which live in the local inlets and marshes and which compete with them for their catch.[1] Territory of the Aserai TownsAskar Hubyar Husn Fulq Iyakis Qasira Quyaz Razih Sanala CastlesAin Baliq Castle Barihal Castle Jamayeh Castle Medeni Castle Sahel CastleShibal Zumr Castle Tamnuh Castle Tubilis Castle Uqba Castle VillagesAbba Abghan Abu Khih Ain Baliq Asmait Baq Barihal Bir Seif Bunqaz Deir Hawa Doqa Ezbet Nahul Fanab Hamoshawat Hiblet Hoqqa HunabJahasim Jamayeh Kafr Hatif Kuqa Lamesa Liwas Mabwaz Mahloul Medeni Mijayit Mussum Nahlan Qablab Qidnar Sahel Shibal Zumr Tamnuh Tasheba Tubilis Uqba Wadar Waltas Zalm ↑ Encyclopedia Calradia, entry "Doqa" |
Dracha | Lady Dracha Official Information Kingdom Sturgia Monarch Grand Prince Raganvad Title Noblewoman Clan Togaroving Personal Details Gender Female Age 31 Spouse Vyldur Dracha is a noblewoman of Sturgia and a member of clan Togaroving. She is the wife of Vyldur. Description[] According to her Personality Traits, she is Generous (Generosity 1) and Cruel (Mercy -1). She has the reputation of being a good friend but a dangerous enemy. As with all noblemen and women, her Armor, Weapons, Perks, Friends, Enemies, and Attribute Points are all randomized at the beginning of the game. Skills[] Skill Value Riding 100 Charm 120 Trade 60 Steward 80 |
Dradios | Dradios Settlement Information Type Village Kingdom Western Empire Fortification Jalmarys Dradios is a village in the Western Empire owned by Emperor Garios of clan Comnos. The village is bound to Jalmarys and is known to produce Grain. Dradios sits by the Lesser Amynis, a tributary stream of the Aminys river that rushes down from the heights above. Villagers divert the mountain streams to irrigate their rich grainfields. Territory of the Western Empire TownsAmitatys Jalmarys Lageta Ortysia Rhotae Zeonica CastlesGarontor Castle Gersegos Castle Hertogea Castle Onica Castle Oristocorys CastleThorios Castle Thractorae Castle Veron Castle VillagesAegosca Alsasos Arpotis Bergum Carphenion Dradios Elvania Elipa GamardanGarontor Gersegos Goleryn Garengolia Hertogea Leblenion Lysia MontosNeocorys Nideon Onica Oristocorys Phasos Primessos Tarcutis Thersenion ThoriosThractorae Vathea Veron Vinela Zeocorys |
Dragon Banner | Olek the Old holding the Dragon Banner during the Battle of Pendraic Dragon Banner is a main questline in Mount&Blade II: Bannerlord and is comprised of several quests. It centers around the legend of the Dragon Banner, whose owner is believed will reunite the Calradic Empire. During the Battle of Pendraic, the Sturgians marched alongside the Vlandians and the Battanians in confronting the Empire. Grand Prince Vadinslav, the ruler of Sturgia, was killed during the battle. The Empire ultimately lost the war and the Dragon Banner along with it. Upon receiving word of his father's death, Raganvad Gundaroving wanted to claim the banner as Vadinslav's trophy and thus his inheritance, but Olek the Old refused, taking the banner for himself and breaking the staff before throwing it at Raganvad's feet, enraging the young prince. Quests[] Assemble the Dragon Banner Create an Imperial Faction Support an Imperial Faction Unify the Empire Assembling the Banner[] Six years after the Battle of Pendraic, Arenicos Pethros, last emperor before the three-way Calradic civil war, was assassinated under suspicious circumstances. The player then comes into the fold and is tasked with a quest to assemble all three pieces of the Dragon Banner by Istiana or Arzagos. They are also tasked with either supporting one of the Imperial factions or to restore and unify the Empire themselves, which will infuriate Arzagos. The player can also support a non-Imperial faction or create a non-Imperial faction themselves using the banner, contributing to the decline of the Empire instead. Like Arzagos, Istiana would not be pleased. Whoever you choose to pledge the banner to, either Arzagos or Istiana will start a conspiracy against you in order to halt your progress, and have the entire continent of Calradia against you. |
Drapand | Drapand Settlement Information Type Village Kingdom Vlandia Fortification Drapand Castle Drapand is a village in Vlandia owned by the baron, Aldric of the House dey Tihr. The village is bound to Drapand Castle and is known to produce Olives. Drapand sits near the tip of Cape Fal, a promontory just south of the mouth of the Trand River. The villagers venture out far into the seas to cod-rich banks washed by a cold current from the north. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Drapand Castle | Drapand Castle Settlement Information Type Castle Kingdom Vlandia Villages DrapandValanby Drapand Castle is a castle in Vlandia owned by Baron Aldric of House dey Tihr. The villages of Drapand and Valanby are bound to the castle. Territory of Vlandia TownsCharas Galend Jaculan Ocs Hall Ostican Pravend Rovalt Sargot CastlesCaleus Castle Drapand Castle Hongard Castle Ormanfard Castle Talivel CastleTirby Castle Usanc Castle Verecsand Castle VillagesAlantas Alorstan Arromanc Caleus Calioc Cananc Chornad Deriat Drapand EtirburgFerton Fregian Furbec Halisvust Hongard Horsger Larnac Mareiven Marin Meroc MotNogrent Oritan Ormanfard Palisont Remental Rodetan Rulund Savinth SirindacTalivel Tirby Usanc Valanby Verecsand Vesin |
Drosios | Emperor (Drosios) Neretzes Appears in Official Information Faction Calradic Empire Monarch Formerly Title Emperor (formerly) Reign Unknown - 1077 Culture Imperial Calradian Clan Neretzes Character Background Home Saneopa (formerly) Background Second-to-last emperor before civil war Gender Male Age Deceased Spouse Unknown Children Penton Drosios Neretzes was the second-to-last undisputed Emperor of the unified Calradic Empire and the former leader of clan Neretzes. He was the father of Archon Penton. Contents 1 Background 2 Politics 3 Battle of Pendraic 4 Legacy Background[] His reign was tainted by the Battle of Pendraic, his last action and failure as Emperor, also mockingly known by the commons as 'Neretzes's Folly'. Despite this one significant blunder, Drosios' emperorship may have once seemed very promising, with the Empire's prospects resurfacing after generations of lost territory to Battanian and Sturgian incursions, as well as near-total capitulation to Vlandian forces, which strong-armed the Empire since the days of Osric Iron-Arm. Neretzes bore the monumental burden of reclaiming these lost lands and the Empire's pride — a fateful burden of which he would never surpass. Politics[] As the Neretzes clan were staunch supporters of the senatorial class, Drosios Neretzes would have disfavored the strong centralization or populist reforms, which would eventually characterize the divisions of the Calradic civil war. Istiana mentions her decade of service under Neretzes as his de-facto spymaster, naming him a "stubborn but disciplined man", though also passingly refers to the many assassinations she ordered on his behalf. Not much else is known about Neretzes beyond his severe blunder at Pendraic. What is known are the opinions of those around the emperor. Senator Lucon Osticos sympathized with Neretzes, while Garios Comnos, who was a lieutenant during the critical battle, had nothing but disdain for the Emperor. Battle of Pendraic[] According to Penton Nereztes, the Sturgians had begun raiding the Empire and Emperor Nereztes had no choice but to respond with force. Before setting his plan to action, Neretzes secured mercenary support from the Khuzait and Aserai, while calling on the Empire's alliance with the Vlandians. Altogether, Neretzes was comprehensive in his preparations for the war, winning over a majority of Calradia's factions to join him in the campaign. The Empire and its allies took note that the Vlandians were reluctant to reply to their oathbound call to arms. Neretzes then demanded the support of the Vlandians and shamed them as cravens if they failed to honor the Imperial alliance. This decision is likely what led to the failure at Pendraic — but although the Vlandian commanders were enraged at the Emperor's insolence, they made preparations to betray the Imperials. The Imperial host gathered alongside Aserai and Khuzait mercenaries near Pendraic Castle and began to marching through a wooded mountain pass. The battle began when the Battanians under High King Caladog launched an ambush, wherein they were initially routed by Aserai forces. However, in striking Battanians, the Aserai had been lured into the open where King Derthert of the Vlandians launched his surprise assault. Vlandian cavalry rode down the cornered Aserai mercenaries. This betrayal by the Vlandians brought a sudden end to terse alliance between the Empire and Vlandia, which had lingered uneasily since the time of Osric Iron-Arm. As the Vlandians broke through the Aserai, they continued to charge towards the Imperial army itself, but the Khuzait mercenaries under Solun Noyan of the Khergit clan managed to repel the Vlandians. Amidst the fighting, Solun and the male members of his family were slain. As the cavalry fought, Sturgian forces under Grand Prince Vadinslav launched a direct assault against the Imperial forces. Emperor Neretzes led a counter-offensive himself, but was defeated and forced back to his camp. The reminder of the Imperial host was surrounded and slaughtered, including Neretzes himself. Influential survivors of the battle, such as Garios and Arenicos, barely escaped with their lives. Legacy[] Neretzes would forever be remembered for this decisive moment in the Calradic Empire's history. His aims for imperial reconquest would be forgotten — his careful preparation and planning of the Empire's rebirth lost to time. As the Empire's military, aristocracy, Senate, and common people were left more divided than ever after the loss, the battle paved the way for the Calradic civil war that would pit every faction of the Empire against itself in the hopes of preventing another ruler like Neretzes — or, perhaps, the Neretzes they remember, not necessarily the one that truly existed. Although it was typical for an emperor's son to succeed him, favor for the Nereztes family had diminished and the Senate voted for the imperial diadem to be given to Arenicos Pethros. |
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