Cultures - R-Vaccari/BannerKings.CulturesExpanded GitHub Wiki

Cultures

Wilunding

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Lore Basis / Real Life

Wilunding is the endonym for the "Vlandians". From TW dev blog: They took their name from one of their first warlords, Wilund the Bold - Valandion, in Calradic - and became known as the Vlandians, meaning that "Vladian" is the English form of the Calradic form of Wilund. Wilund is a Germanic name, a variation of the god-smith Weyland of Germanic paganism. Add to that the Germanic suffix "ing", meaning "descendent of, belonging to" and you have their actual endonym: Wilunding, "those that descend from Wilund".

The Wilunding represent Germanic peoples. Not only that is self-evident by their namesake being that of a Germanic god, many other Germanic aspects are present, specially in early Vlandia lore, and specially geared towards Anglo-Saxon germanics. The second most notable Wilunding warlord we hear about is Osric - god (os) + king (ric). After that, we have Horsa - a mythical character in the migration of Angles and Saxons into Britannia. Some place names are also evident of this: Ostican's description says "some of the first Vlandians to come to Calradia's shores settled in the back alleys of this town", meaning that Wilund came here. Ostican means nothing more than: god (os) + taken (tican, altered from Old English "tacen" for fantasy purposes). Therefore, it is very evident that Wilunding religious belief also matches historical Germanic traditional belief systems, believing in human-shaped gods that walk the earth, heroic warring gods and the worship of their heroic ancestors.

We know they are represented by multiple peoples from the same devblog by TW: They came from overseas, mercenaries and adventurers, speaking the tongues of many lands. For this reason, Warband's Swadians and Rhodoks were naturally interpreted as being 2 of such tribes. The Swadisch (Swadians) naturally represent Central Germanics, self-evident by their name being a variation of Swabian. Likewise, the Rhodoks area a group of Central Germanics within the alp region, more geared towards Swiss Germanics. We know the Rhodoks and Swadisch are alike, because the Rhodoks split off of the Swadisch in Warband. We know the Rhodoks must too be Germanics, because their hero was Grunwalder.

In addition to them we have fabricated the Osrickin, who represent a mixture of traditional Wilunding roots with Calradic institutions and culture, meant to represent TW's "Norman" aspect of the Wilunding (as Normans aren't a group of Germanic people).

We have the Balionlings, also inherited from Warband, who are clearly meant to represent a early-England type of culture. Therefore, they are represented here as Anglo-Saxons, the "unbismerched" traditional Wilundings from which the other tribes branched off in the past.

Lastly, we have the Massa, a Bannerlord addition, who are meant to represent Gothic peoples. This is made evident by them being described as an ally of the Vlandians, meaning they were likely not part of the first invasions, and the description of their destructive nature matching that of the Goths in comparison to Rome. Rookie interpreters of the lore would, in an extended cultures map, put the Massa in Sargot, ignoring the fact their description at Sargot says they moved on, meaning they are in any place of the planet other than Sargot. For this reason we have interpreted they moved on south, to the rainforest, matching the real life migration of the Vandals into Africa.

Cultures

Osrickin

Claiming themselves the descendants of Osric Iron-Arm, the Osrickin are one the largest Wilunding tribes that migrated from west-over-seas. Among the original tribes, the Osrickin hold the greatest sway, represented by Derthert dey Meroc, who styles himself 'King of all the Wilunding' - a comfortable lie. Theirs is also the tradition of horsemanship and gallantry, which they hold highest amongst the original tribes. The Osrickin, having consolidated power over the Calradoi, were at the vanguard of reorganizing their kingdom into a feudal, organized structure, rather than a confederation of squabbling tribes. Such ideas were taken from the conquered Calradoi institutions and nobility, many of whom intermarried with the newly-settling Wilunding families - an easier choice than being butchered. Such mixing created a culture and language distinctively divergent from their original Wilunding origins. For relegating the other tribes to inferior positions, as well as their increasingly Calradoi-like tendencies, other Wilunding tribes accuse the Osrickin of betraying tradition, and claim their lineage a farse.

Society

  • Emperor:
    • Emperere
    • Emperesse (female)
    • Empires (territory)
  • King
    • Reis
    • Reigne (female)
    • Regnes (territory)
  • Prince
    • Edelings
    • Edelesse (female)
    • Edeling (plural)
  • Duke
    • Princes
    • Princesse (female)
    • Principaliz (territory)
  • Count
    • Cuens
    • Contesse (female)
    • Cuntez (territory)
  • Baron
    • Bers
    • Beresse (female)
    • Baronie (territory)
  • Lord
    • Sire
    • Siresse (female)
    • Seignurie (territory)
  • Knight
    • Chevalers
    • Chevalesse (female)
    • Chevaler (plural)
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Swadisch

The second largest Wilunding tribe to settle in Western Calradia, the Swadisch have marked their presence ever since the first Wilunding incursions. Among the notable Wilunding warlords counts Oca, a patron of Swadisch belief and tradition. The Swadisch respect rulership, but value their autonomy: to be lord or lady of his or her castle is what every Swadisch desires, for they distinctively do not discriminate women as family heads. Horsemanship is at the core of their tradition, as in most Wilunding cultures, as well as industriousness: Swadisch craftsmen find no match among other tribes. Many among the Swadisch nobility feel repressed by their Osrickin overlords, causing many a revolt in hopes of increased Swadisch influence.

Society

  • Emperor:
    • Fronenant
    • Fronenantin (female)
    • Fronenantriche (territory)
  • King
    • Kunic
    • Kunigin (female)
    • Kunicriche (territory)
  • Prince
    • Edelinc
    • Edelvrouwe (female)
    • Edelincen (plural)
  • Duke
    • Herzoge
    • Herzogin (female)
    • Herzogentuom (territory)
  • Count
    • Grave
    • Gravin (female)
    • Graveschaft (territory)
  • Baron
    • Burcgrave
    • Burcgravin (female)
    • Burcgraveschaft (territory)
  • Lord
    • Gougrave
    • Gougravin (female)
    • Gougraveschaft (territory)
  • Knight
    • Herre
    • Vrouwe (female)
    • Herren (plural)
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Rhodok

Hailing from west-over-seas, the Rhodok count amongst the Wilunding tribes that settled in Western Calradia, though the least influential of them. Few Rhodok families were granted sizable holdings, and none of the original warlords count amongst the Rhodok. Of all other Wilunding tribes, the Swadisch are who they share most kinship. Swadisch and Rhodok often work in tandem, though that usually means the Swadisch lead, and the Rhodok follow. Unlike most Wilunding, the Rhodok hold no particular love for horsemanship, a custom others find queer. Nevertheless, though not numerous, the Rhodok craftsmanship is hold at high regards, specially that of wine and foodstuffs, and their warriors are known to fight with savagery. Above all the Rhodok value freedom: to farm, make industry, profit, and to choose their rulers. For Rhodoks despise the idea of blood inheritance, and instead believe in merit, as their god Kronvalt taught them.

Society

  • Emperor:
    • Vronenent
    • Vronenentin (female)
    • Vronenentriich (territory)
  • King
    • Hougekunic
    • Hougekunigin (female)
    • Hougekunicriich (territory)
  • Prince
    • Edelinc
    • Edelfrou (female)
    • Edelincen (plural)
  • Duke
    • Kunic
    • Kunigin (female)
    • Kunicriich (territory)
  • Count
    • Grave
    • Gravin (female)
    • Graveschaft (territory)
  • Baron
    • Vriherre
    • Vrifrou (female)
    • Vriherreschaft (territory)
  • Lord
    • Lhandsherre
    • Lhandsfrou (female)
    • Lhandsherreschaft (territory)
  • Knight
    • Herre
    • Frou (female)
    • Herren (plural)
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Massa

The Massa were once one of the largest if lowliest of Wilunding tribes. They were among the first wave of invaders into the Calradian west. Naturally nomadic shepherds, they never took to “Vlandian” settlement under the Imperial yoke. Penalised for grazing their flocks on feudal land, the Massa bitterly refused to give up their old ways. When the Osrickin revolted against the Calradians, the Massa were at the forefront. Their devotion to religious devastation made them among the most feared of the rebel tribes. They slaughtered cities wholesale and ransacked vast tracts of agricultural land. Although their dialect and people did in fact merge with Rhodok and Swadian settlers in the newly formed Vlandia, many Massa simply wandered onwards. Thus they gathered in their last great migration, and rode the sea southwards, to a densely wooded peninsula they call Ansiwe Fragifts: Gift of the Gods. A land ripe with both fruit and disease, inhabited by beasts and the Widugauja - native tribes with no kingdom to speak of.

Society

  • Emperor:
    • Fraujinonds
    • Fraujinondei (female)
    • Fraujinondgardi (territory)
  • King
    • Thiudans
    • Thiudana (female)
    • Thiudangardi (territory)
  • Prince
    • Nithjis
    • Nithjo (female)
    • Nithjos (plural)
  • Duke
    • Ufarreiks
    • Ufarqino (female)
    • Ufarreiki (territory)
  • Count
    • Reiks
    • Qino (female)
    • Reiki (territory)
  • Baron
    • Harjatuga
    • Harjatugo (female)
    • Harjatugianassus (territory)
  • Lord
    • Frauja
    • Frauja (female)
    • Fraujinassus (territory)
  • Knight
    • Rìkis
    • Rìkis (female)
    • Rìkiai (plural)
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Balionling

Balion is the land from whence the Wilunding came: the kingdom of west-over-seas. Many Wilunding tribes left their home for the prospect of more bountiful land, leaving much of Balion uninhabited. Of these, the largest are: the Osrickin, the Swadisch, the Rhodok and the Massa. However, the Island-Kingdom still reaches Calradia through trade connections and occasional adventurers. Many a sellsword also find work within Calradia: the settled Wilunding lords oft turn to these for support in their infighting, for they know the Balionlings are too few to take their land. Though the Balionlings worship older gods, in Calradia they are quick to adopt the local Wilunding gods, as these share much in tradition with their homeland. One could think of the Balionling as the tradition that binds all the Wilunding, unbesmirched by Calradia.

Society

  • Emperor:
    • Brytenwealda
    • Brytenwealden (female)
    • Brytenríce (territory)
  • King
    • Cyning
    • Cwén (female)
    • Ríce (territory)
  • Prince
    • Aetheling
    • Hlaefdíge (female)
    • Aethelingas (plural)
  • Duke
    • Eorl
    • Eorlen (female)
    • Eorldóm (territory)
  • Count
    • Ealdormann
    • Hlaefdíge (female)
    • Schyre (territory)
  • Baron
    • Thegen
    • Hlaefdíge (female)
    • Hundred (territory)
  • Lord
    • Hláford
    • Hlaefdíge (female)
    • Hlafordsciepe (territory)
  • Knight
    • Gesíth
    • Gesíthen (female)
    • Gesíthas (plural)
Faith

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Faithful: All Wilunding.
Preacher locations: Villages, Towns.

Ircaran-Kachyar

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Lore Basis / Real Life

Ircaran-Kachyar is our term to represent the cultures native to Calardia's north. 2 cultures define this group: Sturgiskyy and Vakken. The Sturgiski (plural of Sturgiskyy) are representing, as per TW, the Rus, or breadly speaking, early Slavic peoples of Eastern Europe. This is very evident by the use of Slavic nomenclature, title such as Prince and Grand-Prince to represent petty kings and high kings, the fur trade (a big part of Kiev Rus economy), their geography - everything, really. Even down the fact they have "Norse" elements - Many lore points connect the Sturgiski to the Jumne, who in fact represent Scandinavian peoples ingame. For instance, many clans of Sturgia have banners with Norse elements, if they are not explicitly (or in game file comments) said to descend from Jumne adventurers, such as the Gundaroving themselves, the rulers of Sturgia. Naturally, this is made to mirror the Rurikid dynasty, and the existence of a Scandinavian ruling class in early Slavic history.

Therefore we can understand that the Sturgians are not meant to be Vikings, Norse or Scandinavians. The Sturgiski are natural to Calradia, which we know Germanic peoples are not. The Sturgiski often in their history have the Jumne coming to their shores, as the Jumne continent is north of Calradia, and eventually some of them became rulers.

Finally, we have the Vakken, who represent none other than early Finnic peoples. This is already made evident in their name, the Väki are spirits of traditional Finnic belief. Spirits of the forest, much like the People of the Forest, as the Vakken are described by others. The -en suffix is also part of Finnish language, meaning "pertaining to", as is the double use of K letters. If this was not evident enough, we have other lore points that make it even more obvious, such as the village of Alebat, said to be inhabited by the Vanni woodspeople. Rookie interpreters of the lore would jump to say this means a new culture, the Vanni. Alebat is situated amid the Chertyg mountains, where we are told the Vakken inhabit. Vanni is nothing more than the Finnish version of Sven, a Scandinavian name. Alebat is situated in the northern shores, where the Jumne come. Sven is a Scandinavian name. Jumne are Scandinavian. Therefore, the Vanni are a Finnic tribe in contact with the Scandinavians, hence their name. Moreover, Alebat itself is based on the Estonian word ale, meaning to slash-and-burn (an attested practice of the Vakken) together with -bat meaning the past tense.

In real life terms, one would think of both these cultures as not related. Yet they do share a religious, Perun the thunder-god is Ukko, the sky-god. Moreover, they are geographically close, which matches their in-lore constant contact and disputes. For the purposes of the game, we can understand they are very distantly related, having branched away more than a thousand years ago, evolving into their own distinct characteristics, if not retaining some ancient shared features.

Cultures

Sturgiskyy

The Sturgiski come from the northern woods, just south of the icy Byalic Sea. For centuries they lived an isolated existence in the dark forests, their numbers kept in check by the deadly winters. But as the Empire expanded to fill out the Calradian continent, traders ventured into the woods in search of honey, bog iron, and most of all fur. Great towns sprung up on the network of bays and lakes that joined the Sturgian lands to the outside world, attracting fortune-seekers from the coast, the steppes, and the Nordlands. The princes and boyars of this land have now begun to turn their eyes outward, earning themselves for a reputation for their warlike approach to business and their businesslike approach to war. Much of the Sturgiski nobility traces their lineage to various Jumne adventurers that settled within the northern shores, such as the Gundaroving and the Vagiroving.

Society

  • Emperor
    • Koról
    • Koroléva (female)
    • Korolévstvo (territory)
  • King
    • Velykyy Knjaz
    • Velykyy Knjahýnja (female)
    • Velykyy Knjazývstvo (territory)
  • Prince
    • Knjaz
    • Knjahýnja (female)
    • Knjázi (plural)
  • Duke
    • Knjaz
    • Knjahýnja (female)
    • Knjazývstvo (territory)
  • Count
    • Bojárin
    • Bojarýnja (female)
    • Bojárstvo (territory)
  • Baron
    • Vojevóda
    • Vojevodýnja (female)
    • Vojevódastvo (territory)
  • Lord
    • Gospodin
    • Gospodja (female)
    • Gospoda (territory)
  • Knight
    • Druzhinnik
    • Druzhinnica (female)
    • Druzhina (plural)

Vakken

The Vakken are tribes natural to the Ircaran Wildlands, close by the Kachyar peninsula. Long ago, the Vakken and the Sturgians were closer kin. Though they increasingly distanced themselves, both tribes remained binded by their geography and faiths, which still share ancient traits. Unlike the Sturgians, however, the Vakken have never organized themselves in a kingdom. Their tribes scattered along the northern forests, all the way to the Karakaz river. The strongest tribes have built themselves forest-forts, but most Vakken still live by their tribe, deep in the woods. The woodland is their home, and sacred to their faith. No one can match the Vakken in hunting or foresting.

Society

  • Emperor
    • Maailmas
    • Maailmatar (female)
    • Maailmanvalta (territory)
  • King
    • Valtias
    • Valtiatar (female)
    • Valtakunta (territory)
  • Prince
    • Ruhtinas
    • Ruhtinatar (female)
    • Ruhtinaat (plural)
  • Duke
    • Ruhtinas
    • Ruhtinatar (female)
    • Ruhtinaskunta (territory)
  • Count
    • Kreivi
    • Kreivatar (female)
    • Kreivikunta (territory)
  • Baron
    • Vapaaherra
    • Vapaaherratar (female)
    • Vapaaherrakunta (territory)
  • Lord
    • Johtaja
    • Johtajatar (female)
    • Haimo (territory)
  • Knight
    • Seuralainen
    • Seuralainen (female)
    • Seuralaiset (plural)
Faiths

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Faithful: Sturgian notables, Kuloving, Togaroving, Vezhoving, Ubroving, Kostoroving, Lake Rats.
Preacher locations: Villages.

Religion

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Faithful: All Vakken, Forest People.
Preacher locations: Villages.

Calradic

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Lore Basis / Real Life

The Calradians are not native to Calradia. As we are told in Pravend's description, The city, formerly known as Paravenos, was the second major colony founded by Calradios the Great and the after their arrival on the continent. We are also told that Calradios arrived around the area of Charasea with his exiles, meaning they migrated from the southwest using the Biscanian isles until finally reaching the main continent. It is self-evident that the Calradoi (Calradians) are largely inspired by Roman history, specially Eastern Rome, as the use of Greek language is abundant. Their history, containning inumerable succession crisis and changes of government (republics, dictatorships) also matches. Most of the land conquered by the Calradians, the heartland of Calradia, was taken from the Palaicoi, an exonym to name the Palaics. There is little evidence the Calradians were influenced by any other cultures. Instead, they enforced strong policies of cultural assimilation that erased other cultures.

In addition to the Calradoi, other cultures exist derived off of them. First we have Geroaiko (Geroian), inherited from Warband. In Bannerlord, Geroia is said to be "south" from the Empire's perspective, while in Warband it is said to be east, "outside of Calradia". Now, this is a major point of confusion. Warband Calradia and Bannerlord Calradia are 2 very different continents. By combining these 2 informations, we can positively come to the conclusion that Geroia is situated in the islands of the Perassic and Jade seas, otherwise completely barren in the default game (as TW would not add a minor faction in a game filled with major factions). The isles position also matches Geroia being described as a collection of sea-faring, slaver republics, naturally being inspired by medieval Italian merchant republics. Being Italian-themed keeps them close to the Calradoi thematically, and a plausible off-shoot of the original culture. We have chosen to add in Basque elements, making them a Basque-South Italian mixture. There is no evidence for them being Basque concerning the lore, but we believe it gies them more useful flavor while not introducing any conflicts with existing lore.

Similar to the Geroians, we have added the Biscanjanos (Biscanians) - a fabrication by the mod. Charasea was for the longest time the Empire's capital. Despite this, the default game provides us with a barren Charasea region, seemingly lacking in infrastructure or settling. This includes the isles next to the Gulf of Charasea, said to be travelled on please-cruises. Naturally, these isles next to the Imperial capital would have been settled long ago by the Calradoi, and thoroughly Calradicized by the start of the game. Yet, with the advent of the Wilunding, we have decided to mix these Calradic isles with a twist of Massa Wilunding, matching the Visigothic settling of the Iberian peninsula. By combining Romans with Goths, we aim to represent a type of fantasy early Galician-Portuguese culture. The geography of the isles also somewhat matches the Azores isles, settled by the Portuguese. Therefore, the Biscanians are a culture of Calradoi lineage, but hosting its own unique traits developed apart from the mainland culture, specially after their de facto separation, as well as the adoption of some Massa populace and cultural traits.

Lastly, we have the Zendari (Zendarians). Zendar is part of the cut-content of the various versions of the original MB, but also mentioned in Warband. We can positively affirm Zendar is based on a Hellenic theme, meant to be a city-state / Greek polis. Being Hellenic themed, it is naturally a candidate to be an off-shoot of the standard Calradic culture. We have interpreted Zendari as a culture local to the independent city-state, heavily revolving around its grand-arena and gladiatorial contests. A big part of its culture is also its self-reliance, specially in terms of defense against raiders. Zendar is located in the Calradic north, and thus is constant victim of raiders, specially the Jumne. In Warband canon, they are destroyed by the Jumne.

Cultures

Calradicós

The Calradoi are the people of the Empire, though by now they have given their name to the entire continent which they dominate. A thousand years ago, they were an undistinguished tribe living in the hill country between the southern sea and the Battanian woods. One tradition set them apart from their neighbors - the Calradoi had no kings. Their citizenry has always taken an intense interest in the art of self-government, the balance between protecting the liberty of individuals and the needs of the state. Perhaps this is why they had a slight edge in the endless wars between one town and another, keeping armies in the field just a little longer, bouncing back just a little more quickly from a defeat. Some of their neighbors federated with them; others were overrun. Eventually the Calradoi formed an empire, which evolved into a monarchy in all but name. Their leaders are no longer distinguished civic elders but great landholders scattered across the continent; the striking force of their armies is no longer citizen-infantry but heavily armored cataphracts in the retinues of the wealthy. But they still take their civic traditions very seriously, believing that the Calradian ideal can unite a continent in peace, if only the ”barbarians” beyond their borders would agree to submit to it.

Society

  • Emperor
    • Basileús
    • Basíleia (female)
    • Basileía (territory)
  • King
    • Exarkhos
    • Exarkhousa (female)
    • Exarkhontía (territory)
  • Prince
    • Princeps
    • Principissa (female)
    • Principes (plural)
  • Duke
    • Doux
    • Doucissa (female)
    • Théma (territory)
  • Count
    • Árkhon
    • Árkhousa (female)
    • Arkhontía (territory)
  • Baron
    • Kephalé
    • Kephalé (female)
    • Katepaníkion (territory)
  • Lord
    • Coryárkhos
    • Coryárkhousa (female)
    • Corys (territory)
  • Knight
    • Pronoiarius
    • Pronoiaria (female)
    • Pronoiarii (plural)

Realms

Politeia ton Calradoi

  • Government: Republic
  • Succession: Republican Elective
  • Inheritance: Seniority
  • Gender Law: Agnatic

Diktatoría ton Calradoi

  • Government: Imperial
  • Succession: Dictatorship
  • Inheritance: Seniority
  • Gender Law: Agnatic

Basileia ton Calradoi

  • Government: Imperial
  • Succession: Imperial
  • Inheritance: Primogeniture
  • Gender Law: Cognatic

Geroiako

Geroia lies in the heart of the Perassic sea, between the realms of the Calradoi and the Nahasawi. Long since separated from the Calradoi, the Geroians have leveraged their position to exerce hegemony over the sea trade. Though other realms are progressively abandoning slavery, the Geroians still widely practice it, selling and buying human as cattle far and wide with their ships. As the Geroians are restricted to their small, stony islands, such slave trade has been largely responsible for their proeminence. Before their rising to lords of the Perassic sea, the Geroians were largely ignorant of and ignored by their neighbors, content with raising sheep and farming grape for the distinct Geroiako white wine. They have for centuries supplied the Calradoi with their human 'products', who eagerly sought abundance of slaves to fuel their imperial expansion. The Geroiako cities, formerly independent republics, are bound together by their Ducxate - a recent arrangement, in face of the growing threats of the Nahasawi, their trade nemesis. Nevertheless, the duke's seat is not hereditary, and the Geroians still choose amongst themselves who to lead them. To this day, the Geroiako ports are a melting pot of cultures, where one can find traders and adventurers from lands most wihtin Calradia have never heard of. Yet, most of them are sure to not cause fuss, for they know any breach of Geroiako law will mean unceremonious enslavement, regardless of origin or station.

Society

  • Emperor
    • Arciprincipe
    • Arciprincipa (female)
    • Arciprincipateri (territory)
  • King
    • Arciducxate
    • Arciducxata (female)
    • Arciducxateri (territory)
  • Prince
    • Principe
    • Principa (female)
    • Principi (plural)
  • Duke
    • Ducxate
    • Ducxata (female)
    • Ducxateri (territory)
  • Count
    • Gondh
    • Gonda (female)
    • Gonderi (territory)
  • Baron
    • Giudicadh
    • Giudicada (female)
    • Giudicaderi (territory)
  • Lord
    • Capitaine
    • Capitaina (female)
    • Capitaneri (territory)
  • Knight
    • Cavaliere
    • Cavaliera (female)
    • Cavalieri (plural)

Biscanjano

The Biscan Isles have long been colonized by the Calradoi, not long after the founding of Charasea. In the height of the Empire's wealth and decadence, Calradoi aristocrats would cruise around the isles on pleasure-boats, and build private villas by the picturesque, cliffy shores. Brigantia was the center of the Isles' commerce, shipping fine wines, olives and products from west-over-seas, as well as a hotspot for northern furs and hides to be distributed in all directions. Common folk at the isles lived in relative peace, if not for the Jumne raiders when the Empire could not afford to patrol its shores, and mostly raised local cattle on the lush, grassy hills. With the Advent of the Wilunding, Imperial administration was supplanted by a migration of Massa rulers. Contrary to their reputation, these rulers conquered the Isles peacefully, and have merged with the locals. Folks of this mixed culture now call themselves Biscanjanos, unifying their Calradoi legacy with the Massa language.

Society

  • Emperor
    • Grão-Rei
    • Grã-Reinna (female)
    • Grão-Reinato (territory)
  • King
    • Rei
    • Reinna (female)
    • Reinato (territory)
  • Prince
    • Princepe
    • Princesa (female)
    • Principes (plural)
  • Duke
    • Duc
    • Duca (female)
    • Ducato (territory)
  • Count
    • Conde
    • Condessa (female)
    • Condato (territory)
  • Baron
    • Barão
    • Baronesa (female)
    • Baronato (territory)
  • Lord
    • Sennor
    • Sennora (female)
    • Sennorio (territory)
  • Knight
    • Mesnadeiro
    • Mesnadeira (female)
    • Mesnadeiros (plural)
Faiths

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Faithful: Politeia ton Calradoi nobility, Calradoi notables across all Calradoi realms. Any remaining Calradoi clan or hero not covered by other Calradoi faiths.
Preacher locations: Villages, Castles, Towns.

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Faithful: Basileiaton Calradoi nobility and some notables. Embers of the flame.
Preacher locations: Villages, Castles, Towns.

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Faithful: Diktatoría ton Calradoi nobility and some notables. Legion of the betrayed.
Preacher locations: Villages, Castles, Towns.

Derwyddol

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Lore Basis / Real Life

Before the Calradoi came to the continent, much of it was inhabited by the Derwyddol (druidic) peoples. Of these survive the Battaniaid (Battanians, singular Battaneid) into Bannerlord's timeline. Yet we know there once were also the Palaicoi (Palaics), of which the Dryaticoi could also be considered a subgroup. We know Palaics and Battanians share kinship due to both being the original inhabitants of Calradian heartlands, as well as sharing religious beliefs surrounding lakes and the world of spirits.

The Battaniaid are inspired by the pre-Roman and pre-Anglo peoples of the Brittish isles: the Brythonic and Goedelic peoples. This is self-evident by the ample use of Welsh (Brythonic) and Irish (Goedelic) nomenclature. Preliminary concept art for the game lists the Battaniaid as 'Picts' (Brythonic). This is all also explicitly laid down by TW - As readers have probably guessed, the Battanians are inspired by the Celtic peoples of Western Europe - in particular, the Picts, Irish, and Welsh of the early medieval era.

There is a common misconception that the Battanians are inspired by Dacian peoples.

This is false.

This misconception is a short-sighted interpretation resultant of the fact the Battanians use falxes, long swords created by Dacians of ancient times.

There are, in fact, a group inspired by Dacian peoples: the Palaicoi. It is likely TW wanted to introduce the Palaics into the game, given their numerous references within the heartland of the continent. And that the falx was designed so it could be used by the Palaics. Ultimately, the Palaics were not put into the game, and the developers likely wanted to use the falx anyway, and so assigned it to the Battanians, despite the fact they have their own highland long swords.

Alternatively, if we are to assume this was in fact intentional, it could still be explained lore-wise through the connection between the Battanians and Palaics - the Battanians would have assumed this practice from the Palaics, much like other shared practices both groups have. Either way - the Battanians are, without a doubt, representative of Brittish isles celtic groups. Nothing more.

Cultures

Battaneid

The misty hills of north-western Calradia are dominated by the Battaniaid clans, the original inhabitants of much of the continent. Here they still practice their old beliefs: heroes of yore, river nymphs and sacred lakes that are portals to the divine world, such are the beliefs passed on by the Battaneid druids for generations. Their hilltop fortresses have born witness to countless wars fought to resist outside invaders: first the Empire's legions, and more recently the rising Sturgiski and Wilunding kingdoms. The Battaniaid clans often fought each other, each declaring themselves kings of their glen and hill. Yet, with the advent of such neighboring kingdoms, the clans have organized themselves into a high-kingdom: rather than various independent kings, now each king swears fealty to a high-king. Though this system can not satisfy every of their kings, the elected high-kings have preserved what little land the Battaniaid hold still. In addition, the Battaniaid are masters of the longbow, the night raid, the sudden wild charge out of the woods. They idolise valour, but especially like it when mixed with a bit of mischief - the cattle thief who can whisk an entire herd into the fog; the champion who dines with a rival tribe, and, regaling his hosts with an anecdote of battle, produces from his bag the skull of one of their kinsmen that he took as a souvenir.

Society

  • Emperor
    • Pendreic
    • Pendreices (female)
    • Pendreiciaeth (territory)
  • King
    • Uchelbrenhin
    • Uchelbrenhines (female)
    • Uchelbrenhinaeth (territory)
  • Prince
    • Pendewic
    • Pendewices (female)
    • Pendewiciaidd (plural)
  • Duke
    • Brenhin
    • Brenhines (female)
    • Brenhinaeth (territory)
  • Count
    • Tywysauc
    • Tywysoces (female)
    • Tywysauciaeth (territory)
  • Baron
    • Teyrn
    • Teyrnes (female)
    • Teyrnas (territory)
  • Lord
    • Arglwyt
    • Arglwytes (female)
    • Arglwydiaeth (territory)
  • Knight
    • Fiann
    • Fiannes (female)
    • Fianna (plural)
Faiths

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Faithful: All Battanians.
Preacher locations: Villages.

Devseg

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Cultures

Devseglar

Devseglar hail from the great grass steppes east of the Sulan Daglar. For generations their presence in the continent was that of raiding parties, content to returning to their homelands, where they lived as nomads. Two generations ago, Urkhun the Great united the Devseglar, and brought his horde upon the eastern Calradoi frontier. He was also known the Khuzait, the name other peoples call the Devseglar. In the former Calradoi lands, they conquered towns and settled in them, no longer roaming the steppes, and instead making their farms and homes within their new domain. Yet the tribes of the Khuzait confederacy still retain many of their nomadic traditions, and felt yurt tents stand next to mud-brick towers in settlements that are half-village, half-encampment. Many were butchered by the Devseglar, but many others instead spared: their khans have integrated locals within the khanate without bloodshed, regardless of their traditions, so long they pay tribute and serve the khanate.

Society

  • Emperor
    • Erxem Khagan
    • Erxem Khatun (female)
    • Ulus (territory)
  • King
    • Khagan
    • Khatun (female)
    • Khaganlik (territory)
  • Prince
    • Khan Khuu
    • Gonji (female)
    • Khan Khuunud (plural)
  • Duke
    • Khan
    • Khanum (female)
    • Khanlik (territory)
  • Count
    • Atabeg
    • Atabegum (female)
    • Atabeglik (territory)
  • Baron
    • Beg
    • Begum (female)
    • Beglik (territory)
  • Lord
    • Erxem
    • Khatagtai (female)
    • Erxemlik (territory)
  • Knight
    • Kheshig
    • Kheshig(female)
    • Kheshignud (plural)
  • Nobles: Soyliglar
  • Artisans: Ustalar
  • Tenants: Kiracilar
  • Serfs: Kolelar
  • Slaves: Kullar

Iltanlar

The Iltanlar are distant kin of the eastern Devseg. They have long inhabited the Sulan Dag mountains, east of Ortongard, and mastered living its dry, unforgiving climate. Unlike their mounted kin, the Iltanlar predominantly live on the mountains, and thus do not use or fight on horses as extensively. Their mountain god, Iltan, is said to protect their people, so long they live by sacred places - the mountains, their streams and woods. They have mastered the way of ironmongery, quarrying stone and building walls on such slopes, where they have founded their fortified cities. Their greatest city was Baltakhand - founded on the western slopes of the Sulan Daglar, and thus with better access to fertile land and water, making the city thrive. Unlike their eastern kin, the Iltanlar warfare relies on infantry, a necessary adaptation to their sloped homelands. Nevertheless, horse and cattle are still raised on the Sulan Dag plateaus, holding still great favor within their culture and economy.

Society

  • Emperor
    • Erxem Khagan
    • Erxem Khatun (female)
    • Ulus (territory)
  • King
    • Khagan
    • Khatun (female)
    • Khaganlik (territory)
  • Prince
    • Khan Khuu
    • Gonji (female)
    • Khan Khuunud (plural)
  • Duke
    • Khan
    • Khanum (female)
    • Khanlik (territory)
  • Count
    • Atabeg
    • Atabegum (female)
    • Atabeglik (territory)
  • Baron
    • Beg
    • Begum (female)
    • Beglik (territory)
  • Lord
    • Erxem
    • Khatagtai (female)
    • Erxemlik (territory)
  • Knight
    • Kheshig
    • Kheshig(female)
    • Kheshignud (plural)
  • Nobles: Soyliglar
  • Artisans: Ustalar
  • Tenants: Kiracilar
  • Serfs: Kolelar
  • Slaves: Kullar
Faiths

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Faithful: All Devseg.
Preacher locations: Villages.

Nahasan

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Cultures

Nahasawi

Natural to the Nahasa desert, the Nahasawi are a mixture of nomadic desert roamers and settled oasis farmers. Theirs are the traditions of horsemanship and camelry, both vital for trading along the many Nahasa routes. Among other cultures, the Nahasawi are known as unequal traders - it is said they never take a trade which is not in their advantage. The Nahasawi also come from a long tradition of poetry, scholarship and medicine: much like coin, they seek to acquire knowledge from far and wide. Each clan is fiercely proud of their lineage and often jealous of the others, yet they are a force to be reckoned with when united through a strong leader. Though they have not founded any cities themselves, the Nahasawi now rule over many great cities, taken both from Kannic and Siri, peoples that still hold the Nahasawi in low regard. Rather than spread out clans, the Nahasawi are now organized in a Sultanate - a system where being rich is almost the same as being legitimate. Their recent conquests, formerly Kannic cities across the sealine, were taken from the Calradoi, who lost their influence in the sourthern shores of the Jade Sea, which the Nahasawi call the Bahr al-Yeshm. An irony of history, for the Nahasawi clansmen oft served the legions as scouts, guides and ally cavalry against the Kannic.

Society

  • Emperor
    • Khalifa
    • Khalifa (female)
    • Khilaafa (territory)
  • King
    • Sultan
    • Sultana (female)
    • Saltana (territory)
  • Prince
    • Amiir
    • Amiira (female)
    • Umaraa (plural)
  • Duke
    • Amiir
    • Amiira (female)
    • Imaara (territory)
  • Count
    • Shayk
    • Shaykah (female)
    • Mashyaka (territory)
  • Baron
    • Wali
    • Walia (female)
    • Walya (territory)
  • Lord
    • Mawlaa
    • Beghum (female)
    • Daya (territory)
  • Knight
    • Faaris
    • Faaris (female)
    • Fursan (plural)
  • Nobles: Nubala
  • Artisans: Hirafiyyuna
  • Tenants: Fallahun
  • Serfs: Aqnan
  • Slaves: Mamalik

Siri

An ancient civilization born by the Aman river, known to the Nahasawi as Damar. The Siri, blessed by the fertility of the Aman, have mastered farming grain, dates and papyrus by the riverbanks such that their realm has great food abundance, despite being in the very core of the Nahasa desert. Unlike most cultures, they have organized themselves in a matriarchal system: women are supposed to lead families, and often a Siri queen leads the realm. Women also participate in war, though only as expert archers, with the men responsible for the brutality of melee. Many say only the Battaneid are a match for the Siri in terms of bowmanship. Yet, the Siri are reluctant to march into war, so long their domain was not trespassed. For the most part, Siri society is more interested in trade, farming and the worship of their gods: human-animal hybrids, for which they have much devotion. The Siri have also developed a particular talent for masonry: in particular, their unique, pyramid-shaped stone buildings instantly set them apart even from the Kannic, who are also able masons. Such stone structures are said to house the gods and queens of yore, and very seldom the Siri allow strangers into their sacred places.

Society

  • Emperor
    • Uruigun Uru
    • Ngonnenigun Ngonnen (female)
    • Urkane Ur (territory)
  • King
    • Uru
    • Ngonnen (female)
    • Urkane (territory)
  • Prince
    • Pour
    • Ngonnas (female)
    • Pournigou (plural)
  • Duke
    • Mek
    • Mek-Itt (female)
    • Mekk (territory)
  • Count
    • Samet
    • Samet-Itt (female)
    • Samett (territory)
  • Baron
    • Dawkatt
    • Dawkatt-Itt (female)
    • Dipp (territory)
  • Lord
    • Ngod
    • Ngod-Itt (female)
    • Erk (territory)
  • Knight
    • Dignarel
    • Dignarel-Itt (female)
    • Dignareligou (plural)

Kannan

The Kannan, vulgarly known as Kannic, are an ancient Calradian civilization based on the southern coasts of the Perass and Jade seas. They first built Razih, and later proceeded to colonize the entire southern coast. They were renowned for their masonry and shipbuilding: before the Calradoi or the Geroiako dominated the seas, it was the domain of the Kannantriremes, adorned with the vines of their goddess. The Vine Goddess, Ailatyn, guides the Kannan both in trade and war. To other cultures, they seem avaricious, but to the Kannan, making profit is a holy endeavour. The remainings of the Kannan now lie at Lys - their last large colony -, for much of their original lands have been taken by the Nahasawi, something for which the Kannan carry deep resentment. Their pristine stone cities, they say, shall one day be cleansed from the hut-dwelling nomads.

Society

  • Emperor
    • Rab Milk
    • Rab Milkut (female)
    • Rab Mimlakit (territory)
  • King
    • Milk
    • Milkut (female)
    • Mimlakit (territory)
  • Prince
    • Bin Milk
    • Bit Milk (female)
    • Zar Milk (plural)
  • Duke
    • Shar
    • Sharut (female)
    • Shararst (territory)
  • Count
    • Milqart
    • Milqartit (female)
    • Qart (territory)
  • Baron
    • Adon
    • Adonit (female)
    • Godir (territory)
  • Lord
    • Rab Bal
    • Rab Balit (female)
    • Balarst (territory)
  • Knight
    • Bal
    • Balit (female)
    • Balt (plural)
Faiths

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Faithful: All Nahawasi.
Preacher locations: Villages, Castles, Towns.

Jumne

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Details

The Jumne hail from a continent north of Calradia, their namesake. Masters of the longship, they have long since reached Calradia in independent incursions, be them for trading, settling or pillaging. Much like the Wilunding, with whom they share a distant ancestry, the presence of the Jumne has increasingly become a threat for those settled in Calradia. Most of their influence has been on the northern shores, largely in contact with the Sturgiskyy and Vakken tribes. Many Sturgiskyy dynasties can trace their origins to Jumne adventurers, such as the Gundaroving themselves, rulers of the Grand Principality of the Sturgiski. The saga of the Jumne has not yet finished, for there is still land to settle and kingdoms to pillage...

Society

  • Emperor
    • Storkungen
    • Riksdrottning (female)
    • Storkungendómr (territory)
  • King
    • Konung
    • Drottning (female)
    • Konungdómr (territory)
  • Prince
    • Fursteson
    • Furstedatter (female)
    • Furstanar (plural)
  • Duke
    • Jarl
    • Haerskarinna (female)
    • Jarldómr (territory)
  • Count
    • Thegn
    • Thegna (female)
    • Thegndómr (territory)
  • Baron
    • Aedling
    • Drott (female)
    • Aedlingdómr (territory)
  • Lord
    • Hoevding
    • Hoevdinga (female)
    • Hoevdingdómr (territory)
  • Knight
    • Vaepnare
    • Vaepnarinna (female)
    • Vaepnarenar (plural)

Religion

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Faithful: All Junme, Gundaroving, Vagiroving, Ormidoving, Isyaroving, Skolderbroda, a few Sturgian notables.
Preacher locations: Villages.

Darshi

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Details The Darshi are an ancient civilization that sprung by the Teyagh river and its sibling, the Nahr al-Kals. For millenia they have mastered trading far and wide, as well as farming grains and dates by the riverbanks, making use of any fertile land they could control. Their cities, built with great stone walls, withstood the raids of barbarians long before the Calradoi would pride themselves over their masonry. Currently, many of the originally northern Darshi settlements are now ruled by the Khuzait horselords, and the Darshianshahr finds itself in a defensive position. #### Society - **Emperor** - _Shahanshah_ - _Shahbanu_ (female) - _Shahanshahr_(territory) - **King** - _Shah_ - _Shahbanu_ (female) - _Shahr_ (territory) - **Prince** - _Shahpur_ - _Shahdokht_ (female) - _Shahzade_ (plural) - **Duke** - _Shahrab_ - _Shahrabanu_ (female) - _Shahrabr_ (territory) - **Count** - _Marzban_ - _Marzbanu_ (female) - _Marz_ (territory) - **Baron** - _Hargbed_ - _Hargbanu_ (female) - _Harg_ (territory) - **Lord** - _Dihqan_ - _Xatun_ (female) - _Dih_ (territory) - **Knight** - _Aswar_ - _Aswar_(female) - _Aswaran_ (plural)

(Planned) Palaicoi

  • King: Rézas/Rézina (Rézasdón)
  • Prince: Rézaskenthas
  • Duke: Paradysnat (Gavasdón)
  • Count: Bris/Bria (Briadón)
  • Baron: Dizis/Diza (Dizadón)
  • Lord: Buris/Iltea (Dentudón)

(Planned) Laconian

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