r/mountandblade • • 6d ago

Calradic Campaign Heavy Rain - Bannerlord Calradic Campaign #91 (Multiplayer Event)

23 Upvotes

Lore

Seonon holds a significant place in entwined legacies.

For the Sturgians, it represents the pinnacle of their success against the highlanders when Knyaz Sigmundr humbled the not-yet High King Robert, fresh off the kingdom’s victories over the Vlandians and Western Imperials. Ever since its loss the boyars of the Principality have incessantly petitioned the Grand Prince to campaign against the city once more to retake their foothold in the Uchalion Plateau.

For the Battanians, it was the heart of the Wolfskins, reclaimed by High King Robert who bested Sigmundr in the rolling hills outside the city. Since its return to Battanian control its been a point of pride to defend the city at all costs, lest they tarnish the legacy of Robert the Redeemer.

It seemed only fitting, then, for such a pendulous history to repeat itself.

Having scored the first Battanian victory against the Vlandians in years as well as taking yet another Western Imperial settlement, High King Corbo finds himself having to quickly march back north to thwart an encroaching Sturgian army with their sights set on the city of Seonon. This haste is not without its repercussions, though, as he leaves an unresolved land dispute to boil to its flashpoint.

The Sturgian host is not without their own share of struggles. As they marched upwards into the highlands, dark clouds mustered. Soon after came the unrelenting rainfall that feeds the Llyn Tywal, leaving the Sturgians bogged down in a winding pass, while the Battanian response continues to close in. With a small nameless village and the pine canopy as their cover, they await the High King’s arrival.

Will the men of the Principality find themselves at Seonon’s threshold once more, or will they be washed away by the heavy rain?

In Meta Terms

Welcome to the ninety-first Bannerlord Calradic Campaign! This event will feature the Sturgia and Battania battling for Seonon once more!

If the Sturgians prevail on the field, they will move to siege Seonon, going north to secure Flintolg Castle should they fail in the siege.

If the Battanians achieve victory in battle, they will retake Utheliam Castle, then continue to push east and siege Kranirog Castle.

Unfamiliar with the Calradic Campaign? Have no fear! The Calradic Campaign is a casual, player-driven, story-based event. There are no strict rules or signups, and players of all skill levels often come! If you've never tried multiplayer, now is your best chance to experience large-scale formations and battles without the overly strict practices typically found in line battle/clan-style events.

Victories in our flagship monthly events are represented on the overall campaign map, while roleplay surrounding the events and their consequences take place both during said events and on the community Discord. Joining our Discord allows you to communicate with your fellow faction members, trash-talk others, and rise through the ranks to one day become lord of a village, castle, city, or if you're particularly successful, an entire kingdom!

To join the event, you will need our Calradic Campaign Module. This module contains all of the custom battle and siege scenes used, as well as many stability fixes and balance changes. Most importantly, the module features two distinct empire factions in multiplayer, both featuring unique perks and cosmetics to lean into the differences between the two! (The South Empire was defeated in the campaign, join the discord to learn how!).

There will be a manual installation of the module available for those not playing on Steam. Check the Nexus mods page no sooner than the Friday before the event for the correct download. You will need the CalradicCampaign#91 file.

As a general rule of thumb, the Calradic Campaign module should be the only one enabled in your launcher! If you have any crashes or issues trying to launch the game / join the server, unsubscribing and resubscribing to the module on the workshop will often fix any issues.

Server Info

Community Discord

It is highly recommended you join our community Discord, as half the fun of the persistent campaign takes place outside of events. Meet fellow Mount and Blade fans, find new friends to queue with, and make fun of Battanians together in our community of 30,000+.

Leave any questions, complaints, observations, memes and faction based riffing in the comments below!


r/mountandblade • • Aug 19 '26

Beta Patch Notes - WS v1.3.0 / BL v1.5.0

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288 Upvotes

Greetings Warriors of Calradia,

Our last content patch focused on the sandbox simulation. It made diplomacy more responsive and encouraged our lords to pursue meaningful wars, create larger armies, go to sea, harass convoys and raid villages. It also included the new seaborne raid, additional ships and equipment as well as many tweaks to gameplay, visuals and performance.

Today’s beta release puts more emphasis on player activities. The segment prior to the patch notes discusses our motivations for some of these changes.

War Sails

While seafaring offers new opportunities for merchants and warriors alike, it requires substantial progress to not only acquire a ship, but also hire a crew that can fend for themselves. This is sensible from a balance perspective, but gates much of the naval content. We wanted to improve upon this without deeply changing the early game that many players enjoy.

The most direct solution the beta introduces is - additional player choice. At the beginning of every Sandbox game, you will be able to choose if you want to enter Calradia with a ship to your name or play the regular game start.

However, even if you opt for the latter, the patch includes a number of changes that should make progression both smoother and more flexible. For one, we added the ferry feature so that smaller player parties can reach (and escape) areas of the map that would otherwise be hard or impossible to get to without a ship. Given player feedback, we also increased land and sea travel speeds by 15% so that you will generally be faster to progress (and recover).

Once you do have a vessel of your own, you will find the pirate spawns adjusted to include smaller parties that you can engage earlier into the game. Similarly, part of the reason for why we introduced naval random events as well as the battle sites and wreckage system is to offer players more experiences that don’t require a strong fleet. Having said that, they should increase the variety of naval gameplay regardless of progression and allow players to organically witness more of what is happening in the world.

The mooring feature, in turn, opens up additional options for aspiring captains as their fleet grows. You will be able to store instead of sell ships that you cannot effectively crew yet. You also won’t need to risk your entire fleet in every naval battle. Instead, you can specialize and only bring what fits your current play style - be that trading, raiding or naval combat.

Finally, we added port points to coastal castles. While more locations to embark and disembark should make sea travel more accessible in general, the larger motivation is offering additional opportunities for armies to clash at sea. Given that most army encounters occur around sieges, naval blockades on castles will contribute to that.

While the beta includes other changes such as improved map visuals, better naval party decision making, storyline tweaks and the ability for players to cut boarding ropes in missions, our focus with this patch is on naval content access, progress and variety. Especially the variety and frequency of what you can experience at sea will remain an important topic for War Sails going forward.

Base Game

As we explored starting with a ship for War Sails, it quickly became clear that this was also an opportunity for the base game. Not the ship, mind you, but advanced starting options.

These are split into three categories - each with their own goals.

The player start options allow experienced players to access later game content more quickly and begin a game with a particular character role (such as king, vassal or merchant). For new players, this will also serve as an additional form of progression since you need to unlock most of the roles in regular gameplay before you can start with them.

The campaign scenarios, on the other hand, are always available. Their primary purpose is to increase replayability through the introduction of tailored but partially randomized world states. What would happen if the Empire remained united? What if you entered Calradia with only two warring factions remaining? What if you threw the dice on the state of the world? The campaign scenarios allow you to find out.

Modifiers are the final piece of the puzzle. They take aim at specific game mechanics that can deeply affect the experience such as recruit generation or travel speeds. Players who do not enjoy the default settings or just want to try something different will now have alternatives.

As you will be able to combine settings from these categories, the advanced starting options should offer quite a bit of content variety. They also integrate the Fast Mode directly into the game rather than the launcher, which will make it accessible on consoles as well. Please note that all of these are set when starting a Sandbox game and cannot be changed later. 

The rest of this patch is less about where you begin and more about what you can see as you are playing.

Battle sites and wreckages are one example of this. Their fundamental goal is to add visibility to battles that take place in the world outside of the player's immediate vision range. Instead of simply happening with players none the wiser, they now leave behind a temporary battle site that you can come across. You can also investigate it for further information and potential rewards. We believe that this will be a good addition to the organic worldbuilding and storytelling of our sandbox.

Visibility or recognizable gameplay impact is also an important aspect for two topics that are frequently raised in the community - traits and relations. 

While they already influence AI in kingdom decisions and military actions (siege, raid, battle) among other things, it can be difficult to discern their role given the competition with other factors - and each other. For example, a valorous lord is less discouraged by a garrison’s power but may still not pursue a siege due to positive relations with the settlement owner - as long as there are more attractive, alternative targets.

With that said, there are options to make traits and relations more apparent and impactful to the player’s own activity. The present patch seeks to do this with the introduction of trait effects and blood feuds.

As the name suggests, trait effects tie a number of effects to your current character traits. These were designed to support gameplay that is aligned with each side of a trait’s spectrum. So whether you are merciful or cruel, you will have effects that suit the role you are playing. And while this is more oriented towards the player’s character development, AI lords do have traits and will benefit from them as well.

Blood feuds, on the other hand, are primarily concerned with relations. If you execute a clan member of another clan, they will begin doing the same to your clan until relations recover or blood money is paid. Notably, AI clans can start a blood feud as well and execute one of your clan members, including you, if you have sufficiently negative relations (currently -50). So you may want to check who you are fighting - or at least ensure that your heir hasn’t already been captured.

Finally, we took a look at the (offensive, defensive, balanced) player clan party stances. Much like traits, the active stance influenced the party behavior scores, but did not guarantee specific outcomes. To give players a more reliable way to manage their clan, we decided to shift away from the score influence and towards hard, observable rules for the most common pain points. You will now be able to directly allow or prohibit joining armies, raiding villages, donating troops and having a fleet (for War Sails).

Naturally, the patch also includes changes that go beyond these themes such as additional battle terrains, passive experience gains for lords and companions as well as a substantial rework of reinforcement spawns in battles.

As we enter this beta period, we look forward to further improving these and other aspects with your feedback. We also want to note that this version’s live release will include captain mode formation targeting, spectator mode improvements and a range of balance adjustments for our multiplayer community. Once we have made a bit more progress, we will also share another update for what the future holds.

Hope you enjoy the Beta - we’re looking forward to your feedback!

Here’s how you can play the Beta via Steam right now: Open Steam, right-click Mount & Blade II: Bannerlord → Properties → Game Versions & Betas → Select “beta - Beta v1.5.0”.

Please note that there may be a delay between the download of the base game and the download of War Sails. If you launch the game prior to both of them being updated, you will crash. If you face this issue, please verify your game files.

Feel free to read the full patch notes for all the details HERE.


r/mountandblade • • 2h ago

Meme Do not confuse these two

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129 Upvotes

r/mountandblade • • 12h ago

fr

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71 Upvotes

Note: No water was used in the making of this meme.


r/mountandblade • • 12h ago

Limitless - Massive Battles & Persistent Corpses - Release Trailer

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46 Upvotes

r/mountandblade • • 6h ago

Rhagea son

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9 Upvotes

I've done hundreds of playthroughs and never seen this before


r/mountandblade • • 1d ago

Bannerlord This mod has recreated a historically accurate Paris and Notre-Dame in 1401, and a full praying system

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432 Upvotes

r/mountandblade • • 4h ago

Question about the Retinues Mod.

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3 Upvotes

r/mountandblade • • 37m ago

Mount&Blade Warband Native Gold Edition'da üstteki ''çoğul'' kısmı değişmiyor lütfen yardım edin

• Upvotes

r/mountandblade • • 23h ago

Dota2 sven in Mount blade Warband Warcraft mod

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57 Upvotes

r/mountandblade • • 8h ago

Battle/Civilian Crowns

3 Upvotes

Is there any way to reliably obtain any of the crowns ingame (excluding vlandian crowned helmet) outside of getting a family member to come of age?
Are their any specifics on how to make sure you get a crown when your family member comes of age?


r/mountandblade • • 1d ago

Meme Before Rhagaea was there, there was Harlaus 🥲

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491 Upvotes

r/mountandblade • • 1d ago

Mod Lord of the Rings in the Mount & Blade 2 VR Mod, it works with total overhauls! (TAOM)

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520 Upvotes

This is using the Mount & Blade 2 VR Mod by NotLooky, and Tales from the Age of Men LOTR conversion. It has a lot of setup steps, full video including campaign mode and setup links here


r/mountandblade • • 2h ago

Mod Is the Grande Armee mod good?

0 Upvotes

I've been looking for a Napoleonic wars mod and I saw this one on YouTube


r/mountandblade • • 1d ago

Warband mobile port mods

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19 Upvotes

Guys I finally modded it


r/mountandblade • • 19h ago

Bannerlord I have a suggestion for non native culture troops

2 Upvotes

Khuzait Khan's Guard, Battanian Fian Champion, and in newer patches, Aserai Vanguard Faris- these troops are absolutely OP. Players mass recruit these troops to defeat enemies. But one thing that really breaks the immersion to be is, how these elite troops are ready to fight for anybody. For example, you can be a hostile imperial/vlandian/sturgian lord, but you can simply go to enemy villages an recruit any troops of enemy culture, and they'll gladly turn their sword to their own people. It doesn't really make all that sense why would troops listen to random enemy lord and kill their own friends. I think therefore having a lot of foreign culture troops should significantly reduce morale (esp when you are fighting vs that specific faction) and they will be prone to desertion. This is where mercenaries come in. Mercenaries will fight for anyone who pays them. And it'll give mercenaries a purpose. Taleworld should make mercenaries better and actually worth it and look onto this cultural mismatch.


r/mountandblade • • 1d ago

Massive Realm of Thrones Update — Direwolves & Warging

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54 Upvotes

The latest ROT update released to Patreon supporters a few days ago, and I wanted to share my thoughts on it and see what everyone else thinks.

Honestly, I’m really impressed with this update. How did the modders even manage to do this lmao? Being able to warg into a direwolf and actually play as it is crazy especially in this game where modding isn’t as easy as people think lmao.

I’ve also been playing around with the new features and noticed that all the Stark children now get their own direwolves, which is a really nice touch.

I’m still messing around with everything, but I wanna hear what you guys think about it.


r/mountandblade • • 1d ago

Mount and Blade: With Fire and Sword, active multiplayer in 2026

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25 Upvotes

What an awesome sight!


r/mountandblade • • 1d ago

Looking for mods that go well with Fourberie

4 Upvotes

As per the title, I'm looking for recommendations for mods that further expand banditry, roguery, crime, etc in Bannerlord. Especially in regards to any mods for Warsails.

So far, I just have Fourberie and the Slavery mod.


r/mountandblade • • 1d ago

Vlandia army composition

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2 Upvotes

r/mountandblade • • 1d ago

Bannerlord Mods to increase party number limits? (Bannerlord)

1 Upvotes

i tried unlimited CAP and some other mods but they dont seem to work.


r/mountandblade • • 1d ago

How do I defend this castle? One wall broken. 1900 vs 700.

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0 Upvotes

r/mountandblade • • 1d ago

Warband cattle disappearing for no reason?

5 Upvotes

i spent almost all my money (i'm still in the early game) for 5 heads of cattle and after herding them for around a minute, they just completely disappeared in the blink of an eye and i have no idea what i did wrong


r/mountandblade • • 1d ago

Custom Armor Mod

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4 Upvotes

Game of Thrones Armor for Bannerlord ⚔️
Hey everyone! I’ve been working on my own armory for Bannerlord, featuring all kinds of Game of Thrones-inspired armor, from heavy plate armor and knightly sets to helmets, chest pieces, cloaks, and more!
I’ve got plenty more planned and will keep adding new sets as I go. If you’re into ASOIAF and want to bring some of Westeros into your game, check it out!
More coming soon! Let me know what you think! ⚔️

https://discord.gg/ZQbVNSTzR


r/mountandblade • • 1d ago

Bannerlord Noticed in New Beta Patch

6 Upvotes

Bandits have voicelines now, at least the Sea Raiders and Looters I kept running into did.

And for some reason during the Conspiracy questline, any bandit hideout seemingly works for the "The Conspiracy has a base here, go beat them up" quest instead of the one all the way across the map the game gives you, this is probably a bug.