Culture is a concept in Mount&Blade II: Bannerlord and Viking Conquest.
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.