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Dev Blog & Trailer: Introducing the Nords



Greetings Warriors of Calradia!

In this War Sails developer blog, we’re turning our prow toward the untamed North to introduce the Nords. We will trace their backstory, culture, and highlight what defines the kingdom — covering architecture, equipment, troops, and more. Stick until the end to get a glimpse at the pirates that will prey on Calradia’s waters. As always, please note that some details may still change as we get closer to the release.

Join us in watching the new trailer showcasing the Nords!

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[h2]The Nords[/h2]

In Calradia’s far-northern reaches, long before a single crown united the Nordvyg, each settled fjord kept to its own — relying on the sea for survival. The local chieftains had their longships sail south bearing walrus ivory, whale oil, and fish to sell – then return to the fjords laden with plunder and captives.

Until recently, southerners could take comfort that the half-dozen so-called "kings" of the Nordvyg each controlled little more than a shrine or slave market surrounded by a wooden palisade. A generation ago, however, Volbjorn the Hungry returned from a decade in the empire's Vaegar Guard with great riches. He used this wealth to bend the northland to his will, forcing its chieftains through blood and bribery to pledge themselves as his jarls.

Today, his son rules, and though the bonds holding this new realm together are weak, they may be strengthened by turning their vassals' attentions to conquest. Volbjorn’s son, Halthdar the Golden of clan Throsniring, now rules from Thronderlag. He is a seasoned warrior who would otherwise be beloved by all who followed him into battle and feasted alongside him, but he is a king in a land still unhappy to be a kingdom. Many blame him for his father’s sins and would gladly return to the old days when they answered to no one.

Halthdar “the Golden” Throsniring In-Engine Cinematic

[h2]Nord Homelands[/h2]

On the map, Nord lands run from the Jumne River in the east across Nordvyg to the isle of Beinland in the west, with four towns — Hargard, Thronderlag, Gretysfjord, and Hvalvik. Hargard, for example, stands on a rocky bank of the Jumne River, founded by Nordic tribes from the western fjords several generations ago. Today, it serves as the meeting place of Nords, Vanni, and Sturgians, all harvesting the wealth of the river valley to sell to the peoples of the south.

Hargard Town

Here and throughout the North, life follows the old ways — longhouses serve as home and council hall, shipwrights turn pine and oak into longships, and each clan keeps its own sagas. Across the land, the Nordvyg is built of timber and turf, with mossy thatch, curved roofs, and dragon-headed beams. The walls of Nord towns and castles follow the lay of the hills, their lines bending with the land. Timber or stone towers rise above sturdy palisades, the logs set atop foundations of solid stone.

Nord Gatehouse Levels Concept Art

Past the palisades, the tavern greets friend and stranger alike — nets on the beams, a hearth at its heart, and long tables carved with the marks of many feasts. Higher still rises the keep, where the jarl’s high seat faces the hall, and chambers lie just beyond a screen of wood and wicker.

Nord Tavern and Keep

Yet beyond these halls lies the true breadth of the Nord realm — the northern frontier, where the land itself shapes every path and battlefield. Along the coasts, rugged peaks rise steeply above the waves; inland, dense green forests close around the road; and farther still stretch wide, stony fields with only scattered trees.

Northern Battle Terrains

[h2]Nord Equipment & Troops[/h2]

Nord warriors arm themselves for the sea and the hard ground alike. Their round shields may be plain, painted, or decorated. They wield hand or long axes, and spears in the shield wall, with javelins and throwing axes to hurl before the clash. Straight-edged swords hang at their sides, while the finest among them carry the Atgeir — a long-hafted blade for the strongest arms. Their armor ranges from padded coats and tough leather to mail shirts, with cloaks thrown over the shoulders against harsh weather. Helmets are made to give clear sight and easy breath, for a man must keep his wits when the deck creaks beneath him.

Nord Shields Concept Art

A Nord warband begins with the Younglings — men barely old enough to grip a shield, armed with little more than a hatchet and courage. From there, the path divides.

Those who take up the bow train as huntsmen of the woods and coasts, growing into seasoned archers in mail, able to loose volleys across a clearing or a ship’s deck.

Those who stand in the shield wall start as Drengr, before branching into the axe or spear traditions. The axe path leads from hard-bitten warriors to the fearsome Berserkr or the mighty Skjaldbrestir. The spear path climbs toward the wolf-cloaked Ulfhedinn, wielders of the deadly Atgeir.

Regular Nord Troops In-Engine Cinematic

As in every land, warriors of higher standing follow their own road to war. They begin as Aettlingr, young fighters trusted with their first shield, and rise to Thegn, proven arms in their jarl’s service. From there, they serve as Jarlsmenn and Hirdmenn, each step bringing finer mail, sturdier steel, and shields worthy of their rank. Only the fiercest and most loyal earn the honor of bearing the decorated round shield of a Huscarl.

Noble Nord Troops In-Engine Cinematic

At this point, forgive us for jumping out of in-universe “talk,” but there was no other option! With the arrival of naval battles, we are also adding new troops — mariners. For these warriors, the roll of a deck and the creak of timbers are second nature, and unlike others, they suffer no penalty when the fight moves to sea or river. Among the Nords, every warrior is a mariner, giving their warbands greater readiness for battle on the water. The Khuzaits have no such troops, while others field only a handful of dedicated mariners. Soldiers untrained for ships see all their skills diminished when battle shifts to the deck and sail. Mariners fight well on land too, though their lighter gear — suited for speed aboard ship — can leave them at a disadvantage against heavier foes ashore.

When the fighting moves inland, Nord captains rally their warriors beneath new battle banners. Their flags follow the classic Viking shape — a quarter-round cloth hung from a crossbar, fringed along the curve, and crowned with a carved beast’s head. As with other cultural banners, each design brings its own effect in land battles — some reduce the horse’s charge damage, while others rattle enemy morale.

Nord Battle Banner Cinematic

[h2]Character Creation[/h2]

When you launch a new War Sails playthrough, the culture choices will now, of course, include the Nords. As a seafaring folk, they sail faster on rivers and in coastal seas, as well as acquire more loot from raiding villages, villagers, and caravans. That said, their armies suffer from greater cohesion loss when on land.

Next, you will be greeted by the appearance selection screen. A host of new options — 19 in total, including fresh beards, hairstyles, and tattoos — await you here to help shape a face fit for the high seas and battlefield alike.

New Tattoos, Hairstyles, and Beards

After choosing the Nord culture and your appearance, you will be greeted by the family background screen adjusted to the Nordic ways — one of several game systems we have integrated Nords into. Your choices here draw from Nords' history and tradition, making each starting path feel true to their lore. We extended the same care to other game systems, such as child education, which now includes Nord-specific prompts and outcomes. As with every culture, joining the Nord kingdom earns you a gift from the king, and victory in their tournaments brings culture-specific rewards. We also introduced 14 new Nord-themed banner icons — with the Nord faction emblem remaining exclusive to the Nords.

New Nord Banner Icons

[h2]Pirates[/h2]

Once you take to the seas, it won’t be long before you cross paths with pirates. They roam the waterways much like looters on land, sailing in bands of two or three light and medium ships, and haunting busy ports in search of unprepared travelers. A hard fight can leave their hulls splintered and crews bloodied, yet given time, they always return replenished to menace the trade routes again. In the southern waters, you may encounter Corsairs — their look drawn from the pirates of the Barbary Coast, with new gear crafted to match. Their ranks rise from Corsair to Corsair Warrior and finally Corsair Chief. In the northern waters, you will face Sea Raiders, the shipborne version of their land counterparts.

Corsairs In-Engine Cinematic

And that wraps up another War Sails developer blog! Drop any questions you might have in the comments below, and join us on our socials where we continue to share development updates.

War Sails Q&A #3

[p]Greetings Warriors of Calradia!

Our “Setting Sail” dev blog revealed the expanded Calradia coming with War Sails as well as the new campaign gameplay mechanics — and your questions quickly followed. Below you’ll find answers to some of the most common ones since our last Q&A.[/p][p][/p][p]Got something else you’re curious about? Drop your questions below — we’ll be picking some for the next Q&A![/p][hr][/hr]
General
[p][/p][h3]Is the new expanded/changed map from War Sails also in the base game, or do you have two different world maps?[/h3]
  • [p]There will be two separate world maps - the existing one for the base game and the new one for War Sails. The latter will contain changes relevant to naval gameplay and the new Nord faction discussed in our last blog.[/p][p][/p]
[h3]Will bridges interrupt sailing on rivers?[/h3]
  • [p]No, bridges won’t disrupt your naval voyage.[/p][p][/p]
[h3]How many towns and castles will the new Nord kingdom control?[/h3]
  • [p]Four towns and ten castles, though the exact number of castles may still change slightly as we balance the experience.[/p][p][/p]
[h3]What food will the Nordic villages produce?[/h3]
  • [p]The harsh environment of the North makes it harder to produce surplus grain, leaving the Nords to rely more on fish. Several villages across the map also had their production changed to accommodate the new Warlus Ivory and Whale Oil trade goods, as well as to boost fish yields, bringing them on par with grain as another staple food source of Calradia. All of these will introduce new trade opportunities in combination with naval voyages.[/p][p][/p]
[h3]What will happen to the islands between the Aserai and the Empire?[/h3]
  • [p]They will no longer be there in the War Sails map.[/p][p][/p]
[h3]How will ships enter the Perassic Sea — due to the passage between Aserai and the Western Empire?[/h3]
  • [p]To open the seas, some land also had to give way. Two major crossings — once narrow land bridges — have been removed. The southern corridor between Quyaz and Ortysia, and the northern pass linking Omor to Varnovapol. This allows for travel into two massive bodies of water, which would otherwise be blocked off.[/p][p][/p]
[h3]When forming a naval army, does each party have to own and maintain its own ships, or can an army leader supply vessels for everyone?[/h3]
  • [p]Each party is responsible for acquiring and maintaining its own ships. However, armies may set sail even if not all linked-up parties have ships, as long as some parties in the army have them. Additionally, a low ship vs troop ratio penalizes the army’s campaign movement speed.[/p]
  • [p]Shipless parties “on route” to join the army try to link up on land or move to the last known army embarking position if the army is already naval. Once the army disembarks, they attempt to link up via land again. Parties in this limbo state also take care of their urgent needs, like acquiring food or avoiding significant threats.[/p]
  • [p]The army creation menu contains information about which summonable parties have ships — allowing you to make informed decisions that impact your army’s effectiveness on waterways.[/p][p][/p]
[h3]In the previous posts, you mentioned how horses take up inventory space on ships and do not provide a naval speed bonus. Does this apply to cavalry units, and will the AI have the same restrictions as the player?[/h3]
  • [p]Yes, it includes both cavalry and horse archers. This system benefits factions like the Nords, who rely more on mariner troops, while limiting cavalry-heavy factions like the Khuzaits. The AI follows the same restrictions as the player.[/p][p][/p]
[h3]Will we have a skill or a companion that can predict the storms?[/h3]
  • [p]The Boatswain skill will reduce the negative effects, though the storms themselves aren’t predictable. These dynamic weather events will move across the sea and deal damage to ships caught in them. Players will be able to spot storms forming thanks to visual cues like dark clouds and thunder during a brief buildup phase. While you can’t forecast their paths, careful navigation and good ship stats can help you pass through safely or avoid them entirely.[/p][p][/p]
[h3]Can you order your ships to meet you at a port while you're elsewhere, or do you need to be at the port before you summon them?[/h3]
  • [p]You need to be at the port yourself — ships can only be summoned to the port you're currently in.[/p][p][/p]
[h3]Will ships always have a fixed waiting time to arrive when summoned, or does it depend on how far they are from the destination port?[/h3]
  • [p]Arrival time depends on distance, but it's shorter than regular travel time. Certain perks can reduce it even further.[/p][p][/p]
[h3]If a town is captured while our ships are docked there, will we lose them? And does the same apply if enemy ships are docked when we take the town?[/h3]
  • [p]No, ships will automatically leave the port when the town changes hands, regardless of who owns them. However, they will not be interactable — you will need to visit another port to summon them.[/p][p][/p]
[h3]Do blockade-breaking naval battles take place in the port or open water? And near river towns, are river scenes used?[/h3]
  • [p]They take place in coastal waters for seaside towns, and river battles are triggered for riverside towns.[/p][p][/p]
[h3]How will the AI nobles decide whether to follow a land or naval path?[/h3]
  • [p]For each journey, the AI will weigh a land-only route against one that uses waterways. It will compare their travel time — which is impacted by many factors like equipped ships, mounts, troop counts, inventory weight, etc. It will then estimate the damage the water route would inflict on the vessels. If the ships’ current condition (plus a safety margin for unforeseen trouble) can withstand that wear, the party will choose the route that includes water; otherwise, it will stay on land.[/p][p][/p]
[h3]How and when will the AI nobles decide to acquire ships?[/h3]
  • [p]AI nobles aim to maintain enough ships to transport their party efficiently, with many factors taken into account. When evaluating a suitable party ship composition, they will target to have a capacity that comfortably exceeds the maximum party troop size to allow for flexibility (like taking prisoners or losing a ship). On the other hand, they will avoid compositions with too large of a skeletal crew — to prevent movement speed penalties. They also prefer balanced ship compositions with light, medium, and heavy ships, and those that align with their own culture. For example, a large party might get one of each ship type before acquiring a fourth one, while smaller ones may field just one or two. In practice, this means AI parties favor type variety and slightly overcompensate to stay mobile, though they’re also mindful not to significantly impact their clan’s treasury with their ship purchases.[/p]
[h3]Why is the expansion coming only to current-generation consoles?[/h3]
  • [p]War Sails makes use of several systems and improvements that benefit from the performance and capabilities of newer hardware. Focusing on current-generation platforms allows us to make design decisions that lead to a better overall experience across all platforms.[/p][p][/p]
[h3]Besides the announced town and castle project changes to the base game, will there be any other adjustments to settlement income?[/h3]
  • [p]Yes — tariff income has been significantly rebalanced to diversify town income sources. Previously, tariffs made up only a tiny fraction of a town’s income (around 2%), but they will now contribute about 30% on average and can reach over 60% in trade-heavy towns like Danustica. This change will encourage players to consider trade routes and town specializations more carefully, making settlement management and project choices more meaningful.[/p]
[p][/p]
Modding
[p][/p][h3]Will the .NET version used by the game (and server) executables be updated?[/h3]
  • [p]We’ve experimented with newer .NET versions, and plan to continue during less busy periods.[/p][p][/p]
[h3]Will the new XML editor announced for the base game also work with the War Sails DLC?[/h3]
  • [p]Yes.[/p]

Mount & Blade 2's naval expansion will have complex sailing with wind, currents, and respect for a boat's draft




This year will see the release of the first major expansion for Mount & Blade 2: Bannerlord, following three years of updates since its 2022 release. Previously delayed from summer to fall, the War Sails expansion will take your medieval fantasy adventures and conquest to the high seas, adding ownership of ships and naval combat to the detailed land battles...
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Mount & Blade II: Bannerlord's War Sails expansion is terraforming the land to encourage maximum boat bastardry

Sorry, historical farming village folk. You live in the sea now. Ok, fine. By the sea. But that's the best we can do. Mount & Blade II: Bannerlord's War Sails expansion is due this Autumn, and TaleWorlds have put out a new deep dive blog covering what to expect from the big battle strategy RPG's first foray into wavely warfare. Shiver me tambourines and other such phrases that would have confused a viking, here's the first trailer in case you missed it.


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Dev Blog: Setting Sail

[p][/p][p]Greetings Warriors of Calradia![/p][p][/p][p]Welcome to the War Sails developer blog series. We’re excited to share our progress on the features taking shape, though as with all things in development, please note that details may shift as we navigate our course towards the release of the expansion in Early Fall 2025.[/p][p][/p][p]With War Sails, Calradia’s horizons have grown — quite literally. Today, we want to take you behind the scenes of the world map expansion and share how we’ve reshaped the land and sea to support the introduction of the newly added Nords faction and naval gameplay. We’ll also be diving into the systems that shape life at sea — from the flow of ship movement to the tactics of naval blockades, and the stormy hazards that test every voyage across Calradia’s waters.[/p][p][/p][h2]New Shores, New Struggles[/h2][p]The world map in War Sails now stretches beyond its former borders with an expansion to the north. We can divide these additions into three parts, starting with a new rugged long strip of a south-facing coastline — the Nordvyg proper. Passing through this terrain often means crossing rocky mountains and pushing through valleys filled with dense forests, not to mention the icy, cold winters.[/p][p]
Nordvyg proper[/p][p][/p][p]To the west of Nordvyg and across the sea, we find a recently colonized Island of Beinland — the land of bones. This refers to either the walrus ivory that drew the original settlers there or the remains they left along its desolate shores.[/p][p]
Island of Beinland[/p][p][/p][p]To the east of Nordvyg, you may find yourself wandering through the Jumne river area, where mysterious burial pits left by some long-forgotten people lie scattered along the riverbanks. The river runs south, eventually reaching Khuzait lands, allowing Nords to raid and trade along the shores of lakes Laconis and Tanaesis.[/p][p]
Jumne river area[/p][p][/p][h2]Strategic Considerations & Blockades[/h2][p]Adapting Calradia for naval travel meant more than opening the seas — it required reshaping the very veins of the continent. Certain rivers have been widened to support inland navigation, allowing ships to reach far beyond the open sea, while bridges have been reconsidered to maintain vital overland routes. [/p][p]
Widened rivers[/p][p] [/p][p]Several towns have also been relocated closer to water, weaving them into the expanding maritime trade network. For settlements now hugging rivers and coasts, danger sails closer — rival ports are now just a voyage away. To meet this new maritime threat, both parties and armies can now travel by water, gaining access to naval movement and combat. Armies, in particular, are restructured into fleets once they set sail — retaining much of their land-based functions, though with some changes and limitations.[/p][p][/p][p]Parties with ships and fleets play a major role in supporting sieges of coastal settlements — not by storming towns from the sea, but by enforcing naval blockades that cut off reinforcements, trade, and escape. When a force besieges a coastal settlement and has ships available, a blockade is automatically formed once the siege camp is established.[/p][p][/p][p]Naval blockade[/p][p][/p][p]Maintaining a blockade introduces new risks and decisions. Enemy naval parties may attempt to aid the defenders — the besieging player must then choose to engage in a naval battle or withdraw. Victory keeps the blockade intact; defeat lifts both the blockade and the siege; withdrawing preserves the land siege, but allows enemies to reinforce the town by water. [/p][p][/p][p]The player can also attempt to reinforce a besieged town from the water — either by breaking through the blockade at the cost of some troops, or by attacking the fleet directly to lift it. Likewise, if trapped inside, they may try a costly breakout or sally out straight for the enemy ships.[/p][p][/p][h2]Hoisting the Sails[/h2][p]Your naval journey begins at any town with access to the sea or a river. From these ports, you can purchase or sell ships, repair and upgrade them — all for the right price in denars. Ships can also be given to your clan — either through the port, which requires a few days and a small escort of troops for delivery, or instantly by speaking to the clan members directly, where you can also take command of any ships they currently control.[/p][p][/p][p]Ship management[/p][p][/p][p]Once your ships are ready, you're free to set sail in any direction across Calradia’s expanding waters. You can then return to any town with naval access or disembark at suitable landing areas — though some coastlines, such as sharp cliffs and rugged shores, are not accessible for landing. Disembarking and boarding take time based on your party size and inventory weight, so consider this when pursuing enemies or trying to escape quickly.[/p][p][/p][p]After landing, however, you may find yourself busy raiding and sieging enemy settlements, eventually wandering far off from your ships. To set sail again, you can either head back to your anchored ships or make for the nearest coastal town and summon your ships to meet you there.[/p][p][/p][h2]Naval Speed, Wind & Currents[/h2][p]How swiftly you cut through the seas on the campaign map in War Sails depends on a range of factors, from ship design to shifting winds. A party’s base speed is determined by the ships it commands — their hull types and any upgrades they have. Ships with shallow drafts — like the Nordic longships — gain a speed bonus in coastal and river waters but are slower on the open sea. Open waters themselves offer a speed boost, while going over crew or cargo limits and operating with too few crew members leads to slower movement. Larger fleets also suffer penalties, mirroring the mechanics of land parties.[/p][p][/p][p]Movement speed over water is dependent on typical wind direction and local currents, which is represented visually by the direction of the waves and an arrow indicator. Ships going against the wind on the campaign map will automatically be shown with lowered sails.[/p][p][/p][p]Ship movement on the campaign map[/p][p][/p][p]To give an example, sailing downstream along a river is noticeably faster than going upstream, and not all rivers have the same flow strength. The seas, too, have defined flows — these do not shift over time and are set through a flowmap that influences movement speed across the water bodies.[/p][p][/p][p]Flowmap in the scene editor (not visible while playing)[/p][p][/p][h2]Sea Attrition, Seaworthiness & Storms[/h2][p]Life at sea in War Sails wears down even the sturdiest hull. Ships take gradual damage when navigating the open sea and when under harsh weather conditions. This damage is influenced by weather strength, ship size, and a vessel’s innate seaworthiness — a stat that helps reduce the toll the seas take.[/p][p][/p][p]Previously mentioned wind effects are further intensified when sailing through storms. Storms are circular, dynamic weather events that move across the open seas with various degrees of strength and sizes, all the way up to hurricanes. They can form at open sea, and then continue to grow — or dissipate when crossing land terrain.[/p][p][/p][p][/p][p]Storms[/p][p][/p][p]Traveling into a storm is dangerous, but with the right ships and distance from the storm’s eye, it's possible to ride the outer edge and gain speed without taking damage. Managing your ship’s condition is vital — damaged ships must be repaired at port, and poor planning can leave your vessels battered or even destroyed long before the enemy arrives.[/p][p][/p][p]But what happens if you lose all your ships at sea? If you're not captured by the enemy, you and your surviving troops will make a desperate journey on rafts to the nearest shoreline — but not without cost. Along the way, some units may die or get incapacitated due to starvation. The same applies if you escape captivity while still at sea — you'll drift alone to shore on a raft.[/p][p][/p][p]And that’s a wrap! We will be answering your questions in another War Sails Q&A next week, so drop them in the comments below. In the meantime, join us on our socials where we continue to share development updates and chart the course ahead for War Sails.[/p]