Welcome to The Ranger's Apprentice mod, based on the Ranger's Apprentice series by John Flanagan
(and here's a link to the Australian website which is more up-to-date
). It isn't based on the storyline but rather the people and lands of the world in the story. Board Rules/Information
Other Language Forums
- Post whatever you want as long as it fits the Global Rules and Regulations
- Post your bugs in the **Bug Corridor**. If it is unable to be resolved, it will be added to the Official List of Known Bugs
- The main forum area is known as the Great Hall. It is where most topics and posts should be. The stickied threads are for their sole purposes only (**Chamber of Art** = Screenshots and Screenshot Discussion; not recount of your battles. That goes in the Great Hall.)
- The To-do List will regularly be updated. Check back to this thread for details of updates.
If you're not a native speaker of English, perhaps you might like to take a look at our threads in other languages scattered across the Taleworld forums:Turkish Forum
| Turkish Controller - Oguzhan
If you are interested in becoming a language controller, post your interest into the High Tower
. Using Work from The Ranger's Apprentice in other Modules
If you would like to use work from this mod in your mods or to merge with other existing mods, please follow the relevant steps below:
- Send a Personal Message to the Chief Moderator (You can find a list of the current team in the High Tower) requesting the use of their material.
- Make sure you specify what it is that you want to use.
- If permission is granted, you may use the materials. Please credit the orginal makers with the following:
- Whatever material by whatever moderator of The Ranger's Apprentice
Note to players: Please play unrealistic mode (that is, don't choose realistic when first starting your character) as it will enable you to fix a long-standing bug described in the Bug CorridorFeatures
New towns, castles and villages
Larger party sizes
A specific troop has extremely fast horses
Much stronger troops
Larger battles within town centres and halls
More chance of receiving castles from the king
Larger tournament bets
New initial choices
You can command larger parties
New set of Quick Battles
Stronger lords and kings
Larger ransom sums
Villages offer new faction troops after being conquered
Multiple Siege Ladders
Double-knife defense from the series stories
More Lords Parties
A new pack of weapons and armour
Duelling with lords, kings and companions
Faster siege towers
More Metal Sound mod integrated
More mercenariesTo-do listVersion 4.00
Seeking a new Chief Moderator!Maps
Araluan IslandFactionsOther factions will be included later (Gallica, Celtica, Hibernia etc...)The texts are courtesy of mightywolve, our Chief Advisor, who has sourced them from John Flanagan's quotes.
Kingdom of Araluan
Araluen is an island off the coast of the continent. To the north is the land of Picta, home of the wild Scotti tribes. In the south west corner is the country of Celtica, at present an ally of Araluen, with a mutual defence treaty.The Araluans are ruled by King Duncan and the country is divided into fifty fiefs. These vary in size and importance but each is administered in the King’s name by its own Baron. Among the most important of the Araluen fiefs is Redmont, where Will grew up and was eventually apprenticed to Halt.
Araluen is essentially a peace loving country but when necessary, it can call on the skill of its warrior-knights, trained in the Battleschools attached to its various fiefs. The King also has at his disposal the Corps of Rangers – fifty highly trained men, skilled in archery, camouflage and secret movement. They are his most valuable fighting force.Araluen is home to most of our principal characters. It bears a passing similarity to England, Cornwall and Scotland in mediaeval times.
The Rangers are Araluen’s special forces troops, equivalent to the modern day SAS or Green Berets. They are Duncan’s Intelligence force. Each Ranger is an expert archer and knife thrower. They have also mastered the art of camouflage and unseen movement. They live by their wits and their courage, often going into situations where they are heavily outnumbered.
I’m occasionally asked if I borrowed the term Ranger from Tolkien’s Lord of the Rings. In fact, I was influenced by the US Army’s World War II Rangers – the equivalent of the British Army’s commandos - and by the legendary Texas Rangers , a group of lawmen who originated the formula “One riot, one Ranger.” It’s a concept that seems to sum up the qualities and abilities of the Araluan Rangers.
Sometime enemies, sometime allies to Will and his friends, the Skandians are a seagoing race of warriors from a frozen northland. They raid the coast of Araluen and countries on the main continent, travelling in their fast Wolfships. The Skandians are big, noisy, enthusiastic warriors, fond of singing and drinking. Their weapon of choice is the battleaxe. Skandians make faithful friends and fearful enemies.
Obviously, the Skandians are based on the Vikings of our world. Although, as I mentioned on the map page, Skandia is a good deal further east than Skandinavia. Another point of difference lies in their horned helmets. Skandians wear them. Vikings didn’t.
The Arridi Territories
To the south of the Constant Sea lies the land of Arrida. It’s a bare desert country and its dominant people are known as the Arridi. They are a sophisticated nation with well planned and comfortable towns and cities. The Arridi light cavalry rivals that of the Temujai in professionalism and skill. There are also the Bedulli, a tribe of desert nomads who remain proud and independent of the Arridi.
And there are the Tulaga – the Forgotten of God. These are bandits and assassins who roam the desert areas, rising up from time to time against the Arridi rulers. You’ll meet them all in the seventh book.
It’s pretty obvious that Arrida is based on North Africa and its people. The Constant Sea equates to the Mediterranean. Why the Constant Sea? Well, the Mediterranean is tideless, so in a way it’s unchanging – or constant.
The Temujai Protectorates
Led by General Haz’Kam, the Temujai are a fierce race of mounted warriors from the Eastern steppes, which lie beyond the limits of our maps. Undefeated in battle, they are highly organised, courageous and dedicated fighters. Their aim is to conquer the continent and eventually, Araluen. To this end, they mount an invasion of Skandia.
The obvious inspiration for the Temujai are Ghengis Khan’s Mongol armies, which over ran Russia and parts of Europe. There’s a nod given to this resemblance in the fact that Genghis Khan’s given name was Temujin.
These are the untamed clans from north of the border with Picta. Fierce fighters, implacable enemies. With their tartan cloaks and kilts and their huge broadswords, it’s not too hard to see that the Scotti are based on the Highland clans of Scotland in our world. We meet them in Book 6.
Kingdom of Araluan
The Kingdom of Araluan has the most complicated and balanced troop tree with infantry, cavalry, and two different types of archer: the Rangers being mounted and highly dangerous, the normal archers being the ones that shoot in massed groups.
Rangers will be mounted archers with incredible skill and power; almost invincible
*Araluan Master of Arms can choose to stay on foot (Araluan Guard) or change to the mounted upgrade line (Araluan Heavy Cavalry)
=Araluan Mounted Infantryman=Araluan Man-at-arms=Araluan Cavalry=Araluan Heavy Cavalry=Araluan Knight=Araluan Royal Knight
=Araluan Infantry Militia=Araluan Infantry
=Araluan Sergeant=Araluan Sergeant-at-arms=Araluan Master of Arms*=Araluan Guard=Araluan Royal Guard
Araluan Peasant=Araluan Militia
=Araluan Longbowman=Araluan Royal Sharpshooter
=Araluan Ranged Militia=Araluan Archer
The Ranger Corps
The Ranger Corps are the elite branch of the Kingdom of Araluan, so skilled in fact, that they bely their own faction. At times however, peace may not always prevail between the two factions and the Ranger Corps are as sure as any to take out an entire Kingdom! (Please note in V3.00, the Ranger Corps is a part of the Kingdom of Araluan.
=Araluan Ranger=Araluan Senior Ranger
Araluan Apprentice Ranger
=Araluan Royal Scout
Skandians have a very simple troop tree and all Skandian units above crewman have the ability to throw axes (they can also carry more axes), as well as use them!
Skandians will also have Slave Archers, which will progress independantly from the Skandian troop tree and will be of mercenary type. The final upgrade goes to Araluan Archer, which reflects the treaty at the end of the 4th book.
Skandian Recruit=Skandian Crewman=Skandian Raider=Skandian Axeman=Skandian Berserker=Skandian Jarl
Slave Archer=Skilled Slave Archer=Araluan Archer
The Arridi Territories
The Arridi have a reasonably complicated troop tree with cavalry, infantry and archers. They have masters of every field!
=Arridi Swordsman=Arridi Sergeant=Arridi Swordmaster
=Arridi Scout=Arridi Horseman=Arridi Horsemaster
=Arridi Spear Guard
Arridi Peasant=Arridi Militia
=Arridi Militia Bowman=Arridi Bowman=Arridi Senior Bowman=Arridi Bowmaster
The Temujai Protectorates
The Temujai have a simple troop tree and are unique in that all their troops (including the recruit) are mounted. They all use almost identical weapons but are separated by physical strength and skill. The Kaijin in particular are the most dangerous, with lightning fast shots and pinpoint accuracy, all from horseback!
=Temujai Scout=Temujai Intellience=Temujai Kaijin
Temujai Recruit=Temujai Horseman=Temujai Sergeant=Temujai Commander
=Temujai Captain=Temujai Group Captain=Temujai Lieutenant=Temujai Marshal
Setting up Your Formation Controls (Keyboard Setup) - V2.00
The wild Scotti have a simple troop tree divided into infantry and archers. They are much more focussed on strength and speed, rather than the skill of their Araluan counterparts.
=Scotti Warrior=Scotti Tribal Warrior=Scotti Tribal Master=Scotti Warrior Leader=Scotti Berserker
=Scotti Knife-thrower=Scotti Tribal Knife-thrower=Scotti Knifer
Getting a Battle Set Up - V2.00
- Go to Camp => Take an Action => Formation Controls
- Set up your controls here. It should be pretty self explanatory what each key does. If you don't understand, just post your question in the Great Hall
- I would also recommend that you disable (untick) the formations for AI. With it off, your computer-controlled enemies won't use formations, however, they will be more likely to attack you. With AI formations on, they sometimes stand in a formation without moving.
- And you're done!
- Hire a hero
- Speak to the hero and tell him/her that you wish to appoint them commander
- Appoint them as a commander of whatever battle (it begins with vaward battle)
- Immediately, go to Camp => Take an Action => Formations Battles (or something like that)
- Summon the battle you just made and it will come up with a window for you to add troops to the battle
- After finishing that, you're done! You can now command battles (or groups) of men with a commander for each battle (your hero)