Frankmuddy
Veteran

What is it?:
Calradia: The Ways of the World is intended to become a content expansion mod for Warband single-player.
Proposed Features:
1. Revised and expanded troop trees. More troop types will be added to take better advantage of the finer control Warband allows over player troops. For instance, dedicated skirmisher units, lightly armed and equipped with bows and throwing weapons, for each faction. Dedicated peasant spearman units for most factions. Lightly equipped Nord mounted scouts similar to those in multiplayer. Great Weapon heavy infantry equipped with heavy, two handed weapons for creating breakthroughs in the enemy line, and standard heavy infantry with shield and sword for main line fighting. Lightly armored but highly skilled units for rapid, mobile raiding. Brigands, ruffians, and thugs as disposable fodder to be sent ahead of the battle line to entangle enemy troops. Shield Maidens out proving that a woman can fight just as hard as a man.
The intent of the expanded unit trees is to allow the player more and finer tactical options. For instance, a player might have a core of infantry, several light cavalry, a group of archers, and a group of dedicated skirmishers. Alternately, the player might create several groups of infantry, with heavily armored great weapon infantry in the center, lesser Heavy infantry to either side, and pikes on each flank to resist cavalry envelopment.
2. More Personages and mini-Factions. Expanded world map activity.
TWW intends to add many new named individuals to the game, broken up into a variety of 'factions'. These would include Merchants, who were historically quite powerful, bandit chiefs, Mercenary captains, scholars and clerics, and others. These individuals would have their own stories, allies and enemies, and associated quests.
Merchants would occasionally accompany their caravans, and hire mercenaries to attack their enemies. Merchant caravans would have units distinct from Noble retinues.
Bandit captains would lead bandit mini-factions in a fashion similar to Noble Lords, and have somewhat tougher and better equipped bandit troops. They would also be capable of launching campaigns similar to those of Marshalls, assembling a host of bandits to sack and burn several towns before dispersing. bandit leaders could be captured, pardoned, or imprisoned. It would be possible to parlay with bandit leaders for safe passage, and even to befriend them. Bandit leaders would have associated 'hidden villages' that bandit factions would war among themselves to control.
Mercenary captains would be counterparts to the players own adventuring hero, who would wander Caldradia and ally themselves with the various factions for limited terms. Mercenaries that are not currently aligned with a faction could be hired by the player for various purposes, such as raiding a village, accompanying the player for a time, protecting a village or castle, or waylaying caravans along a certain route. Mercenaries would be of various quality, with more capable captains commanding a higher price. Mercenaries would give the player loyal allies for as long as they could pay the considerable cost.
Scholars and clerics are learned men who travel the length and breadth of Calradia searching for knowledge and wisdom. Their monasteries and universities would be sparsely scattered across the land. A player who wished a more peaceful mode of advancement could put on the scholar's cap for a time, studying in the university libraries and undertaking meditation with holy men. From time to time they would be sent out into the world to retrieve important tomes of knowledge, to assist in the construction of some new work, to attend to a sick lord or plague stricken vilalge, to deliver notes and missives to patrons and lords, or to attend lectures and report on their content. This would provide the player with an alternate advancement path, a slow but steady path that focused on intelligence and related skills and rewarded the player with experience rather than worldly gain.
3. More political options
The player would be given more options to engage in political matters.
Before battle the player would be able to parlay with the enemy lord. depending the players reknown, honor, right to rule, wealth, and relationship with the other lord they would gain various options. For instance, a renowned, honorable, and persuasive might be able to convince a lord to resolve the battle with a contest between champions, in order to spare the majority of their men. A wealthy and persuasive player might buy a temporary amnesty from his pursuer, buying time to flee with gold. Or perhaps he could bribe an enemy lord to go to so and so place, to ambush an allied lord whom the player wishes to see brought low. A player might offer to surrender himself on the condition that his men go free, or give the same offer to an enemy lord who is clearly outclassed.
More thoughts later. I'll be looking into the scripting for Warband and waiting for the module system to be released. In the meantime, I'll be updating this with ideas and possibilities that I'd like to see included in the game.
Spies
- Reduce morale of enemy in sieges by poisoning water supplies or burning stores
o Increases infamy if caught
- Hide weapons and armor in a town before a jail break
- Learn when a caravan is leaving, set up an ambush
- Kidnap a lady to apply leverage against her husband, father, or brother.
o Will lower your honor. A lot.
- Kidnap a merchant, extort gold from him.
- Send a spy to any town for a report on that factions status
- Send spies to open postern gates on some castles and allow you to enter and try to sieze the castle
- Spies have a high chance of failure. Spies are named individuals Several spies are in game, say ten. 6 are rubbish and will almost never succeed. 2 are traitors and will betray you. 2 are decent, and will succeed occaisionally. 1 is very good. Skill is assigned randomly at the start of each game.
Merchants
- Dealing with merchants will generally reduce a players standing with nobles.
- New Quest: Frame a rival – Merchant sends you to plant evidence of a crime in a rival’s house while the rival is away.
- New Quest: Warehouse Robbery – A merchant hires you to rob the warehouse of his rival. You must defeat the Warehouse Guards and steal the goods within. If you attempt this as a nobleman there is a good chance that rumor will spread and you will lose honor and renown.
- New Quest: Coup against Guildmaster – Help a merchant install his candidate as Guildmaster for the town by planting evidence calling his loyalty towards the faction into question.
- New Quest: Hunt down thieves – Thieves in town have raided a warehouse. Take your men and root them out.
- New Quest: Priority Shipment – Carry a valuable item across the length of Calradia. Time is of the essence.
- New Quest: Find the Caravan – A caravan is late to arrive. Find out what befell it
o Lost Caravan – the Caravan has become lost along the route. Find it and guide the caravan master to his destination
o Attacked by Bandits – you arrive just in time to help the caravan fend off a group of bandits
o Destroyed by Bandits – You find the caravan has been ambushed and destroyed by bandits. Track them to their lair and recover the goods
o Absconded – You find the caravan master tied to a tree near the road. The guards have stolen the goods and fled. Track them to their hide out and recover the cargo, then deliver it.
Villages
- Hide: A village that is fond of you will hide you from your enemies for a period of time.
- New Quest: Return runaway – Find and return a youth who has run away from the village. The youth may be captured by bandits, lost in the wilderness, or penniless in a town. A youth may, occaisionally, have found useful work and refuse to return, but send some money back to the village.
- New Quest: Deliver Appeal – The village elder wishes you to speak to the lord of the village on their behalf.
- New Quest: Plague – A fever is spreading through the village. Stay and use your medical knowledge to ease the peasants suffering.
- New Quest: Dedication – The village is building an important new structure and requests you appeal to a scholar or cleric to dedicate the structure.
- New Quest: Raids from rival village – Rival villages are rustling their neighbors herds. Capture some of the raiders and deliver them to their lord to end the raids.
- New Quest: Famine – A famine has occurred. Bring food to sustain the village
- New Quest: Wolves – The elder asks you to hunt wolves that are plaguing the village.
Clerics and Scholars
- Religion: Calradian ‘Religion’ is based on the reverence of famous ancestors. The major ‘Religions’ are the Old Calradic Religion, which is followed by Swadians, Vaegirs, and Rhodocks, the Nord Religion, followed by the Nords, the Khergit Religion, followed by the Khergits, and the New Calradic, Religion, followed by the Sarranid Sultanate.
o Old Calradic is based on the reverence of Calradon, 1st Emperor of Old Calradia. This mythic figure is supposed to have been the first to have united the land of Calradia in distant antiquity. His actions shaped the face of Calradia, and his line endured as Emperors of Calradia for a long time. Many noble families claim descent from Calradon directly, or from one of his many wives, children, inlaws, or close allies. The basis of the cycle is 1. Calradon comes to Calradia, 2. Calradon raises and army and conquers Calradia, 3. Calradon is betrayed by his brother, 4. Calradon and his brother are slain in the ensuing civil war.
o New Calradic places a more mystic bent on Calradon and casts him as a powerful speaker and scholar of great learning. In the New Calradic version of the story Calradon united most of Calradia by impressing the local chiefs and lords with his vast knowledge and using tricks and strategems to defeat them and convince them to join him. This contrasts the more direct mode of conquest in Old Calradic.
o Nordic religion involves the struggle for power of three ancient families, one of which is a family headed by Calradon. In the stories the two Nordic families vie with each other and with Calradon for power. When Calradon’s brother rises against him both Nordic families join him in outrage at this betrayal by family. While they are sailing across the sea to join Calradon Calradon’s brother uses deceit to slay many of Calradon’s families and retainers. When the Nords land Calradon is direly wounded and his forces are forced back to the beach at Wercheg. Dying, Calradon bestows Calradia on his honorable Nordic enemies, on the condition that they rule justly and do not allow his evil brother to usurp his rule. The Nordic families defeat the brother and establish the old Calradic empire. The brother flees across the mountains and founds the Khergits and the Sarranids.
o The Khergit religion concerns the adventures of Tenwaz, and only mentions Calradon in passing. Tenwaz wanders all about the steppe having adventures, and serves as a model for the ideal Khergit. In his old age Tenwaz unites the Hordes for the first time to avenge a wrong done to him by Calradon, and stages the first Khergit invasion of Calradia. When Tenwaz comes to blows with Calradon he learns that Calradon’s brother has set the whole thing up to distract Calradon while he seized the throne. Tenwaz assists Calradon in defeating his brother and establishing the Calradian Empire before returning across the mountains to his home in the steppe.
o Charterhouses
Equivalent to Monasteries in the Old Caldradic faith
o
- Universities
o Home to Scholars Mini-Faction
Scholars rarely or never fight and are neutral for all intents and purposes
Scholarly quests revolve around building, learning, books, paper, and knowledge.
o Study
Players may enter a university to study
Studying grants the player experience points over time
Players may read books while studying
Players who are studying will be sent on quests by the head of the university from time to time
Players with high intelligence will gain more benefit from study.
Players will occasionally discover interesting stories and tales during their studies
Players will be able to seek a patron, who will occasionally
give them a stipend or send them books or papers to study.
Players can send some heroes to study at a university. They will gain experience.
Some heroes will have special dialogue for Universities
o University Locations
Swadians, Rhodoks, Sarranids, and Vaegirs have Universities.
• The Sarranid university is on the coast near Shariz
• The Swadian university is near Dhirim
• The Rhodoks university is near Jelkala
• The Vaegirs University is near Khudan
o Scholars
Each University has a named Master, who is in charge of the University and gives the player quests.
Several travelling scholars move from University to University, and may offer quests
Nobles may stop at Universities briefly if they have nothing else to do
Scholars travel with small groups of mercenaries, and are neutral to all parties except bandits. They always escape when attacked. Players may attack them, but this will result in a loss of honor.
Scholars are rubbish fighters. Rescued scholars can be returned to Universities for a small reward.
-
Calradia: The Ways of the World is intended to become a content expansion mod for Warband single-player.
Proposed Features:
1. Revised and expanded troop trees. More troop types will be added to take better advantage of the finer control Warband allows over player troops. For instance, dedicated skirmisher units, lightly armed and equipped with bows and throwing weapons, for each faction. Dedicated peasant spearman units for most factions. Lightly equipped Nord mounted scouts similar to those in multiplayer. Great Weapon heavy infantry equipped with heavy, two handed weapons for creating breakthroughs in the enemy line, and standard heavy infantry with shield and sword for main line fighting. Lightly armored but highly skilled units for rapid, mobile raiding. Brigands, ruffians, and thugs as disposable fodder to be sent ahead of the battle line to entangle enemy troops. Shield Maidens out proving that a woman can fight just as hard as a man.
The intent of the expanded unit trees is to allow the player more and finer tactical options. For instance, a player might have a core of infantry, several light cavalry, a group of archers, and a group of dedicated skirmishers. Alternately, the player might create several groups of infantry, with heavily armored great weapon infantry in the center, lesser Heavy infantry to either side, and pikes on each flank to resist cavalry envelopment.
2. More Personages and mini-Factions. Expanded world map activity.
TWW intends to add many new named individuals to the game, broken up into a variety of 'factions'. These would include Merchants, who were historically quite powerful, bandit chiefs, Mercenary captains, scholars and clerics, and others. These individuals would have their own stories, allies and enemies, and associated quests.
Merchants would occasionally accompany their caravans, and hire mercenaries to attack their enemies. Merchant caravans would have units distinct from Noble retinues.
Bandit captains would lead bandit mini-factions in a fashion similar to Noble Lords, and have somewhat tougher and better equipped bandit troops. They would also be capable of launching campaigns similar to those of Marshalls, assembling a host of bandits to sack and burn several towns before dispersing. bandit leaders could be captured, pardoned, or imprisoned. It would be possible to parlay with bandit leaders for safe passage, and even to befriend them. Bandit leaders would have associated 'hidden villages' that bandit factions would war among themselves to control.
Mercenary captains would be counterparts to the players own adventuring hero, who would wander Caldradia and ally themselves with the various factions for limited terms. Mercenaries that are not currently aligned with a faction could be hired by the player for various purposes, such as raiding a village, accompanying the player for a time, protecting a village or castle, or waylaying caravans along a certain route. Mercenaries would be of various quality, with more capable captains commanding a higher price. Mercenaries would give the player loyal allies for as long as they could pay the considerable cost.
Scholars and clerics are learned men who travel the length and breadth of Calradia searching for knowledge and wisdom. Their monasteries and universities would be sparsely scattered across the land. A player who wished a more peaceful mode of advancement could put on the scholar's cap for a time, studying in the university libraries and undertaking meditation with holy men. From time to time they would be sent out into the world to retrieve important tomes of knowledge, to assist in the construction of some new work, to attend to a sick lord or plague stricken vilalge, to deliver notes and missives to patrons and lords, or to attend lectures and report on their content. This would provide the player with an alternate advancement path, a slow but steady path that focused on intelligence and related skills and rewarded the player with experience rather than worldly gain.
3. More political options
The player would be given more options to engage in political matters.
Before battle the player would be able to parlay with the enemy lord. depending the players reknown, honor, right to rule, wealth, and relationship with the other lord they would gain various options. For instance, a renowned, honorable, and persuasive might be able to convince a lord to resolve the battle with a contest between champions, in order to spare the majority of their men. A wealthy and persuasive player might buy a temporary amnesty from his pursuer, buying time to flee with gold. Or perhaps he could bribe an enemy lord to go to so and so place, to ambush an allied lord whom the player wishes to see brought low. A player might offer to surrender himself on the condition that his men go free, or give the same offer to an enemy lord who is clearly outclassed.
More thoughts later. I'll be looking into the scripting for Warband and waiting for the module system to be released. In the meantime, I'll be updating this with ideas and possibilities that I'd like to see included in the game.
Spies
- Reduce morale of enemy in sieges by poisoning water supplies or burning stores
o Increases infamy if caught
- Hide weapons and armor in a town before a jail break
- Learn when a caravan is leaving, set up an ambush
- Kidnap a lady to apply leverage against her husband, father, or brother.
o Will lower your honor. A lot.
- Kidnap a merchant, extort gold from him.
- Send a spy to any town for a report on that factions status
- Send spies to open postern gates on some castles and allow you to enter and try to sieze the castle
- Spies have a high chance of failure. Spies are named individuals Several spies are in game, say ten. 6 are rubbish and will almost never succeed. 2 are traitors and will betray you. 2 are decent, and will succeed occaisionally. 1 is very good. Skill is assigned randomly at the start of each game.
Merchants
- Dealing with merchants will generally reduce a players standing with nobles.
- New Quest: Frame a rival – Merchant sends you to plant evidence of a crime in a rival’s house while the rival is away.
- New Quest: Warehouse Robbery – A merchant hires you to rob the warehouse of his rival. You must defeat the Warehouse Guards and steal the goods within. If you attempt this as a nobleman there is a good chance that rumor will spread and you will lose honor and renown.
- New Quest: Coup against Guildmaster – Help a merchant install his candidate as Guildmaster for the town by planting evidence calling his loyalty towards the faction into question.
- New Quest: Hunt down thieves – Thieves in town have raided a warehouse. Take your men and root them out.
- New Quest: Priority Shipment – Carry a valuable item across the length of Calradia. Time is of the essence.
- New Quest: Find the Caravan – A caravan is late to arrive. Find out what befell it
o Lost Caravan – the Caravan has become lost along the route. Find it and guide the caravan master to his destination
o Attacked by Bandits – you arrive just in time to help the caravan fend off a group of bandits
o Destroyed by Bandits – You find the caravan has been ambushed and destroyed by bandits. Track them to their lair and recover the goods
o Absconded – You find the caravan master tied to a tree near the road. The guards have stolen the goods and fled. Track them to their hide out and recover the cargo, then deliver it.
Villages
- Hide: A village that is fond of you will hide you from your enemies for a period of time.
- New Quest: Return runaway – Find and return a youth who has run away from the village. The youth may be captured by bandits, lost in the wilderness, or penniless in a town. A youth may, occaisionally, have found useful work and refuse to return, but send some money back to the village.
- New Quest: Deliver Appeal – The village elder wishes you to speak to the lord of the village on their behalf.
- New Quest: Plague – A fever is spreading through the village. Stay and use your medical knowledge to ease the peasants suffering.
- New Quest: Dedication – The village is building an important new structure and requests you appeal to a scholar or cleric to dedicate the structure.
- New Quest: Raids from rival village – Rival villages are rustling their neighbors herds. Capture some of the raiders and deliver them to their lord to end the raids.
- New Quest: Famine – A famine has occurred. Bring food to sustain the village
- New Quest: Wolves – The elder asks you to hunt wolves that are plaguing the village.
Clerics and Scholars
- Religion: Calradian ‘Religion’ is based on the reverence of famous ancestors. The major ‘Religions’ are the Old Calradic Religion, which is followed by Swadians, Vaegirs, and Rhodocks, the Nord Religion, followed by the Nords, the Khergit Religion, followed by the Khergits, and the New Calradic, Religion, followed by the Sarranid Sultanate.
o Old Calradic is based on the reverence of Calradon, 1st Emperor of Old Calradia. This mythic figure is supposed to have been the first to have united the land of Calradia in distant antiquity. His actions shaped the face of Calradia, and his line endured as Emperors of Calradia for a long time. Many noble families claim descent from Calradon directly, or from one of his many wives, children, inlaws, or close allies. The basis of the cycle is 1. Calradon comes to Calradia, 2. Calradon raises and army and conquers Calradia, 3. Calradon is betrayed by his brother, 4. Calradon and his brother are slain in the ensuing civil war.
o New Calradic places a more mystic bent on Calradon and casts him as a powerful speaker and scholar of great learning. In the New Calradic version of the story Calradon united most of Calradia by impressing the local chiefs and lords with his vast knowledge and using tricks and strategems to defeat them and convince them to join him. This contrasts the more direct mode of conquest in Old Calradic.
o Nordic religion involves the struggle for power of three ancient families, one of which is a family headed by Calradon. In the stories the two Nordic families vie with each other and with Calradon for power. When Calradon’s brother rises against him both Nordic families join him in outrage at this betrayal by family. While they are sailing across the sea to join Calradon Calradon’s brother uses deceit to slay many of Calradon’s families and retainers. When the Nords land Calradon is direly wounded and his forces are forced back to the beach at Wercheg. Dying, Calradon bestows Calradia on his honorable Nordic enemies, on the condition that they rule justly and do not allow his evil brother to usurp his rule. The Nordic families defeat the brother and establish the old Calradic empire. The brother flees across the mountains and founds the Khergits and the Sarranids.
o The Khergit religion concerns the adventures of Tenwaz, and only mentions Calradon in passing. Tenwaz wanders all about the steppe having adventures, and serves as a model for the ideal Khergit. In his old age Tenwaz unites the Hordes for the first time to avenge a wrong done to him by Calradon, and stages the first Khergit invasion of Calradia. When Tenwaz comes to blows with Calradon he learns that Calradon’s brother has set the whole thing up to distract Calradon while he seized the throne. Tenwaz assists Calradon in defeating his brother and establishing the Calradian Empire before returning across the mountains to his home in the steppe.
o Charterhouses
Equivalent to Monasteries in the Old Caldradic faith
o
- Universities
o Home to Scholars Mini-Faction
Scholars rarely or never fight and are neutral for all intents and purposes
Scholarly quests revolve around building, learning, books, paper, and knowledge.
o Study
Players may enter a university to study
Studying grants the player experience points over time
Players may read books while studying
Players who are studying will be sent on quests by the head of the university from time to time
Players with high intelligence will gain more benefit from study.
Players will occasionally discover interesting stories and tales during their studies
Players will be able to seek a patron, who will occasionally
give them a stipend or send them books or papers to study.
Players can send some heroes to study at a university. They will gain experience.
Some heroes will have special dialogue for Universities
o University Locations
Swadians, Rhodoks, Sarranids, and Vaegirs have Universities.
• The Sarranid university is on the coast near Shariz
• The Swadian university is near Dhirim
• The Rhodoks university is near Jelkala
• The Vaegirs University is near Khudan
o Scholars
Each University has a named Master, who is in charge of the University and gives the player quests.
Several travelling scholars move from University to University, and may offer quests
Nobles may stop at Universities briefly if they have nothing else to do
Scholars travel with small groups of mercenaries, and are neutral to all parties except bandits. They always escape when attacked. Players may attack them, but this will result in a loss of honor.
Scholars are rubbish fighters. Rescued scholars can be returned to Universities for a small reward.
-
