Cirdan
Master Knight

The idea behind this mod is to expand the game, to add a viable backstory, a more believable social model and recruitment system, and additional content. Although I'd considered making a mod in an original setting, I decided instead to stick with the Calradian setting, which is sufficiently generic to be bland and malleable. So far, I've been reworking the troop trees, re-balancing the items (and adding a few) and working on a new recruitment system. I'm also considering replacing the Rhodoks with a more interesting faction, as right now I find they have really nothing going for them; I will also turn Zendar into a faction in its own right. In the long term I plan to enhance the economic system, add more gameplay options (especially in terms of fief management and relations to your kingdom and the other characters within it) in order to create a more in-depth playing experience. If anyone is interested in helping the project, I'd greatly appreciate it--especially modellers/texturers/scene editors but any help is welcome.
Without further addo, I present to you what I plan on using as a backstory:
Calradia was once at peace, prosperous and united. All the petty kings, dukes, and chieftains payed allegiance to the Swadian Emperor, who guaranteed peace and security. Of course, this system did not work seamlessly; not everyone was happy with Swadian hegemony, and the land had no unified laws or administration. But when a petty ruler rose against the Emperor, he always fell before the might of the warlike Swadian nobility. But the Swadians grew complacent. Their nobles turned their attention to the squabbles at court, and forgot to keep their weapons ready for war.
In the East, the King of the Vaegirs was perhaps the mightiest of the Emperor's vassals. And the King Yaromir was a very ambitious man. He bided his time, making alliances with the city-states of the North and the tribes of the steppes to the South and South-East. When he had grown greatly in strength, he challenged the Emperor Harlaus openly. The war was brutal and indecisive for three years, for, although many Swadians had grown soft, their ancient orders of chivalry still fought with valour and determination. Then Yaromir hired the aid of the men from the islands to the North of Calradia, men who often raided the Northern coast by sea; although among themselves they had distinctions between several nations, in Calradia all were known as Nords. Drawn to promises of gold and plunder, thousands of Nords landed on the coasts of Calradia, and with their aid, Yaromir defeated the Swadians and drove them back till they only ruled Swadia proper. To the hegemony of Swadia, Yaromir substituted that of Vaegr, demanding that his allies pay him homage even as he planned the final campaign to subjugate Swadia.
But the Nord mercenaries were not satisfied. They had earned riches in the wars against Swadia, to be sure, but their homelands were poor and overcrowded, while Calradia was rich and her people weakened after many years of strife. Many of the Nords had no intention of going home, even laden with loot, and their leaders asked Yaromir to grant their men land in Calradia. This he refused to do, for Yaromir was a proud man, and besides, he little cared to settle a powerful force on his lands, where it might upset him even as he had upset the Emperor. Then, Ragnar, the greatest leader among the Nords in Calradia, plotted to slay Yaromir and take the lands he coveted by force. Ragnar and other Nord chieftains invited Yaromir to a feast in Sargoth, where they were garrisoned. When the King arrived with many men, the Nords brought forth the strongest mead they had, and started pledging the downfall of the Swadians. Unsuspecting, the King and his men drunk much mead, but the Nords dipped only their lips into the beverage, so that soon all the Vaegirs present were drunken and could barely stand, whereas the Nords were all sober. Then, at a sign from Ragnar, they barred the gates and seized their weapons, and the Vaegirs were all put to death.
At the news of Yaromir's death, much of Calradia rebelled against the Vaegirs, who were weakened by the quarrels between the six sons of the dead king, all of which claimed the throne. Meanwhile, the Nords seized control of all the cities and lands of the North, except for Zendar, the richest and greatest of the Northern city-states, which had a powerful army. Their leaders distributed lands and slaves to their men, and then they elected Ragnar to be their king. And even more Nords came from over the sea, to seek their fortunes in the new kingdom. In the South-East, a new nomadic tribe, or confederacy of tribes, appeared; the Khergits subjugated the people of the steppes that had previously dwelled on the edges of Calradia, and seeing that the settled peoples were fighting among themselves and their riches were there for the taking, they began raiding first, and then forcing the cities and towns to pay them tribute and acknowledge their rule.
Now, Calradia is torn by war. Yaroglek, the second son of Yaromir, has killed or blinded all his brothers and is now the king of the Vaegirs, although his kingdom is greatly diminished; yet he still hopes to rule all of Calradia, and makes a fierce war against his father's murderers. Harlaus is old and weary of war, but he remains the Emperor and Swadia herself is still rich and powerful, and strives still to regain her hegemony. Ragnar's thirst for land and gold is still unquenched, and his men press ever further south. And the rapacious Khergits seek still to extend their dominions from the furthest mountains beyond the steppes all the way to the sea.
Troop Trees
Currently, I've got the troop-trees of Swadians and Nords fully worked out, coded and in-game. The troops are classified according to the social background from which they are recruited, and come in four tiers.
The Empire of SwadiaThe Swadians are a proud people. For centuries they dominated Calradia, and though their dominion has been broken, it is not said they will not succeed in re-establishing it. The Swadians pride themselves on having the finest crafts, the best textiles and metals, and generally on being the most civilised people in Calradia. Their enemies characterise them as being perfumed, arrogant pricks. But those who have witnessed the thundering charge of the Swadian knights add that they are brave and powerful as well.
Rural unitsSwadian rural units are recruited from among the villeins, the free peasants who work lands they have rented in perpetuity from their lords. Their social status is low and their life hard, but they are proud of their Swadian heritage and proud to be free men, above the serfs who toil solely for the lord's benefit.
Swadian Villein(tier 1 conscript light infantry): traditionally, the Swadian lands belong only to the noble warrior classes. Under the feudal system, the serfs receive protection in exchange for their work: they are allowed to keep only enough produce to feed themselves and their family, and not always at that. But they cannot be levied for war, and they can seek shelter from raiders within the castle walls. The villeins, however, are a relatively new class of peasant. They hold a perpetual lease on their lands, which they can sell or pass on to their sons; in effect, they own their lands in all but name. They pay a fixed rent to the lord and keep any surplus for themselves. They often improve their lands and work hard to increase their gains, making them more productive than serfs. In these times of war, the fixed income they guarantee their lord is very attractive, especially since serfs are prone to escape (often ending up as beggars or vagrant sin the cities) when the lord's control becomes slack. Unlike serfs, they do not work in exchange for protection and can be levied to fight for their lord. Few of them possess much by way of weaponry but these are hardy men, used to a life of toil, who are typical more robust than the burghers.
Swadian Footman(tier 2 light infantry): many Swadian lords increase their military strength by distributing lands to villeins who pay less than the usual rent, or even none at all, but must instead maintain simple military gear and train regularly, forming a kind of reserve army or militia.
Swadian Skirmisher(tier 2 missile troops): like footmen, but specialising in missile weapons.
Swadian Man-at-Arms (tier 3 heavy infantry): in the traditional Swadian society, the Lord's professional retainers form the next highest rung of the social ladder. The men-at-arms and their families are provided for and often equipped by their lord. They fight on foot, wearing heavy armour and typically armed with a sword or other one-handed weapon and a shield, although in recent times heavy two-handed weapons like the bardiche have been gaining in popularity.
Mounted Man-at-Arms (tier 4 medium/heavy cavalry): the elite of the men-at-arms are entrusted with a horse and trained as cavalry, to fight alongside their lord as a mounted bodyguard.
Noble unitsThe Swadian nobility is both the country's political elite and a professional warrior class, forming the backbone of the Swadian military. While most nobles can be found in their country manors, from where they administer their domains, some have also settle din the cities.
Swadian Squire (tier 1 light infantry): The squires are young nobles who serve an experienced nobleman in order to learn all that will be expected of them--from the best way to cleave an opponent's skull open to the etiquette of courting. It is common for teenage squires to follow their lord to battle; although they commonly ride from place to place, they do not yet own a warhorse and normally fight on foot, in the traditional Swadian manner, with sword and shield.
Swadian Nobleman (tier 2 medium cavalry): The raison d'être of the Swadian nobility is war, and a when a nobleman is called up for military service by his suzerain, he must respond fully armed and on horseback. Swadian noblemen are proud and determined fighters, charging into melee with a shield and a sword; some of them use a lance which can be couched during the charge, for maximum impact.
Swadian Knight (tier 3 heavy cavalry) : actual knighthoods are rewards for great feats of arms performed by the Swadian noblemen. The bravest, most glorious noble-born combatants can be knighted by their suzerain after a battle and introduced into one of Swadia's many orders of chivalry. Knights are the most bellicose, bravest, and usually most experienced members of the Swadian nobility. They maintain the best weapons and armour and often prefer death to flight and dishonour.
Knight of the Eagle (tier 4 elite heavy cavalry): the Order of the Imperial Eagle is the most prestigious order of Swadian chivalry. Candidates must have been already knighted, be supported by at least two members, pass a series of tests of their strength, skill, and knowledge of the code of chivalry, and finally receive the approval of the Emperor himself, who is the Order's grand master. On a battlefield, the Knights of the Eagle are a fearsome force and an inspiration to all Swadian troops.
Swadian Shield Maiden (tier 1 missile troops): the Shield Maidens are an ancient tradition, but one that had been all but abandoned until the recent times of war. With so many noble men falling in battle, the daughters of the Swadian nobility now marry later, and sometimes have difficulty finding a suitable husband. In response, more and more families send their daughters to serve as shield maidens, effectively the female equivalent of the squire, in attendance upon a prominent noblewoman. Traditionally, the women of Swadia's nobility use the bow or the cross-bow as their main weapon for war as well as hunting.
Swadian Noblewoman (tier 2 missile cavalry): the feudal law of Swadia mandates that all landowners answer the call to arms personally. Usually the landowners are men, but sometimes a widow or heiress finds herself in a position where she must ride to war. Swadian noblewomen, although armed with the traditional sword and shield, rely mostly on their bows or cross-bows fight from a distance.
Swadian Dame-at-Arms (tier 3 medium cavalry with crossbow): the dame-at-arms is the female equivalent of the knight, a noblewoman who has earned a knighthood.
Lady of the Gryphon (tier 4 heavy cavalry with crossbow): the Sisterhood of the Gryphon is exceedingly ancient. The most prominent women of Swadian history were members, and while it is less martially orientated than the Order of the Imperial Eagle, the Ladies of the Gryphon are nevertheless expected to be effective warriors.
Urban unitsThe cities of Swadia are autonomous, their rights, privileges and duties being fixed in ancient charters. The burghers, traders and craftsmen, are at the heart of economic life and their economic clout gives them real political importance. The cities are defended by their own militias which they contribute to the Empire's defence.
Swadian Burgher (tier 1 light infantry): while the cities rely on their regular militias for their defence, desperate times call for desperate measures. Emergency levies of ordinary burghers or companies of volunteers sometimes take the field. The levies are raised by guild or corporation, and each guildsman is expected to contribute towards the equipment of those sent, while the volunteers outfit themselves. Their equipment is better than that of the villeins, but they are no more used to fighting and frequently are less robust physically.
Urban Militiaman (tier 2 light infantry with polearms and crossbows): Swadian Urban militias are outfitted with light-weight, cost-effective armours, armed with deadly polearms such as the voulge or the glaive and crossbows, the weapon of choice for defending ramparts. they are trained to fight in tight, cohesive units, and while they will not stand up to equal number of professional, heavily-armed troops, they nevertheless form an effective and reliable fighting force.
Swadian Voulgier (tier 3 medium infantry with polearms): Swadian cities maintain companies of professional voulgiers, and others can be found serving as mercenaries. These troops can prove formidable against both infantry and cavalry, but they are vulnerable to archers.
Swadian Sergeant (tier 4 heavy infantry with polearms): the most experienced voulgiers are called sergeants. Besides being expert fighters who often own the best equipment available, they are also tasked with instructing new recruits.
CrossbowmenSwadian warfare is traditionally dominated by a nobility which has little regard for bows, and consequently Swadia never developed a strong tradition of archery. However, more recently urban militias have demonstrated the effectiveness of the crossbow. Professional crossbowmen have become highly sought after mercenaries, and they have grouped themselves as the Guild of Crossbowmen. Expecting and receiving good wages, they are disciplined and effective troops; their guild's imperial charter bans them from serving under Swadia's enemies, but they serve in the Emperor's hosts and in internal conflicts.
Swadian Crossbowman (tier 3 professional crossbowman): Exactly what it says on the lid. Can be upgraded either from the Urban Militiaman or the Swadian Skirmisher.
Swadian Picked Crossbowman (tier 4 armoured elite crossbowman): the Picked Companies are the best of the Guild of Crossbowmen, and while their services are expensive, most commanders will say they're well worth the gold. Not only are they exceptional marksmen, but they also wear heavy armour and can usually hold their own in melee, against all but the best of soldiers.
The Kingdom of the NordsThe Nords are a warlike people, by necessity more than by choice. Their home islands are cold and bleak places where they live under a constant threat of famine, for there is but little farmland, and a single storm can destroy all of a village's fishing boats. They could trade their valuable natural resources for food, if only they had any valuable natural resources. Often, to raid and pillage is the only way to keep their villages and families fed; but all that matters little to their victims. For over a century, the Nords' longships have raided the Northern coast of Calradia for valuables and slaves, and more recently Nord warriors led by Ragnar Egilsson have seized most of Northern Calradia for themselves. The promise of new lands and plunder in King Ragnar's employ draws ever more Nords from their homelands, and while some return home with their arms laden with riches, many settle in the new kingdom, especially young men who frequently take native wives. In the countryside, the Calradian landowners have been expropriated and many of the natives reduced to slavery, although, for the mass of serfs and bonded labourers, this is not a very great change in condition. In urban centres the Nords have had little choice but to allow the craftsmen and merchants to continue their activities almost unchanged.
The Nords sometimes seem like barbarians, who respect nothing but force and are over-fond of fighting and strong mead. But they are also skilled craftsmen, daring navigators, clever merchants and poets.
Common UnitsBe they farmers, merchants or craftsmen, all free Nords have the duty to own arms, and the right to bear them in all circumstances. Many of the Nords in Calradia have settled in fortified farms in the countryside, with many men in attendance upon the farm's owner, but there are also craftsmen and merchants who have congregated around the Nordic lords in the cities. Nord settlers are everywhere in their new kingdom, and they can all be levied to fight.
Free Man (tier 1 light infantry): every free Nord has some basic weapons, often a spear that can also be used for hunting or an axe that can be used to chop wood. Many also possess a simple wooden shield, and some have a helmet as well. Fights are commonplace among them, often erupting for reasons that might seem trivial to outsiders, and because of this the average Nord is more skilled with arms than one would expect of a civilian. Despite that, levied Nords will not stand up to real soldiers, although they will outclass the conscripts of other nations.
Nord Warrior (tier 2 medium infantry): the weaponry of the Nords is simple, but effective. They protect themselves with large round shields of linden or pine and helmets of iron, and strike down their foes with heavy axes and stout spears. Many Nords carry an additional axe or spear to throw at their foes while charging. The Nords who make war their main activity are fearsome warriors, fierce yet disciplined.
Nord Veteran (tier 3 heavy infantry): the more experienced or successful Nord warriors armour themselves with chain mail, making them harder to kill. They are easily a match for enemy heavy infantry, and can even be a problem for cavalry.
Huskarl (tier 4 elite heavy infantry): Huskarls are the most successful Nord warriors, picked by a leader to be his personal guard. The Huskarls are armed with good quality chain mail and helmets, stout shields and swords or axes. They fight with courage, skill and discipline, and only the heaviest of cavalry has a chance to break their shield wall. Like most Nord warriors, they are partial to throwing spears and axes at the enemy.
Berserkr (Tier4 elite unarmoured warrior): Berserkir are members of religious cults dedicated to the chief gods of the Nords, and they have no fear of death, for they believe that they will be welcomed into the heavenly armies of their gods. They wear no armour and keep their chest bare even in the coldest weather; in battle, they bite their shields and hew their foes with almost superhuman strength. They wander the land, looking for battles to join; the Nord chiefs try to keep them constantly employed to minimise the trouble they cause, for if they find themselves unoccupied they are prone to wanton destruction. Nevertheless, they can sometimes be found offering their services as mercenaries, for they seek battle for its own sake.
ArchersThe Nords generally think of archery as more useful for hunting than for battle. However, some of them specialise in the use of bows for war. Unlike the Calradian archers, who use composite bows, the Nords use only self-bows, and build bigger bows when they need more power. This is partly because some of the materials for building composite bows were scarce in their home islands, but also because, as a seafaring people, they find that having bows that are glued together and can be damaged by water a severe drawback.
Nord Bowman(tier 2 archer): while all Nords know how to use a bow, few make it their principal weapon. Those that do, however, can be quite effective on a battlefield.
Nord Archer(tier 3 archer): Experienced Nord archers can reach a great degree of proficiency and skill, and despite the Nords' usual contempt for the bow as a weapon, all their lords keep a number of archers at hand.
Nord Greatbowman(tier 4 elite archer): The Nord Great Bow is a weapon of enormous size, as tall as its user, and requires exceptional strength to use effectively. Those who have mastered it become fearsome archers, who can strike their opponents down for afar.
Noble UnitsThe concept of nobility among the Nords is perhaps inappropriate. Nevertheless, their society has a ruling class of wealthy merchants, landowners and master craftsmen, although it is less rigidly stratified than Swadian or Vaegir society.
Nord Youth (tier 1 light infantry): its is the custom among wealthy Nord families to foster out their children, who spend much of their youth in a different family. The bonds they tie with their foster-family are an important part of the Nord social fabric, and serve to create alliances between families. The young Nords learn the skills that their culture values most, fighting and poetry, and while they do not yet possess the best weapons they are eager to prove themselves in battle.
Bondi (tier 2 heavy infantry): the Boendr are the wealthy class of the Nords. Each bondi is expected to maintain a set of good quality weapons and to know how to use them.
Hyrðman (tier 3 heavy infantry): the Hyrð is the following a Nord chieftain. Each Hyrðman (or more properly, Hyrðmaðr) spends part of the year in attendance on his lord and the rest of the time manages his farm or his business. They are often richly rewarded for their service, and are picked according to their skill with arms but also their witt and their wisdom. In battle, Hyrðmen serve as their lord's bodyguard and elite troops.
Thegn (tier 4 cavalry): in order to qualify for Thegn status, a farmer must own at least five homesteads and a merchant must have made at least three profitable trips over the great sea. In peacetime, Thegns serve as minor officials, keeping the peace and enforcing the laws. In times of war, the rich Thegns are the only Nords to fight on horseback.
Ulfheðnar (tier 4 elite heavy infantry): the Ulfheðnir are members of a religious brotherhood, and like the berserkir excect to become part of their god's heavenly army after death. However, the similarities stop there. Ulfheðnir wear armour and fight in silence, unlike the raging berserkir. They believe they have bonded with the spirit of a wolf and an Ulfheðnir warband fights with the same coordination and aggressivity as a pack of wolves.
The Kingdom of VaegrVaegr and the Vaegirs are the result of a long process of intermingling in the East of Calradia, between the natives, defeated nomad tribes driven off the steppes to the South, refugees from central Calradia and even immigrants arriving by sea from the North. The Vaegirs have coalesced into a specific culture, and Vaegr is now severally centuries old as a kingdom. Historically its wealth was based upon control of the trade route that connects the steppe, the frozen East and the sea together, and the production of amber within Vaegr's borders. However, the betrayal of the Nord mercenaries has endangered these sources of long-term prosperity; the Vaegirs no longer have access to the sea-trade in the North, and the amber-bearing forests between Rivacheg and Wercheg are within raiding distance of the Nords' new bases.
The assassination of King Yaromir has been a serious blow to Vaegir power, although at the height of his power he ruled most of Calradia. However, he had not the time to prepare his succession by choosing one of his sons to succeed him and giving out fiefs to the others, as was the custom. When he died, the princes fought a fratricidal civil war for the throne and much land was lost to outside enemies during this time. Eventually, Yaroglek, the second son of Yaromir, stepped over the dead bodies of his brothers to seize the crown, and now he rules Vaegr with an iron fist. Yaroglek is an intelligent, courageous and honest man; but he is also cruel and wrathful, and his burning hatred of Nords and Swadians is slowly consuming him.
As a people, the Vaegirs are deeply religious and proud of their traditions. They are generally hard-working and loyal, but capable of brutal and mindless uprisings. The Swadians often portray them as drunken, superstitious and unwashed louts; but they can also be amazingly brave, honest, and resilient folk.
Rural UnitsThe Vaegir peasantry is overwhelmingly made up of serfs, who are bound to the land and its masters. Traditionally the serfs had the right to change masters during the religious festivities of the New Year, but in recent decades this right has been removed by the king and the lords. Unlike the paternalistic feudal system of Swadia, in the Vaegir social order serfs toil not because their lord protects them, but because it is their lot to do so. Thus they are available for conscription into their lord's armies.
Vaegir Serf (tier1 conscript): Vaegir lords do not commonly permit their serfs to own real weapons, so conscripted serfs must make do with agricultural implements and other improvised weapons. Their life is hard, and conscription and war is just another unwelcome burden. They are their master's chattel and can even be sold (but only as whole families, not as individuals). Despite this, they hope that hard work and a virtuous life will be rewarded after death and generally submit to their master's orders; nevertheless, when horded to battle, they can serve as little besides fodder for the sword and the bow.
Vaegir Spearman (tier 2 light infantry): Vaegir serfs are generally docile, but when they get excited they can rise up with great violence and massacre their masters, and their huge numbers make large-scale revolts extremely difficult to quell. In order to nip potential revolts in the bud, most lords maintain a militia on their domains. They secure the loyalty of the militia's members by granting them privileges (relative to the other serfs), and arm them with inexpensive weapons--a simple spear, shield and helmet. Although their primary purpose is to keep order, they can also be sent to fight in wars, but, although they are a cut above ordinary conscripts, they cannot stand up to true soldiers.
Vaegir Pikeman (tier 3 medium armoured pikeman): Vaegir pike units are a recent development, based on the servile militias. In order to increase their military strength for a minimal cost, Vaegir lords have begun training the best and most loyal militiamen in the use of three-metre pikes in a close formation. These troops are cheap, but when deployed in large number they can repulse the charges of the enemy. Their main weakness is a lack of heavy armour or shields, which leaves them vulnerable to ranged weapons.
Elite Vaegir Pikeman (tier 4 heavy armoured pikeman): in order to increase the effectiveness of their pike formations, Vaegir lords arm picked soldiers with shorter pikes which can be more easily wielded against infantry or out of formation. In battle, their mission is to fight in the thickest of the melee, using their superior skill to prevent the enemy from breaking the pike block. These well-trained soldiers are more valuable than their fellows, and consequently are given better armour, typically a solid coat of scales.
Ranged UnitsThe Vaegirs have a proud tradition of archery, and even their nobility practise it. Soldiers who specialise in archery are always appreciated by Vaegir commanders and given an honoured place in their armies.
Vaegir Skirmisher (tier 2 missile troop): lightly armoured skirmishers armed with bows or javelins have always been a part of Vaegir armies. They can be used to harass the enemy and slow his advance, to provoke him into abandoning a good position and attack, or simply to cause casualties before the melee. Raised from either Vaegir serfs and recruits.
Vaegir Archer (tier 3 archer): Vaegir archers use powerful recurved composite bows and vicious barbed arrows which inflict terrible wounds upon their foes. At range they are devastating, but in melee combat their light armour, light weapons and lack of experience means they will be butchered by any good infantry force.
Vaegir Marksman (tier 4 pincushion manufacturer): the best Vaegir archers, armed with the most powerful bows, can wreak havoc from afar like nobody else. They are elite troops, and they have the corresponding wages and social status. Although better armoured than their lesser brethren, they should be shielded from the enemy, who will no doubt try to take them out if he has the opportunity to do so.
Urban UnitsIf it is the countryside that is the backbone of Vaegr, her heart and head are in the cities. Vaegir towns are bustling economic centres where everything can be bought and sold: ordinary oats and exotic spices, basic tools and specialised slaves, plain wool and fancy silk, useful iron and beautiful bronze. The cities have a blooming free population, including the usual craftsmen and merchants but also aspiring warriors.
Vaegir Recruit (tier 1 light infantry): warrior is perhaps the most prestigious position in Vaegir society, and a lord will usually have no trouble finding recruits for his army if he promises them glory and plunder. More often than not, these recruits possess only the most basic of weapons and no experience, but they are still better armed than conscripted serfs.
Vaegir Footman (tier 2 light infantry): the basic foot soldiers of Vaegir armies are armed with a one-handed weapon, a shield and a helmet--an un-original but time-tested combination. Most Vaegir cities have no shortage of men who won these arms and have a minimum of military experience, and they can be frequently found in various civilian occupations, which they will usually desert promptly if offered the chance to participate in a fresh campaign.
Vaegir Veteran (tier 3 medium infantry): veterans of several military operations typically possess better than average military equipment, and are often employed as full or part-time soldiers by a lord.
Vaegir Guard (tier 4 heavy infantry): Guards are the permanent retainers of Vaegir nobles. Besides serving as elite foot troops, their duties also including being their master's bodyguards, and defending his home and family while he is away on campaign. They are well armed, typically with a sword or axe and a shield, although they sometimes make use of heavy two-handed weapons. For protection, they wear a helmet and heavy chain or scale armour.
Noble UnitsLike the Swadians nobles, those of the Vaegirs are a professional warrior class in addition to being the ruling elite. Unlike their counterparts in Swadia, the Vaegir nobility is primarily city-dwelling. A further difference is that noblemen are not necessarily landowners or even wealthy; much of the lower nobility is made up of families in the hereditary service of the king or a great lord, who grants them stipends in return.
Vaegir Squire (tier 1 light infantry): Vaegir Squires are no more and no less than an imitation of the Swadian tradition, and of the Nord tradition of fostering. Squires are the sons of noble warriors serving an apprenticeship with an experienced warrior.
Vaegir Nobleman (tier 2 light cavalry): Vaegir noblemen fight from horseback, but they are typically less heavily armed than their Swadian counterparts. Nevertheless, they form an effective cavalry force.
Vaegir Druzhinik (tier 3 heavy archer cavalry): Every Vaegir lord is surrounded by a Druzhina, a household of handpicked noble warriors. The generosity of their lords enables the Druzhiniki to be well equipped. In their fighting style, they are influenced by the cavalry traditions of both Swadia and the steppes: they are heavily armoured, but armed with a bow as well as a sword or axe. They are versatile warriors who can counter any threat, but they are also jacks of all trade and masters of none.
Vaegir Boyar (tier 4 heavy archer cavalry): the oldest and most experienced members of a lord's Druzhina form his Duma, or council, and are known as Boyars. In combat, these veteran warriors are a cut above the regular Druzhinik.
Without further addo, I present to you what I plan on using as a backstory:
Calradia was once at peace, prosperous and united. All the petty kings, dukes, and chieftains payed allegiance to the Swadian Emperor, who guaranteed peace and security. Of course, this system did not work seamlessly; not everyone was happy with Swadian hegemony, and the land had no unified laws or administration. But when a petty ruler rose against the Emperor, he always fell before the might of the warlike Swadian nobility. But the Swadians grew complacent. Their nobles turned their attention to the squabbles at court, and forgot to keep their weapons ready for war.
In the East, the King of the Vaegirs was perhaps the mightiest of the Emperor's vassals. And the King Yaromir was a very ambitious man. He bided his time, making alliances with the city-states of the North and the tribes of the steppes to the South and South-East. When he had grown greatly in strength, he challenged the Emperor Harlaus openly. The war was brutal and indecisive for three years, for, although many Swadians had grown soft, their ancient orders of chivalry still fought with valour and determination. Then Yaromir hired the aid of the men from the islands to the North of Calradia, men who often raided the Northern coast by sea; although among themselves they had distinctions between several nations, in Calradia all were known as Nords. Drawn to promises of gold and plunder, thousands of Nords landed on the coasts of Calradia, and with their aid, Yaromir defeated the Swadians and drove them back till they only ruled Swadia proper. To the hegemony of Swadia, Yaromir substituted that of Vaegr, demanding that his allies pay him homage even as he planned the final campaign to subjugate Swadia.
But the Nord mercenaries were not satisfied. They had earned riches in the wars against Swadia, to be sure, but their homelands were poor and overcrowded, while Calradia was rich and her people weakened after many years of strife. Many of the Nords had no intention of going home, even laden with loot, and their leaders asked Yaromir to grant their men land in Calradia. This he refused to do, for Yaromir was a proud man, and besides, he little cared to settle a powerful force on his lands, where it might upset him even as he had upset the Emperor. Then, Ragnar, the greatest leader among the Nords in Calradia, plotted to slay Yaromir and take the lands he coveted by force. Ragnar and other Nord chieftains invited Yaromir to a feast in Sargoth, where they were garrisoned. When the King arrived with many men, the Nords brought forth the strongest mead they had, and started pledging the downfall of the Swadians. Unsuspecting, the King and his men drunk much mead, but the Nords dipped only their lips into the beverage, so that soon all the Vaegirs present were drunken and could barely stand, whereas the Nords were all sober. Then, at a sign from Ragnar, they barred the gates and seized their weapons, and the Vaegirs were all put to death.
At the news of Yaromir's death, much of Calradia rebelled against the Vaegirs, who were weakened by the quarrels between the six sons of the dead king, all of which claimed the throne. Meanwhile, the Nords seized control of all the cities and lands of the North, except for Zendar, the richest and greatest of the Northern city-states, which had a powerful army. Their leaders distributed lands and slaves to their men, and then they elected Ragnar to be their king. And even more Nords came from over the sea, to seek their fortunes in the new kingdom. In the South-East, a new nomadic tribe, or confederacy of tribes, appeared; the Khergits subjugated the people of the steppes that had previously dwelled on the edges of Calradia, and seeing that the settled peoples were fighting among themselves and their riches were there for the taking, they began raiding first, and then forcing the cities and towns to pay them tribute and acknowledge their rule.
Now, Calradia is torn by war. Yaroglek, the second son of Yaromir, has killed or blinded all his brothers and is now the king of the Vaegirs, although his kingdom is greatly diminished; yet he still hopes to rule all of Calradia, and makes a fierce war against his father's murderers. Harlaus is old and weary of war, but he remains the Emperor and Swadia herself is still rich and powerful, and strives still to regain her hegemony. Ragnar's thirst for land and gold is still unquenched, and his men press ever further south. And the rapacious Khergits seek still to extend their dominions from the furthest mountains beyond the steppes all the way to the sea.
Troop Trees
Currently, I've got the troop-trees of Swadians and Nords fully worked out, coded and in-game. The troops are classified according to the social background from which they are recruited, and come in four tiers.
The Empire of Swadia
Rural units
Swadian Villein(tier 1 conscript light infantry): traditionally, the Swadian lands belong only to the noble warrior classes. Under the feudal system, the serfs receive protection in exchange for their work: they are allowed to keep only enough produce to feed themselves and their family, and not always at that. But they cannot be levied for war, and they can seek shelter from raiders within the castle walls. The villeins, however, are a relatively new class of peasant. They hold a perpetual lease on their lands, which they can sell or pass on to their sons; in effect, they own their lands in all but name. They pay a fixed rent to the lord and keep any surplus for themselves. They often improve their lands and work hard to increase their gains, making them more productive than serfs. In these times of war, the fixed income they guarantee their lord is very attractive, especially since serfs are prone to escape (often ending up as beggars or vagrant sin the cities) when the lord's control becomes slack. Unlike serfs, they do not work in exchange for protection and can be levied to fight for their lord. Few of them possess much by way of weaponry but these are hardy men, used to a life of toil, who are typical more robust than the burghers.
Swadian Footman(tier 2 light infantry): many Swadian lords increase their military strength by distributing lands to villeins who pay less than the usual rent, or even none at all, but must instead maintain simple military gear and train regularly, forming a kind of reserve army or militia.
Swadian Skirmisher(tier 2 missile troops): like footmen, but specialising in missile weapons.
Swadian Man-at-Arms (tier 3 heavy infantry): in the traditional Swadian society, the Lord's professional retainers form the next highest rung of the social ladder. The men-at-arms and their families are provided for and often equipped by their lord. They fight on foot, wearing heavy armour and typically armed with a sword or other one-handed weapon and a shield, although in recent times heavy two-handed weapons like the bardiche have been gaining in popularity.
Mounted Man-at-Arms (tier 4 medium/heavy cavalry): the elite of the men-at-arms are entrusted with a horse and trained as cavalry, to fight alongside their lord as a mounted bodyguard.
Noble units
Swadian Squire (tier 1 light infantry): The squires are young nobles who serve an experienced nobleman in order to learn all that will be expected of them--from the best way to cleave an opponent's skull open to the etiquette of courting. It is common for teenage squires to follow their lord to battle; although they commonly ride from place to place, they do not yet own a warhorse and normally fight on foot, in the traditional Swadian manner, with sword and shield.
Swadian Nobleman (tier 2 medium cavalry): The raison d'être of the Swadian nobility is war, and a when a nobleman is called up for military service by his suzerain, he must respond fully armed and on horseback. Swadian noblemen are proud and determined fighters, charging into melee with a shield and a sword; some of them use a lance which can be couched during the charge, for maximum impact.
Swadian Knight (tier 3 heavy cavalry) : actual knighthoods are rewards for great feats of arms performed by the Swadian noblemen. The bravest, most glorious noble-born combatants can be knighted by their suzerain after a battle and introduced into one of Swadia's many orders of chivalry. Knights are the most bellicose, bravest, and usually most experienced members of the Swadian nobility. They maintain the best weapons and armour and often prefer death to flight and dishonour.
Knight of the Eagle (tier 4 elite heavy cavalry): the Order of the Imperial Eagle is the most prestigious order of Swadian chivalry. Candidates must have been already knighted, be supported by at least two members, pass a series of tests of their strength, skill, and knowledge of the code of chivalry, and finally receive the approval of the Emperor himself, who is the Order's grand master. On a battlefield, the Knights of the Eagle are a fearsome force and an inspiration to all Swadian troops.
Swadian Shield Maiden (tier 1 missile troops): the Shield Maidens are an ancient tradition, but one that had been all but abandoned until the recent times of war. With so many noble men falling in battle, the daughters of the Swadian nobility now marry later, and sometimes have difficulty finding a suitable husband. In response, more and more families send their daughters to serve as shield maidens, effectively the female equivalent of the squire, in attendance upon a prominent noblewoman. Traditionally, the women of Swadia's nobility use the bow or the cross-bow as their main weapon for war as well as hunting.
Swadian Noblewoman (tier 2 missile cavalry): the feudal law of Swadia mandates that all landowners answer the call to arms personally. Usually the landowners are men, but sometimes a widow or heiress finds herself in a position where she must ride to war. Swadian noblewomen, although armed with the traditional sword and shield, rely mostly on their bows or cross-bows fight from a distance.
Swadian Dame-at-Arms (tier 3 medium cavalry with crossbow): the dame-at-arms is the female equivalent of the knight, a noblewoman who has earned a knighthood.
Lady of the Gryphon (tier 4 heavy cavalry with crossbow): the Sisterhood of the Gryphon is exceedingly ancient. The most prominent women of Swadian history were members, and while it is less martially orientated than the Order of the Imperial Eagle, the Ladies of the Gryphon are nevertheless expected to be effective warriors.
Urban units
Swadian Burgher (tier 1 light infantry): while the cities rely on their regular militias for their defence, desperate times call for desperate measures. Emergency levies of ordinary burghers or companies of volunteers sometimes take the field. The levies are raised by guild or corporation, and each guildsman is expected to contribute towards the equipment of those sent, while the volunteers outfit themselves. Their equipment is better than that of the villeins, but they are no more used to fighting and frequently are less robust physically.
Urban Militiaman (tier 2 light infantry with polearms and crossbows): Swadian Urban militias are outfitted with light-weight, cost-effective armours, armed with deadly polearms such as the voulge or the glaive and crossbows, the weapon of choice for defending ramparts. they are trained to fight in tight, cohesive units, and while they will not stand up to equal number of professional, heavily-armed troops, they nevertheless form an effective and reliable fighting force.
Swadian Voulgier (tier 3 medium infantry with polearms): Swadian cities maintain companies of professional voulgiers, and others can be found serving as mercenaries. These troops can prove formidable against both infantry and cavalry, but they are vulnerable to archers.
Swadian Sergeant (tier 4 heavy infantry with polearms): the most experienced voulgiers are called sergeants. Besides being expert fighters who often own the best equipment available, they are also tasked with instructing new recruits.
Crossbowmen
Swadian Crossbowman (tier 3 professional crossbowman): Exactly what it says on the lid. Can be upgraded either from the Urban Militiaman or the Swadian Skirmisher.
Swadian Picked Crossbowman (tier 4 armoured elite crossbowman): the Picked Companies are the best of the Guild of Crossbowmen, and while their services are expensive, most commanders will say they're well worth the gold. Not only are they exceptional marksmen, but they also wear heavy armour and can usually hold their own in melee, against all but the best of soldiers.
The Kingdom of the Nords
The Nords sometimes seem like barbarians, who respect nothing but force and are over-fond of fighting and strong mead. But they are also skilled craftsmen, daring navigators, clever merchants and poets.
Common Units
Free Man (tier 1 light infantry): every free Nord has some basic weapons, often a spear that can also be used for hunting or an axe that can be used to chop wood. Many also possess a simple wooden shield, and some have a helmet as well. Fights are commonplace among them, often erupting for reasons that might seem trivial to outsiders, and because of this the average Nord is more skilled with arms than one would expect of a civilian. Despite that, levied Nords will not stand up to real soldiers, although they will outclass the conscripts of other nations.
Nord Warrior (tier 2 medium infantry): the weaponry of the Nords is simple, but effective. They protect themselves with large round shields of linden or pine and helmets of iron, and strike down their foes with heavy axes and stout spears. Many Nords carry an additional axe or spear to throw at their foes while charging. The Nords who make war their main activity are fearsome warriors, fierce yet disciplined.
Nord Veteran (tier 3 heavy infantry): the more experienced or successful Nord warriors armour themselves with chain mail, making them harder to kill. They are easily a match for enemy heavy infantry, and can even be a problem for cavalry.
Huskarl (tier 4 elite heavy infantry): Huskarls are the most successful Nord warriors, picked by a leader to be his personal guard. The Huskarls are armed with good quality chain mail and helmets, stout shields and swords or axes. They fight with courage, skill and discipline, and only the heaviest of cavalry has a chance to break their shield wall. Like most Nord warriors, they are partial to throwing spears and axes at the enemy.
Berserkr (Tier4 elite unarmoured warrior): Berserkir are members of religious cults dedicated to the chief gods of the Nords, and they have no fear of death, for they believe that they will be welcomed into the heavenly armies of their gods. They wear no armour and keep their chest bare even in the coldest weather; in battle, they bite their shields and hew their foes with almost superhuman strength. They wander the land, looking for battles to join; the Nord chiefs try to keep them constantly employed to minimise the trouble they cause, for if they find themselves unoccupied they are prone to wanton destruction. Nevertheless, they can sometimes be found offering their services as mercenaries, for they seek battle for its own sake.
Archers
Nord Bowman(tier 2 archer): while all Nords know how to use a bow, few make it their principal weapon. Those that do, however, can be quite effective on a battlefield.
Nord Archer(tier 3 archer): Experienced Nord archers can reach a great degree of proficiency and skill, and despite the Nords' usual contempt for the bow as a weapon, all their lords keep a number of archers at hand.
Nord Greatbowman(tier 4 elite archer): The Nord Great Bow is a weapon of enormous size, as tall as its user, and requires exceptional strength to use effectively. Those who have mastered it become fearsome archers, who can strike their opponents down for afar.
Noble Units
Nord Youth (tier 1 light infantry): its is the custom among wealthy Nord families to foster out their children, who spend much of their youth in a different family. The bonds they tie with their foster-family are an important part of the Nord social fabric, and serve to create alliances between families. The young Nords learn the skills that their culture values most, fighting and poetry, and while they do not yet possess the best weapons they are eager to prove themselves in battle.
Bondi (tier 2 heavy infantry): the Boendr are the wealthy class of the Nords. Each bondi is expected to maintain a set of good quality weapons and to know how to use them.
Hyrðman (tier 3 heavy infantry): the Hyrð is the following a Nord chieftain. Each Hyrðman (or more properly, Hyrðmaðr) spends part of the year in attendance on his lord and the rest of the time manages his farm or his business. They are often richly rewarded for their service, and are picked according to their skill with arms but also their witt and their wisdom. In battle, Hyrðmen serve as their lord's bodyguard and elite troops.
Thegn (tier 4 cavalry): in order to qualify for Thegn status, a farmer must own at least five homesteads and a merchant must have made at least three profitable trips over the great sea. In peacetime, Thegns serve as minor officials, keeping the peace and enforcing the laws. In times of war, the rich Thegns are the only Nords to fight on horseback.
Ulfheðnar (tier 4 elite heavy infantry): the Ulfheðnir are members of a religious brotherhood, and like the berserkir excect to become part of their god's heavenly army after death. However, the similarities stop there. Ulfheðnir wear armour and fight in silence, unlike the raging berserkir. They believe they have bonded with the spirit of a wolf and an Ulfheðnir warband fights with the same coordination and aggressivity as a pack of wolves.
The Kingdom of Vaegr
The assassination of King Yaromir has been a serious blow to Vaegir power, although at the height of his power he ruled most of Calradia. However, he had not the time to prepare his succession by choosing one of his sons to succeed him and giving out fiefs to the others, as was the custom. When he died, the princes fought a fratricidal civil war for the throne and much land was lost to outside enemies during this time. Eventually, Yaroglek, the second son of Yaromir, stepped over the dead bodies of his brothers to seize the crown, and now he rules Vaegr with an iron fist. Yaroglek is an intelligent, courageous and honest man; but he is also cruel and wrathful, and his burning hatred of Nords and Swadians is slowly consuming him.
As a people, the Vaegirs are deeply religious and proud of their traditions. They are generally hard-working and loyal, but capable of brutal and mindless uprisings. The Swadians often portray them as drunken, superstitious and unwashed louts; but they can also be amazingly brave, honest, and resilient folk.
Rural Units
Vaegir Serf (tier1 conscript): Vaegir lords do not commonly permit their serfs to own real weapons, so conscripted serfs must make do with agricultural implements and other improvised weapons. Their life is hard, and conscription and war is just another unwelcome burden. They are their master's chattel and can even be sold (but only as whole families, not as individuals). Despite this, they hope that hard work and a virtuous life will be rewarded after death and generally submit to their master's orders; nevertheless, when horded to battle, they can serve as little besides fodder for the sword and the bow.
Vaegir Spearman (tier 2 light infantry): Vaegir serfs are generally docile, but when they get excited they can rise up with great violence and massacre their masters, and their huge numbers make large-scale revolts extremely difficult to quell. In order to nip potential revolts in the bud, most lords maintain a militia on their domains. They secure the loyalty of the militia's members by granting them privileges (relative to the other serfs), and arm them with inexpensive weapons--a simple spear, shield and helmet. Although their primary purpose is to keep order, they can also be sent to fight in wars, but, although they are a cut above ordinary conscripts, they cannot stand up to true soldiers.
Vaegir Pikeman (tier 3 medium armoured pikeman): Vaegir pike units are a recent development, based on the servile militias. In order to increase their military strength for a minimal cost, Vaegir lords have begun training the best and most loyal militiamen in the use of three-metre pikes in a close formation. These troops are cheap, but when deployed in large number they can repulse the charges of the enemy. Their main weakness is a lack of heavy armour or shields, which leaves them vulnerable to ranged weapons.
Elite Vaegir Pikeman (tier 4 heavy armoured pikeman): in order to increase the effectiveness of their pike formations, Vaegir lords arm picked soldiers with shorter pikes which can be more easily wielded against infantry or out of formation. In battle, their mission is to fight in the thickest of the melee, using their superior skill to prevent the enemy from breaking the pike block. These well-trained soldiers are more valuable than their fellows, and consequently are given better armour, typically a solid coat of scales.
Ranged Units
Vaegir Skirmisher (tier 2 missile troop): lightly armoured skirmishers armed with bows or javelins have always been a part of Vaegir armies. They can be used to harass the enemy and slow his advance, to provoke him into abandoning a good position and attack, or simply to cause casualties before the melee. Raised from either Vaegir serfs and recruits.
Vaegir Archer (tier 3 archer): Vaegir archers use powerful recurved composite bows and vicious barbed arrows which inflict terrible wounds upon their foes. At range they are devastating, but in melee combat their light armour, light weapons and lack of experience means they will be butchered by any good infantry force.
Vaegir Marksman (tier 4 pincushion manufacturer): the best Vaegir archers, armed with the most powerful bows, can wreak havoc from afar like nobody else. They are elite troops, and they have the corresponding wages and social status. Although better armoured than their lesser brethren, they should be shielded from the enemy, who will no doubt try to take them out if he has the opportunity to do so.
Urban Units
Vaegir Recruit (tier 1 light infantry): warrior is perhaps the most prestigious position in Vaegir society, and a lord will usually have no trouble finding recruits for his army if he promises them glory and plunder. More often than not, these recruits possess only the most basic of weapons and no experience, but they are still better armed than conscripted serfs.
Vaegir Footman (tier 2 light infantry): the basic foot soldiers of Vaegir armies are armed with a one-handed weapon, a shield and a helmet--an un-original but time-tested combination. Most Vaegir cities have no shortage of men who won these arms and have a minimum of military experience, and they can be frequently found in various civilian occupations, which they will usually desert promptly if offered the chance to participate in a fresh campaign.
Vaegir Veteran (tier 3 medium infantry): veterans of several military operations typically possess better than average military equipment, and are often employed as full or part-time soldiers by a lord.
Vaegir Guard (tier 4 heavy infantry): Guards are the permanent retainers of Vaegir nobles. Besides serving as elite foot troops, their duties also including being their master's bodyguards, and defending his home and family while he is away on campaign. They are well armed, typically with a sword or axe and a shield, although they sometimes make use of heavy two-handed weapons. For protection, they wear a helmet and heavy chain or scale armour.
Noble Units
Vaegir Squire (tier 1 light infantry): Vaegir Squires are no more and no less than an imitation of the Swadian tradition, and of the Nord tradition of fostering. Squires are the sons of noble warriors serving an apprenticeship with an experienced warrior.
Vaegir Nobleman (tier 2 light cavalry): Vaegir noblemen fight from horseback, but they are typically less heavily armed than their Swadian counterparts. Nevertheless, they form an effective cavalry force.
Vaegir Druzhinik (tier 3 heavy archer cavalry): Every Vaegir lord is surrounded by a Druzhina, a household of handpicked noble warriors. The generosity of their lords enables the Druzhiniki to be well equipped. In their fighting style, they are influenced by the cavalry traditions of both Swadia and the steppes: they are heavily armoured, but armed with a bow as well as a sword or axe. They are versatile warriors who can counter any threat, but they are also jacks of all trade and masters of none.
Vaegir Boyar (tier 4 heavy archer cavalry): the oldest and most experienced members of a lord's Druzhina form his Duma, or council, and are known as Boyars. In combat, these veteran warriors are a cut above the regular Druzhinik.







