Category:The Northern Ravens factions

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Building systems[edit | edit source]

(Please build a tribe mask reference card for insertion into Steam)

These guys use the stock Rise of Kings system - Peasant Commune, Magistracy, Nobles' Court HEAVY WORK IN PROGRESS

  1. Papal States
  2. Wessex - confirmed
  3. Lombards
  4. Franks / French* - Americans
  5. Asturias/Iberians - Spanish
  6. Kievan Rus'
  7. Bulgars
  8. Cordoban Emirate
  9. Abbasids* - Egyptians
  10. Byzantines -British
  11. Alba
  12. GWynedd
  13. Khazars?

..... AND these guys use the Warbirth system - Hovels, Warrior Hall

  1. East Anglia
  2. Munster
  3. Alba? - Inca
  4. Tara
  5. Northumbria
  6. Mercia
  7. Strathclyde
  8. Norwegians - Lakota
  9. Viking Sea Kings
  10. Bretons - Turks
  11. Alemanni ?

Missing / omitted: Magyars. Probably represented as Turkic mercenaries in pay of various factions.

unit recruitment pool[edit | edit source]

- ALL Norse factions have Seeresses. Seeresses were said to practice seidr, Norse magic; they would cast the runes for the future and served as medics. In-game function could be to heal and to lift fog of war as an idea.

- ALL Christian factions have Priests. Priests were typically brought to battle while Seeresses were not always as they believe they have foreseen events.

- ALL Norse Generals called Hersirs. Commanders of Norse warbands.

- ALL Norse "senate" leaders called the Jarl. Leaders of Norse clans.

- ALL Germanic factions have Seers and Seeresses; though it is not known what they called their own abilities, I do believe both men and women were allowed to practice this. Otherwise function the same as Norse Seeress.

- ALL Germanic Generals called Algemien. Commanders of Germanic warbands.

- ALL Germanic "senate" leaders called the Reik. Leaders of Germanic clans.

- ALL Anglo Saxon factions have Huscarls and all but East-Anglia field longbowmen.

- ALL Anglo-Saxon General units called the Ealdorman. Leaders of Anglo-Saxon regions.

- ALL Anglo-Saxon "senate" leaders called the Earl. Leaders of Anglo-Saxon Kingdoms.

- ALL Norse factions should field the best Navy only competition being Frankia and the Byzantines.

- ALL Norse factions have Berserkirs - the Berserkir was a crucial unit for the Vikings.

- ALL Briton factions field excellent archers. Welsh field the finest of all factions.

- ALL Anglo-Saxon Kingoms may call upon their Fyrds (for defense) - Levies from surrounding Earldoms. If possible, differentation of factions' Fyrds' power based on their own power would work.

- Late-game feature mixing of Danes (non-unique units to the Nordic factions) into Anglo-Saxon rosters. Lower-tier Dane units except Wessex which was known to learn Viking tactics.

- Late-game feature of Norse factions assimilating lower-tier Briton (Sea Kings) or Anglo-Saxon rosters into their own rosters.

Build system[edit | edit source]

Major factions - powerful ones - usually use the Rise of Kings system.

  • No brainers - Franks, Byzantines, Danes, Khazars, Bulgars, Saracens (Iberians and Italian States added too?)

But smaller ones often use a system that is more akin to that of Warbirth's

  • No Town Watch Guild or Nobles' Court. Instead, they get the Warrior Hall, which can be built almost all over the place, but is clearly weaker than a Nobles' Court
  • The English are unique in that they are able to train Fyrd-type units - these are units that normally would be recruited from the Town Watch, eg Skirmisher Levies.
  • For Wessex, the Noble Residence - already extant in Project 666 - is renamed the Manor, and it is from this building that Wessecean vassals can be recruited.

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