Mount & Blade II: Bannerlord – ‘War Sails’ Expansion: Naval Travel, Blockades, and the New Nord Lands

The shores of Calradia are about to change forever. The highly anticipated War Sails expansion for Mount & Blade II: Bannerlord is on the horizon, promising to introduce a vast new dimension of gameplay that fans have been dreaming of for years: naval travel, warfare, and exploration.

Set for release in Early Fall 2025, this expansion is poised to be more than just an addition of boats; it’s a fundamental reshaping of the world map, a new and complex strategic layer of coastal sieges, and the introduction of a brand-new faction in the formidable Nords.

Based on the latest developer blogs, this guide is your comprehensive preview of everything that is coming in the War Sails expansion. We’ll break down the new northern territories you’ll be able to conquer, the intricate details of ship management, the dangers you’ll face on the high seas, and the game-changing new naval blockade system that will revolutionize warfare in Calradia.

The New North: Exploring the Lands of the Nords

The most immediate change in the War Sails expansion is a massive expansion of the world map to the north, introducing the long-awaited Nord faction and their harsh, unforgiving homelands. This new region is divided into three distinct areas, each offering unique challenges and opportunities.

Nordvyg Proper

This is the heartland of the Nords, a rugged and challenging strip of south-facing coastline. The terrain is dominated by rocky mountains and dense, forested valleys. This landscape will likely favor hardy infantry and skilled skirmishers, fitting the classic Nord warrior archetype from previous games. Campaigning in Nordvyg will be a true test of strategic planning, as the difficult terrain will slow down large armies, and the icy, cold winters will add a punishing layer of attrition for any invading force that is not prepared for the harsh northern climate.

The Island of Beinland

To the west of the mainland lies the remote and desolate Island of Beinland, or the “land of bones.” This recently colonized frontier is known for its valuable resources, such as walrus ivory, which likely drew its original settlers. This island will serve as a new strategic flashpoint, a potential source of great wealth for the faction that can control it, and a prime target for pirates or rival kingdoms looking to establish a valuable overseas foothold and naval base.

The Jumne River Area

To the east of Nordvyg, the Jumne River carves a path through a mysterious land dotted with ancient burial pits. More importantly, this new navigable river creates a direct naval route from the northern sea all the way south into the heart of Khuzait territory, connecting with lakes Laconis and Tanaesis. This will fundamentally alter the strategic dynamic of the eastern side of the map. No longer safe behind their vast steppes, the Khuzait cities will now be vulnerable to lightning-fast naval raids from Nord longships, opening up entirely new avenues for both war and trade.

Hoisting the Sails: Your Guide to Naval Travel

War Sails introduces a deep and complex system for naval travel on the campaign map, turning every coastal town into a bustling port and every sea voyage into a strategic consideration.

Acquiring and Managing Your Fleet

Your naval journey begins at any town with access to the sea or a navigable river. In these ports, you can purchase, sell, repair, and upgrade a variety of ships. You can also manage your clan’s naval power from here, giving ships to your clan members to form their own fleets or taking direct command of their vessels to amass a powerful armada.

Once your ships are ready, you are free to embark and set sail. You can land your party at any other port town or at suitable landing areas along the coast, though be warned that rugged shores and sharp cliffs will be inaccessible. The time it takes to board or disembark your troops is based on your party size and inventory weight, so a quick getaway will be difficult for a large, heavily-laden army. If you’ve traveled far inland after landing, you don’t need to trek back to your ships; you can simply go to the nearest port and summon your fleet to meet you there.

The Rules of the Waves: Speed and Movement

Your speed on the campaign map is influenced by a host of new factors:

  • Ship Type and Upgrades: Each ship has its own base speed. The iconic Nordic longships, for example, have a shallow draft that gives them a speed bonus in coastal waters and rivers, making them excellent raiding vessels, but they are slower on the open sea.
  • Wind and Currents: The environment is now a major factor. You must pay attention to the direction of the wind and waves. Sailing against the wind or upstream against a river’s current will significantly slow you down. The seas themselves have fixed currents, creating virtual naval highways that smart captains can use to their advantage.
  • Fleet Management: The classic Bannerlord rules still apply. Exceeding your crew or cargo limits, operating with too few crew members, or amassing an enormous fleet will all incur speed penalties, just as they do for land armies.

Dangers on the High Seas: Attrition and Storms

The sea is a dangerous and unpredictable place. The expansion introduces new survival mechanics that make every voyage a risk.

  • Sea Attrition: Your ships will take gradual, constant damage simply from being on the open sea. This rate of attrition is influenced by a ship’s innate “seaworthiness” stat, its size, and the weather.
  • Storms: Dynamic, moving storms of various sizes, up to and including hurricanes, will now traverse the seas. Sailing directly into a storm is incredibly dangerous and will cause heavy damage to your fleet. However, a skilled captain can try to “ride the edge” of a storm, using its powerful winds to gain a significant speed boost without taking too much damage.
  • Losing It All: If you lose all of your ships at sea, either through battle or to a storm, your journey is not over. Your surviving troops will make a desperate journey to the nearest shoreline on makeshift rafts, but this will come at a great cost, as many of your soldiers will be lost to starvation along the way.

The Art of the Blockade: A New Layer to Sieges

Perhaps the most game-changing feature of War Sails is the introduction of the naval blockade, a new strategic layer that completely transforms how sieges work for coastal and riverside settlements.

When you besiege a coastal town and have a fleet available, you will automatically establish a naval blockade in addition to your land-based siege camp. This blockade cuts off all reinforcements, trade, and escape routes by water, slowly starving the defenders. However, maintaining this blockade presents a new set of strategic dilemmas.

An enemy relief force can now attempt to break your siege by sea. As the besieger, you will be faced with a choice: engage the enemy fleet in a naval battle to maintain your blockade, or withdraw your ships. Winning the battle keeps the blockade intact. Losing the battle will lift both the blockade and your land siege entirely. Choosing to withdraw your ships will preserve your land siege, but it will allow the enemy to reinforce and resupply the town by water, making the final assault significantly more difficult and costly.

Conversely, if one of your allied towns is under siege, you now have new ways to help them. You can attempt a risky breakthrough, where you try to punch through the enemy blockade to deliver troops and supplies, though this will cost you some of your own soldiers. Alternatively, you can launch a full-scale naval assault on the blockading fleet. If you are victorious, the enemy’s blockade will be lifted, and their entire land siege will be broken. This new system adds a rich and complex dimension to warfare, making navies an essential component of any successful late-game campaign.

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