The Empire

November 21, 2025

Coverage of the Northern, Southern, and Western Empire factions and their politics.

Mount & Blade II: Bannerlord drops you into a continent where everything seems to orbit one thing: the Calradian Empire. Even if you start as a Vlandian knight or Khuzait raider, your wars, alliances, and the main storyline keep looping back to the purple banners in the middle of the map.

If you want to understand Bannerlord's politics, troop meta, and main quest, you need a clear picture of what the Empire actually is - and what it feels like to play for it or against it.

Imperial cataphracts charging outside a city

Hero image: official Bannerlord key art, setting the tone for the Empire's heavy armour and siege-heavy campaigns.

For a broader look at every faction, you can skim Kingdoms of Calradia or the shorter Kingdoms Overview. This page zooms in on the Empire itself: how the civil war started, how each imperial branch plays, and how to build or break imperial power in your campaign.


Why the Empire Matters in Bannerlord

The Empire is Bannerlord's political and geographic centre:

  • It sits in the middle of the map, bordering every other major kingdom.

  • Three rival claimants - Lucon (Northern Empire), Rhagaea (Southern Empire), and Garios (Western Empire) - all say they are the true Empire.

  • The Dragon Banner main quest ultimately asks you whether you want to support the Empire, destroy it, or replace it with your own kingdom.

Practically, that means:

  • You will almost always fight imperial troops at some point, even if you never swear an oath to purple banners.

  • Imperial cities like Epicrotea, Lycaron, Diathma, and Jalmarys are high-value prizes in nearly every campaign.

  • The Empire's troop tree is the default balanced roster Bannerlord is designed around, so learning to use or counter it makes the rest of the game easier.

If you want more detail on how each branch is presented in-game, the Empire (Southern, Northern, Western) page and the individual Northern Empire, Southern Empire, and Western Empire guides go even deeper. This article is the umbrella overview that ties them together.


From United Empire to Civil War

Before the game starts, the Calradian Empire looked a lot like a late Roman or Byzantine state: a vast, bureaucratic empire stretched thin by conquests and internal politics.

Key beats to remember:

  • The Empire fought the famous battle of Neretzes' Folly, where Emperor Arenicos died in a disastrous defeat.

  • After his death, the Empire fractured over succession and blame:

    • Lucon and his supporters argued for a senatorial, law-driven continuity.

    • Rhagaea claimed hereditary rights as Arenicos' widow, pushing for a more dynastic monarchy.

    • Garios, a celebrated general, rallied veteran officers who blamed corrupt politicians for the disaster.

  • None of them backed down, and imperial territory split into Northern, Southern, and Western Empires, each holding imperial cities and troops.

On the campaign map, this has three concrete consequences:

  • You see three purple factions instead of one; each can declare war or ally independently.

  • Border lines between imperial branches are often tense but relatively stable, while borders with other cultures (Vlandia, Battania, Khuzait, Aserai, Sturgia) are more volatile.

  • The main quest eventually asks whether you want to reunite these branches under one banner or break the imperial system entirely (see Storyline & Main Quest and Main Storyline Walkthrough).


Imperial Geography and Starting Position

The Empire's strength and weakness is the same: it sits right in the centre of Calradia.

  • Access to everyone: imperial factions can reach rich trade routes to the Aserai, steppe horse markets near Khuzait, and fertile farmland near Vlandia and Battania.

  • Surrounded by threats: as soon as one imperial branch gets strong, its neighbours tend to gang up on it. Western Empire is almost always fighting Vlandia and Battania; Southern Empire duels with Khuzaits and Aserai; Northern Empire skirmishes with Sturgia and Khuzait.

  • High-value cities: places like Lycaron, Jalmarys, Epicrotea, and Diathma are prosperous and often have good workshops. Losing one hurts; taking one can flip the balance of a war.

When you start or join an imperial faction, expect:

  • Frequent sieges - both attacking and defending.

  • Multi-front wars, especially in the West where Vlandia and Battania are aggressive neighbours.

  • Lots of opportunities to gain renown and influence quickly, but also a real chance of getting dragged into wars you cannot afford.

For a wider sense of how terrain and borders affect movement and battles, skim Map of Calradia & Regions and Terrain & Weather Effects alongside this guide.

Imperial army on the march across open terrain

Official in-game screenshot, echoing the sight of imperial hosts marching between central cities.


Imperial Military Identity

Imperial armies are built around a balanced combined-arms roster:

  • Infantry: tough, well-armoured front line troops.

  • Archers: not as terrifying as Battanian Fians, but reliable and flexible.

  • Heavy cavalry: cataphracts that can smash flanks and chase down routed enemies.

In terms of troop tree (see Imperial Troop Tree and Troop Trees Overview) the Empire gives you:

  • Imperial Recruit -> generic starter who can become infantry or ranged.

  • Imperial Infantryman -> Legionary: shield-and-sword line troops with strong armour.

  • Imperial Archer -> Veteran Archer / Palatine Guard: solid bows with decent armour.

  • Imperial Equite -> Cataphract / Elite Cataphract: extremely heavy cavalry.

How Imperial Armies Play

On the field, imperial forces tend to excel at straight-up, organised battles:

  • Infantry can hold a long, sturdy shieldwall.

  • Archers are comfortable on small rises, trading volleys with most enemies.

  • Cataphracts can be reserved for crucial flanks or to run down routing troops.

Where they shine:

  • Sieges: legionaries with tower shields and good armour are great on walls and in breach chokepoints.

  • Mixed terrain: because they have infantry, archers, and heavy cavalry, they can adapt reasonably well to hills, plains, and urban maps.

Where they struggle:

  • Open steppe vs pure horse-archer spam (Khuzait). Imperial infantry can get kited, and cataphracts are expensive to replace.

  • Forest ambushes against Battania, where Fians can outshoot imperial archers and terrain slows heavy cavalry.

Imperial legionaries holding a shieldwall line

Screenshot: dense infantry formations that make imperial armies feel methodical and durable.


Northern Empire: Senate and Tradition

The Northern Empire under Lucon represents the conservative, senate-driven side of imperial politics.

Theme: law, tradition, and the old imperial order.

Geography:

  • Holds cities like Diathma and territory along the northeastern coast and rivers.

  • Borders Sturgia to the north and west, Khuzait to the east, and other imperial branches to the south.

Campaign feel:

  • Often starts in a relatively secure position, with fewer immediate enemies than Western Empire.

  • Wars frequently break out versus Sturgia (heavy infantry shieldwalls) and occasionally Khuzaits (horse archers).

Strengths when you join Northern Empire:

  • Good access to balanced imperial troops in central towns.

  • Plenty of river and coastal trade routes if you enjoy mixing warfare and commerce.

  • Politics that favour a more old-guard, stability-focused playstyle.

Weaknesses:

  • Wars can drag on slowly because northern fronts often involve snow, rivers, and forests.

  • Sturgian axes and shock infantry can chew through legionaries if you get stuck in prolonged melee without ranged support.

Who should pick Northern Empire?

  • Players who like a traditional imperial campaign with a reasonably safe core and strong infantry.

  • Anyone who wants to be the stoic senator-general slowly steering the Empire back toward unity.

Northern Empire border battle in hilly terrain

Official screenshot evoking northern border clashes against Sturgia and Khuzait.

For a more focused look at Lucon, his policies, and specific town-by-town advice, you can dive into the dedicated Northern Empire guide.


Southern Empire: Wealth and Intrigue

The Southern Empire, ruled by Empress Rhagaea, leans into dynastic politics and wealth.

Theme: hereditary monarchy, powerful noble families, and court intrigue.

Geography:

  • Controls Lycaron and other rich southern cities.

  • Sits close to Aserai lands and important desert and coastal trade routes.

Campaign feel:

  • Strong economy; southern towns are often prosperous and good workshop locations.

  • Conflicts tend to involve Khuzaits from the east and Aserai from the south, leading to cavalry-heavy battles.

Strengths when you join Southern Empire:

  • Easier to pivot into trading and caravans thanks to access to desert routes and Aserai markets (pair with the Economy & Trade Guide).

  • Good base for campaigns that mix political marriages, court intrigue, and military power.

  • Plenty of high-tier imperial units to stock garrisons once you stabilise the southern front.

Weaknesses:

  • You are exposed to Khuzait raids; fast horse-archer stacks can burn villages and ambush slow imperial armies.

  • Southern Empire can feel like it is constantly juggling two fronts - desert skirmishes and steppe cavalry.

Who should pick Southern Empire?

  • Players who enjoy mixing economy, politics, and warfare.

  • Anyone who likes longer campaigns where you grow from a minor lord into a power broker through marriages and policy votes.

Southern Empire city under siege

Screenshot: imperial walls and dense urban fighting, a common sight in Southern Empire wars.

For detailed notes on specific towns, trade routes, and recommended policies under Rhagaea, see the Southern Empire campaign guide.


Western Empire: Frontline Veterans

The Western Empire led by Emperor Garios is the most militarised of the three branches.

Theme: veteran generals, constant war, and a hardline military ethos.

Geography:

  • Controls Jalmarys and other cities on the western frontier.

  • Borders Vlandia and Battania - two factions with excellent cavalry and archers.

Campaign feel:

  • Expect almost permanent war against Vlandian knights and Battanian longbowmen.

  • High siege frequency: Jalmarys and its neighbours change hands often.

Strengths when you join Western Empire:

  • Non-stop opportunities for battles, renown, and loot.

  • Great for testing imperial armies against some of the strongest enemy rosters in the game.

  • Easy to justify aggressive, expansionist play; you are the Empire's embattled western bulwark.

Weaknesses:

  • Tough start for newer players: you can be outnumbered and outflanked if Vlandia and Battania coordinate.

  • Requires solid understanding of battle tactics and party speed to avoid being ground down (see Battle & Skirmish Tactics and Party Speed Explained).

Who should pick Western Empire?

  • Players who want a high-intensity, war-heavy campaign.

  • Anyone confident in handling sieges, cavalry charges, and multi-front defence.

Western Empire cavalry and infantry clashing on the frontier

Official screenshot: a stand-in for the brutal cavalry-heavy battles along the Western Empire's borders.

For more granular advice on defending Jalmarys, leveraging policies, and pushing into Vlandia, check the Western Empire page after this one.


Building an Imperial Army

Whether you follow Lucon, Rhagaea, or Garios, your ideal imperial stack looks broadly similar. Use the specialised pages like Imperial Troop Tree and Best Troops by Role for min-maxed comparisons; this section focuses on practical templates.

Early Game (Clan Tier 1-2)

Goal: survive, learn the troop tree, and avoid ruinous losses.

  • 50-60% Imperial Infantryman / Trained Infantryman

  • 30-40% Imperial Archers

  • 10% Equites / Imperial Light Cavalry

Tips:

  • Stick close to your own territory; fight looters and small bandit parties rather than charging into full wars.

  • Use infantry as a loose line; keep archers on a slight hill; send light cavalry to chase routers, not to take full charges.

Mid Game (Clan Tier 3-4)

Goal: support your liege's armies and start winning decisive battles.

  • 40-50% Imperial Legionaries

  • 30-35% Veteran Archers / Palatine Guards

  • 20-25% Cataphracts / Elite Cataphracts

Tips:

  • Anchor battles around your legionary shieldwall; do not rush.

  • Let archers chew through enemy infantry and cavalry at mid-range.

  • Use cataphracts to punish overextended enemy flanks or to chase down archers.

Late Game (Clan Tier 5+)

Goal: win sieges and field battles reliably, ready to found a kingdom or dominate your faction.

  • 35-40% top-tier legionaries

  • 30-35% palatine guards / veteran archers

  • 25-30% elite cataphracts

  • 5% flexible slots for companions, specialised mercenaries, or thematic units

Tips:

  • Combine this with high Leadership and Steward skills to push party size higher (see Tactics Skill Deep Dive and Steward Skill Deep Dive).

  • In sieges, let legionaries and companions lead the breach while cataphracts wait outside to mop up fleeing enemies after the gate falls.

Imperial siege with engines and wall fighting

Screenshot: siege warfare is where imperial infantry and engineering perks really shine.

For even more detail on siege-specific tactics, combine this page with Siege Warfare Fundamentals and Sieges and Castle Warfare.


Playing For the Empire

Joining an imperial branch gives you a clear narrative arc: preserve or restore the Empire.

Step 1: Join as a Mercenary

  • Start by signing a mercenary contract with the imperial faction you like most.

  • This lets you fight their enemies, earn influence and gold, and learn their typical army compositions without committing long-term.

  • Use this phase to level combat skills, test different troop mixes, and earn enough money for workshops or caravans.

Step 2: Swear Vassalage

Once you are comfortable:

  • Swear an oath as a vassal; you now gain fiefs through fief voting and have a real voice in kingdom decisions.

  • Focus on:

    • Winning important field battles and sieges.

    • Building relations with key nobles through help in wars and diplomacy.

    • Voting intelligently in fief distributions so your holdings form a defensible cluster.

Diplomacy & Kingdom Politics and Policies & Laws are essential deep dives here.

Step 3: Shape Imperial Policy

With influence flowing, start nudging the Empire toward your preferred playstyle:

  • Push policies that improve cohesion, taxes, or influence gain.

  • Consider laws that support heavy infantry and siege warfare, since those are imperial strengths.

  • Use Starting Your Own Kingdom as a reference if you plan to eventually break away with imperial territory under your banner.

Step 4: Main Quest - Restoring or Supporting the Empire

At a certain point, the Dragon Banner storyline forces you to decide whether to back the Empire or oppose it. If you choose to support it:

  • Side with either Istiana or Arzagos in favour of the Empire.

  • Use your position as an imperial lord or future ruler to reunite the three branches under one banner.

The Storyline & Main Quest and Main Storyline Walkthrough guides walk through the exact quest steps and deadlines; this page focuses on the strategic implications.

Dragon Banner choice and imperial armies

Screenshot: high-stakes battles and council scenes symbolise the Dragon Banner decision and the future of the Empire.


Fighting Against the Empire

Maybe you see the Empire as a failing relic and want to break it instead. In that case, understanding imperial strengths is key to pulling them apart.

What Imperial Armies Bring

Typical imperial stacks:

  • 40-50% legionary-style infantry

  • 20-30% archers or palatine guards

  • 20-30% heavy cavalry

  • The rest: companions, mercenaries, and sometimes allied faction troops

They favour orderly formations with infantry front lines, archers behind, and cavalry on the flanks.

Counterpicks by Faction

  • Vlandia

    • Use crossbows to punch through legionary shields and heavy armour.

    • Cavalry charges can beat cataphracts if you pick good terrain and move first.

  • Battania

    • Fight in forests and hills, where your movement bonus and longbow range shine.

    • Fians can outshoot imperial archers; just protect them from cavalry.

  • Khuzait

    • Exploit speed and horse archers; do not let imperial armies pin you into static fights.

    • Focus on kiting and draining enemy morale before closing.

  • Sturgia

    • Bring shock infantry and axes to break imperial shields.

    • Use shieldwalls to soak arrows while your own ranged units whittle away at their lines.

  • Aserai

    • Mix javelin cavalry and solid infantry; use mobility to punish overextended legionaries and chase down archers.

For broader match-up advice across every faction, see Countering Each Faction once it is populated.

Tactical Tips vs Imperial Armies

  • Force battles in awkward terrain: forests, hills, river crossings where cataphracts cannot get clean charges.

  • Target archers first if you rely on infantry; otherwise your front line will eventually buckle.

  • Use anti-cavalry tools (spears, pikes, braced polearms) in tight formations to blunt cataphract charges.

  • In sieges, prioritise destroying imperial siege towers and battering rams with your own engines; their infantry becomes much less scary if they have to climb bare ladders under fire.

For deeper tactical breakdowns, combine this guide with Formations & Battlefield Tactics and Tactics Skill Deep Dive.


The Empire in the Dragon Banner Storyline

The Dragon Banner quest frames the Empire as the question of Bannerlord:

  • Should Calradia be reunited under a restored Empire?

  • Should the Empire be destroyed, allowing the other kingdoms to rule?

  • Or should you become the new imperial centre by founding your own kingdom?

Broadly, your long-term outcomes fall into three buckets:

  1. Support one imperial branch and help it dominate.

  2. Unify the Empire under your preferred ruler (or yourself) by absorbing the other two branches.

  3. Crush the Empire entirely and build a new order with your chosen culture.

From a gameplay perspective:

  • Supporting the Empire often means intense central wars but comparatively stable borders once rivals are crushed.

  • Destroying the Empire removes a major balancer from the map; remaining kingdoms can snowball if you are not careful.

  • Founding your own kingdom from imperial lands gives you rich cities and a central position, but also paints a target on your back.

Use Storyline & Main Quest, Main Storyline Walkthrough, and Starting Your Own Kingdom together to plan your preferred ending once you know how you feel about the Empire.


Where to Go Next

If this guide gave you a clear picture of the Empire but you want to go deeper, here are the best next stops inside the wiki:

Taken together, those pages let you turn this high-level Empire overview into a full campaign plan, whether you are marching under purple banners or bringing them down.