'PUT ON YOUR TRICORN, GRAB YOUR MUSKET, FIX BAYONETS, AND ONWARDS TO GLORY!'


Calradia: Imperial Age is being revived, remade, re-envisioned, and reinvigourated!


Welcome to Calradia, the year is 1717, and the smell of sulfur hangs in the air. Musket fire and cannonades echo across the land as Calradia is once again beset by war. Our story begins in the declining Calradian Empire of the 18th century, it's borders bombarded ceaselessly by countless enemies that surround them.

The Calradian Empire's territory recedes by the month, it's grip weakened by the continuing distrust of the current ruling dynasty who were placed on the throne after the last monarch perished without an heir. The Empire has only managed to avoid civil war through the tireless labour of diplomats and the iron-fist rule of the landed nobility. Loyalist levies are raised around the capital of Veluca, veteran Grenadier Guards steel themselves for combat, and mighty Culverins are built in the cannon foundries of the realm.

The Kingdom of Swadia was once the most opulent and powerful demesne in the Calradian Empire afforded the decadent title of Grand Duchy, but now it stands independent of the Imperial Dynasty after a swift and costly war of independence. With coffers full of gold, trade ships ships abound for the New World, and armies equipped with the newest weaponry available, the Swadians make ready for war!

The Vaegir Empire, a mighty force to be reckoned with, yearning to bear it's claws in battle once more. It's soldiers skilled in combat, boasting keen marksmen who pick off foes from afar, and battle-hardened veterans from countless frays with the Calradian Empire.

The Nordbund, once a minor vassal kingdom on the periphery of the Vaegir Empire, now a bustling martial electorate defended by professional soldiers who are tested in battle, tested by nature, and always stalwart and fearless in the face of death. After gaining their independence from the paws of the Vaegirs, they suddenly find themselves surrounded by the fiercest of foes.

The Kingdom of Silesia, a new force in the Calradian theater of war formed from the remnants of the Calradian Empire's shattered eastern plains. Distinct cavalrymen born of Swadian stock and skilled in horsemanship, dressed in dashing uniforms typical for those easterners who once stood under the Calradian banner against the fiercest nomad foe.

Nomadic Vaegirs known as the Cossavians have for decades been spilling out into the Steppes where Khuzait and Khergit once ruled, now it is home to fierce and swift horsemen who bring fire and sword to those who infringe on their freedom. The Cossavian horseman is the backbone of their army, but alongside deadly cavalry forces are fierce infantrymen skilled with muskets and sabers.


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Hello everybody!

I bet this is a surprise that came out of the blue! Yes, it's true, I have been working tirelessly on a Calradia: Imperial Age reboot/remake, the one you all deserve, re-envisioned for 2020!

This idea has been on the back burner for a while now, but I think it's time to show people what's in store for old and soon to be fans. This is going to be a total re-imagining of Calradia: Imperial Age, taking place in 1717 during the twilight years of the Calradian Empire shortly after the death of it's last monarch. New factions have rooted themselves around the world, whilst some old ones have been claimed by history.

The northern forests of Calradia were conquered by the Swadians forcing the Nords back across the seas once for all. The Rhodoks were the second to be claimed by war in Calradia's 14th century, finally subdued by the Swadian Empire. The Khergits were driven westwards by marauding nomads, fiercer with each wave, though many chose to perish by saber and arrow than live eating out of a Swadian palm, those that settled in eastern Swadia were first mercenaries for lords and merchants, but soon intermingling with the people of the eastern plains, and forming Silesia: Calradia's bulwark against the encroaching east. By the 15th century the Sarranids had made their play to carve out a chunk of Calradia, but they were driven back to the sands by Silesian lance and Swadian lead, abandoning their ancient capital to Calradian rule. Lastly the warlords of the steppes had been driven back east in the 16th century, leaving the steppes to be filled by Vaegir nomads known as 'Cossavians' who would carve out an enlightened kingdom for men who desire to be free.


I hope this article has been interesting, there may be more to come! To get the demo now swing by the Warband Workshop Discord server by clicking the icon below, and don't forget to leave feedback!



Stay safe, have fun.

- Archie Duke

RSS Files
Calradia: Imperial Age - Dragoon Edition [Foundation v1a]

Calradia: Imperial Age - Dragoon Edition [Foundation v1a]

Full Version 34 comments

'PUT ON YOUR TRICORN, GRAB YOUR MUSKET, FIX BAYONETS, AND ONWARDS TO GLORY!' Get ready to face foes in 18th Century Calradia!

Imperial Age: Beta 3.1 [IA Classic/Stable]

Imperial Age: Beta 3.1 [IA Classic/Stable]

Full Version 52 comments

The latest heavily patched and slightly updated version of Calradia Imperial Age!

Imperial Age: Beta 3.0 [IA Classic/Unstable]

Imperial Age: Beta 3.0 [IA Classic/Unstable]

Full Version 60 comments

Imperial Age 3.0 is here! new factions and other new content await come fight for a Imperial power or make your own destiny in gun powder era Calradia!

Comments  (0 - 10 of 1,101)
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Guest
Guest

Hi even though i became a king with 2towns 2 castles and 4 villages i cant access the kingdom options in the camp menu
Wich means i cant make peace or declare war
Is this a bug or is it som you made purposely if so can you please tell me how to make peace with other kingdoms

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dubof
dubof

I cant assign a crew to my falconet even though I have cannoneers from Vaegir. I have them in an Artillery group but when I get to the pre-battle artillery menu, there is no group I can give it to.

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ttalha2005
ttalha2005

Knk modu nasıl indirebilirim sabahtan beri inceliyorum ama nasıl indirecğimi hala anlamadım. Sayfada yeniyim kusura bakma

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-usingpisscord
-usingpisscord

>hurr durr semantics is midwit XD
Absolute midwit sentiment. Hey *******! Guess what happens without them?
>"OOGGA BOOGA NOGGA *** WHITEY NOMSAYIN?"
You want to start throwing around slang liek a ******* monkey, ideologue? It doesn't matter after all, since "like, we all know what they're saying omg it doesn't matter gosh". No, it's not like laws and other codes give specific definitions for words they use because people might misunderstand/use loopholes for their own gain or anything. We (read: a handful) all know what they meant! ******* fuckwit. Wouldn't expect any less from some political idealist. **** you. The spirit of the words are just as important as the words themselves. Not like you will ever understand, lolberg.
Anyway pretty cool mod desu. :^)

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Archie_Duke Creator
Archie_Duke

What's the matter with you, broski?

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SovietUnion1967
SovietUnion1967

dude you need to get a life and stop spending you whole *** day browsing the internet while sitting in your mom's basement

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PrettyCoolModBro
PrettyCoolModBro

Do you happen to know a way of forcing mounted units to not dismount? This is different from forcing them to mount, because doing that ensures their deaths. What I mean is, the default unit behavior for cavalry seems to be that, upon being unhorsed, they do not immediately try to find another horse if there are enemies nearby. And if the game interprets them as being stuck, they will dismount, which can be extremely annoying, especially if you're forced to restart the battle but are affected by the stupid retreat/rout auto-calc timer(? it happens usually a minute or less or something into battle). But if you force them to mount, while they won't dismount if the game interprets them as being stuck, they will always try to find another horse, even if enemies are nearby (unless the enemies are right on top of them). So I was wondering if there was a way to make sure they don't dismount when "stuck", but otherwise keep default unit behavior when they're unhorsed during fighting. Also, there should be a way to force certain units to use polearms/guarantee polearms; check the Taleworlds' site forums. Thanks, and great mod (although the cannons are pretty buggy).

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Guest
Guest

any eta for update?

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