The Sarranid Sultanate is a new faction introduced in Mount&Blade: Warband, located in the southern deserts of Calradia. It is led by Sultan Hakim, while the claimant to the throne is Arwa the Pearled One. Sarranid lords are called emirs, an Arab title for a ruler.
The Sarranids are possibly descendants of the Aserai, hinted by their dwelling place and troop composition.
|Emir Amdar||Emir Atis||Emir Ayyam||Emir Azadun|
|Emir Biliya||Emir Dhashwal||Emir Dhiyul||Emir Ghanawa|
|Emir Ghulassen||Emir Hamezan||Emir Hiwan||Emir Lakhem|
|Emir Muhnir||Emir Mundhalir||Emir Nuam||Emir Nuwas|
|Emir Quryas||Emir Raddoun||Emir Tilimsan||Emir Uqais|
Also see Sarranid Sultanate Tactics.
- Weak infantry.
- Archers are weak in melee.
- Yields one of the poorest elite infantry troops in the game.
The starting position for the player is difficult, as many bandits roam the deserts outside of villages and towns. When you can, leave the area and come back with a large force if you want to attempt to drive out the bandits. Most of their units are relatively weak, excluding some of the higher tier archers and cavalry.
The Sarranids use units and tactics that seem to be a blend between those of the Swadians and Vaegirs, giving them more versatility. The top-tier Sarranid cavalry unit, the Sarranid Mamluke, is on a par with the Swadian Knight as the toughest horsemen in the game while Sarranid infantry and archers are tactically closer to Vaegir military units, although they are generally more heavily armored and bear heavier shields than Vaegir troops. Their weakness lies in a lack of specialization arising from this blending. While their archers are relatively tough in melee, they are not as devastating in their main role as archers. Similarly, their infantry have throwing weapons, but lack staying power in melee combat, and their horsemen are slightly less well-armored than their Swadian counterparts (but still quite powerful) and carry more blunt weapons to capture prisoners.
Used well, the Sarranids are a formidable force, but it is hard to squeeze a significant amount of damage out of the archers during a siege because they quickly exhaust their ammunition. Sarranid Master Archers are a hedged bet. They are better in melee combat, and thus a good backup when things go awry, but less effective compared to other ranged troops when things go according to plan. Ultimately, Master Archers may not be capable of clinching victory against powerful enemy forces. Mamlukes rule the open desert and their blunt weapons will help them pay their recruitment costs and salaries by capturing prisoners, but their expensive horses are of no use when besieging a town or castle. Sarranid infantry might score a few kills with throwing weapons, but when you need them to hold the line they simply may not be capable of holding their own against other factions' infantry in a direct clash.
The Sarranid territory is mostly open desert, making battles very favorable for cavalry and archers. Unlike the Khergits, their cavalry are melee only and have no bows, making them less versatile. However, their mounted knights (Mamlukes) are some of the strongest in the game, rivaling Swadian Knights.
Their infantry are considered the weakest in the game when compared to the other factions, and they are not as heavily armed as similar units in other kingdoms. However, they are reliable in large numbers and can be very useful if supported.
Sarranid archers use bows and jarids rather than crossbows, and while they can out-shoot Nord Veteran Archers, they are outclassed by Vaegir Marksmen. They have a very fast rate of fire, which allows a small number of troops to lay down an impressive volley in a short amount of time. But, Sarranid archers are not always reliable because of their low damage and poor accuracy, made worse when they spawn with jarids instead of bows.
|Tier 1||Sarranid Recruit|
|Tier 2||Sarranid Footman|
|Tier 3||Sarranid Skirmisher||Sarranid Veteran Footman|
|Tier 4||Sarranid Archer||Sarranid Infantry||Sarranid Horseman|
|Tier 5||Sarranid Master Archer||Sarranid Guard||Sarranid Mamluke|
|Territory of the Sarranid Sultanate|
Ahmerrad • Bariyye • Durquba • Shariz
Bardaq Castle • Caraf Castle • Durrin Castle • Jameyyed Castle • Samarra Castle • Sharwa Castle
Teramma Castle • Weyyah Castle
Aab • Ayn Assuadi • Dhibbain • Fishara • Habba • Hawaha • Iqbayl • Mawiti • Mazigh
Mijayet • Mit Nun • Qalyut • Rushdigh • Sekhtem • Shibal Zumr • Tamnuh • Tazjunat • Tilimsal
Unriya • Uzgha
Note that, over the course of the game, other kingdoms may besiege and take over these lands and the Sultanate may gain more or less land. However, these places are the only places from which you can recruit Sarranid troops.
The Sarranid Sultanate is the only faction in which no castle shares its name with that castle's village.
- The Sarranid ruler and vassals, unlike those of the other factions, wear their combat attire all the time, including in the castle halls where the other lords usually wear civilian clothing. Internally, this is because the Sarranids were not given an alternate set of clothes in their inventory and so have nothing else to wear.
|Mount&Blade Factions — Khergits • Nords • Rhodoks • Swadians • Vaegirs|
|Warband Factions — Khergits • Nords • Rhodoks • Sarranids • Swadians • Vaegirs|
|With Fire & Sword Nations — Cossacks • Crimeans • Muscovites • Polish • Swedes|
|Napoleonic Wars Factions — Austria • France • Prussia • Russia • United Kingdom|
|Viking Conquest Cultures — Anglo-Saxons • Britons • Frisians • Gaels • Norsemen • Picts|
|Bannerlord Factions — Aserai • Battanians • Khuzaits • Northern Empire • Southern Empire • Sturgians • Western Empire • Vlandians|