Blood Diamond — Mount & Blade II: Bannerlord clan

Blood Diamond crest: a black and white shield with a red diamond, the wordmark Blood Diamond, Est. 2023, and the motto Be Brave. Fear God. Honour the King.

The Black Horse of the Community

We don't ride for glory. We ride so the rest of the server remembers our name long after we've taken their keep, their loot, and whatever was left of their dignity. Hated is a rank we earned.

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Reputation

Hated. Toxic. Undefeated.

Blood Diamond formed the way every real problem does — quietly, then all at once. We are not the biggest clan on the server. We are the one every alliance meeting is secretly about. The black horse doesn't ask permission to ride through your territory.

We talk trash before the charge, during the siege, and long after your keep is a smoking hole in the map. If that offends you, good — we weren't built for your comfort. We were built to win, laugh about it, and do it again tomorrow.

No alliance is safe. No treaty outlives our boredom. This isn't a roleplay guild. This is a raiding problem with a Discord server attached.

Admin: click a number or label to edit — saves automatically.

0
Keeps Razed
0
Caravans Looted
0
Alliances Betrayed
0
Mercy Shown
Recruitment

Think You Can Ride With Us?

We don't recruit the soft. We recruit the ones who've been banned from other clans' Discords for "excessive banter" and consider it a compliment. Bring a horse, a thick skin, and zero interest in being liked.

Join Now!

No safe spaces. No mercy. No refunds.

How We Fight

The Doctrine

Article I

No Quarter

Full-loot raids only. We don't negotiate surrender terms — we collect the gear and let the banter do the rest.

Article II

The Charge

We ride first, we ride hardest, and we hit before your formation finishes loading in. Cavalry shock is a personality trait here.

Article III

The Banter

We talk more trash than gear we take, and we take a lot of gear. Comms are half tactics, half open warfare of a different kind.

Article IV

The Wipe

If it's built on land we've marked, it burns by dawn. Every wipe is a fresh reason for someone to hate us more.

Command Structure

The Hierarchy

From the throne down to the poor soul who joined yesterday. Click a company to see who outranks who, and why you should probably still be polite to the surgeon.

King

Founded the clan, keeps the throne, and has never once apologized for anything. Ever.

Hand of the King

Says "the King wants" right before doing something the King definitely didn't ask for.

Duke

Owns more of the map than is legally reasonable and defends every inch of it personally.

Lord

Commands a warband large enough to have its own reputation for war crimes.

Earl

Runs a keep, a garrison, and at least one blood feud with a neighboring Earl.

Viscount

Technically outranks you. Will remind you of this during an argument about loot splits.

Baron

Holds just enough land to be dangerous and just enough grudges to prove it.

Enlisted
DreadGuard Captain

Leads the Dread Guard into the parts of the siege everyone else is retreating from.

Vanguard Captain

First through the gate, first to get yelled at if the charge goes wrong.

Master Surgeon

Keeps the Doctor Company alive with a scalpel in one hand and zero patience in the other.

Blood Champion

Wins duels for sport and grudges for fun. The name on the stat sheet nobody wants to see across from them.

Dread Guard

The wall that doesn't move, mostly because retreating would mean admitting fear exists.

Vanguard

Runs at the enemy line first so everyone behind them can pretend they're brave too.

Paviser

Carries a shield the size of a door and the attitude to match.

Guard

Holds the line, holds a grudge, occasionally holds a nap standing up.

Footman

Fresh blood in the shield wall. Statistically, also just fresh blood.

Dread Hunter

Puts an arrow through anything that moves, and a few things that were only thinking about it.

Marksman

Never misses. Has been blaming the wind for the one time he did, three years ago.

Ranger

Can track a caravan across three biomes and still make it home for dinner.

Archer

Standard-issue menace, quiver full of opinions.

Bowman

Still learning the difference between "aim" and "hope."

Dread Knight

Rides into the flank at a speed that should be illegal in several kingdoms.

Knight

Owns a horse that's braver than most of the infantry.

Esquire

One good charge away from a promotion, one bad charge away from a funeral.

Hobelar

Fast, light, and mostly there to make the real cavalry look organized by comparison.

Horseman

Can ride. Can't yet ride into a shield wall without immediately regretting it.

Head Nurse

Runs triage like a battlefield general, because at this point it basically is one.

Surgeon

Has seen things. Has caused a few of them too, if we're being honest.

Doctor

Patches you up so you can go get hurt again in twenty minutes.

Healer

Keeps the company standing between waves — the real damage dealer, statistically.

Militia

Hasn't been blooded yet. Everyone remembers their first wipe fondly — except them.

Medals — Event Performance
Melee I

Survived a shield wall without embarrassing anyone. Low bar, cleared.

Melee II

Started counting kills instead of near-misses.

Melee III

The enemy infantry knows your name and says it like a curse.

Marksmanship I

Hit the broad side of a keep. Progress.

Marksmanship II

Started calling shots before making them — and actually making them.

Marksmanship III

Arrows land before the enemy even hears the string.

Lancer I

Unhorsed someone without getting unhorsed back. Character development.

Lancer II

Turned the flank into a punchline.

Lancer III

The cavalry charge people write salty forum threads about.

Field Footage

Bloody Propaganda

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