Clans

In Northgard you have to choose a Clan. It works similar to Factions/Races in other RTS Games.

Each Clan has his own Starting bonus, Fame bonus and a slightly differing Lore tree.

All clans have access to five common Relics. In addition each clan has its own unique Relic.

* Your military units consume 30% less  Food and provide  Happiness.
* If you have no military units, the first one you recruit is free.
* 200  (Dominion): Your  Berserker can colonize cleared zones for free.
* 500  (Assault): Your military units gain a 15% attack bonus when fighting outside your territory.  Berserker's Dominion cooldown is reduced by 50%.
* Summons up to 3 White Wolves under your control from the relic tile.
* Cooldown 2 months, 1 month if built on a Wolves Cave.
* White Wolves have the same behavior as Skirmishers.
* The Hall of Skalds replaces the Brewery.
* 200  Fame
	+ Supplies: Each 200  Fame a boat brings you +50  Food,  Wood and  Kröwns, +25  Lore and +5  Stone.
* 500 Fame
	+ Annexation:
	+ For each 200 , the Colonization price is decreased by 5% and unit production is increased by 3%.
* 1000  Fame
	+ Valorous Leader: Your warchief gains the Valorous Leader ability. His base  defense also increases by 100% and his health by 60%.
* Increases the production bonus of your feasts by 20%.
* 200  (Shepherd): Gives 2 free  Sheep. You can have an additional Sheepfold and their Food production is increased by 10%.
* 500  (Team Work): You gain 1 free feast per year. Your Defense Towers and all your military units gain 20% resistance when feasting.
* Trade routes with the homeland are available and earn more  Kröwns. Great Trade Routes offer a 10% discount.
* Harbor the Longship Dock.
* Earn  Fame by scouting Neutral Factions and enemy Town Hall.
* 200  (Recruits): You receive 3 Villagers, 3 max population and 1  Happiness. You can trade with Homeland even if "Coinage" isn't unlocked.
* 500  (Mercenaries): You can hire Mercenaries at your Harbor and send them to raid coastal areas. You can assign 1 more Sailors in your Harbors.
* Sends a raid on a coastal tile with 2 Sons of Hrymr
* Sons of Hrymr have AoE attacks, hurting and fearing enemies (1 out of 3 attacks) and get resources to players (like a regular raid)
* Cooldown: 6 Months
* You can summon Kaija, the Armored Bear to your Training Camp.
* Instead of having reduced power, your  military units gain 10% resistance bonus during Winter.
* 200  (Kindred Spirit): Having Kaija, "The Armored Bear", or the  Shield Maiden in an area increases local production by 15%.
* 500  (The Bear Awakens): You gain +3  Fame per enemy unit killed in an area with the  Shield Maiden. Your military units gain +1% power per 100  Fame. Kaija, the Armored Bear can now go in enemy territory.
* Your Warchief wields the sword Gram. Gives +10%  attack, +10%  defense to Shield Maiden.
* Can colonize neutral zones with wild life for an extra cost. Wolves and Brown Bears in the colonized zone become friendly and won't attack your units.
* Each additional territory gives 2 max. population.
* Unlocking new Knowledge gives a +5 Fame bonus.
* No penalties to Happiness for non-upgraded Houses and Town Hall.
* The clan can only trade with neutral factions.
* 200  (Heritage): +1 free Knowledge (does not count toward a Lore victory or Blessing unlock).
* 500  (Greater Blessings): All blessings have upgraded effects:
	+ **Freya**: Winter penalty is massively reduced (70% for  Food, 50% for  Wood).
	+ **Baldr**: +5  Happiness and +2  Lore production.
	+ **Jörd**: Your army and upgraded towers get +10% .
* +5  Food production.
* When built, a Giant Boar spawns in every forest on the map
* Reveals every Forest tiles on the map
* Giant Boars in ally territories are peaceful and defend you and your allies
* You start with your warchief, the young Signy. She can be summoned again without  Iron.
* Signy grows up, getting stronger each year until the 10th year.
* You can build Skirmisher Camps.
* You can use Swidden Field on your zones to temporarily increase production at the cost of a reduced production afterward.
* You can steal Knowledge from any other clan you've encountered.
* Age 16 (Raised by Wolves): Signy gains **Cloaked**. When units use **Cloaked** among wild creatures, they increase their agressivity toward enemy clans and prevent agression toward your clan. When some of those creatures launch an assault, the zone is revealed.
* Age 17 (Shadow of the Wind): Signy is 50% stronger. Military units gains **Cloaked**.
* Age 18 (Tears of the Earth): Signy can use **Scorched Earth** to burn any zone over 3 months (6 months cooldown). Burned zone: -50% production, snake's units and buildings +50% attack. Pillages all resources from enemy buildings and burns them.
* All military units get 10% dodge chance.
* You have two warchiefs who can be summoned from Völund's Forge without  Iron.
* Your Warchiefs can build, repair, mine, and forge 20% faster.
* 200  (Thane: Craftsmen):
	+ When in the same zone, Warchiefs mine and forge 50% faster.
	+ Selling  Stone or  Iron earns +20%  Kröwns. Neutral factions will accept Stone and Iron.
	+ Allies and neutral faction receive double source.
* 500  (Jarl: Legacy of the Earth):
	+ You discover 2  Stone and 2  Iron deposits in your territory.
	+ Zones with or adjacent to an active relic gain +15% production.
* You start with 2  Thralls and only 3 villagers. You can buy  Thralls from your Longship Docks.
* Your civilian can go into neutral territory.
* No  Happiness or production penalty for being wounded.
* 200  (Reluctant Workforce): Receive 5  Thralls. Your  Dragon Essence gauge is extended, and bonuses are increased.
* 500  (Tenacious Grudge): +10%  attack power against an opponent for each victory condition in which they are ahead of you ( Commercial Influence,  Lore, and  Fame). Your  Dragon Essence gauge is complete, and bonuses are increased.
* Summons a Draconic Jötunn.
* Costs 200 .
* Colonization and building costs on non-coastal zone are 50% more expensive.
* All units' attack power is reduced by 30% on non-coastal zone.
* The Fishery replaces the Fisherman's Hut. It can be used to fish in both lakes and sea. Fishermen produce +20% more  Food.
* The Hörgr replaces the Brewery.
* Wyrd may be used to activate special abilities.
* 200  Fame (Future Sight):
	+ You obtain 400  Wyrd. Events are now revealed long sooner than other clans.
	+ Your clan feasts each time the Kraken approach the coasts.
* 500  Fame (Howl from The Sea Master): Military units killed in a neutral or enemy zone have a chance to become Spectral Warrior, joining your ranks under your orders.
* Your units are tougher, larger and eat more than the other clans, and have 15%  attack power and  defense bonus.
* Specialized civilian units have 40% production bonus, except Loremasters.
* Any building can hold only one unit, Houses hold less people.
* Torfin's Throne produce +2  Lore while Torfin is not summoned.
* 200 Fame (Military Pressure): Non villager unit productions have a bonus depending on the number of military units under your control.
* 500 Fame (The True Hero): Unlock Ram ability for Torfin. He can target an enemy building and he will destroy it immediately by charging at it. Enemy units become feared during the charge.
* The Archery Range replaces the Axe Thrower Camp.
* You can summon  Brundr and  Kaelinn to your Archery Range.  Mielikki, the Beastmaster is weaker than other warchiefs but does not cost  Iron.
* The Path of the Hunter replaces Military Paths. Spend  Hunting Trophies to unlock powerful abilities for  Brundr,  Kaelinn and the  Trackers.
* 200  (Lures): Unlock Mythical Lure ability for the  Mielikki. Once placed, it will periodically attracts Mythical Beasts to the zone, more and more as time passes. Assign your villagers to become Hunters to help tracking the Mythical Beasts. Each wave cleared increases population growth.
* 500  (Oskoreia): Unlock Oskoreia ability for the  Mielikki. She can recall the strongest and recent wave of Mythical Animals the clan killed. In their spirit form, they come back for a last rampage on earth.
* The Stove replaces the Brewery. Andhrímnir is your warchief and can be assigned to it to produce more  Ingredients.
* The clan hoards greedily in anticipation of winter 2 months before it starts and can count on a 30% increase in production during this period. However, they have a harder time during winter itself as they consume more  Food and  Wood.
* The clan can achieve its specific Ratatoskr Victory.
* 200  (A Helping Hand):
	+ You receive  Ingredients of each type by boat and you increase your ingredient storage by 200.
	+ You can make Meals for your allies.
	+ You unlock Gift routes at the Trading Post.
* 500  (Plot for the Throne): You gain Fame based on your extra population compared to your most populous opponent. Arrival of new villagers increases by 5% every 100  Fame.
	+ The zone where Yggdrasil's Root is built becomes "Eldritch". Every 4 months, another zone becomes eldritch.
	+ Units in Eldritch zones benefit from periodical production bonuses.
* The clan doesn't have access to Houses, but all non-mystic buildings provide housing. Extra villagers wait in your Population's reserve.
* The Shaman Camp replaces the Healer's Hut.
* When the clan units kill foes or die, the corpses are cremated in a Purification Pyre at a Shaman Camp.
* Overwork replaces feast.
* 200  Fame (Shamanic Care): While being healed, your units consume -30% less  Food.
* 500  Fame (Proliferation):
	+ Population's reserve can hold +4 villagers max.
	+ The maximum duration of Purification Pyre is extended to 6 months.
* You start with 1 Hawk. They turn a cleared zone into a Boneyard, providing natural resources from the zone and healing your units.
* Aviaries require no building slot and increase the maximum number of Hawks you can send on a Boneyard.
* You gain no  Fame for colonizing new zones.
* 200  Fame (Nomadic Tribe): Units outside their territory consume -30% less  Food and Firewood. Zones can be upgraded using  Food. In upgraded zones, houses give +1 population and military buildings give +1  Warband.
* 500  Fame (Scavenging): Ruins, Shipwreck, and all special zones can be explored once more to gain additional resources (except the  Fame). It is possible to reclaim a zone that already gave one.
* Buried Caches have a chance to become Forbidden Cache. For each Buried Cache or Forbidden Cache opened, you get a permanent +2% attack power bonus for all your military units.