Clans

In Northgard, you start by picking a Clan. Each Clan has different characteristics and bonuses unique to that Clan. Some Clans are included in the base game while others are only available by purchasing DLC. Most clans don't have a special unit.

# Base Clans

* The Hall of Skalds replaces the Brewery and produces additional  Fame.

Fame
 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 Fame, unit production is increased by 3% (15% max).

Lore* Hero Emblem —  Stone cost to build an Altar of Kings is reduced to 5. It gives +3  Happiness and produces  Fame.
* Food Preservation — For each  Food Silo, gain +3  Food. +5  Food if upgraded.
* Young and Proud — Increases your military units' attack power by 2% for every zone you control.
* The Value of Great Deeds —  Skald will produce +1.5  Kröwns.  Skalds' tool improvement is free and forging time is divided by 2.
* Glory of the Clan — Increases  Fame by 30%. Increases gains from Trade Routes and  Great Trade Routes by 10% each 200  Fame.

Relic
 Hlidskjalf : Allows you to recruit  Einherjar at **Hlidskjalf**. Powerful units consuming more  Food but whose strength increases with the clan's  Fame.

Conquest1. +50% for  Skalds production.
2. Food Silos are free, use no building slot and improve  Food gathering from Villagers.
3. +200,  +200,  +200,  +20 and  +10 when reaching  500 .

* Your clan gets 20% more production through feasts.
* no Tooltip available

Fame
 200 Fame : **Shepherd**

Gives 2 free  Sheeps. You can have an additional  Sheepfold and their  Food production is increased by +10%.
 500 Fame : **Team Work**

You gain 1 free Feast per year.
Your units regenerate during feasts.

Lore* Spare Tools — Tool improvement for  Farmers,  Hunters and  Fishermen costs no  Kröwns or  Iron, and forging time for those tools is divided by 2.
* Amenities — Costs -50% to develop a zone. Periodically, a sheepfold containing 2  Sheeps makes a new **Sheep** appear.
* Industrious — Upgraded buildings producing  Food and  Happiness can be assigned an additional  villager.
* Wool Trade —  Sheeps in  Sheepfold earn you +0.5  Kröwns.  Sheeps can be sacrificed for 40  Kröwns.
* Food Trade — Trading food via Trade Routes' gives +50%  Kröwns and +70% on tiles with a natural food source. Trade routes with  Jötunns earn you +50% more relationship.

Relic
 Eldhrumnir : +20%  Feast bonus, -50%  Feast cost. Your units regenerate health during a  Feast. You can build an additional Sheepfold.

Conquest1. Start with three  Sheep instead of one.
2. You start with the  Defensive Strategy Knowledge. +100% on  Defensive Strategy bonuses.
3. Feasts last two month instead of one.

* Your military units consume 30% less  Food and military unit grant  Happiness (see below).
* Whenever you have no military units, the first unit recruited is free (excluding the Warchief). Following units cost starts at  25 Kröwns

Fame
 200 Fame : **Dominion**

Your  Berserker can colonize cleared areas for free (every 12 months).
 500 Fame : **Assault**

Your  military units gain a  15% Attack bonus when fighting outside your territory.
Dominion cooldown is reduced by 50%.

Lore* Field Rations — Reduced your military units'  Food consumption by 75%.
* Spoils of War — Gain some  Kröwns for each enemy unit killed.
* Plunder — When you decolonize an area, your units there gain +30% health.
* Conqueror — Increases your military power against Defense Towers by 75%, and makes decolonization 30% faster.
* Veiled Threats — Improves your Trade Route'  Kröwns income by 75% if you have a  Berserker. After  Berserker died at least once, -50%  Kröwns costs and no  Iron to recruit him again.

Relic
 Horn of Managarm : Summons up to 3 White Wolves under your control for  50 Food each, with the cost being reduced by half if you build it in a Wolf Den tile. You can summon them every 2 months. 3 is the *total* maximum number; if you summon 3 wolves and lose 2 of them, next time the Horn of Managarm is off cooldown you will be able to summon only 2 wolves.

Conquest1. Meat provided by  Wolf or  Brown Bear is increased by 100%.
2. Your Berserker gains + 20%  Attack Power and  defense and his recruitment cost is reduced by 20%.
3. Happiness provided by your military units is increased by 100%.

* Harbor replaces Longship Dock
* You gain  Lore when you scout new zones and  Fame when you discover Neutral Factions and enemy Town Halls.

Fame
 200 Fame : **Mercenaries from Homeland**

You can send  Mercenary raids on enemy zone. You can assign 3 more  Sailors in your  Harbor with a  Lighthouse. You can trade with homeland.
 500 Fame : **Sea Supremacy**

All upkeep is reduced by 15%. Upkeep of military building is reduced by 50% Mercenaries can be recruited from military buildings, They do not consume food or wood but require  Kröwns to stay in your warband.

Lore* Rangers — Increases your scouting and exploration speed by 100%. Your  Scouts no longer consume  Food and cannot be hurt while exploring.
* Journeymen — Increases your  Happiness based on the areas you have explored (+0.75 Happiness per area, -0.5 Happiness per team member).
* Gear Upgrade — Gives you 2%  attack power and  defense per active  Sailor and  Merchant (20% max). Cost of weapon improvements reduced by 50%.
* Negotiators — Gain +2  Kröwns production and +30% forging speed.
* Exotic Goods —  Harbor,  Trading Post and  Marketplace produce +1  Happiness (+2 if upgraded).

Relic
 Naglfar : Allows you to send two Son of Hrymr to raid coastal tiles.

Conquest1. You receive 3  Villagers, 3 max population and 1  Happiness every 200  Commercial Influence.
2. Colonizing with  Kröwns costs -30%.
3. When hiring  Mercenary raid, it is doubled.

* You can summon  Kaija, the Armored Bear for  40 Kröwns and  40 Food. It regenerates and produces food near fish.
* Instead of having reduced power, your  Military units gain 10% resistance bonus during winter.

Fame
 200 Fame : **Kindred Spirit**

Having  Kaija, the Armored Bear or  Borgild in a zone increases local production by 15%.
 500 Fame : **The Bear Awakens**

You gain  +3 Fame per enemy unit killed in a zone with  Borgild. Your  Military units gain 1%  power per  100 Fame.  Kaija, the Armored Bear can now go in enemy territory.

Lore* Hibernation — Your non-sick clan members health regenerates during winter in allied territory.
* Harpoons —  Fish production is increased by 30% and 1 more  Fisherman can be assigned.
* Protector of the Land — Gain +1  Happiness per zone with at least one military camp.
* Shield Mastery —  Shield Bearers' weapon forge is free.Increases the resistance of all military units by 5%.
* Winter Festival — During winter,  Food production is no longer reduced, and all other productions are increased by +15%.

Relic
 Scabbard of Gram : Your Warchief wields the sword Gram. Enemies hit by Gram are **frozen**, along with the area around them. Gives +10% attack, +10% defense to Borgild.

Conquest1. Start with  Kaija, the Armored Bear, she has +10%  Attack Power and  defense.
2. Shield Bearers start with their weapon improved.
3. Start with Scabbard of Gram relic available.

* Can Colonize neutral zones with wildlife for an extra cost. Wolves and Brown Bears in the colonized zones become friendly and won't attack your units.
* Each additional territory gives +2 max population.
* Unlocking new knowledge gives + 5  Fame bonus.

Fame
 200 Fame : **Heritage**

You gain one free Knowledge, this does not count toward a Lore Victory or Blessing unlock.
 Svarn heals friendly animals in the zone he's in and gains the ability to tame one.
 500 Fame : **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 now get +10%  Attack Power.

Lore* Simple Living — Construction costs -50%  Wood to build.
* Herbalism — Each active  Mender provides +5% production in Mender's Hut territory (+10%  Lore production). Increases your  Menders' healing speed by 20%.
* Legacy — Increases  Happiness and production yields from  Altar of Kings by 50%.
* Lay of the Land — Reduces environment hostility by 70%. Increases non-villager productions by 10% in Forests, Swamps or Lakes.
* Bartering — Neutral factions will accept any resources and you gain +1  Happiness when trading with them. Trade routes with neutral factions earn you +20% more  Kröwns and relationship.
* Handiwork — Non-upgraded buildings receive +15% production.
* Osmosis — You obtain 1  Happiness for every 3 colonized zones. Zones with Forests, Swamps or Lakes provide 1  Happiness.

Relic
 Mask of Gullinbursti : Produce +6  Food. You can pay 150  Lore to summon one  Giant Boar. It is controllable as long as it is not in combat.

Conquest1. Menders produces +50% more. Their tool costs no resources and forge time is divided by 2.
2. Altar of Kings cost is reduced by 50% and gives 50% more.
3. Whenever upgrading your townhall, you gain three free building upgrade.

# DLC Clans

* The Skirmisher Camp is an exclusive building of the clan, it allows to recruit Skirmishers that can go through neutrals foes without being detected.
* The clan doesn't have access to  Fame. Signy grows up, getting stronger and unlocking new abilities instead.
* You can use scorched earth to gain military advantage and steal resources from neutral zones. You can burn zones as Signy grows stronger

Fame
This clan does not have any Fame bonuses.

Lore* Stolen Lore — Steals a Lore from another clan, replacing this slot with one of the following lores: Field Rations Industrious Food Preservation Journeymen Harpoons Osmosis Draconic Frenzy Ancestral Influence Knowledge From Beyond City Builder Spoils Of Plenty Stockpiling
* Under Pressure —  Skirmishers can attack enemy production buildings and houses to steal the resources they contain.
* Guerilla Tactics — Permanently increases your military units' attack power by +1% for any unit slain or lost in enemy territory (20% max). The bonus is 100% more effective for the first 5 seconds of combat.
* Black Market — Your Trade Routes produce +100%  Kröwns. Merchants produce +20% more  Kröwns. You can trade even when at war. When unit's are using cloaked on Neutral Faction zones, all enemy clans' relationship with this faction slowly worsens.
* Rapacious Exploitation — +1  Happiness for each zone affected by Swidden Field(max 3).

Relic
 Gungnir : All military units get 10% dodge chance. Unlocks the  Stealth ability for all your military units.

Conquest1. Skirmishers have +50%  Attack Power and  defense.
2. Signy gets +20%  Attack Power and  defense and +25  health.
3. The limit of simultaneous Scorched Earth zone is multiplied by 2.

* No  Happiness or production penalty for being wounded.
* You start with a Sacrificial Pyre. You can build a Dragonkin Altar instead of other military camps.
* Start with 2  Thralls and only 3  Villagers. You can buy thralls from your Longship Docks.

Fame
 200 Fame : **Reluctant Workforce**

Receive 5  Thralls.
Your  Dragon Essence gauge is extended, and bonuses are increased.
 500 Fame : **Tenacious Grudge**

You can train  Draconic Nightmares by sending  Dragonkin into
Dragonkin Altar a second time. Your  Dragon Essence gauge reaches it's maximum size and increases  ::the value of the bonuses.
Your  Dragon Essence gauge is complete, and bonuses are increased.

Lore* Hard Labor —  Thralls can be conscripted to production buildings to increase their output (maximum of 1 per building).
* Blood Sweat and Tears — no Tooltip available
* Draconic Frenzy — +100% attack power for a military unit with no other military allies in their zone.
* Capture — Military units have a chance to enslave wounded enemy civilians or neutral faction units.Enslaved  Myrkalfar and  Dwarf count as 2  Thralls,  Jötnar count as 5  Thralls. Chance of capture is multiplied by 2 if your  Warchief is in the zone.
* Slave Trade —  Thralls are 50% cheaper, and minimum price is also reduced by 50%.

Relic
 Skull of Hrungnir : Summon an  Draconic Jötunn.

Conquest1. Dragonkin have +50  health.
2. +1 Dragon Essence for each sacrifice.
3. Boats bring one more  Thralls.  Thralls can’t revolt.

* The Clan does not have access to Mines, Miners or Smiths
* Your Warchiefs can build, repair, mine and forge 20% faster
* Völund's Forge replaces the regular Forge
* no Tooltip available

Fame
 200 Fame : **Craftsmen**

When in the same zone, warchiefs mine and forge 50% faster
Selling  or  gives 20% more , trading partner gets twice the amount of those resources and neutral faction's will accept these resources.
 500 Fame : **Legacy of the Earth**

Zones with or next to an active relic receive 15% production bonus.
2  and 2  deposits spawns randomly in your territory. All deposits accumulate 20  and 10

Lore* Ancestral Influence — Relics don't use a building slot. You can build an additional relic(Max 1 per zone). Forging a relic takes 50% less time.
* Great Tower — A second upgrade for Watch Towers giving +50% attack power and +50% structure.
* Metalcraft — no Tooltip available
* Excavation — While mining  Warchief produce 5  Lore for each ore they extract.
* Quality of Life — +1  Happiness per territory with upgraded civilian buildings (except houses).

Relic
 Dainsleif & Tyrfing : Gives your warchiefs, Eitria and Brok +20% , +20% , +20% , +20% mining and +20% forge speed.

Conquest1. Your  Warchiefs regenerate in your territory.
2. +10% bonus production in zones with a  Warchief.
3. Whenever a  Great Tower is destroyed, it kills all units in the territory.

* Colonization and building costs on non-coastal zone are 50% more expensive and units attack power is reduced by : -30%.
* You start with 1  Spectral Warrior. You can have more by building Hörgr and having negative  Wyrd
* The  Brewery is replaced by the  Hörgr to assign female villagers into  Seeress'. The  Seeress' produce  Happiness and  Wyrd.
* Wyrd may be used to activate special abilities. And to turn a  Seeress into a  Valkyrie. When producing positive you get sent new villagers,
* no Tooltip available
* no Tooltip available

Fame
 200 Fame : **Future Sight**

 Spectral Warriors increase zone production by 15%
Events are warned long before other clans.
Your clan feasts each time the Kraken approach the coast.
 500 Fame : **Howl from The Sea Master**

You can have 4 more  Spectral Warriors.
Military units killed have a chance to become  Spectral Warriors joining your ranks under your orders.

Lore* Foresight —  Seeress' generate 20% more  Wyrd and 50% more  Happiness.
* Fresh Fish — no Tooltip available
* Endless Tide — Increases all your military units' attack power by 20%. Reduces the cost of military units by 15%. Each military camp gives +1  Warband.
* Knowledge from Beyond — Your Trade Routes produce +100%  Kröwns.Reveals the position of all neutral factions (without removing the fog of war).All Trade Routes give you +3  Lore. Trade Routes with neutral factions earn you 20% more  Kröwns and +20% more relationship.
* Near The Sea Spirit — Generates +1  Kröwns and +1  Wyrd for every 3 buildings on coastal zones.

Relic
 Edda of Vör : You can force the Kraken's Event. During Kraken's event, if any boat is destroyed you will receive resources.

Conquest1. +50% bonus production for  Seeress'.
2. Valkyrie are -50% cheaper to recruit, and their Purify ability has no cooldown.
3. Enemy units in your coastal territory lose life over time.

* Torfin's Throne produces +2  while Torfin is not summoned
* Your units are tougher, larger and eat 10% more than the other clans.
* Your units have a +15% attack power and defence bonus.
* Specialized civilian units have a +40% base production bonus, except loremasters.
* Non-upgraded buildings can hold only one unit, and houses hold fewer people.

Fame
 200 Fame : **Military Pressure**

Every non-villager unit receives a 4% production bonus for each military unit you control.
 500 Fame : **The True Hero**

Unlocks Ram ability for  Torfin, which can target an enemy building with a powerful charge. It causes Torfin to run towards it and destroy it in one headbutt, causing fear amongst enemy units on the way. A few buildings are immune to this attack : non-clan buildings, carved stone and Townhall.

Lore* City Builder — Improving a zone is 50% cheaper. In improved zones, specialized units get a +10% production bonus and buildings have a -50% upkeep cost.
* Military Training — Idle military units in your territory gain  Military Experience. Upgrading  Training Camp costs 30% of its normal costs.
* Ferocious Charge — Close combat unit's with improved weapons gain charge and +30% damage on a charge attack.Weapons are 100% faster to forge and cost 60% less.
* Unstoppable —  Torfin gains +5% attack power and defense for each discovered Ancestral Equipment.Whenever a unit dies in the same zone as  Torfin, his health slowly regenerates by 10% of the dead unit's max health.
* Warcraft — Gaining  Military Experience gives  Lore and  Fame.

Relic
 Aegir :  Torfin can use Provocation : All enemy units and towers target  Torfin during a short period and his defense is increased by 100% for 6 seconds.

Conquest1. Destroying your buildings earns you back their building cost. Likewise destroying enemy ones using Ram ability.
2. All unit gain +25 .
3. Torfin can summon his own shadow to follow him everywhere.

* You can summon  Brundr and  Kaelinn to your Training Camp.
* Mielikki the Beastmaster is weaker than other warchiefs but does not cost iron.
* The  Archery Range replaces the  Axe Thrower Camp. The  Trackers they train are ranged units shooting a wide variety of arrows.
* The Paths of the Hunter replaces the Military paths. Spend  Hunting Trophies to unlock powerful abilities for  Brundr,  Kaelinn and the  Trackers.

Fame
 200 Fame : **Lure**

Unlock Mythical Lure for Mielikki. She can place a lure in a non enemy controlled zone, which will periodically attract Mythical animals. They come in higher numbers as time passes. The next  Feast's  Food cost is reduced by 5% (up to 50%) per animal you clan killed.
 500 Fame : **Oskoreia**

Unlock the Oskoreia ability for Mielikki. She can sacrifice herself to recall the last and strongest Mythical animals the clan killed. In their spirit form, they come back for a last rampage on earth.

Lore* Spoils of Plenty — Your warchief can put up to 2 Lures in your territory to attract Savage  Deer (+10% bonus  Meat over normal  Deer).  Hunters' tool improvement is free and forging time is divided by 2.
* Defensive Arrows — no Tooltip available
* Nimble Paws — Lynxes frequently leap and dodge every attack while airbone. Gives Brundr and Kaelinn +35% max life.
* The Wild Hunt — Oskoreia spirits gain +20%  Attack Power. While in the same zone as the Mythical Lure,  Mielikki can summon spectral beasts to follow her, depending on the number of mythical waves you have hunted.
* Poaching — Your Trade Routes produce +100%  Kröwns. Allows you to sell Hunting trophies in the Marketplace (2:1 ratio).  Merchants produce +15% more  Kröwns.

Relic
 Glepnir : Allows you to place a trap in a non-enemy zone. Activate on demand to reveal spikes that damage and slow enemies for as long as they are in the zone. Lasts 30 seconds.

Conquest1. You start with  Deers on your starting zone.  Hunters produce +10% more .
2. Your  Archery Ranges give +1  Warband (+2 if upgraded) and  Trackers are 10  Kröwns cheaper.
3. Wild Hunt now calls the last two waves of mythical animals killed.

* The Squirrel clan gather  Ingredients in its territory, depending on the zone type.
* The  Stove replaces the  Brewery, where  Cooks can prepare  Meals, allowing great bonuses.  Andhrimnir is your warchief and can be assigned to it to produce more  Ingredients.
* The clan can achieve its specific Ratatoskr Victory.

Fame
 200 Fame : **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 Fame : **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.
 1500 Fame : **Most Beautiful Banquet**

Unlocks the specific new recipe Banquet of Valhöll. The clan of the Squirrel win the Game when prepared.
Lore* Kitchen Nightmare — Your next warchief recruitment is free. Reviving warchief cooldown is reduced by 50%.
* Economics — Every  Kröwns income is increase by 10%. All  Meals gain additional effects : +2  Happiness, +4  Kröwns.
* Stockpiling — You gain +1  Food/ Wood for each 100  Food/ Wood you have in stock (max +10). This bonus isn’t affected by winter malus.  Food silos don't require a building slot.
* Cooking Mastery —  Meal have improved effects.  Meal  Food cost is reduced by 20%.
* Rumor-mongering — You increase your relation's with every neutral faction over time. Allied neutral factions gains +20% defense against your enemies.

Relic
 Yggdrasil's root : 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. Enemy units in an eldritch zone have a chance to pick a fight with their own kin for 5s.

Conquest1. You produce 20% more  Ingredients. You can benefit from multiple meals at the same time.
2. Stove can have 1 more  Cook.
3. Your  Meals have 1 more level.

* The clan doesn't have access to  Houses, but all non-mystic buildings provide housing. Once max population is reached, extra villagers stack in a **Population's reserve**.
* The  Shaman Camp replaces the  Healer's Hut and trains  Shamans able to fight and heal multiple units and allies, even outside your territory.
* When the clan units kill foes or die, the corpses are cremated at the  Shaman Camp, producing  Lore and attracting new villagers faster.
* Overwork replaces the  Feast and boosts all productions at the expense of your workers' health.

Fame
 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.

Lore* Enrollment — Wounded units cost -30%  Kröwns to train as military units.
* Overcrowding — You can place up to two buildings of the same type in a zone, except  Defense Towers.
* Invasion — no Tooltip available
* Pain Suppressant — Wounded units move and attack 20% faster.
* Blood Ties —  Eir can sacrifice part of her Health to heal all your units in the zone over the next 5 seconds.

Relic
 Flame of Muspelheim : You can summon  Garm's Incarnation at a  Shaman Camp.

Conquest1. When killed, your units inflict  Sickness on their attacker.
2. Wounded units do not suffer production malus when Overworking.
3. Non-mystic buildings can house 1 more villagers.

* 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 from colonizing new zones.

Fame
 200 Fame : **Nomadic Tribe**

Units outside your 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  Fame). It is possible to reclaim a colonization bonus from a zone that already gave one.

Lore* Falconers gain the ability **watchkeeping**. The  Falconer deploy their  Hawk to watch over the zone, improving the attack power of military units by 10% and the production of allied specialized units by 15%.  Grif automatically triggers the ability and calls a  Hawk in combat. }} — no Tooltip available
* Hawks protect allied units in **Boneyards** by using **Blind**. A blinded unit will miss all its attacks for 3 seconds. }} — no Tooltip available
* You gain +**3**  Happiness if you have  Grif and +**1**  Happiness for each neutral or allied zone adjacent to your territory with no hostile units. }} — no Tooltip available
* The **Boneyard** effect is applied to your enemy decolonized zones. All your  Hawks gather resources from enemy production buildings in the zone.}} — no Tooltip available
* You gain 60% more resources when closing a Wolf Den, a Draugr Tombs or colonizing a special zone. }} — no Tooltip available

Relic
 Vídópnir's Feather : Buried Caches have a chance to become a Forbidden Cache. For each Buried Cache or Forbidden Cache opened, you get a 2% attack power bonus for all your military units (max 10%).

Conquest1. Your civilians can go into neutral territory.
2. The clan can colonize zones non-adjacent to its territory
3. Grif can summon **Glacial Winds** on a zone. Freezing all enemy units in the zone for 30 second.

* Killing a foe generates  Faith if  Hildegard takes part in the fight.
* Military units can be recruited using  Faith instead of  Kröwns.

Fame
 200 Fame : **Religious Processions**

Feast costs 3% less for each acquired Knowledge and Vow. Each military camp in a zone with prosperity gives a 5% attack bonus to associated units.
 500 Fame : **Rise of the Twelve Peers**

You can evolve  Monks into  Paladins for a cost in  Faith. Paladins can be assigned a Relic and carry it with them, including into enemy territory. Relics require no building slot.

Lore* Steelwork — Each military building in a building with an active **Smithy** provides a +5% defense bonus to the associated units.
* Ost — Your next **Sentry Camp** is upgrade is free.  Military Experience gains are increased by 15%.
* Marchfield — Military upgrades unlock faster and have a higher chance to trigger.
* Chanson de Geste — Killing mystical creates generates  Faith.
* Miraculous Healing — Allied religious buildings slowly heal units within their zones.

Relic
 Altar of Volvinius : All resources produced in the zone are replaced with  Kröwns and all deaths in the zone generate  Kröwns.

Conquest1. Hildegard regains health when she generates  Faith
2. Monasteries count as military camps and  Paladins can recieve a military upgrade.
3. The clan is no longer limited to a single Relic.