Huginn and Muninn

# Overview

The Clan of the Raven. Great explorers and merchants, their mighty fleet allowed them to be the first to land on Northgard. They are strong trade partners if you don't mind their constant scheming. Brash and swift, they will often be found roaming where you least expect them.

 Kröwns and Harbors play central roles for this clan. Money can be produced excessively, while tasks like colonization and exploration can simply be paid for, giving this clan a big edge by spending a less vital resource.  Happiness will rarely be an issue with Harbors and explored areas providing plenty and a wealthy military becomes nearly unstoppable.

## Starting Bonuses

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

## Fame Bonuses

* 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 Tree

Sharp Axes
RangersEradication
RecruitmentJourneymen
HearthstoneShiny Happy People

Gear Upgrade
Fur CoatsDefensive Strategy
Military StrategyFeeling Safe
Legendary HeroesMonster Slayer

Mining Efficiency
Exotic GoodsNegotiators
EruditionCarpentry Mastery
NegotiationTrading Caravan

# Relic

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

# Mercenaries

* Mercenaries are unaffected by  Weaponsmith and  Gear Upgrade, but they benefit from  Fur Coats.

# Raid

Raids cause a ship to land on an enemy or neutral tile, and deposit several Mercenary units. If you have Naglfar, they will be accompanied by a Son of Hrymr. All of these troops will disembark simultaneously, and a timer will visibly start above the ship that deposited them. After 30 seconds, any raiding units which survived will become invincible and immediately retreat to the boat and depart.

Every raider sent that survived those 30 seconds yields certain amount of resources (for simplicity, let's call it a "pack" of resources). The amount of resources in a pack is determined based on natural resources and production buildings on the tile.
1 pack of resources contains:

* 1 iron or 1 stone if there’s iron or stone. Iron or stone is permanently deducted from the deposit. Mines don't count as a production building and don't increase the amount stolen.
* 20 wood for natural forest in the tile and another 20 wood per woodcutter building
* 12 lore per lorestone (natural and\or built)
* 12 gold per trading post and per market on the tile. Longship dock/harbor don’t provide gold if raided.
* 25 food per natural food resource and 25 food per food building. Sheepfold and silo don’t contribute to these values.
* 12 food if tile has no natural resources or only lore as natural structure.
* The Altar of Kings isn’t a production building and doesn’t give anything if raided.

The amount of raiders sent is equal to amount of sailors in a harbor used to commence the raid. A raid costs 20  Kröwns per mercenary and has a global cool-down tied to the raided tile that is shared between all ravens. The cooldown is approximately 30 seconds per mercenary sent. So if one raven sends full raid of 6 mercenaries on a tile neither he or another raven can send another raid on the same tile for 30\*6=180 seconds. The cooldown is calculated from mercenaries sent and not number survived.

A Son of Hrymr will plunder twice as many resources as a normal mercenary, doesn’t cost additional  Kröwns and doesn’t influence cool-down.

As noted above; raiding tiles with Iron or Stone will actually **remove** Iron or Stone from the deposit, which can allow you to deny these resources to an enemy, whether you raid a tile they control, or a neutral tile they're likely to expand to. In a pinch, this can also serve as an odd way to harvest them yourself (at 20 gold/resource, it is actually identical to the pre-"Negotiation" cost of buying from the Marketplace).

Raids no longer leave units at the destination tile, as they did in prior patches, but also no longer decolonize affected tiles.

Mercenaries and Son of Hrymr are affected by winter, by distance malus, by military lores and by forged weapons (for mercs only as Son of Hrymr can’t be forged)

# Conquest

In "conquest" mode, all clans play a series of 11 maps. The first, middle, and last maps in the sequence give hard-coded, clan-specific bonuses; the other maps randomly generate generic bonuses (which may or may not affect clan-specific units/buildings). The special bonuses for this individual clan are as follows:

* You receive 3 villagers, +3 max population, and 1 happiness for each 200 Commercial Influence.
* Colonizing with Kröwns costs -30%.
* You get double the Mercenaries. (i.e. coastal raids send twice as many)

# Other Clans

Eikthyrnir

Heidrun

Fenrir

Bjarki

Slidrugtanni

Sváfnir

Nidhogg

Svadilfari

Lyngbakr

Himminbrjotir

Brundr and Kaelinn

Ratatoskr

Dodsvagr

Hræsvelg

Neustria

Kernev

Vördr