Peoples
You pick your people at registration and they stay for the whole season. The three peoples sit on a scale from attack to defense.
Peoples
Nords hit hardest and fastest but defend worst at home. Sylvans are exactly the other way round, and Aumenians stand between them and make their living from the economy. None is best overall — they differ in what comes easily to you and what will cost you more work.
Raiders at war — slingers, wolf riders and fire throwers with a hard attack and a fast march, at the cost of weak defense. Their rangers keep foreign scouts away.
Forest folk, masters of the bow and of defense — borderers and bowmen hold the wall, bison and mammoths break the enemy's, and guardians stop cavalry dead.
Builders and husbandmen — a balanced roster from men-at-arms to trebuchets, faster building, higher output, and a guard that infantry breaks on.
Defensive boosts
- A boost applies to the whole defense of a village — the garrison and every ally's reinforcements alike.
- The larger the share of the defense a race holds, the stronger its boost, in full from 33 %. A single unit sent over therefore counts for almost nothing.
- A village defended by all three races gets all three boosts: stronger walls, lighter losses, and a costly victory for the attacker.