The Four Peoples

When the Grey Tide rose, people fled in every direction: some climbed the mountains, some rode deep into the steppe, some hid in the old woods, and some took to their boats. Three hundred years later the tide recedes, and the Four Peoples return, each with its own craft.

The Four Peoples

On the night the Grey Tide rose, people fled in four directions.

Some fled up the mountains. They climbed past the snowline, carved their towns into the rock, and lived three hundred years on the stone and iron of the mountain's heart. They became the Highlanders: their walls are the thickest, and their infantry, behind great shields, the hardest to move.

Some took to their horses and rode deep into the grasslands, always ahead of the tide. For three hundred years they never stopped; the saddle is their home. The riders of the Steppe Folk come fastest, leave fastest, and carry home the most.

Some hid in the old woods where the mist could not reach, and lived by the bow. The arrows of the Forest Folk fly truest, and what they hide, no one ever finds.

And some simply took to their boats, drifting along the edge of the mist for three hundred years until they had seen every coast. The Tidefolk will trade in anything, and when they come ashore to plunder, each of them carries off enough for two.

Now the tide is ebbing, and the four peoples have come home. Once your city stands, think on where your people came back from: their craft is your strength, and your clan hall trains warriors no one else has.

Highlanders

When the Grey Tide rose they climbed above the snowline and carved their towns into the rock; they know quarrying, smelting and holding a wall

Bonuses

  • Stone production +10%
  • Iron production +10%
  • City defense +10%

Unique troops: Infantry

Unique troops of the five ages

StoneshieldStone Age · clan hall 1
Tower ShieldBronze Age · clan hall 3
FalxmanIron Age · clan hall 5
HalberdierMedieval Age · clan hall 7
HighlanderGunpowder Age · clan hall 9

Steppe Folk

They rode deep into the grasslands and kept ahead of the tide; three hundred years on the move, and the saddle is their home

Bonuses

  • Food production +10%
  • March speed +10%
  • Carry +15%

Unique troops: Cavalry

Unique troops of the five ages

Horse TamerStone Age · clan hall 1
Horse ArcherBronze Age · clan hall 3
Lance RiderIron Age · clan hall 5
Eagle RiderMedieval Age · clan hall 7
Winged HussarGunpowder Age · clan hall 9

Forest Folk

They hid in the old woods where the mist could not reach, lived by the bow, and learned to hide what they own where no one will find it

Bonuses

  • Wood production +10%
  • 10% more of the storage is safe from raids (of the storage cap)

Unique troops: Ranged

Unique troops of the five ages

JavelineerStone Age · clan hall 1
BlowgunnerBronze Age · clan hall 3
Ski ArcherIron Age · clan hall 5
RangerMedieval Age · clan hall 7
JägerGunpowder Age · clan hall 9

Tidefolk

They took to their boats and drifted at the edge of the mist for three hundred years; they have seen every coast and will trade in anything

Bonuses

  • Land tax +20% on every tile linked to the capital
  • 20% more from every market trade

Unique troops: Infantry

Unique troops of the five ages

HarpoonerStone Age · clan hall 1
Sea RaiderBronze Age · clan hall 3
ReaverIron Age · clan hall 5
CorsairMedieval Age · clan hall 7
BoarderGunpowder Age · clan hall 9

Choose your people in the city panel once your city stands; the first choice is free. Switching later costs 3000 gold, doubling each time. Unique troops you already have stay with you, but you can no longer train new ones.

The throne is still empty

There is still plenty of open land in the Realm, waiting for your first city.

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