Houses
Houses are the six ancient bloodlines of Otenos, and you choose one when you join a world. Your house stays with you for the whole Age and gives your play a small but steady bent: one bloodline produces more, another builds faster, another wins back some of the soldiers it loses in battle.
Choosing
- You choose your house when you join a world, and it's locked in once your holding is founded.
- It doesn't change during the Age. In the next Age, in another world, you choose again.
- It's hidden: other players see your house only by scouting you or if they're in your alliance.
- A house can't be bought, and every player chooses one of the six on equal terms.
The six bloodlines
| House | What it does |
|---|---|
| Ashnar | Timber, stone, iron and grain: every resource field in each of your holdings yields 4% more. This bounty reaches every corner of your lands: your buildings, your army, your storehouse. |
| Ataya | In every battle, attacking or defending, 20% of the troops you lose bind their wounds, return to your holding and take their place in your army again. The Drill Yard grants the same healing: if you have both, the Drill Yard saves its share first, and Ataya takes its share from the rest. |
| Dedalon | Every construction finishes 10% faster, on top of your Palace's speed. Your queue empties more often, and your resources turn into buildings sooner. |
| Hattara | Against every attack on your holding, your defense is 12% stronger. It works together with your trench and your other defenses; its strength shows at your holding's gate. |
| Sardan | When the hour of the rite comes at the altars, the Tender that flows to you is 20% richer. |
| Velon | Every hour you hold an altar while its rite runs is added to your score in the rankings; as a child of Velon, that score builds up 40% faster. It doesn't affect Tender. |
The legend and arms of every house are on the Houses page.
How effects combine
- Ashnar raises production of all four resources; it multiplies with the region's abundance multiplier and with the Waystation.
- Ataya brings back part of the soldiers you lose in battle as wounded. The Drill Yard does the same job, and the two apply one after the other: the Drill Yard first saves its share of the losses, then Ataya saves its share of what remains. The wounded return to your main holding's garrison.
- Velon makes the hours you hold altars during a rite earn score faster. It doesn't touch Tender; those hours count toward your score in the rankings.
- Dedalon adds to your build speed, stacking additively with the Palace's speed.
- Hattara strengthens your defense against attacks on your holding; it works together with trenches, the Bastion and garrison specializations. It doesn't apply in fights at altars.
- Sardan increases the Tender you earn from altar rites. Your starting balance, quest rewards and the Mint aren't multiplied.