Ashnar

The bloodline of the grain. Their lands give more each season than they promise.

The line of Ashnar was born in the seventh year of the famine. With the earth cracked and the granaries empty, a young woman carried her last sack of seed to a parched valley and gave every ear of grain a name. The next spring the valley rippled like gold; the peoples who ate their fill of that harvest gave her name to the grain, and the grain's name to her children. In Ashnar's houses, a handful of flour is still scattered on the earth before the first loaf is cut. It is said that in their fields even the wind carries seed, and even the rain asks them when to fall. Every army's road begins at a granary, and Ashnar knew it before anyone.

What it does

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.

Three rules

Once your holding is founded, your house stays with you for the whole Age. In a new Age, you choose again.

Rivals learn your house only by sending scouts; your allies can see it.

Your house's bonus adds to that of any building that does the same job.

Choose your banner.

You choose your house when you join a world. Let your banner reflect the way you play.