Northgard Battlegrounds/Clans
Northgard Battlegrounds Clans List
The four clans of Northgard Battlegrounds: Raven, Stag, Wolf and Bear, with each warchief, the three warchief skills, starting favor and clan structures.
Your clan sets your Banner Hall, your warchief and three warchief skills whose values rise by level. Raven, Stag and Wolf are playable in the demo, Wolf since the 2026-10-19 update, and Bear is not playable yet.
Every season change lets you level one thing: a warchief skill or your Banner Hall. The Banner Hall's next level adds 2 Krowns and 1 Lore a round, which is often the pick in Summer, before the board has the level 3 pieces or Economy structures a skill reads. Skills usually take the later levels.

How it plays
Bear is in the game files but not playable yet. As the files stand, Armor Proficiency gives Melee units Armor for each neighbouring Warband and Protectors of the Land pays Krowns for every Warband you own, so it reads as a Warband clan. Treat that as a preview until it is released.
Warchief skills
- Kindred Sprits
Borgild and Kaija get +25/75/125% Armor and +1/2/3 Cleave. - Armor Proficiency
Every Melee gets +10/20/30 Armor per neighbouring Warband. - Protectors of the Land
Every Warband yields 1/2/3 Krowns.
Clan structures

Raven Clan
Warchief Liv
Starts with 1 favor with Odin
How it plays
Raven turns your economy into damage. Refined Weaponry gives every unit +3/6/9 Damage for each Economy structure next to that unit, not next to Liv, so a Farm or Hunter's Lodge set between two camps arms both of them. Liv herself scales from Economy: Duelist's Cunning adds Damage on every critical hit she lands, more for each Economy piece you own anywhere, and she grows by 50 Health, 5 Damage and 3 Crit Chance after every battle. Ring her Banner Hall with Economy buildings and a Warrior Camp.
Rangers pays Krowns and Lore each time you colonise a tile. Hold off colonising in Spring and level Rangers at the first season change, so each tile pays 3 and 3 instead of 1 and 1. Mercenary Camp and Naglfar read your bank, so a Raven board running them spends less and keeps Krowns: 24 in hand sends the full four Mercenaries from each camp. The weak point is supply. Raven needs the shop to keep showing Economy pieces, and a run that doesn't find them has little for its skills to read.
Warchief skills
Rangers
Colonising a tile pays 1/3/6 Krowns and 1/3/6 Lore.
Duelist's Cunning
Every critical hit Liv lands in battle gives her +2/3/4 Damage per Economy in your settlement.- Refined Weaponry
Every Unit gets +3/6/9 Damage per neighbouring Economy.
Clan structures

Stag Clan
Warchief Brand
Starts with 1 favor with Baldr
How it plays
Stag rewards depth over width. Inspiring Architecture pays Krowns and Lore every round for each level 3 structure you own, and Valorous Leader gives Brand Health for each one, so every copy you combine pays twice. Extra Supplies hands out 1/2/3 free rerolls every round, the cheapest way to find those copies. Stag boards usually level Extra Supplies in Summer and Autumn and take Inspiring Architecture in Winter, once enough level 3 pieces stand to pay out.
Brand opens strong. With one level 1 Warrior Camp he can win the first creature round, which frees your villager to colonise a Rocky tile for a Mine; a level 1 Tracker Camp alone can lose that fight. He hits one target at a time and has no cleave, so he works best as the front line that takes the first hits, with healers behind him. Stag's own camps are Hlidskjalf, the only structure that sends Einherjar and the core of the Einherjar + Bifrost build, and Hall of Skalds, a healer camp that also makes Lore.
Warchief skills
Inspiring Architecture
Every round you get 1/1/2 Krowns and 0/1/1 Lore per level 3 structure you own.
Extra Supplies
1/2/3 free shop rerolls every round.
Valorous Leader
Brand gets +6/12/18% Health and +0/0/1 Ward per level 3 structure you own.
Clan structures

Wolf Clan
Warchief Egil
Starts with 1 favor with Thor
How it plays
Wolf is built around melee. Pack Tactics gives every Melee unit +2/3/4 Damage for each neighbouring Melee, so Wolf wants its melee camps packed together rather than spread around supports. Berserker's Rage adds 10/20/30% Action Speed to Egil for each Melee next to him, which puts his Banner Hall in the middle of that pack. Egil starts with 15 Damage, against 8 for Liv and 10 for Brand, and gains 1 Burn after every battle on top of the usual 50 Health and 5 Damage.
Spoils of War pays 2/4/6 extra Krowns for kills in the creature rounds, so an army that clears them quickly earns more. Wolf's own structures fit the plan: Berserker Camp gains Crit Chance for each neighbouring Warband, and Horn of Managarm sends three White Wolves and speeds up every Melee beside it.
Warchief skills
Pack Tactics
Every Melee gets +2/3/4 Damage per neighbouring Melee.
Spoils of War
PvE kills pay 2/4/6 extra Krowns.
Berserker's Rage
Egil gets +10/20/30% Action Speed per neighbouring Melee.















