Every stronghold (but not a Skyhold) is home to one kindred, a people with its own quarter of buildings,
its own population and food, and its own arts. Kindred bonuses apply to that stronghold and to the hosts
it sends out.
Kindred
Strength
Who they are
Humans
Balanced; the starting kindred, whose envoys find the others
Heirs of the fallen empire
Dwarves
Resource yield and a cheaper economy
Delvers who shape stone and count every coin
Gnomes
Army strength and faster mustering
Tinkering gnomes who build engines of war
Elves
Quests, discovery, and march speed
Wanderers who know the hidden roads
Every lord starts knowing only the Humans. Send envoys to meet the others.
From the Kindred panel you can settle any kindred you know in the selected stronghold. When the kindred
changes, the population drops to at most 50 and only the new kindred's buildings count. The kindred quarter
must be idle to change. New holds start with Humans.
Kindred buildings use no plots and are built in their own queue, one at a time per stronghold, beside the
ordinary building queue. They follow the same build-time formula as other buildings (the Builders' Guild and
Golem Foundry speed them up) and count towards renown.
Every kindred has the same four core roles and eight special buildings:
Role
What it does
Dwelling
Raises the population cap.
Food
Feeds the population.
Artisans
Trains artisans from commoners (needs Dwelling 5 and Food 5).
Masters
Raises masters from artisans (needs Artisans 5).
Special
A bonus per level. The first four need Dwelling 3, the last four Artisans 2.
Building
Role
Level 1 cost
Cost per level
Requires
Effect
Townhouses
Dwelling
500 iron · 150 runestone
×1.2
—
Raises the population cap.
Farmsteads
Food
600 iron · 200 runestone · 50 aether
×1.21
—
Feeds the population. Population shrinks when food runs short.
Guild Hall
Artisans
12,000 iron · 8,000 runestone · 2,000 aether
×1.3
Townhouses 5, Farmsteads 5
Trains artisans from commoners, unlocking the second tier of arts.
University
Masters
60,000 iron · 45,000 runestone · 15,000 aether
×1.35
Guild Hall 5
Raises masters from artisans, unlocking the third tier of arts.
Market Square
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Townhouses 3
+0.5% iron yield per level
Drill Yard
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Townhouses 3
-1% muster time per level
Cathedral
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Townhouses 3
+3% population growth per level
Royal Mint
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Townhouses 3
+2% vault capacity per level
Courier Post
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Guild Hall 2
+0.5% march speed per level
Engineers' Lodge
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Guild Hall 2
-1% building time per level
Envoy Hall
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Guild Hall 2
+2% envoy luck per level
Grand Library
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Guild Hall 2
-1% study time per level
Building
Role
Level 1 cost
Cost per level
Requires
Effect
Deep Halls
Dwelling
500 iron · 150 runestone
×1.2
—
Raises the population cap.
Mushroom Caverns
Food
600 iron · 200 runestone · 50 aether
×1.21
—
Feeds the population. Population shrinks when food runs short.
Runesmith Forge
Artisans
12,000 iron · 8,000 runestone · 2,000 aether
×1.3
Deep Halls 5, Mushroom Caverns 5
Trains artisans from commoners, unlocking the second tier of arts.
Hall of Elders
Masters
60,000 iron · 45,000 runestone · 15,000 aether
×1.35
Runesmith Forge 5
Raises masters from artisans, unlocking the third tier of arts.
Deep Shafts
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Deep Halls 3
+1% iron yield per level
Crystal Grotto
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Deep Halls 3
+1% runestone yield per level
Vapour Wells
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Deep Halls 3
+1% aether yield per level
Brewhouse
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Deep Halls 3
+3% population growth per level
Stone Accountancy
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Runesmith Forge 2
-0.5% building cost per level
Magma Forge
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Runesmith Forge 2
+1% mana per level
Ancestral Vault
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Runesmith Forge 2
+3% vault capacity per level
Tunnel Network
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Runesmith Forge 2
-1% building time per level
Building
Role
Level 1 cost
Cost per level
Requires
Effect
Gnome Burrows
Dwelling
500 iron · 150 runestone
×1.2
—
Raises the population cap.
Steam Kitchens
Food
600 iron · 200 runestone · 50 aether
×1.21
—
Feeds the population. Population shrinks when food runs short.
Rune Lathe Works
Artisans
12,000 iron · 8,000 runestone · 2,000 aether
×1.3
Gnome Burrows 5, Steam Kitchens 5
Trains artisans from commoners, unlocking the second tier of arts.
Tinkers' Academy
Masters
60,000 iron · 45,000 runestone · 15,000 aether
×1.35
Rune Lathe Works 5
Raises masters from artisans, unlocking the third tier of arts.
War Forge
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Gnome Burrows 3
-1.5% muster time per level
Plating Works
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Gnome Burrows 3
+0.5% fortitude per level
Sigil Engravery
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Gnome Burrows 3
+0.5% might per level
Ward Loom
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Gnome Burrows 3
+0.5% ward per level
Siege Workshop
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Rune Lathe Works 2
-0.5% unit cost per level
Bastion Foundry
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Rune Lathe Works 2
-1% fortification cost per level
Infirmary
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Rune Lathe Works 2
+2% Healers' Lodge restoration per level
Logistics Hub
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Rune Lathe Works 2
+1% load per level
Building
Role
Level 1 cost
Cost per level
Requires
Effect
Treehomes
Dwelling
500 iron · 150 runestone
×1.2
—
Raises the population cap.
Orchards
Food
600 iron · 200 runestone · 50 aether
×1.21
—
Feeds the population. Population shrinks when food runs short.
Starlit Atelier
Artisans
12,000 iron · 8,000 runestone · 2,000 aether
×1.3
Treehomes 5, Orchards 5
Trains artisans from commoners, unlocking the second tier of arts.
Moon Conclave
Masters
60,000 iron · 45,000 runestone · 15,000 aether
×1.35
Starlit Atelier 5
Raises masters from artisans, unlocking the third tier of arts.
Wayfinders' Grove
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Treehomes 3
+1% march speed per level
Lorekeepers' Archive
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Treehomes 3
-1% study time per level
Huntsmen's Lodge
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Treehomes 3
+2% quest finds per level
Moonwell
Special
5,000 iron · 3,000 runestone · 1,000 aether
×1.3
Treehomes 3
+1% mana per level
Hidden Roads
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Starlit Atelier 2
-1% march aether per level
Seers' Glade
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Starlit Atelier 2
+2% envoy luck per level
Wildwood Gate
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Starlit Atelier 2
+2% Fateshard finds per level
Silver Harbour
Special
20,000 iron · 15,000 runestone · 5,000 aether
×1.3
Starlit Atelier 2
+1% load per level
Kindred bonuses that reduce something (building, muster or study time, costs, march aether) are capped at
−50% in total.
Every kindred has its own art for each slot. Into an unlocked slot you may place the art of any kindred
you know, paying relics; the art then has to be raised level by level in the kindred quarter
(×1.25 cost per level). Replacing an art costs relics again. An art whose slot is locked again (because the
population fell) stops working until it unlocks.
An art's bonus is raised by your standing with the kindred it comes from (+2% of the bonus per standing
level).
Envoys travel without an army to any site from 1 to 15 at speed 10,000, and come back with news. Each
envoy costs 5,000 iron · 1,000 runestone · 500 aether and takes a banner.
Outcome
Base chance
First contact with a kindred you have not met
8%
Favour with a kindred you know
55%
Relics
20%
No one answers
17%
First contact introduces a kindred you did not know (with 200 favour). It only happens while some remain
unknown, and envoy luck (from kindred buildings and arts) makes it more likely.
Favour gives 100 to 600 favour (+ envoy luck) with one of the kindreds you know.
Relics: 1 to 3 relics.
Envoy luck also makes "no one answers" less likely.