Land 4 (in Black and White 2) is the Norse Homeland.
This land, despite the in-game Norse description, is mostly fertile ground, and has massive amounts of wood; not to mention, the bottomless (infinite-ore-supplying) mine, that lies just outside the influence ring of your starting town.
Towns and Geography[]
Towns[]
There are 8 towns in this land, 6 of them being neutral towns with no influence ring, one being the Norse capital (with a small influence ring, that doesn't expand past its walls), and the player's town.
- Haydale
- Starting Food: 3,000
- Starting Wood:2,150
- Starting Ore: 1,584
- Starting Population: 20
- Starting Impressiveness: 2,010
- Impressiveness to capture: 7,133
- Helvale
- Starting Food: 3,500
- Starting Wood: 2,500
- Starting Ore: 2,000
- Starting Population: 20
- Starting Impressiveness: 2,262
- Impressiveness to capture: 14, 994
- Garnhaven
- Starting Food: 3,500
- Starting Wood: 2,500
- Starting Ore: 2,000
- Starting Population: 15
- Starting Impressiveness: 2,999
- Impressiveness to capture: 9,261
- Bier Town
- Starting Food: 3,500
- Starting Wood: 2,500
- Starting Ore: 2,000
- Starting Population: 20
- Starting Impressiveness: 2,188
- Impressiveness to capture: 12,830
- Metal Mountain
- Starting Food: 3,500
- Starting Wood: 2,500
- Starting Ore: 2,000
- Starting Population: 20
- Starting Impressiveness: 2,199
- Impressiveness to capture: 16,298
- Ironhad
- Starting Food: 1,040
- Starting Wood: 1,188
- Starting Ore: 4,455
- Starting Population: 20
- Starting Impressiveness: 2,671
- Impressiveness to capture: 14,736
- Valdir (Norse Capital)
- Starting Food: 4,000
- Starting Wood: 4,000
- Starting Ore: 2,671
- Starting Population: 125 (40 troops)
- Starting Impressiveness: 15,397
- Impressiveness to capture: 19, 839
- Darromire (Player's Town)
- Starting Food: ???
- Starting Wood: ???
- Starting Ore: ???
- Starting Population: 50
- Starting Impressiveness: 1,025
- Impressiveness to capture: N/A
Ore Mines[]
- Mine 1:
- Total Starting Ore: Infinite
- Location: Just outside of the influence ring of the starting town, just past a pile of ore rocks, on a tall mountain.
- NOTE 1: Resource values of rivaling towns, are recorded as from the earliest possible point the player is able move around the land, freely. These values may also shift, because of random variables determined upon starting the land.
- NOTE 2: "Impressiveness to capture" values, are also recorded as from the earliest possible point the player is able to move around the land, freely, and before any additional buildings have been built. These values may also shift, because of random variables determined upon starting the land.
Platoons and Strategy[]
Enemy Platoons[]
- Platoon 1
- Health: 100
- Troops: 10
- Level: 1 (Conscripts)
- Tribe: Norse
- Behavior and Location: Located in one of the valleys, that separate Darromire from Valdir. They don't move, unless attacked, or to join a nearby fight.
- Platoon 2
- Health: 100
- Troops: 10
- Level: 1 (Conscripts)
- Tribe: Norse
- Behavior and Location: Located in one of the valleys, that separate Darromire from Valdir. They don't move, unless attacked, or to join a nearby fight.
- Platoon 3
- Health: 100
- Troops: 10
- Level: 1 (Conscripts)
- Tribe: Norse
- Behavior and Location: Located between Helvale and Garnhaven. They don't move, unless attacked, or to join a nearby fight; however, about 5-6 minutes into the land, they will move to the wall near your settlement, that starts with a gap in it.
- Platoon 4
- Health: 100
- Troops: 10
- Level: 1 (Conscripts)
- Tribe: Norse
- Behavior and Location: Located in Valdir. They patrol the city, and the closest town to it (Ironhad).
- Platoon 5
- Health: 100
- Troops: 10
- Level: 1 (Conscripts)
- Tribe: Norse
- Behavior and Location: Patrols city walls and gates of Valdir.
Strategy[]
The first thing to do in this land, is to build the wall between the two existing segments near the sea, because one of the enemy platoons will move in, as an attempt to invade you before war fully begins.
It is also advisable to have your creature kill that platoon, before they even make a move against you.
Next, build a storehouse and the altar.
A good placement for the altar, is right next to the creature pen, so you have control over the land just out side the sea-side wall.
However, if you did not kill the enemy platoon that will patrol that area, the town bell will raise its alarm, in case of evasion of your influence ring, and the consciences will notify you that the city is under siege.
If you haven't bought the ranged armory, it is a good idea to do so now, and to recruit two platoons of archers, even as small as platoons comprised of ten to twenty men, and mount them on the walls, beside the pre-built gate leading towards the Norse capital.
When the Norse leader orders three enemy platoons to guard your gate, to prevent migrations from entering, these archers will deter those enemy platoons from patrolling (or, better yet, your Creature can shoo them away, and net some experience in combat).
Regardless, be prepared to close the gate. If the enemy patrolling platoon, outside the sea-side walls, are not dead, it's a good idea to have one of your archer platoons clear off the patrol, before being stationed at the main wall.
Next, purchase the lumbermill from the tribute menu. Until you unlock the Water miracle to help grow trees and crops, there is not a whole lot of wood in the starting area, so using the tribute for this, now, will save you some trouble, later, when saving up for an Epic Wonder in the next land.
If you haven't already, build the melee armory, and create a swordsman platoon, comprised of perhaps thirty to fifty men, and direct them to stand guard outside your city gate. They will have to constantly fight the three platoons that are regularly sent to your gates, so keep merging new melee platoons, with the old ones, to keep the experience, and dispatch of enemy platoons more comfortably.
To win this land, it is easier to do so through impressiveness, because of the little amount needed to sway the enemy capital's villagers.
However, it is advisable to have your Creature, or an army, keeping tabs on the flow of troops from the enemy capital city.
Scrolls and Objectives[]
Bronze Tutorials[]
- Wall [Building] Tutorial
- Creature Roles Tutorial
- Miracle [casting & Mana] Tutorial
Silver Quests[]
- Nut Oil: Three brothers are brewing their liquor. Toss their barrels of mead, between the islands each brother is on, to complete the brew.
- Tribute earned: 20,000
- TIP: It's easier to just win the land first, and then just drop the barrels where they need to go, being that winning the land gives you infinite influence.
- Tribute earned: 20,000
- Undead Army: There is a skull-shaped tomb, with five brazier-topped pillars, that hold a flame around it. Click to light each brazier up at night, in the correct order, to gain control of a platoon of veteran, undead Norse swordsmen.
- TIP: Hold your hand over each brazier, to see the death year of a buried norseman; pay attention to the year of death, and click each brazier in order of the earliest (lowest) death-date, to the most recent (highest) death-date.
- It is recommended to merge the undead platoon with some of your other swordsman platoons, to adopt their military experience.
Gold Story[]
- Depart Land: Move on to the next Land, Honshai. Tribute Earned: 0
Objectives[]
- Build a field. Tribute earned: 3,000
- Creature entertains 5 villagers . Tribute earned: 8,000
- Creature builds 12 houses [dwellings]. Tribute earned:10,000
- Creature collects 4,000 food. Tribute earned: 3,000
- Creature kills 2 platoons. Tribute earned: 4,000
- Win the land
- By force: Tribute earned: 100,000
- By impressing: Tribute earned: 100,000
- Villagers collect 4,000 resources... (Total Tribute: 9,000)
- Food. Tribute earned: 3,000
- Wood. Tribute earned: 3,000
- Ore. Tribute earned: 3,000
- Create 12 disciple Breeders. Tribute earned: 4,000
- Create 10 disciple Worshippers. Tribute earned: 5,000
- Reach population of 150. Tribute earned: 10,000
- Build 10 buildings on impressive areas [of land; areas that boost building impressiveness modifier]. Tribute earned: 3,000
- Water a field [with a Water miracle]. Tribute earned: 3,000
- Water a forest [with a Water miracle]. Tribute earned: 3,000
- Level a platoon to level 3 (Rookie rank [or, "regular skill"]. Tribute earned: 4,000
- Deforest the land [destroy every single tree in the land]. Tribute earned: 30,000
- TIP: If you have purchased the Fire miracle, make villagers into disciple Farmers, Breeders, and especially Worshippers, and, after beating the land, use this miracle en masse to quickly burn all the trees you can see, spreading fire.
- An evil-aligned creature, who can use the Fire miracle, can also help, if running around wooded areas with no supervision/if encouraged to be destructive.
- Increase city's impressiveness to 30,000. Tribute earned: 10,000
Easter Egg Challenge[]
There is a Norseman, living in a cove, along the straight-away by the ocean (somewhat close to your starting town, and the sea-side wall that starts with a gap in it).
Pick him up, and throw him as far as you can (ideally, from the top of the mountain, at the center of the land-- this is easiest-accomplished when you've won the land, and have infinite influence).
If he lands on the ground, you earn tribute, IF you broke your previous record, and according to how far you threw him (and maybe how much damage was inflicted, or how many tumbles he takes?).
He is seemingly immortal, as he does not age, he cannot die from being drowned, thrown, or burnt, and eventually re-appears at his cove, if you don't pick him back up immediately.
You also do not rack up severe amounts of evil points, by participating in this challenge, though you may acquire a few.
Interestingly enough, he also provides the player with a small amount of influence, inadvertently allowing the player to pick up anything that the man is close to. However, they will still be unable to interact with him, or anything near him, if he lands inside enemy influence.