Steppe Riders
Horse lords of the open plains. The Steppe Riders start with Horsemanship and a Rider, and their hero, the Khan (a mounted warlord, the chief of the steppe horse tribes), can attack and ride away in the same turn without taking a hit back.

Play style
Speed. Grab villages and ruins first, raid weak cities, and never stand still where the enemy can reach you.
Starting unit: Rider
Rider: 3 stars, 10 HP, attack 2, defence 1, 4 damage, moves 2, range 1.
Hero: Khan
The Khan is a mounted warlord, the chief of the steppe horse tribes. Takes no counter-attack damage, and gets its full 5 movement back after attacking.
15 HP, attack 3, defence 1, 5 damage, moves 5, range 1. A city recruits the hero for free when it reaches level 5, and again at level 10.
Steppe Riders strategy
- Riders move 2 and cost only 3 stars. Use them to grab villages and ruins before anyone else gets there.
- Plains have no defence bonus, so don't try to hold open ground. Hit, then pull back to a hill or a city.
- The Khan moves 5, takes no counter-attack damage, and gets its full movement back after attacking. Strike a damaged unit and ride back to safety in the same turn.
- Riders deal 4 damage but have 1 defence, so don't trade blows with heavy units. Horsemanship leads on to Smithing (Swordsmen) once you also have Mining.
More tips in the strategy guide.
Other tribes
Bogforge · Canopy Hunters · Deeproot Wardens · Frostguard · Ironfrost · Mireheart · Saltforge Mariners · Sunfield Knights · Tideborn