Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Landmarks

Total War: Warhammer III's Immortal Empires has 289 landmark buildings in 183 settlements. Each race builds its own version of a landmark, often under another name (the Imperial Palace becomes the Occupied Imperial Palace). Patch 9.0.4, from the game's data.

Where each landmark stands comes from the campaign's start position (startpos.esf: each region's building slots) and the slot's permitted buildings (slot_template_permitted_building_chains, building_chain_set_items); a settlement's own main building is left out. Effects are the top level's; cost and turns the first level's. An effect the game gives only some owners (building_effects_junction context_requirement) names the races or factions it applies to, one with a condition carries the game's own words for it, and Realm of Chaos-only effects are left out.

Al Haikk · Coast of Araby

Held by Vampire Counts at the start

  • Dawnlit Barrows

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Altar of Ultimate Darkness · Iron Coast

Held by Skaven at the start

  • The Altar of Ultimate Darkness

    8 races · 6,000 gold, 7 turns

    Winds of Magic power reserve capacity: +3 (all armies) · Income from all buildings: +5% (local province) · Lord recruit rank: +1 (factionwide)

Altdorf · Reikland

Held by The Empire at the start

  • Altdorf Colleges of Magic

    The Empire · 2 levels · 3,000 gold, 5 turns

    Arcane Essays: 50 per turn (The Golden Order only) · Winds of Magic power reserve: +20 per turn [PH] (armies in local province) · Winds of Magic power reserve capacity: +10 (all armies) · Hero capacity: +2 for Battle Wizards · Unlocks Hero recruitment: Battle Wizard · Unlocks Hero recruitment: Bright Wizard · Hero recruit rank: +4 for Battle Wizards (factionwide)

    Unlocks: Luminark of Hysh, Celestial Hurricanum

  • Castle Reikguard

    The Empire · 2 levels · 4,000 gold, 3 turns

    Recruitment cost: -35% for Reiksguard units · Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province (local province) · Recruit rank: +3 for Reiksguard units (factionwide) · Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Attribute: Devastating Flanker for Reiksguard units (all armies)

    Unlocks: Reiksguard

  • Imperial Palace

    The Empire · 10,000 gold, 6 turns

    Hero recruit rank: +2 for Empire Captains (factionwide) · Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Lord recruit rank: +2 (factionwide)

Other races' versions: Occupied Imperial Palace (Bretonnia, Vampire Counts, Warriors of Chaos, Undead Legions) · Altdorf College of Forbidden Magic (Undead Legions, Vampire Counts)

Ancient City of Quintex · Titan Peaks

Held by Dark Elves at the start

  • Sanctum of Quintex

    16 races · 3 levels · 2,000 gold, 3 turns

    Income generated: 400 · Income from all buildings: +10% (local province) · Growth: +40 (all provinces) · Control: +3 · Research rate: +10

Arnheim · The Bleak Coast

Held by Dark Elves at the start

  • Walls of Arnheim

    High Elves · 6,000 gold, 4 turns

    Melee attack: +5 when fighting against Dark Elves (factionwide) · Diplomatic relations: -10 with Dark Elves · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Defensive supplies: +300 (all provinces) · Global recruitment capacity: +1

Other races' versions: Defiled Elven Colony (Slaanesh)

Axlotl · Mosquito Swamps

Held by Lizardmen at the start

  • Chameleon Shrine

    Lizardmen · 6,000 gold, 4 turns

    Unlocks Hero recruitment: Skink Chief (all provinces) · Hero recruit rank: +2 for Skink Chiefs (all provinces) · Recruit rank: +2 for Skink and Chameleon Skinks units (factionwide)

Bechafen · Ostermark

Held by The Empire at the start

  • Dragonbone Mound

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Bhagar · Shifting Sands

Held by Tomb Kings at the start

  • Pyramid of King Alcadizaar

    Tomb Kings · 6,000 gold, 10 turns

    Canopic Jars generated: 10 · Physical resistance: 10% when fighting against Vampire Counts · Winds of Magic power reserve capacity: +5 (all armies) · Post battle chance of stealing a magic item: +10% · Income from post-battle loot: +10% (factionwide) · Control: +1 (all provinces)

Bitter Bay · Broken Teeth

  • Anurell's Tomb

    Chaos Dwarfs, High Elves · 6,000 gold, 4 turns

    Raw Materials: 50 per turn (when Workload requirements are met) · Campaign movement range: +5% (all armies) · Attrition: -50% casualties suffered from high seas attrition (factionwide)

Black Crag · Death Pass

Held by Greenskins at the start

  • Dork's Rock

    Greenskins · 10,000 gold, 6 turns

    Income from post-battle loot: +20% (factionwide) · Income from raiding: +50% (all armies) · Global recruitment capacity: +1 (factionwide) · Control: +2 (factionwide) · Local recruitment capacity: +1 (factionwide) · Diplomatic relations: +20 with Greenskins · Lord recruit rank: +2 (factionwide)

Black Fortress · The Howling Wastes

Held by Chaos Dwarfs at the start

  • Infernal Barracks

    Chaos Dwarfs · 8,000 gold, 6 turns

    Hero recruit rank: +2 for Infernal Castellan (factionwide) · Unlocks Hero recruitment: Infernal Castellan (all provinces) · Upkeep: -10% for Infernal Guard units (all armies)

Black Pyramid of Nagash · Great Mortis Delta

Held by Undead Legions at the start

  • Nagash's Sigiled Study

    Undead Legions · 3 levels · 2,500 gold, 3 turns

    When Devastated by the Ritual of Undeath: Empower 6 Sigils within the Black Pyramid · Necromantic Energy: +100 per turn (land of the dead) · Local recruitment capacity for Vampire Coast, Vampire Counts and Tomb Kings units: +1 (local province) · Winds of Magic power reserve capacity: +10 (all armies) · Hero recruit rank: +3 (all provinces) · Spell resistance: 10% (all armies) · Lord recruit rank: +2 (factionwide)

    Unlocks: Nehekharan Warriors

Other races' versions: Vault of Nagash (19 races)

Black Tower of Arkhan · The Cracked Land

Held by Tomb Kings at the start

  • Black Tower of Arkhan

    Tomb Kings · 8,000 gold, 5 turns

    Army ability: "Legionary Barrage" (all armies) · Canopic Jars generated: 5 · Income from all buildings: +10% (local province) · Control: +5

Blackstone Post · Northern Grey Mountains

Held by Vampire Counts at the start

  • Castle Drachenfels' Library

    Vampire Counts, Undead Legions · 2 levels · 4,000 gold, 2 turns

    Vampiric corruption: +5 · Unit capacity: +1 Mortis Engine · Hero capacity: +1 for Necromancers · Hero recruit rank: +2 for Necromancers (all provinces) · Control: +8 · Research rate: +10 · Lord recruit rank: +2 (factionwide)

    Unlocks: Mortis Engine

Blood Mountain · Northern Wastes

Held by Khorne at the start

  • Machina Daemonium

    Khorne · 6,000 gold, 7 turns

    Khorne corruption in adjacent provinces: +3 · Recruitment cost: -25% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (factionwide) · Upkeep: -30% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units (factionwide)

Bloodwind Keep · Eastern Steppes

Held by Warriors of Chaos at the start

  • The Wrathgate

    Khorne · 6,000 gold, 6 turns

    Allied recruitment cost: -25% · Khorne corruption: +6

Bordeleaux · River Brienne

Held by Bretonnia at the start

  • Bordeleaux Wine Market

    13 races · 4 levels · 2,000 gold, 2 turns

    Outside regions owned by Chaos Dwarfs: Growth: +50 (not for Undead Legions) · Control: +8 · Wine resource production: 144 barrels

  • Shrine of Manann

    Bretonnia · 6,000 gold, 4 turns

    Corruption in adjacent provinces: -3 · Corruption: -4

    Unlocks: Foot Squires

  • Elven Haven

    Wood Elves · 2,000 gold, 1 turn

    Income generated: 100 · Income from trade tariffs: +5%

Carroburg · Middenland

Held by The Empire at the start

  • Knights Panther Chapterhouse

    The Empire · 2 levels · 2,500 gold, 2 turns

    Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Missile block chance: +15% for Empire Knights and Knights Panther units (all armies) · Recruitment cost: -35% for Knights Panther units · Recruit rank: +3 for Knights Panther units (factionwide)

    Unlocks: Knights Panther

Castle Alexandronov · Troll Country

Held by Kislev at the start

Castle Drakenhof · Southern Sylvania

Held by Vampire Counts at the start

  • Von Carstein Court Hall

    Undead Legions, Vampire Counts · 2 levels · 3,000 gold, 3 turns

    Hero recruit rank: +3 for Vampires, Lahmian Vampires & Fleet Captains (factionwide) (Undead Legions only) · Necromantic Energy: +100 per turn (land of the dead) (Undead Legions only) · Hero capacity: +3 for Lahmian Vampires (Vampire Counts only) · Hero recruit rank: +4 for Lahmian Vampires (factionwide) (Vampire Counts only) · All characters will no longer gain any traits associated with being wounded (factionwide) · Blood: 100 per turn (Vampire Counts only) · Hero capacity: +3 for Vampires (Vampire Counts only) · Hero recruit rank: +4 for Vampires (factionwide) (Vampire Counts only)

Castle of Splendour · The Daemonium Hills

Held by Slaanesh at the start

  • Agrammon's Menagerie

    Tzeentch · 5,000 gold, 5 turns

    Barrier: +20% for Chaos Furies, Screamers of Tzeentch, Spawn of Tzeentch and Flamers of Tzeentch units (all armies) · Tzeentch corruption: +4 · Diplomatic relations: +30 with Slaaneshi factions · Income generated: 100

Chamber of Visions · The Turtle Isles

Held by Lizardmen at the start

  • The Chamber of Visions

    16 races · 6,000 gold, 6 turns

    Hero action success chance: +3% (all characters) · Magic item drop chance from battle: +5% (factionwide) · Ambush defence chance: +5% (all armies) · Lord recruit rank: +1 (factionwide)

Citadel of Dusk · The Capes

Held by High Elves at the start

  • Hidden Anchorage

    High Elves · 6,000 gold, 4 turns

    When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Campaign movement range: +10% whilst at sea (all armies) · When built in a Colony: Elven Trade: +30 per turn · Global recruitment capacity: +1

Other races' versions: Defiled Elven Colony (Slaanesh)

Clar Karond · Obsidian Peaks

Held by Dark Elves at the start

  • Lairs of Clar Karond

    11 races · 6,000 gold, 3 turns

    Hero recruit rank: +2 (factionwide) · Exotic Animals resource production: 100 cages · Lord recruit rank: +2 (factionwide)

Copher · Coast of Araby

Held by Bretonnia at the start

  • Copher Harbour

    22 races · 2 levels · 2,000 gold, 2 turns

    Income generated: 400 · Casualty replenishment rate: +10% (armies in province) · Outside regions owned by Chaos Dwarfs: Growth: +20 (not for Undead Legions)

    Unlocks: Black Ark Corsairs (Handbows), Bloated Corpse, Animated Hulks

Couronne · Marches of Couronne

Held by Bretonnia at the start

  • Couronne Tournament Grounds

    The Empire, Bretonnia · 8,000 gold, 6 turns

    Chivalry: +20 per turn (Bretonnia only) · Income generated: 800 · Recruit rank: +2 for Cavalry units (all characters) · Control: +10

  • Bones Beneath the Bad Moon

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Crookback Mountain · The Desolation of Azgorh

Held by Skaven at the start

  • Rictus Great Clan-Hall

    Skaven · 4,000 gold, 3 turns

    Recruitment cost: -20% for Stormvermin units · Attribute: Immune to Psychology for Stormvermin units (all armies) · Recruit rank: +2 for Stormvermin units · Food generated: 3 · Income generated: 500 · Tradable resources produced: +10% (factionwide) · Income from trade tariffs: +15%

Cuexotl · Central Jungles

Held by Greenskins at the start

  • Bone Nose Idols

    Greenskins · 8,000 gold, 6 turns

    Hero capacity: +2 for Shamans · Unlocks Hero recruitment: Night Goblin Shaman · Unlocks Hero recruitment: Orc Shaman · Hero recruit rank: +3 for Shamans (factionwide) · Lord recruit rank: +3 (factionwide)

    Unlocks: Rogue Idol

  • The Flayed Wyrmfield

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Deff Gorge · The Barrier Idols

Held by Khorne at the start

  • Pillar of Bone

    20 races · 7,500 gold, 5 turns

    Empower 2 Sigils within the Black Pyramid (Undead Legions only) · When enemy Lord is present: Winds of Magic power reserve: +10 per turn [PH] (armies in local province) · When enemy Lord is present: Enemy Winds of Magic power reserve: -10 per turn (enemy armies in region) · Hero recruit rank: +2 (factionwide) · Income generated: 200 · Research rate: +5 (not for Undead Legions)

Drackla Spire · Iron Coast

Held by Dwarfs at the start

  • Repurposed Holds

    Dwarfs · 5,000 gold, 3 turns

    Oathgold: 40 per turn · Income generated: 400 · Control: +2 (factionwide) · Recruit rank: +2 for Gyrocopters and Gyrobombers units (factionwide) · Recruit rank: +2 for Irondrakes units (factionwide) · Research rate: +15

Dragon Fang Mount · The Dragon Isles

Held by Nurgle at the start

  • The Sea Dragon's Teeth (Great Landing)

    21 races · 3 levels · 2,000 gold, 1 turn

    Infections: 30 per turn (Nurgle only) · Outside regions owned by Tomb Kings: Income generated: 800 · In a region owned by Tomb Kings: Income generated: 300 · Outside regions owned by Chaos Dwarfs: Growth: +60 · Control: +4 · Gemstones resource production: 60 sacks (not for Greenskins, Tzeentch, Nurgle and Khorne)

    Unlocks: Bloated Corpse, Animated Hulks

Other races' versions: The Sea Dragon's Teeth (Undead Legions)

Dread Rock · The Dragon Isles

Held by Lizardmen at the start

  • Hoardwail

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Eagle Gate

Held by High Elves at the start

  • Impregnable Fortress Gate

    High Elves · 5 levels · 1,200 gold, 3 turns

    Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Other races' versions: Occupied Gate (Impregnable Fortress) (22 races)

Erengrad · River Lynsk

Held by Kislev at the start

  • Erengrad Port

    22 races · 3 levels · 2,000 gold, 2 turns

    Income generated: 800 · Tradable resources produced: +20% (factionwide) (not for Greenskins, Tzeentch, Nurgle, Khorne and Daemons of Chaos) · Income from trade tariffs: +30% (not for Greenskins, Tzeentch, Nurgle, Khorne and Daemons of Chaos) · Outside regions owned by Chaos Dwarfs: Growth: +30 (not for Undead Legions)

    Unlocks: Bloated Corpse, Animated Hulks

  • Frosthome

    Kislev · 3 levels · 6,000 gold, 2 turns

    Hero and Lord recruit rank: +4 · Hero capacity: +1 for Frost Maidens · Upkeep: -15% for War Sled and Little Grom units (all armies)

    Unlocks: Little Grom, Light War Sleds, Heavy War Sleds

  • Temple of Manann

    Kislev · 3 levels · 6,000 gold, 2 turns

    Immune to Storm and Reef attrition (factionwide) · Construction cost: -25% for Ports (factionwide) · Melee attack: +10 when fighting at sea (factionwide)

  • The Lynsk Bridge

    Kislev · 6,000 gold, 3 turns

    Income from all buildings: +20% (local region) · Income from trade tariffs: +8%

Other races' versions: Chaos Troll Lair (Greenskins) · Elven Haven (Wood Elves)

Fallen Gates · Isthmus of Lustria

Held by Slaanesh at the start

  • Plateau of the Fallen Gates

    Lizardmen, Khorne · 6,000 gold, 3 turns

    Hero recruit rank: +1 for Saurus Scar-Veterans (all provinces) · Hero recruit rank: +1 for Skink Priests (all provinces) · Recruit rank: +2 for Temple Guard units (factionwide) · Upkeep: -5% for Temple Guard units (all armies)

Fateweaver's Crevasse · The Abyssal Glacier

Held by Tzeentch at the start

  • Glacial Caves

    Lizardmen, Tzeentch · 7,500 gold, 4 turns

    Corruption in adjacent provinces: -3 · Corruption: -5 · Income generated: 200 · Research rate: +10

Fire Mouth · Bone Road

Held by Ogre Kingdoms at the start

  • The Fire Mouth

    Ogre Kingdoms · 6,000 gold, 5 turns

    Hero capacity: +1 for Firebellies · Unlocks Hero recruitment: Firebelly · Hero recruit rank: +7 for Firebellies · Corruption: -4 · Control: +1 (factionwide)

Flayed Rock · Gnoblar Country

Held by Skaven at the start

  • Flayed Tower

    Chaos Dwarfs, Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Battle healing cap: +50% for Necromancers and Master Necromancers · Winds of Magic power reserve capacity: +5 (factionwide)

Forest of Gloom

Held by Greenskins at the start

  • Shadow-Groves of Loec

    Wood Elves · 6,000 gold, 3 turns

    Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Shadows spellcasters (all provinces) · Recruit rank: +3 for Wardancer and Bladesinger units (factionwide) · Hero action success chance: +10% (all characters)

    Unlocks: Wardancers (Asrai Spears), Wardancers, Giant Spiders, Bladesingers

Fort Bergbres · Gisoreux Gap

Held by The Empire at the start

  • Impregnable Fort

    The Empire · 5 levels · 1,000 gold, 3 turns

    Defensive supplies: +1000 · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80 · Improved tower projectiles: Clockwork Bombs

    Unlocks: Spearmen, Archers

Other races' versions: Occupied Fortress (Impregnable Fort) (Chaos Dwarfs, Undead Legions)

Fort Soll · Winter's Teeth Pass

Held by Greenskins at the start

  • Occupied Fortress (Impregnable Fort)

    Chaos Dwarfs, Undead Legions · 5 levels, 2 turns

    Improved tower projectiles: Greater Fireballs · Defensive supplies: +2500 · Chaos Undivided corruption: +2 · Adds walls to the settlement · Attrition: -10% when under siege (armies in region)

Other races' versions: Impregnable Fort (The Empire)

Fortress of Dawn · Dawn's Landing

Held by High Elves at the start

  • Dawn's Harbour

    22 races · 3 levels · 2,000 gold, 2 turns

    Immune to Storm and Reef attrition (factionwide) · Income generated: 500 · Growth: +40 (not for Undead Legions)

  • Great Waystone

    High Elves · 6,000 gold, 4 turns

    When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Winds of Magic power reserve: +5 per turn (all armies) · Chance of Winds of Magic increasing in strength when changing: +10% (factionwide)

Other races' versions: Defiled Elven Colony (Slaanesh)

Fortress of the Damned · The Shard Lands

Held by Dark Elves at the start

  • The Marcher Fortress

    Slaanesh · 6,000 gold, 6 turns

    Lord recruitment cost: -30% (factionwide) · Slaanesh corruption in adjacent provinces: +3 · Slaanesh corruption: +10 · Casualty replenishment rate: +25% (armies in local province)

Fu Hung · Broken Lands of Tian Li

Held by Grand Cathay at the start

  • Phoenix Temple

    Grand Cathay · 6,000 gold, 4 turns

    Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Corruption: -2 · Leadership: -20 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)

Fu-Chow · Jade River Delta

Held by Vampire Coast at the start

  • Great Dragon Fleet Port

    22 races · 3 levels · 2,000 gold, 2 turns

    Income generated: 800 · Tradable resources produced: +20% (factionwide) (not for Greenskins, Tzeentch, Nurgle and Khorne) · Income from trade tariffs: +30% (not for Greenskins, Tzeentch, Nurgle and Khorne) · Outside regions owned by Chaos Dwarfs: Growth: +40 (not for Undead Legions)

    Unlocks: Animated Hulks, Bloated Corpse

Fyrus · Coast of Araby

Held by Vampire Counts at the start

  • Holy Monastery of the Divine Origo

    Bretonnia · 6,000 gold, 5 turns

    Chivalry: +20 per turn · Praying: +20% chance of removing negative character traits of any Lord garrisoned within this settlement each turn · Hero recruit rank: +4 for Damsels (all provinces) · Income generated: 500

Gaean Vale · Avelorn

Held by High Elves at the start

  • Court of the Everqueen

    High Elves · 10,000 gold, 5 turns

    Corruption in adjacent provinces: -2 · Corruption: -5 · Recruitment cost: -10% (armies in region) · Casualty replenishment rate: +10% (armies in province) · Growth: +5 (factionwide) · Control: +10 · Lord recruit rank: +1 (factionwide)

Other races' versions: Desecrated Vale (Slaanesh) · Temple of Isha (Wood Elves) · Vandalised Court of the Everqueen (Dark Elves)

Galbaraz · Southern Badlands

Held by Greenskins at the start

  • Oathgold Mine

    Dwarfs, Greenskins, High Elves · 6,000 gold, 5 turns

    Oathgold: 20 per turn · Upkeep: -5% for Miners and Hammerers units (all armies) · Hero capacity: +1 for Runesmiths · Unlocks Hero recruitment: Runesmith · Hero recruit rank: +1 for Runesmiths (factionwide) · Income generated: 800 · Control: +5 · Recruit rank: +4 for Miners units

  • Da Biggest Bonez

    Greenskins · 6,000 gold, 3 turns

    Winds of Magic power reserve capacity: +10 (all armies) · Hero capacity: +1 for Shamans · Unlocks Hero recruitment: Orc Shaman

  • Dawnlit Barrows

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Other races' versions: Ancient Boneyard (Khorne) · Bog Mine (Skaven) · Restored Mourkain (Undead Legions) · Ruins of Mourkain (Vampire Counts)

Ghrond · Spiteful Peaks

Held by Dark Elves at the start

  • Dark Convent of Sorcery

    Dark Elves · 2 levels · 8,000 gold, 4 turns

    Hero capacity: +1 for Sorceresses · Unlocks Hero recruitment: Sorceress · Hero recruit rank: +6 for Sorceresses · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

Other races' versions: Ransacked Convent of Sorcery (6 races) · Cleansed Convent of Sorcery (The Empire) · Dark Convent of Necromancy (Vampire Counts) · Dark Convent of Undeath (Undead Legions) · Purified Convent of Sorcery (High Elves) · Subterranean Sanctums (Skaven) · Temple of Desires (Slaanesh)

Great Desert of Araby

Held by Ogre Kingdoms at the start

  • Caravan Racket

    Ogre Kingdoms · 2 levels · 2,000 gold, 2 turns

    Immune to Desert attrition (all armies) · Immune to Sandstorm attrition (all your armies in adjacent provinces) · Income generated: 200 · When any Lord is present: Income generated: 200 · Growth: +30

Other races' versions: Buried Caravanserai (20 races) · Lost Tombs (Undead Legions, Tomb Kings) · Secluded Oasis (Chaos Dwarfs)

Great Hall of Greasus · Ivory Road

Held by Ogre Kingdoms at the start

  • Goldtooth's Toll Gate

    Ogre Kingdoms · 6,000 gold, 6 turns

    Diplomatic relations: -10 with Ogre Kingdoms · Income generated: 600 · Income from trade tariffs: +25%

  • Hoardwail

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Great Turtle Isle · The Turtle Isles

Held by Dark Elves at the start

  • Turtle Isle Shrines

    High Elves · 6,000 gold, 4 turns

    When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Rite cooldown: -5 turn(s) for Invocation of Asuryan · Rite cooldown: -5 turn(s) for Invocation of Hoeth · Rite cooldown: -5 turn(s) for Invocation of Isha

Other races' versions: Defiled Elven Colony (Slaanesh)

Griffon Gate

Held by High Elves at the start

  • Impregnable Fortress Gate

    High Elves · 5 levels · 1,200 gold, 3 turns

    Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Other races' versions: Occupied Gate (Impregnable Fortress) (22 races)

Gristle Valley · Southern Grey Mountains

  • Gorger Haunt

    Ogre Kingdoms · 6,000 gold, 6 turns

    Recruit rank: +4 for Gorgers units (factionwide) · Recruitment cost: -25% for Gorgers units (factionwide)

Grom Peak · Rib Peaks

Held by Greenskins at the start

  • Statue of Grom

    Greenskins · 4,000 gold, 5 turns

    Leadership: +5 for Goblin and Night Goblin units (all armies) · Control: +10

Gronti Mingol · Southern Badlands

Held by Greenskins at the start

  • Warworn Stronghold

    High Elves · 6,000 gold, 4 turns

    Armour-piercing weapon damage: +5 when fighting against Dwarfs (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Armour: +5 (factionwide) · Diplomatic relations: -15 with Dwarfs

Other races' versions: Defiled Elven Colony (Slaanesh)

Hag Graef · The Black Flood

Held by Dark Elves at the start

  • The Dark Crag

    10 races · 4 levels · 2,000 gold, 3 turns

    Income generated: 600 · Iron resource production: 96 ingots · Marble resource production: 96 slabs

  • Gate to the Underworld Sea

    Dark Elves · 6,000 gold, 1 turn

    Recruitment cost: -30% for Black Ark Corsairs units · Recruit rank: +2 for Black Ark Corsairs units (factionwide) · Upkeep: -5% for Black Ark Corsairs units (all armies) · Income from Ports: +50% (local region) · Growth: +20

Haichai · Plains of Xen

Held by Dark Elves at the start

  • Raised Talon of Agony

    Dark Elves · 2 levels · 5,000 gold, 1 turn

    Army ability number of uses: +1 for all Black Ark bombardment abilities (all armies) · Slaves: 100 per turn · Income from raiding: +15% (factionwide)

Hanyu Port · Wastelands of Jinshen

Held by Grand Cathay at the start

  • Hoardwail

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Har Ganeth · The Road of Skulls

Held by Dark Elves at the start

  • Fiery Pits of Sacrifice

    Dark Elves · 10,000 gold, 5 turns

    Hero recruit rank: +1 for Death Hags (all provinces) · Hero recruit rank: +1 for Khainite Assassins (all provinces) · Recruitment cost: -30% for Har Ganeth Executioners units · Upkeep: -5% for Har Ganeth Executioners units (all armies) · Recruit rank: +4 for Har Ganeth Executioners units · Corruption: -1 (all provinces) · Income from post-battle loot: +10% (factionwide)

  • Hellebron's Palace

    Dark Elves · 10,000 gold, 5 turns

    Hero capacity: +1 for Death Hags · Recruitment cost: -30% for Witch Elves and Sisters of Slaughter units · Recruit rank: +4 for Witch Elves and Sisters of Slaughter units · Upkeep: -5% for Witch Elves and Sisters of Slaughter units (all armies) · Income from all buildings: +10% (local province) · Control: +10

Other races' versions: Captured Palace of Hellebron (High Elves) · Flaming Braziers of War (High Elves)

Hell Pit · Black Blood Pass

Held by Skaven at the start

  • Depths of the Pit

    Skaven · 10,000 gold, 7 turns

    Recruitment cost: -15% for Rat Ogres and Hell Pit Abomination units · Recruit rank: +1 for Rat Ogres, Mutant Rat Ogre and Hell Pit Abomination units · Upkeep: -5% for Rat Ogres and Hell Pit Abomination units (all armies) · Food generated: 3 · Skaven corruption: +1 · Control: +3

Helmgart · Axe Bite Pass

Held by The Empire at the start

  • Impregnable Fort

    The Empire · 5 levels · 1,000 gold, 3 turns

    Defensive supplies: +1000 · Corruption: -10 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Attrition: -10% when under siege (armies in region) · Growth: +80 · Improved tower projectiles: Clockwork Bombs

    Unlocks: Spearmen, Archers

Other races' versions: Occupied Fortress (Impregnable Fort) (Chaos Dwarfs, Undead Legions)

Hexoatl · Isthmus of Lustria

Held by Lizardmen at the start

  • Stellar Pyramids of the Southern Skies

    10 races · 10,000 gold, 6 turns

    Winds of Magic power reserve capacity: +10 (all armies) · Research rate: +10 · Lord recruit rank: +1 (factionwide)

  • Blessed Incubator

    Lizardmen · 10,000 gold, 6 turns

    Recruit rank: +2 for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units · Upkeep: -25% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (all armies) · Exotic Animals resource production: 100 cages

Other races' versions: Stellar Pyramids of the Southern Skies (Ransacked) (Skaven)

Iron Rock · Death Pass

Held by Greenskins at the start

  • Deep Magma Caverns

    Dwarfs, Skaven · 6,000 gold, 3 turns

    Income generated: 400 · Carved Obsidian resource production: 100 chests

Iron Storm · Eastern Steppes

Held by Warriors of Chaos at the start

  • War Machine Graveyard

    Chaos Dwarfs · 6,000 gold, 4 turns

    Battle healing cap: +50% for Warmachine units (all armies) · Upkeep: -5% for Artillery and War Machine units (all armies) · Armaments: 50 per turn

Isle of Wights · Albion

Held by Norsca at the start

  • Restored Port of Nagronath

    Dark Elves · 2 levels · 2,000 gold, 1 turn

    Recruitment health: +15% for all units (factionwide) · When outside Wood Elf, Ogre or Norscan homeland: Recruitment health: +1% for all units · Immune to High Seas attrition (factionwide) · Income generated: 400

    Unlocks: Harpies, Black Ark Corsairs (Handbows)

Itza · River Qurveza

Held by Lizardmen at the start

  • The Emerald Pools

    9 races · 8,000 gold, 5 turns

    Casualty replenishment rate: +5% (all armies) · Growth: +10 (all provinces) · Medicinal Plants resource production: 100 bundles

  • Vaults of the Old Ones

    Lizardmen · 10,000 gold, 12 turns

    Melee attack: +8 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies) · Ward save: +10% when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (all armies) · Diplomatic relations: +20 with Lizardmen · Attrition: -10% casualties suffered from Chaos attrition · Diplomatic relations: -10 with Daemons of Chaos

Other races' versions: The Emerald Pools (Corrupted) (Khorne) · The Emerald Pools (Plagued) (Skaven)

Jungles of Chi'an

Held by Wood Elves at the start

  • Bamboo Grove

    Wood Elves · 6,000 gold, 3 turns

    Immune to Chaos corruption and Chaos Wastes attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Recruit rank: +4 for forest spirit and flying monster units (factionwide) · Upkeep: -30% for forest spirit units (all armies)

    Unlocks: Great Eagle, Forest Dragon

Ka-Sabar · Shifting Sands

Held by Vampire Counts at the start

  • City of Bronze

    14 races · 4,000 gold, 4 turns

    Unless the region's owner favours Vampiric corruption: Local Recruitment duration: -1 turn for all units (minimum 1) · Vampiric corruption: +1 (Vampire Coast and Vampire Counts only) · Income generated: 300 · Unless the region's owner favours Vampiric corruption: Recruitment cost: -10% (armies in region)

    Unlocks: Tiranoc Chariots

Other races' versions: Pyramid of King Khatep (Tomb Kings)

Karag Dromar · Black Water

Held by Skaven at the start

Other races' versions: Bugman's Brewery (Dwarfs)

Karag Orrud · Devil's Backbone

Held by Greenskins at the start

  • The Flayed Wyrmfield

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Karak Azorn · Mountains of Mourn

Held by Dwarfs at the start

  • Karak Azorn Great Hall

    Dwarfs, Ogre Kingdoms · 6,000 gold, 6 turns

    Income from all buildings: +10% (local province) · Control: +10 · Dwarf beer resource production: 45 kegs · Diplomatic relations: -20 with Dwarfs (Ogre Kingdoms only)

Karak Azul · Southern World's Edge Mountains

Held by Dwarfs at the start

  • Ironbrow’s Weapons Shops

    Dwarfs · 8,000 gold, 4 turns

    Oathgold: 20 per turn · Weapon strength: +5% when fighting against Dwarfs (armies in region) · Upkeep: -10% for Runesmith Heroes (all armies) · Hero capacity: +1 for Runesmiths · Unlocks Hero recruitment: Runesmith · Hero recruitment cost: -10% for Runesmiths · Hero recruit rank: +3 for Runesmiths (factionwide) · Armour: +10 for Dwarf shield units (armies in region)

Karak Eight Peaks · Eight Peaks

Held by Greenskins at the start

  • Plundered Dwarfen Treasury

    Skaven · 3 levels · 2,000 gold, 3 turns

    Income from sacking and looting settlements: +15% (all characters) · Upkeep: -10% for Skavenslaves, Clanrats, Night Runners, Gutter Runners, and Weapon Team units (all armies) · Diplomatic relations: +15 with Skaven · Corruption: -3 · Income generated: 800

Other races' versions: Grand Underway Junction (Dwarfs) · Pillar-City Hub (Skaven)

Karak Hirn · Black Mountains

Held by Dwarfs at the start

  • Dragonbone Mound

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Karak Izor · The Vaults

Held by Greenskins at the start

  • Copper Mountain

    Dwarfs, Skaven · 4,000 gold, 2 turns

    Income generated: 500 · Global recruitment capacity: +1 · Growth: +30 · Recruit rank: +4 for Miners units · Local recruitment capacity: +1

Karak Kadrin · Peak Pass

Held by Dwarfs at the start

  • Great Slayer Shrine of Karak Kadrin

    Dwarfs · 3 levels · 4,000 gold, 4 turns

    Hero capacity: +2 for Dragon Slayers · Unlocks Hero recruitment: Dragon Slayer · Hero recruit rank: +2 for Dragon Slayers · Corruption in adjacent provinces: -3 · Corruption: -10 · Recruit rank: +2 for Infantry units · Recruit rank: +2 for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units (factionwide) · Recruitment cost: -35% for Slayers, Giant Slayers, Slayer Pirates and Doomseekers units · Upkeep: -5% for Slayers, Giant Slayers, Slayer Pirates, Goblin Hewer and Doomseekers units (all armies)

    Unlocks: Goblin Hewers, Giant Slayers, Slayer Pirates, Slayers, Doomseekers

Other races' versions: Defaced Shrine (Chaos Dwarfs)

Karak Vrag · Gash Kadrak

Held by Ogre Kingdoms at the start

  • Big Fort

    Greenskins · 8,000 gold, 4 turns

    Local Recruitment duration: -1 turn for Black Orc units (minimum 1) (local province) · Recruitment cost: -15% for Black Orc units · Recruit rank: +2 for Black Orc units (factionwide) · Hero capacity: +1 for Black Orc Big Bosses · Unlocks Hero recruitment: Black Orc Big Boss · Recruit rank: +3 for Black Orc units · Upkeep: -5% for Black Orcs and Big 'Uns units (all armies)

    Unlocks: Black Orcs, Black Orcs (Great Weapons)

Karak Zorn · Southlands World's Edge Mountains

Held by Dwarfs at the start

  • Hall of the Ancestors

    Dwarfs · 2 levels · 3,000 gold, 3 turns

    Recruitment cost: -30% for Longbeards units (factionwide) · Recruit rank: +3 for Longbeards units (factionwide) · Upkeep: -10% for Longbeards units (all armies) · Local recruitment capacity: +2 · Lord recruit rank: +1 (factionwide)

    Unlocks: Longbeards (Great Weapons), Longbeards

Karaz-a-Karak · The Silver Road

Held by Dwarfs at the start

  • Karaz-a-Karak Airfield

    Dwarfs · 8,000 gold, 4 turns

    Upkeep: -10% for Gyrocopters and Gyrobombers units (all armies) · Campaign movement range: +5% (all armies) · Speed: +5% for Gyrocopters, Gyrobombers and Thunderbarge units (all armies) · Recruitment cost: -30% for Gyrocopters and Gyrobombers units · Recruit rank: +5 for Gyrocopters and Gyrobombers units

  • Throne Hall of the High King

    Dwarfs · 10,000 gold, 6 turns

    Income from all buildings: +5% (local province) · Control: +10 · Control: +2 (factionwide) · Recruit rank: +1 for Hammerers units (all characters) · Lord recruit rank: +2 (factionwide)

Other races' versions: Breached Vault of Everpeak (High Elves)

Karond Kar · The Broken Lands

Held by Dark Elves at the start

  • Slave Traders' Palaces

    Dark Elves · 8,000 gold, 3 turns

    Slaves: 100 per turn · Slaves used by buildings: -5% (all provinces)

Other races' versions: Labourer Pens (Chaos Dwarfs)

Khemri · Land of the Dead

Held by Tomb Kings at the start

  • Great Pyramid of Settra

    Tomb Kings · 6,000 gold, 10 turns

    Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot · Canopic Jars generated: 50 · Winds of Magic power reserve capacity: +5 (all armies) · Unit experience gain per turn: +200 (armies in province) · Control: +1 (all provinces) · Local recruitment capacity: +2

Other races' versions: Great Pyramid of Settra (Occupied) (Undead Legions)

King's Glade · Talsyn

Held by Wood Elves at the start

  • Cirienvel's Stage

    Slaanesh · 6,000 gold, 4 turns

    Immune to Athel Loren attrition (all armies) · Tempo: +2 per turn (all armies) (The Accursed Troupe only) · Ambush defence chance: +15% (all armies) · Missile resistance: 5% (all armies)

Kislev · River Urskoy

Held by Kislev at the start

  • Bokha Palace

    Kislev, Undead Legions, The Empire, Vampire Counts, Bretonnia · 10,000 gold, 6 turns

    Income from all buildings: +50% (local province) · Control: +10 · Lord recruit rank: +2 (factionwide)

  • Grand Citadel

    Kislev · 3 levels · 6,000 gold, 4 turns

    Orthodoxy Support gained: +3 per turn · Income from all buildings: +20% (local province) · Control: +8 · Control: +1 (factionwide)

  • Imperial Embassy

    Kislev · 2 levels · 8,000 gold, 3 turns

    Allegiance points gained: +10% for alliances with the Empire · Income from trade tariffs: +10% · When Control is 50 or more: Income from trade tariffs: +10% · Diplomatic relations: +5 with all factions · Diplomatic relations: +20 with Empire · When Control is 50 or more: Diplomatic relations: +5 with Empire

  • Temple of Ursun

    Kislev · 3 levels · 6,000 gold, 4 turns

    Upkeep: -10% for Elemental Bear and War Bear Riders units (all armies) · Growth: +20 (factionwide) · Furs resource production: 75 bundles

Other races' versions: Shrine of Asavar Kul (Warriors of Chaos, Norsca)

Konquata · Albion

Held by Tzeentch at the start

  • Empowered Ogham Stones

    23 races · 3 levels · 2,000 gold, 3 turns

    Empower 9 Sigils within the Black Pyramid (Undead Legions only) · Winds of Magic power reserve capacity: +20 (factionwide) (not for Undead Legions) · Unit capacity: +2 Bone Giant (Undead Legions only) · Income from all buildings: +10% (local province) · Control: +9

    Unlocks: Giant, Fimir Warriors (Great Weapons), Norscan Giant, Fimir Warriors, Bone Giant

Other races' versions: Jungles of the Old Ones (Lizardmen)

Kraka Drak · Gianthome Mountains

Held by Dwarfs at the start

  • The Silver Hall

    Dwarfs · 8,000 gold, 4 turns

    Hero capacity: +2 for Thanes · Unlocks Hero recruitment: Thane · Hero recruit rank: +5 for Thanes (all provinces) · Income generated: 500 · Local recruitment capacity: +1

Other races' versions: Tomb of Valmir (Norsca)

L'Anguille · Marches of Couronne

Held by Vampire Counts at the start

  • Svengar's Cairn

    Norsca · 6,000 gold, 4 turns

    Campaign movement range: +25% whilst at sea (all armies) · Armour: +3 for Marauder units when fighting against Humans (all armies) · Leadership: +5 for Marauder units when fighting against Humans (all armies) · Income generated: 150

Lahmia · Crater of the Waking Dead

Held by Vampire Counts at the start

  • Hall of Rebirth

    Undead Legions, Tomb Kings, Vampire Coast, Vampire Counts · 8,000 gold, 4 turns

    Double experience gain for units when fighting against Vampire Coast (factionwide) (Tomb Kings only) · Double experience gain for units when fighting against Tomb Kings (factionwide) (Vampire Counts only) · Recruit Rank: +1 for units recruited via Grave Call (all armies) (Undead Legions only) · Empower 5 Sigils within the Black Pyramid (Undead Legions only) · Blood: 100 per turn (Vampire Counts only) · Double experience gain for units when fighting against Vampire Counts (factionwide) (Tomb Kings only) · Income generated: 500 (Undead Legions only) · Tradable resources produced: +5% (factionwide) · Research rate: +20 (not for Undead Legions)

Other races' versions: House of Everlasting Life (Tomb Kings)

Laurelorn Forest

Held by Wood Elves at the start

  • Verdant Heart of Laurelorn

    Wood Elves · 6,000 gold, 3 turns

    Enables Awakened Forest attrition (enemy armies in region) · Hero recruit rank: +3 for Waystalkers (all provinces) · Income from trade tariffs: +30% · Medicinal Plants resource production: 20 bundles · Timber resource production: 20 logs

    Unlocks: Deepwood Scouts (Swiftshiver Shards), Deepwood Scouts, Waywatchers

Other races' versions: Laurelorn Forest (Dark Elves, High Elves, The Empire, Bretonnia)

Li Temple · Mount Li

Held by Grand Cathay at the start

  • Li Temple

    Grand Cathay · 6,000 gold, 6 turns

    Corruption in adjacent provinces: -3 (all adjacent provinces) · Corruption: -3 · Income generated: 500 · Control: +5 (factionwide)

Lothern · Eataine

Held by High Elves at the start

  • Gates of Lothern

    22 races · 3 levels · 2,000 gold, 2 turns

    Income generated: 800 · Tradable resources produced: +20% (factionwide) (not for Greenskins, Tzeentch, Nurgle and Khorne) · Income from trade tariffs: +30% (not for Greenskins, Tzeentch, Nurgle and Khorne) · Outside regions owned by Chaos Dwarfs: Growth: +40 (not for Undead Legions)

    Unlocks: Bloated Corpse, Animated Hulks

  • Court of the Phoenix King

    High Elves · 10,000 gold, 5 turns

    Hero capacity: +1 for Nobles · Hero recruit rank: +2 for Nobles (factionwide) · Influence: +25 per turn · Influence cost: -10% for Intrigue at Court actions · Influence cost: -10% for Champion of Ulthuan actions (Eataine only) · Influence cost: -10% for "Take Patronage" and "Increase Standing" actions in Patrons of the Realms · Control: +10 · Lord recruit rank: +2 (factionwide)

Other races' versions: Looted Lothern Palace (Dwarfs, Norsca)

Magritta · Estalia

Held by The Empire at the start

  • Archecclesiatium of Myrmidia

    The Empire, Bretonnia · 10,000 gold, 6 turns

    Recruit rank: +3 for Knights of the Blazing Sun units (factionwide) · Corruption: -8 · Control: +8 · Control: +1 (factionwide)

    Unlocks: Knights of the Blazing Sun

Marienburg · The Wasteland

Held by The Empire at the start

  • Marienburg Port

    21 races · 3 levels · 2,000 gold, 2 turns

    Income generated: 800 · Tradable resources produced: +20% (factionwide) (not for Greenskins, Tzeentch, Nurgle and Khorne) · Income from trade tariffs: +30% (not for Greenskins, Tzeentch, Nurgle and Khorne) · Outside regions owned by Chaos Dwarfs: Growth: +40 (not for Undead Legions)

    Unlocks: Bloated Corpse, Animated Hulks

Other races' versions: Bestial Landings (Beastmen) · Elven Haven (Wood Elves) · Great Chaos Landing (Warriors of Chaos)

Massif Orcal · Barrows of Cuileux

Held by Greenskins at the start

  • Stone Troll Quarry

    Greenskins · 6,000 gold, 4 turns

    Income generated: 300 · Growth: +40 · Recruit rank: +2 for Trolls, River Trolls and Stone Trolls units

    Unlocks: Stone Trolls

  • Bones Beneath the Bad Moon

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Middenheim · Middenland

Held by The Empire at the start

  • Eckzahnehaus

    The Empire · 2,500 gold, 2 turns

    Upkeep: -10% for Hunting Hounds units (all armies) · Recruit rank: +2 for Hunting Hounds units · Melee attack: +5 for Hunting Hound units (all armies) · Armour-piercing weapon damage: +2 for Hunting Hounds units (all armies)

    Unlocks: Hunting Hounds

  • Great Fortress-Temple of the Eternal Flame

    The Empire · 4 levels · 1,000 gold, 2 turns

    Fervour: 50 per turn (Middenland only) · Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops · Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only) · Corruption in adjacent provinces: -2 · Corruption: -8 · Hero capacity: +2 for Priests · Unlocks Hero recruitment: Priest of Ulric · Hero recruit rank: +6 for Priests of Ulric · Recruit rank: +2 for all units (local province) · Local recruitment capacity: +2

    Unlocks: Knights of the White Wolf, Warriors of Ulric, Teutogen Guard, Wolf-kin

Mine of the Bearded Skulls · Spine of Sotek

Held by Dwarfs at the start

  • Lost Underway Junction

    Dwarfs · 6,000 gold, 3 turns

    Campaign movement range: +15% for own armies starting their turn in this region · Corruption: -1 · Global recruitment duration: -1 turn(s) (minimum 1) (all armies in local and adjacent regions) · Casualty replenishment rate: +5% (armies in province) · Growth: +10 (all provinces)

Misty Mountain · Blightwater

Held by Skaven at the start

  • Clan Mors Headquarters

    Skaven · 2,000 gold, 1 turn

    Unlocks Hero recruitment: Chieftain · Recruitment cost: -30% for Skavenslaves, Pusbags and Clanrats units (armies in region) · Recruit rank: +1 for Clanrats units · Food generated: 3 · Income generated: 300 · Growth: +13

    Unlocks: Clanrats

Monolith of Borkill the Bloody-Handed · Vanaheim Mountains

Held by Norsca at the start

  • Monolith of the Bloody Hand

    Norsca · 5,000 gold, 5 turns

    Passive ability: "Guardian" for Marauder Champion units (factionwide) · Income generated: 200 · Control: +2 (factionwide)

Mordheim · Ostermark

Held by Skaven at the start

  • Hanged Man's Oak

    Vampire Counts, Undead Legions · 3,000 gold, 10 turns

    Passive ability: "Regeneration" for Fell Bat units (factionwide) · When Vampiric corruption is 50 or more: Corpses: 100 per turn (local province) · Vampiric corruption in adjacent provinces: +2 · Control: +5

Other races' versions: Excavated Library (Vampire Counts) · Purified Oak (Wood Elves) · Rampaging Oak (Warriors of Chaos) · Sigmar's Rock (The Empire)

Morgheim · Marshes of Madness

Held by Vampire Counts at the start

  • Lost Necropolis of Mourkain

    Vampire Counts, Undead Legions · 6,000 gold, 4 turns

    Unit capacity: +2 Crypt Horrors · Unlocks Hero recruitment: Necromancer · Hero recruit rank: +1 for Necromancers (all provinces) · Income generated: 500 · Recruit rank: +2 for Crypt Ghouls and Crypt Horrors units (all armies) · Upkeep: -5% for Crypt Ghouls and Crypt Horrors units (all armies) · Research rate: +10

    Unlocks: Crypt Horrors

Mount Arachnos · Southlands World's Edge Mountains

Held by Greenskins at the start

  • Lair of the Broodmother (Awakened)

    Greenskins · 3 levels · 2,000 gold, 2 turns

    Armour: +15 for Spider Hatchlings units (all armies) · Melee attack: +8 for Spider Hatchlings units (all armies) · Melee defence: +8 for Spider Hatchlings units (all armies) · Armour-piercing weapon damage: +3 for Spider Hatchlings units (all armies) · Income generated: 150

    Unlocks: Spider Hatchlings

Mount Gunbad · Deadrock Gap

Held by Greenskins at the start

  • Brightstone Mine

    Greenskins, Dwarfs, Skaven · 6,000 gold, 5 turns

    Unit mass: +25% for Squig units (all armies) · Recruit rank: +4 for Squig units · Upkeep: -5% for Squig units (all armies) · Income generated: 400

    Unlocks: Colossal Squig, Mangler Squigs, Night Goblin Squig Hoppers

  • Hoarfrost Ossuary

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Mousillon · Coast of Lyonesse

Held by Vampire Counts at the start

  • Fortress of Merovech

    Vampire Counts, Undead Legions · 6,000 gold, 4 turns

    Vampiric corruption: +5 · Unit capacity: +2 Black Knights · Hero capacity: +1 for Wight Kings · Unlocks Hero recruitment: Wight King · Hero recruit rank: +3 for Wight Kings (factionwide) · Control: +10 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement · Recruit rank: +2 for Grave Guard and Black Knight units (factionwide) · Upkeep: -5% for Grave Guard and Black Knights units (all armies) · Lord recruit rank: +1 (factionwide)

    Unlocks: Black Knights

Nagashizzar · Broken Teeth

Held by Skaven at the start

  • Great Halls of Nagashizzar

    21 races · 10,000 gold, 10 turns

    Leadership: +10 when fighting against Undead factions (all armies) · Double experience gain for units when fighting against Undead factions (all armies) · Immune to Vampiric attrition (all armies) · Vampiric corruption: +50 (local region) · Income generated: 200

Naggarond · Iron Foothills

Held by Dark Elves at the start

  • The Black Tower of Malekith

    Dark Elves · 10,000 gold, 6 turns

    Income from all buildings: +10% (local province) · Control: +10 · Control: +2 (factionwide) · Local recruitment capacity: +2 · Lord recruit rank: +2 (factionwide)

  • Towers of the Black Guard

    Dark Elves · 8,000 gold, 4 turns

    Recruitment cost: -30% for Black Guard of Naggarond units · Local Recruitment duration: -1 turn for Black Guard of Naggarond units (minimum 1) in this province (local province) · Upkeep: -5% for Black Guard of Naggarond units (all armies) · Recruit rank: +3 for Black Guard of Naggarond units · Recruit rank: +2 for Black Guard of Naggarond units (factionwide)

    Unlocks: Black Guard of Naggarond

Other races' versions: Occupied Black Tower of Malekith (High Elves)

Nan-Gau · Gunpowder Road

Held by Grand Cathay at the start

  • Terracotta Road

    Grand Cathay · 8,000 gold, 5 turns

    Recruit rank: +2 for Terracotta Sentinel units (factionwide) · Defensive supplies: +200 (factionwide) · Defensive supplies: +50 per turn when under siege (factionwide) · Upkeep: -10% for Terracotta Sentinel units (factionwide)

    Unlocks: Terracotta Sentinel

  • The Ninth Wall

    Grand Cathay · 10,000 gold, 5 turns

    Defensive supplies: +500 · Attrition: -40% when under siege · Ammunition: +30% during siege defence battles (all armies) · Melee defence: +10 when under siege (armies in region) · Control: +6 · Melee defence: +6 when defending (all armies)

Other races' versions: Repurposed Forges (Chaos Dwarfs)

Nuln · Wissenland

Held by The Empire at the start

  • Black Rose Chapterhouse

    The Empire · 2 levels · 4,000 gold, 3 turns

    Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Recruitment cost: -35% for Knights of the Black Rose units · Recruit rank: +3 for Knights of the Black Rose units (factionwide) · Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province (local province) · Passive ability: "Iron Resolve" for Knights of the Black Rose units (all armies)

    Unlocks: Knights of the Black Rose

  • Nuln Gunnery School

    The Empire · 2 levels · 6,000 gold, 3 turns

    Recruit rank: +3 for Artillery and Gun units (all characters) · Recruitment cost: -15% for Artillery and Gun units (all armies) · Upkeep: -5% for Artillery and Gun units (all armies) · Mercenary replenishment time: -50% for Emperor's Wrath Elector Count State Troops · Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only) · Schematics gained: 100 per turn (Wissenland & Nuln only)

Other races' versions: The Throne of Chaos (6 races) · The Blood Keep (Vampire Counts, Undead Legions) · Cannon Foundry (Chaos Dwarfs) · Street Racing Circuit (Greenskins)

Numas · Land of the Dead

Held by Tomb Kings at the start

  • Pyramid of Prince Tutankhanut

    Tomb Kings · 6,000 gold, 10 turns

    Canopic Jars generated: 10 · Attribute: Glorious Charge for Skeleton Chariot units (Rank 7 and above) (all armies) · Winds of Magic power reserve capacity: +5 (all armies) · Casualty replenishment rate: +5% (armies in province) · Control: +1 (all provinces)

Oyxl · The Lost Valley

Held by Skaven at the start

  • Corrupted Spawning Pool

    Skaven · 2,000 gold, 1 turn

    Food generated: 5 · Income generated: 300 · Income from all buildings: +10% (local province) · Growth: +13

Other races' versions: Shrine of Birds (Lizardmen) · Shrine of Birds (Corrupted) (Khorne)

Palace of Princes · The Cold Mires

Held by Slaanesh at the start

  • The Inevitable City

    Tzeentch · 6,000 gold, 7 turns

    Tzeentch corruption in adjacent provinces: +3 · Tzeentch corruption: +10 · Campaign line of sight: +50% (all Heroes) · Control: +4

Parravon · Forest of Chalons

Held by Bretonnia at the start

  • Peaks of Parravon

    Bretonnia, High Elves, Wood Elves · 8,000 gold, 5 turns

    Recruit rank: +1 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all provinces) · Recruitment cost: -30% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units · Upkeep: -5% for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units (all armies) · Recruit rank: +2 for Pegasus Knights, Royal Pegasus Knights and Royal Hippogryph Knights units · Local Recruitment duration: -1 turn for Royal Pegasus Knights and Royal Hippogryph Knights units (local province)

Pfeildorf · Solland

Held by Vampire Counts at the start

  • Pfeildorf Wine Market

    The Empire · 4,000 gold, 2 turns

    Income from all buildings: +10% (local province) · Income generated: 300 · Wine resource production: 40 barrels

Phoenix Gate

Held by Dark Elves at the start

  • Occupied Gate (Impregnable Fortress)

    22 races · 5 levels · 1,000 gold, 2 turns

    In Norscan-owned region: Spoils can be transferred from Pillaging forces here to the faction · Defensive supplies: +2500 · Chaos Undivided corruption: +2 (Beastmen and Norsca only) · Khorne corruption: +2 (Khorne only) · Nurgle corruption: +2 (Nurgle only) · Corruption: -2 (not for Skaven, Vampire Coast, Cult of Pleasure, Vampire Counts, Beastmen, Tzeentch, Nurgle, Khorne, Norsca and Slaanesh) · Skaven corruption: +2 (Skaven only) · Slaanesh corruption: +2 (Cult of Pleasure and Slaanesh only) · Tzeentch corruption: +2 (Tzeentch only) · Vampiric corruption: +2 (Vampire Coast and Vampire Counts only) · Adds walls to the settlement · Growth: +80

Other races' versions: Impregnable Fortress Gate (High Elves)

Pigbarter · Scalded Delta

Held by Ogre Kingdoms at the start

  • Gnoblar Underbelly

    Ogre Kingdoms · 6,000 gold, 3 turns

    Enables poison attacks for all Gnoblar Infantry units (factionwide) · Recruit rank: +3 for Gnoblars and Pigback Riders units (armies in local province) · Income generated: 100 · Income from raiding: +5% (factionwide)

Other races' versions: Pigbarter Swamp-Wharf (Kislev, The Empire, Bretonnia, Grand Cathay) · Corrupted Swamp-Town (Nurgle) · Pig Jousting Arena (Greenskins)

Praag · The Cursed City

Held by Kislev at the start

  • Citadel of Praag

    Kislev · 3 levels · 6,000 gold, 2 turns

    Global recruitment duration: -2 turn(s) (minimum 1) · Global recruitment capacity: +3 · Leadership: +12 when under siege (armies in region)

    Unlocks: Armoured Kossars, Streltsi, Armoured Kossars (Great Weapons)

  • The Bleakness

    Kislev · 2 levels · 6,000 gold, 2 turns

    Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Upkeep: -20% for Gryphon Legion units (all armies) · Attrition: -10% casualties suffered from all attrition (factionwide)

    Unlocks: Gryphon Legion

  • The Magnus Gardens

    Kislev · 3 levels · 6,000 gold, 2 turns

    Hero and Lord recruit rank: +4 · Hero capacity: +1 for Patriarchs · Unlocks Hero recruitment: Patriarch · Corruption in adjacent provinces: -3

Quatar · Land of the Dead

Held by Tomb Kings at the start

  • Pyramid of King Phar

    Tomb Kings · 6,000 gold, 10 turns

    Canopic Jars generated: 20 · Melee Defence: +4 when fighting against Greenskins (all armies) · Attribute: Unbreakable (faction leader) · Phar's Curse: Battle healing cap: -15% for Settra the Imperishable · Unit capacity: +2 Nehekharan Warriors Skeleton Archer Chariot Skeleton Chariot · Income from all buildings: +5% (factionwide) · Campaign movement range: +10% (all armies in local province)

Quetza · River Qurveza

Held by Nurgle at the start

  • Serpent Lairs of Sotek

    Lizardmen · 6,000 gold, 4 turns

    Leadership: +20 when fighting against Skaven (armies in province) · Income from post-battle loot: +15% (factionwide) · Ambush success chance: +5% (all armies) · Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10% (all characters factionwide)

Red Fortress · The Red Wastes

Held by Grand Cathay at the start

  • The Khadeium Paradox

    Khorne · 4,000 gold, 5 turns

    Khorne corruption in adjacent provinces: +3 · Khorne corruption: +10 · Miscast base chance: +50% for all enemy spellcasters (local characters)

Salzenmund · Nordland

Held by The Empire at the start

  • Chapterhouse of the White Wolf

    The Empire · 2,500 gold, 2 turns

    Upkeep: -10% for Knights of the White Wolf (all armies) · Recruit rank: +2 for Knights of the White Wolf

    Unlocks: Knights of the White Wolf

Sartosa · Pirate's Current

Held by Vampire Coast at the start

  • Peg Street Pawnshop

    10 races · 4,000 gold, 3 turns

    Golden Idols resource production: 3 chests · Exotic Animals resource production: 2 cages · Dwarf beer resource production: 2 kegs · Spices resource production: 2 sacks · Elven Trinkets resource production: 3 chests

  • Smithy's Tavern

    8 races · 8,000 gold, 3 turns

    Local recruitment capacity for Vampire Coast units: +2 (Undead Legions only) · Hero recruit rank: +3 (all provinces) · Income generated: 300 · Casualty replenishment rate: +5% (armies in province) · Control: +10 · Local recruitment capacity: +2 (not for Undead Legions)

  • Dragon Tooth Lighthouse

    Vampire Coast · 10,000 gold, 6 turns

    All sea regions are made visible to your faction

Shang-Wu · Celestial Riverlands

Held by Grand Cathay at the start

  • The Palace of Scrolls

    Grand Cathay · 10,000 gold, 5 turns

    Allegiance points gained: +25% · Diplomatic relations: +20 with Grand Cathay · Income from all buildings: +10% (local province) · Lord recruit rank: +2 (factionwide)

Shang-Yang · Warpstone Desert

Held by Grand Cathay at the start

  • House of Secrets

    Grand Cathay · 6,000 gold, 5 turns

    Cooldown: -20% for Alchemist abilities "Alchemist's Elixir of Iron Skin", "Alchemist's Elixir of Puissance" and "Potion of Healing" (all characters factionwide) · Hero capacity: +2 for Alchemists · Unlocks Hero recruitment: Alchemist · Hero recruit rank: +2 for Alchemists (factionwide) · Income generated: 300

  • The Great Embassy

    Grand Cathay · 10,000 gold, 8 turns

    Allegiance points gained: +50% · Income generated: 300 · Income from trade tariffs: +10% · Diplomatic relations: +10 with all factions

Shi-Wu · Mount Li

Held by Grand Cathay at the start

  • Grand Maritime Lift

    Grand Cathay · 10,000 gold, 6 turns

    Removes campaign movement cost for embarking and disembarking (factionwide) · Sea Lanes journey duration: -1 turns

Shiyama's Rest · Nongchang Basin

Held by Grand Cathay at the start

  • The Standing Stones

    8 races · 6,000 gold, 6 turns

    Melee attack: +4 when fighting against Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos, Undead and Greenskins (factionwide) · Growth: +20 · Research rate: +10

Other races' versions: Corrupted Standing Stones (Undead Legions, Tomb Kings, Greenskins, Vampire Counts)

Shrine of Asuryan · Eataine

Held by Dark Elves at the start

  • Corrupted Flame of Asuryan

    Dark Elves, Warriors of Chaos · 2,000 gold, 3 turns

    Diplomatic relations: +50 with Dark Elves · Diplomatic relations: +100 with High Elves · Control: +5

Other races' versions: Flame of Asuryan (16 races) · Cursed Balefire Flame (Undead Legions, Vampire Counts) · Sacred Flame of Asuryan (High Elves)

Shrine of Khaine · Nagarythe

Held by Dark Elves at the start

  • Shrine of Widowmaker

    18 races · 2 levels · 2,000 gold, 2 turns

    Chaos Undivided corruption: +15 (Norsca and Daemons of Chaos only) · Khorne corruption: +15 (Khorne only) · Nurgle corruption: +15 (Nurgle only) · Corruption: -15 (not for Skaven, Tzeentch, Nurgle, Khorne, Norsca, Slaanesh and Daemons of Chaos) · Skaven corruption: +15 (Skaven only) · Slaanesh corruption: +15 (Slaanesh only) · Tzeentch corruption: +15 (Tzeentch only) · Recruit rank: +1 for all units (factionwide) · Income from post-battle loot: +15% (factionwide)

Other races' versions: The Plains of Bones (Undead Legions, Vampire Counts)

Shrine of Kurnous · Chrace

Held by Slaanesh at the start

  • Altar to the Ecstatic Hunt

    Slaanesh · 6,500 gold, 4 turns

    Recruit rank: +2 for Seeker Chariots, Exalted Seeker Chariot, Chaos Chariot and Hellflayers units (factionwide) · Slaanesh corruption: +4 · Income generated: 200 · Growth: +25

Silver Pinnacle · The Blasted Wastes

Held by Vampire Counts at the start

  • Opulent Chambers

    Undead Legions, Vampire Counts · 2 levels · 1,500 gold, 2 turns

    Hero capacity: +1 for Lahmian Vampires · Unlocks Hero recruitment: Lahmian Vampire · Vampiric corruption: +3 (local region) · Unit capacity: +2 Lahmian Handmaidens (Vampire Counts only) · Gemstones resource production: 40 sacks · Research rate: +10 (Vampire Counts only)

    Unlocks: Lahmian Handmaidens (Death), Lahmian Handmaidens (Shadows)

Other races' versions: Reclaimed Hold (Dwarfs)

Sjoktraken · Gianthome Mountains

Held by Nurgle at the start

  • Hall of Urslo

    Norsca · 6,000 gold, 4 turns

    With Tides of Torment – Norsca: Attribute: Perfect Vigour for Marauder Bearmen units (Rank 7 and above) · With Tides of Torment – Norsca: Global recruitment duration: -1 turns for Marauder Bearmen units (minimum 1) · Upkeep: -5% for Marauder units (all armies) · Income from raiding: +10% (all armies) · Recruitment cost: -10% for Marauder units (all armies)

Skavenblight · The Blighted Marshes

Held by Skaven at the start

  • Council Chamber of the Thirteen

    Skaven · 10,000 gold, 5 turns

    Corruption: -1 (all provinces) · Income from all buildings: +6% (local province) · Global recruitment capacity: +1 (factionwide) · Control: +13 · Control: +1 (factionwide) · Lord recruit rank: +2 (factionwide)

  • The Shattered Tower

    Skaven · 10,000 gold, 5 turns

    Cooldown after expanding the Under-Empire: -5 turns (factionwide) · Skaven corruption in adjacent provinces: +6 (all provinces) · Skaven corruption: +13

Other races' versions: Warpforges (Chaos Dwarfs)

Skeggi · The Isthmus Coast

Held by Norsca at the start

Springs of Eternal Life · Land of the Dead

Held by Vampire Counts at the start

  • Bonewood Totems

    Greenskins · 6,000 gold, 4 turns

    Corruption in adjacent provinces: -2 · Corruption: -5 · Spell intensity: +10% (faction leader) (The Bloody Handz only) · Winds of Magic power reserve: +3 per turn (all armies) · Winds of Magic power reserve capacity: +5 (factionwide)

Stormhenge · Southern Badlands

Held by Greenskins at the start

Talabheim · Talabecland

Held by The Empire at the start

  • Blazing Sun Chapterhouse

    The Empire · 2 levels · 4,000 gold, 3 turns

    Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies) · Recruit rank: +3 for Knights of the Blazing Sun units (factionwide) · Recruitment cost: -35% for Knights of the Blazing Sun units · Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province (local province) · Attacks cause "Flammable" effect, reducing fire resistance for Knights of the Blazing Sun units (all armies)

    Unlocks: Knights of the Blazing Sun

Temple of Elemental Winds · Broken Lands of Tian Li

Held by Grand Cathay at the start

  • Temple of Elemental Winds

    The Empire · 10,000 gold, 5 turns

    Attribute: Mastery of Elemental Winds for Battle Wizards (all armies) · Arcane Essays: 20 per turn (The Golden Order only) · Unlocks Hero recruitment: Battle Wizard

Teotiqua · The Golden Pass

Held by Skaven at the start

  • The Flayed Wyrmfield

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

The Awakening · Jungle of Webs

Held by Vampire Coast at the start

  • Huatl

    Lizardmen · 10,000 gold, 6 turns

    Diplomatic relations: +30 with Lizardmen · Hero action success chance: +5% (all characters) · Income from all buildings: +5% (factionwide) · Growth: +5 (all provinces)

The Black Pit · The Misty Hills

Held by Greenskins at the start

  • The Valley of Many Eyes

    Greenskins · 8,000 gold, 4 turns

    Recruitment cost: -25% for Arachnarok Spider units (all armies) · Unit experience gain: +100% for Spider units (all armies) · Income generated: 200

  • Bones Beneath the Bad Moon

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

The Bone Gulch · The Plain of Bones

Held by Dwarfs at the start

  • Graves of the Dragons

    Dwarfs, Chaos Dwarfs · 2,000 gold, 4 turns

    Oathgold: 10 per turn · Diplomatic relations: -10 with High Elves · Golden Idols resource production: 6 chests · Income generated: 500 · Gemstones resource production: 6 sacks

Other races' versions: Dragon Grave (Vampire Coast, Vampire Counts, Undead Legions) · Purified Graves of the Dragons (High Elves)

The Challenge Stone · Chimera Plateau

Held by Ogre Kingdoms at the start

  • Challenge Stone Bulge

    Ogre Kingdoms · 6,000 gold, 10 turns

    Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Melee attack: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide) · Control: +2 (factionwide)

The Crystal Spires · Plain of Illusions

Held by Tzeentch at the start

  • Symposium of Change

    Tzeentch · 10,000 gold, 5 turns

    Request army cost: -50% · Allegiance points gained: +30% · Diplomatic relations: +30 with Daemons of Chaos

The Daemon's Stump · The Wolf Lands

Held by Chaos Dwarfs at the start

  • Bloodthirster Prison

    Chaos Dwarfs, Khorne · 6,000 gold, 4 turns

    Hero recruit rank: +2 for Daemonsmith Sorcerers (factionwide) · Unlocks Hero recruitment: Daemonsmith Sorcerers (all provinces) · Winds of Magic power reserve capacity: +5 (factionwide)

The Fortress of Vorag · The Plain of Bones

Held by High Elves at the start

  • Tower of the Bloodytooth

    17 races · 6,000 gold, 4 turns

    Vampiric corruption: +1 · Construction cost: -15% for all buildings (local province) · Income generated: 300

The Galleon's Graveyard · The Great Ocean

Held by Vampire Coast at the start

  • Wreck of the Heldenhammer

    Vampire Coast · 10,000 gold, 6 turns

    Missile strength: +10% for Carronade, Mortar and Queen Bess units (all armies) · Recruit rank: +4 for Artillery units (all characters) · Recruitment cost: -15% for Artillery units (all armies)

    Unlocks: Necrofex Colossus

The Gallows Tree · K'datha

Held by Norsca at the start

  • The Gallows Tree

    Nurgle · 10,000 gold, 5 turns

    Plague immunity duration: -1 turns (for all future plagues) (factionwide) · Chance of a plague spreading: +5% (for all future plagues) (factionwide) · Nurgle corruption: +5

The Golden Tower · The Golden Pass

Held by Lizardmen at the start

  • Golden Tower of the Gods

    15 races · 4,000 gold, 3 turns

    Income generated: 450 · Control: +5 · Research rate: +8

The Haunted Forest

Held by Vampire Counts at the start

  • Copse of Sacrilege

    Vampire Counts · 2 levels · 1,000 gold, 1 turn

    Recruit rank: +2 for Crypt Ghouls units (all armies) · Vampiric corruption: +1 (all provinces) · Recruit rank: +4 for Zombie units (all armies) · Income generated: 400 · Growth: +35

Other races' versions: Gnoblar Outpost (Wood Elves) · Infected Grove (Nurgle)

The Maw Gate · Ivory Road

Held by Ogre Kingdoms at the start

  • Bells of the Lazarghs

    Ogre Kingdoms · 5,000 gold, 5 turns

    Diplomatic relations: +25 with Ogre Kingdoms · Global recruitment duration: -1 turn(s) (minimum 1) (factionwide) · Income generated: 150 · Global recruitment capacity: +1 (factionwide)

The Moot · Mootland

Held by The Empire at the start

  • The Grand Cauldron

    Greenskins, The Empire, Ogre Kingdoms · 4,000 gold, 3 turns

    Passive ability: "Rowdy" (armies in local province) · Income from sacking and looting settlements: +10% (all characters) · Income generated: 300 · Growth: +10 (all provinces) · Control: +4

The Sacred Pools

Held by Lizardmen at the start

  • Sacred Pools of Isha

    Wood Elves · 6,000 gold, 3 turns

    Immune to Plague attrition (all armies) · Enables Awakened Forest attrition (enemy armies in region) · Lord and Hero recruit rank: +3 for Lore of Life spellcasters (all provinces) · Immune to Swamp attrition (all armies) · Wound recovery time: -2 turns (all characters)

    Unlocks: Sisters of the Thorn, Zoats, Malevolent Treeman

Other races' versions: Bilious Slimepools (Nurgle) · Murksome Pools (Warriors of Chaos)

The Sentinels · The Howling Wastes

Held by Greenskins at the start

  • Karum

    Chaos Dwarfs, Ogre Kingdoms · 6,000 gold, 4 turns

    Maximum cargo capacity: +10% for convoys · Income from trade tariffs: +50%

The Star Tower · Volcanic Islands

Held by Skaven at the start

  • Glittering Pits

    High Elves · 6,000 gold, 4 turns

    Upkeep: -5% for Dragon units (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn · Income generated: 300 · Gemstones resource production: 40 sacks · Carved Obsidian resource production: 10 chests

Other races' versions: Defiled Elven Colony (Slaanesh)

The Twisted Towers · The Cold Mires

Held by Slaanesh at the start

  • The Vale of Creatures

    Slaanesh · 6,000 gold, 5 turns

    Slaanesh corruption: +4 · Recruit rank: +3 for Daemonettes of Slaanesh and Exalted Daemonettes of Slaanesh units (factionwide) · Upkeep: -20% for Daemonettes of Slaanesh and Exalted Daemonettes of Slaanesh units (all armies)

The Volary · Stonesky Foothills

Held by Chaos Dwarfs at the start

  • Tomb of Khengai Khan

    Chaos Dwarfs, Greenskins · 6,000 gold, 4 turns

    Recruitment cost: -30% for Hobgoblin units (factionwide) · Recruit rank: +3 for Hobgoblin units (factionwide) · Upkeep: -15% for Hobgoblin units (all armies)

  • Court of the Covenant

    Tzeentch · 10,000 gold, 8 turns

    Allegiance points gained: +25% · Diplomatic relations: +25 with Daemons of Chaos · Control: +3

The Writhing Fortress · The Blood Marshes

Held by Slaanesh at the start

  • The Pandemournium

    Slaanesh · 10,000 gold, 10 turns

    Slaanesh corruption: +3 · Growth: +5 (all provinces) · Control: +8 · Control: +2 (factionwide)

Tlaxtlan · Piranha Swamps

Held by Lizardmen at the start

  • Temple of the Eclipse

    Lizardmen · 8,000 gold, 5 turns

    Hero capacity: +1 for Skink Priests · Hero recruit rank: +2 for Skink Priests (all provinces) · Corruption: -1 (all provinces) · Research rate: +10

Tor Achare · Chrace

Held by High Elves at the start

  • White Lion Hunting Grounds

    High Elves · 8,000 gold, 4 turns

    Recruit rank: +2 for White Lions of Chrace units (factionwide) · Upkeep: -5% for White Lions of Chrace, War Lions and Lion Chariot units (all armies) · Exotic Animals resource production: 20 cages

Tor Anlec · Nagarythe

Held by Dark Elves at the start

  • Black Citadel of Anlec

    Dark Elves, High Elves · 10,000 gold, 5 turns

    Income from all buildings: +5% (local province) · Ammunition: +50% during siege defence battles (armies in region) · Leadership: -10 when laying siege or encircling (enemy armies in region) · Control: +10

Tor Anroc · Tiranoc

Held by High Elves at the start

  • Palace of Tiranoc

    High Elves, Dark Elves · 2 levels · 6,000 gold, 4 turns

    Recruit rank: +3 for Chariot units · Recruit rank: +2 for Chariot units (factionwide) · Upkeep: -5% for Chariot units (all armies) · Income from all buildings: +10% (local province) · Control: +10

    Unlocks: Tiranoc Chariots, Ithilmar Chariots

Tor Elasor · Eastern Colonies

Held by Vampire Coast at the start

  • Rebuilt Citadel

    High Elves · 6,000 gold, 4 turns

    Attribute: Unbreakable during siege battles against Dark Elves (all armies) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · When built in a Colony: Elven Trade: +30 per turn

Other races' versions: Defiled Elven Colony (Slaanesh)

Tor Elyr · Ellyrion

Held by High Elves at the start

  • Royal Ellyrian Stables

    High Elves · 5,000 gold, 5 turns

    Recruit rank: +2 for Ellyrian Reavers and Silver Helms units (factionwide) · Upkeep: -5% for Ellyrian Reavers and Silver Helms units (all armies) · Income generated: 500

Other races' versions: Defiled Ellyrian Stables (Slaanesh)

Tor Koruali · Cothique

Held by High Elves at the start

  • Ancient Subterranean Palace

    High Elves · 8,000 gold, 4 turns

    Hero capacity: +1 for Nobles · Unlocks Hero recruitment: Noble · Hero recruit rank: +1 for Nobles (factionwide) · Income from Entertainment buildings: +5% (factionwide) · Income from Ports: +25% (local province) · Control: +5

Tor Yvresse · Northern Yvresse

Held by High Elves at the start

  • Warden's Tower

    High Elves, Dark Elves · 10,000 gold, 5 turns

    Army ability: "Invocation of Ending" (armies in province) · Leadership: +10 when defending (armies in region) · Control: +10

Tower of Gorgoth · The Wolf Lands

Held by Chaos Dwarfs at the start

  • Volcanic Deposits

    Chaos Dwarfs · 6,000 gold, 4 turns

    Raw Materials: 400 per turn (when Workload requirements are met) · Workload: +250 (You will need to maintain this much Labour in the province) · Income generated: 300

Tower of the Stars · Eastern Colonies

Held by Vampire Coast at the start

  • Loremaster's Watch

    High Elves · 6,000 gold, 4 turns

    Cooldown: -5% to spells (factionwide) · Hero capacity: +1 for Loremasters of Hoeth · Unlocks Hero recruitment: Loremaster of Hoeth · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Spell resistance: 20% for Spearmen units (all armies) · When built in a Colony: Elven Trade: +30 per turn

Other races' versions: Defiled Elven Colony (Slaanesh)

Tower of the Sun · Eastern Colonies

Held by Vampire Coast at the start

  • Pilgrimage Grounds

    High Elves · 6,000 gold, 4 turns

    Recruit rank: +1 for Dragon units (factionwide) · When built in a Sea Patrol Outpost: Elven Colony Availability: +1 · Global recruitment duration: -1 turns for Moon Dragons · When built in a Colony: Elven Trade: +30 per turn

    Unlocks: Moon Dragon

Other races' versions: Defiled Elven Colony (Slaanesh)

Ubersreik · Reikland

Held by The Empire at the start

  • The Red Moon Inn

    The Empire · 4,000 gold, 1 turn

    Corruption: -1 · Income generated: 50 · Control: +2 · When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement

Unicorn Gate

Held by High Elves at the start

  • Impregnable Fortress Gate

    High Elves · 5 levels · 1,200 gold, 3 turns

    Army ability: "Eagle Sanctuary" (armies in region) · Improved tower projectiles: Greater Magic Bolts · Defensive supplies: +2500 · Corruption: -2 · Greatly increases the health of settlement Walls, Towers and Gatehouses in battle · Adds walls to the settlement · Growth: +80

Other races' versions: Occupied Gate (Impregnable Fortress) (22 races)

Uzkulak · Zorn Uzkul

Held by Chaos Dwarfs at the start

  • Ancient Inner-City

    Chaos Dwarfs · 8,000 gold, 6 turns

    Hero recruit rank: +2 for Bull Centaur Taur'ruks (factionwide) · Unlocks Hero recruitment: Bull Centaur Taur'ruks (all provinces) · Upkeep: -10% for Bull Centaur Renders units (factionwide)

  • Hoarfrost Ossuary

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Vaul's Anvil · Caledor

Held by High Elves at the start

  • Hall of Dragons

    High Elves, Dark Elves, Dwarfs · 10,000 gold, 5 turns

    Recruit rank: +4 for Dragon units · Upkeep: -25% for Dragon units (all armies) · Recruitment cost: -25% for Dragon units (all armies) · Exotic Animals resource production: 20 cages

Vaul's Anvil · Doom Glades

Held by Dark Elves at the start

  • Temple of Vaul

    Dark Elves, High Elves · 6,000 gold, 4 turns

    Upkeep: -10% (all armies) · Iron resource production: 100 ingots

Village of the Tigermen · Broken Lands of Tian Li

Held by Grand Cathay at the start

  • Monument of the White Tiger

    Grand Cathay · 6,000 gold, 4 turns

    Cooldown: -20% to Tiger Warrior Sawai abilities "Guiding Strike", "Masterful Strike" and "Predatory Instincts" (all characters factionwide) · Recruitment cost: -15% for all Tiger Warrior units (factionwide) · Spell intensity: +10% (all Clawspeakers) · Wound recovery time: -2 turns (all Clawspeaker heroes and Sawai lords)

Wei-Jin · Imperial Road

Held by Grand Cathay at the start

  • Celestial Court

    Grand Cathay · 10,000 gold, 6 turns

    Diplomatic relations: +30 with Grand Cathay · Income from all buildings: +5% (factionwide) · Control: +10 · Control: +2 (factionwide) · Lord recruit rank: +2 (factionwide)

  • Paradise Gardens

    Grand Cathay · 6,000 gold, 4 turns

    Harmony: +1 Yin (local province) · Income from all buildings: +10% (local province) · Growth: +5 (factionwide) · Control: +10

  • Temple of the Two Moons

    Grand Cathay · 8,000 gold, 4 turns

    Corruption: -2 · Recruit rank: +4 for Celestial Dragon Guard and Celestial Dragon Crossbows units · Recruitment cost: -30% for Celestial Dragon Guard and Celestial Dragon Crossbows units · Upkeep: -5% for Celestial Dragon Guard and Celestial Dragon Crossbows units (all armies)

Other races' versions: Occupied Celestial Palace (21 races)

Weng Chang · Lands of Stone and Steel

Held by Grand Cathay at the start

  • Temple of the Jade-Blood Sorcerers

    Grand Cathay · 6,000 gold, 10 turns

    Winds of Magic power reserve capacity: +5 (all armies) · Casualty replenishment rate: +5% (armies in local province) · Growth: +5 (all provinces) · Control: +2 · Control: +1 in adjacent provinces

White Tower of Hoeth · Saphery

Held by High Elves at the start

  • White Tower of Hoeth

    High Elves · 2 levels · 8,000 gold, 4 turns

    Hero capacity: +1 for Loremasters of Hoeth · Hero capacity: +1 for Mages · Unlocks Hero recruitment: Loremaster of Hoeth · Unlocks Hero recruitment: Mage · Hero recruit rank: +7 for Loremasters of Hoeth · Hero recruit rank: +5 for Mages · Recruit rank: +2 for Swordmasters of Hoeth units (factionwide) · Local Recruitment duration: -1 turn for Swordmasters of Hoeth units (minimum 1) (local province) · Scrolls of Knowledge: +15 per turn (Order of Loremasters only) · Winds of Magic power reserve capacity: +6 (all armies) · Research rate: +12

    Unlocks: Swordmasters of Hoeth

Other races' versions: Despoiled White Tower of Hoeth (6 races) · Occupied White Tower of Hoeth (The Empire) · Sorcerous White Tower of Hoeth (Dark Elves)

Wizard Caliph's Palace · Land of Assassins

Held by Tomb Kings at the start

  • Dawnlit Barrows

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Wolfenburg · Ostland

Held by The Empire at the start

  • Mortkin's Rest

    Norsca · 6,000 gold, 4 turns

    Passive ability: "Frenzy" for all units in the settlement garrison. (settlement garrison) · Khorne corruption: +3 · Chance to gain a magic item: 15% per turn

Wurtbad · Stirland

Held by The Empire at the start

  • Dragonbone Mound

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Xing Po · Forests of the Moon

Held by Skaven at the start

  • The Den of Dread Deeds

    Skaven · 4,000 gold, 3 turns

    Food generated: 3 · Income generated: 400 · Growth: +13 · Control: +4

    Unlocks: Night Runners, Night Runners (Slings)

  • The Grand Observatory

    Grand Cathay · 6,000 gold, 3 turns

    Hero capacity: +1 for Astromancers · Unlocks Hero recruitment: Astromancer · Hero recruit rank: +7 for Astromancers

Xlanhuapec · Mosquito Swamps

Held by Lizardmen at the start

  • Temple of Mists

    Lizardmen · 8,000 gold, 5 turns

    Army ability: "Temple of Mists" (all armies in local and adjacent regions) · Campaign movement range: -20% for enemy armies starting their turn in this region (enemy armies in province) · Leadership: -20 when laying siege or encircling (enemy armies in province) · Melee defence: +5 when under siege (armies in province)

Other races' versions: Temple of Mists (Corrupted) (Khorne)

Zandri · The Cracked Land

Held by Bretonnia at the start

  • Pyramid of King Amenemhetum

    Tomb Kings · 6,000 gold, 10 turns

    Canopic Jars generated: 10 · Sea Lanes journey duration: -1 turns · Winds of Magic power reserve capacity: +5 (all armies) · Tradable resources produced: +5% (factionwide) · Income from trade tariffs: +5% · Control: +1 (all provinces)

Zharr-Naggrund · The Plain of Zharr

Held by Chaos Dwarfs at the start

  • The Great Temple of Hashut

    Chaos Dwarfs · 10,000 gold, 8 turns

    Conclave Influence gained: +25 per turn · Diplomatic relations: +10 with Chaos Dwarfs · Character experience gain: +5% (all characters) · Chaos Undivided corruption: +5 (local province) · Winds of Magic power reserve capacity: +5 (all armies) · Income generated: 500 · Research rate: +10

  • Hoarfrost Ossuary

    Undead Legions, Vampire Counts · 6,000 gold, 4 turns

    Ability number of uses: +1 for "Pestilential Breath" for Zombie Dragon units (all armies) · Ward save: +2% for Zombie Dragon units (all armies) · Weapon strength: +5% for Zombie Dragon units (all armies) · Unit capacity: +1 Zombie Dragon (Undead Legions only) · Unit capacity: +1 Zombie Dragon (Vampire Counts only)

    Unlocks: Zombie Dragon

Other races' versions: The Great Temple of Hashut (Desecrated) (21 races)

Ziggurat of Dawn · The Isthmus Coast

Held by Norsca at the start

  • Beacon of Dawn

    10 races · 6,000 gold, 6 turns

    Corruption: -10 (not for Cult of Pleasure) · Slaanesh corruption: +10 (Cult of Pleasure only) · Unit experience gain per turn: +200 (armies in province) · Recruit rank: +2 for all units