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
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

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

Njevski's Citadel
Kislev · 7,500 gold, 5 turns
Recruit rank: +3 for Gryphon Legion and Tzar Guard units
Unlocks: Tzar Guard, Tzar Guard (Great Weapons), Gryphon Legion
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
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
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

Grey Seer Sanctum
Skaven · 3 levels · 2,000 gold, 1 turn
Loyalty: +5 for Grey Seer recruits (factionwide) · Food generated: 5 · Lord recruit rank: +5 for Grey Seers (factionwide) · Warpstone generated: +100 (Clan Scruten only) · Income generated: 500 · Growth: +13
Unlocks: Clanrats, Rat Ogres, Warpfire Throwers, Stormfiends (Warpfire Projectors), Plague Monks, Stormfiends (Grinderfists)
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
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

Losteriksson's Great Hall
Norsca · 2 levels · 4,000 gold, 3 turns
Recruit rank: +4 for all units · Casualty replenishment rate: +10% (armies in province) · Control: +10 · Wine resource production: 30 barrels · Local recruitment capacity: +2 · Lord recruit rank: +2 (factionwide)
Unlocks: Marauders, Marauder Berserkers, Marauder Bearmen, Marauder Hunters (Javelins), Marauder Hunters, Marauder Champions

Losteriksson's Hoard
Norsca · 6,000 gold, 4 turns
Golden Idols resource production: 60 chests · Income generated: 400 · Income from trade tariffs: +5%
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

Iron Penz
Greenskins · 4,000 gold, 4 turns
Unit mass: +10% for Orc Boar units (all armies) · Recruit rank: +2 for Orc Boar units · Armour: +5 for Orc Boar units (all armies) · Charge bonus: +5% for Orc Boar units (all armies)
Unlocks: Orc Boar Boy Big 'Uns, Orc Boar Boyz, Orc Boar Chariots
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