Difference between revisions of "Buildings"
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Revision as of 20:17, 15 January 2014
Contents
- 1 Feudal Buildings / Trainers
- 1.1 Amazon Temple
- 1.2 Barracks
- 1.3 Cathedral
- 1.4 Church
- 1.5 Spire
- 1.6 Shrine
- 1.7 Citadel
- 1.8 Feudal Outer Walls
- 1.9 Forest Sanctuary
- 1.10 Forge
- 1.11 Fortress
- 1.12 Great Hall
- 1.13 Inn
- 1.14 Keep
- 1.15 [Log, Stone, Wood] Cottage
- 1.16 Magic Shop
- 1.17 Mercantile
- 1.18 Siege Tent
- 1.19 [Stone, Wood] Estate
- 1.20 [Stone, Stucco, Wood] House
- 1.21 [Stucco, Wood] Villa
- 1.22 Thieves Den
- 1.23 War Temple
- 1.24 Warehouse
- 1.25 Wizards Tower
- 2 Elven Buildings
- 3 Invorii Buildings
- 4 Irekei Buildings
Feudal Buildings / Trainers
Amazon Temple
Cost | 600k |
Hirelings | Assassin, Channeler, Fury, Huntress, Priest, Scout, Warrior |
Extras | - |
Size | 4x4 |
Description | Austere, impressive structures of alabaster, Amazon Temples hearken back to the great white cities of Delgana, and are the only reminder most Amazons ever see of their vanished homeland. |
Barracks
Cost | 750k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x2 |
Description | Only the Guild Leader of a Sovereign Guild can place a barracks within the scope of their city. These stout structures serve as lodging, headquarters, and training facilities of a community's guards and militia. Depending on what types of Officers are assigned to the barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Cathedral
Cost | 600k |
Hirelings | Banker, Crusader, Prelate, Priest, Sentinel, Warrior |
Extras | - |
Size | 4x5 |
Description | Cathedrals serve a double purpose: not only do they provide the devout with a place of worship, they also serve as administrative centers within the church hierarchy, places where bishops, archbishops, and cardinals help shape and advance the grand designs of the Holy Church. |
Church
Cost | 300k |
Hirelings | Banker |
Extras | - |
Size | 4x5 |
Description | No matter which deity a Church is consecrated to, it is considered holy ground by all but the most reprehensible folk. As a result, funds or treasures left in a Church's keeping are almost guaranteed to remain there, safe and sound, until their owner returns to retrieve them. |
Spire
Cost | 1m |
Hirelings | - |
Extras | grants siege effects |
Size | 1x1 |
Description | This arcane device employs powerful sorceries first devised by the Elvish Archmagi. When activated, it generates an intense magical field that will affect an entire city, changing the course of siege or battle. |
Shrine
Cost | 300k |
Hirelings | Votary |
Extras | not rankable, grants boons, needs no protection slot |
Size | 1x1 |
Description | The will of the Gods is moving again on Aerynth! This sacred Shrine, devoted to one aspect of an ancient faith, deity, or culture, will serve as a conduit of divine favor if given sufficient offerings. |
Citadel
Cost | 1.5m |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x5 |
Description | The largest and most extravagant of dwellings, a citadel combines the durability and defensibility of a fortress with the spaciousness of a villa. Unlike most other buildings, the entire roof is accessible, and can be manned to defend against besiegers. |
Feudal Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | not rankable |
Size | varies |
Description | Only the Guild Leader of a sovereign Guild can place city walls, and he can only place them within the zone of control of a Tree of Life. The most obvious defensive structures a city can obtain, wall assets are also the most useful. Tougher than most buildings, city walls can endure an enormous amount of punishment before collapsing, and directly restrict an attacker's access to a city. |
Forest Sanctuary
Cost | 600k |
Hirelings | Druid, Priest, Ranger, Scout |
Extras | - |
Size | 4x4 |
Description | The sanctuaries the Rangers build as their headquarters are simple, elegant structures based on the tents and humble dwellings of forest folk. |
Forge
Cost | 500k |
Hirelings | Armorsmith and Weaponsmith |
Extras | - |
Size | 4x2 |
Description | Once these were shops where humble blacksmiths made nails, horseshoes, and plough blades. In the chaotic days since the Turning, Forges have shifted to a new primary purpose: the production of the weapons and tools of war. |
Fortress
Cost | 1.2m |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x4 |
Description | These tall, imposing structures are built for their durability and defensive value, not for comfort or extravagance. Designed to serve as strongholds, adventurers are as likely to find a fortress in the depths of the wilderness as they are huddled within the walls of a city. |
Great Hall
Cost | 600k |
Hirelings | Barbarian, Bard, Scout, Thief, Warrior |
Extras | - |
Size | 4x4 |
Description | Comfort and beauty are barely a consideration in the design of a great Hall: it requires only a fire pit and a space large enough for the Thane and all his henchmen to feast and revel in. |
Inn
Cost | 300k |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | Providing food to any customer, lodging for weary travelers, and a place for social gatherings, Inns have long been mainstays of civilization. Inns offer a safe haven between adventures and a place to find Tradesmen for hire. |
Keep
Cost | 600k |
Hirelings | Priest, Thief, Warrior, Wizard |
Extras | - |
Size | 4x4 |
Description | The last scions of the once great pre-Turning royal houses and the commanders of renegade armies all build keeps for their strongholds, which serve as both rallying points for their soldiers and followers, and as formidable last line of defense against their enemies. |
[Log, Stone, Wood] Cottage
Cost | 300k |
Hirelings | Merchant |
Extras | not rankable |
Size | 1x1 |
Description | These small dwellings represent the most modest form of residence available for heroes and questers. Consisting of but a single room with few amenities, cottages are still far superior to the slum shacks and shanties of the poor and downtrodden. |
Magic Shop
Cost | 400k |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 2x2 |
Description | Many students of the arcane have gone into business for themselves, enchanting minor magical items and brewing potions that they then sell to whoever can afford them. The trade has proven immensely lucrative, and even the most superstitious Guilds have come to realize the edge that a well-stocked Magic Shop gives them in a struggle. |
Mercantile
Cost | 350k |
Hirelings | Carpenter, Seamstress, Tailor, Quartermaster |
Extras | - |
Size | 2x2 |
Description | Part general store and part trading post, a Mercantile offers adventurers a place to buy gear and sell items gained through adventure. |
Siege Tent
Cost | 75k |
Hirelings | Siege Engineer, Banker, Innkeeper |
Extras | not rankable |
Size | 2x2 |
Description | In addition to providing a safe place for Commanders to confer and consider strategy, Siege Tents also serve as workshops for Engineers, who build the massive devices necessary to batter down a City's defenses. |
[Stone, Wood] Estate
Cost | 750k |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x4 |
Description | Palaces of the wealthy, these luxurious dwellings are very expensive to build, furnish, and maintain. An estate can easily house an entire family, and is the favored dwelling of Guild Leaders, master quarters, and other elite. |
[Stone, Stucco, Wood] House
Cost | 375k |
Hirelings | Merchant |
Extras | not rankable |
Size | 2x2 |
Description | The most common form of housing purchased by adventurers and guildsmen, houses are small enough that an abundance of them will not constrain valuable space within the City, and cheap enough that even a moderately successful hero can afford to build and maintain one. |
[Stucco, Wood] Villa
Cost | 600k |
Hirelings | Merchant |
Extras | not rankable |
Size | 2x4 |
Description | The homestead of choice for the wealthy merchant or adventurer, a villa offers substantially more space than a house, and is two stories tall. |
Thieves Den
Cost | 600k |
Hirelings | Assassin, Bard, Nightstalker, Scout, Thief |
Extras | - |
Size | 4x2 |
Description | There are some kinds of business best done in secret. Rather than build vast, imposing halls to announce their presence to the world, associations of Rogues, Thieves, and Assassins hide in plain sight, taking over an Inn and turning it to their use. |
War Temple
Cost | 600k |
Hirelings | Confessor, Priest, Templar |
Extras | - |
Size | 4x5 |
Description | Equal parts fortress and house of worship, these imposing structures perfectly express the militant philosophy of the Temple of the Cleansing Flame. The faithful gather here for worship and defense, and the upper levels house Templar barracks, armories, and extensive sparring rooms. |
Warehouse
Cost | 500k |
Hirelings | Seneschal |
Extras | not rankable, stores resources |
Size | 2x2 |
Description | Ore, gold and other resources harvested throughout the world are stored here in the Warehouse, which serves as a central repository for fortress maintenance and forge supplies. |
Wizards Tower
Cost | 600k |
Hirelings | Bard, Channeler, Doomsayer, Necromancer, Refiner, Warlock, Wizard |
Extras | - |
Size | 4x4 |
Description | The architecture of these massive towers is inspired by the ancient towers and citadels of the Elves, and would be structurally impossible without powerful magic spells that reinforce and support the upper works. |
Elven Buildings
Elven Bank
Cost | ? |
Hirelings | Banker |
Extras | - |
Size | 4x5 |
Description | ? |
Elven Barracks
Cost | ? |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x4 |
Description | ? |
Elven Guild Hall
Cost | ? |
Hirelings | Bard, Scout, Thief, Warrior |
Extras | - |
Size | 5x5 |
Description | ? |
Elven Forge
Cost | ? |
Hirelings | Armorsmith and Weaponsmith |
Extras | - |
Size | 4x4 |
Description | ? |
Elven Inn
Cost | ? |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | ? |
Elven Magic Shop
Cost | ? |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 4x4 |
Description | ? |
Elven Mercantile
Cost | ? |
Hirelings | Carpenter, Seamstress, Tailor, Quartermaster |
Extras | - |
Size | 4x4 |
Description | ? |
Elven Sanctum
Cost | ? |
Hirelings | Assassin, Channeler, Necromancer, Priest, Wizard |
Extras | - |
Size | 4x4 |
Description | ? |
Invorii Buildings
Invorii Bank
Cost | ? |
Hirelings | Banker |
Extras | - |
Size | 4x4 |
Description | ? |
Invorii Barracks
Cost | ? |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x2 |
Description | ? |
Invorii Citadel
Cost | ? |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x5 |
Description | ? |
Invorii Forge
Cost | ? |
Hirelings | Armorsmith and Weaponsmith |
Extras | - |
Size | 2x2 |
Description | ? |
Invorii Inn
Cost | ? |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | ? |
Invorii Magic Shop
Cost | ? |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 2x2 |
Description | ? |
Invorii Mercantile
Cost | ? |
Hirelings | Carpenter, Seamstress, Tailor, Quartermaster |
Extras | - |
Size | 2x2 |
Description | ? |
Irekei Buildings
Irekei Bank
Cost | ? |
Hirelings | Banker |
Extras | - |
Size | 4x4 |
Description | ? |
Irekei Barracks
Cost | ? |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 2x2 |
Description | ? |
Irekei Citadel
Cost | ? |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x5 |
Description | ? |
Irekei Inn
Cost | ? |
Hirelings | Builder, Innkeeper, Steward, Siege Engineer |
Extras | - |
Size | 4x2 |
Description | ? |
Irekei Forge
Cost | ? |
Hirelings | Armorsmith and Weaponsmith |
Extras | - |
Size | 2x2 |
Description | An open-walled tent with a sandstone hearth. |
Irekei Magic Shop
Cost | ? |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 2x2 |
Description | ? |
Irekei Temple
Cost | ? |
Hirelings | Assassin, Channeler, Warrior |
Extras | - |
Size | 4x5 |
Description | ? |