Difference between revisions of "Buildings"
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[[Category:Cities]] | [[Category:Cities]] | ||
− | + | Buildings can be found in [[NPC]] and player [[City|cities]] alike. Almost every type of building can be purchased in the form of a deed from a [[Builder]] and placed in a city. | |
== Feudal Buildings == | == Feudal Buildings == | ||
− | + | '''Feudal''' is the default architecture style. Deeds for these buildings can be found on most builders. | |
=== Barracks === | === Barracks === | ||
{| style="width: 80%; border: 1px #BBB solid; padding: 5px; background-color: #EEE;" | {| style="width: 80%; border: 1px #BBB solid; padding: 5px; background-color: #EEE;" | ||
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|- | |- | ||
|'''Hirelings''' | |'''Hirelings''' | ||
− | | | + | |Merchant |
|- | |- | ||
|'''Extras''' | |'''Extras''' | ||
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|- | |- | ||
|'''Hirelings''' | |'''Hirelings''' | ||
− | | | + | |Merchant |
|- | |- | ||
|'''Extras''' | |'''Extras''' | ||
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|- | |- | ||
|'''Hirelings''' | |'''Hirelings''' | ||
− | | | + | |Merchant |
|- | |- | ||
|'''Extras''' | |'''Extras''' | ||
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|- | |- | ||
|'''Hirelings''' | |'''Hirelings''' | ||
− | | | + | |Merchant |
|- | |- | ||
|'''Extras''' | |'''Extras''' | ||
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|- | |- | ||
|'''Description''' | |'''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. | + | |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. The interior of the Temple features a huge shrine to Phaedra, the First Huntress who led the Amazons out of the lands of Men and Elves, to found a hidden empire. |
|} | |} | ||
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|- | |- | ||
|'''Description''' | |'''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 | + | |Triumphs of masonry and engineering, the first great Cathedrals appeared early in the Age of Kings. 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. |
|} | |} | ||
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|- | |- | ||
|'''Description''' | |'''Description''' | ||
− | |The sanctuaries the Rangers build as their headquarters are simple, elegant structures based on the tents and humble dwellings of forest folk. | + | |In recent years the Rangers have returned from their long exile in the wilderness, and small but fiercely loyal bands have managed to rise to positions of authority in some towns and cities, acting as protectors to the common folk. The sanctuaries the Rangers build as their headquarters are simple, elegant structures based on the tents and humble dwellings of forest folk. |
|} | |} | ||
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|- | |- | ||
|'''Description''' | |'''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. | + | |Stout stone fortresses with tall towers and reinforced gates, Keeps are the most utilitarian and the most defensible Guild Halls. 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 a formidable last line of defense against their enemies. |
|} | |} | ||
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|- | |- | ||
|'''Description''' | |'''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. | + | |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. Hidden rooms and secret basements serve as meeting chambers, offices, and training halls for Guild members. |
|} | |} | ||
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|- | |- | ||
|'''Description''' | |'''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. | + | |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. The main hall boasts a massive statue of Saint Malorn the Just, and a fire pit where a portion of the eternal Cleansing Flame burns for the benefit of all. |
|} | |} | ||
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|- | |- | ||
|'''Description''' | |'''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. | + | |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. Every Wizard's Conclave contains an assembly hall, several laboratories, and well-stocked libraries to help further the researches of its members. |
+ | |} | ||
+ | |||
+ | == [[Divine Favor | Shrines]] == | ||
+ | {| style="width: 80%; border: 1px #BBB solid; padding: 5px; background-color: #EEE;" | ||
+ | |- | ||
+ | | width="20%" |'''Cost''' | ||
+ | |300k | ||
+ | |- | ||
+ | |'''Hirelings''' | ||
+ | |Votary | ||
+ | |- | ||
+ | |'''Extras''' | ||
+ | | not rankable, [[Divine Favor | 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. | ||
+ | |} | ||
+ | |||
+ | == [[Siege Spire | Spires]] == | ||
+ | {| style="width: 80%; border: 1px #BBB solid; padding: 5px; background-color: #EEE;" | ||
+ | |- | ||
+ | | width="20%" |'''Cost''' | ||
+ | |1m | ||
+ | |- | ||
+ | |'''Hirelings''' | ||
+ | | - | ||
+ | |- | ||
+ | |'''Extras''' | ||
+ | | [[Siege Spires | 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. | ||
|} | |} |
Latest revision as of 17:23, 19 September 2017
Buildings can be found in NPC and player cities alike. Almost every type of building can be purchased in the form of a deed from a Builder and placed in a city.
Contents
Feudal Buildings
Feudal is the default architecture style. Deeds for these buildings can be found on most builders.
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. |
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. |
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. |
Cottage [Log, Stone, Wood]
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. |
Estate [Stone, Wood]
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. |
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. |
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. |
House [Stone, Stucco, Wood]
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. |
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. |
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. |
Villa [Stucco, Wood]
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. |
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. |
Elven Buildings
Elven Barracks
Cost | 400k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x4 |
Description | These stout structures serve as lodging, headquarters, and training facilities for a community's guards and militia. Depending on what types of Officers are assigned to a barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Elven Church
Cost | 320k |
Hirelings | Banker |
Extras | - |
Size | 4x5 |
Description | No matter which deity a Church is consecrated to, they are considered holy ground by all but the most reprehensible of 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. |
Elven Forge
Cost | 400k |
Hirelings | Armorsmith, Weaponsmith |
Extras | - |
Size | 4x4 |
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. |
Elven Guild Hall
Cost | 480k |
Hirelings | Bard, Scout, Thief, Warrior |
Extras | - |
Size | 5x5 |
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 a formidable last line of defense against their enemies. |
Elven House
Cost | 400k |
Hirelings | Merchant |
Extras | - |
Size | ? |
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. |
Elven Inn
Cost | 160k |
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. |
Elven Magic Shop
Cost | 240k |
Hirelings | Alchemist, Sage |
Extras | - |
Size | 4x4 |
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 can give them in a struggle. |
Elven Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | - |
Size | ? |
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. |
Elven Sanctum
Cost | 480k |
Hirelings | Assassin, Channeler, Necromancer, Priest, Wizard |
Extras | - |
Size | 4x4 |
Description | The Firstborn are the oldest of races on Aerynth, and the Elves have always been masters of lore and learning. The wisest in skill, lore and craft have always convened in sanctums to teach the worthiest of their pupils. |
Elven Shop
Cost | 320k |
Hirelings | Seamstress, Tailor |
Extras | - |
Size | 4x4 |
Description | Part general store and part trading post, Mercantiles offer adventurers a place to buy gear and sell items gained through adventure. |
Invorii Buildings
Invorii Barracks
Cost | 750k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 4x2 |
Description | These stout structures serve as lodging, headquarters, and training facilities for a community's guards and militia. Depending on what types of Officers are assigned to a barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Invorii Church
Cost | 300k |
Hirelings | Banker |
Extras | - |
Size | 4x4 |
Description | No matter which deity a Church is consecrated to, they are considered holy ground by all but the most reprehensible of 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. |
Invorii Citadel
Cost | 1.5m |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x5 |
Description | The largest and most extravagant of dwellings, citadels combine 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. |
Invorii Forge
Cost | 500k |
Hirelings | Armorsmith, Weaponsmith |
Extras | - |
Size | 2x2 |
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. |
Invorii House
Cost | 300k |
Hirelings | Merchant |
Extras | - |
Size | 2x2 |
Description | These small dwellings represent the most modest form of residence available for heroes and questers. Consisting of but a single room with a few amenities, cottages are still far superior to the slum shacks and shanties of the poor and downtrodden. |
Invorii 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. |
Invorii 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 can give them in a struggle. |
Invorii 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. |
Invorii Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | - |
Size | ? |
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. |
Irekei Buildings
Desert Tent
Cost | 300k |
Hirelings | Merchant |
Extras | needs no protection slot |
Size | ? |
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. |
Irekei Barracks
Cost | 750k |
Hirelings | Guard Captain, Magister Captain |
Extras | needs no protection slot |
Size | 2x2 |
Description | These stout structures serve as lodging, headquarters, and training facilities for a community's guards and militia. Depending on what types of Officers are assigned to a barracks, a city can hire swordsmen, archers, or even adepts to serve as defenders. |
Irekei Church
Cost | 300k |
Hirelings | Banker |
Extras | - |
Size | 4x4 |
Description | No matter which deity a Church is consecrated to, they are considered holy ground by all but the most reprehensible of 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. |
Irekei Citadel
Cost | 1.5m |
Hirelings | Merchant |
Extras | not rankable |
Size | 4x5 |
Description | The largest and most extravagant of dwellings, citadels combine 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. |
Irekei Forge
Cost | 500k |
Hirelings | Armorsmith, Weaponsmith |
Extras | - |
Size | 2x2 |
Description | An open-walled tent with a sandstone hearth. |
Irekei 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. |
Irekei 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 can give them in a struggle. |
Irekei Mercantile
Cost | 350k |
Hirelings | Seamstress, Tailor |
Extras | - |
Size | ? |
Description | Part general store and part trading post, a Mercantile offers adventurers a place to buy gear and sell items gained through adventure. |
Irekei Outer Walls
Cost | 50k |
Hirelings | Archer Captain, Wall Archer, Tower Artillery Captain |
Extras | - |
Size | 4x5 |
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. |
Irekei Temple
Cost | 600k |
Hirelings | Assassin, Channeler, Warrior |
Extras | - |
Size | 4x5 |
Description | These ancient structures serve as the focal points of Irekei culture. Built of sandstone and richly ornamented, every Irekei temple contains a great arena, where the Dragon and the Sun are venerated in lengthy ceremonies, and where disputes among rival Irekei are settled with blades in highly ritualistic duels. |
Trainer Buildings
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. The interior of the Temple features a huge shrine to Phaedra, the First Huntress who led the Amazons out of the lands of Men and Elves, to found a hidden empire. |
Cathedral
Cost | 600k |
Hirelings | Banker, Crusader, Prelate, Priest, Sentinel, Warrior |
Extras | - |
Size | 4x5 |
Description | Triumphs of masonry and engineering, the first great Cathedrals appeared early in the Age of Kings. 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. |
Forest Sanctuary
Cost | 600k |
Hirelings | Druid, Priest, Ranger, Scout |
Extras | - |
Size | 4x4 |
Description | In recent years the Rangers have returned from their long exile in the wilderness, and small but fiercely loyal bands have managed to rise to positions of authority in some towns and cities, acting as protectors to the common folk. The sanctuaries the Rangers build as their headquarters are simple, elegant structures based on the tents and humble dwellings of forest folk. |
Great Hall
Cost | 600k |
Hirelings | Barbarian, Bard, Scout, Thief, Warrior |
Extras | - |
Size | 4x4 |
Description | Built in the style and fashion of the great mead halls of the infamous Northmen, these massive structures are built entirely of timber, with high, slate roofs and thick walls. Comfort and beauty are barely a consideration in the design of a great Hall: they require only a fire pit and a space large enough for the Thane and all his henchmen to feast and revel in. |
Keep
Cost | 600k |
Hirelings | Priest, Thief, Warrior, Wizard |
Extras | - |
Size | 4x4 |
Description | Stout stone fortresses with tall towers and reinforced gates, Keeps are the most utilitarian and the most defensible Guild Halls. 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 a formidable last line of defense against their enemies. |
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. Hidden rooms and secret basements serve as meeting chambers, offices, and training halls for Guild members. |
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. The main hall boasts a massive statue of Saint Malorn the Just, and a fire pit where a portion of the eternal Cleansing Flame burns for the benefit of all. |
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. Every Wizard's Conclave contains an assembly hall, several laboratories, and well-stocked libraries to help further the researches of its members. |
Shrines
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. |
Spires
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. |