Khorne
Explore the special buildings available to Khorne. This comprehensive list details landmarks, special ports, and notable settlements.
All: (32) Landmarks: (25) Ports: (7) Special Deck: (0) Settlements: (0)


Great Halls of Nagashizzar
Forbidden Halls
In his dark halls sits the husk of Nagash himself. Careful study may reveal new methods for combatting the Undead scourge.

Income generated: +200

Immune to Vampiric attrition
(all armies)

Leadership: +10 when fighting against Vampire Counts, Vampire Coast and Tomb Kings
(all armies)

Vampiric corruption: +50
(local region)

Double experience gain for units when fighting against Vampire Counts, Vampire Coast and Tomb Kings
(all armies)


Tower of the Bloodytooth
Cursed Ruins
These bleak, distant ruins contain plentiful – if somewhat tainted – treasures and building materials. Just try to ignore the gnawed-upon bones...

Income generated: +300

Construction cost: -15% for all buildings
(local province)

Vampiric corruption: +1


The Altar of Ultimate Darkness
Landmark
The pure, unfiltered darkness oozing from this altar is enough to give even the hardest warrior pause.

Lord recruit rank: +1
(factionwide)

Income from all buildings: +5%
(local province)

Winds of Magic power reserve capacity: +3
(all armies)


The Chamber of Visions
Landmark
Those who visit the Chamber of Visions shall see what the Old Ones see: the many threads of the future.

Lord recruit rank: +1
(factionwide)

Hero action success chance: +3%
(all characters)

Magic item drop chance from battle: +5%
(factionwide)

Ambush defence chance: +5%
(all armies)


Golden Tower of the Gods
Landmark
An ancient tower clad in pure gold, constructed by the Lizardmen at the order of the Old Ones in an age long past.

Income generated: +450

Control: +5

Research rate: +8


Vault of Nagash
Pyramid
Deep inside the Pyramid of Nagash is said to be a vault, cursed with Undead magic by the fabled Necromancer himself. Only very few know what secrets it truly holds.

Lord recruit rank: +3
(factionwide)

Hero recruit rank: +3
(all provinces)

Vampiric corruption: +20

Winds of Magic power reserve capacity: +15
(all armies)

Spell resistance: +10%
(all armies)


Sanctum of Quintex
Landmark
The deepest chancels within Quintex may very well hold treasures and learnings that unlock the past, and foretell the future.

Income generated: +400

Control: +3

Growth: +40

Research rate: +10

Income from all buildings: +10%
(local province)


Vaults of Quintex
Landmark
Quintex has stood since before the dawn of recorded history. Within its vaults lie treasures beyond comprehension.

Income generated: +200

Growth: +30

Research rate: +5

Income from all buildings: +5%
(local province)


Catacombs of Quintex
Landmark
The catacombs of this impossibly ancient city conceal treasures that are not of this realm.

Income generated: +100

Growth: +20

Income from all buildings: +2%
(local province)


Flame of Asuryan
Asuryan Worship
Here the High Elves may give praise to the ruler of the Elven pantheon, Asuryan.

Control: +5

Lord recruit rank: +1
(factionwide)


Shrine of Widowmaker
Khaine Worship
Give praise to the Lord of War, and hope he answers with righteous fury.

Income from post-battle loot: +15%
(factionwide)

Khorne corruption: +15


Recruit rank: +1
(factionwide)


Abandoned Shrine of Widowmaker
Khaine Worship
What was once a place of worship, reduced now to so much cinder.

Income from post-battle loot: +5%
(factionwide)

Corruption: -5


Empowered Ogham Stones
Landmark
Cleansed and restored at last, the once-derelict Ogham Stones channel their considerable powers to serve your cause.

Control: +9

Income from all buildings: +10%
(local province)

Winds of Magic power reserve capacity: +20
(factionwide)


Ogham Stones
Landmark
These rune-bound Waystones of unknown origin have received a patchwork of venerations from Albion’s long history of inhabitants.

Control: +2

Income from all buildings: +5%
(local province)

Winds of Magic power reserve capacity: +10
(factionwide)


Ruined Ogham Stones
Landmark
An odd assortment of standing stones have long held watch over Albion, enacting an ancient purpose that has long been forgotten.

Control: +1

Income from all buildings: +2%
(local province)

Winds of Magic power reserve capacity: +5
(factionwide)


Bloodthirster Prison
Daemon's Stump Landmark
On the right bank of the River Ruin, an immense pillar of rock juts forth, holding captive the Bloodthirster Baaltor and preventing his escape.

Upkeep: -5% for Bloodthirster units
(factionwide)

Physical resistance: +10% for Bloodletters and Exalted Bloodletters units
(factionwide)


The Great Temple of Hashut (Desecrated)
The Great Temple of Hashut
Atop the great tower Mingol-Zharr-Naggrund sits the Great Temple of Hashut, into which is poured all of the Chaos Dwarfs' ingenuity, cruelty and devotion. To them, no location is more sacred.

Income generated: +500

Diplomatic relations: -50 with Chaos Dwarfs

Character experience gain: +5%
(all characters)

Research rate: +10

Winds of Magic power reserve capacity: +5
(all armies)


Occupied Celestial Palace
Landmark
For the first time in history, the flag of an invading power flies over the residence of the Dragon Emperor. Cathay will not forget this insult any time soon.

Diplomatic relations: -30 with Grand Cathay

Lord recruit rank: +2
(factionwide)

Income from all buildings: +5%
(factionwide)

Weapon strength: +5% when fighting against Cathay
(factionwide)


Pillar of Bone
Landmark
The cowardly of this world flock here for the pillar's arcane might. They will make a fitting sacrifice to Khorne…

Income generated: +200

Passive ability: "Blood Shield" for Blood Shrine of Khorne units
(factionwide)
When enemy Lord is present:

Winds of Magic power reserve: +10 per turn
(armies in local province)

Enemy Winds of Magic power reserve: -10 per turn
(enemy armies in province)


The Throne of Chaos
The Throne of Chaos
Reaching the Throne of Chaos is the greatest feat possible for a mortal champion of the Dark Powers, and a sure path to immortality.

Income generated: +750

Control: +3
(factionwide)

Diplomatic relations: +15 with Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Beastmen and Norsca
(factionwide)

1
Minotaurs of Khorne



Plateau of the Fallen Gates
Fallen Gates Landmark
Within the great plateau of this ancient construct is a monument to the Old Ones greatest failure.

Hero capacity: +2 for Bloodreapers

Hero recruit rank: +2 for Bloodreapers
(all provinces)

Upkeep: -5% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units
(all armies)

3
Exalted Bloodletters of Khorne



The Emerald Pools (Corrupted)
Itza Landmark
The shimmering, healing Emerald Pools of Itza now shine red with the colour of blood as Khorne's grip on this area is tightened.

Growth: +10
(all provinces)

Daemons Reforged: +5% chance for destroyed Daemons of Khorne units to be restored after battle
(all armies)

Casualty replenishment rate: +5%
(all armies)

2
Exalted Bloodletters of Khorne



Shrine of Birds (Corrupted)
Landmark
Creatures that take flight flock to the Shrine of Birds. It is here Khorne's own flying Daemons meet these creatures and let their blood spill down to the jungle canopy below.

Upkeep: -5% for Chaos Furies (Khorne) and Bloodthirster units
(all armies)

Recruit rank: +2 for Chaos Furies (Khorne) and Bloodthirster units
(all armies)

Melee attack: +4 for Chaos Furies (Khorne) and Bloodthirster units
(all armies)

2
Chaos Furies (Khorne)

1
Bloodthirster



Temple of Mists (Corrupted)
Landmark
The Temple of Mists' enchanted fog protects no one as the Daemons of Khorne walk freely through it.

Income generated: +300

Campaign movement range: -20% for enemy armies starting their turn in this region
(enemy armies in province)

Khorne corruption: +4

Leadership: -10 when laying siege or encircling
(enemy armies in province)

Melee defence: +5 when under siege
(armies in province)

2
Flesh Hounds of Khorne



Court of the Covenant
Court of the Covenant
The only true neutral ground in the Realm of Chaos, the Court is where truces are composed and hostilities between the Dark Gods annulled.

Diplomatic relations: +25 with Daemons of Chaos

Control: +3

Allegiance points gained: +25%


Ancient Boneyard
Ancient Ruins
While Khorne may not approve of using the skulls of those killed by others, this near-infinite supply will still come in useful.

Income generated: +250

Skulls: +100 per turn

Unlocks Hero recruitment: Bloodreaper

Hero capacity: +1 for Bloodreapers

Skulls gained from kills: +10%
(all armies)


Machina Daemonium
Machina Daemonium
No one knows what will happen when the cogs of the Daemonium turn, but all agree that the lever to start the machine is within Khorne's reach.

Khorne corruption in adjacent provinces: +3

Upkeep: -30% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units
(factionwide)

Recruitment cost: -25% for Bloodletters of Khorne and Exalted Bloodletters of Khorne units
(factionwide)


Buried Caravanserai
Hidden Oasis
Given time, even the harshest route can be turned to the pursuit of profit.

Income generated: +200

Growth: +30

Immune to Desert attrition
(all armies)

Immune to Sandstorm attrition
(all your armies in adjacent provinces)


Secluded Oasis
Hidden Oasis
When traversing the vast stretches of the Khemrian desert, water is as valuable as gold.

Growth: +30

Immune to Desert attrition
(all armies)

Immune to Sandstorm attrition
(all your armies in adjacent provinces)


The Khadeium Paradox
The Khadeium Paradox
In the heart of the Paradox, the warrior-sages of Khorne work to unravel the arcane winds and bring about the end of all magic.

Miscast base chance: +50% for all enemy spellcasters
(local characters)

Khorne corruption in adjacent provinces: +3

Khorne corruption: +10


The Wrathgate
The Wrathgate
At the Wrathgate every betrayer will meet their victim, but under its intimidating threshold it is the wronged that shall be handed the axe.

Allied recruitment cost: -25%

Khorne corruption: +6


Copher Harbour
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.

Income generated: +400

Growth: +20

Casualty replenishment rate: +10%


Copher Docks
Special Port
The blood-stained history of repeated errantry wars centres around the docks of Copher, where countless invasions into these lands have begun.

Income generated: +200

Growth: +10

Casualty replenishment rate: +5%


The Sea Dragon's Teeth (Great Landing)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.

Income generated: +800

Control: +4

Growth: +60


The Sea Dragon's Teeth (Wharf)
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.

Income generated: +400

Control: +3

Growth: +40


The Sea Dragon's Teeth
Natural Landmark Port
The sheen of great slabs of polished stone form the facsimile of a dock, where many treasure-seeking expeditions have landed in ages past.

Income generated: +200

Control: +3

Growth: +20


Gates of Lothern
Lothern Port
These towering gates bar passage to anyone harbouring ill designs about Ulthuan.

Income generated: +800

Growth: +40


Harbour of Lothern
Lothern Port
"Safety, friend. Come ashore; you're in the greatest city in the world, now."

Income generated: +400

Growth: +40


Straits of Lothern
Lothern Port
A treacherous path, to be sure, but safety lies beyond to those who can navigate it.

Income generated: +200

Growth: +20


Dawn's Harbour
Special Port
These bustling docks are where the largest trade ships from across the world dock to unload and be repaired.

Income generated: +500

Growth: +40

Immune to Storm and Reef attrition
(factionwide)


Dawn's Harbour
Special Port
These quayside berths allow trade vessels to load and unload their wares before heading back to the exotic east.

Income generated: +300

Growth: +30


Dawn's Harbour
Special Port
This simple landing area gives access to the great city-port, the Fortress of Dawn, and its owners ingress to Cathay and beyond.

Income generated: +200

Growth: +20


Great Dragon Fleet Port
Special Port
Beside a grand fleet of merchant ships, bustling crowds make their way into the city, marvelling at the fulcrum of international trade before them.

Income generated: +800

Growth: +40


Great Dragon Fleet Harbour
Special Port
Alive with activity, the harbour groans beneath the common throngs, greeting sea-worn faces from all across the known world.

Income generated: +400

Growth: +40


Great Dragon Fleet Docks
Special Port
Sitting at the mouth of the Jade River, the docks welcome all to the thriving city of Fu-Chow.

Income generated: +200

Growth: +20


Erengrad Port
Special Port
The port encompasses the harbour and docks, from the bay to the mouth of the Lynsk.

Income generated: +800

Growth: +30


Erengrad Harbour
Special Port
Known simply as "the harbour", Erengrad is one of the largest ports, despite being under the control of its infamous Guilds.

Income generated: +400

Growth: +20


Erengrad Docks
Special Port
There are many docks in Erengrad - the 'Doorway to Kislev' - goods arrive here from Bretonnia, Marienburg and even Norsca.

Income generated: +200

Growth: +10


Marienburg Port
Special Port
Marienburg's infamous port, the Rijkspoort, is where the majority of the 'legitimate' goods arrive.

Income generated: +800

Growth: +40


Marienburg Harbour
Special Port
The greater harbour of Marienburg lies past the Manannspoort Sea, just beyond Rijker's Isle.

Income generated: +400

Growth: +40


Marienburg Docks
Special Port
Marienburg is not a safe place in which to loiter, although the riches that pass through make it worth the risk.

Income generated: +200

Growth: +20