Kislev

Explore the special buildings available to Kislev. This comprehensive list details landmarks, special ports, and notable settlements.

All: (37) Landmarks: (30) 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)
Pigbarter Swamp-Wharf
Pigbarter Market
Man, Greenskin, and Ogre trading side-by-side may be an oddity, but Pigbarter has its own rules for keeping the peace. You’d best stick to them.
Income generated: +200
Diplomatic relations: +50 with Greenskins
Income from trade tariffs: +5%
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
City of Bronze
Ancient Foundries
Ancient forges and sand-clogged furnaces can be reignited and turned again to the cause of war.
Income generated: +300
Local Recruitment duration: -1 turn for all units (minimum 1)
Recruitment cost: -10% (armies in region)
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)
Stellar Pyramids of the Southern Skies
Hexoatl Landmark
Upon the southern horizon of Hexoatl, on the eve of the equinox, stellar pyramids will rise above the jungle canopy.
Lord recruit rank: +1 (factionwide)
Research rate: +12
Winds of Magic power reserve capacity: +10 (all armies)
The Emerald Pools
Itza Landmark
The shimmering, healing Emerald Pools of Itza are truly a sight to behold; even cold-blooded eyes appreciate their beauty.
Medicinal Plants resource production: +100 bundles
Growth: +10 (all provinces)
Casualty replenishment rate: +5% (all armies)
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
Devotion: +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.
Devotion: +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)
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.
Devotion: +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.
Devotion: +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.
Devotion: +1
Income from all buildings: +2% (local province)
Winds of Magic power reserve capacity: +5 (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)
Njevski's Citadel
Njevski's Citadel
Buffeted by freezing winds and enveloped in Ice Magic, the Citadel stands tall, a beacon of strength to the elite guardsmen who defend it.
Recruit rank: +3 for Gryphon Legion and Tzar Guard units
Provides garrison:
2Tzar Guard
1Gryphon Legion
Unlocks recruitment of:
Tzar Guard
Tzar Guard (Great Weapons)
Gryphon Legion
Ostankya's Hut
Landmark
Rumours that a baleful glow emanates from this dilapidated hut’s windows and cracks every Blood Moon have not been confirmed.
Spirit Essence: +4 per turn
Spirit Essence cost: -20% for Hexes
Income generated: +200
Diplomatic relations: +30 with all Kislev factions
Provides garrison:
2The Things in the Woods
Pillar of Bone
Landmark
The Pillar of Bone is a mighty arcane fulcrum, one which your mages are ready to harness to its full extent.
Income generated: +200
Hero recruit rank: +2 (factionwide)
Research rate: +5
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 Widows Tree
Landmark
A wretched, twisted tree with white fronds spreading far and wide. Bones adorn its branches, and the folklore tells that it is inhabited by a spirit older than some gods.
Unlocks Hero recruitment: Hag Witch
Devotion: +10
Growth: +10 (all provinces)
Hero capacity: +1 for Hag Witches
Hero recruit rank: +3 for Hag Witches (all provinces)
Temple of Manann
Temple of Manann
Found within the harbour, the temple is notable as Manann is not part of the Kislevian pantheon, yet is highly revered in Erengrad.
Construction cost: -25% for Ports (factionwide)
Immune to Storm and Reef attrition (factionwide)
Melee attack: +10 when fighting at sea (factionwide)
The Piers of Manaan
Temple of Manann
Found within the harbour, the temple is notable as Manann is not part of the Kislevian pantheon, yet is highly revered in Erengrad.
Attrition: -50% casualties suffered from high seas, reef and storm attrition (factionwide)
Construction cost: -15% for Ports (factionwide)
Melee attack: +7 when fighting at sea (factionwide)
Altar of Manaan
Temple of Manann
Found within the harbour, the temple is notable as Manann is not part of the Kislevian pantheon, yet is highly revered in Erengrad.
Attrition: -25% casualties suffered from high seas, reef and storm attrition (factionwide)
Construction cost: -10% for Ports (factionwide)
Melee attack: +5 when fighting at sea (factionwide)
Frosthome
Frosthome
A tower of ice that rises above the city, it is where Erengrad's Ice Witches reside and has strong ties to Katarin's Ice Court.
Hero capacity: +1 for Frost Maidens
Upkeep: -15% for War Sled and Little Grom units (all armies)
Hero and Lord recruit rank: +4
Spire of Ice
Frosthome
A tower of ice that rises above the city, it is where Erengrad's Ice Witches reside and has strong ties to Katarin's Ice Court.
Hero capacity: +1 for Frost Maidens
Upkeep: -10% for War Sled and Little Grom units (all armies)
Hero and Lord recruit rank: +3
Unlocks recruitment of:
Heavy War Sleds
Little Grom
Ice Witch Quarters
Frosthome
A tower of ice that rises above the city, it is where Erengrad's Ice Witches reside and has strong ties to Katarin's Ice Court.
Hero capacity: +1 for Frost Maidens
Upkeep: -5% for War Sled and Little Grom units (all armies)
Hero and Lord recruit rank: +2
Unlocks recruitment of:
Light War Sleds
The Lynsk Bridge
The Lynsk Bridge
Connecting the north and south districts of the High City, it is surprisingly the only bridge within the walls to cross the mighty River Lynsk.
Income from trade tariffs: +8%
Income from all buildings: +20% (local region)
Bokha Palace
Bokha Palace
During the Tzarina's short reign, the Bokha Palace has been transformed; within the ancient battlements is a beautiful, impenetrable fortress of ice.
Allowed +1 greater Tier difference in Support for the Ice Court before penalties are applied
Ice Court Support gained: +3 per turn
Upkeep: -15% for Ice Guard units (all armies)
Leadership: +10 when under siege (armies in region)
Provides garrison:
2Tzar Guard
2Tzar Guard (Great Weapons)
Bokha Battlements
Bokha Palace
During the Tzarina's short reign, the Bokha Palace has been transformed; within the ancient battlements is a beautiful, impenetrable fortress of ice.
Ice Court Support gained: +2 per turn
Upkeep: -10% for Ice Guard units (all armies)
Leadership: +7 when under siege (armies in region)
Provides garrison:
2Tzar Guard
2Tzar Guard (Great Weapons)
Unlocks recruitment of:
Ice Guard (Swords)
Ice Guard (Glaives)
Bokha Square
Bokha Palace
During the Tzarina's short reign, the Bokha Palace has been transformed; within the ancient battlements is a beautiful, impenetrable fortress of ice.
Ice Court Support gained: +1 per turn
Upkeep: -5% for Ice Guard units (all armies)
Provides garrison:
1Tzar Guard
1Tzar Guard (Great Weapons)
Unlocks recruitment of:
Tzar Guard
Tzar Guard (Great Weapons)
Grand Citadel
Kislev City
The home of the Great Orthodoxy, the prevailing religious institution seeking to control the lives of all Kislevites.
Orthodoxy Support gained: +3 per turn
Devotion: +1 (factionwide)
Devotion: +8
Income from all buildings: +20% (local province)
School of Patriarchs
Kislev City
The home of the Great Orthodoxy, the prevailing religious institution seeking to control the lives of all Kislevites.
Orthodoxy Support gained: +2 per turn
Devotion: +6
Income from all buildings: +16% (local province)
Pilgrims Square
Kislev City
The home of the Great Orthodoxy, the prevailing religious institution seeking to control the lives of all Kislevites.
Orthodoxy Support gained: +1 per turn
Devotion: +4
Income from all buildings: +12% (local province)
Temple of Ursun
Temple of Ursun
The holiest site in all of Kislev – the seat of the Ursunite cult, whose keepers resist the Orthodoxy's calls for ultimate control.
Furs resource production: +75 bundles
Growth: +20 (factionwide)
Upkeep: -10% for Elemental Bear and War Bear Riders units (all armies)
Provides garrison:
1Elemental Bear
Ursunite Groves
Temple of Ursun
The holiest site in all of Kislev – the seat of the Ursunite cult, whose keepers resist the Orthodoxy's calls for ultimate control.
Furs resource production: +50 bundles
Growth: +50
Upkeep: -6% for Elemental Bear and War Bear Riders units (all armies)
Provides garrison:
1Elemental Bear
Bear Totems
Temple of Ursun
The holiest site in all of Kislev – the seat of the Ursunite cult, whose keepers resist the Orthodoxy's calls for ultimate control.
Furs resource production: +40 bundles
Growth: +40
Upkeep: -3% for Elemental Bear and War Bear Riders units (all armies)
Provides garrison:
1Elemental Bear
Imperial Embassy
Imperial Embassy
The opulent residence of the Empire's powerful ambassador; many state functions and political games are played out here.
Allegiance points gained: +10% for alliances with the Empire
Diplomatic relations: +5 with all factions
Diplomatic relations: +20 with Empire
Income from trade tariffs: +10%
When Devotion is 50 or more:
Income from trade tariffs: +10%
Diplomatic relations: +5 with Empire
Imperial Diplomat Quarters
Imperial Embassy
The opulent residence of the Empire's powerful ambassador; many state functions and political games are played out here.
Allegiance points gained: +5% for alliances with the Empire
Diplomatic relations: +10 with Empire
Income from trade tariffs: +5%
The Bleakness
The Bleakness
A cursed area – a remnant from the Chaos Invasion, where the dead do not rest easy and convicts are banished.
Attrition: -10% casualties suffered from all attrition (factionwide)
Upkeep: -20% for Gryphon Legion units (all armies)
Leadership: +10 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
Provides garrison:
4Gryphon Legion
The Paupers Graveyard
The Bleakness
A cursed area – a remnant from the Chaos Invasion, where the dead do not rest easy and convicts are banished.
Attrition: -5% casualties suffered from all attrition (factionwide)
Upkeep: -10% for Gryphon Legion units (all armies)
Leadership: +5 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca (factionwide)
Provides garrison:
2Gryphon Legion
Unlocks recruitment of:
Gryphon Legion
Citadel of Praag
Citadel of Praag
The great defensive bastion which sits above the city. Below lies the haunted Square of Kisses, where Praag's armies muster.
Global recruitment duration: -2 turn(s) (minimum 1)
Global recruitment capacity: +3
Leadership: +12 when under siege (armies in region)
Citadel Barracks
Citadel of Praag
The great defensive bastion which sits above the city. Below lies the haunted Square of Kisses, where Praag's armies muster.
Global recruitment duration: -1 turn(s) (minimum 1)
Global recruitment capacity: +2
Leadership: +8 when under siege (armies in region)
Square of the Citadel
Citadel of Praag
The great defensive bastion which sits above the city. Below lies the haunted Square of Kisses, where Praag's armies muster.
Global recruitment duration: -1 turn(s) (minimum 1)
Global recruitment capacity: +1
Leadership: +4 when under siege (armies in region)
Unlocks recruitment of:
Armoured Kossars
Armoured Kossars (Great Weapons)
Streltsi
The Magnus Gardens
Magnus Gardens
A grand park named in honour of Magnus the Pious, within its landscaped boundaries are found the Celestial Observatory and the Academy of Music.
Unlocks Hero recruitment: Patriarch
Hero capacity: +1 for Patriarchs
Corruption in adjacent provinces: -3
Hero and Lord recruit rank: +4
The Old Observatory
Magnus Gardens
A grand park named in honour of Magnus the Pious, within its landscaped boundaries are found the Celestial Observatory and the Academy of Music.
Unlocks Hero recruitment: Patriarch
Hero capacity: +1 for Patriarchs
Corruption in adjacent provinces: -2
Hero and Lord recruit rank: +3
Statue of Magnus the Pious
Magnus Gardens
A grand park named in honour of Magnus the Pious, within its landscaped boundaries are found the Celestial Observatory and the Academy of Music.
Unlocks Hero recruitment: Patriarch
Hero capacity: +1 for Patriarchs
Corruption in adjacent provinces: -1
Hero and Lord recruit rank: +2
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)
Income from trade tariffs: +10%
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)
Bordeleaux Wine Market
Bordeleaux Winemaking
The wine market is a bustling and often dangerous place, as casks and bottles of the best vintages are sold for many gold coins.
Wine resource production: +144 barrels
Devotion: +8
Growth: +50
Morceaux Valley Vintners
Bordeleaux Winemaking
Vintners gather the grapes blessed by the Lady, turning them into wine for future generations.
Wine resource production: +96 barrels
Devotion: +5
Growth: +40
Morceaux Valley Vineyards
Bordeleaux Winemaking
The finest Bretonnian wines can be found in the Bordeleaux dukedom and the finest grapes in the Morceaux Valley.
Wine resource production: +64 barrels
Devotion: +4
Growth: +30
Morceaux Valley Orchards
Bordeleaux Winemaking
The Lady herself blessed the Morceaux Valley, washing the land with crystal water from the Grail.
Wine resource production: +42 barrels
Devotion: +3
Growth: +20
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
Gemstones resource production: +60 sacks
Devotion: +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
Gemstones resource production: +40 sacks
Devotion: +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
Gemstones resource production: +20 sacks
Devotion: +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
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Harbour of Lothern
Lothern Port
"Safety, friend. Come ashore; you're in the greatest city in the world, now."
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
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
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
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
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
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
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
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
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)
Erengrad Port
The Harbour
Within the Old World, Erengrad's harbour is second only to Marienburg in importance – it is Kislev's trading hub to the rest of the world.
Income generated: +800
Dyes resource production: +10 ounces
Iron resource production: +10 ingots
Pottery resource production: +10 kilnful
Spices resource production: +10 sacks
Growth: +50
When technology "Improved Harbour Defences" researched:
Defensive supplies: +5000
Erengrad Harbour
The Harbour
Within the Old World, Erengrad's harbour is second only to Marienburg in importance – it is Kislev's trading hub to the rest of the world.
Income generated: +600
Dyes resource production: +10 ounces
Iron resource production: +10 ingots
Pottery resource production: +10 kilnful
Growth: +50
When technology "Improved Harbour Defences" researched:
Defensive supplies: +4000
Erengrad Docks
The Harbour
Within the Old World, Erengrad's harbour is second only to Marienburg in importance – it is Kislev's trading hub to the rest of the world.
Income generated: +400
Iron resource production: +10 ingots
Pottery resource production: +10 kilnful
Growth: +40
When technology "Improved Harbour Defences" researched:
Defensive supplies: +3000
Erengrad Jetty
The Harbour
Within the Old World, Erengrad's harbour is second only to Marienburg in importance – it is Kislev's trading hub to the rest of the world.
Income generated: +200
Pottery resource production: +10 kilnful
Growth: +30
When technology "Improved Harbour Defences" researched:
Defensive supplies: +2000
Erengrad Quay
The Harbour
Within the Old World, Erengrad's harbour is second only to Marienburg in importance – it is Kislev's trading hub to the rest of the world.
Income generated: +100
Growth: +20
When technology "Improved Harbour Defences" researched:
Defensive supplies: +1000
Marienburg Port
Special Port
Marienburg's infamous port, the Rijkspoort, is where the majority of the 'legitimate' goods arrive.
Income generated: +800
Growth: +40
Income from trade tariffs: +30%
Tradable resources produced: +20% (factionwide)
Marienburg Harbour
Special Port
The greater harbour of Marienburg lies past the Manannspoort Sea, just beyond Rijker's Isle.
Income generated: +400
Growth: +40
Income from trade tariffs: +20%
Tradable resources produced: +10% (factionwide)
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
Income from trade tariffs: +10%
Tradable resources produced: +5% (factionwide)