Tomb Kings
Explore the special buildings available to Tomb Kings. This comprehensive list details landmarks, special ports, and notable settlements.
All: (38) Landmarks: (31) Ports: (7) Special Deck: (0) Settlements: (0)


Black Tower of Arkhan
Black Tower
The Liche King proselytises his master, Nagash; his Black Tower juts skyward, a declaration of his dark and cruel intent.

Canopic Jars generated: +10

Control: +2
(factionwide)

Control: +10

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

Army ability: "Legionary Barrage"
(armies in region)

3
Tomb Guard (Halberds)

2
Tomb Guard

2
Skeleton Archers

2
Fell Bats

1
Necrosphinx

1
Ushabti



Black Tower of Arkhan
Black Tower
The Liche King proselytises his master, Nagash; his Black Tower juts skyward, a declaration of his dark and cruel intent.

Canopic Jars generated: +2

Control: +5

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

Army ability: "Legionary Barrage"
(armies in region)

2
Tomb Guard

2
Skeleton Archers

1
Skeleton Warriors

1
Necrosphinx

1
Ushabti



Pyramid of King Alcadizaar
Pyramid
Alcadizaar's pyramid stands as eternal proof of his sacrifice to prevent Nagash's nefarious plans reaching fruition.

Canopic Jars generated: +2

Control: +2

Control: +1 in adjacent provinces

Income from post-battle loot: +10%
(factionwide)

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


Pyramid of King Amenemhetum
Pyramid
The King of the Fleetport is forever immortalised by his colossal pyramid.

Canopic Jars generated: +2

Control: +2

Control: +1 in adjacent provinces

Income from trade tariffs: +5%

Tradable resources produced: +5%
(factionwide)

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


Pyramid of King Khatep
Pyramid
The Liche Lord commanded his great pyramid constructed, so that in life and beyond, all will know his resilience and dedication.

Canopic Jars generated: +2

Control: +2

Control: +1 in adjacent provinces

Construction cost: -5% for all buildings
(factionwide)

Construction time: -20% for all buildings
(factionwide)

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


Pyramid of King Phar
Pyramid
This monument, much like the man himself, is defiant against the otherwise unstoppable march of Settra's armies.

Canopic Jars generated: +2

Control: +2

Control: +1 in adjacent provinces

Income from all buildings: +5%
(factionwide)

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


Great Pyramid of Settra
Pyramid
The pyramid of the Imperishable commands the respect and dread of all who gaze upon it.

Unit capacity: +2
Tomb Guard
Tomb Guard (Halberds)
Skeleton Chariot
Skeleton Archer Chariot

Canopic Jars generated: +2

Control: +2

Control: +1 in adjacent provinces

Unit experience gain per turn: +200
(armies in province)

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


Pyramid of Prince Tutankhanut
Pyramid
The Eternal Prince promises bounty and prosperity to his lands, in exchange for glorious exultation, naturally.

Canopic Jars generated: +2

Control: +2

Control: +1 in adjacent provinces

Growth: +5
(all provinces)

Casualty replenishment rate: +5%

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


Great Halls of Nagashizzar
Forbidden Halls
Arkhan went into the chamber alone to gaze upon the husk of Nagash...

Unit capacity: +100
Vampire Counts units

Income generated: +200

Vampiric corruption: +50
(local region)

Global recruitment duration: -5 turn for Vampire Counts units
(all armies)

Physical resistance: +5%
(all armies)

Cooldown: -20% to spells
(all armies)


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)


City of Bronze
Ancient Foundries
Ka-sabar was the centre of ancient Nehekhara's industry, and was home to the fabled lion-headed Ushabti of the Legion of Bronze.

Unit capacity: +1
Ushabti

Income generated: +100

Local Recruitment duration: -1 turn for all units (minimum 1)




Lost Necropolis of Mourkain
Ancient Ruins
A mass open grave is a macabre sight to most, but to the Necromantically-inclined it is a place to conjure martial might.

Unit capacity: +8
Crypt Ghouls

Income generated: +200

Canopic Jars generated: +2

Local recruitment capacity: +1


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)


Lairs of Clar Karond
Clar Karond Landmark
Deep below the Tower of Doom, all manner of beasts are kept and … investigated, in the name of greater power.

Exotic Animals resource production: +50 cages


Ruins of Mourkain
Ancient Ruins
Mourkain is the ancient Vampire kingdom of Kadon, who once controlled the Badlands. It was superseded by the Strygos Empire, of which ghoul-infested ruins still remain.

Income generated: +25

Recruit rank: +1

Armour: +15 for Nehekhara Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above)
(all armies)

Missile resistance: +10% for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above)
(all armies)


Ransacked Convent of Sorcery
Ghrond Landmark
The dark tomes that are studied herein, and the vicious incantations practised can shake the very foundations of the world.

Research rate: +12

Income from all buildings: +6%
(factionwide)

Winds of Magic power reserve capacity: +6
(all armies)


Ransacked Tower of Prophecy
Ghrond Landmark
The Dark Cultists studying within say they can see the future. To this end, they study tirelessly and without cease.

Research rate: +6

Income from all buildings: +3%
(factionwide)

Winds of Magic power reserve capacity: +3
(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: +225

Canopic Jars generated: +2

Control: +5


The Dark Crag
Landmark
Nowhere in Naggaroth is less safe. One could lose much and more along the treacherous crags.

Income generated: +400

Iron resource production: +20 ingots

Marble resource production: +20 slabs


Mines of Hag Graef
Landmark
The mines stretch on, seemingly endless, with every shaft and seam another hazardous tunnel of possibility.

Income generated: +300

Iron resource production: +16 ingots

Marble resource production: +16 slabs


Eye of Hag Graef
Landmark
The precious minerals, so desired by the Druchii, are prized from the rock by bloodied, blackened hands.

Income generated: +200

Iron resource production: +12 ingots

Marble resource production: +12 slabs


Face of Hag Graef
Landmark
Far, far below Hag Graef, slaves toil in darkness for their masters' wealth.

Income generated: +100

Iron resource production: +8 ingots

Marble resource production: +8 slabs


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)


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: +450

Canopic Jars generated: +3

Growth: +40

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: +300

Canopic Jars generated: +2

Growth: +30

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: +150

Growth: +20

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


Despoiled White Tower of Hoeth
Saphery Landmark
Visible from many miles, the White Tower is the greatest sanctuary of knowledge in the known world.

Research rate: +12

Construction cost: -10% for all buildings
(factionwide)

Winds of Magic power reserve capacity: +6
(all armies)


Sacked Library of Hoeth
Saphery Landmark
The Loremasters of the High Elves take great pride in their vast scroll collections.

Research rate: +6

Construction cost: -5% for all buildings
(factionwide)

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


Beacon of Dawn
Landmark
By dawn's early light… does it call to the bosom of the Old Ones for their protection and illumination.

Unit experience gain per turn: +200
(armies in province)

Corruption: -10

Recruit rank: +1


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)

2
Bone Giant



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)

2
Bone Giant





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)

1
Bone Giant



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)


Hall of Rebirth
Landmark
Before Nagash cursed the land, this was a beautiful palace garden. Now, its Undead masters use it to conduct rituals promising a different kind of rebirth altogether...

Research rate: +10

Tradable resources produced: +5%
(factionwide)

Double experience gain for units when fighting against Vampire Coast
(factionwide)

Double experience gain for units when fighting against Vampire Counts
(factionwide)


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)


Corrupted Standing Stones
Standing Stones
The corruption of such stones reveals a source of great strength, as well as great evil.

Growth: +20

Research rate: +10

Melee attack: +4 when fighting against Dwarfs, Elves and men
(factionwide)


Lost Tombs
Hidden Oasis
"…and out from the dark they stepped, sightless eyes gazing once again across the sandswept horizon."

Unit capacity: +4
Ushabti

Unit capacity: +2
Ushabti (Great Bows)

Diplomatic relations: +30 with Tomb Kings

Growth: +30

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

Attribute: Perfect Vigour for Ushabti and Ushabti (Great Bows) units
(all armies)

4
Ushabti

2
Ushabti (Great Bows)






Lost Tomb Excavation
Hidden Oasis
Deep below the sands rest ancient tombs long since forgotten.

Marble resource production: +25 slabs

Growth: +50

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

2
Tomb Guard (Halberds)



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: +40 barrels

Control: +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: +30 barrels

Control: +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: +20 barrels

Control: +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: +10 barrels

Control: +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: +300

Gemstones resource production: +60 sacks

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: +150

Gemstones resource production: +40 sacks

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: +75

Gemstones resource production: +20 sacks

Control: +3

Growth: +20


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

Income generated: +400

Growth: +30

Tradable resources produced: +10%
(factionwide)


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

Income generated: +200

Growth: +20

Tradable resources produced: +5%
(factionwide)


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

Income generated: +100

Growth: +10


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

Income generated: +400

Growth: +30

Tradable resources produced: +10%
(factionwide)


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: +200

Growth: +20

Tradable resources produced: +5%
(factionwide)


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: +100

Growth: +10


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

Income generated: +400

Growth: +30

Tradable resources produced: +10%
(factionwide)


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

Income generated: +200

Growth: +20

Tradable resources produced: +5%
(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: +100

Growth: +10