Vampire Counts
Explore the special buildings available to Vampire Counts. This comprehensive list details landmarks, special ports, and notable settlements.
All: (43) Landmarks: (36) Ports: (7) Special Deck: (0) Settlements: (0)


Shrine of Manann
Shrine of Manann
Those Bretonnian subjects who worship the vengeful Sea-God must do so in secret, as in some quarters even uttering his name can mean summary execution.

Corruption in adjacent provinces: -3

Corruption: -4


Great Halls of Nagashizzar
Forbidden Halls
The husk of Nagash is like a font of Necromantic energies – even the meanest skeleton is girded by this power as if made of steel.

Income generated: +450

Vampiric corruption: +50
(local region)

Physical resistance: +5%
(all armies)

Cooldown: -20% to spells
(all armies)

Raise dead cost: -20%


Tower of the Bloodytooth
Cursed Ruins
Vorag Bloodytooth was the first of the Ghoul Kings, and his ruined tower reeks with Vampiric magic at its most brute and animalistic.

Income generated: +300

Vampiric corruption: +5

Upkeep: -15% for Crypt Ghouls and Crypt Horrors units
(all armies)

Weapon strength: +10% for Crypt Ghouls and Crypt Horrors units
(all armies)

2
Crypt Ghouls

1
Terrorgheist






Graves of the Dragons
Dragon Graveyard
The Plain of Bones is strewn with the skeletons of long-dead Dragons, to which Dark Magic clings like a foetid cloud.

Lord recruit rank: +3
(factionwide)

Vampiric corruption: +5

1
Terrorgheist



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)


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.

Income generated: +500

Unlocks Hero recruitment: Necromancer

Research rate: +10

Hero recruit rank: +1 for Necromancers
(all provinces)

Upkeep: -5% for Crypt Ghouls and Crypt Horrors units
(all armies)

Recruit rank: +4 for Crypt Ghouls and Crypt Horrors units

Local recruitment capacity: +1

3
Crypt Ghouls

1
Crypt Horrors




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)

Hero recruit rank: +1 for Vampires
(all provinces)

Hero recruit rank: +1 for Necromancers
(all provinces)

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

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


Occupied Imperial Palace
Altdorf Landmark
Palace of the Eternal Emperor, seat of the von Carsteins now and forever.

Unlocks Hero recruitment: Vampire

Control: +10

Diplomatic relations: +30 with Empire

Vampiric corruption in adjacent provinces: +2

Vampiric corruption: +20

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




The Blood Keep
Vampiric Order
Ancestral home of the Blood Dragon Order, an honourable martial order until Walach Harkon visited.

Unlocks Hero recruitment: Vampire

Control: +8

Hero recruit rank: +1 for Vampires
(factionwide)

Upkeep: -5% for Blood Knight units
(all armies)

Recruitment cost: -30% for Blood Knight units

Recruit rank: +3 for Blood Knight units

Local Recruitment duration: -1 turn for Blood Knight units (minimum 1) in this province

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

Leadership: +10 for Blood Knight units
(all armies)

2
Blood Knights





Castle Drachenfels' Library
Landmark
Constant Drachenfels lived for over ten thousand years, constructing a vast library of ancient tomes and dread grimoires.

Unlocks Hero recruitment: Necromancer

Control: +8

Lord recruit rank: +2
(factionwide)

Research rate: +10

Hero capacity: +1 for Necromancers

Vampiric corruption: +5

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

2
Cairn Wraiths

1
Mortis Engine





Castle Drachenfels' Catacombs
Landmark
Arch-Necromancer Constant Drachenfels once imprisoned his victims within these crypts, so they could be tortured at his leisure.

Unlocks Hero recruitment: Necromancer

Control: +3

Research rate: +5

Hero capacity: +1 for Necromancers

Vampiric corruption: +3

Hero recruit rank: +1 for Necromancers
(all provinces)

2
Cairn Wraiths






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: +100 cages

Upkeep: -25% for Terrorgheist units
(all armies)

1
Terrorgheist





Von Carstein Court Hall
Drakenhof Landmark
The Court Hall are where the Undead nobles, and living thralls come to play games of courtly intrigue.

Control: +2
(factionwide)

Lord recruit rank: +2
(factionwide)

Vampiric corruption: +1
(all provinces)

Hero recruit rank: +2 for Vampires
(factionwide)


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.

Recruit rank: +1

Weapon strength: +8% for Zombies, Skeletons, Grave Guard and Cairn Wraiths units (Rank 7 and above)
(all armies)

Spell resistance: +15% for Zombies, Skeletons, Grave Guard and Cairn Wraiths units (Rank 7 and above)
(all armies)

3
Crypt Ghouls

1
Crypt Horrors






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

Unlocks Hero recruitment: Necromancer

Research rate: +12

Hero capacity: +1 for Necromancers

Hero recruit rank: +4 for Necromancers

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


Dark 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.

Unlocks Hero recruitment: Necromancer

Research rate: +6

Hero capacity: +1 for Necromancers

Hero recruit rank: +2 for Necromancers

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: +450

Control: +5

Research rate: +8


Fortress of Merovech
Mousillon Landmark
The once beatific fortress of Mousillon is now a decrepit pile, but still a formidable stronghold for the living to attack.

Unlocks Hero recruitment: Wight King

Control: +10

Lord recruit rank: +1
(factionwide)

Hero capacity: +1 for Wight Kings

Vampiric corruption: +5

Hero recruit rank: +3 for Wight Kings
(factionwide)

Upkeep: -5% for Grave Guard and Black Knights units
(all armies)

Recruit rank: +2 for Grave Guard and Black Knight units
(factionwide)
When outside Wood Elf, Ogre or Norscan homeland:

Adds walls to the settlement

2
Grave Guard

2
Black Knights (Lances & Barding)

1
Grave Guard (Halberds)

1
Grave Guard (Great Weapons)





Peg Street Pawnshop
Landmark
All manner of questionable items eventually end up here. Buyers beware, however, as pickpockets relieve customers of their valuables almost immediately.

Golden Idols resource production: +3 chests

Exotic Animals resource production: +2 cages

Dwarf beer resource production: +2 kegs

Spices resource production: +2 sacks

Elven Trinkets resource production: +3 chests


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.

Income generated: +800

Lord recruit rank: +3
(factionwide)

Hero recruit rank: +3
(all provinces)

Vampiric corruption in adjacent provinces: +25

Vampiric corruption: +50

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

Spell resistance: +10%
(all armies)

2
Grave Guard

1
Grave Guard (Halberds)

1
Grave Guard (Great Weapons)

1
Terrorgheist



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

Control: +5

Vampiric corruption in adjacent provinces: +5

Vampiric corruption: +15


The Plains of Bones
Khaine Worship
Give praise to the Lord of War, and hope he answers with righteous fury.

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

Vampiric corruption: +15

Raise dead cost: -5%
(all characters)

2
Grave Guard

2
Crypt Horrors



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)

Vampiric corruption: +5


Smithy's Tavern
Landmark
An Imperial sailor discharged for his drunkenness and thievery, Smithy won the noisiest tavern on Sartosa in a game of dice.

Income generated: +300

Control: +10

Hero recruit rank: +3
(all provinces)

Casualty replenishment rate: +5%

Local recruitment capacity: +2


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)

Vampiric corruption: +10

Recruit rank: +2 for Cairn Wraiths, Mournguls and Hexwraiths units


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)


Flayed Tower
Flayed Rock Landmark
The tower at Flayed Rock has seen many, many, MANY awful things, as its name suggests…

Battle healing cap: +50% for Necromancers and Master Necromancers

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)


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 Tomb Kings
(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)


Hanged Man's Oak
Landmark
Be'lakor corrupted the Oak to hold the gate of the city centuries ago. While it has lain dormant since, with the right approach it could still be a valuable ally.

Control: +5

Vampiric corruption in adjacent provinces: +2

Passive ability: "Regeneration" for Fell Bat units
(factionwide)


Copse of Sacrilege
Desecrated Grove
Trees seemingly rotten down to their roots yet somehow still standing, emitting a powerful mordant stench that invigorates the Undead.

Income generated: +400

Growth: +35

Vampiric corruption: +1
(all provinces)

Recruit rank: +2 for Crypt Ghouls units

Recruit rank: +6 for Zombie units


Desecrated Grove
Desecrated Grove
This grove was long ago desecrated by Vampires and tainted with their insidious corruption.

Income generated: +200

Growth: +25

Vampiric corruption: +1

Recruit rank: +1 for Crypt Ghouls units

Recruit rank: +4 for Zombie units


Malevolent Museum
Drakenhof Landmark
Dark artefacts and codified writings line these chamber walls, waiting for someone to unlock their arcane secrets.

Effects of collected Books of Nagash are doubled

Research rate: +10


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)


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)


Bokha Palace
Kislev Palace
The Bokha Palace is the seat of the ruling Tzars, a whole wing of which is fashioned from Ice Magic.

Control: +10

Lord recruit rank: +2
(factionwide)

Income from all buildings: +50%
(local province)


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

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: +96 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: +64 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: +42 barrels

Control: +3

Growth: +20


Mausoleum of the Mad Count
The Blood Kiss
Honour mine father in death as in life…

Unlocks Hero recruitment: Vampire

Hero capacity: +1 for Vampires

Hero recruit rank: +3 for Vampires

Hero recruitment cost: -70% for Vampires


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

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

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: +200

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

Income generated: +800

Growth: +30

Income from trade tariffs: +30%

Tradable resources produced: +20%
(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: +400

Growth: +20

Income from trade tariffs: +20%

Tradable resources produced: +10%
(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: +200

Growth: +10

Income from trade tariffs: +10%

Tradable resources produced: +5%
(factionwide)


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)