A province can hold any number of works, built one at a time. What a work does, it does exactly. Every effect below is the whole truth.
+5 gold each season. Meadow and hill provinces only.
Full stores make loyal villages and attractive targets, usually in that order.
+25% gold from this province.
Where wool becomes silver and rumor becomes fact by the third stall.
+6 gold each season. Armies may sail between your harbors along the coast.
The sea asks no creed. It drowns everyone with perfect impartiality.
+10% gold from this province. Armies may march one province further along your roads.
Paved with good intentions and, in the low stretches, with the previous road.
Defenders here +20%. Siege engines ignore walls.
Sharpened logs, honest work. It will stop wolves and discourage optimists.
Defenders here +35%. Requires a Palisade. Siege engines ignore walls. Requires Palisade.
Stone politely declines most arguments.
Defenders here +50%. Requires Stone Walls. Siege engines ignore walls. Requires Stone Walls.
A keep is a promise made in masonry: you will die of old age before we open this gate.
+2 order each season (+3 for Flame lords).
A tended fire, a swept floor, somewhere to grieve. Order is mostly this.
+2 Emberlight each season (+2 more on an ember-site). Allows raising Adepts.
The masons build them tall not for majesty but because the wizards keep singeing the ceilings.
Allows raising trained soldiers (tier 2) here.
Where farm boys learn which end goes in the other fellow.
Allows raising elite companies and siege engines (tier 3) here. Requires a Musterfield. Requires Musterfield.
The anvils ring through the night. The neighbors have stopped complaining; they moved.
The ground
Meadowlands. 14 gold base income. Rich income. No defensive ground. Riders and knights may be raised here; Granaries may be built.
Deepwood. 9 gold base income. Modest income. Defenders +15%. Wardens may be raised here; charges falter among the trees.
Highdowns. 10 gold base income. Fair income. Defenders +15%. Riders may be raised here; Granaries may be built on the terraces.
Crags. 7 gold base income. Poor income. Defenders +30%. Cragguard may be raised here; ember-sites favor the peaks.
Mistmoor. 6 gold base income. Poor income. Defenders +10%. Barrows and old circles gather here; quests often lead into the fens.
The coast. A province on the sea earns +3 gold. With Harborworks, armies may sail between your harbors: once a season, and storming a defended shore costs −15%.
Old places
Wayshrine. The province keeps +1 order each season.
Ember-site. Worth +1 Emberlight untapped, +2 more once an Ember Spire stands here.
Standing circle. Each circle you rule takes 15% off the Emberlight price of every Rite. Two circles is the most the old stones will honor.
Barrow. The old dead sleep here. Barrow-Call raises revenants from one, and certain lords have their own arrangements.
Forge of the old realm. Weapon-quests here are three times as likely to surface a blade worth naming.
Ruin. Quests lead into ruins more often than anywhere else.