Works & Ground

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.

Granaries 80 gold · 1 season

+5 gold each season. Meadow and hill provinces only.

Full stores make loyal villages and attractive targets, usually in that order.

Market Rows 120 gold · 2 seasons

+25% gold from this province.

Where wool becomes silver and rumor becomes fact by the third stall.

Harborworks 100 gold · 1 season

+6 gold each season. Armies may sail between your harbors along the coast.

The sea asks no creed. It drowns everyone with perfect impartiality.

King's Road 90 gold · 1 season

+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.

Palisade 70 gold · 1 season

Defenders here +20%. Siege engines ignore walls.

Sharpened logs, honest work. It will stop wolves and discourage optimists.

Stone Walls 140 gold · 2 seasons

Defenders here +35%. Requires a Palisade. Siege engines ignore walls. Requires Palisade.

Stone politely declines most arguments.

High Keep 240 gold · 3 seasons

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.

Hearthshrine 100 gold · 1 season

+2 order each season (+3 for Flame lords).

A tended fire, a swept floor, somewhere to grieve. Order is mostly this.

Ember Spire 150 gold · 2 seasons

+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.

Musterfield 110 gold · 1 season

Allows raising trained soldiers (tier 2) here.

Where farm boys learn which end goes in the other fellow.

War Foundry 200 gold · 2 seasons

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.