Ancestor Tombs
The long-hidden resting places of legendary Dwarfs contain ages-old weapons of great power.Now that honest Dwarfen folk inhabit the great citadel of Karak Eight Peaks once more, now that Belegar Ironhammer sits upon its throne - now its reconstruction can begin. After many centuries of occupation by those who care little for beauty in architecture and craftsmanship – and indeed not defecating right where they sleep and then throwing it all over the place – the once-great fortress has fallen to wrack and ruin. To return Karak Eight Peaks to its former glory working parties must be sent out to clear away the massive piles of dead Goblins, Orcs and other assorted filth that have accumulated. That’s just the start, however - the piles of rubbish and poo left behind by the urks must be immediately cleaned up as a dire threat to public health (no small feat in itself) and then an army of masons and carpenters will be sent in. Their job will be to repair the damage to the structure caused by years of Greenskin neglect and abuse, before more Dwarfs arrive to polish the interior, reactivating the great glowing stones attached to the ceilings and filling the halls with light for the first time in many a year. Beneath the city, Dwarf Miners and Engineers will re-open seams where possible and dig new ones when not. Powerful weapons will be retrieved from within the Ancestor Tombs and ranged against prospective foes. Furthermore, new and better defences will be put in place – to ensure Karak Eight Peaks can never again be wrested from its rightful owners. Soon, the clamour of hammer on anvil will be heard here again, along with the raising of voices and flagons to toast their intrepid King, Belegar Ironhammer, and the birth of a second Karaz Ankor to rival the first!
Karak Eight Peaks
Building Name Ancestor Tombs |
Level Name wh_dlc06_dwf_eight_peaks_3 |
Building Chain Karak Eight Peaks |
Building Level 3 |
Create Time 10 |
Create Cost 15000 |
Require Resource |
Effects
Melee defence: +15 when under siege (local armies)Unit experience: +4 for infantry unit recruits (province_to_province_own)
{{tr:public_order}}: +10 (province_to_province_own)
{{tr:public_order}}: +2 in your adjacent provinces (province_to_province_adjacent_unseen)
Reduction in [[img:icon_corruption_vmp]][[/img]]Vampiric and [[img:icon_corruption_chs]][[/img]]Chaos corruption: +4 (region_to_region_own)
Ancestor Weapons: Enables magical attacks for all units
(all armies in this province and all adjacent provinces) (building_to_force_own_provincewide_unseen)
[HIDDEN] (building_to_force_own_in_adjacent_province_unseen)
Provides Garrison Army
Recruitable Units
No Recruitable Units
|
|
|