Tomb of Eternal Night
Palace of Night- Entry Hall
As the disorientation from the teleport faded Jacob realized he was staring at several dozen of the Heart Guard and Dawn Guard on a killing edge. All of them were staring at something behind him so Jacob slowly turned around and noticed a small group of Dwarves standing very still and making no threatening moves. One of the Dwarves immediately got Jacob's attention because he would never forget him. "Stand down!! These Dwarves are guests within my home until I say otherwise.' Jacob called out as he approached the Dwarves that slowly relaxed, 'When I invited you to visit, I expected a little bit of a warning beforehand."
Jacob chuckled as he offered Glagor Ironbreaker his hand and pulled him into a hug. "Its good to see you, but I didn't expect to see you this soon my friend," Jacob told the old Dwarf as he stepped back.
The Dawn Guard and Heart Guard slowly relaxed but a dozen stayed nearby, "Well I did not expect for a portal to dump me and my kin in a damned palace boy. Last time I was in your home, it wasn't near this grand. I suspect things have changed with ya and that you have a wee bit of a story to tell." Glagor replied as he looked around inspecting the Palace of Night.
Jacob considered what to tell the Dwarf, but considering he was in the heart of the Tomb of Eternal Night, he might as well tell the truth. "Why don't you all go get cleaned up and grab some food. I will show Master Ironbreaker around and then to the Dining Hall, I am sure I will interest them in some food and drink. June or Chalxae, if either of you sees Eilome and Cathrine, please send them my way. Thelgrum, can you please take Master Ironbreakers escort to the dining hall while I give him a short tour."
Glagor assured his escort he would be fine as he followed Jacob further into the palace. "So Glagor, what would you like to know?" Jacob asked as they walked slowly a pair of the Heart Guard keeping pace.
"What happened since the last time I was your guest lad? I know you found the gift I left you in Ineford, the whole world knows of it now. What has changed lad?" Glagor Ironbreaker stated as he followed Jacob within the palace.
"Well you know what I am and you know what I represent.' Jacob stated but his face was asking the Dwarf to confirm the truth and with his nod, he continued. 'Well after I returned you to your people but before I came to see you I got married. One of the things that happened during the marriage ceremony was that I was adopted within the Royal family and made the heir to the throne. So when the Queen died recently I was made King and I inherited the Throne of Night."
Jacob told the Dwarf as he walked through the palace and out onto one of the terraces that overlooked the city. "As you can see, my people suffered badly due to war and stagnated. Both the middle and outer city was completely depopulated and many of the buildings were damaged during the fighting or fighting since then. One of the first decisions I made when I became the King was the order to demolish all the old and reconstruct both sections of the Tomb of Eternal Night. I am trying to rejuvenate my people but its a slow process. So...Glagor Ironbreaker, why have you come to my home?"
The Dwarf smiled as he looked down at the city and watched as another building collapsed in itself. While other distant groups worked at raising new homes, stores, bars, and anything else a population would need. "Well lad, I was coming hat in hand but I can see maybe your people might need us just as much as we need you. This is what I and mine need." Someone clearing their throat grabbed their attention, Jacob smiled before signaling her forward.
"Glagor Ironbreaker, Elder and Master Smith of the Thunderhammer Clan, this is Eiloma Silverleaf my Seneschal, friend, and close confidant." Jacob introduced the two although Jacob was sure the Dwarf knew her, he had never been introduced formally. "Eiloma, Master Ironbreaker was just about to inform me of why he had come to our home. Based on what he was saying, he wants to make some sort of arrangement between his clan and us." Jacob told her and she smiled as she pulled out some paper and a pen from her inventory to take notes.
Suddenly a low rumble sounded all around and Jacob could hear the tinkle of gravel as it loosened and fell. "Earthquake?" Jacob asked looking at the Dwarf.
"Yes, but a minor one, back to the task at hand," Glagor responded. Jacob nodded while making a note to talk to the city Engineers to make sure everything was fine.
30 minutes later Jacob, Eiloma, and Glagor joined his kin in the dining hall after they had finished their tentative discussion. Jacob noticed more and more than the older Dwarf was eyeballing his armor, "Yes Glagor, this is very old and powerful armor. If you wish to inspect it, feel free too do so, I will not be offended." Jacob told the Dwarf who smiled and stepped closer before placing his hands on the breastplate and closing his eyes. After a few moments, the Dwarf sat back in his chair with a thoughtful expression on his face.
"That is a powerfull set of armor, never have I seen it's like. 8 pieces, but something about it is off as if it's waiting for something...I don't understand what though." Glagor stated before picking up his stein and drinking. Jacob could guess what exactly the armor was waiting for after inheriting the Mantle of Divinity from the Blood Lord, but he wasn't about to share that with the Dwarf no matter how much he trusted him.
"Maybe time will reveal its secrets, my friend." Jacob mused as he looked around as others started arriving in the dining hall. It was dinner time so it was time for all the denizens of the palace to eat. "So, how many are in your clan?"
Glagor frowned thinking hard before responding, "Between crafters, warriors, merchants, elders and children around 6,000 total in my clan. All of them would be willing to come and yes they would be willing to earn a home here." Suddenly a portal formed and disgorged Cathrine and a squad of Deathwalkers who immediately joined the line of people waiting for food. Cathrine, however, noticed the guests and sauntered over to her husband.
Jacob smiled as he felt Cathrine emerge from the portal, after a long day it felt good to have her nearby, "Master Glagor Ironbreaker, Elder and Master Smith of the Thunderhammer Clan, it is my pleasure to introduce Cathrine On'tel-Longstrider, my first wife and Star of my life." Jacob stated although the last comment caused her to blush and hip check her husband who had stood to give her a hug and kiss.
Glagor smiled and stood for a moment before bowing toward her, "It is an honor to meet you, lady, although your husbands' description of ya does you no justice. It has been a long time since I have seen one of the Noble Undead, much less a Banshee. It no surprise though that your people would become involved, hopefully, you will keep your husband from making to many mistakes." Glagor finished with a chuckle.
Cathrine smirked before responding, "I try Master Ironbreaker, but it is a full-time job and I have to maintain ties with my own family as well. He has told me of you though and his fondness of your time together, so maybe you can assist me if you spend more time here. Now, why don't you tell me why you have come?" Jacob and the Dwarf shared a smile as Glagor started speaking.
Fortress of Midnight
Star Forged Smithy of Possibilities
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Glagor looked around as the smiths manned almost every anvil and continued to produce. Glagor had known he had created something special, but he had no idea it could be used to create something so grand one day. Every Master smith worth his hammer could feel the life and worth of any smithy they stepped into, this one was unparalleled except with some of the oldest and most powerful smithies only used by the Dwarves and denied to all outsiders. It was also another reason why the Bronzeskins would cast out his clan.
Their pride, greed, and vanity were the cause of more then one battle within and without Slate Cavern Fortress, if the King ever got his hands on this smithy, the Thunderhammers would never hear the end of it. All the great metals of the earth were on display, but the central anvil made out of pure Star Metal glowed with power. Jacob was currently talking to the Lich, Abraxxus, about moving the smithy, the Lichs laboratory, and the Bone Barracks to the Tomb of Eternal Night. Buildings should not move once built, but apparently, the Lich knew ways to do it.
Putting his kin and this smithy in one city would draw them like moths to a flame though. Once word got out, other Master Smiths would come clamoring to either use the smithy or try to steal it, but Jacob would never allow such a thing. Another reason why he wanted to move it in the first place. "Are you the one who crafted this masterpiece?" a large Orc asked.
Glagor nodded, "Yes, it was my last piece I planned on creating but after seeing what the Lich did with it...Makes me reconsider taking up the hammer again. What's your name?"
"Torgan Urgran, this place is magical and it doesn't allow anything less than the best the crafter can do. It doesn't matter what level your crafting is at, but it expects you to do the best you can.' Torgan responded as he ran his hand along with the central anvil. 'We have only used the central anvil a few times to create special requests from the King, the other anvils are bad enough but the central Anvil is completely brutal. It expects utter perfection and nothing less."
Glagor chuckled, "I am assuming it picked up a little of that from both the Lich and myself Smith Torgan."
"I have no doubt about that my friend. Torgan, I am sorry but we are going to be stealing your smithy and moving it to the Tomb. If you want too, you, your work crew, and your families can be transferred to Eternal Night if you wish it." Jacob told the large Orc who sighed.
"Do I have to answer you now my King?" Torgan responded.
Jacob shook his head immediately, "No, we will not be moving anything until the current work orders for the Legions are completed. So at least another week at most." With that Jacob started walking off, Glagor followed, he had to get back to his clan. They had preparations to make.
Tomb of Eternal Night
Palace of Night- Master Suite
Jacob silently relaxed after the long ass day between driving off the overeager Goblin tribe, finding a literal killer dungeon, and now a whole clan of Dwarves has come knocking on our door asking for a favor. Suddenly Cathrine entered the bath, "Where are Chalxae and June?" Jacob smiled as he pulled Chalxae up and out of the water with a groan while Eiloma did the same with June.
"I see...' Cathrine stated with an impish grin. 'Don't let me stop you," she stated as she walked closer to Jacob. Eilome immediately gave June a second to grab a breath before shoving her under the water once again then beckoning Chalxae closer.
"Strip and get in here love," Jacob told here and causing her to smile as she slowly started removing her remaining clothing. Her armor would have gone on the stand outside. Jacob thought she was taking too long so he pulled her in while she was still removing her remaining clothes causing her to laugh. "Let me help you with those," Jacob told her as he quickly removed the few pieces left.
"Eager today," Cathrine said as she sat in his lap.
"I missed you and with Sosa gone to her Hold, I don't like being away from you two so much. I understand you both have responsibilities, but I depend on both of you more then you know." Jacob told her as he pulled her in closer for a hug and a gentle kiss on a cheek. Right now, it feels like a calm before the storm. Its a saying from my world." Jacob told her.
Cathrine snorted, "It might be from your 'Earth' but its very accurate love. I understand I am gone a lot, but my family needs me and I have my responsibilities to my people as well. I am also pushing the Nine to formalize an alliance between the Hollowed Tombs and the Empire of Night. I cannot do that while I am here. Now, I have informed the slaver Hassim, was tracked down in the outskirts of Anchorhead. He did not know who was ultimately behind your kidnapping, but he knew the Immortals name that was there, a Level 180 Monk Frank Goldenfist. He and his band are high-level mercenaries. The cost a lot of money, but from what we have figured out, they almost never fail at fulfilling a contract. So it is a good thing he and his group did not take part in your kidnapping. Make me wonder why whoever hired them, did not dispatch them to do the job."
Jacob snorted, "Easy, if your info is right, then I am sure more then one set of eyes is on him and his crew at all times. So a high profile job like kidnapping an Immortal is not something he and his people would due. They would hire outside help, like Faiths crew to do it and if they screw up, they take the fall as well." Cathrine nodded her head in agreement while pondering another thought, but before she could voice it Eiloma screams of pleasure filled the air.
Both June and Chalxae were fingering her as she continued to scream, June was firmly attached to one breast while Chalxae whispered something in the High-Elves ear. Suddenly her screaming cut off and her body sagged as if a puppet had lost its strings. Eiloma continued to mumble as both Drow softly kissed her up and down her neck soothing her after her orgasm. Jacob chuckled, "Ladies if you would be so king please see that my Seneschal is dried and put to bed. It seems you two have exhausted her. If you wish to come back here after, you are more then welcome too." Jacob told them as the slowly walked Eiloma out of the steaming bath.
"I am glad to see your Concubines never tire of each other," Cathrine stated with a smile as she nuzzled Jacobs' neck.
Jacob snorted, "They spend more time with each other than with me. I would be surprised if they tired of each other." He replied as he started to run his fingers up and down the contours of Cathrine's spine.
"Jealous?" Cathrine asked with a smile.
Jacob chuckled, "Of the attention, no. Of the companionship, yeah a little. I have a few people, like you, I can be open with and not worry about being manipulated or having to worry if you want or need something." Cathrine smiled before kissing him deeply and maneuvering to straddle his body.
"Oh, I am manipulating you, just for different ends,' Cathrine said as she slowly sat on Jacob lap as he completely filled her. 'I am sure you are up to my demands though." Bringing a smile to both their faces.
Name: Tomb/City of Eternal Night
Level: 8 (Stronghold-City)
Owner: Jacob Longstrider
Kingdom: Empire of Night
Experience: 39,000/800,000
Population: 12,000+
Morale: Good
Health: Good
Defenses: Fortified Curtain Wall, Mage Shields
Resources: Sand, Stone, Coal, Iron, Gold
Trade Agreement
Spoiler: Spoiler
Earth Splitters: 5 Units of Mithril for 10 Units of Platinum, every week for 3 months
Bloodfangs: 20 Units of Sand and Coal for 20 Units of Iron, every week for 3 months
Darguun: Will trade 1 Unit of Gold for 2 Units of Silver but no more than 25 Gold every 2 weeks, for 3 months
The Immortal Guild, Gilded Handz, has the right to trade within the Empire of Night, including allies, except the Tomb of Eternal Night
Blessings
Spoiler: Spoiler
Dumathoin's Blessing: Doubles the production of all mines within the control of your lands, also increases rare minerals and jewels that will be found.
Pans Blessing: Increases production of Crops and Herbs by 10%, increases the likelihood that rare Herbs will be harvested by your village or grown
Tomb of Eternal Night Treasury
Spoiler: Spoiler
Current Income: Unknown
Current Costs: Unknown
Resources
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Production Rates...
Max LVL Quarry
Produces: 54 Units of Stone a day
Max LVL Quarry
Produces: 54 Units of Stone a day
Max Level Coal Mine
Produces: 100 Units of Coal a day
Max Level Sand Pit
Produces: 120 Units of Sand a day
Max Level Iron Mine
Produces: 80 Units of Iron Ore a day
Max Level Iron Mine
Produces: 80 Units of Iron Ore a day
Max Level Gold Mine
Produces: 48 Units of Gold Ore a day
Storage...
Coal: 9900
Sand: 7329
Stone: 14186
Marble: 580
Wood: 5194
Glass: 600
Leather: 1000
Iron: 6634
Steel: 2190
High Steel: 1200
Silver: 600
Gold: 1296
Platinum: 500
Titanium: 200
Mithril: 400
Construction
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Major (6): Barracks LVL 1 (Cost 12 Stone, 20 Wood, 6 Iron, Duration 3 Days)(Amount: 2), General Store LVL 1 (Cost 12 Stone, 10 Wood, 4 Iron, Duration 3 Days)(Amount: 2), Long House LVL 1 (Cost 10 Stone, 15 Wood, Duration 3 Days)(Amount: 2)
Minor (12): Barracks LVL 2 (Cost 20 Stone, 12 Wood, 12 Iron, Duration 2 Days)(Amount: 4), Enlarged Long House LVL 2 (Cost 15 Stone, 10 Wood, 10 Iron, Duration 2 Days)(Amount: 6), Bar LVL 1 (Cost 8 Stone, 30 Wood, Duration 2 Days)(Amount: 2)
Buildings
Spoiler: Spoiler
Fortified Palace (LVL 2)
Garrison: 1000/1000
Durability: Main Palace 50000/50000, Wall 80000/80000
Description: The Palace of Night was constructed over 3000 years ago when the City of Eternal Night was just a City-State. Although it was attacked dozens of times, it has never fallen to an enemy. The palace is hardened against assaults and can house several thousand beings for up to 1 year before it would need to be resupplied. The fortified palace has both a wall, archer towers, Scorpian siege engines and training facilities for the garrison station within.
House of Remembrance (Unique)
Durability: 5000/5000
Description: The House of Remembrance holds the collective knowledge and memories of the Vampire race. The Acolytes watch over and monitor both the memories as well as assist those that wish to experience the memories they maintain.
City Administration Building (Max LVL)
Current Tax Rate: 5% Income Tax, 5% for Sales Tax, 5% for Incoming Trade Goods, 5% for Exporting Trade Goods
Current Research: Mother-House of Balance (7-Days)
Durability: 4000/4000
Description: The Keep might be the heart of the Fortress, but the Administration Building is where all the brains are located. All essential personnel will be located here and will work from this building. Your citizens will come here to post requests and create Quests. Ignore them at your own risk though, if a request/quest goes unanswered too long it can lower the Morale or even cause rebellion.
Inner Wall
Durability: 100,000/100,000
Description: The inner curtain wall is the last defense of the inhabitants of your city. (50 Feet Tall and 20 Feet Wide)
Defense Enhancements: The Inner Wall is equipped with a Portcullis, 18 Archer Towers, High-Steel striped Wooden Gate, and Mana-Shields (50000/50000) every 30 feet. Twelve Scorpians fixed siege engines and eight Mangonels (Small Catapult) have been mounted on the wall. (See wiki about further information about Siege Engines)
Middle Wall
Durability: Unknown/150,000
Description: The middle wall of the Tomb of Eternal Night has been breached in multiple places and is not serviceable until it has been repaired. (30 Feet Tall and 20 Feet Wide)
Defense Enhancements: Until the wall has been repaired, the wall enhancements will remain locked for use.
Outer Wall
Durability: Unknown/200,000
Description: The outer wall of the Tomb of Eternal Night has been breached in multiple places and is not serviceable until it has been repaired. (20 Feet Tall and 10 Feet Wide)
Defense Enhancements: Until the wall has been repaired, the wall enhancements will remain locked for use.
Inner City Buildings...
Barracks (Max LVL)(Amount Built: 10)
Durability: 5000/5000
Inhabitants: 400/400
Description: As long as there have been organized militaries, there has been Barracks to House, Feed, Train, and Arm soldiers. This basic Barracks will house your soldiers, everything else still has to be built. The Barracks will increase the and Morale (Fair) and increase the rate at which they gain experience (+15%). Building additions and upgrading the Barracks will increase these and have other effects upon your troops.
Greater Mage Tower (Max LVL)(Amount Built: 2)
Durability: 4000/4000
Inhabitants: 50/50
Description: The Mage Tower is a center of learning and power for all those who use Arcane energies. For those who hope to be Arcane Mage, Wizard, Witch, and/or Sorcerers will visit this place to learn and follow the path they have set for themselves. It can also be used to increase the magical defenses of a city or place enchantments on or around the city.
Portal Pad (Amount Built: 2)
Durability: 5000/5000
Description: The Portal Pad allows your settlement to transport people and objects over vast distances.
Bank (Max LVL)
Durability: 8000/8000
Description: Banks are the backbone of every economy, they can provide both currency exchange and hold items for Guilds.
Smithy (Max LVL)(Amount Built: 6)
Durability: 5000/5000
Description: Although this is a well-built smithy, it can produce weapons and armor (Common to Artifact). If you break down an item in the Smithy, The Head Smith of the Fortress will have a (50% Chance Common to Rare, 35% Epic, 15% Chance to learn Legendary Plans, 1% chance to learn Artifact/Unique plans) to receive the plans of the item. The chance to learn plans can increase once the Smith becomes a Master Smith and increase again once Master Smith specializes in Weapons or Armor. Certain items and materials can influence items that are produced by the Smithy.
Smelter (Max LVL)(Amount: 12)
Chemists Hall (Max LVL)(Amount Built: 2)
Durability: 4000/4000
Description: The Chemists Hall can have almost anything that an Alchemist could want or need, including training. This building you have an increased chance to discover new alchemic potions by 25%, a smaller chance to duplicate production by 15% and the cost of producing potions have been reduced by 30%.
Green House (Max LVL)(Amount Built: 4)
Durability: 3000/3000
Description: A Green House grows herbs for Alchemic use and for healers so they might fulfill their duties. This building increases growth rate and production of herbs by 45%. This Green House can grow Common to Epic Herbs.
Winery (Max LVL)(Amount: 4)
Durability: 2000/2000
Description: Winery produces 40 Units of alcohol per week for various uses.
Great Workshop (Max LVL)(Amount Built: 4)
Durability: 3000/3000
Description: This building can be used to build Siege Engines, Glass Units, Bows & Arrows, Enchanters, etc..Production for all professions within the building are increased by 25%.
Great Marketplace (Max LVL)(Amount Built: 3)
Trade Caravans: 4
Durability: 4000/4000
Description: The Marketplace is where trade caravans and your merchant operate out of, given time and fame traders from all over the world will come. Other Immortal controlled Fortresses can trade with you through the Marketplace. Your trade Caravans are operated out of this building as well but do not forget to protect them.
Inn (LVL 2)(Amount Built: 4)
Durability: 2000/2000
Description: The Inn is a building where passing travelors may rest and relax, its also a place you can tax so that you might develop your settlement more. Entertainment is a keystone for Morale, never forget that a peoples happiness can lead to great or bad things.
General Store (Max LVL)(Amount Built: 6)
Durability: 2000/2000
Description: From trail rations to arrows, General Stores are your one-stop shop for buying anything you might need.
Speciality Store (Max LVL)(Amount Built: 12)
Durability: 2000/2000
Description: These stores are owned by Chemists, Enchanters, etc...to sell their wares.
Apartment Complex (Max LVL)(Amount Built: 8)
Inhabitants: 90/90
Durability: 1000/1000
Description: This housing unit was built to hold multiple families during the early stages of frontier town and forts, it provides basic amenities and benefits other than providing a roof over peoples heads.
Estate (Max LVL)(Amount Built: 30)
Inhabitants: 30/30
Durability: 1000/1000
Description: Estate buildings are small enclosed compounds that can house large families. Morale and health are increased.
House (Max LVL)(Amount Built: 40)
Inhabitants: 15/15
Durability: 750/750
Description: This is the upgraded Cabin, the inhabitants now have basic amenities allowing them to support large families. Upgrading this building will increase the number of persons housed and the Morale benefits it provides.
Healers Hall (Max LVL)(Amount Built: 2)
Durability: 3000/3000
Description: The Healers Hall is a building that ensures the health and wellness of the citizens of your city. (Decreases chance of negative health effects by 50%, Also decreases recovery rates of soldiers by 30%)
Bathhouse (Max LVL)(Amount Built: 3)
Durability: 3000/3000
Description: The Bathhouse is a communal building where citizens may go to bathe and relax. (Increases health and wellness of settlement by 30%).
Cistern (Max LVL)(Amount Built: 6)
Durability: 2000/2000
Description: This water storage facility can house up to 4000 Units of water and unlocks your fortress ability to have a Bath House which increases your settlements Health and Morale.
Well (Max LVL)(Amount Built: 10)
Durability: 800/800
Description: Wells provide water for basic needs such as bathing, cooking, and cleaning.
Middle City Buildings...
Barracks (LVL2)(Amount Built: 4)
Durability: 4,000/4,000
Inhabitants: 100/100
Description: As long as there have been organized militaries, there has been Barracks to House, Feed, Train, and Arm soldiers. This basic Barracks will house your soldiers, everything else still has to be built. The Barracks will increase the readyness and Morale (Fair) and increase the rate at which they gain experience (+7%). Building additions and upgrading the Barracks will increase these and have other effects upon your troops.
Basic Mage Tower (LVL 1)(Amount: 2)
Durability: 1,000/1,000
Description: The Mage Tower is a center of learning and power for all those who use Arcane energies. For those who hope to be Arcane Mage, Wizard, Witch, and/or Sorcerers will visit this place to learn and follow the path they have set for themselves. It can also be used to increase the magical defenses of a city or place enchantments on or around the city.
General Store (LVL 1)(Amount: 2)
Durability: 500/500
Description: From trail rations to arrows, General Stores are your one-stop shop for buying anything you might need.
Marketplace (LVL 1)
Trade Caravans: 2
Durability: 2,000/2,000
Description: The Marketplace is where trade caravans and your merchant operate out of, given time and fame traders from all over the world will come. Other Immortal controlled Fortresses can trade with you through the Marketplace. Your trade Caravans are operated out of this building as well but do not forget to protect them.
Bar (LVL 1)(Amount: 2)
Durability: 1000/1000
Description: A building where your inhabitants can relax (Increases morale of settlement) and where you can aquire taxes.
Smithy (LVL 1)(Amount Built: 3)
Durability: 3,000/3,000
Description: Although this is a well-built smithy, it can only produce limited weapons and armor (Common, Uncommon, Rare). If you break down an item in the Smithy, The Head Smith of the Fortress will have a (25% Chance) to receive the plans of the item. The chance to learn a blueprint can increase once the Smith becomes a Master Smith and increase again once Master Smith specializes with Weapons or Armor. Certain items and materials can influence items that are produced by the Smithy.
Alchemist Hut (LVL 1)(Amount: 2)
Durability: 500/500
Description: The Alchemist Hut has the most basic needs for budding Alchemists, including training. This building you have an increased chance to discover new alchemic potions by 10%, a smaller chance to duplicate production by 5% and the cost of producing potions have been reduced by 10%.
Long House (LVL 1)(Amount Built: 6)
Inhabitants: 30/30
Durability: 1,000/1,000
Description: This housing unit was built to hold multiple families during the early stages of frontier town and forts, it provides basic amenities and benefits other than providing a roof over peoples heads.
Home (LVL 2)(Amount Built: 14)
Inhabitants: 20/20
Durability: 500/500
Description: The Home is an intermediary dwelling that can house mutliple small or one large family. Upgrading this building will increase the number of persons housed and the Morale benefits it provides.
Healers Hut (LVL 1)(Amount: 2)
Durability: 750/750
Description: The Healers Hut is a building that ensures the health and wellness of the citizens of your city. (Decreases chance of negative health effects by 15%, Also decreases recovery rates of soldiers by 10%)
Bathhouse (LVL 1)
Durability: 2,000/2,000
Description: The Bathhouse is a communal building where citizens may go to bathe and relax. (Increases health and wellness of settlement by 10%)
Cistern (LVL1)(Amount Built: 4)
Durability: 1,000/1,000
Description: This water storage facility can house up to 1000 Units of water and unlocks your fortress ability to have a Bath House which increases your settlements Health and Morale.
Well (LVL 1)(Amount Built: 4)
Durability: 500/500
Description: Wells provide water for basic needs such as bathing and cooking.
Resource and Storage Buildings...
Spoiler: Spoiler
Animal Pen (Max LVL)(Amount Built: 8)
Animals: 100 Anglo-Backs (Per Pen)
Durability: 1000/1000
Description: The Animal Pen will help keep your domesticated animals contained and controlled (Increases reproduction rates of animals by 45%, health and wellness of domesticated animals is increased).
Stone Overseers Office (LVL 2)
Durability: 3000/3000
Description: The Stone Overseers Office is the upgraded Masons Hut. With this office, two Quarries can be run by a Mason and his apprentice. Production is also increased by 50% of what the Quarries can produce. Max Level Quarries produce 36 Stone Units a day.
Gold Mine (Max LVL)
Durability: N/A
Properties: This site allows you to produce 24(+24) units of Gold a day.
Description: This Gold Mine has been enhanced to increase safety and production.
Iron Mine: (Max LVL)(Amount Built: 2)
Durability: N/A
Properties: This site allows you to produce 40(+40) units of Iron a day.
Description: This Iron mine has been enhanced to increase safety and production.
Coal Mine: (Max LVL)
Durability: NA
Properties: This site allows you to produce 50(+50) units of Coal a day.
Description: This Coal mine has been enhanced to increase safety and production.
Quarry (Max LVL)(Amount Built: 2)
Durability: N/A
Properties: This site allows you to produce 36(+18) units of stone a day.
Description: This Quarry has been enhanced to increase safety and production.
Sand Pit (Max LVL)
Durability: N/A
Properties: This site allows you to harvest 60 (+60) units of Sand to use for various forms of industry.
Description: The Sand Pit is one of the oldest forms of industry and this site have been enhanced to the maximum.
Warehouse (Max LVL)(Amount Built: 8)
Durability: 1000/1000
Description: This building will house up to 4000 Units of raw resources, processed resources, complicated components, and perishables.
Storage Yard (Max LVL)(Amount Built: 8)
Durability: 800/800
Description: The Storage Yard is the most basic storage facility and can only house a minimum of resources (2000 Units).
Moselium (Max LVL)
Durability: 1000/1000
Description: The Moselium is a place where the honored dead are entombed and left so that their descendants might visit (Decreases death timer from 12 to 6 hours and decreases death sickness effects by 15% for Immortals).
Keep Abilities
Spoiler: Spoiler
Keep Ability: Rally Cry
Description: When you notice a break in your enemies battle line or your troops on the point of fleeing the battlefield, activate this ability to inspire your troops to fight on longer and harder. Increases the damage you and your troops will deal with the enemy by 25% for 5 Minutes (Can only be used during battle or siege within the lands claimed by the Tomb of Eternal Night, cooldown 24 Hours)
Keep Ability: Last Stand
Description: When you are on the edge of defeat and all hope is lost make your stand. Increases Armor Rating of all defenders by 10%, Increases Health Regeneration of all Defenders by 50%, Increases stamina and mana regeneration by 20% for 1 Minute (Can only be used during battle or siege within the lands claimed by the Tomb of Eternal Night, cooldown 24 Hours)
Fortress Quests
Spoiler: Spoiler
Fortress Quest Issued: Rebuilding the City
Description: The War of Survival and 2000 years have nearly destroyed the Outer and Mid City of Eternal Night. Clear out and rebuild both.
Rewards: 50,000 Fort Exp, 10,000 Kingdom Experience, Unknown

