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Chapter 167- Exploring the Valley

  Surface- Valley of Origins Region

  City of Eternal Night

  Jacob took a moment to take in the new view before moving, Eiloma was just entering the Master Suite. "Gather every city Engineer and Geomancer, I want every building checked and confirm that all the buildings are ok after what happened," Jacob told her as he walked along the stairs that led to the ground floor he opened up the Guild Officer Chat.

  Guild Officer Chat...

  'Get every Rogue type out there and start scouting out the immediate area. I want to know of any nearby ruins, roads, monster levels, nearby populations.' Jacob

  'What the fuck just happened?' Anastasia

  'The City of Eternal Night is back on the surface. Keep everyone calm and collected, the locals will probably be freaking as is.' Jacob

  'What about the sun? It will be up in a couple of hours.' Yilme

  'I have a plan ready for that. Get people moving, stay safe.' Jacob

  Jacob quickly closed the officer chat and intercepted Nadal before he went to the Command Center, "Nadal I want the First and Second Legions put on alert, I want the Home Legion going door to door checking to make sure if we have any injuries." Jacob commanded as they walked through the palace. Jacob broke off from the General and headed into the depths of the palace.

  The Warg whimpered as it died, the rest of its pack either dead or running. The forest around the city was dense and rife with all sorts of creatures of all levels. All the mines, quarries, and animal pens had been transported with the city. Several ruins had been found, they were being cleared of any monsters and from what they could figure out, all were from from the last war or predated the war.

  Packs of Wargs, Forest Bears, and Panthers were the most common type of monsters that roamed the woods around the city, usually around level 20 to 30. No Dryads or Wood-Nymphs had been found, yet. Jacob was hoping to find one or the other to open some form of dialogue.

  So far all the old roads and paths were overgrown with brush and trees. Jacob had already sent his request to Dudrik to contact the Wood-Elves of the Evergreen Forest, as soon as the replied Jacob would know if they would assist them or not. "The ruins are straight to the North-West, only a couple hundred feet." June relayed as she faded back into the forest.

  Less then 5 minutes later they arrived, it used to be a mix between an outpost and lookout. The central tower was easily over 100 feet tall and the wall was 8 feet tall but breached in two places. Half the tower had collapsed in itself and two barracks buildings had collapsed walls.

  "How many have we found like this so far?" Jacob asked Darren as he strolled out of the nearby woods.

  Darren looked around taking in the place, "8 so far within a mile of the city. Either abutting the mountains or at locations like this, an elevated position." Darren replied.

  "So we should repair and repurpose them you think?" Jacob replied.

  Darren snorted, "It would be stupid not too, the only problem is all the vegetation. It is going to take weeks to clean them all out and repair them."

  "I am working on a plan to see if we can figure out the tree problem. We will know shortly if it will work out or not." Jacob replied as he made a notation on his map. The small outpost could house a Century or two of troops easily.

  Jacob watched as the portal shut behind Oloric, Dudrik, and another Wood-Elf Jacob did not recognize. "Thank you for coming so quickly Oloric. I know you owe us nothing so your peoples' assistance is much appreciated." Jacob told the Wood-Elf as he shook his hand.

  Oloric smiled as he shook Jacobs' hand, "Our people were intrigued by your request. This is Arch-Druid Freemont, if the woods have any sentient Treants, Dryads, or Wood-Nymphs, he will find them."

  The other Wood-Elf snorted, "They might not want to talk even if they are there, they are living beings just like you or me."

  "I understand that that's why I requested those who would have the most experience reaching out and contacting them. I am hoping to save my people weeks or even months of work while possible creating a long-term relationship with my closest neighbors." Jacob replied as he led them towards the outer-city and the forest beyond.

  30 minutes later, a young Dryad about 5' 110 lbs petite frame with red hair with green eyes, slinked through the woods toward where Jacob, Oloric, and Arch-Druid Freemont waited with two squads of the Dawn Guard.

  "You have called and I have come forest cousin. How may I be of service?" The Dryad stated playfully as she walked toward them.

  The Arch-Druid bowed toward her, "Thank you, little cousin. I come before you with a request, this being,' Freemont indicated Jacob, 'wishes to make an agreement with your woods. Will you be willing to listen?"

  The Dryad continued to walk forward and around their small party while examining Jacob from head to toe. "Our woods have been asleep for a very long time. Now suddenly we are awake again and a city long gone has been returned. Are you the reason for such things?" She asked as she slowly walked around them before coming to stop before him.

  "Inadvertently, yes ma'am.' Jacob quickly replied sheepishly thinking back to what he found and what he had been told. The Dryad giggled before leaning forward and throwing her arms around him and pulling him into a heated kiss and hug. Jacob gently pried her off, 'Thank you for the kiss ma'am, but I am married. I do not kiss, flirt, or do anything with another female without their permission."

  The Dryad bit her lip before nodding, "Love and commitment...interesting. I assume you wish to speak to the leader of this forest?' Jacob nodded his head in reply, 'Then please follow me. Only you though, no guards or companions. Will you come?" Jacob looked at his companions before telling the guards to escort their guests back to the city safely before signaling the Dryad to lead the way.

  She laughed and darted forward and grabbed his hand and started walking further into the forest and away from the group. Jacob just hoped that this was worth it.

  Surface- Valley of Origins Region

  This content has been misappropriated from Royal Road; report any instances of this story if found elsewhere.

  Heart of the Eternal Forest

  Jacob and Nila, the Dryad, walked into the heart of the wood. Jacob doubted he would be able to find it again if his life depended on it though. Other Dryads, Wood-Nymphs, Treants, and Sprites walked, worked, patrolled, the area. All of them were armed and armored in one way or another. For the most part, they ignored Jacob, but the few that looked at him and Nila looked on with curiosity.

  Towering trees as large as the Redwoods surrounded the area. "So, what is this place called?" Jacob asked her.

  Nila smiled, "The forest is called, the Eternal Forest and it is one of the oldest in existence. Few of its trees survived the last war, but between the few survivors and the Heart of the forest intact we were able to bring everything back even though the gods cursed these lands. All this growth exploded when the god's curse was lifted off the land."

  Jacob nodded, "It is very beautiful here. I can understand why you would want to protect it from all outsiders Jacob responded.' Nila smiled at him and squeezed his hand before prancing forward into the Heart. It looked like the base of a tree, but it was a large hall with guards lining the room and a throne at the far end. 'So, may I ask who is your leader?" Jacob asked as he looked around the hall.

  Nila smiled, "Well I might have been holding back some." Suddenly Nila waved her hands as if she was wiping her face and she gained about 8 inches in height, 20 lbs in all the right places, and ornate armor. Jacob quickly analyzed her after her transformation.

  Name: Analisa 'Nila' Silverwood (Unique)

  Level: Unknown

  Health: Unknown

  Abilities: Unknown

  "I am the Queen of the Eternal Forest and its heart. My full name is Analisa Silverwood, and please feel free to keep calling me Nila. We have a long history with the Vampire people, and not always peaceful. So the question in my mind is what type of relationship we will have between our two people?" Nila stated as they walked among the pillars of the hall.

  Jacob considered her question, "A mutually beneficial one if at all possible Nila. I don't want to make you do what I need to happen, but things need to be done, so I am asking for your peoples' assistance."

  Nila studied him before smiling, "What assistance would you need?"

  "The roads and ruins cleared of all trees, areas of the forest we can harvest. Assurances that you will not kill people traveling through your woods, just because they are moving through them." Jacob replied.

  Nila pondered his request, "That is all possible, what do we get in return?"

  "What do you want?" Jacob asked her.

  Surface- Valley of Origins Region

  City of Eternal Night- Docks

  Jacob looked at the ruins of the docks and shipyards, dozens of peers and slips for ships were present. Even crude drydocks were present. All of the facilities were in disrepair or broken down from time and age. "How long would it take to repair everything?" Jacob asked Eiloma

  The harbor was partially artificial, defenses and light towers were located on the far side of the harbor opposite of the docks and other facilities. The same path the Blood Lord had collapsed so long ago, reopened sometime in the past, led to this place. "Two to three months, if our construction crew work on this place exclusively. Working with partial crews, it will take longer." The High-Elf Vampire replied as they continued to walk among the ruins of the docks.

  "The harbor reconstruction is low-priority, we need to finish construction within the city so any work teams here will be half-crews. We need the facilities reopened eventually, but not yet. So is it true that all the ruins within the outer city were swept away?" Jacob replied.

  Eiloma looked at him before nodding, "Yes all the ruins in the outer city districts are now gone. The Greater Mage Towers are still there intact, and the outer wall has been repaired. The city Engineers stated they will check they towers and the wall after they have completed checking the inner and middle districts of the city." Eiloma replied.

  "A lot of cleanup work needs to be done here, have the crews that were cleaning up the outer districts start working on the harbor instead," Jacob told her as they started back toward the city the Archmage waited nearby.

  "Everything is in place King Longstrider, and the towers are prepared to activate the enchantments as soon as the sun starts rising and will disperse as soon as the sun sets." The Archmage reported before teleporting away.

  Eiloma didn't ask but the question was apparent on her face, "The Mage towers throughout the city can be used to bolster the defenses. I asked the Archmage if they could be used to summon clouds and fog to surround and envelope the city from direct sunlight during the day. If everything works out correctly, we should be protected from the worst of the effects of the Curse." Jacob stated as they made their way through the ravine and toward the city. It would have to be widened and paved, defenses established at both ends as well Jacob thought as they entered the narrow gulley that cut through the mountains.

  Name: Tomb/City of Eternal Night

  Level: 8 (Stronghold-City)

  Owner: Jacob Longstrider

  Kingdom: Empire of Night

  Experience: 728,000/800,000

  Population: 21,000+/50,000

  Morale: Good

  Health: Good

  Defenses: Fortified Curtain Wall, Mage Shields, Capitol Buff to defenders (Locals only)

  Resources: Sand, Stone, Coal, Iron, Gold

  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 Balance: 658,412 Gold 44 Silver, 19 Copper

  Current Income: 300+ Gold per Day

  Resources...

  Spoiler: Spoiler

  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

  Signifigant Buildings and Defenses...

  Spoiler: Spoiler

  Palace of Night-Fortified Palace (LVL 2)

  Garrison: 1200/1200

  Durability: Main Palace 50,000/50,000, Wall 80,000/80,000

  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 stationed within.

  Additions: A Portal Pad has been added to the inner courtyard of the palace for the rapid deployment of the King and his personal guard to the ever-growing reaches of the Empire of Night.

  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: Blood Knight Chapter House (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: 800,000/800,000

  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)

  Mid Wall

  Durability: 400,000/400,000

  Description: The middle wall of the Tomb of Eternal Night has been restored to its previous glory. (30 Feet Tall and 20 Feet Wide)

  Defense Enhancements: Repairs of the Archer towers and construction of Scorpions and fixed Trebuchet emplacements has begun.

  Outer Wall

  Durability: 200,000/200,000

  Description: The outer wall of the Tomb of Eternal Night has been restored to its previous glory. (20 Feet Tall and 10 Feet Wide)

  Defense Enhancements: Construction of Scorpions and fixed Trebuchet emplacements has begun

  Inner City Buildings...

  Spoiler: Spoiler

  Chapter House of Balance (LVL 1)

  Master of the Order: Thelgrum

  Priestess: Seana

  Inhabitants: 30/30

  Durability: 5000/5000

  Description: This is the second Chapter House of Balance to be constructed and the future Mother House of the whole Order of Balance. This Order was founded by Thelgrum Orcbane under the direction of the Primordial Power of Balance. Unlike other Paladins, they do not judge based on the Pantheons or race, but on the choices people make. Only time will tell if the Order will die in its infancy or thrive and grow as other Orders have.

  Bonus: Thelgrum Orcbane was once a Paladin of Moradin before a campaign the god blessed ended with the death of children. Even though they were racial enemies of his people, it was too much for Thelgrum Orcbane. So he left his people and his order behind losing himself to the Underdark. He later found a new path and became the first Paladin of Balance ever (Increases both Experience gained by locals +10%, trained by Thelgrum). Random Locals will seak out this place to learn and be taught as new Paladins or Priests until the Chapter House has reached its limits.

  Bone Barracks (Legendary-Unique)

  Inhabitants: N/A

  Durability: 50,000/50,000

  Description: The Bone Barracks is the result of Abraxxus Alchemy and Necromancy, it is similar to the Bone Barracks of the Noble Undead but is completely Unique. This Bone Barracks has the ability to create mindless Undead that will protect your settlement from attack from within or an invasion force. The only limitation is that it requires the bones of the dead and other materials to produce more. Create a small Guard or even entire Legions, it is up to you.

  Bonus: You can introduce items to upgrade your units, such as weapons, armor, poisons, etc...but it will take time for the Barracks to consume and process these materials. Once introduced, they cannot be taken back and will be a part of all units constructed.

  Modifications Completed:

  All Units: now have an Armor Rating of +100 in addition to normal armor

  All Units: will now receive 10% less damage from all sources

  All Units: 50% of all damage dealt will bypass armor

  All Units: 10% Increased Life Pool

  All Units: 10% Increased Resistance against Nature, Fire, Ice Based Magic

  Archery Units: have a 25% chance to use (Poison, Explosive, Fire) Arrows

  Melee Units: deal an additional 10% Damage

  Barracks (Max LVL)(Amount Built: 16)

  Durability: 4000/4000

  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: 6)

  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. Also provides Teleportation services for those willing to pay.

  Portal Pad (Amount Built: 2)

  Durability: 5000/5000

  Description: The Portal Pad allows your settlement to transport people and objects over vast distances for a small fee.

  Bank (Max LVL)(Amount Built: 2)

  Durability: 8000/8000

  Description: Banks are the backbone of every economy, they can provide both currency exchange and hold items for Guilds.

  Greater Marketplace (Max LVL)(Amount Built: 6)

  Trade Caravans: 6

  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.

  Pleasure Palace (MAX LVL)(Amount Built: 4)

  Durability: 4000/4000

  Description: A Pleasure Palace (Upgraded Inn) is built to cater to the whims of all those willing to pay for it, a great place to drink and blow of the steam of even the most hardened adventurers, male and female alike.

  Gambling Den (MAX LVL)(Amount Built: 4)

  Durability: 4000/4000

  Description: A Gambling Den (Upgraded Inn) is a place where you can spend a fortune or gain a kingdom, all by chance.

  Inn (LVL 2)(Amount Built: 10)

  Durability: 2000/2000

  Description: The Inn is a building where passing travelers 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 peoples happiness can lead to great or bad things.

  General Store (Max LVL)(Amount Built: 10)

  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.

  Star Forged Smithy of Possibilities (Unique-Legendary)

  Durability: 75,000/75,000

  Description: The Star Forged Smithy of Possibilities is a Legendary Wonder of the World, no one has ever seen its like before or ever will again. It was created from the Anvil of Star-Metal and with the Alchemy and Soul Magic of Master Abraxxus at the direction of Lord Jacob Longstrider of House Longstrider. Due to its nature, it can create any level (Common to Artifact) of an item. If an item is broken down, the Smith and Smithy have a 75% chance to learn Common-Rare plans, 50% Chance to learn Epic plans, 25% Chance to learn Legendary plans, and 5% chance to learn Artifact/Unique plans.

  Bonus: Due to the nature of the building, it can have..odd...effects on the forging process, enhancing items or even destroying them if it finds them unworthy.

  Star Forged Smelter (Amount: 2)

  Durability: N/A

  Description: Due to the nature of the building, the Smelter will process any known Metal at a more efficient rate and has a 25% chance to duplicate efforts.

  Smithy (Max LVL)(Amount Built: 10)

  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: 20)

  Durability: 2,000/2,000

  Description: Smelter give the smithy the ability to process Raw Ore into refined metals (+20% to duplicate Efforts).

  Abraxxus Mad Laboratory (MAX LVL-UNIQUE)

  Durability: 5000/5000

  Description: This unique alchemy building was designed by Abraxxus, combining Alchemy and Magics has created a truly unique building that the Alchemist can tinker and play in. Due to its Unique nature, you have an increased chance (+20%) to discover new alchemic potions, a smaller chance (+10%) to duplicate production, and the cost of producing potions have been reduced by 50%.

  Bonus: Your Laboratory is manned by a Master Alchemist and will produce 50% faster and will unlock new potions at an increased rate (+25%).

  Chemists Hall (Max LVL)(Amount Built: 6)

  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: 8)

  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: 8)

  Durability: 2000/2000

  Description: Winery produces 40 Units of alcohol per week for various uses.

  Crafters Hall (Max LVL)(Amount Built: 16)

  Durability: 4000/4000

  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%.

  Guild House (LVL 1)(Amount: 8)

  Durability: 1,000/1,000

  Description: Guild Houses can be rented or owned by Local/Immortal Guilds, they can also be expanded and built up further at the request of those renting/owning the property.

  Apartment Complex (Max LVL)(Amount Built: 42)

  Inhabitants: 120/120

  Durability: 2000/2000

  Description: This housing unit was built to hold multiple families and is a common site in large towns and cities, its amenities are second only to Estates.

  Estate (Max LVL)(Amount Built: 50)

  Inhabitants: 30/30

  Durability: 1000/1000

  Description: Estate buildings are small enclosed compounds that can house large families. Morale and health are increased.

  Home (LVL 2)(Amount Built: 74)

  Inhabitants: 20/20

  Durability: 500/500

  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: 8)

  Durability: 3000/3000

  Description: A 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%)

  Bathing Hall (Max LVL)(Amount Built: 12)

  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%).

  Greater Cistern (Max LVL)(Amount Built: 16)

  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: 20)

  Durability: 800/800

  Description: Wells provide water for most needs such as bathing, cooking, cleaning, etc.

  Moselium (Max LVL)(Amount: 4)

  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).

  Middle City Buildings...

  Spoiler: Spoiler

  Barracks (MAX LVL)(Amount Built: 20)

  Durability: 4,000/4,000

  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 readiness 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: 12)

  Durability: 4,000/4,000

  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. Also provides Teleportation services for those willing to pay.

  Portal Pad (Amount Built: 2)

  Durability: 5000/5000

  Description: The Portal Pad allows your settlement to transport people and objects over vast distances for a small fee.

  General Store (LVL 2)(Amount: 16)

  Durability: 1000/1000

  Description: From trail rations to arrows, General Stores are your one-stop shop for buying anything you might need.

  Specialty Store (LVL 2)(Amount: 12)

  Durability: 1000/1000

  Description: These stores are owned by Chemists, Enchanters, etc...to sell their wares.

  Marketplace (MAX LVL)(Amount: 12)

  Trade Caravans: 4

  Durability: 3,000/3,000

  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.

  Pleasure Palace (MAX LVL)(Amount Built: 6)

  Durability: 4000/4000

  Description: A Pleasure Palace (Upgraded Inn) is built to cater to the whims of all those willing to pay for it, a great place to drink and blow of the steam of even the most hardened adventurers, male and female alike.

  Gambling Den (MAX LVL)(Amount Built: 6)

  Durability: 4000/4000

  Description: A Gambling Den (Upgraded Inn) is a place where you can spend a fortune or gain a kingdom, all by chance.

  Inn (LVL 2)(Amount Built: 10)

  Durability: 2000/2000

  Description: The Inn is a building where passing travelers 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 peoples happiness can lead to great or bad things.

  Crafters Hall (Max LVL)(Amount Built: 10)

  Durability: 4000/4000

  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%.

  Smithy (Max LVL)(Amount Built: 10)

  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 (LVL 2)(Amount Built: 20)

  Durability: 500/500

  Description: Smelter give the smithy the ability to process Raw Ore into refined metals (+10% to duplicate Efforts)

  Chemists Hall (Max LVL)(Amount Built: 10)

  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 (LVL 2)(Amount: 10)

  Durability: 1000/1000

  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 30%.

  Guild House (LVL 1)(Amount: 12)

  Durability: 1,000/1,000

  Description: Guild Houses can be rented or owned by Local/Immortal Guilds, they can also be expanded and built up further at the request of those renting/owning the property.

  Apartment Complex (Max LVL)(Amount Built: 42)

  Inhabitants: 120/120

  Durability: 2000/2000

  Description: This housing unit was built to hold multiple families and is a common site in large towns and cities, its amenities are second only to Estates.

  Estate (Max LVL)(Amount Built: 60)

  Inhabitants: 30/30

  Durability: 1000/1000

  Description: Estate buildings are small enclosed compounds that can house large families. Morale and health are increased.

  Home (LVL 2)(Amount Built: 72)

  Inhabitants: 20/20

  Durability: 500/500

  Description: The Home is an intermediary dwelling that can house multiple small or one large family. Upgrading this building will increase the number of persons housed and the Morale benefits it provides.

  Healers Hall (Max LVL)(Amount Built: 10)

  Durability: 3000/3000

  Description: A 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%)

  Bathing Hall (Max LVL)(Amount Built: 16)

  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%).

  Greater Cistern (Max LVL)(Amount Built: 16)

  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 (LVL 2)(Amount Built: 30)

  Durability: 800/800

  Description: Wells provide water for most needs such as bathing, cooking, cleaning, etc.

  Moselium (Max LVL)(Amount: 4)

  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).

  Outer City...

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  Greater Mage Tower (Max LVL)(Amount: 18)

  Durability: 4,000/4,000

  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. Also provides Teleportation services for those willing to pay.

  Resource and Storage Buildings...

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  Animal Pen (Max LVL)(Amount Built: 20)

  Animals: 100 Anglo-Backs (Per Pen), Produces 500 Units of food every 3 days 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 has been enhanced to the maximum.

  Greater Warehouse (Max LVL)(Amount Built: 16)

  Durability: 2000/2000

  Description: This building will house up to 4000 Units of raw resources, processed resources, complicated components, and perishables.

  Greater Storage Yard (Max LVL)(Amount Built: 20)

  Durability: 1000/1000

  Description: The Storage Yard is the most basic storage facility and can only house a minimum of resources (2000 Units).

  Keep Abilities...

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  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 City 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 City of Eternal Night, cooldown 24 Hours)

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