Karaz-a-Karak

ID: wh_main_special_settlement_karaz_a_karak_savage

Building Chain

Karaz-a-Karak

Building Levels

Level 1 - Karaz-a-Karak Ruins

Another ruined Karak now lies dormant, a vestige of some upstart's attempt to dominate Dwarf lands.

Level 2 - Occupied Karaz-a-Karak (Savage Orc Gathering)

Savage Orcs are nomadic, but there are certain areas, deep in the Badlands, where they gather.

Grants 2 construction slots in the settlement
Income generated: 200
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +10
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 3 - Occupied Karaz-a-Karak (Savage Orc Camp)

A Savage Orc camp is an even more disorganised rabble of tents than a traditional Orc settlement.

Grants 4 construction slots in the settlement
Income generated: 300
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +20
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 4 - Occupied Karaz-a-Karak (Savage Orc Host)

Savage Orcs can Waaagh! just like any Greenskin, giving thanks to Gork or Mork before charging off.

Grants 6 construction slots in the settlement
Income generated: 400
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +30
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)