Provincial Capital

ID: wh_main_VAMPIRES_settlement_major

Building Chain

Provincial Capital

Building Levels

Level 1 - Ruined City

This city lies in ruins. Nothing remains but destruction, ashes and the sorrowful taste of defeat.

Level 2 - Crumbling Hamlet

The scattered hamlets of Sylvania are even more isolated, parochial and pathetic than those of the Empire.

Hamlets are usually a lone group of hovels on a muddy, rutted road in the middle of the dour countryside. Despite the desperate state of the buildings, all have barred or boarded windows and surprisingly stout doors. On the roofs, wicked iron spikes emerge from the thatch. All to keep out the night's predators.

Grants 1 construction slot in the settlement
Income generated: 160
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +10
Vampiric corruption: +1
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 3 - Corrupted Village

The peasantry live in small communities of inter-related families, and never venture far from their hovels.

Sylvanian villages are in a constant state of disrepair, for good stone and wood is hard to come by. Crude fetishes and the charms hang on every lintel and frame. Villagers daub symbols of protection on their doors with pig's blood and roofs are laid with mantraps, spikes and far worse to ward off anything that might coming prowling in the night.

Grants 2 construction slots in the settlement
Income generated: 240
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +20
Vampiric corruption: +1
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 4 - Shady Township

Townships are little more than larger villages, usually within sight of a grand castle - its shadow looming over the terrified denizens.

Hanging outside the decrepit townships' gates and walls are criminals and travellers trapped in iron maidens, feeding the crows and vampire bats. To be a stranger in such a town is to invite hostile stares from the locals, and mention "Sigmar" or the "Emperor" and you will find yourself dangling before nightfall, as such demagoguery could bring the von Carstein wrath upon you all!

(Hidden Effect) Enables abilities for Heroes in garrisons
Grants 3 construction slots in the settlement
Income generated: 320
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +30
Vampiric corruption: +1
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 5 - Accursed City

When a Vampire marches forth, the cities of other realms fear - for should the Night Lord invade they become accursed places.

Sylvania does not have any settlement that can truly be called a city, Vampire Counts have captured cities and declared them part of their realm. Any surviving occupants quickly feel the creeping dread, as friends and family go missing, Dire Wolves hunt the silent streets and Zombies shamble in the open. A perpetual night dominates the skyline; those still living think themselves accursed and the truth is... they are.

(Hidden Effect) Enables abilities for Heroes in garrisons
Grants 5 construction slots in the settlement
Income generated: 400
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +40
Vampiric corruption: +1
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)

Level 6 - Dark Castle

Dread, gothic citadels are scattered throughout Sylvania. They grow more ominous as their chief resident grows in power.

In the time of Sigmar, Sylvania was a refuge for those who refused to follow the Unberogen banner, so there have always been castles in the area to oversee this sorry part of Stirland. When Vlad got his claws into the realm, its destitute nobles were turned to the Vampire's cause; castles took on a sinister aspect, growing in size as extra citadels and towers were added for fell rituals and dark designs.

(Hidden Effect) Enables abilities for Heroes in garrisons
Grants 7 construction slots in the settlement
Income generated: 480
(Hidden Effect) Adds 2 turns of siege holdout time to province capitals
Growth: +50
Vampiric corruption: +1
(Hidden Effect) Used for settlements to identify the presence of 15m walls (Hellenic / Roman / Eastern)