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All monument buffs are global unless otherwise specified. Local buffs, if present, are listed before global ones to make reading easier. The vast majority of the monuments are inspired by actual wonders or great buildings listed within the lore of the holds (mostly their idea descriptions). All monuments are unlocked to be built and upgraded when the province where the monument is located is of a dwarven/goblin/kobold culture (any dwarven/goblin/kobold/orc culture, not just the culture specific to the hold) and is accepted by the owner. This means that non-dwarven/goblin/kobold/orc nations can theoretically gain all the monument buffs, though it would be difficult to pull off legitimately and likely require a bit of culture conversion. #################### #Western Dwarovar #################### The Kronium Throne: I03/4119: Amldhir - The Kronium Throne is the physical symbol of the High King's authority and sovereign dominion over all the Serpentspine. T1: +5% Goods Produced in Area, +5% Governing Capacity T2: +7.5% Goods Produced in Area, +0.50 Yearly Absolutism, +5 Maximum Absolutism, +10% Governing Capacity T3: +10% Goods Produced in Area, +1 Yearly Absolutism, +10 Maximum Absolutism, +15% Governing Capacity, +5% Administrative Efficiency The High Assembly of Amlharaz: 4149: Amlharaz - Amlharaz is the ancient meeting place of the old dwarven empire. The High Assembly of Amlharaz, more appropriately of Aul-Dwarov itself, was where the first dwarven kings met to broker peace and conduct diplomacy amongst their holds. T1: +5% Production Efficiency in Area, +1 Diplomatic Reputation, +15% Vassal Income T2: +7.5% Production Efficiency in Area, +1.5 Diplomatic Reputation, +25% Vassal Income T3: +10% Production Efficiency in Area, +2 Diplomatic Reputation, +33% Vassal Income, +1 Diplomats Fortress of Verkal Vazkron: 4122: Verkal Vazkron - Verkal Vazkron was one of the legendary holds of The Kingsrock that held out in the siege of Amldhir for many decades, though it would eventually fall to the invaders. T1: +15% Local Defensiveness in Area, +5% (Global) Fort Defense T2: +25% Local Defensiveness in Area, +7.5% (Global) Fort Defense, +0.50 (Global) Attrition for Enemies T3: +50% Local Defensiveness in Area, +10% (Global) Fort Defense, +1 (Global) Attrition for Enemies Hall of the Ancestors: 4128: Hall of the Ancestors - Before the fall of Aul-Dwarov, The Hall of the Ancestors was the home of all the knowledge of all dwarves. To call it a library would almost be an understatement, as at its prime it exceeded all other libraries in Halann in the wealth, size, and depth of its knowledge. T1: +2.5% Trade Value in Area, +1 Tolerance of the True Faith, +10% Manpower from True Faith Provinces T2: +5% Trade Value in Area, +1.5 Tolerance of the True Faith, +15% Manpower from True Faith Provinces, -5% Idea Cost T3: +10% Trade Value in Area, +2 Tolerance of the True Faith, +20% Manpower from True Faith Provinces, -10% Idea Cost Railyard of Er-Natvir: I06/2931: Er-Natvir - It is said that all rails in the Dwarovar lead to Er-Natvir. The Railyard of the Dagrite Dwarves is in many ways the heart of the Serpentspine Mountains, even more so than Amldihr. Quick and efficient transportation was crucial to the Dwarven Empire, not just for the movement and logistical supply of dwarven armies, but also for the Dwarovstapola, or the Dwarven postal and delivery service. T1: +15% Local Friendly Movement Speed in Area, +5% Movement Speed, -10% Envoy Travel Time T2: +25% Local Friendly Movement Speed in Area, +7.5% Movement Speed, -20% Envoy Travel Time, +15% Global Supply Limit Modifier T3: +50% Local Friendly Movement Speed in Area, +10% Movement Speed, -33% Envoy Travel Time, +33% Global Supply Limit Modifier Brothels of Verkal Kozenad I09/4056: The degenerates of the dwarovar, Verkal Kozenad is famed for its many brothels and the 'ladies of the opal calling'. T1: +10% Local Production Efficiency, +15% Chance of New Heir, -0.01 Monthly War Exhaustion T2: +15% Local Production Efficiency, +25% Chance of New Heir, -1 National Unrest, -0.03 Monthly War Exhaustion T3: +25% Local Production Efficiency, +50% Chance of New Heir, -2 National Unrest, -0.05 Monthly War Exhaustion Goblinslayer Academy (Mithradûm): I05/4236: Mithradûm - After the famous general of the Mithradûmic army Thorin Goblinslayer retired from military command, he sought to ensure the lessons he had learned in his long military career were not lost when he died, so he founded Goblinslayer Academy in Mithradûm where he personally taught many prospective officers and soldiers to be as deadly and stubborn in battle as mithril itself. T1: +10% Local Institution Spread, -0.1 Yearly Army Tradition Decay, +0.1 Yearly Army Professionalism T2: +20% Local Institution Spread, +0.5 Local Goods Produced, -0.3 Yearly Army Tradition Decay, +0.3 Yearly Army Professionalism T3: +33% Local Institution Spread, +1 Local Goods Produced, -0.5 Yearly Army Tradition Decay, +0.5 Yearly Army Professionalism, +1 Free Military Policy Noble Estates of Haraz Orldhûm (Haraz Orldhûm) I08: Haraz Orldhûm - The platinum makers, many dwarf nobles and High Kings of Aul-Dwarov came from here. They have a history of belligerence against everyone, even other dwarves. Out of all the various dwarven peoples, the platinum dwarves of Haraz Orldhûm are the most regal and stubborn. T1: +15% Local Fort Defense, +15% Local Manpower Modifier, +5% Nobles Estate Loyalty Equilibrium T2: +25% Local Fort Defense, +25% Local Manpower Modifier, +7.5% Nobles Estate Loyalty Equilibrium, +2.5% Nobles Estate Influence, T3: +50% Local Fort Defense, +50% Local Manpower Modifier, +10% Nobles Estate Loyalty Equilibrium, +5% Nobles Estate Influence, -15% General Cost The Asra Bank of Khugdhir: I07/2863: Khugdhir - Khugdhir is a hold famous for its Asra Bank, founded by Fognir Asra after he reclaimed the Gem of Asra. The Asra Bank has branches all across Halann, from Anbenncost to far eastern Haless in Tianlou. T1: +15% Local Fort Defense, -0.05 Yearly Inflation, -15% Reduce Inflation Cost T2: +25% Local Fort Defense, -0.07 Yearly Inflation, -20% Reduce Inflation Cost, -0.50 Interest Per Annum T3: +50% Local Fort Defense, -0.10 Yearly Inflation, -25% Reduce Inflation Cost, -1 Interest Per Annum Upon T2 Upgrade: Add Master of Mint Advisor "Balgor Goldbar" with Ancestor Worship religion and Agate Dwarf culture who is 50% off Food Silos of Orlazam (Orlazam-az-dihr) I04/4147: Orlazam's position as the premier Dwarven hold overlooking the rich and fertile Serpentsvale has led to it becoming a key location for the collection and distribution of food, especially for the army. The rail lines between Orlazam and Er-Natvir, the Railyard of the empire, are some of the fastest and highest quality rails in all of the Dwarovar, due to the importance of the Serpentsvale in supplying the army and the holds. An army marches on its stomach, after all. T1: +15% Local Fort Defense, -2.5% Land Attrition, +5% Reinforce Speed T2: +25% Local Fort Defense, -5% Land Attrition, +10% Reinforce Speed T3: +50% Local Fort Defense, -10% Land Attrition, +15% Reinforce Speed, +0.5 Global Prosperity Growth Razstunad Mines (Ramvault/Orlazam-az-dihr): (because Razstunad is not a hold province, instead being a cavern, the 40 development requirement is instead 10 development) I04/4130: Razstunad - The Ramsteel Dwarves of Orlazam were the developers and originators of dwarven ram cavalry. While they began as frontier woodsmen and farmers living in and around the Serpentsvale, it was the Raztunad Mines that supplied the critical ramsteel used by the ram cavalry. T1: +0.25 Local Goods Produced in area, -10% Cavalry Cost, +10% Cavalry to Infantry Ratio, Change Trade Good to Iron T2: +0.5 Local Goods Produced in area, -12.5% Cavalry Cost, +15% Cavalry to Infantry Ratio, +25% Cavalry Flanking Ability T3: +1 Local Goods Produced in area, -15% Cavalry Cost, +25% Cavalry to Infantry Ratio, +50% Cavalry Flanking Ability, +1 Land Leader Maneuver Observatory of Dûr-Vazhatun: I03/4020: Dûr-Vazhatun - Dûr-Vazhatun is the home of the academic dwarves and philosophers, smart, studious and curious. Unlike other dwarven holds, the Sapphire Darves of Dur-Vazhatûn love the outdoors and observing the night sky. Dur-Vazatûn is also home to the highest peak of the Serpentspine Mountains, upon which the Dwarves have built a massive observatory to watch the stars. T1: +15% Local Fort Defense, +15% Local Institution Spread, -2.5% Tech Cost, +25% Innovativeness Gain, -10% Administrative Advisor Cost T2: +25% Local Fort Defense, +25% Local Institution Spread, -5% Tech Cost, +33% Innovativeness Gain, -15% Administrative Advisor Cost T3: +50% Local Fort Defense, +50% Local Institution Spread, -10% Tech Cost, +50% Innovativeness Gain, -25% Administrative Advisor Cost Frozen Hold of Krakdûmvror: I02/4208: Krakdhûmvror - Krakdûmvror is a cold and ancient hold founded by the exiles and criminals of the Dwarven Empire. The modern hold of Krakdumvror has its roots in Verkal Midjurdr Kralt, a fortress originally built to protect the Dwarovar against the Ice Giants of ages long past. T1: +15% Local Fort Defense, +0.5 Local Goods Produced, -5% Shock Damage Received T2: +25% Local Fort Defense, +1 Local Goods Produced, -1 National Unrest, -7.5% Shock Damage Received T3: +50% Local Fort Defense, +1.5 Local Goods Produced, -2 National Unrest, -10% Shock Damage Received Aqueduct of Hul-Jorkad I10/2963: Hul-Jorkad - As a famous dwarf worker once remarked, there does not exist any social phenomenon or organization that *isn't* ultimately based on water infrastructure. Hul-Jorkad was the first hold of the Dwarven Empire to fall to the orcs, and once it fell, the lack of water caused the fate of the majority of the holds--those that relied on Hul-Jorkad for water--to be all but sealed. It could reasonably be argued, as it has been by many dwarves following the fall, that had any hold, any hold at all besides Hul-Jorkad fallen to the invaders, that the Dwarven race may have been able to survive against the onslaught of orcs. T1: +15% Local Defensiveness, +15% Local Production Efficiency, -10% State Maintenance, +10% Garrison Size T2: +25% Local Defensiveness, +25% Local Production Efficiency, -15% State Maintenance, +20% Garrison Size T3: +50% Local Defensiveness, +33% Local Production Efficiency, -25% State Maintenance, +33% Garrison Size Sedadhûm Mining Settlement Relative to its origin hold, Sedadhûm is a recent expansion by the Quartz Dwarves of Krakdûmvror to mine out the Giant's Anvil from the relative safety of the inner cave system. While initial prospecting and surveying operations indicated that large quantities of mithril were likely in the area, continued attacks by orcish rading parties and swarms of goblins forced the Quartz Dwarves to retreat back into their hold, at least for the time being. #################### #Serpentsreach #################### Ghelebûr Krakdhûm (Gor Burad) I16/4039: Gor Bûrad - Ghelebûr Krakdhûm, also known as the Fireglass Forge, is the source of the main export of Gor Bûrad. Using the volcano's lava, the forge produces exquisite obsidian artwork and large quantities of glass. T1: +1 Local Goods Produced, +10% Local Goods Produced, +0.25 Yearly Prestige, +2.5% (Global) Goods Produced T2: +2 Local Goods Produced, +20% Local Goods Produced, +0.5 Yearly Prestige, +5% (Global) Goods Produced T3: +3 Local Goods Produced, +30% Local Goods Produced, +1 Yearly Prestige, +10% (Global) Goods Produced The Warding Gate (Verkal Skomdihr) I13/4100: Verkal Skomdihr - Officially known as the "Citadel that Shields Against the Wood", Verkal Skomdihr's main feature was its circular gem-adorned gate (which is also the hold's flag). It is said that the gate was warded by ancient rune and gem magic in order to protect the hold from the malicious influence of the fey. In addition to the Warding Gate, Verkal Skomdihr is also known for being the origin of Flintlock Schematics. While Ovdal Kanzad perfected cannons and artillery, it was the flint dwarves who perfected the small arms of the Dwarven Empire. T1: +15% Local Fort Defense, +1 Local Attrition for Enemies, -10% Infantry Costs, +0.10 Infantry Fire T2: +25% Local Fort Defense, +2 Local Attrition for Enemies, -15% Infantry Costs, +0.15 Infantry Fire T3: +50% Local Fort Defense, +3 Local Attrition for Enemies, -20% Infantry Costs, +0.20 Infantry Fire, +1 Land Leader Fire The Tunnel of Love (Ovdal Lodhum): H77/2973: Ovdal Lodhum - Before the fall of the Dwarven Empire, Ovdal Lohum was known as the romance capial of the Dwarovar. Among other things, the Garnet Dwarves constructed their famous tunnel of love from a railway, which rapidly became the most popular attraction in Ovdal Lodhum. T1: -10% Local Construction Time, +10 Global Settler Increase T2: -15% Local Construction Time, +20 Global Settler Increase, +5% Settler Chance T3: -25% Local Construction Time, +30 Global Settler Increase, +10% Settler Chance, -0.05 Monthly (Global) Devastation The Marble Gate (Shaztundihr): I11/2942: Shaztundihr - The Marble Gate of Shaztundihr is a remarkable work of dwarven architecture and engineering. Made up of giant single blocks of marble, each door is estimated to weigh over 1500 tons. Meticulously maintained, the designs and decoration on the surface of the gate show off the skill of the Marble Dwarf stoneworkers of Shazstun. T1: +15% Local Fort Defense, -10% Fort Maintenance, +0.25 Yearly Prestige T2: +25% Local Fort Defense, -15% Fort Maintenance, +0.5 Yearly Prestige T3: +50% Local Fort Defense, -20% Fort Maintenance, +1 Monthly Splendor, +1 Yearly Prestige The Great Waterfall of Orlghelovar I12/4238: Orlghelovar - A masterwork of engineering, the central hall of Orghelovar at its prime was famous for the waterfall within it, which filled the hall with a pleasant mist that was said to be able to calm even the most enraged of dwarves. The waterfall was fed by an underground spring which was the source of a river, and is recorded to have taken many years of labor to originally construct it. T1: -3 Local Unrest, -10% Stability Cost Modifier, -10% Diplomatic Advisor Cost T2: -5 Local Unrest, -15% Stability Cost Modifier, -15% Diplomatic Advisor Cost T3: -10 Local Unrest, -25% Stability Cost Modifier, -25% Diplomatic Advisor Cost +1 Free Diplomatic Policy Great Clast Shafts of Arg-Ôrdstun: H76/4093: Arg-Ôrdstun - A journey through the cavernous hold of Arg-Ôrdstun reveals to the traveler several massive circular shafts piercing the rock in depths unseen. A complex pulley system moves goods up and down, while Dwarven workshops bustle in between. Such are the incredible Great Clast Shafts of Arg-Ordstun. T1: +0.5 Local Goods Produced, -2.5% Development Cost, +2.5% Production Efficiency T2: +1 Local Goods Produced, -5% Development Cost, +5% Production Efficiency T3: +2 Local Goods Produced, -10% Development Cost, +10% Production Efficiency #################### #Middle Dwarovar #################### Home of the Seg Band (Seghdihr): H78/4124: Seghdihr - One of the most notorious and ruthless mercenary companies in Cannor, the Seg Band (a corruption of the Segbandal, which meant Southern Alliance which Seghdir had led) first found notoriety serving as enforcers under Sun Elven Employ when the hold was shared between the Phoenix Empire and the Segbandal. T1: +10% Local Production Efficiency, +15% Local Fort Defense, -5% Fire Damage Received, +10% Caravan Power T2: +15% Local Production Efficiency, +25% Local Fort Defense, -7.5% Fire Damage Received, +25% Caravan Power T3: +25% Local Production Efficiency, +50% Local Fort Defense, -10% Fire Damage Received, +33% Caravan Power, +1 Merchant The Hero's Gate (Verkal Gulan): F47/2914: Verkal Gulan - The Hero's Gate of Verkal Gulan was one of the three gates of the hold. While the King's Gate faces the Dwarovar and the Miner's Gate faces the great underground, the Hero's Gate faced outside, protecting Verkal Gulan - and by extension the Dwarovar - from external threats. T1: +15% Local Fort Defense, -10% Mercenary Cost T2: +25% Local Fort Defense, -15% Mercenary Cost, +5% Land Force Limit T3: +50% Local Fort Defense, -20% Mercenary Cost, +10% Land Force Limit, +1 Leaders Without Upkeep Hehodovar School of Architecture 4078 - Hehodovar: The first hold, and the hold of the builders. Hehodovar is famous for its school of architecture, which at its prime was the definitive school in all of Halann for teaching building design and construction, though with a known *slight* bias towards dwarven styles by the professors. T1: -5% Construction Cost T2: -10% Construction Cost, -5% Construction Time, +0.25 Yearly Prestige T3: -15% Construction Cost, -10% Construction Time, +0.50 Yearly Prestige, -15% Great Project Upgrade Cost The Vaulthold (Gor Vazumbrog): I14/4217: Gor Vazumbrog - In the time of ancient Aul-Dwarov, Gor Vazumbrog was second only to Mithradum in matters of military importance and the security of the Dwarovar, due to the large amount of relics and arcane tomes that were locked deep in its titanium vaults. Only an appeal by the High King of Amldihr himself could open a titanium vault, and it was rarely done, for much of what was sealed was sealed for good reason. T1: +5% Local Trade Value, +1% Fire Damage, +1% Shock Damage T2: +10% Local Trade Value, +3% Fire Damage, +3% Shock Damage T3: +15% Local Trade Value, +5% Fire Damage, +5% Shock Damage, +1 Leader Siege The Topaz Throne (Gor Ozumbrog): I17/4218: Gor Ozumbrog - While never as mighty as the Kronium Throne of the High King of Amldhir, the Topaz Throne is a symbol of the power of the Old Kings of Gor Ozumbrog before the fall of the hold during the collapse of the Dwarven Empire led to its near total destruction. T1: +10% Local Production Efficiency, -50% War Taxes Cost T2: +15% Local Production Efficiency, -50% War Taxes Cost, -5% Aggressive Expansion T3: +25% Local Production Efficiency, -100% War Taxes Cost, -10% Aggressive Expansion #################### #Heart of Stone #################### The Kanzandi Cannon Foundry (Ovdal Kanzad): H79/4247: Ovdal Kanzad - Cannons and artillery are the signature focus of the Amber Dwarves of Ovdal Kanzad. Endlessly tinkering with different metals and alloys to produce the best and most powerful cannons and shells from their foundry, one almost pities the goblins and orcs on the other side of the battlefield. T1: +0.5 Local Goods Produced, -5% Artillery Cost, +0.1 Artillery Fire T2: +1 Local Goods Produced, -10% Artillery Cost, +0.2 Artillery Fire T3: +1.5 Local Goods Produced, -15% Artillery Cost, +0.3 Artillery Fire, +1 Artillery Level vs Forts Earthseed: (because Earthseed is not a hold province, instead being a cavern, the 40 development requirement is instead 10 development) 4269: Earthseed - Earthseed is the location where the earth goddess Halanna is said to have created the Dwarves from the rock of the Serpentspine. It is the most holy and venerated site for all Dwarves, especially those who reside within the Serpentspine itself. (Locked behind Ancestor Worship/Runefather Worship.) T1: +1% Missionary Strength, -10% Missionary Cost, +1 Tolerance of the True Faith T2: +2% Missionary Strength, -25% Missionary Cost, +2 Tolerance of the True Faith, +1 Missionaries T3: +3% Missionary Strength, -33% Missionary Cost, +3 Tolerance of the True Faith, +1 Missionaries The Green Gate (Grozumdhir) I18/4265: Grozumdhir - The Welcoming Gate, or "Green Gate" of Grozumdhir is a massive gate ornamented with peridot stones, and the origin of the hold's name. Above the gate are the words "All friends of the dwarves are welcome". In modern times, humans from Rahen, as well as Harimari scholars and even some Sun and Desert Elves have settled within Grozumdhir's outer levels, making it one of the most diverse holds in the Dwarovar. T1: +10% Local Production Efficiency, +1 Max Promoted Cultures, +1 Tolerance of Heathens T2: +15% Local Production Efficiency, +2 Max Promoted Cultures, +2 Tolerance of Heathens T3: +25% Local Production Efficiency, +3 Max Promoted Cultures, +3 Tolerance of Heathens, +1 Tolerance of Heathens Capacity The Grand Lake Ballroom (Ovdal Az-An): I19/4284: Ovdal Az-An - Hewn into the stone by Magun the Carver, the Grand Lake Ballroom is a point of pride for the dwarves of Ovdal Az-An. Polished to a mirror-like sheen, the dance floor looks like an undisturbed glowing lake as the dwarves of the hold guide soundlessly over it during their dance across its surface. Through some unknown technique or trick by Magun himself when building the ballroom, the surface is never marred by use. T1: -3 Local Unrest, +0.25 Yearly Legitimacy/0.10 Republican Tradition/+0.25 Yearly Devotion, +1 Diplomatic Relations T2: -5 Local Unrest, +0.5 Yearly Legitimacy/0.20 Republican Tradition/+0.5 Yearly Devotion, +2 Diplomatic Relations, +1 Diplomat T3: -10 Local Unrest, +1.0 Yearly Legitimacy/0.30 Republican Tradition/+1 Yearly Devotion, +3 Diplomatic Relations, +1 Diplomat, +5% All Estates Loyalty Equilibrium The Breweries of Hul-az-Krakazol I20/4266: Hul-az-Krakazol - The Amethyst Dwarves of Hul-az-Krakazol were famous for their brewing. it is said that they were the people who originally discovered the fermenting process for alcohol. Backed by hundreds of years of improvements, Krakazoller brewers are renowned for their unique flavors, quality, and potency. T1: +15% Local Fort Defense, +0.50 Local Goods Produced, +5% Manpower Recovery Speed T2: +25% Local Fort Defense, +1 Local Goods Produced, -1 National Unrest, +10% Manpower Recovery Speed T3: +50% Local Fort Defense, +1.50 Local Goods Produced, -2 National Unrest, +15% Manpower Recovery Speed, +1 Land Leader Shock #################### #Jade Mountains #################### Gardens of Tuwad-Dhûmakon: I21/4350: Tuwad-Dhûmakon - The Gardens of Tuwad-Dhûmakon stand as one of the Sepentspine's most magnificent managed gardens. Maintained by the Emerald Dwarves for nearly a millenia before the fall, the The Gardens of Tuwad-Dhûmakon are said to be able to calm and rejuvenate even the most pent up of dwarves. T1: +1 Diplomatic Reputation, +0.25 Prestige, +5% Recover Army Morale Speed T2: +1.5 Diplomatic Reputation, +0.50 Prestige, +7.5% Recover Army Morale Speed T3: +2 Diplomatic Reputation, +1 Prestige, +10% Recover Army Morale Speed The Emerald Spire: The Emerald Spire stands as one of the Serpentspine's most magnificent formations. An enormous limestone cave, stretching leagues through the ground, centered with its titular spire. A grand pillar of emerald, the spire is said to be the aorta of Halanna's heart. Trade Halls of Grônstunad: I22/4311: Grônstunad - Grônstunad was once the center of a dwarven trading empire that thrived even as most of Aul-Dwarov crumbled. While the occupation of the hold by the militaristic hobgoblins has turned Grônstunad into a shadow of its former self, the potential to rise up to its former greatness still lingers in its halls. T1: +10% Local Trade Power, +5% Trade Efficiency T2: +25% Local Trade Power, +10% Trade Efficiency +1 Merchant T3: +33% Local Trade Power, +15% Trade Efficiency +1 Merchant, +5 Placed Merchant Trade Power Upon T2 upgrade: Add 50% off Jade Dwarf Ancestor Worship Trader Advisor named "Gundobad Goldbeard" Mage Academy of Verkal Dromak I25/4323: Verkal Dromak - Verkal Dromak is home to quite a few practitioners of the arcane arts, many of which are proficient in divination rather than the more traditional rune magic of most other arcane dwarves. These mages keep to themselves for the most part, but a few lend their talents to the hold to peer into the dreams of enemies and dissidents. T1: +15% Local Fort Defense, +2.5% Mages Estate Loyalty Equilibrium T2: +25% Local Fort Defense, -1% All Power Cost +5% Mages Estate Loyalty Equilibrium T3: +50% Local Fort Defense, -2.5% All Power Costs, +10% Mages Estate Loyalty Equilibrium, +15% Monarch Lifespan Upon T2 upgrade: Add 50% off Malachite Dwarf Ancestor Worship Court Mage Advisor named "Ragun Greybeard" Add 15 Mage Estate Loyalty, and change trade good in province to Damestear, adding +4 Production #################### #Not In Serpentspine #################### Port-Hold of Ovdal Tûngr: F23/526: Ovdal Tûngr - The Copper Dwarves of Ovdal Tûngr stand out amongst all the dwarves of Halann--not just those within the Serpentspine--as being unusually adept and capable at sea. While most dwarves have a great dislike and even fear of large bodies of open water, the Copper Dwarves prove that this fear is hardly something that is genetic to the Dwarves. T1: +10% Local Ship Repair, +25% Local Sailors Modifier, +25% Blockade Force Required, -0.03% Yearly Navy Tradition Decay, T2: +30% Local Ship Repair, +50% Local Sailors Modifier, +50% Blockade Force Required, +2.55% Ship Durability, -0.05% Yearly Navy Tradition Decay T3: +50% Local Ship Repair, +100% Local Sailors Modifier, +100% Blockade Force Required, +5% Ship Durability, -0.1% Yearly Navy Tradition Decay, +1 Blockade Impact on Siege Rubyhold Institute of Humanities A20/62: Rubyhold - The Rubyhold Institute of Humanities is an institution dedicated to the study of humans and human societies. Founded when humans first began settling in the Dameshead region, dwarven scholars from the Institute have been carefully studying human for over a thousand years. Topics such as human construction methods, how humans conduct wars, how they order their societies, and human religion are all fascinating topics that intelligent and studious dwarves at the Institute have carefully compiled records on for thousands of years. T1: +15% Local Defensiveness in area, +1 Local Attrition in area +15% Spy Network Construction, -5% Idea Cost T2: +25% Local Defensiveness in area, +2 Local Attrition in area, +20% Spy Network Construction, -7.5% Idea Cost T3: +50% Local Defensiveness in area, +3 Local Attrition in area, +25% Spy Network Construction, -10% Idea Cost Upon T3 upgrade: Start construction of University building for 0% of the cost and 25% of the time. Marrhold, Gate to the Serpentspine (not restricted to dwarves, anyone can upgrade/receive monument buffs without penalty, also starts at T1) B36/4097: Marrhold - Marrhold is an ancient dwarven hold, but has long since been abandoned by the dwarves due to an unfortunate tunnel collapse. Now, Alenic humans reside in and around the old hold, having been rebuilt and occupied by them since 492 AA. T1: +15% Local Fort Defense, +10% Manpower Modifier in Area, +2.5% Trade Efficiency, -10% Military Advisor Cost, +50% Army Tradition From Battles T2: +25% Local Fort Defense, +25% Manpower Modifier in Area, +5% Trade Efficiency, -15% Military Advisor Cost, +75% Army Tradition From Battles T3: +50% Local Fort Defense, +33% Manpower Modifier in Area, +10% Trade Efficiency, -25% Military Advisor Cost, +100% Army Tradition From Battles Phokhao Citadel (Verkal Ozovar): Y63/5424: Verkal Ozovar: The Verdant Dwarves of the east have resided in their mountain citadel since the fall of Grônstunad, guarding their riches and looming over the lands of Hinphat. T1: +15% Local Fort Defense, +1 Local Goods Produced, +10 Accept Vassalization Reasons, -5% Diplomatic Annexation Cost T2: +25% Local Fort Defense, +1.5 Local Goods Produced, +15 Accept Vassalization Reasons, -7.5% Diplomatic Annexation Cost T3: +50% Local Fort Defense, +2 Local Goods Produced, +25 Accept Vassalization Reasons, -10% Diplomatic Annexation Cost Strongbellow Academy (Anvilwright/Silverkeep) A73/912: Strongbellow Academy - During the 4th Lilac War, the dwarven armies of Silverforge were looking into new ways to combat the powerful cavalry-dominated armies fielded by Lorent and their allies, having suffered heavy losses from them in the field. This task was assigned to a dwarf named Grun Strongbellow, who, after decades of exploration into ancient dwarven weaponry in the Serpentspine, developed new rifle and artillery batteries for the armies of Silverforge. A center of higher education within the hold of Silverforge is now named in his honor. T1: +10% Local Fort Defense, -5% Regiment Costs, -5% Military Technology Cost T2: -5% Local Development Cost, +20% Local Fort Defense, -7.5% Regiment Costs, -7.5% Military Technology Cost T3: -10% Local Development Cost, +33% Local Fort Defense, -10% Regiment Costs, -10% Military Technology Cost, +1 Leaders without Upkeep Upon T2 upgrade: add permanent province modifier "federation_guns_foundry" Upon T3 upgrade: create a level 1 Center of Trade