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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Town bonuses
Thread: Town bonuses This thread is 2 pages long: 1 2 · «PREV
emilsn
emilsn


Legendary Hero
posted June 04, 2007 10:26 AM
Edited by emilsn at 10:30, 04 Jun 2007.

You all seems supriced about this? I've noticed this since i first got the game ... Just waited for someone to post the whole list . Thanks And I like this should listed in HoMM5 page (Heroesofmightandmagic.com) . Once again thanks

EDIT: We just need someone to figure out Fortresses bonuses and to the guy just above me: Have never read the town despriction? It says what is does - Fx. This town is being ruled by succubuses . That must mean that you get succubus bonus. and when you buy creatures you can also see it
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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PhoenixReborn
PhoenixReborn


Promising
Legendary Hero
Unicorn
posted June 04, 2007 03:17 PM

Quote:
You all seems supriced about this? I've noticed this since i first got the game ... Just waited for someone to post the whole list . Thanks And I like this should listed in HoMM5 page (Heroesofmightandmagic.com) . Once again thanks

EDIT: We just need someone to figure out Fortresses bonuses and to the guy just above me: Have never read the town despriction? It says what is does - Fx. This town is being ruled by succubuses . That must mean that you get succubus bonus. and when you buy creatures you can also see it


Well I noticed it when they actually wrote it on the town info pages in the castle, wrote what the actual bonus was, but they've patched that out

It's pretty minimal in any case.

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted June 05, 2007 12:54 PM

Check out my MOD here. It says the bonus for every single town. Also, it has A LOT of more detailed descriptions and shows accurate numbers in abilities, hero specializations and other things

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emilsn
emilsn


Legendary Hero
posted June 05, 2007 01:05 PM

Quote:
Check out my MOD here. It says the bonus for every single town. Also, it has A LOT of more detailed descriptions and shows accurate numbers in abilities, hero specializations and other things


Nice mod ... Great stuff
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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nebdar
nebdar


Promising
Supreme Hero
Generation N
posted June 05, 2007 01:28 PM

Quote:
Check out my MOD here. It says the bonus for every single town. Also, it has A LOT of more detailed descriptions and shows accurate numbers in abilities, hero specializations and other things

Hey is there an description of Academy town "Kadashman"
Becuse when i play on MP map Heritage, i had this town and it have the description some thing like that " the town captured by Necromancers",
Wieerd

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ZombieLord
ZombieLord


Promising
Famous Hero
that wants your brainz...
posted June 05, 2007 01:32 PM

Quote:
Nice mod ...  Great stuff

Thanks

Quote:
Hey is there an description of Academy town "Kadashman"
Becuse when i play on MP map Heritage, i had this town and it have the description some thing like that " the town captured by Necromancers",
Wieerd

Ooops, sorry.
Some towns are hard-coded and specific to a map; I couldn't modify their descriptions
I only added the bonus desc to the Random Towns (those listed on the original post)

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sfidanza
sfidanza


Promising
Supreme Hero
posted June 14, 2007 12:09 AM

Quote:
We just need someone to figure out Fortresses bonuses

Everything is in the manual, including the Fortress bonuses (in the 2.x manual).

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SS
SS


Known Hero
Strike first, Strike Hard
posted June 15, 2007 02:30 AM

these idea sounds good but how would you put them in effect?

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jormungand
jormungand


Adventuring Hero
The Hammer of Hate
posted July 27, 2008 01:22 PM

These are the town specialisations(and descriptions) for Tote;

Academy

Al Safir
Al Safir is the former capital of the Silver Cities, conquered by the Undead. Powerful spells placed on it by the Mages
defended it from Markal's curse, but its mighty walls now serve the Necromancers.

» Attack +2, Defense +2: All the troops guarding this town get +2 bonus to their Attack and Defense.

Anwaar
The desert city of Anwaar is sometimes called "the City of Lights". Its walls as well as the spires of its numerous towers
are built of a quartz-rich granite and often polished or layered with silver or gold. Spells of light are used liberally to
maintain the brilliance even at night. Any attacker trying to take aim against the glare risks missing by a good
distance.

» Attack -1, Defense -1: All the enemies assaulting this town get -1 penalty to their Attack and Defense.

Azhar
There's a portal near Azhar leading to the Demons' lands, and the Wizards keep it under a constant watch. The elite
guards have a tradition: they make occasional bold forays into the lava pits, bringing back a few additional measures of
mercury.

» Mercury Wealth: +2 Mercury per week (on day 1).

Fidaa
Fidaa's schools and universities are more than just academies for the eldritch arts, they are famous for turning out
Mages who are warriors more than academics. Every year a large class of would-be heroes graduates, and their
services can be had at a reasonable price.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.

Hadiya
Many years ago Elven troops came to help the defenders of Hadiya in their fight against the Undead. In memory of that
battle Wizards and Druids worked together to put a powerful spell on the graves of the fallen, now every week crystals
grow on the burial mounds, protecting the dead from the dark magic of Necromancers.

» Crystal Wealth: +2 Crystal per week (on day 1).

Hikm
The port of Hikm serves as the Silver Cities' gates to the sea. The ships of many nations berth here, willing to put up
with the high landing fees to get access to the rich markets of the Silver Cities. The high costs go directly into the city
treasuries, where they help support the Wizards' navy.

» Countless Fleet: The town's shipyard builds ships for half the standard cost (500 Gold + 5 Wood).

Janaan
During the War of the Broken Staff the Wizards of the Silver Cities faced a problem: their fallen warriors were being
resurrected by their enemies, providing fresh troops for the other side. Following a hasty council of war Janaan started
mass-producing First Aid Tents, thereby both reducing their own losses and weakening the Undead army.

» First Aid Tent Specialist: The town's blacksmith also offers First Aid Tents at normal price.

Johara
Johara is known as a town of craftsmen and tinkerers, be it for children's toys or mighty military constructs. Many
people come here to see the exhibitions of curious mechanical devices, the purpose of which is known only to the
hordes of Gremlins who work on them.

» Tier 1 Military Trainer: +2 to tier 1 creature's growth.

Kadashman
This city of Eldritch Lore fell from power when it was cursed after the Undead invasion. It has lost its Arcane Essence
and has become a stronghold of the Necromancers.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Mutazz
When this town was built its architect made a bet with the great mage Cyrus, claiming that he could build walls of such
strength that they could withstand strikes by titans. Cleverly embedding powerful artifacts into the fortifications, the
architect came out the winner.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.

Nawal
If the thieves of the Silver League ever took over, Nawal would be their capital. For the time being the Circle of Nine
turns a blind eye, permitting the thieves to operate. If the Circle ever dared to crack down, many people, messages,
and artifacts would simply... disappear...

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Nudhar
Many residents of the Silver Cities, the Griffin Empire, and Irollan keep their gold in Nudhar's safe deposits. The reason
is the high interest rates paid, plus the guarantees by Nudhar's Council of Nine that the money will be absolutely safe.
This has made it the wealthiest town in the Silver Cities.

» Mountains of Gold: Adds 250 Gold to daily income.

Omran
Omran is the place where an unusual but important Mage competition is held -- the Golem gladiator fights. While their
numbers peak during the competition and its festivals, there is sure to always be a few extra golems in training in the
town.

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Qays
Qays is in a heavily contested border area between the Silver Cities and the Necromancers of Heresh. As a result, the
Circle of Nine has been careful to reinforce the city's Defenses. One of the measures taken is to ensure that additional
Mages are part of the town garrison, ever ready to defend the walls.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Sihaam
The shooting towers of Sihaam are full of intricate gremlin-made machinery. Few Mages understand their principles of
operation, but the results speak for themselves -- they take a terrible toll on attacking forces.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Tarfah
Tarfah's townsfolk don't need wood - they get all the heat they need from the hot springs and thermal vents around
the town. They have to watch where they step but it's worth it, the abundance of wood is the main source of Tarfah's
wealth.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Thaqib
The War of the Gray Alliance of the Humans and Elves against the Demons didn't spare the Silver Cities. Defenders of
Thaqib had to withstand a long siege, during which they were on the receiving end of ballista attacks. Quick to learn,
Thaqib built its own and now makes the finest ones in the Silver League.

» Ballista Specialist: The town's Blacksmith also offers Ballistae at normal price.

Tharaa
Noisy and restless, Tharaa is the Silver Cities' center of trade. The town council intentionally lowered the trade tax,
improving the flow of goods and guaranteeing that they would be cheaper here than in competing towns.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Yafiah
Yafiah is the place where Sar-Shazzar, one of the great wizards of the early days of Ashan, is said to have passed away.
In the middle of town there is a monument to him, and the town defenders fight like dervishes to keep this important
site out of enemy hands.

» Morale + 1: All the troops guarding this town get +1 bonus to their Morale.

Yasaar
Residents of Yasaar are used to tremors in the earth. The cause of it is their unusual method for extracting ore:
Wizards generate an earthquake every few days in order to bring fresh veins of ore-rich rock to the surface.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Yumn
Yumn is a town of gamblers, and luck has come to be such an important part of daily life that the elders have imposed
a luck tax. Few believe that tossing a coin in the old fountain costs them luck, but invading armies seem to be hit with
unexpected and unwelcome surprises.

» Luck + 1: All the troops guarding this town get +1 bonus to their Luck.

Zakiv
This thriving metropolis is a major center of the Silver Cities, built after the war with the Necromancers. The Mages
didn't spare a single protective spell when rebuilding the town, and now it has become the most powerful of the Mage's
cities.

» Attack +2, Defense +2: All the troops guarding this town get +2 bonus to their Attack and Defense.

Ziyad
Just as a table can only be as good as the wood from which it is made, the choice of stone makes a great difference in
a gargoyle. The quarries here are famous for their plentiful stones, which are easily turned into these famed flying
troops of the Silver Cities.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.


Dungeon

Colris
The defensive towers here are adorned with barbed magical stars that inflict additional damage on those who attack
the town. The origin of these stars is unknown, but the Dragon profile drawn on them hints that they are a gift from
Malassa's brood to the Dark Elves who worship them.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Halad
Deep in these catacombs witches weave a net of sorcery to protect the Dungeon dwellers from enemies. It's one of the
few activities upon which the bickering Dark Elf clans agree, and they all send apprentice witches there to train.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Myrthin
The Dark Elves were always short of mercury, until one clever alchemist figured out how to extract it from
subterranean lichen. The lichen growing near Myrthin is best for that purpose, so the town has become the center for
Ygg-Chall's mercury trade.

» Mercury Wealth: +2 Mercury per week (on day 1).

Ristyrris
Ristyrris is a former town of the Soulscar Clan, this name releases a torrent of abuse from the mouth of any Warlock.
During early clan wars they entered into alliance with demons, which them to ruin. The only reminder of that are the
Ballista: the Demons taught the Ristyrris blacksmiths to make them.

» Ballista Specialist: The town's Blacksmith also offers Ballistae at normal price.

Salgunsal
Most of the wealth of this town is generated by hundreds of slaves. Captured in war or sold into servitude, their
numbers are large and provide a docile, well-ordered, and inexpensive labor supply.

» Mountains of Gold: Adds 250 Gold to daily income.

Seishnec(my personal favourite)
The powerful saurian mounts used by the Dark Elf cavalry are native to this place. Because of their military
importance, there is a constant flow of warriors, trainers, and buyers through the town. Seishnec is never short of an
extra hand should war come to the town.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Shamal
Few of the cities in the labyrinthine caverns of the Dark Elves are navigable as far as the seas. The importance of these
few ports -- for spying as much as for trade -- means that they are carefully managed. The building of boats is of
paramount importance, and prices are kept artificially low.

» Countless Fleet: The town's shipyard builds ships for half the standard cost (500 Gold + 5 Wood).

Shansyl
Though Druids are not to be found among the Dark Elves, some nuts and seedlings were taken from their homeland
when they were banished and are today grown in Shansyl. Unique for the fissures that permit light and air to the
depths of the caverns, Shansyl does a thriving business in lumber.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Sorfail
A potent curse of ill luck was laid on this town by defeated Necromancer cultists, enemies and even strangers who
come to the town fall victim to it. A traveler can expect merely a lost purse or a twisted ankle, but invading armies are
doomed to a string of disasters.

» Luck - 1: All the enemies assaulting this town get -1 penalty to their Luck.

Sweristal
The area around Sweristal reminds one of a barren wasteland. During the War of the Bitter Ashes, Dark Elf Warlocks
unleashed a powerful magic that ripped away a layer of earth, incidentally baring countless beds of ore. The collection
of this ore is the main occupation of local residents.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Talgath
Subterranean cold and damp envelop the residents Talgath, a town marked by Death. It became a grave for its
attackers during the War Under the Mountain, and anybody who comes near the walls feels the cold of death
squeezing their heart.

» Morale - 1: All the enemies assaulting this town get -1 penalty to their Morale.

Talmon
The network of subterranean labyrinths that branch out from all over Talmon comes out near Ur-Toth - a Demon town
famous for its reserves of diamonds. Covert penetration into the Demons' treasury has become a frequent exercise for
these stealthy fighters of Ygg-Chall.

» Gems Wealth: +2 Gems per week (on day 1).

Talosthra
The scorched plain that surrounds the Talosthra walls is scattered with explosive stones -- the traces of a past battle
between the Dark Elves and particularly clever Dwarven Rune Priests. The stones have not lost their magical power
and will inflict serious damage on anybody who tries to lay siege to Talosthra.

» Attack -1, Defense -1: All the enemies assaulting this town get -1 penalty to their Attack and Defense.

Thilgathal
Thilgathal's walls are enveloped by thick fog, and the whole town seems to be hidden behind a dirty grey haze.
Whether magical or not the fog is certainly effective, shots fired against the town have a hard time hitting their target.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.

Thralsin
The secret of making First Aid Tents seemed to be lost forever when the Dark Elves were cut off from the Druids and
healing arts of Irollan. Diligent study by Thralsin alchemists and craftsmen managed to restore much of what was lost.
Jealously guarding their knowledge, Thralsin is the only town where one can buy these Tents.

» First Aid Tent Specialist: The town's blacksmith also offers First Aid Tents at normal price.

Torost
A tradition from the ancient days when all Elves were one people, every Dark Elf goes through a rite of passage to
adulthood. Assassins, for instance, come from all over to try the ascend this city's Culling Tower. Not all manage it,
however, the narrow spiral stairs are laced with cunning traps and the spirits of the dead are said to stand guard.

» Tier 1 Military Trainer: +2 to tier 1 creature's growth.

Vantalost
The market here is often full of mercenaries and soldiers on leave, selling their hard-won booty to pay for a bit of
well-deserved rest and relaxation. As a result, surprisingly low prices can be had on items from all over Ashan.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Virbeth
This is one of the few towns that remained intact after the Dark Elves took over the caves and labyrinths of Ygg-Chall.
This was not by chance, it is the town of Minotaurs, and the Dark Ones kept it whole so they could replenish their army
with Minotaur slaves.

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Yeshad
Dark Elves are often members of some form of Thieves' Guild, and they all delight in mysteries and secrets. This town
is a place where gossip and rumors from all of Ygg-Chall comes together, and if a Warlock needs reliable information
this is where he comes.

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Yonchall
Though possessed of an excellent military academy and training grounds, this sleepy town is located far from the lands
where conflict usually simmers – the borders with the Dwarves and with the Elves of Irollan. As a result the Dark Elf
heroes trained here, eager to get out and make their fortune elsewhere, are willing to charge less for their services.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.


Fortress

Asbrand
Good luck accompanies the dwellers of Asbrand both in peaceful labour and in war. This is because of a magical spear,
Asbrand's pride and the chief of its treasures. A legend says that the runes adorning the ancient blade are the marks
left by the breath of Arkath himself, who gave this spear to the first of the Dwarves and promised to grant them his
protection and help in all their undertakings.

» Luck + 1: All the troops guarding this town get +1 bonus to their Luck.

Berngeyr
The location of Berngeyr is a backwater district of the Dwarven Kingdom. In this region, which remains as wild and
desolate as ever, the Dwarves breed and train their savage bears for use as mounts. The ready supply of trained
mounts and riders means that they can always provide an extra warrior for the garrison of Berngeyr.

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Eirik
Traditionally a rough-and-tumble town of nimble fingers and swift justice, the open and freewheeling spirit of Eirik has
attracted thieves and rogues even from beyond the borders of Grimheim. The wily Dwarves have arranged a
settlement with the Thieves Guild: they grant asylum to the Guild's members, while the Thieves, in their turn, share
some information. But beware the thief who oversteps the admittedly fluid boundaries here; it is but a short trip to the
mines, ever hungry for labor.

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Fjori
Legend, myth, and faith often conspire to confuse rather than clarify. In this case, however, no one disputes the Rune
Priests' claims that Arkath himself, the patron god of the Dwarves, once descended onto the mountain where Fjori is
now located. His blessing has since been appreciated by the Dwarves, as mines beneath the slopes where his talons
once perched pour forth ore abundantly.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Freywar
The warriors who have devoted themselves to the use of the heavy Dwarven war spear form the striking force of the
Dwarven army. They are also famous as great lovers of barley beer. Freywar is a town renowned for its breweries, so
it's small wonder that its garrison boasts more of these warriors than any other place.

» Tier 2 Military Trainer: +2 to tier 2 creature's growth.

Frostfred
Snow-covered Frostfred is located in a place where fierce winds blow wildly. Few of the Dwarves are able to survive in
this sharp frost, not to mention the enemies who would dare trying to usurp the town. Only the natives of Frostfred can
firmly hold their weapons in the wind that chills to the marrow, waist-deep in snow, and all the others would suffer slow
and unavoidable dying.

» attack - 2: All the enemies assaulting this town get -2 penalty to their Attack.

Geirmir
The hinterlands of Geirmir are the only place where those ancient giants, the Mammoths, live. Dwarven heroes use
these massive beasts as mounts, though a well-trained Mammoth is very expensive. As a result, the treasury of Geirmir
is constantly replenished with gold charged for exporting them.

» Mountains of Gold: Adds 250 Gold to daily income.

Gudmund
Black carrion-crows are Gundmund's chief misfortune. Every year these weird birds come here in great swarms, and
every year all the dwellers of Gudmund go into the streets to kill as many of them as possible. All means are put to
use, and the smiths of Gudmund have even learnt how to produce Ammo Carts to provide the townsfolk with missiles
for eliminating the uninvited guests.

» Ammo Cart Specialist: The town's Blacksmith also offers Ammo Carts at normal price.

Hring
Hring values nothing higher than its dwellers' life. During the war against the Dark Elves, the population of Hring was
virtually wept out, and since then life is estimated higher than gold there. That is why the town's smiths became
renowned masters at producing First Aid Tents, and Hring is a place where such Tents can be purchased at minimal
price.

» First Aid Tent Specialist: The town's blacksmith also offers First Aid Tents at normal price.

Hrottar
Centuries ago, clan struggles left Hrottar desolate and almost deserted. Just as the fighting came to a close and the
last stragglers were about to leave, an earthquake struck in the nearby mountains and exposed rich veins of precious
stones. The waves of migration soon lapped the other way, as there's nothing valued as highly by the Dwarves as
quality jewels and gemstones. In short time the mines of Hrottar were famous, and the gems extracted there are still
priced higher than all others in all the parts of Ashan. The town is one of Grimheim's claims to fame and an important
source of its income.

» Gems Wealth: +2 Gems per week (on day 1).

Hyrkjolf
Hyrkjolf is a town where warriors who are bent on becoming Berserkers undergo their last trials. The Rocks of Fury, a
ridge of tremendous stones, are located near the town's walls, and only a fighter who can cleave one of them with his
bare hands is entitled to be called a Berserker. Not all can pass this test, but the flow of bold Dwarves who want to
earn the title never stops -- and the town is never short of warriors, either.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Icegerd
The walls of Icegerd are magnificent mountains covered by ancient glaciers. Once upon a time they served as a shelter
for rebellious Dwarves, and many warriors fell under these unassailable walls. Though the rebels -- short of food and
supplies -- finally submitted to the victors, the walls remained. Appreciating their defensive capabilites, King Tolghar
ordered the town of Icegerd to be built here.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.

Jarveg
"Savage", "cruel," and "brutal" are the epithets sometimes used to describe the blood sports of Jarveg, but they
flourish none the less. Fights between animals from dogs to bears to yeti are held here, and the betting brings in a
generous amount of revenue. While the bloody snows of the arena floor are repugnant to some, the never-ending flow
of bettors and spectators guarantees that the coffers of the town are always full.

» Mountains of Gold: Adds 250 Gold to daily income.

Knud
Few know that Knud is the Dwarven Kingdom's capital of thieves. Dwarves shun theft and subterfuge, believing them
to be dishonorable and demeaning. Being pragmatic, however, they still resort to the services of the Thieves' Guild in
secret. That means Knud is a place where one can gain information about anything that is going on in the Stone Halls,
and many know it. But they prefer to hold their tongues, of course, rather than lose them.

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Kolvard
While the fierce and honorable Dwarves revel in hand to hand melee combat, the precipices around Kolvard make
meeting the enemy face-to-face almost an impossibility. Since the founding of the town they defenders have relied
more on missile weapons than brute strength to defend themselves, and the traditions of the spear and javelin run
deep within the populace. The best troops of the kingdom are to be hired here, and there are always a few extra troops
on hand eager to become a part of their town's martial traditions.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

L'etolf
It's been a custom of many hundreds of years L'etolf to keep white wolves as pets, and the dwellers of other towns
could not understand why their fellow countrymen need these fierce beasts of prey. Everything became clear when a
civil war began in the Dwarven Kingdom. L'etolf was besieged, and then the pets came to their masters' aid. The
beasts' howl was so terrible that it forced the attacking army to flee.

» Morale - 1: All the enemies assaulting this town get -1 penalty to their Morale.

Merasgar
Prized by the Dwarves as much as precious metals, gems are coveted playthings. No race on the face of Ashan knows
as much about the mining, cutting and setting of precious stones as the Dwarves, and no town of the Stone Halls
knows more than Merasgar. Blessed by geology and exploited through a huge network of mines, there are always a
few extra gems available in this town.

» Gems Wealth: +2 Gems per week (on day 1).

Ongeir
Originally a training center for Fire Dragons, Ongeir came close to disaster during the War under the Mountain when
Dark Elf assassins killed the guards and trainers and set the monsters free. Though the dragons fled that day never to
return, the more amazing fact is that not a single Dwarf was wounded. More than dragons, it seems the town had a
staggering supply of luck. Everyone notices it and comments on it now, and gamblers the world over treat travelers
from Ongeir like visiting royalty.

» Luck + 1: All the troops guarding this town get +1 bonus to their Luck.

Rungerd
There is a legend among the Dwarves about a Mount of Gold hiding somewhere in the wilderness of the Northern
Wood. The dwellers of Rungerd, which lies in the midst of this weird thicket, firmly believe that the hidden mountain is
somewhere near their town. Many generations of the Dwarves were retaking land, inch after inch, from the forest to
make way to the treasure. They haven't found any gold yet, but the wood is plenty in Rungerd's stores.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Skeld
The gate of Skeld resembles a Defender's shield and is a memorial to the fortitude of those Dwarven warriors. During
the war against the Dark Elves, the garrison of Skeld included no other troops but Defenders who were brave enough
to stop the invasion of the Servants of Shadow. Hundreds of warriors formed a living shield before the town's gate,
keeping the attackers from breaching its walls.

» Tier 1 Military Trainer: +3 to tier 1 creature's growth.

Steynjar
The Dwarves are known to be thrifty and even tight-fisted. Vast deposits of ore allowed the dwellers of Steynjar to
manipulate the ore markets secretly for their own ends, amassing great wealth for a few local merchants. But their
fraud was disclosed, the ore they were hiding was seized for the benefit of the Crown, and the King assigned the duty
of mining additional ore to the dwellers of Steynjar forever.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Svadlund
Ore from the mines, gems from the hills, weapons from the forges – all these things and more can be found in
Svadlund. Ill-frequented by caravans of other nations due to the hard and dangerous route, the town is actually at a
nexus of Dwarven underground thoroughfares. The ruling clan takes advantage of the situation by ensuring that the
ways are safe, the services are efficient, and the taxes are low. On its way to becoming one of the wealthiest towns of
the Stone Halls, Svadlund can offer excellent prices on any and all goods.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Thorbjar
Thorbjar's frozen waterfall is a magnificent and beautiful sight. A pillar of water, glittering in the sun, it towers above
the town, its summit disappearing into the clouds. Many Dwarves come to Thorbjar to feast their eyes upon this natural
marvel. Few know, however, that the waterfall of Thorbjar is also the town's source of prosperity: deep in the core of
the mountain, hidden from an outsider's view by the frozen column, there is another waterfall with fair crystals instead
of ice.

» Crystal Wealth: +2 Crystal per week (on day 1).

Tor Hrall
Gateway to the Dwarven Kingdom, this town is the centre of trade for all those who wish to do business with the Stone
Halls. They keep the prices low here, happy to ensure that nobody is upset at their monopoly on commerce.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Torgerd
The dwellers of Torgerd are known to be the most unfriendly and secretive among the Dwarves. To get into their town,
an alien would have to undergo numerous verifications, and even having at last found himself within the town's walls,
he can be sure that many eyes follow him intently. No one knows what exactly are the people of Torgerd hiding, but
not even once has the town submitted to an enemy, and during siege its defenders are like solid rocks that only time
can wreck.

» Defense + 2: All the troops guarding this town get +2 bonus to their Defense.

Ulfson
The shooting towers of Ulfson are adorned with intricate reliefs of magical runes, carved by the Rune Priests upon their
stones. Blessed by the powers of Arkath and powered by super-heated air from lava vents beneath the city, the towers
enable particularly devastating and accurate missile fire.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Vemsdal
Vemsdal was the Dwarven Kingdom's first capital, beseiged during a time of clan infighting. That war, which took the
lives of many renowned warriors, ended in a grand tournament whose winner became the founder of the current ruling
dynasty. Though the winner left the town and founded a new capital, Vemsdal remains a magnet for heroes. Legend
has it that a Dwarf who begins his or her service in Vemsdal can reach similarly lofty heights.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.


Haven

Ashwick
Many give Ashwick a wide berth because they believe the town is a refuge for Demons. The reason for this is the smell
of the numerous sulfur bogs and mud pools nearby, whose contents are the main source of income for the townsfolk.

» Sulfur Wealth: +2 Sulfur per week (on day 1).

Ashwood
Once merely a large encampment of tents near a couple of caravan trails and a river, over time this town grew into a
thriving commercial center. Today you can find anything you may need in Ashwood, and at a very reasonable price.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Bailey
Once merely a large encampment of tents near a couple of caravan trails and a river, over time this town grew into a
thriving commercial center. Today you can find anything you may need in Bailey, and at a very reasonable price.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Balmville
In the thickets around Balmville miraculous herbs grow; the town physicians make healing balms and elixirs of them.
The townsfolk are so adept in using herbs that they've proclaimed their town the Capital of Healing.

» First Aid Tent Specialist: The town's blacksmith also offers First Aid Tents at normal price.

Bayworth
The name of this Griffin Empire city is synonymous with seafaring. The Empire's finest shipyards are located here, and
the competition ensures that quality craft can be purchased at advantageous prices.

» Countless Fleet: The town's shipyard builds ships for half the standard cost (500 Gold + 5 Wood).

Brookshire
Established as a training center by King Nicolai, Brookshire immediately attracted heroes who hoped to win glory on
the battlefields under their charismatic king.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.

Castlegate
The objective of the builders that constructed the border town of Castlegate was to lay stout town walls capable of
withstanding any attack. Over the course of its tumultuous history the town has often shown that the builders did their
job quite well.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.

Chillbury
According to rumor, drinking from the lakes and springs near Chillbury brings luck to those who live there. Though it's
often dismissed as an old wives' tale, gamblers tend to be very cautious when they cast dice with someone from the
town.

» Luck + 1: All the troops guarding this town get +1 bonus to their Luck.

Cogston
Hidden away among the thick forests, Cogston became a home for those who chase easy money and like to avoid
publicity. Very few know the trails leading to the town, but those who end up there are richly rewarded with the latest
gossip and secrets.

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Glenheim
Many people wonder why it is that Glenheim seems to always field a few extra sons training as swordsmen, while most
locals shrug with indifference at the question, a few old crones may wink slyly and nod up the river, where an old
temple to a goddess of fertility hides.

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Greystone
Greystone got its name from great grey rocks scattered in its vicinity. These rocks are renowned for giving much more
ore than usual when processed, so quarrying them is the main occupation of Greystone's dwellers.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Gryphon Hill
Unsurprisingly, Gryphon Hill's symbol is a griffin. After all, the town is situated among the hills where these majestic
creatures hunt, nest and breed, almost every inhabitant of the town is involved in their capture, training, or
sustenance.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Merlon
Founded in an area full of field, brush, and forest, Merlon has been popular with hunters ever since it was a tiny hamlet.
Now by rights considered the archers' capital, it is the ideal place to get weapons, supplies, advice, guides, and quality
taxidermy.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Millfield
Grain country - that's what the lands around Millfield are known as in the Griffin Empire. Since time immemorial this
area has supplied bread for the rest of the country. Peasants are quite willing to come and live in Millfield, knowing that
they can always find work there.

» Tier 1 Military Trainer: +2 to tier 1 creature's growth.

Newpost
Established as a local militia training center by Queen Isabel, heroes come to Newpost from all over the region to sign
up in the service of the Griffin Empire.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.

Northcross
Enterprising rulers of Northcross decided to capitalize on their town's location at the crossing of trade routes and
imposed a small levy for the right to pass through. As a result, there is a constant flow of coins into the town's coffers.

» Mountains of Gold: Adds 250 Gold to daily income.

Palespring
For years it was thought that evil spirits had poisoned the valley on the far side of Palespring. The truth turned out to
be much simpler -- a visiting alchemist found unusually high traces of mercury in the rocks and streams.

» Mercury Wealth: +2 Mercury per week (on day 1).

Sheller
The residents of this town ended up serving a particular niche, their skill in metal foundry and molds led them to
develop great expertise in the creation of all sorts of missiles. Their artisans excel in the creation of quality
ammunition, rather than larger pieces.

» Ammo Cart Specialist: The town's Blacksmith also offers Ammo Carts at normal price.

Stormdale
Stormdale is located in a narrow, wind-blown ravine. Over the decades its fortifications have been refined so that the
garrison is protected by gusts of air that throw enemy arrows astray. Any attacking force needs to deal with difficult
ascents, uneven ground, and blasts of wind.

» Attack +1, Defense +1: All the troops guarding this town get +1 bonus to their Attack and Defense.

Strongbow
Founded in an area full of field, brush, and forest, Strongbow has been popular with hunters ever since it was a tiny
hamlet. Now by rights considered the archers' capital, it is the ideal place to get weapons, supplies, advice, guides, and
quality taxidermy.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Thornham
Towers

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Timberwood
Timberwood's resource warehouse was a gift from the Irollan Elves to the Humans, in commemoration of the "Forest
and Castle" Treaty. Now this vast forest, blessed by the Elves, produces twice the usual amount of wood for the
residents of Timberwood.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Vigil
There is a great mausoleum in Vigil, where famous warriors and heroes of the Griffin and Falcon Empires are buried.
Displays of their weapons and tapestries of their exploits decorate the building, anyone in Vigil who goes to war tries
bravely to be worthy of similar glory.

» Morale + 1: All the troops guarding this town get +1 bonus to their Morale.

Waterway
Ships

» Countless Fleet: The town's shipyard builds ships for half the standard cost (500 Gold + 5 Wood).


Inferno

Ur-Alzevoth
When the Demons come they come in force, with supplies -- like ships -- built by armies of unwilling slaves. This town
happened to be an important portal with a major shipyard. Now that the invasion forces have arrived the ships, no
longer needed, are being sold off quickly.

» Countless Fleet: The town's shipyard builds ships for half the standard cost (500 Gold + 5 Wood).

Ur-Chardros
Ur-Chardros, the Demon smithy, is located by a volcanic vent that serves as a forge for making legendary armour. Clad
in such a suit, an Ur-Chardros defender can sustain blows that would kill anybody else.

» Attack +1, Defense +1: All the troops guarding this town get +1 bonus to their Attack and Defense.

Ur-Drask
As with all Demon towns, the backbone of industry in Ur-Drask is the backs of slaves. Here, they cull precious stones
from flooded veins of subterranean lakes, and the extra emeralds that grace the coffers of the town are there at the
price of hundreds of lives.

» Gems Wealth: +2 Gems per week (on day 1).

Ur-Estaroth
Not located conveniently near a natural source of flame, the residents of Ur-Estaroth keep their forges fueled with
endless wagon trains of wood brought or plundered from other regions. Their byproducts of ash and charcoal provide
additional sources of revenue, but the stacks of wood are the sight for which the town is best known.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Ur-Gehenna
Demon legend states that a nearby abyss is inhabited by a vengeful incarnation of Urgash, an elemental of lava that
feeds on coal. Demon overseers ensure that their slaves work overtime, supplying coal to the abyss while providing
tons of ore to the Demon foundries.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Ur-Gorthol
Ur-Gorthol was the one of the Sovereign's strongholds before he was defeated and imprisoned in Sheogh. It retains the
skills it developed during that era, consistently turning out the finest ammunition as it did for the Sovereign's favorite
sport -- hunting, preferably two-legged prey.

» Ammo Cart Specialist: The town's Blacksmith also offers Ammo Carts at normal price.

Ur-Henoch
A Demon of legendary savagery, Az-Henoch gave this town not just his name but also the vast burial mounds around it.
Filled with the bodies of fallen enemies, these gruesome mass graves and their awful history lower the morale of any
troops who dare to attack.

» Morale - 1: All the enemies assaulting this town get -1 penalty to their Morale.

Ur-Ischin
Ur-Ischin is named for a fiery lake near which it was built. Feral imps descend often to play in the flames and feed on
the ancient carbon deposits that fuel it, it is a pastime for the locals to snare and train the imps, which they do with
pleasure. The town is never lacking for willing imps among its troops.

» Tier 1 Military Trainer: +2 to tier 1 creature's growth.

Ur-Kharg
It is said in Demon legend that Ur-Kharg is the place where Urgash crafted the first Demon from burning obsidian. As
such, it is a holy place and the defenses are bolstered by constant streams of fanatic pilgrims, giving it additional
defensive strength.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Ur-Korsh
The Elves, sometimes to their own chagrin, are exacting when their word is given and their honor is in question. That is
why, in spite of their implacable enmity, every week they bring crystals to the Demons of Ur-Korsh as part of an
age-old ransom.

» Crystal Wealth: +2 Crystal per week (on day 1).

Ur-Kurgan
All that is remembered of the founders of this town is that they were wiped out by Demons in a long and bloody siege.
When the city was rebuilt, all the rage and desperation of the defenders was fused into its towers. These grim spires
now inflict additional damage on anyone who dares to attack.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Ur-Mangor
There's a monument in the middle of town to Mangor, a Demon atypically wise in the ways of healing that was killed --
slowly -- for his place in a conspiracy. His legacy is strong, however, and this town is the only place where one can buy
a First Aid Tent.

» First Aid Tent Specialist: The town's blacksmith also offers First Aid Tents at normal price.

Ur-Melphas
A great Demon architect is buried in this town, which bears his name. Acknowledged even by his enemies as a master
craftsman, his workshop and students were wiped out during the War of the Gray Alliance. As a result, Demonkind has
never matched the perfection of the walls here.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.

Ur-Nebyrzias
Ur-Nebyrzias was the Sovereign's stronghold before he was defeated and imprisoned in Sheogh. It retains the skills it
developed during that era, consistently turning out the finest ammunition as it did for the Sovereign's favorite sport --
hunting, preferably two-legged prey.

» Ammo Cart Specialist: The town's Blacksmith also offers Ammo Carts at normal price.

Ur-Raag
It is said that nothing hates a Demon like another Demon. Ur-Raag is a proof of this, an angry Demon overlord
summoned a horde of archdevils and laid a curse for bad luck on his rival who ran the town. The effects of that curse
are still felt to this day.

» Luck - 1: All the enemies assaulting this town get -1 penalty to their Luck.

Ur-Rioch
Nobody wants to live in Ur-Rioch, a town notorious for its unbearable taxes and extortion, for Demons it is a place of
exile. Guilty Demons serve their hard time here, handing over all their money to the town treasury - which, in its turn,
makes a hefty contribution to the Sovereign.

» Mountains of Gold: Adds 250 Gold to daily income.

Ur-Shangor
With so many slaves required to run their economy, and with slaves having such a high mortality rate, the question of
what to do with the remains can be a problem. Not in this town, however, as the vast kennels of Hellhounds and
Cerberus for which Ur-Shangor is famous require a great deal of provender.

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Ur-Sphaal
Demons have their own ways of slaking their lusts and this town is no exception, everything and everybody is for sale.
It's a town of palaces and hovels, gambling houses and markets. Government is a treacherous business, there is
always someone who wants control of this town where anything can be had for a price.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Ur-Tarsh
Even by Demon standards the noise, the smell, and the food make Ur-Tarsh an unpleasant place. Battle-hardened
heroes start looking for a way out after a day or two, as a result they tend to be willing to accept much lower wages.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.

Ur-Toth
As with all Demon towns, the backbone of industry in Ur-Toth is the backs of slaves. Here, they cull precious stones
from flooded veins of subterranean lakes, and the extra emeralds that grace the coffers of the town are there at the
price of hundreds of lives.

» Gems Wealth: +2 Gems per week (on day 1).

Ur-Vesphaal
Ur-Vesphaal is the former Demon capital, first the residence and later the mausoleum of the current Sovereign's
predecessor. When the Sovereign killed him and moved the seat of power away, Ur-Vesphaal was slowly taken over by
what was left of the competing army -- succubae. Now it's their town.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Ur-Vramin
Everybody who comes to Ur-Vramin for the first time sees the huge ear adorning the town gates. It's the symbol of this
town of spies, gossips, and snitches. Ur-Vramin is famous for its Guild of Thieves, which always has information about
everything happening in Ashan

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).


Necropolis

Abi-libur
Here one finds the center of the Necromancer's slave trade, and a town unusually open to other races. The
Necromancers have a constant need for slaves -- or for their bodies, and prices are kept low by the scum who come
from far and wide to dispose of unwanted competition, enemies, or family members.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Adad-shuma
Adad-shuma's watchtowers have their own gruesome ways of attacking the enemy. Storehouses of plague and
diseases that, by definition, cannot affect those who are already dead, the towers of this town take a terrible toll on
their foes.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Adad-usur
A mage turned Necromancer, one former ruler of Adad-usur continued dabbling in machines and engines as a hobby
alongside the studies of the Spider Goddess. When unexpectedly faced by war and lacking the time to create legions of
troops, she turned instead to her her mechanical skills and the city began manufacturing Ballista. Unusually for Heresh,
the town continues the tradition to this day.

» Ballista Specialist: The town's Blacksmith also offers Ballistae at normal price.

Amel-ishkun
A legend says that ancient artifacts of the Spider Goddess are hidden away inside the Ishkun mountain. Hundreds of
hopefuls scratch their way into the mountain, seeking items of power -- and incidentally extracting tons of ore.
Interestingly, there are those who dare to whisper that the rumor of the artifacts comes from the ore dealers
themselves...

» Ore Producer: The Resource Silo produces one extra Ore each day.

Ammi-eshuh
The Undead of Ammi-eshuh are in constant struggle with the primeval powers of the forest. Lingering druidic magics
cause saplings and seedlings to sprout constantly throughout the town, and only by constantly culling high and low can
the slaves and zombies keep up. The cycle is annoying for the Necromancers, but provides them with plenty of extra
wood.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Ammi-saduqa
Certain Necromancers of of Ammi-saduqa have made a hobby of grave robbery. The town is located not far the Silver
Cities, whose passion for jewelry includes richly adorned mummies and coffins. There is constant struggle between the
Wizards who police their mausoleums and the thieves of Ammi-saduqa who plunder them, a portion of the thieves'
booty is given in 'protection' to their town.

» Gems Wealth: +2 Gems per week (on day 1).

Apal-shipak
Apal-shipak is an ancient town, even by the ageless standards of the Necromancers. As fortifying the crumbling walls is
difficult, the defenders instead focus on clearing the fields nearby and carefully placing well-supplied defensive siege
machinery. Any attackers must face an endless hail of heavy missiles.

» Ammo Cart Specialist: The town's Blacksmith also offers Ammo Carts at normal price.

Apil-Sin
Vampires chose this as their capital because of the deep and gloomy caves under the town that they converted to
catacombs. Desiring protection for their coffins and some peace and quiet, they are willing to ensure that the local
garrison is always supplied with a few extra troops.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Ashur-gamil
Piracy is the main occupation of Ashur-gamil residents, and "live goods" are their main source of income. Profits of the
slave trade keep the shipyards working at full 'speed, turning out huge quantities of vessels to support this valuable
commerce.

» Countless Fleet: The town's shipyard builds ships for half the standard cost (500 Gold + 5 Wood).

Bel-ibni
Bel-ibni was one of the many towns that fell beneath eldritch fires when the Necromancers lost their great war with the
Wizards. The spirits of many dead Necromancers haunt these ruins, and Necromancers in spirit form are almost as
dangerous as normal undead ones...

» Attack -2, Defense -2: All the enemies assaulting this town get -2 penalty to their Attack and Defense.

Bel-kudurri
Bel-kudurri's Thieves' Guild could write the textbook on hazardous working conditions. They check their information
many times before they dare to present it to their Necromancer customers. After all, any mistake might cost them
very, very dearly...

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Bel-zeri
"Abandon all hope" is written on a banner made of human skin and bones that hangs above the gates of Bel-zeri.
That's both the town's motto and a warning of the powerful defensive spell that affects anybody who dares to attack it.

» Luck - 1: All the enemies assaulting this town get -1 penalty to their Luck.

Ea-ditana
The road to Ea-ditana is paved with the bones of enemy warriors for whom it proved to be the last road they would
ever walk. Any being coming the same way has ample time to consider what may be waiting for them at the road's
end...

» Morale - 1: All the enemies assaulting this town get -1 penalty to their Morale.

Enlil-saduga
In desperate times people turn to desperate solutions, during the plague years many of the infected came to
Enlil-saduga, hoping to live on as Undead. Never philanthropic with opportunists who are not true believers, the bodies
of many of those unfortunates still serve as a source of military might for Enlil-saduga.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Eriba-ishkun
Eriba-ishkun is a museum town where the embalmed bodies of great heroes of the past are collected. Visiting here
always has its effect, as even veteran heroes are so impressed by the noble feats of their predecessors that they
charge less for their services than they otherwise would.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.

Nabu-shuma
Strangers are strongly advised to give this town a wide berth, as a curse on it turns anyone who falls asleep here into
an Undead creature. Strangely enough the town council built the walls right across a major highway, and the
welcoming inns serve strong alcohol at very low prices...

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Nadin-eshah
All enemies of the Necromancers agree that their view of Asha as a Spider Goddess of the Undead is corrupted, and
over-emphasizes a sole aspect -- death -- of the cycle over which Asha reigns. In Nadin-eshah, however, they claim to
have an artifact of the Spider Goddess herself. And corrupted or not, the town is surprisingly difficult to conquer.

» Attack +1, Defense +1: All the troops guarding this town get +1 bonus to their Attack and Defense.

Nadin-zakir
The Undead of Nadin-zakir are in constant struggle with the primeval powers of the forest. Lingering druidic magics
cause saplings and seedlings to sprout constantly throughout the town, and only by constantly culling high and low can
the slaves and zombies keep up. The cycle is annoying for the Necromancers, but provides them with plenty of extra
wood.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Nergal-shum
There are still some people around who crave to become immortal and are willing to pay heavily for that. Such fools
are welcome here, where Necromancers offer life after death. The monies paid by the "customers" go straight into the
town treasury.

» Mountains of Gold: Adds 250 Gold to daily income.

Ninurta-usur
The caves of Ninurta-usur shelter the richest site of crystals in the whole of Ashan, a treasure trove to be easily
harvested were it not for the razor-sharp rocks, aggressive spiders, and sweltering heat. Only the Undead, indifferent
to these pains, could so simply harvest the mineral wealth.

» Crystal Wealth: +2 Crystal per week (on day 1).

Shagarakti
In the days before the War of the Broken Staff, a majestic city stood here - one of the first founded by the Mages. The
town survived many wars but was eventually destroyed, and the victorious Necromancers built Shagarakti on its ruins.
Now, they plunder the ancient graves for reinforcements for their Undead armies.

» Tier 1 Military Trainer: +2 to tier 1 creature's growth.

Sumu-irkin
At first glance the walls of Sumu-irkin seemed cracked and aged, hardly a serious obstacle to siege machines. But this
is misleading, and those who have tried to take Sumu-ilum have found that out to their peril, catapult missiles can do
little harm to ensorcelled gravestones that make up the walls.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.


Stronghold

Alagh-Tolui
The oldest Orcish Shaman lives in Alagh-Tolui. Her mind is far less clear than it used to be when she was young, and
her memory's even worse, so few treats her predictions seriously. But the guess-works, spattering from her mouth like
grain from a worn-out sack, are very popular among the local population, and often have inconceivable sequences.
These conjectures are so numerous that Alagh-Tolui is the best source for rumor and gossip in all the lands.

» Information Center: The town's thieves guild offers more information (counts as 2 thieves guilds).

Altan
Gold has no value for the warriors of Altan, for you can't buy valor or glory in the bloody battles for it. The Orcs believe
that the thirst for possessing filthy lucre will do nothing but hamper them in fighting bravely. That is why, before they
march off for war, the warriors carry their gold to the Shaman's tent: by giving it up, they hope to become even braver
and to please the spirits. Due to that reason, money is always plentiful in the town's treasury.

» Mountains of Gold: Adds 250 Gold to daily income.

Baishin-gal
The shooting towers of Baishin-gal have been built by mighty Cyclops. The best of them used to help the town build its
defenses. Dread and formidable creatures used their shattering power to make the structures of Baishin-gal much
taller than those in other towns. Thanks to the comfortable platforms, good visibility, and unique bows presented to the
archers by the Cyclops, they deal some really great damage to the enemy.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Bayar
Traders from all over the country arrive to Bayar for taking part in the famous monthly Orcish Fair. This is the only
place to find the best wares, sold for the neighborhood's lowest prices.

» Merchant's Fair: The town's marketplace offers better rates (counts as 2 marketplaces).

Darlakh
The physicians of Darlakh hold sacred the lives and safety of their warriors. This is the reason why the best First Aid
Tents are made here – but in exchange for Ballistae, for which the town does not have time or resources left.

» First Aid Tent Specialist: The town's blacksmith also offers First Aid Tents at normal price.

Harakh
The garrison guards of Harakh are famous for their mistrustful attitude towards aliens. For the whole history of the
town, not even a single spy managed to infiltrate behind its walls. That is because of a mighty Cyclops who stands in
its gate and marks all the hostile designs of the strangers with his single eye. The defenders of Harakh trust that no
one will ever betray his kinsfolk and open the gate in case of siege, and this faith nourishes their steadfastness and
bravery in the most dangerous of battles.

» defense + 1: All the troops guarding this town get +1 bonus to their Defense.

Osol-Aih
The armies that attack Osol-Aih see its tall structures from a distance. Every step they make towards the stronghold
increases their doubt. The town's defenses inspire fear even in the veterans of the fiercest wars. The people of Osol-Aih
have adorned its walls with the dead bodies of their enemies and set great bone trumpets on the towers, and wind
always wails in them, instilling terror into the enemies.

» Morale - 1: All the enemies assaulting this town get -1 penalty to their Morale.

Oyugun
The legendary Curse Stone is kept in Oyugun. Ancient runes that the winds of the Steppes have dented on its sides
bear the most terrible spells of the Orcish people. Many young Shamans want to visit Oyugun in order to touch the
artifact, read the ancient letters and perceive the wisdom they are hiding.

» Tier 4 Military Trainer: +1 to tier 4 creature's growth.

Qulan
A file of seething Quicksilver Lakes extends from Qulan. The Alchemist from all over the world hold this place sacred
and come here to take some magical Mercury.

» Mercury Wealth: +2 Mercury per week (on day 1).

Qutugh
Qutugh is located in a backwater district of the Orcish lands. Here, in the endless windswept steppes, the strongest and
sturdiest Centaurs are born. The Chiefs of all the Clans of the great nomadic people are eager to have them in their
armies.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Saruul
Saruul is the oldest of the Orcs' towns. It was Kuynak himself, the one who once delivered his people from oppression
and then destroyed the enemy fleet with the Cup of Rain, who founded the town. Heroes still believe that the spirit of
Kuynak soars over the walls of Saruul, and one who starts his service in this town will become great.

» Heroes Hiring Place: Save 10% gold when recruiting heroes.

Shagnakh
The Orcs are allergic to the scent of sulfur because it reminds them too clearly of the Demons they hate. That is why
most of their sulfur is extracted in the hills near Shagnakh: the town's dwellers are famous for being absolutely unable
to feel smells, which makes them able to stand the stench of sulfur much longer than the other Orcs.

» Sulfur Wealth: +2 Sulfur per week (on day 1).

Shugui
Deserts and steppes are not the best places for good wood. But Shugui is a lucky place: great, impassable thickets
surround it, and thanks to them, the local dwellers have never been short of wood. It is rumored that trees grow so well
near Shugui because of the numerous Light Elves who have been unfortunate to be taken captive by the Orcs and then
buried under the forests' roots.

» Wood Producer: The Resource Silo produces one extra Wood each day.

Suren-Oroi
Few dare to try and take Suren-Oroi by force. The town stands on a naked rock of stone, and the only trail that
meanders towards its gate along the very edge of a deep chasm is winding and narrow. Even the swiftest of the Scouts
were unable to run fast there, so the enemies who try to take that route are sure to find themselves under the accurate
shots of the archers who stand on the town's towers.

» attack - 2: All the enemies assaulting this town get -2 penalty to their Attack.

Surghaal
Ancient Surghaal is legendary among the Orcs, for the best masters of warfare, absolutely competent with the art of
bludgeon wielding, live behind its walls. They all are heroes of bloody battles, and the younger warriors have much to
learn from them. Nowadays, every Orc dreaming of proving himself at the battlefield is eager to join Surghaal's
garrison.

» Tier 3 Military Trainer: +1 to tier 3 creature's growth.

Temur
Once upon a time, the ore veins of Temur have been the main source of iron for all the Orcish weapon smiths. But it
came to pass that the stocks of ore were depleted. The best Shamans gathered in the underground mines and spent a
month drawing secret blood runes on their walls and burning thousands of Goblins in order to complete the great
magical canvas. In the end of their terrible rite, the earth gave ore back – and in amounts far greater than it used to be
before.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Ull-Dash
The Orcs of Ull-Dash never trust in luck, and hope not that fortune will extend a helping hand when they prepare to
defend the town from enemy forces. Understanding that in the heat of the fight one can only rely on himself, they
forge their own luck.

» Luck + 1: All the troops guarding this town get +1 bonus to their Luck.

Uulzakh
Orcish Shamans prefer to avoid this town, for there are rumors about an artifact hidden somewhere in proximity that
decreases magical power. The same reason has made Uulzakh the stamping-ground for the Goblins: their chances for
finding themselves sacrificed at an altar are far less than in other places. That is why the Goblin community of Uulzakh
has been prospering for many decades already.

» Tier 1 Military Trainer: +2 to tier 1 creature's growth.

Vachir
The archers of Vachir are far more brisk and skilful than those of other towns, which is why they need much more
arrows than the usual representatives of this military profession. To provide enough arrows to their archers, the town's
smiths had to give up making Ballistae in order to produce more reliable Ammo Carts.

» Ammo Cart Specialist: The town's Blacksmith also offers Ammo Carts at normal price.

Zogsokh
Not every Catapult is able to negotiate the walls of Zogsokh. They have been erected by the best of the stonemasons
working in union with the wisest of the Clan elders. Great boulders that form their base have been sprinkled with
enemy blood, and the saps of secret herbs of the Steppes have been mixed into the cement that consolidates the
stones. That ritual has made Zogsokh a real fortress.

» Strong walls: Castle walls of this towm are harder to destroy
Each defense structure (walls, towers and gate) has 50 more Hit Points.


Sylvan

Aglan
The way to Aglan goes via a long and narrow hollow, when an enemy passes through it the wrath of the forest fills their
minds and weighs their steps. All but the most stouthearted are affected by the spell, and at journey's end they are
easier prey for Aglan's defenders.

» Attack -1, Defense -1: All the enemies assaulting this town get -1 penalty to their Attack and Defense.

Altyr
In the middle of the Elven forests rises Altyr - the eternal mountain. At its foot lies a town whose main function is to
supply ore to make weapons. Despite the town's importance, Elves tacitly agree that making that sort of a living is, in
effect, an exile.

» Ore Producer: The Resource Silo produces one extra Ore each day.

Anfail
There's a boulder standing in Anfail's town square, in fact, the town was re-built around it after the War of the Blood
Moon. The boulder fell from the sky during a siege, crushing a Demon general and his bodyguard and sending the
invaders back in disarray. Every Anfail defender touches the stone before battle, as everyone knows it brings luck.

» Luck + 1: All the troops guarding this town get +1 bonus to their Luck.

Damlad
During the War of the Blood Moon between the Demons and all the people of Ashan, Damlad was the site of a heroic
stand against a larger, well-equipped Demon horde. The defenders put a spell on the town's defensive towers,
transferring to them the battle rage of the besieged. Thanks to the towers the Elves held the town, ultimately forcing
the Demons to look for slaugher elsewhere.

» Heavy towers: Shooting towers of this town do more damage to an enemy
Defense towers have a 25% bonus to damage.

Diraen
Diraen is a town that happens to have numerous camps and military depots. Various troops of the armies of Ygg-Chall
are always passing through or training there, and finding an extra swordsman under these conditions does not present
a problem.

» Tier 2 Military Trainer: +1 to tier 2 creature's growth.

Erewel
Connoisseurs and collectors are willing to pay well for the unique and beautiful Elven crafts in wood, leather, and
crystal tha
____________
Gods of war I call you, my sword is by my side.
I seek a life of honor, free from all false pride.
I will crack the whip with a bold mighty hail.
Cover me with death if I should ever fail.

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jormungand
jormungand


Adventuring Hero
The Hammer of Hate
posted July 27, 2008 01:25 PM

Looks like they dont fit in one post...

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