| |
 |
Gift of Stone |
Health: 500 |
Cost:
65
 |
|
Production: 6 |
Upgrades:
Bounty of Stone, Earthnode |
Description:
Coaxing the earth with gentle songs and secret rituals, Haroun
workers use Gifts of Stone to bring forth stone for use in their
sanctuaries.
|
 |
Bounty of Stone |
Health: 750 |
Cost:
65
 |
|
Production: 4
10 |
Upgrades:
None |
Research: |
Tier I:
125 |
Time: 30 |
Entwined Branches: |
Building; Health +25%; Req: Council / Royalist |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Council / Royalist |
Rapid Growth: |
Building;
Heal 10/sec; Req: Council / Royalist |
Tier 2:
250 |
|
Wide Trunks: |
Building;
Resist Siege +20%; Req: Skilled Labor, Rapid
Growth, Council / Royalist |
Deep Roots:
|
Building;
Resist Siege +20%; Req: Skilled Labor,
Entwined Branches, Council |
Thorny Barrier: |
Wall;
Health +25%; Thorn Shock; Req:
Skilled Labor, Entwined Branches, Royalist |
Description:
|
 |
Earthnode |
Health: 750 |
Cost:
65
 |
|
Production: 4
2 2 |
Upgrades:
None |
Research: |
Tier I:
125 |
Time: 30 |
Entwined Branches: |
Building; Health +25%; Req: Council / Royalist |
Skilled Labor: |
Building;
Structure Cost -15%; Req: Council / Royalist |
Rapid Growth: |
Building;
Heal 10/sec; Req: Council / Royalist |
Tier 2:
250 |
|
Wide Trunks: |
Building;
Resist Siege +20%; Req: Skilled Labor, Rapid
Growth, Council / Royalist |
Deep Roots:
|
Building;
Resist Siege +20%; Req: Skilled Labor,
Entwined Branches, Council |
Thorny Barrier: |
Wall;
Health +25%; Thorn Shock; Req:
Skilled Labor, Entwined Branches, Royalist |
Description:
Earthnodes serve as a conduit for transferring the life energy of
the earth to the surface, producing an abundance of mana for the Haroun
to wield.
|
 |
Gift of Wood |
Health: 500 |
Cost:
100
 |
|
Production: 8 |
Upgrades:
Bounty of Wood, Spirit Wood |
Description:
The carefully kept groves of Gifts of Wood yield boards so smooth
and flawless that one can run his hand across them without fear of
splinter.
|
 |
Bounty of Wood |
Health: 750 |
Cost:
100
 |
|
Production: 6
14 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Billeting |
Archer;
Recruit Cost -15%; Req: Council |
Composite Bows
|
Archer; Range +4; Req: Council / Royalist |
Dragonbone Bows |
Archer; RV +2; Req: Council /
Royalist |
Whitesteel Armor: |
Archer;
DV +2; Req: Royalist |
Tier 2:
400 |
|
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Council / Royalist |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Billeting /
Whitesteel Armor, Council / Royalist |
Description:
The singing workers of Bounties of Wood convince trees to
willingly give up their flesh for use in growing Haroun sanctuaries.
Because of the peace and cooperation of Bounties of Wood, they produce
twice the wood as do Gifts of Wood.
|
 |
Spiritwood |
Health: 750 |
Cost:
100
 |
|
Production: 12
3 |
Upgrades:
None |
Research: |
Tier I:
250 |
Time: 30 |
Billeting |
Archer;
Recruit Cost -15%; Req: Council |
Composite Bows
|
Archer; Range +4; Req: Council / Royalist |
Dragonbone Bows |
Archer; RV +2; Req: Council /
Royalist |
Whitesteel Armor: |
Archer;
DV +2; Req: Royalist |
Tier 2:
400 |
|
Khaldunite Arrows: |
Archer;
AV +5 ;
Req: Composite Bows, Dragonbone Bows, Council / Royalist |
Magic Arrows: |
Archer;
AV +5 ;
Req: Dragonbone Bows,
Billeting /
Whitesteel Armor, Council / Royalist |
Description:
|
 |
Gift of Iron |
Health: 500 |
Cost:
130
 |
|
Production: 6 |
Upgrades:
Lodestone, Bounty of Iron |
Description:
Though the Haroun are loath to work with the fire and tools of
the forge, their communing with nature allows them to produce fine ore
from their Gifts of Iron.
|
 |
Lodestone |
Health: 750 |
Cost:
130
 |
|
Production: +4
+4
+4 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Boot Camp: |
Infantry; Health +20%; Req: Council |
Entrench Tactics: |
Infantry;
DV +1; Entrench Time -20%; Royalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Council / Royalist |
Whitesteel Armor: |
Infantry;
DV +2; Req: Council / Royalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Royalist |
Shocktroops: |
Infantry;
AV +1; Speed Max +20%;
Req: Whitesteel Weapons, Entrench Tactics, Royalist |
Magic Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons,
Boot Camp, Council |
Description:
Using mysterious forces, Lodestones pull forth mana from the
depths of the earth. Because the iron in Lodestones is specially treated
with magical energy, they cannot be used for ore extraction. But their
magic nature makes them all the more valuable.
|
 |
Bounty of Iron |
Health: 750 |
Cost:
130
 |
|
Production: 8
10 |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Boot Camp: |
Infantry; Health +20%; Req: Council |
Entrench Tactics: |
Infantry;
DV +1; Entrench Time -20%; Royalist |
Whitesteel Weapons: |
Infantry;
AV +2; Req: Council / Royalist |
Whitesteel Armor: |
Infantry;
DV +2; Req: Council / Royalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Royalist |
Shocktroops: |
Infantry;
AV +1; Speed Max +20%;
Req: Whitesteel Weapons, Entrench Tactics, Royalist |
Magic Weapons: |
Infantry;
AV +5 ;
Req: Whitesteel Weapons,
Boot Camp, Council |
Description:
|
 |
Trade Fair |
Health: 500 |
Cost:
150
 |
|
Production: 25
-1
-1
-1 |
Upgrades:
Workshop |
Description:
Famed for their brilliant colors and exotic goods, Haroun Trade
Fairs bring merchants hawking wares from across all Khaldun and buyers
willing to pay any price for them. Sanctuaries are able to sell their
excess raw materials to those who come to these grand events.
|
 |
Gift of Nature |
Health: 750 |
Cost:
150
 |
|
Production: 2
2
6
2
2 |
Upgrades:
None |
Description:
|
 |
Gathering |
Health: 500 |
Cost:
105
 |
|
Production: +1 Unit Limit |
Upgrades:
None |
Research: |
Tier I:
300 |
Time: 30 |
Billeting:
|
Cavalry; Recruit Cost -20%; Req:
Royalist |
Stable Master: |
Cavalry; Health +15%; Req: Council |
Whitesteel Armor: |
Cavalry;
DV +2; Req: Council / Royalist |
Whitesteel Weapons: |
Cavalry;
AV +2; Req: Council / Royalist |
Tier 2:
450 |
|
Khaldunite Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons, Whitesteel Armor, Council / Royalist |
Cavalry Tactics: |
Cavalry;
Speed Max +20%;
Req: Whitesteel Weapons, Billeting, Royalist |
Magic Weapons: |
Cavalry;
AV +5 ;
Req: Whitesteel Weapons,
Stable Master, Council |
Description:
As the meeting place of the wise leaders who plan campaign
strategy, Gatherings are solemn and serious exceptions to generally
free-spirited Haroun sanctuaries. Nevertheless, the leadership and
organization provided within is invaluable, as it enables the deployment
of larger armies in the field.
|
 |
Grove of Dusk |
Health: 500 |
Cost:
160
 |
|
Production: 2
3 |
Upgrades:
Glade of Dawn |
Description:
Home to the hermetic secrets of woodland lore that the Haroun
have protected for Ages, Groves of Dusk pulse with mana energy and
contain training guides for Pathfinders and the ritual incantations for
calling for Hillstriders.
|
 |
Glade of Dawn |
Health: 750 |
Cost:
160
 |
|
Production: 3 5 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Khaldunite Armor:
|
Frontline;
Resist Melee +20%; Req: Council / Royalist |
Magic Armor:
|
Infantry;
Resist Range +20%; Req: Council / Royalist |
Description:
As more secrets traverse the Flows from one Haroun sanctuary to
another, Glades of Dawn can be cultivated from Groves of Dusk. These
Glades produce more mana energy and enable even more esoteric rituals.
|
 |
Moonlit Altar |
Health: 500 |
Cost:
160
 |
|
Production: 2
3 |
Upgrades:
Lunar Temple |
Description:
Moonlit Altars are home to the Moonwatchers. Here these wise
priestesses meet to renew their strength and youth and conduct powerful
sorceries. The byproduct of these meetings is mana energy that the
sanctuary can employ.
|
 |
Lunar Temple |
Health: 750 |
Cost:
160
 |
|
Production: 3 5 |
Upgrades:
None |
Research: |
Tier I:
500 |
Time: 30 |
Proselytize |
Frontline;
Resupply Rate -15%; Req: Royalist |
Opal Rings: |
Frontline;
Attack Rate -20%; Req: Council |
Blessing Life |
Frontline;
Health +10%; Req: Royalist |
Blessing Valor |
Frontline;
AV +1; Morale +1; Req: Council |
Description:
Lunar Temples house a High Priestess of the Moonwatchers, who
leads the faithful in starlit rites that invoke powers old as Khaldun
itself and bring forth great quantities of mana.
|
 |
Outpost |
Health: 1300 |
Cost:
100
 |
Militia:
Rainbringer: 4
Mistrunner: 4 |
Ranges:
Guard Range: 22
Detection Range: 26
Supply Range: 26 |
Production: -3 |
Upgrades:
Fort |
Description:
The wooden Outposts of the Haroun mark the distant edges of their
sprawling realms. Some reach even into hostile territory, providing
support and defense for armies on the march.
|
 |
Fort |
Health: 1950 |
Cost:
100
 |
Militia:
Rainbringer: 8
Mistrunner: 8 |
Ranges:
Guard Range: 24
Detection Range: 30
Supply Range: 30 |
Production: -4 |
Upgrades:
None |
Description:
Stronger and better defended than Outposts, Forts are used to
secure contested regions or protected areas of spiritual or military
importance.
|
 |
Mine, Gold |
Health: 500 |
Cost:
100
 |
|
Production: 20 |
Upgrades:
Gold Mine Upgrade |
|
 |
Mine, Gold Upgrade |
Health: 750 |
Cost:
100
 |
|
Production: 35 |
Upgrades:
None |
|
 |
Mine, Iron |
Health: 500 |
Cost:
100
 |
|
Production: 8 |
Upgrades:
Iron Mine Upgrade |
|
 |
Mine, Iron Upgrade |
Health: 750 |
Cost:
100
 |
|
Production: 14 |
Upgrades:
None |
|
 |
Mine, Mana (Khaldunite Mine) |
Health: 500 |
Cost:
120
 |
|
Production: 5 |
Upgrades:
Mana Mine Upgrade |
|
 |
Mine, Mana Upgrade (Khaldunite Spire) |
Health: 750 |
Cost:
120
 |
|
Production: 10 |
Upgrades:
None |
|
 |
Mine, Stone |
Health: 500 |
Cost:
50
 |
|
Production: 8 |
Upgrades:
Stone Mine Upgrade |
|
 |
Mine, Stone Upgrade |
Health: 750 |
Cost:
50
 |
|
Production: 14 |
Upgrades:
None |
|
 |
Mine, Wood (Ironwood Camp) |
Health: 500 |
Cost:
65
 |
|
Production: 8 |
Upgrades:
Wood Mine Upgrade |
|
 |
Mine, Wood Upgrade (Ironwood Mill) |
Health: 750 |
Cost:
65
 |
|
Production: 14 |
Upgrades:
None |
|
| |
|