Argezennic Ideas: Difference between revisions

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|tradition1effect=+1
|tradition1effect=+1
|tradition2name=Land Attrition
|tradition2name=Land Attrition
|tradition2effect=+15%
|tradition2effect=-15%
|idea1name=Three Knights’ Clans
|idea1name=Three Knights’ Clans
|idea1desc=The founders of Argezvale are descendents of famous dwarven knights in Lencenor who left to establish a new state in the Ynn. The most prominent of knights who formed the Clans of Hardgauntlet, Runeback, and Glitterhoof came to lead the expedition and pioneered the first establishment of the state in Veykoda.\n\nSir Snorri, known for his hotheadedness and brashness when in battle, founded Clan Hardgauntlet, known for their military leadership. Sir Dalmund, known for his tendency to fix all his problems with the strike of a hammer founded the clan Runeback, who maintained the tradition of runesmithing. Lastly Sir Sindri, known for his infamous predicament as he tried to seduce a horse while drunk, founded the clan Glitterhoof who served as diplomats.\n\nThese clans came together to found the clan republic of Argezvale, using their strengths to complement one others glaring weaknesses and establish their new state on the Ynnic stage.
|idea1desc=The founders of Argezvale are descendents of famous dwarven knights in Lencenor who left to establish a new state in the Ynn. The most prominent of knights who formed the Clans of Hardgauntlet, Runeback, and Glitterhoof came to lead the expedition and pioneered the first establishment of the state in Veykoda.\n\nSir Snorri, known for his hotheadedness and brashness when in battle, founded Clan Hardgauntlet, known for their military leadership. Sir Dalmund, known for his tendency to fix all his problems with the strike of a hammer founded the clan Runeback, who maintained the tradition of runesmithing. Lastly Sir Sindri, known for his infamous predicament as he tried to seduce a horse while drunk, founded the clan Glitterhoof who served as diplomats.\n\nThese clans came together to found the clan republic of Argezvale, using their strengths to complement one others glaring weaknesses and establish their new state on the Ynnic stage.

Revision as of 01:36, 21 April 2024

Traditions
+1 Diplomatic Reputation
-15% Land Attrition

Three Knights’ ClansThe founders of Argezvale are descendents of famous dwarven knights in Lencenor who left to establish a new state in the Ynn. The most prominent of knights who formed the Clans of Hardgauntlet, Runeback, and Glitterhoof came to lead the expedition and pioneered the first establishment of the state in Veykoda.\n\nSir Snorri, known for his hotheadedness and brashness when in battle, founded Clan Hardgauntlet, known for their military leadership. Sir Dalmund, known for his tendency to fix all his problems with the strike of a hammer founded the clan Runeback, who maintained the tradition of runesmithing. Lastly Sir Sindri, known for his infamous predicament as he tried to seduce a horse while drunk, founded the clan Glitterhoof who served as diplomats.\n\nThese clans came together to found the clan republic of Argezvale, using their strengths to complement one others glaring weaknesses and establish their new state on the Ynnic stage.
+1 Yearly Devotion
+1 Yearly Horde Unity
+1 Yearly Legitimacy
+10% Nobility Loyalty Equilibrium
+0.3 Yearly Republican Tradition

Runic MasteryDwarven runesmithing is an ancient practice predating most currently known schools of magic. The Silver and Stone Dwarves may have forgotten it, but the art persisted among the Ruby Dwarves and Clan Runeback that mastered it. As it is difficult to inscribe every piece of equipment en-masse, it was only the most skilled of soldiers that had the privilege of bearing such powerful arms.\n\nOur runesmiths rival the skills of even the last remnant holds that still cling to life in the Dwarovar. The advent of artificery of the 17th century has improved our methods of runesmithing greatly, as new methods of runesmithing were discovered, leading to many inventions benefitting from our ancient craft. The speed and ease of inscribing has also improved, thanks to specialised tools that maintained perfect conditions for it.
+10% Production Efficiency

Made in ArgezvaleDwarven metalwork is a craft that is longingly sought after by the Ynnic knights, as plate armour was unheard of in the Ynn before we introduced it in the valley. The full plate we have brought from Cannor to the Ynn is capable of resisting both swords and bullets, which revolutionised Ynnic warfare.\n\nIt has become especially popular among the Ynnic Knights, who brazenly charge into combat with no fear for themselves or their horses. The Ruinborn in the Ynn even refer to it as “Argezico” Armour due to the large seal, left on all products, that guarantees their tremendous quality, leading to ownership of it becoming very prestigious.
-10% Shock Damage Received

Veykodan DistrictsUpon our arrival to the untamed lands east of the Ynn, one of the biggest surprises we have encountered is the native population of the Veykodans, who have managed to create their own form of rune magic, though they apply it on their bodies rather than on their equipment. With their methods, we can possibly improve on both styles of rune magic and meld the tradition into an improved craft.\n\nMany Veykodan refugees arrived in our lands after escaping from other Cannorians in the region, leading to our state providing space for refugee camps to form in the cities, which gradually turned into the Veykodan Districts. While many doubted this was a good decision at the time, quite a few Veykodans showed themselves useful by teaching us some of their runic craft in return, proving that acceptance always pays off.\n\nThis has led to both of our crafts being combined with each other, as the runic tattoos of the Veykodans increase one’s strength while dwarven runic armour protects them from arrowfire.
+2 Max Promoted Cultures
+2 Tolerance of Heathens

Quarrying and DamsThe Veykodan hills offer much in the way of resources for building, and of the residents we are the ones best suited to reap the stone and ore of the area. Our hold of these hills is so great that we have become the main supplier of ore and stone throughout the Ynnic settlements. Not only can we utilise this for our own efforts, but we have also encouraged the locals to commission us for their needed projects across the Ynn. For instance, the dams, castles and other structures of the Ynn, while they can be magnificent and strong, are not living up to their full potential and efficiency. For a fee, we could be hired in order to bring their architectural projects to their greatest heights.
-10% Construction Cost

Veykodan PactOur relationship with the Veykodan tribes has developed to the point of mutual coexistence as our people worked together to make the best lives for each other, with the Veykodans being integral to populating our settlements, aiding in trade and resource gathering. Granting the Veykodans representation within our state was not an easy task, but we have slowly extended their citizenship rights in all of our settlements.\n\nAs our military might has been combined, we have improved their woolly rhinos into mounts for our dwarven cavalry, covered in runic plate armour to make them ever more devastating on the field. As the Veykodans are eager for vengeance, we will gladly support their people to fight back, helping them to defend against our common enemies with our firm steel.
+15% National Manpower Modifier

The Pan-Aelantir Railroad CompanyWhile we have never set foot in the Dwarovar ourselves, we have learned of the great railways that went across it, transporting both materials and people across a great distance with ease. In these new lands we face a similar problem with the great expanse of land between settlements making trade much harder, and so we shall solve it with an old solution: railways.\n\nEmploying them in smaller scale from our mines to our cities has allowed us to pioneer high speed surface trade within our land itself, but a great railway system across the Ynn, with trains enhanced with runes to traverse much more efficiently from one area to another, would benefit the entire vast swathe of land. The Pan-Aelantir Railroad Company was commissioned even by foreign powers such as High Havoral, which requested a railway be built from recently conquered Sarda lands and their new capital of New Havorton to the rest of the nation.
+10% Global Trade Power
+10% Movement Speed

Ambition
+10% Trade Efficiency