Everwharf

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Everwharf

Primary Culture
Religion

Traditions
+15% Galley Combat Ability
+1 Yearly Navy Tradition

The Wall BreakersThe residents of Frostwall have always been more beast than man, and we are certain they are to blame for all the caravans that set out from our bustling port through the Greatwoods to sell goods in Damescrown — and only single survivor returned, bearing wounds of tooth and claw.\n\nWe thus did the entire Reach a favour, ending a monster that had marauded its prosperity, when we assisted Gawed in circumventing their fearsome walls. Every one knows a monster out of storybooks always has a weak spot, which we made available to the Gawedi with the quick work of a transport fleet ferrying troops from the Moors to the Bay of Chills. One decisive strike from the rear, accompanied by some of our most formidable cannons, saw the beginning of a new age for the region and its trade. And with us taking administrative control over Frostwall, after having sworn fealty to Gawed of course, we would reap the majority of those profits!
+10% Siege Ability

Entrance to the BayWe are not the biggest port in the Chillsbay, that title undoubtedly goes to Esald. We are not the most specialized port, have none of the timber-transport facilities of Alencay or the fur-treating workshops of Estshore. But we are the first port for any ship that ventures into it, and the lighthouse of Everwharf is well-known to navigators across the Giants' Grave Sea.\n\nEven if merchants only stock up here to resupply on ale, or for emergency repairs before sailing on to Esald, it does give us a trading advantage — our merchants listen closely to the rumors that spill from a sloshed sailor, and then jump to sea in a quick cutter to make profit on them.
+10% Global Trade Power

From Greatwoods to the SeaA single tree of the Greatwoods may grow for centuries. It may take weeks for a team to fell, working day at night with their saws. The downed giant can take even longer to transport to Everwharf proper, as it is slowly cut into manageable pieces, each of which then requires a full team of mules to drag out of the woods.\n\nBut the most important part is this: a single tree can sail the seas for years, if not decades, its iron-hard wood the bedrock of any Everwharf trading vessel. And while others in the Reach might purchase this lumber at steep prices, we own a slice of the Greatwoods ourselves, and harvest it directly from the source.
-10% Ship Costs

Navigating the IslesWhat is the most deadly threat to a ship that sails the Drowned Giant Sea? One Everwharf sailor might answer the Revrhavn pirates, as he shivers at the memory of the warsongs that accompany their swinging battleaxes. Another would insist it's the fierce winter storms, even show off the missing fingers or toes they earned her. But not a one would mention the deadly reefs that surround the Drowned Giant Isles, even though they claim dozens of ships from the other Reachmen states each year.\n\nEver since Snorri 'the Slippery' learned how to read the waves to chart the reefs below (legend has it, from the islands' seals), and then taught the trick to his countrymen, we have lost only a handful of boats to these death-traps (and those at the hands of, it should be said, extremely drunk sailors).
-20% Admiral Cost
+1 Naval Leader Manoeuvre

Three Pronged HeritageThough we are brothers to the Gerudians, the Gawedi, and the Escanni we have developed a culture unique in its own as freemen of the Reach!
+1 Possible Advisors
-15% Cost of Advisors with Ruler's Culture

Fishy DietMuch of the Reach is windswept and stormy leading to a poor growing climate, to remedy this we take to the seas and return with well earned bounties.
+15% Naval Force Limit Modifier
+10% Sailor Recovery Speed

Against Greater OddsWe are a people hardened by our surroundings and will never let man nor nature get the better of us, whatever the cost may be.
+10% Morale of Armies

Ambition
+10% Morale of Navies

History

TBD

Strategy

TBD