Kendathyl Warf

Kendathyl Warf is the southernmost stop for the vast majority of ships that traverse the northern end of the Shattered Sea. Traveling any further south through the sea between Sonata and Novad becomes incredibly treacherous due to the increased volcanic activity in the region as well as frequent ruins often hidden just beneath the surface. These conditions don't end until south of the Gauntlet, resulting in most travel between those points to be done via land, which is only slightly safer.

The Warf is also in an alcove the protects it from the storms of the region making it the hub of trade of all trade through northeastern Sonata and northwestern Novad.

Demographics

The diversity of the Warf's population varies throughout the year as travelers come and go, but its more long term and permanent occupants typically Anthropos capable of producing thick fur due to how far north the Warf lies.

Government

The Warf has just enough of a government, consisting mostly of town guards and accountants to keep track of goods and tariffs, to keep trade going.

Defences

The Warf has a modest stone wall surrounding it doing little more than keeping animals from wandering into the town.

Industry & Trade

Trade is the lifeblood of the Warf. Travelers in need of a bed, food and drink, and supplies fund the local businesses, tariffs pay for the communal services and resources such as the town guards and infrastructure maintenance, and trade keeps everything moving.

Infrastructure

As most goods don't end their journey at the Warf, many of its structures are inns and taverns to house and entertain travelers with the remainder being dedicated to temporary goods storage and limited Seafarer repair.

Districts

Though not divided into distinct districts, the Warf is split roughly in half with the southern portion being inns and taverns, and the norther portion being warehouses, a Seafarer repair docks. There is a small central building used for maintaining records, storing excess currency, and facilitating councils. The guard house is also near the center of the town.

Guilds and Factions

Members from various factions and guilds can often be found at the Warf, but there is rarely a dominant group for any length of time due to the transient nature of town's occupants. The government and permanent residents of the Warf often try to remain as neutral as possible to not alienate or cause trouble with any of the factions or guilds.

Architecture

Though protected from the worst the storms of the region have to offer, the majority of the structures are made of bricks or stone to withstand the winds and rain. Wood is also heavily utilized for interior design, furniture, and structural support as the surrounding region is moderately wooded.
Founding Date
Mid Reclamation Era
Alternative Name(s)
The Warf
Population
A couple hundred permanent residents with populations of adventurers, merchants, traders, and other travels fluctuating throughout the year.
Location under

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