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A Treatise of Nautical Matters
The River
Dozens of springs and tributaries funnel together in the midst of die
Drachenburg mountains and the Hayalet-dag Mountains to form the body of
water the Eisens call der Größe See. Unfortunately, the area is claimed by
several neighbouring nations, so even the mapmakers cannot agree upon a
name for this large lake. The Vodacce call it Lago di Commercio, the
Castillians call it Lago del Rey, while many map makers simply leave it
blank. This lake sits atop the continental divide, a high point at which
the water can flow both ways and in some places, water flowing in opposite
direction is only separated by a few yards. Two massive rivers flow out of
the lake in opposite and are jointly named the River. The waters in this
entire area are very treacherous with eddies, undertows, and boulders.
This creates a navigational hazard that few brave, and fewer survive.
Imperator Heinrich I attempted to eliminate some of these hazards and to
create a means of travelling from the eastern section of the River to the
western by creating a series of locks. The project involved over fifty
miles of canals and locks, the largest engineering project ever attempted
in Theah’s history, but internal strife and high costs defeated the
project even before it was completed. Even the completed locks are broken
and no safer than the river itself.
Although each bank of the River are shallow, there is a deeper channel
which can accommodate vessels of relatively higher drafts throughout the
length of the River. A draft 4 vessel can travel as far as Barcino with
difficulty, though passage beyond that point is impossible. Vessels with
draft of 3 or lower can go upriver as far as der Größe See, just south of
Weissbergen Mountains, but travel without a pilot who knows the River is
ill-advised since the river pilots know what to look for and can "read the
river." While the River itself is a mile or two wide at points, that in
not necessarily the case for the navigable channel. Navigational hazards
include sandbars, shallows, snags (trees caught in the mud just below the
surface of the water), sunken vessels, and even rapids. Anyone attempting
to navigate the river must make a River Navigation or Pilot check for
every 6 hours of travel with a TN ranging from 10 to 20 (determined by the
game master) with a number of raises equal to the draft of the ship. (d20:
Profession - River Navigation check DC 5-15, determined by the game
master, +3 for every point of the vessel's draft). Those familiar with the
River receive a free raise to this check (+3 circumstance bonus).
Depth
One of the vital aspects of both naval and river transport is depth. Draft
is an indication of how far beneath the surface of the water a ship’s keel
extends. This is especially important when considering how far into rivers
a ship may progress. Listed below is also what sort of body of water is
typical for that depth.
| Draft |
Keel Depth |
Body of Water |
| 0 |
1 foot |
Shallow rivers, can be pulled up on beaches |
| 1 |
3 feet |
Shallow rivers, can be beached on sandy beaches |
| 2 |
6 feet |
Large rivers, can tie up to a dock in harbour |
| 3 |
12 feet |
Deep rivers, The River's upper reaches, can tie up to a dock in a
harbour |
| 4 |
18 feet |
The River's lower reaches, can tie up to a dock in a deep harbour |
| 5 |
24 feet |
Can anchor in a deep harbour |
| 6 |
30 feet |
Can anchor in a deep harbour |
| 7 |
36 feet |
Can anchor in a deep harbour |
| 8 |
42 feet |
Cannot anchor inside a harbour |
| 9 |
48 feet |
|
| 10 |
54 feet |
|
Shallow rivers include any small tributary or waterway. Large rivers
and medium sized rivers too small to appear on the front cover of the
Player's Guide. Deep rivers are any river any river or lake which appears
on the map on the front cover of the Player's Guide. Harbours include most
river ports and sea ports. Deep Harbours include a handful of ports across
Theah large enough to service the largest ships. There are only typically
one or two deep harbours in each country.
- Avalon : Cardican
- Castille : La Pasiega, San Felipe
- Cathay : Bandar Serai, Xi Hai Long
- Crescent Empire : Kulkadir
- Eisen : Hafen
- Montaigne : Buche, Muguet
Ussura : Odyesse, Sousdal
- Vendel : Vasteras
- Vodacce : Amozare, Porto Spatia
River Piracy
River pirates share as much in common with highwaymen as their brothers on
the open oceans. While the sea affords the opportunity of manoeuvrability
and escape for a ship, boats on a river usually only have the choice of
going upstream or down through a narrow navigable channel of deep water.
River Pirates exploit this lack of manoeuvrability, waiting in ambush on
shore where the deep water channel nears the bank. By sinking captured
boats in the wider portions of the channel, they force the channel
narrower in many different areas, offering multiple points of possible
ambush. Once the boat is close to shore, the pirates rake their target to
clear the decks and then leap aboard from high riverbanks or overhanging
branches. Pirates live on raiding traffic and it is possible for piracy to
"kill" a portion of a river, making it too risky for commercial traffic.
This is why most river pirates will either take only the minor contraband
or simply extort payment for passage. In Eisen, this has become almost
formalized in that fortresses are built up overlooking riverbanks where
they can halt the flow of river traffic. Anyone who does not pay the
"toll" finds their boat and cargo seized.
Smuggling
Thousands of sailors, captains and merchants ply the waters of Theah.
Despite their claims to the contrary, every one of them is a smuggler.
Smuggling is nothing more or less than simply attempting to bypass imposed
fees, fines, laws and taxes. Captains and sailors constantly smuggle
contraband and goods, often buried within a perfectly legal cargo. Harbour
masters and officials know this occurs and turn a blind eye to all but the
most egregious violations, since without the incentive of illicit profits,
trade would slow to a trickle. In return, most captains know that a few
well-placed bribes speed the port inspections. Smuggling is generally no
more than a minor source of income, but a vital one to poor sailors and
merchants.
Tax collectors also know that if they confiscate too much, shipping
through that area suffers. A captain who loses an entire cargo of ore may
not lose his entire livelihood, but he will certainly reconsider shipping
to those waters again. Enough occurrences and the trade upon a river or
sea route dries up and those who live off that trade will suffer. To that
end, while many nobles charge tolls or fees on cargoes traversing their
territory (1d10 toll collection spots per leg of the voyage), the tolls
are minor.
Typically, the toll is either 1% of the value of the cargo or 1d10
guilders. Of course, a dozen tolls at this price can destroy the profits
for an entire voyage, so many captains resort to smuggling. Smuggling may
either take the form of sneaking past inspection sights or tolls in the
dead of the night or hiding more valuable goods within another cargo.
Often toll collectors view this process as a game and enjoy the duel of
wits between themselves and those who try to avoid payment. Other toll
collectors are often willing to negotiate their rates for regular
customers or anyone with a quick tongue. In fact, many captains are
selected primarily for their ability to haggle and bribe.
To sneak past a toll station, the ship's pilot or captain must make a
River Navigation or Pilot check or, TN 20 (d20: Profession - River
Navigation check).
If the PCs hide goods within a ship or caravan, they may make a Conceal
check to prevent anyone from finding them (d20: Hide Check). Otherwise the
crew, captain or merchants may hide their contraband as well. These are
not large caches of smuggled goods, so these require only negligible
space. If a ship is involved in more elaborate smuggling techniques, use
the Exotic Special Cargoes chart (see page 95 of the Ships and Sea Battles
book). The following charts are meant to provide simple answers to more
small-scale smuggling.
Who is smuggling?
Roll 1d10
| Result |
Who hid the goods |
Conceal TN |
Cargo Modifier |
| 1-4 |
The crew/wagon handlers |
10 |
-3 |
| 5-7 |
The ship captain/caravan master |
20 |
+3 |
| 8-9 |
The ship owner/caravan owner |
30 |
+5 |
| 10 |
Roll twice more on this table -2 to both rolls |
|
|
What are they smuggling?
Roll 1d10 + Cargo Modifier
| Cargo |
Value |
| 1, 2 |
Liquor (rum, wine), 2 guilders |
| 3 |
Cheap weaponry (5-10 swords or 3-6 muskets), 5-10 guilders |
| 4 |
Spices/Drugs (1 small cask of absinthe, afyam, garlic, etc), 5
guilders |
| 5 |
Clothing/Fabric (1 bolt) 1d10 guilders |
| 6 |
Syrneth Items (1-2 pieces), 100 guilders |
| 7 |
Artwork, 2d10 guilders |
| 8 |
Church Prohibited materials (heretical texts), 2d10 guilders |
| 9 |
Crescent or Cathayan Goods (rug, tapestry, jug of spices,
clothing, or other fine goods), 3d10 guilders |
| 10+ |
Exotic Weaponry (piece of dracheneisen, puzzle sword, or specialty
blade, etc), 100 guilders |
Whenever someone inspects a cargo, they must make a perception check or
Conceal check with a target number shown on the chart above to find the
contraband (d20: Spot check). Typically, discovered contraband is
confiscated by officials or pirates. Whether or not they also collect
additional cargo is up to the men involved.
Movement Rates
Ships range between 4-15 knots
Generally, the speed of a ship is Panache x2 = knots (kts)
Schooner 11 kts
Clipper 15 kts
Ship of Line 8-11 kts
Merchant Brig 9 kts
Galleon 4-8 kts
1 knot = 1.15 miles
Written by Dana DeVries and Bill LaBarge
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