Fleet
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==Overview== | ==Overview== | ||
A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. | A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. Regardless of how you characterise your fleet, it is assumed to be exceptional. It is seaworthy, able to cross great distances quickly to trade with distant foreign nations, and able to hold its own in engagements with pirates and privateers. It also operates from a home base somewhere in a territory belonging to your nation - and is potentially effected by conditions that apply to that territory such as [[Foam and Spittle of the Furious Sea|tumultuous storms]] or [[Resource#Conquered Territory|barbarian conquest]]. | ||
In military terms, a starting fleet is the equivalent of a small fighting vessel crewed by marines - it has a military strength of 100. By comparison, a normal [[Imperial navy]] has an effective military strength of 5000. This means that when the skills and experience of a starting fleet are assigned to an action then they add a military strength of 100 to the action. The combined military strength of all participants is crucial for the success of most military actions. Military strength also effects the rewards you receive for undertaking actions such as [[#raiding|raiding]] or [[#exploring|exploring]]. | |||
In military terms, a starting fleet is the equivalent of | |||
Each upgrade increases the military strength of the fleet by 20, with enchantments providing similar bonuses, but almost always give a benefit only if you take a specific kind of action in [[#Downtime Options|downtime]]. | |||
Many actions you can take with your fleet provide [[#Loot|loot]] - this will produce one of four random options, mana crystals, money, herbs, ingots or measures reflecting treasure your fleet has acquired during the season. | |||
==Downtime Options== | |||
Each downtime, the player can choose one of six different types of action which are described in general terms below. The production the fleet gains is based on the option the player selects. If the option provides any benefits, then they will usually be dependent on the military strength of the fleet. | |||
If a player does not select a downtime option for their fleet, then the unit defaults to [[#Guarding|naval escort]]. A new player who starts with a fleet receives a random trading result; it is not possible to choose an action for your fleet before you attend your first event. | |||
In the downtime system each potential action taken by a fleet is grouped into one of six categories, which also indicate what [[enchantment|enchantments]] will enhance that action. There are a number of default options that are usually available, as well [[Voyage|plot options]] that represent specific [[opportunity|opportunities]] that have arisen during the game. Depending on the action taken, the fleet may receive a share of the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial guerdon]]; a selection of resources defined by the action taken; a narrative result; or nothing at all. | |||
===Trading=== | |||
* '''Trading represents travelling for foreign ports and exchanging Imperial goods for other goods''' | |||
* '''A fleet can always visit one of the foreign ports that are operated by friendly or neutral nations''' | |||
* '''Returns depend on the port visited and the political relationship between the foreign nation and the Empire''' | |||
A fleet may trade at any [[Foreign ports|foreign port]] that is open to Imperial shipping, usually this is the main port of any nation that the Empire is at peace with. The assumption is that a ship trading with a foreign nation makes enough from selling their cargo to cover their running costs, crew salaries and the like, but that there is enough profit to provide the character who owns the fleet with valuable goods of interest to the folk who attend [[Anvil]]. | |||
Each port provides different commodities for the fleet owner and production can also vary from season to season based on the state of the relationship between the foreign country and the Empire. [[Powers_of_the_Imperial_Senate#Diplomatic|Declarations of war and peace]] are in the hands of the [[Imperial Senate]] and [[The Throne]], but foreign nations may also choose to restrict the access of Imperial shipping to their ports - or even close them altogether if they are offended by the Empire's actions. The Interlude published on the wiki after every event will draw attention to special situations relating to trading with foreign ports. | |||
<big>'''Additional Plot Options'''</big><br>An opportunity might arise to trade with a new port at any time. Sometimes these opportunities are short lived, or might even be problematic because they involve peaceful trade with enemies of the Empire. For example, the [[Sarcophan Delves]] might extend an invitation to Imperial vessels to visit a port that sells items illegal in the Empire, or a [[Commonwealth]] port might seek Imperial lumber and be prepared to pay well above market price in the form of [[green iron]] for a few seasons. | |||
== | ===Guarding=== | ||
* '''Guarding represents defensive work, such as protecting Imperial waters against pirates, or escorting merchant vessels to dangerous locations''' | |||
* '''A fleet can always select naval escort, a guarding action which provides loot''' | |||
A fleet can choose to spend their time defending the Empire's interests at sea, most commonly patrolling Imperial waters engaging with pirates, raiders, and occasionally sea monsters or providing an escort to friendly ships journeying across dangerous seas. The option to undertake a [[Voyage#Maritime_Escort|maritime escort]] is always available, representing an engagement to defend allied merchant vessels. Other options may be available based on the campaign. | |||
At the moment it is not possible for fleets to support a [[fortification]], but should such an [[opportunity]] arise it would be a guarding action, and would most likely provide returns only from [[#Guerdon Shares|Imperial Guerdon]] shares. | |||
<big>'''Additional Plot Options'''</big><br>These options involve protecting someone or something, or providing an escort. For example, ''[[Voyage#Escort the Fisherfolk of Westerhal|escort the fisherfolk of Westerhal]]'' involves protecting [[Wintermark]] fishing vessels in the Gullet. Additional guarding options do not provide any returns by default, and are not necessarily available to all nations equally. Make sure to check what production is shown when you select the action from the drop down menu if that is important. | |||
===Campaigning=== | |||
* '''Campaigning represents supporting Imperial navies on campaign, to take or defend coasts or sea lanes''' | |||
* '''A fleet can always support an Imperial navy if one exists''' | |||
* '''There is no payment for supporting an Imperial navy unless the Imperial Guerdon applies''' | |||
* '''The Empire currently has no navies''' | |||
A fleet can choose to take part in a [[war|naval campaign]], to take or defend waters, by supporting an [[Imperial navy]]. The fleet accompanies the navy on campaign, travelling and fighting alongside it and helping carry out the order issued to the army by the [[general|admiral]]. You can see what order you will be supporting when you select a navy to support. | |||
Helping to support a navy adds the military strength of the fleet to that of the navy for purposes of attack and defence. The strength a fleet adds to a navy is never increased by the [[Navy orders|orders]] or [[enchantment|enchantments]] on the navy but the fleet strength ''is'' reduced if the order or enchantment reduces the strength of the navy. The only returns provided would be [[Powers_of_the_Imperial_Senate#Guerdon|guerdon shares]] - and only if the navy has been allocated a share of guerdon. Otherwise the fleet gains no income. | |||
Since the destruction of the [[Freeborn Storm]] by the [[Grendel]], the Empire has no navies. Until such time as that changes, a fleet can only undertake the campaigning action if there is a specific opportunity to do so. | |||
<big>'''Additional Plot Options'''</big><br>These options involve engaging in military activity, supporting soldiers and marines, or joining an organised effort to achieve a strategic goal. Campaigning options are rare, but could involve supporting a foreign navy in distant parts. There are currently no additional options available. | |||
===Scouting=== | |||
* '''Scouting represents infiltration, exploration, and gathering information in unknown or dangerous places''' | |||
* '''A fleet can always scout at an Imperial smugglers cove''' | |||
* '''There is no payment for supporting a smugglers cove unless the Imperial Guerdon applies''' | |||
* '''A fleet can always select ''no questions asked'', a scouting action which provides loot''' | |||
A fleet can choose to perform reconnaissance in dangerous areas. They will always be able to support on active Imperial [[smugglers cove]]; other options to scout an area may be available depending on the campaign. | |||
Scouting from a smugglers cove may allow a character to gain information about the territory, such as a map of the area or information about any threats present. In most cases, the degree of success depends on the total strength of the fleets assigned to support the project - a single fleet is rarely sufficient. The only returns provided will be [[Powers_of_the_Imperial_Senate#Guerdon|guerdon shares]] - and only if the smugglers cove has been judged eligible for a share of the guerdon. Otherwise the fleet gains no income. | |||
A fleet can always choose to engage in work with ''[[Voyage#No_Questions_Asked|no questions asked]]'', carrying passengers or goods to or from distant ports quickly and without attracting attention. This does not mean the fleet is engaging in illegal action; it usually involves activities where speed and discretion are important. For example, you might be transporting diplomats for the civil service, taking a message to a port in unfamiliar territory, or helping support a deal agreed by the Imperial Senate. | |||
<big>'''Additional Plot Options'''</big><br>Scouting options involve stealth, reconnaissance, espionage, sabotage, or a combination of all four. They usually rely on avoiding conflict, and gathering information or securing a covert goal. For example, [[Voyage#Smuggle Missionaries|smuggling missionaries into Asavea]], involves smuggling missionaries of the Way into Asavea. Additional scouting options do not provide any returns by default; make sure to check what production is shown when you select the action from the drop down menu if that it is important. | |||
===Raiding=== | |||
* '''Raiding represents a foray against enemies of the Empire, focused on disruption, looting, and killing enemy combatants''' | |||
* '''A fleet can always choose to engage in privateering, harrying ships belonging to nations at war with the Empire''' | |||
* '''Raids do not have a direct impact on the larger military campaign''' | |||
* '''Most raids provide loot without recourse to the guerdon''' | |||
A fleet can go raiding, launching a foray against one of the Empire's enemies. It may involve attacking coastal settlements belonging to nearby barbarians; harassing [[Grendel]] vessels at sea; or attacking ships sailing from nations the Empire is at war with. It might also represent opportunistic privateering, seeking out pirates that prey on Imperial shipping as well as actively pursuing political targets. Due to the presence of civil service observers, fleets can only engage in raids where it is legal to do so. Currently, an Imperial fleet can always engage in [[Voyage#Privateering|privateering]], seeking out vessels belonging to pirates and enemies of the Empire, and either driving off, sinking, or capturing their ships. | |||
While you are free to describe your raids in whatever detail you like, it's important to remember that no raid will ever have an effect on the larger military campaign unless explicitly stated otherwise as part of an opportunity. At any given time there are dozens of fleets engaged in harassing the enemies of the Empire, but without the involvement of a navy or a specific opportunity, they do not impact the military campaign. | |||
It is possible to apply the guerdon to a raid, but most raiding is inherently profitable, with the captain of the fleet claiming the greatest share of the bounty captured. Each raid provides unique returns, depending on the nature of the target. | |||
<big>'''Additional Plot Options'''</big><br>These options involve attacking an enemy, looting their settlements, and engaging their warriors in battle. Raiding options are rare, but could involve launching a marine assault against a specific location in enemy territory, or harassing the ships of a specific nation across the [[The seven seas|seven seas]]. The [[Voyage#Privateering|privateering]] action is always available, which involves hunting and destroying ships preying on Imperial vessels. | |||
=== | ===Questing=== | ||
A fleet | * '''Questing represents seeking out danger in search of opportunities for treasure and experience''' | ||
* '''A fleet can always choose the ''here be dragons'' option, an action which provides loot or other random returns''' | |||
Any fleet can go adventuring; the expectation is that one or two ships undertake the quest while the others provide logistical support for the expedition or recover and regroup at a friendly port. Questing represents the fleet venturing into dangerous areas and looking for opportunities for daring activity, acquiring treasure, and deliberately charging headlong into jeopardy. | |||
[[ | The option '''[[Voyage#here be dragons|here be dragons]]''' is always available to any fleet. It provides loot, and players are encouraged to use these rewards as a springboard to create stories of daring, drama, and danger within the guidelines given. | ||
<big>'''Additional Plot Options'''</big><br>These options involve seeking wealth and experience in dangerous places. A current example includes [[Voyage#Hunt the monsters|hunting monsters in the Sea of Snow]]. Rewards can often be unpredictable, and it is possible that the option will provide no wealth or loot at all. | |||
A | |||
==Production== | |||
* '''Different actions chosen by fleets provide different rewards''' | |||
* '''If you do not select an action in downtime you receive loot''' | |||
* '''Some actions produce no income at all''' | |||
* '''Some actions may benefit from a share of the Imperial guerdon''' | |||
If you don't select a downtime option then you will gain [[#Loot|loot]] providing random returns as shown below. Other actions provide a set income, usually based on the strength of your fleet. For example, a theoretical action called ''Defend the Lantiri Refugee Fleet'', might provide a mixture of vis, ingots of mine resources, and perhaps money representing valuable goods provided by the fleeing Lantiri. | |||
===Guerdon Shares=== | |||
Supporting a navy, fortification, or smugglers cove only provides income if it has been deemed eligible for the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial guerdon]], a purse of money drawn from the Imperial treasury and used to reward those considered to be acting in the best interests of the Empire. Determining who receives the guerdon is a matter for the [[Imperial Senate]] and the [[Quartermaster General of the Imperial Armies]]. | |||
The value of the Imperial guerdon is divided between each eligible captain whose military unit or fleet, in proportion to the military strength of their unit. {{CurrentGuerdon}} | |||
When you select an action for your fleet, it will indicate whether that action is eligible for a share of the guerdon. If a navy, fortification, or smugglers cove has not been chosen to receive the guerdon, then any fleet choosing to support it will receive no income at all unless explicitly stated otherwise. | |||
<table class="wikitable" style="float: right; width: 800px; margin-left: 10px;"> | |||
<tr><th>Production</th><th>Resources</th><th>Money</th><th>Mana</th><th>Herbs</th></tr> | |||
<tr><td>10 random resources</td><td>10 ingots or measures</td><td style="white-space:nowrap">180 rings</td><td style="white-space:nowrap">7 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort</td></tr> | |||
<tr><td>12 random resources</td><td>12 ingots or measures</td><td style="white-space:nowrap">216 rings</td><td style="white-space:nowrap">8 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs</td></tr> | |||
<tr><td>14 random resources</td><td>14 ingots or measures</td><td style="white-space:nowrap">252 rings</td><td style="white-space:nowrap">10 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs</td></tr> | |||
<tr><td>16 random resources</td><td>16 ingots or measures</td><td style="white-space:nowrap">288 rings</td><td style="white-space:nowrap">11 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs</td></tr> | |||
<tr><td>18 random resources</td><td>18 ingots or measures</td><td style="white-space:nowrap">324 rings</td><td style="white-space:nowrap">13 mana crystals</td><td>6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 8 random herbs</td></tr> | |||
</table> | |||
===Loot=== | |||
Some downtime options provide '''"random resources"'''. Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources (ingots and measures of magical crafting materials). How many of each you get will depend on how many random resources you are due to receive - a mana crystal is worth substantially more than a herb for example. The table shows what you can expect to receive. | |||
Random resources can often provide a prompt when thinking about what your fleet has been up to since the last event. Using the resources you gained as a spring-board towards a narrative can be entertaining. Who paid you all this money? Where did these bags of herbs come from? Why have you got so much orichalcum? | |||
==Upgrades== | ==Upgrades== | ||
A fleet can be upgraded using weirwood obtained from the [[Imperial Bourse]]. Each time a fleet is upgraded, the military strength of the unit is increased by 20. This means a 20% increase in returns from privateering, and a similar proportional increase in the share of the guerdon assigned to the fleet if it receives the guerdon. | A fleet can be upgraded using [[weirwood]] obtained from the [[Imperial Bourse]]. Each time a fleet is upgraded, the military strength of the unit is increased by 20. This means a 20% increase in returns from privateering, and a similar proportional increase in the share of the guerdon assigned to the fleet if it receives the guerdon. | ||
When trading, a fleet produces more valuable resources each time it is upgraded, according to this chart of [[Foreign_ports|foreign ports]]. | When trading, a fleet produces more valuable resources each time it is upgraded, according to this chart of [[Foreign_ports|foreign ports]]. | ||
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==Diversification== | ==Diversification== | ||
A fleet cannot be diversified. | A fleet cannot be diversified. | ||
==Rituals== | |||
The table below shows a list of the rituals in Imperial lore which can affect the production of a fleet. | |||
{| class="wikitable sortable" | |||
! Ritual | |||
! Option | |||
! Effect | |||
! Realm | |||
! Magnitude | |||
|- | |||
|[[Blood and Salt]] || Raiding || Increases strength by an additional 5 ranks over the next season || Spring || 12 | |||
|- | |||
|[[Winds of Fortune]] || Trading || Produces an additional 120 rings over the next season || Autumn || 8 | |||
|- | |||
|[[The Lure of Distant Shores]] || Trading ||Increases strength by an additional 5 ranks over the next season || Autumn || 10 | |||
|- | |||
|[[Sular's Promise]] || Trading ||Increases strength by an additional 6 ranks over the next season|| Day || 12 | |||
|- | |||
|[[Golden Voyage]] || Questing || Increases strength by an additional 6 ranks over the next season || Summer || 18 | |||
|- | |||
|[[Muffled Oar]] || Scouting || Increases strength by an additional 5 ranks over the next season || Night || 10 | |||
|- | |||
|[[Piranhas Devour the Kraken]] || Campaigning || Increases strength by an additional 5 ranks over the next season || Summer || 20 | |||
|- | |||
|[[Vale of Shadows]] || All || Protects the resource from suffering the [[Resource#Conquered_Territories|conquered territory]] penalty for a year || Night || 20 | |||
|- | |||
|[[Like Water Through Your Fingers]] || All || Reduces production by three quarters for a year || Autumn || 30 | |||
|- | |||
|[[Foam and Spittle of the Furious Sea]]<sup>[[#1|(1)]]</sup> || All || Reduces production by 2 ranks over the next season || Spring || 40 | |||
|- | |||
|[[Winter's Ghosts]]<sup>[[#1|(1)]]</sup> || All || Reduces production by 1 rank over the next season || Winter|| 50 | |||
|- | |||
|} | |||
<small> | |||
#{{anchor|1}} This curse affects an entire territory | |||
</small> | |||
==Further Reading== | ==Further Reading== | ||
* [[Voyage]] | |||
* [[The seven seas]] | * [[The seven seas]] | ||
[[Category:Rules]] | [[Category:Rules]] | ||
[[Category:Resources]] | [[Category:Resources]] |
Latest revision as of 23:04, 25 March 2025
Overview
A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. Regardless of how you characterise your fleet, it is assumed to be exceptional. It is seaworthy, able to cross great distances quickly to trade with distant foreign nations, and able to hold its own in engagements with pirates and privateers. It also operates from a home base somewhere in a territory belonging to your nation - and is potentially effected by conditions that apply to that territory such as tumultuous storms or barbarian conquest.
In military terms, a starting fleet is the equivalent of a small fighting vessel crewed by marines - it has a military strength of 100. By comparison, a normal Imperial navy has an effective military strength of 5000. This means that when the skills and experience of a starting fleet are assigned to an action then they add a military strength of 100 to the action. The combined military strength of all participants is crucial for the success of most military actions. Military strength also effects the rewards you receive for undertaking actions such as raiding or exploring.
Each upgrade increases the military strength of the fleet by 20, with enchantments providing similar bonuses, but almost always give a benefit only if you take a specific kind of action in downtime.
Many actions you can take with your fleet provide loot - this will produce one of four random options, mana crystals, money, herbs, ingots or measures reflecting treasure your fleet has acquired during the season.
Downtime Options
Each downtime, the player can choose one of six different types of action which are described in general terms below. The production the fleet gains is based on the option the player selects. If the option provides any benefits, then they will usually be dependent on the military strength of the fleet.
If a player does not select a downtime option for their fleet, then the unit defaults to naval escort. A new player who starts with a fleet receives a random trading result; it is not possible to choose an action for your fleet before you attend your first event.
In the downtime system each potential action taken by a fleet is grouped into one of six categories, which also indicate what enchantments will enhance that action. There are a number of default options that are usually available, as well plot options that represent specific opportunities that have arisen during the game. Depending on the action taken, the fleet may receive a share of the Imperial guerdon; a selection of resources defined by the action taken; a narrative result; or nothing at all.
Trading
- Trading represents travelling for foreign ports and exchanging Imperial goods for other goods
- A fleet can always visit one of the foreign ports that are operated by friendly or neutral nations
- Returns depend on the port visited and the political relationship between the foreign nation and the Empire
A fleet may trade at any foreign port that is open to Imperial shipping, usually this is the main port of any nation that the Empire is at peace with. The assumption is that a ship trading with a foreign nation makes enough from selling their cargo to cover their running costs, crew salaries and the like, but that there is enough profit to provide the character who owns the fleet with valuable goods of interest to the folk who attend Anvil.
Each port provides different commodities for the fleet owner and production can also vary from season to season based on the state of the relationship between the foreign country and the Empire. Declarations of war and peace are in the hands of the Imperial Senate and The Throne, but foreign nations may also choose to restrict the access of Imperial shipping to their ports - or even close them altogether if they are offended by the Empire's actions. The Interlude published on the wiki after every event will draw attention to special situations relating to trading with foreign ports.
Additional Plot Options
An opportunity might arise to trade with a new port at any time. Sometimes these opportunities are short lived, or might even be problematic because they involve peaceful trade with enemies of the Empire. For example, the Sarcophan Delves might extend an invitation to Imperial vessels to visit a port that sells items illegal in the Empire, or a Commonwealth port might seek Imperial lumber and be prepared to pay well above market price in the form of green iron for a few seasons.
Guarding
- Guarding represents defensive work, such as protecting Imperial waters against pirates, or escorting merchant vessels to dangerous locations
- A fleet can always select naval escort, a guarding action which provides loot
A fleet can choose to spend their time defending the Empire's interests at sea, most commonly patrolling Imperial waters engaging with pirates, raiders, and occasionally sea monsters or providing an escort to friendly ships journeying across dangerous seas. The option to undertake a maritime escort is always available, representing an engagement to defend allied merchant vessels. Other options may be available based on the campaign.
At the moment it is not possible for fleets to support a fortification, but should such an opportunity arise it would be a guarding action, and would most likely provide returns only from Imperial Guerdon shares.
Additional Plot Options
These options involve protecting someone or something, or providing an escort. For example, escort the fisherfolk of Westerhal involves protecting Wintermark fishing vessels in the Gullet. Additional guarding options do not provide any returns by default, and are not necessarily available to all nations equally. Make sure to check what production is shown when you select the action from the drop down menu if that is important.
Campaigning
- Campaigning represents supporting Imperial navies on campaign, to take or defend coasts or sea lanes
- A fleet can always support an Imperial navy if one exists
- There is no payment for supporting an Imperial navy unless the Imperial Guerdon applies
- The Empire currently has no navies
A fleet can choose to take part in a naval campaign, to take or defend waters, by supporting an Imperial navy. The fleet accompanies the navy on campaign, travelling and fighting alongside it and helping carry out the order issued to the army by the admiral. You can see what order you will be supporting when you select a navy to support.
Helping to support a navy adds the military strength of the fleet to that of the navy for purposes of attack and defence. The strength a fleet adds to a navy is never increased by the orders or enchantments on the navy but the fleet strength is reduced if the order or enchantment reduces the strength of the navy. The only returns provided would be guerdon shares - and only if the navy has been allocated a share of guerdon. Otherwise the fleet gains no income.
Since the destruction of the Freeborn Storm by the Grendel, the Empire has no navies. Until such time as that changes, a fleet can only undertake the campaigning action if there is a specific opportunity to do so.
Additional Plot Options
These options involve engaging in military activity, supporting soldiers and marines, or joining an organised effort to achieve a strategic goal. Campaigning options are rare, but could involve supporting a foreign navy in distant parts. There are currently no additional options available.
Scouting
- Scouting represents infiltration, exploration, and gathering information in unknown or dangerous places
- A fleet can always scout at an Imperial smugglers cove
- There is no payment for supporting a smugglers cove unless the Imperial Guerdon applies
- A fleet can always select no questions asked, a scouting action which provides loot
A fleet can choose to perform reconnaissance in dangerous areas. They will always be able to support on active Imperial smugglers cove; other options to scout an area may be available depending on the campaign.
Scouting from a smugglers cove may allow a character to gain information about the territory, such as a map of the area or information about any threats present. In most cases, the degree of success depends on the total strength of the fleets assigned to support the project - a single fleet is rarely sufficient. The only returns provided will be guerdon shares - and only if the smugglers cove has been judged eligible for a share of the guerdon. Otherwise the fleet gains no income.
A fleet can always choose to engage in work with no questions asked, carrying passengers or goods to or from distant ports quickly and without attracting attention. This does not mean the fleet is engaging in illegal action; it usually involves activities where speed and discretion are important. For example, you might be transporting diplomats for the civil service, taking a message to a port in unfamiliar territory, or helping support a deal agreed by the Imperial Senate.
Additional Plot Options
Scouting options involve stealth, reconnaissance, espionage, sabotage, or a combination of all four. They usually rely on avoiding conflict, and gathering information or securing a covert goal. For example, smuggling missionaries into Asavea, involves smuggling missionaries of the Way into Asavea. Additional scouting options do not provide any returns by default; make sure to check what production is shown when you select the action from the drop down menu if that it is important.
Raiding
- Raiding represents a foray against enemies of the Empire, focused on disruption, looting, and killing enemy combatants
- A fleet can always choose to engage in privateering, harrying ships belonging to nations at war with the Empire
- Raids do not have a direct impact on the larger military campaign
- Most raids provide loot without recourse to the guerdon
A fleet can go raiding, launching a foray against one of the Empire's enemies. It may involve attacking coastal settlements belonging to nearby barbarians; harassing Grendel vessels at sea; or attacking ships sailing from nations the Empire is at war with. It might also represent opportunistic privateering, seeking out pirates that prey on Imperial shipping as well as actively pursuing political targets. Due to the presence of civil service observers, fleets can only engage in raids where it is legal to do so. Currently, an Imperial fleet can always engage in privateering, seeking out vessels belonging to pirates and enemies of the Empire, and either driving off, sinking, or capturing their ships.
While you are free to describe your raids in whatever detail you like, it's important to remember that no raid will ever have an effect on the larger military campaign unless explicitly stated otherwise as part of an opportunity. At any given time there are dozens of fleets engaged in harassing the enemies of the Empire, but without the involvement of a navy or a specific opportunity, they do not impact the military campaign.
It is possible to apply the guerdon to a raid, but most raiding is inherently profitable, with the captain of the fleet claiming the greatest share of the bounty captured. Each raid provides unique returns, depending on the nature of the target.
Additional Plot Options
These options involve attacking an enemy, looting their settlements, and engaging their warriors in battle. Raiding options are rare, but could involve launching a marine assault against a specific location in enemy territory, or harassing the ships of a specific nation across the seven seas. The privateering action is always available, which involves hunting and destroying ships preying on Imperial vessels.
Questing
- Questing represents seeking out danger in search of opportunities for treasure and experience
- A fleet can always choose the here be dragons option, an action which provides loot or other random returns
Any fleet can go adventuring; the expectation is that one or two ships undertake the quest while the others provide logistical support for the expedition or recover and regroup at a friendly port. Questing represents the fleet venturing into dangerous areas and looking for opportunities for daring activity, acquiring treasure, and deliberately charging headlong into jeopardy.
The option here be dragons is always available to any fleet. It provides loot, and players are encouraged to use these rewards as a springboard to create stories of daring, drama, and danger within the guidelines given.
Additional Plot Options
These options involve seeking wealth and experience in dangerous places. A current example includes hunting monsters in the Sea of Snow. Rewards can often be unpredictable, and it is possible that the option will provide no wealth or loot at all.
Production
- Different actions chosen by fleets provide different rewards
- If you do not select an action in downtime you receive loot
- Some actions produce no income at all
- Some actions may benefit from a share of the Imperial guerdon
If you don't select a downtime option then you will gain loot providing random returns as shown below. Other actions provide a set income, usually based on the strength of your fleet. For example, a theoretical action called Defend the Lantiri Refugee Fleet, might provide a mixture of vis, ingots of mine resources, and perhaps money representing valuable goods provided by the fleeing Lantiri.
Supporting a navy, fortification, or smugglers cove only provides income if it has been deemed eligible for the Imperial guerdon, a purse of money drawn from the Imperial treasury and used to reward those considered to be acting in the best interests of the Empire. Determining who receives the guerdon is a matter for the Imperial Senate and the Quartermaster General of the Imperial Armies.
The value of the Imperial guerdon is divided between each eligible captain whose military unit or fleet, in proportion to the military strength of their unit. As of the Summer Solstice 386YE the value of Imperial Guerdon is 250 thrones.
When you select an action for your fleet, it will indicate whether that action is eligible for a share of the guerdon. If a navy, fortification, or smugglers cove has not been chosen to receive the guerdon, then any fleet choosing to support it will receive no income at all unless explicitly stated otherwise.
Production | Resources | Money | Mana | Herbs |
---|---|---|---|---|
10 random resources | 10 ingots or measures | 180 rings | 7 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort |
12 random resources | 12 ingots or measures | 216 rings | 8 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 2 random herbs |
14 random resources | 14 ingots or measures | 252 rings | 10 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 4 random herbs |
16 random resources | 16 ingots or measures | 288 rings | 11 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 6 random herbs |
18 random resources | 18 ingots or measures | 324 rings | 13 mana crystals | 6 True Vervain, 2 Cerulean Mazzarine, 2 Bladeroot, 2 Imperial Roseweald, 2 Marrowort, 8 random herbs |
Loot
Some downtime options provide "random resources". Any time you see this it means you have a 25% chance to receive either herbs, mana, money, or resources (ingots and measures of magical crafting materials). How many of each you get will depend on how many random resources you are due to receive - a mana crystal is worth substantially more than a herb for example. The table shows what you can expect to receive.
Random resources can often provide a prompt when thinking about what your fleet has been up to since the last event. Using the resources you gained as a spring-board towards a narrative can be entertaining. Who paid you all this money? Where did these bags of herbs come from? Why have you got so much orichalcum?
Upgrades
A fleet can be upgraded using weirwood obtained from the Imperial Bourse. Each time a fleet is upgraded, the military strength of the unit is increased by 20. This means a 20% increase in returns from privateering, and a similar proportional increase in the share of the guerdon assigned to the fleet if it receives the guerdon.
When trading, a fleet produces more valuable resources each time it is upgraded, according to this chart of foreign ports.
To upgrade a fleet requires Imperial wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs 2 Imperial wains of weirwood, from 2 to 3 costs 3 Imperial wains, etc.
Diversification
A fleet cannot be diversified.
Rituals
The table below shows a list of the rituals in Imperial lore which can affect the production of a fleet.
Ritual | Option | Effect | Realm | Magnitude |
---|---|---|---|---|
Blood and Salt | Raiding | Increases strength by an additional 5 ranks over the next season | Spring | 12 |
Winds of Fortune | Trading | Produces an additional 120 rings over the next season | Autumn | 8 |
The Lure of Distant Shores | Trading | Increases strength by an additional 5 ranks over the next season | Autumn | 10 |
Sular's Promise | Trading | Increases strength by an additional 6 ranks over the next season | Day | 12 |
Golden Voyage | Questing | Increases strength by an additional 6 ranks over the next season | Summer | 18 |
Muffled Oar | Scouting | Increases strength by an additional 5 ranks over the next season | Night | 10 |
Piranhas Devour the Kraken | Campaigning | Increases strength by an additional 5 ranks over the next season | Summer | 20 |
Vale of Shadows | All | Protects the resource from suffering the conquered territory penalty for a year | Night | 20 |
Like Water Through Your Fingers | All | Reduces production by three quarters for a year | Autumn | 30 |
Foam and Spittle of the Furious Sea(1) | All | Reduces production by 2 ranks over the next season | Spring | 40 |
Winter's Ghosts(1) | All | Reduces production by 1 rank over the next season | Winter | 50 |
- This curse affects an entire territory