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==Definition==
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==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. Fleets are able to sail to foreign ports to trade for resources and precious items that are valuable in the Empire.
+
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.  
  
==Production==
+
==Military Strength==
If the players does not select a downtime option for their fleet, it is randomly assigned a single foreign port to visit between events. The owner gains the resources to be had from trading at that port.
+
In military terms, a starting fleet is the equivalent of 100 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. If the action is privateering - then the wealth received by the fleet is dependent on its military strength.
 +
 +
Each upgrade increases the military strength of the fleet by 20 with enchantments providing similar bonuses.
 
==Downtime Options==
 
==Downtime Options==
You may choose one of seven foreign ports to trade with, or one of two ports to raid. The resources that each port provides are listed below.
+
Each downtime, the player can choose one of three different types of action which are described in general terms below.
 +
<div style="float: right; width: 500px; margin-left:10px;"><box>'''Privateering'''<br>
 +
Any fleet can always choose to engage in privateering. This happens automatically if the owner does not select any other option. The unit has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.  
  
===Foreign Ports===
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You are free to roleplay the details of this attack as you wish, as it does not have an impact on the ongoing campaign. Please bear in mind however that you cannot use this action to commit piracy against nations the Empire is not at war with due to the presence of the [[Employ Civil Service to observe Fleets|Civil Service observers]]. </box></div>
 +
The production the fleet gains is based on the option the player selects each downtime. If the option provides any benefits, then they will usually be dependent on the military strength of the fleet. Depending on the actions taken, the fleet may receive the [[#Imperial_Guerdon|Imperial guerdon]].
  
====[[Asavean Archipelago ports#Nemoria|Nemoria]] ([[Asavean Archipelago]])====
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If a player does not select a downtime option for their fleet, then the unit defaults to privateering. 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.
3 doses of cerulean mazzarine, 3 ingots of orichalcum, 3 measures of iridescent gloaming and 2 ingots of tempest jade.
 
  
====The [[Sarcophan Delves]]====
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===Take Independent Action===
3 doses of marrowort and imperial roseweald, 3 measures of beggar's lye and 3 ingots of weltsilver.
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A fleet can choose to take independent action. They will always be able to choose to take '''privateering'''; other options may be available depending on the campaign.
  
====[[Principalities of Jarm ports#Vezak|Vezak]] (Southern [[Principalities of Jarm]])====
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Privateering provides a standard return based on the rank of the fleet, but ''other independent actions do not provide any returns by default''. Make sure to check what production is shown when you select the action from the dropdown if that it is important.
3 measures of dragonbone and ambergelt and 3 mana crystals.
 
  
====[[Principalities of Jarm ports#Kavor|Kavor]] (Northern [[Principalities of Jarm]])====
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===Trade===
4 doses of cerulean mazzarine, 3 ingots of green iron, 3 measures of iridescent gloaming and 1 mana crystal
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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. 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.
  
====Leerdam (Eastern [[The Commonwealth|Commonwealth]])====
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[[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 actions of the Empire.
3 doses of bladeroot, 3 ingots of tempest jade, 3 ingots of green iron and 2 measures of beggar's Lye.
 
  
====Volkavaar (Western [[The Commonwealth|Commonwealth]])====
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===Supporting a Naval Campaign===
3 measures of ambergelt, 3 measures of weltsilver and 3 mana crystals.
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A fleet can choose to support an Imperial navy. They will always be able to support any [[Imperial navy]], provided a navy exists; at present the Empire does not have any navies to support. Other military engagements may be available depending on the campaign.
  
====Zemeh (The [[Sumaah Republic]])====
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Any fleets assigned to support a navy are automatically assumed to help carry out the orders issued to the navy by the admiral, whatever they may be. You can see what order you will be supporting when you select a navy to support.
4 ingots of orichalcum, 4 measures of dragonbone and 3 vials of liao.
 
  
===Barbarian Ports===
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==Imperial Guerdon==
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Fleets do not automatically earn wealth unless they take privateering, a type of independent action. Other options may provide income for the fleet, but they do not do so by default.
  
====Kierheim (Jotun)====
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The [[Quartermaster General of the Imperial Armies]] has control of the Imperial guerdon, a purse drawn from the Imperial treasury to recompense commanders who act in the interests of the Empire. It is shared between military units whose actions the Quartermaster deems eligible. The Quartermaster makes an announcement to the Imperial Senate each season to indicate which military options will benefit - they may choose any of the options available - they could even give the guerdon to those units taking paid work if they cared to.
3 ingots of orichalcum, 3 measures of ambergelt, 2 drams of Bladeroot, 1 measure of dragonbone and 30 rings
 
  
====Dubhtraig (Broken Shore)====
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The value of the Imperial guerdon is divided between each captain whose military unit supports an army in proportion to the military strength of their unit. The Senate may vote to increase or decrease the size of this fund.
3 ingots of tempest jade, 2 ingots of green iron, 54 rings, 1 imperial roseweald and 1 mana crystal
 
  
 
==Upgrades==
 
==Upgrades==
A fleet can be upgraded using weirwood obtained from the Bourse. A fleet produces more valuable resources each time it is upgraded, according to this chart of [[foreign ports]].
+
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]].
  
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 costs 2 Imperial Wains of weirwood, from 2 to 3 costs 3 Imperial Wains, etc.
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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==
 
==Diversification==
Instead of Trading with a Foreign port or Raiding a Barbarian port, you may choose to Raid a Foreign port or Trade with a Barbarian port. Doing either provides 1 additional effective level to the personal resource for the purposes of that action.
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A fleet cannot be diversified.
 +
==Adventures==
 +
In addition to the normal actions a fleet can take, there are also ''adventures''. These are downtime actions that have arisen through player action, often as the result of a wind of fortune. Most are accessible through the independent action dropdown, and count as such for purposes of rituals. Instead of providing random rewards, however, they provide specific benefits. Each adventure lists the rewards a standard fleet will receive, and an upgraded or enchanted resource will gain proportionately more.
 +
 
 +
Some adventures are temporary; they are usually listed on the interlude page for as long as they are available. Others are permanent - or will last until a certain condition is met. Not every adventure is available to every character equally - some are much less productive for some nations, or may be available only to characters that meet a specific criteria. In each case, you're encouraged to make up stories about your downtime actions in keeping with the details here. Profound Decisions won't provide any additional information to someone whose fleet engages in one of these adventures - in that they're just like the ''[[#Paid Work|paid work]]'' action.
 +
===Escort the Fisherfolk of Westerhal===
 +
This adventure is only available to Wintermark fleet owners. During the [[Under heaven|raid on Skallahn]] following the Summer Solstice 384YE, the folk of Westerhal in the Kallavesa West Marsh helped transport warriors into Skallahn. With Imperial domination of the Gullet, the thane of Westerhal put into operation a bold plan; with the support of Winterfolk war-vessels, their fishing boats can now fish the rich waters of the western and northern Gullet, and bring in a great deal of Prosperity to western Kallavesa.
 +
 
 +
Rather than receiving random production a standard military unit will receive 90 rings and 5 random magical metals from their adventure. An upgraded or enchanted fleet will receive proportionately more of both.
 +
 
 +
===Raid Kalsea's coastline===
 +
This adventure is only available to Marcher fleet owners. Following their role in the [[Under heaven|raid on Skallahn]] after the Summer Solstice 384YE, Jarvey "Strongoar" Oddsboy, the steward of the small Marcher household who oversees Steward's Landing, has turned their small quayside into a base of operation from which Marcher captains can raid the Jotun coast. Oddsboy and his fellow coastal stewards heartily support such raids, seeing them as opportunities to get back at the Jotun who have wreaked so much havoc in Bregasland and Mournwold. Exploiting the well-known Jotun reticence to put to sea, and the pacifism of the orc thralls, Marcher ship captains are able to launch surprise raids on coastal settlements, steal valuable goods and metals, and either fight the warriors when they arrive or escape before the orcs even know they are there.
 +
 
 +
Rather than receiving random production a standard military unit will receive 90 rings and 5 random magical metals from their adventure. An upgraded or enchanted fleet will receive proportionately more of both, with an emphasis on metals.
 +
 
 +
===Hunt the Monsters===
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This adventure is only available to Wintermark, Marcher, and Freeborn fleet owners. Following the expansion of the port in Caitun it is now possible for fleets along the Gullet, or the Freeborn, to hunt the monsters that lurk in the dark, cold waters of the [[Sea of Snow]].  
  
Raiding a Foreign port will aggravate that nation and will be investigated as a crime under [[Imperial_Law_Overview#Individuals and the law|Imperial Law]] if it is discovered. If sufficient raiding occurs it will lead to the port being closed to the Empire, and therefore unavailable for trading. If this occurs it will still be possible to raid that port, but there will no longer be a bonus for doing so. Further raids against that port may result in them offering aid to the Empire's enemies.
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A starting fleet that chooses to spend the season hunting the area receives an ingot of [[weltsilver]] and other luxuries worth 3 crowns from the grateful Faraden fishing community. It is a somewhat return and not worth the effort to many. Only if the vessel is large and powerful enough to defeat a seahemoth would the returns be worthwhile when compared to other actions. A fleet with a military strength of two hundred or more will return with a bounty of precious seahemoth oil, while a ship with three hundred or more military strength will be able to recover pieces of whale horn. There are only a tiny number of fleets in the Empire capable of hunting a kraken, but a fleet with a military strength of four hundred or more - whether from upgrades or rituals - will return with kraken's ink as their reward.
  
Trading with a barbarian port will aid those Barbarians. It will not make them more friendly to the Empire, and indeed is illegal.
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==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
 +
! Effect
 +
! Realm
 +
! Magnitude
 +
|-
 +
|[[Blood and Salt]] || Increases strength by an additional 5 ranks over the next season if engaging in [[#Take_Independent_Action|privateering]] || Spring || 12
 +
|-
 +
|[[Winds of Fortune]] || Produces an additional 120 rings over the next season if engaging in foreign trade || Autumn || 8
 +
|-
 +
|[[The Lure of Distant Shores]] || Increases strength by an additional 5 ranks over the next season if engaging in [[#Trade|foreign trade]] || Autumn || 10
 +
|-
 +
|[[Sular's Promise]] || Increases strength by an additional 6 ranks over the next season if engaging in foreign trade || Day || 12
 +
|-
 +
|[[Golden Voyage]] || Increases strength by an additional 6 ranks over the next season if engaging in privateering || Summer || 18
 +
|-
 +
|[[Muffled Oar]] || Increases strength by an additional 5 ranks over the next season if supporting a fleet-specific [[spy network]] || Night || 10
 +
|-
 +
|[[Like Water Through Your Fingers]] || Reduces production by three quarters for a year || Autumn || 30
 +
|-
 +
|[[Foam and Spittle of the Furious Sea]]<sup>[[#1|(1)]]</sup> || Reduces production by a quarter over the next season || Spring || 40
 +
|-
 +
|}
 +
<small>
 +
#{{anchor|1}} This curse affects an entire territory
 +
</small>
  
 +
==Further Reading==
 +
* [[The seven seas]]
 
[[Category:Rules]]
 
[[Category:Rules]]
 
[[Category:Resources]]
 
[[Category:Resources]]

Latest revision as of 18:06, 21 September 2023

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.

Military Strength

In military terms, a starting fleet is the equivalent of 100 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. If the action is privateering - then the wealth received by the fleet is dependent on its military strength.

Each upgrade increases the military strength of the fleet by 20 with enchantments providing similar bonuses.

Downtime Options

Each downtime, the player can choose one of three different types of action which are described in general terms below.

Privateering

Any fleet can always choose to engage in privateering. This happens automatically if the owner does not select any other option. The unit has an equal chance of gaining herbs, ingots or measures, money, or mana crystals as a result of this action - as if it were an appropriate resource of equivalent level.

You are free to roleplay the details of this attack as you wish, as it does not have an impact on the ongoing campaign. Please bear in mind however that you cannot use this action to commit piracy against nations the Empire is not at war with due to the presence of the Civil Service observers.

The production the fleet gains is based on the option the player selects each downtime. If the option provides any benefits, then they will usually be dependent on the military strength of the fleet. Depending on the actions taken, the fleet may receive the Imperial guerdon.

If a player does not select a downtime option for their fleet, then the unit defaults to privateering. 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.

Take Independent Action

A fleet can choose to take independent action. They will always be able to choose to take privateering; other options may be available depending on the campaign.

Privateering provides a standard return based on the rank of the fleet, but other independent actions do not provide any returns by default. Make sure to check what production is shown when you select the action from the dropdown if that it is important.

Trade

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. 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 actions of the Empire.

Supporting a Naval Campaign

A fleet can choose to support an Imperial navy. They will always be able to support any Imperial navy, provided a navy exists; at present the Empire does not have any navies to support. Other military engagements may be available depending on the campaign.

Any fleets assigned to support a navy are automatically assumed to help carry out the orders issued to the navy by the admiral, whatever they may be. You can see what order you will be supporting when you select a navy to support.

Imperial Guerdon

Fleets do not automatically earn wealth unless they take privateering, a type of independent action. Other options may provide income for the fleet, but they do not do so by default.

The Quartermaster General of the Imperial Armies has control of the Imperial guerdon, a purse drawn from the Imperial treasury to recompense commanders who act in the interests of the Empire. It is shared between military units whose actions the Quartermaster deems eligible. The Quartermaster makes an announcement to the Imperial Senate each season to indicate which military options will benefit - they may choose any of the options available - they could even give the guerdon to those units taking paid work if they cared to.

The value of the Imperial guerdon is divided between each captain whose military unit supports an army in proportion to the military strength of their unit. The Senate may vote to increase or decrease the size of this fund.

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.

Adventures

In addition to the normal actions a fleet can take, there are also adventures. These are downtime actions that have arisen through player action, often as the result of a wind of fortune. Most are accessible through the independent action dropdown, and count as such for purposes of rituals. Instead of providing random rewards, however, they provide specific benefits. Each adventure lists the rewards a standard fleet will receive, and an upgraded or enchanted resource will gain proportionately more.

Some adventures are temporary; they are usually listed on the interlude page for as long as they are available. Others are permanent - or will last until a certain condition is met. Not every adventure is available to every character equally - some are much less productive for some nations, or may be available only to characters that meet a specific criteria. In each case, you're encouraged to make up stories about your downtime actions in keeping with the details here. Profound Decisions won't provide any additional information to someone whose fleet engages in one of these adventures - in that they're just like the paid work action.

Escort the Fisherfolk of Westerhal

This adventure is only available to Wintermark fleet owners. During the raid on Skallahn following the Summer Solstice 384YE, the folk of Westerhal in the Kallavesa West Marsh helped transport warriors into Skallahn. With Imperial domination of the Gullet, the thane of Westerhal put into operation a bold plan; with the support of Winterfolk war-vessels, their fishing boats can now fish the rich waters of the western and northern Gullet, and bring in a great deal of Prosperity to western Kallavesa.

Rather than receiving random production a standard military unit will receive 90 rings and 5 random magical metals from their adventure. An upgraded or enchanted fleet will receive proportionately more of both.

Raid Kalsea's coastline

This adventure is only available to Marcher fleet owners. Following their role in the raid on Skallahn after the Summer Solstice 384YE, Jarvey "Strongoar" Oddsboy, the steward of the small Marcher household who oversees Steward's Landing, has turned their small quayside into a base of operation from which Marcher captains can raid the Jotun coast. Oddsboy and his fellow coastal stewards heartily support such raids, seeing them as opportunities to get back at the Jotun who have wreaked so much havoc in Bregasland and Mournwold. Exploiting the well-known Jotun reticence to put to sea, and the pacifism of the orc thralls, Marcher ship captains are able to launch surprise raids on coastal settlements, steal valuable goods and metals, and either fight the warriors when they arrive or escape before the orcs even know they are there.

Rather than receiving random production a standard military unit will receive 90 rings and 5 random magical metals from their adventure. An upgraded or enchanted fleet will receive proportionately more of both, with an emphasis on metals.

Hunt the Monsters

This adventure is only available to Wintermark, Marcher, and Freeborn fleet owners. Following the expansion of the port in Caitun it is now possible for fleets along the Gullet, or the Freeborn, to hunt the monsters that lurk in the dark, cold waters of the Sea of Snow.

A starting fleet that chooses to spend the season hunting the area receives an ingot of weltsilver and other luxuries worth 3 crowns from the grateful Faraden fishing community. It is a somewhat return and not worth the effort to many. Only if the vessel is large and powerful enough to defeat a seahemoth would the returns be worthwhile when compared to other actions. A fleet with a military strength of two hundred or more will return with a bounty of precious seahemoth oil, while a ship with three hundred or more military strength will be able to recover pieces of whale horn. There are only a tiny number of fleets in the Empire capable of hunting a kraken, but a fleet with a military strength of four hundred or more - whether from upgrades or rituals - will return with kraken's ink as their reward.

Rituals

The table below shows a list of the rituals in Imperial lore which can affect the production of a fleet.

Ritual Effect Realm Magnitude
Blood and Salt Increases strength by an additional 5 ranks over the next season if engaging in privateering Spring 12
Winds of Fortune Produces an additional 120 rings over the next season if engaging in foreign trade Autumn 8
The Lure of Distant Shores Increases strength by an additional 5 ranks over the next season if engaging in foreign trade Autumn 10
Sular's Promise Increases strength by an additional 6 ranks over the next season if engaging in foreign trade Day 12
Golden Voyage Increases strength by an additional 6 ranks over the next season if engaging in privateering Summer 18
Muffled Oar Increases strength by an additional 5 ranks over the next season if supporting a fleet-specific spy network Night 10
Like Water Through Your Fingers Reduces production by three quarters for a year Autumn 30
Foam and Spittle of the Furious Sea(1) Reduces production by a quarter over the next season Spring 40

  1. This curse affects an entire territory

Further Reading