Wednesday, November 1, 2023

Sate of naval warfare (2500 IC)

 

Ahoy there, mate

Naval warfare in the Warhammer world is in a state of flux. New tactics and technologies are making their way into fleets, but some navies stubbornly cling to the old ways. As a result, you can find Norscan longships going up against Tilean galleys and Elf raiders dueling with Imperial Wolfships.

Gunpowder artillery has long been used at sea, and it is hard to imagine a time without them. The Estalians like to claim they were the first to do so, but while they may have been the first to arm their Carracks and sail them around the world, the Tileans and Arabyans were already using cannon-armed galleys long before that.

That said, ships are not yet built big/stable enough, nor can heavy guns reliably be mounted low enough that naval vessels can truly benefit from massive broadside artillery. As a result, many naval fights are either inconclusive long-range artillery duels or they devolve into grappling and boarding. As a result, many ships still employ fore-and-aft castles and crow's nest firing platforms.

The use of such castles also permit more and heavier chasers and stern guns than would otherwise be possible. This is fortunate, as line abreast is the preferred way to approach the enemy, followed by either broadsides or boarding (or both). After which, a wild melee ensues. Unless you're an Elf admiral, that is - these guys have an uncanny ability to keep their fleets moving and fighting as one. Bastards.

The line ahead is sometimes used and can be very useful in certain situations, but ships lack the firepower, range, and accuracy to make it a primary tactic. 

Knarr: Small Norscan vessel. Essentially a small longship. Better suited for trade than war, but it can ravage a village or three in a pinch.

Longship: The iconic Norscan warship. Surprisingly seaworthy (if you can live with the fact that it looks like a big rowboat, not a real ship). Can travel up most rivers (even small ones) and even be dragged overland. Its main weakness is a lack of artillery (you could stick swivel-guns on it or maybe a light mortar, but nothing bigger) and a lack of fore-and-aft castles. Norscan raiders make up for it by sailing/rowing like mad, crashing into their opponent, and then boarding while chanting the Blood God's praise.

Drakkar: Oversized longship, comparable to a war galley, but built after the Norscan tradition. It can take some light guns and also have small castles, making it a better combatant. It loses some of the agility of the longship, however, and can't travel up minor rivers or be easily beached. Drakkars are relatively rare.

Cog: Smal-to-medium-sized trading vessels (typically around 100 tons, but bigger cogs exist). Cheap, can be operated by a small crew, and is quite seaworthy. AND a large hold to boot! What's not to like? It can be armed, but not enough to matter in a battle, plus the ship is not very sturdy.

Other cultures have different trading vessels. The Tileans still use caravels, the Arabyans xebecs, and so forth. For most purposes, they fulfill the same function as the cog, with mostly the same capabilities, just optimized for local conditions. 

Wargalley: These 200-300 ton vessels make up the bulk of. They are gun-armed, typically with a very heavy centerpiece and a pair (or two pairs) of lighter guns. Broadside guns are carried fore and aft (as they would otherwise interfere with the oars) but are light and few in number. Some war galleys carry rams, but with the rise of cannon, it's more popular to do without to cram in more forward-firing guns. While galleys are more common in the South, galleys can be found in the Sea of Claws as well, although they usually stick close to shore and do not operate in autumn and winter.

Galleass: The 400+ ton vessels are oversized galleys with multiple sails and many oars. They are less fast under oars but are more seaworthy and surprisingly quick under sail. Galleases have more pronounced fore-and-aft castles than war galleys, making them excellent fighting platforms. They also carry more and heavier guns (some of the heaviest cannons and mortars afloat are mounted on galleases), and some have significant broadsides. Drawbacks are high cost to maintain (because of all the rowers) and poor range (poor cargo capacity).

Wolfship: Typically found only in the Sea of Claws (it's an Imperial vessel), the wolfship combined the traits of carracks and galleasses. Oar propulsion is secondary, mostly for navigating restricted waters or rivers. Like galleases, they are somewhat costly to maintain on account of large crews but have better seaworthiness and better range (optimized for the distances and weather in the Sea of Claws). 

Few ship types exemplify the times better than the wolfship. It's based on two old designs (galleass and carrack), but it's uniquely designed for a specific role. It is primarily a sailing ship, but it can be rowed if needed. It's seaworthy enough to go onto the high seas (maybe not to Lustria or Cathay, but still) but can also navigate most major rivers. It carries a decent broadside but is best used line abreast and has fore-and-aft castles tall enough to be good fighting platforms (and also house many chasers and stern guns). Drawbacks include the complexity of manufacture, high maintenance, and lack of cargo capacity.

Carrack: Originally an Estalian design, with roots running centuries back. Current carracks are on the large side, are quite seaworthy, and have good cargo capacity. Can be well-armed without compromising cargo. Carracks that are purpose-built for war or converted for military use can be formidable opponents, able to duel with anything short of gallons or great ships. The carrack is, despite the age of the original design, one of the most flexible and powerful ships afloat.

Galleon: Bretonnian evolution of the Carrack. Comparable to the Great Ship, but somewhat smaller and more agile. Being bigger, these ships have room for more broadside guns, but since broadsides aren't that effective, galleons aren't that much more powerful than carracks. They are, however, more seaworthy and can carry huge cargoes, enabling them to reach most parts of the world.

Great Ships (Marineburg: Grootschip, Empire: Grosschiff): The Marienburg equivalent to the galleon (the Empire insists it invented the Great Ship, but being a mostly landlocked nation, this claim is rather preposterous). Extremely sturdy and seaworthy, but a bit cumbersome. Heavy broadsides, but also has large fore-and-aft castles and multiple chase/stern guns. All Empire Great Ships are moored in Altdorf as part of the High Seas Fleet (soon to be called the First Fleet). Marienburg grootschips are instead traveling across the world, gathering wealth and knowledge.

Elf ships: Elven (both Ulthuan and Naggaroth) operate a variety of vessels, both for trade and war (the distinction is that trading ships can fight, but warships are purpose-built for war only). Elven ships are unnaturally swift and maneuverable and highly seaworthy (it's almost as if magic was used in their construction). Elves do not use anything as crude as cannons. Instead, they employ quick-firing missile weapons that quickly clear the decks of enemy ships, allowing elf marines to board unopposed. If anyone sticks their head up, elven archers/crossbowmen lurking in the mast tops quickly make them regret their courage. In addition, elven ships have access to magic and sometimes even aerial support!

Other races and ships: A few dwarf holds maintain fleets of war galleys and/or trading vessels, but this is the exception rather than the rule. Greenskins sometimes take to the sea, but only for a specific Waagh! The odd undead ship has been reported, but those are few and far between. Skaven fears the open sea, and no one has seen a lizardman aboard anything bigger than a canoe.

The Lands and Lords of Nordland (2500 IC)

Based on the Salzenmund book, with some adjustments based on the date and the campaign. Not every single little fief is detailed here, just the ones that are important enough to be noticed by the Elector-Count of Nordland. Also note that many of the listed domains encompass multiple towns and other settlements, as shown in the Salzenmund book, but they are grouped together here for simplicity.

The number in parentheses is a relative comparison of the domains' power and wealth (not to be confused with the numbers in the Salzenmund book - they are not identical). 

NORDLAND

Large parts of the Reikland are divided into a number of duchies and archduchies, each further subdivided into counties and baronies. Not so in Nordland. Instead, the land is divided into numerous fiefs, each directly sworn to Salzenmund. Except for the Principality itself, that does have some vassals, but since the Elector of Nordland also rules here, the vassals are his.

Markgrafs and Burggrafs are technically a (tiny) bit higher on the noble ladder than Barons (which is honestly a Southern/Bretonnian title), but as is so often the case, the real measure of power is lands and wealth, and the three titles are pretty much interchangeable in Nordland. In fact, Markgrafs and Burggrafs are often referred to as "Barons" without anyone thinking that strange or impolite.

Principality of SALZENMUND [von Liberungen] (5)

The Principality of Salzenmund is situated in the middle of the Silver Hills, with the city of the same name as its heart. This is the industrial, commercial, and political heartland of the province (the central coastlands between Hargendorf and Dietershafen are a distant second). The city is connected to the main road by way of Beeckerhoven, but it's the River Salz and its tributaries that are the main line of transport and communication. In addition to mining, crafts, and trade, the valleys are also an important area for agriculture. There are few major towns here, but countless villages dot the area. The Silver Hills end in the Rol Valley, the regional breadbasket, to the north.

The Principality generates between half and two-thirds of the Elector-Count's income, with a big chunk being tied to the mining, melting, and trade in silver. While the Elector-Count runs a few mines directly, far more money (and less risk) is associated with various taxes, tariffs, grants, and other cleverness devised by Nikse. 

Prosperity: High

Loyalty: Average (This was all under Nikse's personal purview. He ran a tight ship but was widely considered a blood-sucking leech. Wigmar's lowering of taxes has given him a tremendous boost in popularity).

Free City of SALZENMUND [Free City] (6)

Salzenmund is a Free City with a population exceeding 15,000 people. As a Free City, Salzenmund does not owe the prince any taxes, but over the years, the Nikse family has managed to coax a tickle of gold from the city through a variety of clever tariffs and tolls that do not - technically - violate the town's charter. In the past, the Council has been more than willing to pay for additional security, construction projects, and whatnot. As long as it benefits the city, they will probably help pay for Wigmar's future projects too.

Recently, the Middenheim garrison left but was replaced by a much larger Reikland garrison, dependents, and supporting craftsmen. Building efforts are ongoing outside the city walls, and it looks like all the horses (and some of the men) will have housing, but most of the soldiers will have to be garrisoned in private homes (not likely to be very popular).

Prosperity: High

Loyalty: Average (Wigmar has already shown himself to be a proponent of trade and progress, so the Council is cautiously optimistic).

County of OLDENLITZ [Gausser] (4)

Oldenlitz and its surrounding hills and villages comprise the heartland of the Gausser family and lie squarely in the heart of the Silver Hills. The mines near Oldenlitz are among the oldest still active mines in Nordland. The Silversmiths' Guild has a lot of power here - and the Gaussers have a lot of power over the Silversmiths.

Graf Theoderic Gausser is the head of the family. He spends quite a bit of time outside Nordland, in Altdorf, and elsewhere. When he's away, his mother, the Dowager Countess Ingrid, oversees the family business. His daughter is one of Katarina's ladies.

The Gausser family is old and very well respected, with plenty of history and heroics on Nordland's behalf. It looked like they might secure the Principality two centuries ago, but the Nikses outmaneuvered them by arranging for Todbringer overlordship. The family has regained much power over the last fifty years. They are very happy that Nordland is "free" but probably not happy to see a Reiklander and a Todbringer on the throne. One can hardly blame them.

Prosperity: High

Loyalty: Average (up from Low bc of Ingrid Gausser the Younger's appointment as a Lady-in-Waiting)

Baron of BEECKERHOVEN [Tant] (3)

Important trading town on the Erengrad Road. Many Westerlanders live in the town and surrounding area, having fled their homeland several generations ago to avoid religious persecution (they follow Sigmar). Has very strong gates but poor walls.

Ruled by the recently appointed Baron Godric Tant von Beeckerhoven, a Stirlander commoner turned adventurer and mercenary. Fought in the front lines at Brass Keep, where Wigmar saved his life. 

Prosperity: Average

Loyalty: Average (The Baron is fanatically loyal to his liege, but the town itself is not quite as zealous).

Barony of GRAFENRICH [von Liberungen] (2)

The Elector-Counts directly rule a small barony in the hills southeast of Salzenmund. The silver mines rand out generations ago, and this area is now a rather pleasant but sleepy backwater. The old road to Salzenmund passed through here on its way to Castle Midfast.

Prosperity: Average

Loyalty: Average (As long as Wigmar doesn't rock the boat, the locals will support their lord).

THE WESTERN BARONIES

The western coastlands are physically remote from the rest of Nordland, and the inhabitants like it that way. They are free to pursue their 

Margraviate of DUNKELKIEFER aka WRECKER'S POINT [von der Kratt] (2)

Though technically part of Nordland, this distant, desolated, and oft storm-swept patch of land is more akin to a county onto itself. The few inhabitants eke out an honest living from subsistence farming and fishing. That is until a ship is wrecked along the coast. Then they descend like savage locusts to kill any survivors and loot anything that can be carried away.

Markgrafin van der Kratt exercises little control over the scattered villages of her domain. For her to travel all the way to Salzenmund is a major (and dangerous) undertaking, so she usually doesn't.

Prosperity: Low

Loyalty: Low

County of HARGENDROF [Hargenfels] (4)

Hargendorf lies on the coast, entirely on the eastern side of the River Demst, as does the rest of the barony, except the village of Schlaghügel (as per the ancient treaty with the elves). Hargendorf has a sizeable port, but unlike Dietershafen, there is little long-distance trade. For the most part, the ships carry agricultural produce, fish, game, and furs (and other, less legal goods). Though physically remote from the rest of Nordland, the sea and rivers are the north are highways, not obstacles, so the Barony is actually well integrated with the rest of the realm.

Markfraf Günter von Hargenfels is an old sea dog who spends most of his days with his feet up, eating, drinking, and smoking while watching ships come and go in the harbor. Rumor has it that his harbor master (who may or may not be one of the baron's bastards) is the one running the town.

Prosperity: Average

Loyalty: Low

Burgraviate of DIETERSHAFEN [Köhler] (4)

Nordland's premier deep-sea port (Salzenmund has way more trade but lies deep inland, accessible only by river) and second-largest town. This is where the Emperor wants his Second fleet to be built. It's a good choice since there is plenty of good timber nearby that's not off-limits due to the Treaty of the Leaf. The broad, slow-moving, and often marshy River Eiger provides Dietershafen with natural obstacles on all approaches save the northeast and is rich with fish, fowl, and fertile black earth.

Burggraf Ludolf Köhler is the head of the numerous Köhler clan. His family has a long and distinguished history in Norldand (alongside the Niskes, Gaussers, and von Hargenfels). He has recently been tasked by the Emperor to build the Second Fleet.

Prosperity: High

Loyalty: Average (Wigmar offered to be his man when it comes to being compensated by the Altdorf treasury).

THE EASTERN BARONIES

The area north of the Silver Hills/Laurelorn, including the Salz Valley and all lands east to the Forest of Shadows/Ostland border. These are some of Nordland's most civilized lands. The Rol and Salz valleys, Drosselspule Bay, Kreidekippe Bight, and the Middenheim-Erengrad Road are among the most prosperous regions.

Barony of EMSKRANK [von Liberungen] (3)

The town of Neues Emskrank lies where the river Salz meets Drosselspule Bay. Originally a sleepy fishing village, Werner von Nikse (with Todbringer's support) turned it into a proper town with stone fortifications and a deep water harbor. The town was intended to be a transshipment point for trade between Salzenmund and the rest of the world (big, oceangoing vessels can't sail the Salz all the way to the capital). A lot of money was sunk into turning the village, but the investments never really paid off because there wasn't enough trade. If there is significantly more trade in the future, Neues Emskrank could become the most important trading port in Nordland.

The area around is known as the Barony of Emskrank and is ruled directly by the Prince (who should definitely appoint someone to run it for him). For the time being, the main income comes from the salt trade and the rich fisheries of Drosselspule Bay.

Prosperity: Low

Loyalty: Low

Burgraviate of LUFTBERG [von Laue] (2)

Luftberg (so named after an unusually high mound overlooking the village, upon which sits a major Ulrician temple) sits on the eastern side of the River Salz before it reaches the Klauhugel Peninsula. The river is too wide and wild for a bridge, but there is a ferry service. Luftberg has an agricultural surplus and produces timber which is floated to the Drosselspule Bay. It is a strategic location because it governs access to both the Salz and the fertile Rol Valley to the south.

Burggraf Ewald von Laue is a former Reiksguard knight lured to the north by Werner Nikse to marry the widow of Luftberg (herself a pious Sigmarite), thereby blocking a Gausser plot to gain control of this barony. Now a zealous convert to the Ulrician faith, von Laue staunchly supports the local temple and is also a proponent of Nordland expansion.

Prosperity: Average

Loyalty: Average (The Baron is inherently supportive of Nordland's rightful ruler).

Barony of STAVERN [Kalb] (3)

Stavern is an important trading town that sits astride not only on the Middenland-Erengrad road but also maintains the last bridge over the Salz before the sea. The village has turned into a town, with a proper stone wall and paved main roads. Regular road warden patrols ride from Stavern, and every summer, the roads to and from are maintained or even improved upon. 

The widow Baroness Anika Kalb rules Stavern after the death of her husband three winters ago (rumor has it he died while his wife rode him like a wild stallion). Under Anika, taxes and tariffs have been steeply increased, making her wildly unpopular, despite the many improvements to the town and its fortunes.

Prosperity: Average

Loyalty: Average (Rumor has it the widow was quite taken with Wigmar - Wigmar hardly remembers her face, but whatever).

Barony of WILHELMSKOOG [Wittig] (2)

The "Fishing Barony" sits on the Drosselspule Bay. Almost all of its income is derived from the sea.

Baron Justus Wittig is a cunning businessman who is trying to gain increased control over the Drosselspule fisheries.

Prosperity: Average

Loyalty: Low

Barony of SKJALDBERG [Nachtman] (2)

The Barony of Skjaldaberg commands the road between Stavern and Schuten. Despite the efforts of the local authorities, this stretch of the road is in poor repair, and the danger of brigands, or worse, is as high as the Castle Midfast-to-Beeckerhoven stretch. Agriculture, hunting/trapping, and trade are all important to the barony.

Baron Ulf Nachtman rules Skjaldberg, but only at the sufferance of the nearby monastery of the Order of the Winter Throne (Ulric). The Cult of Shallya has a hospice in Seuchenshof where they treat victims of the Black Plague (a recurring problem in Nordland).

Prosperity: Average

Loyalty: Average (The monastery has made known that it supports this southerner who now rules from Salzenmund)

Barony of SCHUTEN [Adenauer] (2)

This small barony sits on the Erengrad Road. The local council has erected a new stone bridge over the River Hilf and demands high tariffs for those who wish to cross. It's clear that the village-turned-town hopes to become the next Stavern.

The ruler is Baron Helmuth Adenauer, former Grandmaster of the Knights of the North Star. The old ruling family was accused of heresy and treason half a decade ago, and their lands were seized by the crown and later awarded to the Grandmaster.

Prosperity: Average

Loyalty: Low

Burgraviate of NORDEN [von Neurath] (4)

Norden is located where the River Hilf meets the sea. It was once the most important trading port in Nordland - and located close to the Erengrad road to boot - but the port silted up and cannot handle anything with a deeper draft than a longship. Norden is a town in decline, where no one goes unless they don't have any choice.

Burggraf Ottmar von Neurath is a man given to violent tantrums and deep melancholy. He's also fond of fine food and wine, preferably Lustrian. While he eats and drinks (and beats his family and servants) his lands rot, and the people suffer.

Prosperity: Low

Loyalty: Low

THE FOREST BARONS

The so-called Forest Barons hold lands from the Laurelon Forst in the west, along the border with Middenland, and along the edge of the Forest of Shadows. As such, they actually guard most of Norland's land borders. These are not the richest lands in Nordland, but they are not poor either.

Margraviate of FORSTFAST [Nikse] (3)

Located between the Silver Hills and Misty Hills, all the way to the banks of the River Demst, the domain of the Nikse family lies perilously close (some would say technically in breach of the Treaty) to the Laurelon Forest. It's been this way for centuries, if not longer, so if the elves wanted to complain (or kill the humans), they would have done so already, no? Have the Nikses "sold out" to the elves, too, not just the Todbringers? Bastards.

The ruler is Markgraf Werner von Nikse, the former Prince-Regent (now Wigmar's Chancellor) of Nordland. Todbringer's second wife was also from here but left at an early age for Salzenmund (and later, Middenheim). While Werner would have loved to be named Elector-Count of Nordland, he knew that was never an option. And he's effectively prevented a Gausser from ever claiming the throne, so big win for the Nikse clan.

Prosperity: Average

Loyalty: Average (Werner was appointed Chancellor of Nordland).

Margraviate of FROTE [Fredhoff] (4)

The lands of the Fredhoffs lie deep within the Forest of Shadows, mostly on the eastern bank of the River Hilf. The river flows through the forest, the Bramble Hills, and into the sea at Norden but isn't easily navigable for anything but small boats and canoes. A road leads into the Middle Mountains near the Karzbrüdger estate (not far from Brass Keep) for those willing to risk it (Wigmar took this route once). 

When Werner Nikse ruled over Nordland, he was always complaining about the goblins, beastmen, and undead that roam the Forest of Shadows, blaming Baron Fredhoff for not doing enough. While there is some merit to those complaints, no one has even been able to effectively patrol, let alone cleanse, the darkest, most evil of all woods in the Empire.

Markgraf Günter Fredhoff isn't a sociable man. He rarely leaves his lands and does not usually suffer visitors, including officials from Salzenmund. He does, however, always pay his taxes on time and would rather die than allow foreigners through his patch of the Forest of Shadows.

Prosperity: Low

Loyalty: Low

Duchy of Hüven [von Hüven] (2)

The Hüven lands lie in the remote Bramble Hills. Trade is minimal, and few have any reason to go there unless they specifically wish to call upon the Duchess.

Herzogin Luisa von Hüven is technically the second highest-ranking noble (being a Duchess) in Nordland, but her lands are marginal, and she is mostly absent from public life. Her family came to Nordland from Talabheim during the time of the Three Emperors, carrying an Imperial (Talabheim branch) writ granting titles and lands in Nordland. The legality of this could perhaps be questioned, but it's kind of a moot point as it lies in the distant past. Curiously, the Hüven line is matriarchal, which is very unusual, to say the least.

Prosperity: Low

Loyalty: Low