Naval Power and Blockade
The sea feeds and starves realms. Ships move grain that roads cannot, and whoever holds the water taxes everyone who sails it.
Ships (built at a Shipyard, 1 hull = 1 ship; upkeep per ship as in Armies and Units):
| Ship | Cost | Power | Carries | Notes |
|---|---|---|---|---|
| Cog | 2,000 gp | 1 | 5 Food or 1 company | trade workhorse |
| Galley | 4,000 gp | 3 (6 in coastal) | 1 company | rams, needs port |
| Warship | 10,000 gp | 6 | 2 companies | blockade, +2 vs galleys |
Admiral of the Fleet (officer post): battle +rating at sea, trade +5%/rating with ports. Wage = quality tier. Empty chair: fleets fight at −2 and piracy checks auto-fail.
Piracy & blockade: piracy is an Intrigue op (steal at sea, 200 gp/stage × port tier) or a Happening (d20 18 at sea regions). Blockade: 2+ warships off a port = its trade routes severed — dependent needs rows drop to Shortage instantly, as in Pacts. Running a blockade: Admiral vs Admiral, d20 + rating + ships; winner takes 10% Power loss, loser 20% + margin.
Example: two warships off Millport cut its grain pact. The capital's grain row falls 100% → 40% in one season — until the Admiral breaks the line.