Player's Handbook · Chapter 21

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):

ShipCostPowerCarriesNotes
Cog2,000 gp15 Food or 1 companytrade workhorse
Galley4,000 gp3 (6 in coastal)1 companyrams, needs port
Warship10,000 gp62 companiesblockade, +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.

Manual updated Nov 8, 2026.