Angermanland
05-01-2007, 07:11
This thread is set in the world located Here: http://forums.jolt.co.uk/showthread.php?t=513299
Angermanland, consisting of the islands of Aotearoa, is ruled by right of descent.
Formal full name: the principality of Angermanland
Location: RL New Zealand
Language: Angerman
Population: approximately 6 million at last census.
Ruler: Prince Chargone uph Kant
Government type: constitutional monarchy. . . sort of.
Religion: mostly animistic.
The entire system is run on a combination of feudalism and representative democracy, at every layer balanced and counter balanced by a myriad of guilds, unions, schools, churches, temples, counties, and other such organisations.
The only thing that can really be nailed down about who does what and when, at the end of the day, is that the Prince's word is law. Which isn't to say there isn't a system in place to balance even that, there is even legal allowance for removing a Prince who has lost sight of the Way.
The Way, such an all-encompassing concept is difficult to explain to those who do not live with it, and even those who do. For a prince, it means doing what is best for the nation and the people as a whole. Not just short term, and not by one's ideology, but for the long run, and by what Is.
For a warrior, it is to follow orders on the battlefield, and to fight and win and live, and if living is not possible, die well. For a warrior to flee without the order to retreat is to go against the Way. The Way is somewhat all pervasive.
Heraldry plays a large part in Angermanland. From the time they can walk, a child will bear their family's symbol, graduating from various schools earns them more, as does joining guilds, gaining rank, earning favour, mastering arts and disciplines, joining temples, swearing oaths, and winning battles. One bears the marks of who one is on one's sleave (and the rest of one's clothing) quite literally.
Anyone who officially grants you the right to wear a symbol can also strip you of that right.
Lacking ready deposits of softer metals suitable for tool and weapon making, metal working, and thus the use of iron, came late to Angermanland. Regardless, once they were introduced to the art of metalworking, they took to it with a will, and now make some of the better quality steal in the world. Gold, iron, coal and sulphur are all mined and various building stones are quarried. Fine timber is readily available, and wool is produced in large quantities. Glass is also common, and used in many places.
Any guild, union, land owner etc who represents 0.5 percent of the population, with no more than half those it represents being represented by the same other representative, gets a seat on the national council. The prince can over rule the council on any issue except a vote of no confidence in him, which results in a public election [each citizen votes individually] for a new ruler. This cannot take place until at least three years after succession.
In the event of war, armies are built from the top down. The prince appoints a commander, and maybe a few of the top-level officers, who then appoint their underlings, and so on, until you have an army. Anyone who can afford to raise and run their own can field units as well, with the only restriction being that they are under the command of the princes appointed commander.
Warriors are payed mostly in food, shelter, honor, etc, and officers aren’t much better off, though any loot gathered up is shipped home and divided amongst the men based on rank and contribution upon their return.
List of guilds, unions, and other entities:
Engineer’s Union: the laborers and specialists involved in construction, excepting those in related crafts with their own guilds.
Trade Guild: runs various markets and merchant harbors as well as most caravans. Most merchants you meet will belong to this guild, as well as many craftsmen not otherwise affiliated.
Sea Captains Guild: exists mostly to balance the influence of the trade guild in harbors, but the more wealthy merchant captains often belong to this guild as well. Also runs/regulates the ocean fishing industry and includes captains in the navy. Strong ties with the Guild of Shipwrights and Carpenters
Guild of Shipwrights and Carpenters: ... shipwrights... and carpenters... yeah, fairly self-explanatory. Moderately influential.
Banking Clans: a lose conglomeration of wealthy families who engage in the business of banking and investment. Only the oldest and most stable organizations and the Prince himself (for governmental purposes) are ever granted loans, as it is viewed as an irresponsible use of their clients’ money, and thus goes against their way. Any clan member convicted of fraud or embezzlement or anything else of the like is doubly punished. Not only is their position in the clan lost, and thus their income, so is their right to bear the clan symbol in their heraldry. The reason this is a double punishment, is that the clan symbols are also their family symbols, usually the last and hardest thing to get revoked, and the core symbol that even the lowliest peasant or criminal-slave wears.
Kant (sometimes miss spelled as Cant): province in the east of the South Island, "bread basket" of Angermanland. Contains one of the nations two major ports. The province stretches from the Sutland border in the south, to the spinal mountain range in the west, and to the sea in the east and north. Main products: barley and sheep related items. Main administrative center: Shepford
Shepford: main administrative center of Kant, it is built on either side of the waimakariri gorge, with several bridges spanning the gap. Mostly of stone construction, often built into the landscape. The ford for which it is named still exists, as do the paths down to it on each side, but is basically disused. The bridges were built so strongly that "cross bridges" were also added, and all so wide that there have been government buildings [among other things] built ON them.
Deepharour: main port in Kant built in the peninsular crater it is well protected, but there's hardly enough flat ground to build anything on, as such most buildings either have raised foundations or are cut into the hillsides. Stone is a common building material. The harbour is deep enough for a Master to dock.
Angerwraith: capital city of Angermanland. Situated near the base of the northern peninsular of the North Island, just north of its narrowest point. Includes the nations second major port.
Kainor: a small town in the far north of the North Island. It grew up around a watchtower, and the fact that no one really used to pay a lot of attention to such a relatively worthless area. Used until recently mostly as a dumping ground for those for whom no better position was open. Well-known for its [illegal] brothels and low quality bars, the only reason it hasn't been cleaned up yet is because successive princes have had bigger worries.
Southsea: a city in the far south of the south island, it serves as a point of departure to the southern most island of Angermanland, as well as The town for scholars. Also much involved in fishing, a little bit in logging, and some small amount of gold mining.
Alpini: mid sized town in the Central Pass, on the road between Kant and Timbwary. Exists mostly as a resting-place for travellers and quite out of the way place for a break from the world in general. Alpini is famous for it’s pair of monasteries, although they are not dedicated to any one particular god or goddess so much as a way of life. The monasteries are named "phall meddemonixz water" and "plase medtrankwility"
Timbwary: the region to the west of the spinal range of the south island, from Sutlond in the south, to the northern coast. most of Angermanland's coal mines are located here, as well as most of the timber plantations.
Sutland: the lower quarter of the south island, give or take. Centered around the universities and fisheries, with a little sheep farming as well.
List of ship types:
Master: a long, narrow ship with a single, very tall mast balanced by a large, partially retractable, centerboard with a specially shaped stone weight replacing it's tip. Two large sails are rigged along the ship's length, with a spinnaker being rigged forward of these for added speed downwind.
Waka: a large, flat-bottomed, ocean going canoe. War waka will seat 50 men, 48 of them paddling, 1 steering, and one keeping rhythm. Its bow is reinforced for ramming. Other variants include the high-sided merchant waka, which has had thirty of the paddler's places removed in favor of cargo space, and has no rhythm keeper and two steersmen. Its bow is not reinforced.
T'l-kargo: precursor to the Master (and to a lesser extent, Behemoth) class, it has two 'centerboards’, though neither is as large as those on a master, and they cannot be raised, and 2 masts, one on each side of the ship. Each mast is rigged the same as a master, however the spinnaker is replaced with a mostly square 'pull sail', the base of which is held in front of the ship by a pair of spinnaker poles, and the top is attached by long sheets (navel rope) to the mast heads. It is only run up when there is a strong enough wind to hold it off the forward sails. This design stems from the need for a large cargo hold, which all but eliminated the possibility of placing masts along the center of the ship. A t'l-Kargo is steered with a large rudder, operated by a correspondingly large tiller, though later hulls use a wheel instead, like the masters. At the stern is a raised deck, from which the steersman (sometimes called the helmsman, and properly called such on a ship with a wheel rather than a tiller) can see what is going on and call orders to the 5 men (up to 15 in truly bad weather) manning the tiller it's self. Bellow the tiller deck are generally a few cabins (including the captain’s) and a galley, and in the bow, below the slightly raised forward deck, are crew quarters, 4 'cabin's full of hammocks and foot lockers.
Vengeance: with two gun decks, three schooner rigged masts, and 40 cannon arranged in broad sides, this is the most "conventional" ship class in the Angerman navy. however, it is not exactly 'normal'. for a start, it lacks a bowsprit. even the most forward positioned mast's natural position was to have the boom and sail aft of it. also, the bow is "capped" in much the same style as a battering ram, and for much the same purpose. the hull was similar to a frigate's, but with obvious Angerman streamlining.
the end result is fast, maneuverable, and can deliver quite a punch.
Behemoth: at least one and a half times the length of a 74 gun SotL, these gigantic trimarans mount 8 masts (one forward, one aft, and six paired in between). Their armament consists of 60 cannon on two decks (15 port-forward, port-aft, starboard-forward, and Starboard-aft.), 20 rocket mounts on the uppermost deck (10 forward, 10 aft), and 48 ‘boom-tube’ launchers (these are placed in the outer hulls, 3 decks on each side, each with 2 facing forward, 4 facing out to the side, and 2 facing aft.)
Table of Military ranks:
Jeneral-komander: highest rank, always appointed by the ruler to command an army.
Stratkom: chief strategist and logistics expert. Also second in command. It is the Stratkom's job to keep track of all the details involved in keeping an army running, as well as to form battle plans and routs of march, and strategies in general. However, all such plans must be signed off by the Jeneral-komander, and he may change or discard them as he wishes.
Kommander of the Army's Phirst Kompany: reports directly to the Jeneral-commander and commands the Phirst Kompany. This company is usually mixed and under strength, though elite. It provides a bodyguard to the Jeneral-Komander and the Stratkom, provides garrisons for base camps, and is the first called on for odd missions that don't fit into anyone else's specialties. On the parade ground, he reports to the stratkom along with the other first level Kommanders
Kommander of the Army's Skouts: reports directly to the stratkom and leads the Skout company. Under-strength, mounted, and trained in scouting, info gathering, and spying, these men and women are also the army's messengers. If required to fight, the men will use whatever style and weapons they are trained in.
Kommander of the Army's Enjiners: reports to both Stratkom and Jeneral-komander, depending on which has ordered the current task carried out. Jeneral-komander's orders taking precedence. While larger than the phirst and skout companies, the army enjiners unit is still bellow regular company strength. Their specialties are siege craft and the building of bridges and base-camps, but as they are drawn from the engineer’s union they can be turned to almost any task one would expect such people to be capable of. Capable of combat, but not specialising in it, making use of mixed weapons and styles.
Kommander of the [numbered] Battle Group: this rank only exists when the army comprises of multiple thousands of men, and contains it's own phirst kompany, Enjiners, and Skouts. It does not include a stratkom. Battle Group Kommanders report directly to the Jeneral-Komander, or can be put under the stratkom's control for specific tasks.
All ranks bellow this point are either part of battle groups, or (if the army is smaller than 2000 men) directly under the Jeneral-Komander. If not part of a battle group, the phirst kompany, skouts and enjiners are not present, as they are replaced by the army equivalents.
Group Phirst Kompany: equivalent to the army first company, only at battle group level.
Group Skout Company: equivalent to the army first company, only at battle group level. Reports to the Komander of the (numbered) Battle Group. If required to fight the men will fight with whatever weapons and styles they are trained in.
Group Enjiner company: equivalent to the army enjiners. Reports to the Komander of the (numbered) battle group. Capable of combat, but not specialising in it. Mixed weapons and styles.
Kompany Komander, leads one of the Kompanys in each battle group, or in army is of less than 2000 men, one of the kompanys of the army. Reports to either the battle group Kommander, or the Jeneral-Kommander
Serjet: leads one of 5 Sub-Kompanys in each Kompany
Skwadead: leader of a 10-man squad, regardless of that squad's place in the military hierarchy. Reports to the ranking officer of the unit from which the men are drawn, be that a Serjet [usual] or a Jeneral-Komander [rare as toast.]
Warrior: random average soldier who is not part of an Enjiner unit.
Military tech:
Idean/Renji Rifle:
33 inch barrel, of which the first 25 inches are rifled to make one complete turn in 300 inches. Standard robust flintlock firing mechanism. 15-inch butt, shaped to allow a man to sight down the barrel comfortably, also contains a compartment for storing cleaning rags, caps, and other loading/cleaning gear. Folding backsight. Total length 48 inches. Effective military range of 150-200 yards. Accurate up to 300 when used by experienced/skilled men specifically trained for it. The very best of the best of sharp shooters can manage shots accurate enough to hit a man at 300 yards, given time to aim properly and advantageous positioning [though this is not necessarily enough to guarantee hitting a specific part of the aforementioned man.].
Designed to be fitted with a sword bayonet. Designed to accommodate 'tap loading' for more rapid fire in close situations. Takes the same .625 calibre ammunition as the Reji carbine.
Reji Carbine: designed for cavalry use. 20 inch barrel, 12 inch stock, cleaning gear and so on stored in a separate pouch rather than in the butt. Uses standard .625 calibre ammunition. Standard firing mechanism. Hinged 'safety' cover to prevent the hammer coming down when loaded while riding [allowing the troops to load in advance] (cock gun, fold down cover, lower hammer. cock again, fold up cover, fire). 5 inch "barrel plug" to prevent bullets and powder from rolling out when the gun is pre-loaded.
Sword Bayonet: 18 inches of cold, sharp steel. Double edged. Can be used as a short sword when not fixed to rifle or musket. When fitted to the rifle, the weapon can be used as a glaive [as opposed to the ‘spear’ that results from the fitting of the more typical spike bayonet]
Cavalry Sabre: 3-foot slightly curved double-edged blade with basket hilt.
Cavalry lance: 9-foot shaft, flaring slightly at the hilt to guard the hand.
Light Cuirass: light weight cavalry armour, designed to deflect bullets, arrows, and stabbing weapons. Not really thick enough to stop a direct blow, and no real defence against edge/crush weapons.
12 pdr field gun: the largest cannon still capable of rating as a field gun rather than a siege weapon, the 12pdrs main recommendation is that it can fire canister from out of musket range, and shot from almost 500 yards. The down side is that these are very slow to limber and unlimber, not to mention move. Never the less, large batteries in the right place can devastate whole armies.
Hawk/boom tube launchers: modified ballista, used to launch hawk gliders. Not exactly highly mobile when deployed. Aren’t so much limbered and unlimbered as totally disassembled and reassembled in the normal course of events.
Trebuchet: quite possibly the longest range weapon in the world at this point in time, the trebuchet is designed specifically for breaking castles, and is capable of launching just about anything that can be loaded into it.
Hawk glider: hang-glider built of silk and wood, with lightweight steal joints and catches. Primarily functions as a dive-bomber. Developed over the last 3 years and not yet battle tested. Fitted with a ‘howler’ that can be covered for silent flight, or uncovered to emit an unearthly scream as the glider dives.
Boom tube: a hollow tube full of shrapnel and incendiaries, it is designed primarily for naval use. One end of the tube is covered by a grappling hook with a large spearhead emerging from its centre; the other is shaped for launching from the ballista. Designed to be fired in a steep arc, then catch in rigging before detonating, the boom tube can also explode prior to impact, launching the grapple head into it’s target with great force, or stick into wooden walls, decks, floors and hulls before exploding.
Eel blade: a one handed melee weapon, usually used in pairs. On one side of the handgrip they are simply a 9-inch ram spike, designed to puncture armour and flesh. On the other side, a foot long curved blade, with a single continuous edge, sort of like a paddle.
Grenades: either made of glass and filled with acid, designed to shatter on impact, or made of iron and filled with gunpowder, to explode. Mostly used by eel troops.
Bombs: come in fire, acid, or explosive models, carried by hawk gliders.
Rock shield: big enough to protect the bearer’s entire body when rested on the ground, right up to his eyes. Slightly curved rectangles designed to be locked together. Made of steal.
Infantry halberd: carried by rock troops. The butt is spiked to allow it to be driven into the ground, while the head has a pike hook, axe blade, and spearhead. Shaft length of 6 feet.
Taiahu: a wooden spear used more like a staff, carried by officers heading into battle.
Rock armour: infantry full plate, though it uses leather rather than chain mail beneath it.
Eel/rifleman’s armour: boiled leather, with a steal breast/back plate, greaves, and bracers.
Unit types:
Rock: heavy infantry, with large, roman-esque shields, short swords, and halberds.
Eel: light infantry with eel blades and grenades. Trained for agility, they focus on putting a blade where your armour isn’t.
Rifleman: lightly armoured, armed with rifle and sword bayonet. Slow to load and fire, but very accurate and only outranged by longbow men.
Lancers: equipped with lance, carbine, sabre and cuirass, these cavalry excel at breaking up infantry formations… and aren’t too shabby against lighter and medium weight cavalry, either.
Dragoons: equipped with carbine and sabre, dragoons can fight on foot as easily as on horseback, though they will tend to avoid entering melee on foot. A speciality of theirs is to use lightning fast strikes and withdrawals, flying fusillades, and mounted volleys to dismantle heavier foes.
Siege units: trebuchets, boomtube launchers not mounted on ships, etc.
Hawk Troops: the ground crew and pilots of the hawk glider/launcher combination. These troops carry only a short sword and wear the lightest of armour. This is usually a non-issue, as they don’t tend to land and fight. When used for infiltration missions, heavier armour is sometimes used, as well as various other weapons.
military strength:
navy:
10 behemoths
30 Vengance
10 masters.
army:
38 battle groups, assorted. (1000 men in each)
when not at war, battle groups are rotated by quarters, excepting the prince's guard, which consists of 2 battle groups and is always active.
Currency:
Gold Cross: quite literally a crucifix made of 7 carrot gold, without adornments of any sort except for a 6 point star stamped in the end of each arm on both sides, with the date stamped on the long arm on one side, and the initials of the current king on the other. Measuring 5X3X1/4 inches
Prince's Writ: a wooden rectangle, about 6X4X1/8 inches, with a portrait of the prince and a small six point star on one side, and the date of production, the official seal of the prince and a small six point star on the reverse. It takes 10 of these to equal the value of one Gold Cross.
Pau: Paua shells. Size and quality vary, as does their value, but as a rule it will take 10 of reasonable size and quality to attain the value of a Writ.
Forgery of currency is punishable by death. Generally a painful death. As paua shells are produced naturally however, there is a slowly increasing supply, and they are impossible to forge. This does not, however, devalue them (at least at any speed), as they are useful for many things.
Angermanland, consisting of the islands of Aotearoa, is ruled by right of descent.
Formal full name: the principality of Angermanland
Location: RL New Zealand
Language: Angerman
Population: approximately 6 million at last census.
Ruler: Prince Chargone uph Kant
Government type: constitutional monarchy. . . sort of.
Religion: mostly animistic.
The entire system is run on a combination of feudalism and representative democracy, at every layer balanced and counter balanced by a myriad of guilds, unions, schools, churches, temples, counties, and other such organisations.
The only thing that can really be nailed down about who does what and when, at the end of the day, is that the Prince's word is law. Which isn't to say there isn't a system in place to balance even that, there is even legal allowance for removing a Prince who has lost sight of the Way.
The Way, such an all-encompassing concept is difficult to explain to those who do not live with it, and even those who do. For a prince, it means doing what is best for the nation and the people as a whole. Not just short term, and not by one's ideology, but for the long run, and by what Is.
For a warrior, it is to follow orders on the battlefield, and to fight and win and live, and if living is not possible, die well. For a warrior to flee without the order to retreat is to go against the Way. The Way is somewhat all pervasive.
Heraldry plays a large part in Angermanland. From the time they can walk, a child will bear their family's symbol, graduating from various schools earns them more, as does joining guilds, gaining rank, earning favour, mastering arts and disciplines, joining temples, swearing oaths, and winning battles. One bears the marks of who one is on one's sleave (and the rest of one's clothing) quite literally.
Anyone who officially grants you the right to wear a symbol can also strip you of that right.
Lacking ready deposits of softer metals suitable for tool and weapon making, metal working, and thus the use of iron, came late to Angermanland. Regardless, once they were introduced to the art of metalworking, they took to it with a will, and now make some of the better quality steal in the world. Gold, iron, coal and sulphur are all mined and various building stones are quarried. Fine timber is readily available, and wool is produced in large quantities. Glass is also common, and used in many places.
Any guild, union, land owner etc who represents 0.5 percent of the population, with no more than half those it represents being represented by the same other representative, gets a seat on the national council. The prince can over rule the council on any issue except a vote of no confidence in him, which results in a public election [each citizen votes individually] for a new ruler. This cannot take place until at least three years after succession.
In the event of war, armies are built from the top down. The prince appoints a commander, and maybe a few of the top-level officers, who then appoint their underlings, and so on, until you have an army. Anyone who can afford to raise and run their own can field units as well, with the only restriction being that they are under the command of the princes appointed commander.
Warriors are payed mostly in food, shelter, honor, etc, and officers aren’t much better off, though any loot gathered up is shipped home and divided amongst the men based on rank and contribution upon their return.
List of guilds, unions, and other entities:
Engineer’s Union: the laborers and specialists involved in construction, excepting those in related crafts with their own guilds.
Trade Guild: runs various markets and merchant harbors as well as most caravans. Most merchants you meet will belong to this guild, as well as many craftsmen not otherwise affiliated.
Sea Captains Guild: exists mostly to balance the influence of the trade guild in harbors, but the more wealthy merchant captains often belong to this guild as well. Also runs/regulates the ocean fishing industry and includes captains in the navy. Strong ties with the Guild of Shipwrights and Carpenters
Guild of Shipwrights and Carpenters: ... shipwrights... and carpenters... yeah, fairly self-explanatory. Moderately influential.
Banking Clans: a lose conglomeration of wealthy families who engage in the business of banking and investment. Only the oldest and most stable organizations and the Prince himself (for governmental purposes) are ever granted loans, as it is viewed as an irresponsible use of their clients’ money, and thus goes against their way. Any clan member convicted of fraud or embezzlement or anything else of the like is doubly punished. Not only is their position in the clan lost, and thus their income, so is their right to bear the clan symbol in their heraldry. The reason this is a double punishment, is that the clan symbols are also their family symbols, usually the last and hardest thing to get revoked, and the core symbol that even the lowliest peasant or criminal-slave wears.
Kant (sometimes miss spelled as Cant): province in the east of the South Island, "bread basket" of Angermanland. Contains one of the nations two major ports. The province stretches from the Sutland border in the south, to the spinal mountain range in the west, and to the sea in the east and north. Main products: barley and sheep related items. Main administrative center: Shepford
Shepford: main administrative center of Kant, it is built on either side of the waimakariri gorge, with several bridges spanning the gap. Mostly of stone construction, often built into the landscape. The ford for which it is named still exists, as do the paths down to it on each side, but is basically disused. The bridges were built so strongly that "cross bridges" were also added, and all so wide that there have been government buildings [among other things] built ON them.
Deepharour: main port in Kant built in the peninsular crater it is well protected, but there's hardly enough flat ground to build anything on, as such most buildings either have raised foundations or are cut into the hillsides. Stone is a common building material. The harbour is deep enough for a Master to dock.
Angerwraith: capital city of Angermanland. Situated near the base of the northern peninsular of the North Island, just north of its narrowest point. Includes the nations second major port.
Kainor: a small town in the far north of the North Island. It grew up around a watchtower, and the fact that no one really used to pay a lot of attention to such a relatively worthless area. Used until recently mostly as a dumping ground for those for whom no better position was open. Well-known for its [illegal] brothels and low quality bars, the only reason it hasn't been cleaned up yet is because successive princes have had bigger worries.
Southsea: a city in the far south of the south island, it serves as a point of departure to the southern most island of Angermanland, as well as The town for scholars. Also much involved in fishing, a little bit in logging, and some small amount of gold mining.
Alpini: mid sized town in the Central Pass, on the road between Kant and Timbwary. Exists mostly as a resting-place for travellers and quite out of the way place for a break from the world in general. Alpini is famous for it’s pair of monasteries, although they are not dedicated to any one particular god or goddess so much as a way of life. The monasteries are named "phall meddemonixz water" and "plase medtrankwility"
Timbwary: the region to the west of the spinal range of the south island, from Sutlond in the south, to the northern coast. most of Angermanland's coal mines are located here, as well as most of the timber plantations.
Sutland: the lower quarter of the south island, give or take. Centered around the universities and fisheries, with a little sheep farming as well.
List of ship types:
Master: a long, narrow ship with a single, very tall mast balanced by a large, partially retractable, centerboard with a specially shaped stone weight replacing it's tip. Two large sails are rigged along the ship's length, with a spinnaker being rigged forward of these for added speed downwind.
Waka: a large, flat-bottomed, ocean going canoe. War waka will seat 50 men, 48 of them paddling, 1 steering, and one keeping rhythm. Its bow is reinforced for ramming. Other variants include the high-sided merchant waka, which has had thirty of the paddler's places removed in favor of cargo space, and has no rhythm keeper and two steersmen. Its bow is not reinforced.
T'l-kargo: precursor to the Master (and to a lesser extent, Behemoth) class, it has two 'centerboards’, though neither is as large as those on a master, and they cannot be raised, and 2 masts, one on each side of the ship. Each mast is rigged the same as a master, however the spinnaker is replaced with a mostly square 'pull sail', the base of which is held in front of the ship by a pair of spinnaker poles, and the top is attached by long sheets (navel rope) to the mast heads. It is only run up when there is a strong enough wind to hold it off the forward sails. This design stems from the need for a large cargo hold, which all but eliminated the possibility of placing masts along the center of the ship. A t'l-Kargo is steered with a large rudder, operated by a correspondingly large tiller, though later hulls use a wheel instead, like the masters. At the stern is a raised deck, from which the steersman (sometimes called the helmsman, and properly called such on a ship with a wheel rather than a tiller) can see what is going on and call orders to the 5 men (up to 15 in truly bad weather) manning the tiller it's self. Bellow the tiller deck are generally a few cabins (including the captain’s) and a galley, and in the bow, below the slightly raised forward deck, are crew quarters, 4 'cabin's full of hammocks and foot lockers.
Vengeance: with two gun decks, three schooner rigged masts, and 40 cannon arranged in broad sides, this is the most "conventional" ship class in the Angerman navy. however, it is not exactly 'normal'. for a start, it lacks a bowsprit. even the most forward positioned mast's natural position was to have the boom and sail aft of it. also, the bow is "capped" in much the same style as a battering ram, and for much the same purpose. the hull was similar to a frigate's, but with obvious Angerman streamlining.
the end result is fast, maneuverable, and can deliver quite a punch.
Behemoth: at least one and a half times the length of a 74 gun SotL, these gigantic trimarans mount 8 masts (one forward, one aft, and six paired in between). Their armament consists of 60 cannon on two decks (15 port-forward, port-aft, starboard-forward, and Starboard-aft.), 20 rocket mounts on the uppermost deck (10 forward, 10 aft), and 48 ‘boom-tube’ launchers (these are placed in the outer hulls, 3 decks on each side, each with 2 facing forward, 4 facing out to the side, and 2 facing aft.)
Table of Military ranks:
Jeneral-komander: highest rank, always appointed by the ruler to command an army.
Stratkom: chief strategist and logistics expert. Also second in command. It is the Stratkom's job to keep track of all the details involved in keeping an army running, as well as to form battle plans and routs of march, and strategies in general. However, all such plans must be signed off by the Jeneral-komander, and he may change or discard them as he wishes.
Kommander of the Army's Phirst Kompany: reports directly to the Jeneral-commander and commands the Phirst Kompany. This company is usually mixed and under strength, though elite. It provides a bodyguard to the Jeneral-Komander and the Stratkom, provides garrisons for base camps, and is the first called on for odd missions that don't fit into anyone else's specialties. On the parade ground, he reports to the stratkom along with the other first level Kommanders
Kommander of the Army's Skouts: reports directly to the stratkom and leads the Skout company. Under-strength, mounted, and trained in scouting, info gathering, and spying, these men and women are also the army's messengers. If required to fight, the men will use whatever style and weapons they are trained in.
Kommander of the Army's Enjiners: reports to both Stratkom and Jeneral-komander, depending on which has ordered the current task carried out. Jeneral-komander's orders taking precedence. While larger than the phirst and skout companies, the army enjiners unit is still bellow regular company strength. Their specialties are siege craft and the building of bridges and base-camps, but as they are drawn from the engineer’s union they can be turned to almost any task one would expect such people to be capable of. Capable of combat, but not specialising in it, making use of mixed weapons and styles.
Kommander of the [numbered] Battle Group: this rank only exists when the army comprises of multiple thousands of men, and contains it's own phirst kompany, Enjiners, and Skouts. It does not include a stratkom. Battle Group Kommanders report directly to the Jeneral-Komander, or can be put under the stratkom's control for specific tasks.
All ranks bellow this point are either part of battle groups, or (if the army is smaller than 2000 men) directly under the Jeneral-Komander. If not part of a battle group, the phirst kompany, skouts and enjiners are not present, as they are replaced by the army equivalents.
Group Phirst Kompany: equivalent to the army first company, only at battle group level.
Group Skout Company: equivalent to the army first company, only at battle group level. Reports to the Komander of the (numbered) Battle Group. If required to fight the men will fight with whatever weapons and styles they are trained in.
Group Enjiner company: equivalent to the army enjiners. Reports to the Komander of the (numbered) battle group. Capable of combat, but not specialising in it. Mixed weapons and styles.
Kompany Komander, leads one of the Kompanys in each battle group, or in army is of less than 2000 men, one of the kompanys of the army. Reports to either the battle group Kommander, or the Jeneral-Kommander
Serjet: leads one of 5 Sub-Kompanys in each Kompany
Skwadead: leader of a 10-man squad, regardless of that squad's place in the military hierarchy. Reports to the ranking officer of the unit from which the men are drawn, be that a Serjet [usual] or a Jeneral-Komander [rare as toast.]
Warrior: random average soldier who is not part of an Enjiner unit.
Military tech:
Idean/Renji Rifle:
33 inch barrel, of which the first 25 inches are rifled to make one complete turn in 300 inches. Standard robust flintlock firing mechanism. 15-inch butt, shaped to allow a man to sight down the barrel comfortably, also contains a compartment for storing cleaning rags, caps, and other loading/cleaning gear. Folding backsight. Total length 48 inches. Effective military range of 150-200 yards. Accurate up to 300 when used by experienced/skilled men specifically trained for it. The very best of the best of sharp shooters can manage shots accurate enough to hit a man at 300 yards, given time to aim properly and advantageous positioning [though this is not necessarily enough to guarantee hitting a specific part of the aforementioned man.].
Designed to be fitted with a sword bayonet. Designed to accommodate 'tap loading' for more rapid fire in close situations. Takes the same .625 calibre ammunition as the Reji carbine.
Reji Carbine: designed for cavalry use. 20 inch barrel, 12 inch stock, cleaning gear and so on stored in a separate pouch rather than in the butt. Uses standard .625 calibre ammunition. Standard firing mechanism. Hinged 'safety' cover to prevent the hammer coming down when loaded while riding [allowing the troops to load in advance] (cock gun, fold down cover, lower hammer. cock again, fold up cover, fire). 5 inch "barrel plug" to prevent bullets and powder from rolling out when the gun is pre-loaded.
Sword Bayonet: 18 inches of cold, sharp steel. Double edged. Can be used as a short sword when not fixed to rifle or musket. When fitted to the rifle, the weapon can be used as a glaive [as opposed to the ‘spear’ that results from the fitting of the more typical spike bayonet]
Cavalry Sabre: 3-foot slightly curved double-edged blade with basket hilt.
Cavalry lance: 9-foot shaft, flaring slightly at the hilt to guard the hand.
Light Cuirass: light weight cavalry armour, designed to deflect bullets, arrows, and stabbing weapons. Not really thick enough to stop a direct blow, and no real defence against edge/crush weapons.
12 pdr field gun: the largest cannon still capable of rating as a field gun rather than a siege weapon, the 12pdrs main recommendation is that it can fire canister from out of musket range, and shot from almost 500 yards. The down side is that these are very slow to limber and unlimber, not to mention move. Never the less, large batteries in the right place can devastate whole armies.
Hawk/boom tube launchers: modified ballista, used to launch hawk gliders. Not exactly highly mobile when deployed. Aren’t so much limbered and unlimbered as totally disassembled and reassembled in the normal course of events.
Trebuchet: quite possibly the longest range weapon in the world at this point in time, the trebuchet is designed specifically for breaking castles, and is capable of launching just about anything that can be loaded into it.
Hawk glider: hang-glider built of silk and wood, with lightweight steal joints and catches. Primarily functions as a dive-bomber. Developed over the last 3 years and not yet battle tested. Fitted with a ‘howler’ that can be covered for silent flight, or uncovered to emit an unearthly scream as the glider dives.
Boom tube: a hollow tube full of shrapnel and incendiaries, it is designed primarily for naval use. One end of the tube is covered by a grappling hook with a large spearhead emerging from its centre; the other is shaped for launching from the ballista. Designed to be fired in a steep arc, then catch in rigging before detonating, the boom tube can also explode prior to impact, launching the grapple head into it’s target with great force, or stick into wooden walls, decks, floors and hulls before exploding.
Eel blade: a one handed melee weapon, usually used in pairs. On one side of the handgrip they are simply a 9-inch ram spike, designed to puncture armour and flesh. On the other side, a foot long curved blade, with a single continuous edge, sort of like a paddle.
Grenades: either made of glass and filled with acid, designed to shatter on impact, or made of iron and filled with gunpowder, to explode. Mostly used by eel troops.
Bombs: come in fire, acid, or explosive models, carried by hawk gliders.
Rock shield: big enough to protect the bearer’s entire body when rested on the ground, right up to his eyes. Slightly curved rectangles designed to be locked together. Made of steal.
Infantry halberd: carried by rock troops. The butt is spiked to allow it to be driven into the ground, while the head has a pike hook, axe blade, and spearhead. Shaft length of 6 feet.
Taiahu: a wooden spear used more like a staff, carried by officers heading into battle.
Rock armour: infantry full plate, though it uses leather rather than chain mail beneath it.
Eel/rifleman’s armour: boiled leather, with a steal breast/back plate, greaves, and bracers.
Unit types:
Rock: heavy infantry, with large, roman-esque shields, short swords, and halberds.
Eel: light infantry with eel blades and grenades. Trained for agility, they focus on putting a blade where your armour isn’t.
Rifleman: lightly armoured, armed with rifle and sword bayonet. Slow to load and fire, but very accurate and only outranged by longbow men.
Lancers: equipped with lance, carbine, sabre and cuirass, these cavalry excel at breaking up infantry formations… and aren’t too shabby against lighter and medium weight cavalry, either.
Dragoons: equipped with carbine and sabre, dragoons can fight on foot as easily as on horseback, though they will tend to avoid entering melee on foot. A speciality of theirs is to use lightning fast strikes and withdrawals, flying fusillades, and mounted volleys to dismantle heavier foes.
Siege units: trebuchets, boomtube launchers not mounted on ships, etc.
Hawk Troops: the ground crew and pilots of the hawk glider/launcher combination. These troops carry only a short sword and wear the lightest of armour. This is usually a non-issue, as they don’t tend to land and fight. When used for infiltration missions, heavier armour is sometimes used, as well as various other weapons.
military strength:
navy:
10 behemoths
30 Vengance
10 masters.
army:
38 battle groups, assorted. (1000 men in each)
when not at war, battle groups are rotated by quarters, excepting the prince's guard, which consists of 2 battle groups and is always active.
Currency:
Gold Cross: quite literally a crucifix made of 7 carrot gold, without adornments of any sort except for a 6 point star stamped in the end of each arm on both sides, with the date stamped on the long arm on one side, and the initials of the current king on the other. Measuring 5X3X1/4 inches
Prince's Writ: a wooden rectangle, about 6X4X1/8 inches, with a portrait of the prince and a small six point star on one side, and the date of production, the official seal of the prince and a small six point star on the reverse. It takes 10 of these to equal the value of one Gold Cross.
Pau: Paua shells. Size and quality vary, as does their value, but as a rule it will take 10 of reasonable size and quality to attain the value of a Writ.
Forgery of currency is punishable by death. Generally a painful death. As paua shells are produced naturally however, there is a slowly increasing supply, and they are impossible to forge. This does not, however, devalue them (at least at any speed), as they are useful for many things.