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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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JeffersonWilson
Jefferson

Sun

Jun 5
2005

00:32

[Cel] ship technology in the midsea

ibrahim wrote:

> Rereading the postings about technology levels in Qaiyore, and wikipedia 
> articles on naval technology.  According our most recent discussions, 
> transport technology in Qaiyore is 15-17.  The more sophisticated 
> seafaring societies being at 17, with "COMPASS, LATEEN SAIL (sailing 
> into wind), Double-masted Ships, & STERN POST RUDDERS (for steering)". 
> 
> Level 18 includes 3-masted ship (excluding carracks and caravels 
> therefore from Qaiyore), so the most advanced sailing ship available 
> would be a 2 masted sailing vessels, be they Arab style dhows or 
> two-masted galleys with oars.

This is one of those places where the Aria development scale is screwy. 
Stern-post rudders actually postdate 3-masted vessels by a good deal, and 
the galleon used a steering oar not a rudder.  The rudder mention can 
probably be replaced with frame construction replacing shell construction, 
though I don't recall exactly when this development took place.

I was also under the impression that carracks and caravels _were_ 
two-masted ships.  Certainly the portuguese exploration vessels were 
two-masted vessels, whatever they were called.

> Thus, in terms of naval technology, is the Midsea at an equivalent to 
> the 14th century technology of the Mediterranean?  Anything past this 
> period would see the advent of 3-masted ships (carracks, caravels, 
> galleons and man-o-wars).

Yes (but see below).

> Asking this as I'm currently trying to work out manpower requirements 
> for the Kaeirean fleet, and there is a significant difference between 
> oared galleys with two masts, and multiple masted sailing ships without 
> oars.
>
 > And in hindsight, sails probably won't completely overtake oar-power
 > until the advent of gunpowder.  Thus I suspect that most Midsea fleets
 > are dominated by predominantly oar-powered ships.

The Midsea is an inland sea, and the ships which travel it can be built 
much more lightly and cheaply than those intended to travel the outer 
oceans.  I also don't see any strong seafaring nations to promote the 
building of heavier ships generally suitable for the outer oceans.  Without 
the requirement for the heavier (and more expensive) construction 
three-masted vessels and stern-post rudders will be a long time coming. 
However, this doesn't preclude the existence of the sophisticated keels and 
rigging we associate with three-masted vessels.

(Oops, I just remembered the Ka'Shari, who _do_ build ships for the outer 
oceans.  So heavier vessel types would be quite possible, though expense 
probably keeps many from being built.)

Regardless of the availability of galleys, most trade will be carried by 
sailed vessels.  Galleys are warships and hardly ever bothered with more 
than one mast.  However, galleys are not the only form of warship, and are 
only practical with a sufficient supply of slaves.  While "ram and board" 
galleys are more effective, the Romans proved against the Carthaginians 
that boarding from sailed vessels can also win naval battles.

So, as I hope you can see, the distinction of sail vs. oar isn't quite as 
clear cut as most people think.

The presence of magic aboard a ship also changes things, giving an 
effective ranged attack.  Even if the vessel without a mage is more 
maneuverable and can close, it will be taking damage before it manages to 
do any.  I imagine the domination of Parglug in the southern MidSea is 
based on the regular presence of priests of Marmdal aboard their sea craft.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/



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