**Texture of the Borderlands**

This is intended to be the start of a series on the texture of the ACKS standard setting, the Borderlands of the Auran Empire. Understanding the texture of a dungeon is generally simple: a Melan diagram, maybe color-coded by faction, and you are set. Hexmaps, lacking walls to confine player movement, are daunting at first. But a good hexmap provides paths of likely travel, and the Borderlands is a good hexmap. Let’s see how it works

River Depth and Transport

We are going to talk about trade patterns shortly, but first, we need to establish where those trade patterns happen. The roads of Borderlands are obvious, standard Auran paved roads, but what about the rivers? Are they navigable? How deep are they, what boats will float along them?

A spreadsheet (available on request) shows that cargo passage per stone-mile on a large barge costs 114% of on huge barge, while a small barge is marked up to 147% a huge barge. Meanwhile, a small sailing ship costs 55% of passage on a huge barge, a large sailing ship costs 42%, and a huge sailing ship costs 80%. (these calculations based on an investment ratio per month of 33 and hiring labor at each end for loading/unloading) This tells us that huge sailing ships are impractical ego pieces, and that huge barges are generally inferior to large sailing ships (large sailing ship and huge barges have the same draft). These results are aesthetically pleasing and realistic.

Thus, we can conclude that there are 5 levels of river navigability that we are concerned about: deep enough for large sailing vessels (10 foot draft), deep enough for small sailing ships (5 feet), deep enough for large barges (3 feet), deep enough for small barges (2 feet), and not navigable (except by rowboats and canoes). Note that these all actually require a channel of depth 2 feet deeper than their draft to avoid the occasional sandbar, but I will stick to referring to rivers by the draft of boats they can handle instead of the depth of the channel.

Up The Mirmen River

One issue in assessing the depth of the rivers in the Borderlands is that our best sources were written in the before-times, when boats had wildly different drafts, costs, and depths. As such, the listed ships in AX3 aren’t very helpful. However, we do know that the Mirmen is as much as 50 feet deep in places, so it is fairly reasonable to assume that ships of any draft can make it to Cyfaraun. It seems reasonable that Arganos (off map) finds much of its traffic sailing right by. However, at Cyfaraun, we hit our first real limit: the bridges have five arches to cover 125’. Given that a sailing ship has a beam of 24’ or 25’ feet (small and large), we can feel confident that sailing ships will stop here. Since the ability to sail upriver without transshiping onto a barge is valuable, it is likely that this is also where the river gets shallow enough that at least large sailing ships bottom out, and only ships with 5’ draft or less can go further. A sharp change in depth here is justified by the layer of volcanic tuff that covers much of Old Cyfaraun. Notably, 6 and 8 rower galleys can proceed no further, while 2 and 5 rower galleys can, barely.

Turos Quell is the next settlement on the map upstream, and it is built on an eyot where the river shallows and widens. It is connected by bridges to the west and to the southeast. It also connects by a flooded cutoff to Lake Laman, which in turn drains slightly back into the Mirmen river closer to Cyfaraun. The Viamir marshes are to the southeast. Notably, Turos Aster is the absentee landlord of the lands to the west of Lake Laman, and the Viamir marshes almost exclusively border either Laman or the Palatinate of Sidanos, which does not include Turos Quell, yet Quell is tasking with patrolling this area with flat-bottomed skiffs. This implies significant dilution of responsibility, but for our current purposes, it is sufficient to note that the river shallows here, likely to the point where ships no deeper than 3’ draft can continue upriver. This may seem pointless, since even the small sailing ships were stopped by the bridges at Cyfaraun, but the 4 and 5 rower galleys must stop here. Since the Auran empire generally does not build its lighter ships as cataphracts, this means the ships get much weaker even as the danger increases (Turos Quell is where civilization shades into the borderlands). In all likelihood, there are some purpose-built cataphract 3-rowers for this stretch of river.

The town of Sidanos, according to the AXIOMS article on the Patreon, has a substantial waterfront presence. This sort of town is often seen at the head of navigation, and matches a pattern of one town at the river mouth (Arganos) one at the point where the river shallows (Cyfaraun), and one at the uppermost limit of navigation. It is likely that only vessels with drafts of 2 feet or less can head upriver of Sidanos. This means only small barges and sailing boats, no purpose-built warships.

Turos Telle sits on an island in the Mirmen. Its primary role is to anchor the southwestern end of the Unbroken Line, but such island usually form where the river slows down and deepens, so it is reasonable that it is also the uppermost limit of 2’ draft vessels. Turos Erin is supplied from here (its territory actually cuts above Turos Telle), and perhaps Turos Drav. Turos Luin is supplied from Sidanos by the eastern road (as can be seen from its territory stretching back along the road), and Drav is closer to Luin than Erin. Guarding these ships is a challenge, and usually only done for military supplies. Going further can be done on rowboats and canoes.

We actually aren’t done, though. In elder days, the Redoubt on the Earthway carried ore down from Azen Kairn to market. This was likely done using rafts. While the listed raft is less crew efficient and slower than even a small barge, the one-way nature of this trade means it can be done using single-use rafts, which would use the Crude Construction rules and cost around 1/5th as much. The rafts would be chopped up for firewood at the end of the route. Because the route is entirely downriver, the crew could be neglected in favor of simply allowing the current to pull it downriver. Much of The Adventures of Huckleberry Finn takes place on such a raft. Beyond the Redoubt, though, not even such 1’ draft vessels can continue. Canoes can go a little further, but, since the mountains are right there, not far.

In sum, canoes from the mountains to the Redoubt, rafts to Telle, small barges to Sidanos, large barges and non-battle-line galleys to Quell, reasonably-sized galleys and a few stranded small sailing ships to Cyfaraun, anything goes from there.

Up the Krysivor River

We need to get one thing out of the way: the Legate of Turos Aure is a felon. Per Capital of the Borderlands, it is a major import location for spices and ivory from Ulrukan. However, why would long-duration voyage vessels stop at a tiny Class V market instead of might Class III (or even II?) Arganos. Why transship their goods through a mode change (by hand, with lossage from sticky-palmed dockworkers) across dangerous outlands and around 100 miles of road, just to get to a city (Cyfaraun) that they could likely sail to directly? Overland travel is expensive! As I said, the easy explanation, supported by the entry in Capital, is that “Legate Retunus Natherian is a greedy and grasping man”, likely tariffing the luxury goods as common goods for 5% instead of 20%, then pocketing 10% in bribes. Given the advantages of Large sailing ships, especially for long voyages, it is likely that there is a channel 10’ deep into Turos Aure. However, as we will see, the Krysivor shallows rapidly, and beyond Aure it is likely only safe for draft 5’ vessels, if that.

Turos Veren is at a place where the river is not fordable in any season, so I put it at still around 5’.

Turos Gundan has a small ford, so I’d say the river narrows to unsafe for 3’, safe for 2’ (remember, this means 4-5 feet deep). Only small barges can reliably go further.

However, by Turos Augil, the river is no longer fordable, and draftier ships could be built here… and be trapped. This is unlikely. The river is too small, the border too contested.

We have nothing to base our assessment of the fordability of Zelictium on, likewise, Turos Morn is a cipher.

At Turos Spen, however, we learn that the confluence of the Blood River and the Krysivor is shallow and at times fordable. Small barges can likely get past this but likely do so rarely. Little is south of here that couldn’t be moved affordably on wagons, safe on the west bank of the river. The Blood, by the way, is named for its sediment, and is probably a complete mess of sandbars. Canoes, rafts, and rowboats only. It is into the wild, though, so who cares? (adventurers)

Turos Aster sits on another ford, staring across at an out-fort occupied by bugbears. This is probably the beginning of regular fords and the end of reliable boating. Turos Tem is quite detailed in Sinister Stone, and has no waterfront at all. It does have a ford, though. Turos Luin is at a deep point, but few boats are built here. Turos Drav sits at a useable ford. The Kyrsivor runs through a few more grassland hexes, likely too fast to safely ford but still shallow, then heads up into the Madoan Hills.

In sum, canoes to Drav, rowboats to Spen, small barges to Gundan, large barges and non-heavy military galleys to Aure, which can handle big ships (thanks to dredging).

Next, we discuss the trade patterns of the borderlands.

1 Like

This is very nice analysis. I’ll have to sit down with a map and trace out some of this, but seems very coherent and usable on the whole.

The one circumstance I would note for real utility of huge barges beyond that mentioned is for transport of really large singular objects. Not often you need to carry something that weighs more than 50k stone, but if you have a small fortress you want to have built at home and then drop off on site or the like, that’s the way to do it. Broadly though, that’s a negligible concern for the Borderlands in their present state.

Interesting thoughts on the confusion of responsibilities around the Viamir Marshes.

“Legate Retunus Natherian is a greedy and grasping man”, likely tariffing the luxury goods as common goods for 5% instead of 20%, then pocketing 10% in bribes.

I would note that I think he collects the tariff income directly anyway, so I’m not sure there’s a significant difference here. No argument on some manner of corruption on his part, though.

Rafts have an additional point in their favor, that they can be rowed/poled rather than needing wind.

Have you given any thought to current speeds?

1 Like

Good point about the barges. As for wind, Harrowed is doing the global climate simulations, but I think that at Southern Argolles latitude the wind should be blowing out of the NE, for very nice wind upstream/current downstream, much like on the Nile. I haven’t labeled exact current speeds, since they mostly average out upstream/downstream, though the time to travel does factor in to the cost of capital for the more expensive load.

1 Like

Texture of the Borderlands: Trade With Ulruk

So, I was going to write on the trade routes within the Borderlands. Then I realized that I needed to write about external trade flows. Then I realized that the trade with Ulrukan, specifically, needed a large amount of explanation. So, here we are.

Since Large Sailing Ships are the cheapest per-stone-mile cargo transit method, I will assume that trade is conducted on such vessels. I will further assume that the trade is being conducted by a Venturer with Mercantile Connections in Turos Aure and a Steady Trade Route in Ivory and Spices in Turos Aure. As Turos Aure is a Class V market, his Market Impact is 75. Since the cap is 10, he uses Mercantile Network to instead calculate his impact as if in a Class IV market, getting 30. He then uses his Steady Trade Route to reduce Impact by 4 and increase effective market size by one. He can thus sell 30 stone each of Ivory and Spices in the market per day.

Consumption Assumptions

Sanity check: how much of this stuff does the Borderlands consume? The indispensable Arbrethil did some math, and concluded that the total consumption of a city is around 1 times their base sale amount (so, 3 stone of spices per Class III market per day). There is one Class III market in the Borderlands, four Class IVs, four Class Vs, and 16 Class VI markets. This gives a total base stone available of 8.6, across the prefecture. Factoring a slight increase for the various Tribunes and Castellans not listed on the map, and I see 10 stone per day as a reasonable total.

However, given the Borderland’s position, it would be reasonable for a sizable amount of trade to the interior of Southern Argolle and to Krysea to run through Cyfaraun. Or would it? I make it 19 6-mile hexes by road from Turos Gundan to Cyfaraun, and around 10 6-mile river hexes from Turos Augil to Turos Gundan. By contrast, on the continental map, it is 18 sea hexes to Arganos from Turos Aure, and 19 river hexes from Arganos to Cyfaraun. Given that ACKS assumes (justly) that river transport cost ¼ that of road, with ocean transport costing 1/20th of road, it makes no sense to haul goods from Turos Aure to Cyfaraun, when the long way around is cheaper, and likely safer!

However, again, we have our answer in AX3: “Legate Retunus Natherian is a greedy and grasping man, and he exploits his control of the small port here to the fullest extent.” In fact, the very next sentence tells us he occasionally harbors pirates, outright lawbreaking, not normalized corruption. I suspect that the Auran Empire has some kind of “Common External Tarrif”, and Legate Natherian is offering long-distance travelers a cut rate, with the overall trade policy of Aura the victim. If we set demand modifier 0 as the baseline for Ivory, then it is odd Turos Aure, and only Turos Aure, has a negative demand modifier, at -1. Turos Veren, where we previously concluded smaller ship might be able to sneak upriver, has a modifier of 0, and everywhere else at least +1. (Turos Augil and Turos Zera, but not Turos Gundan, have demand modifier 0 for Spices. Perhaps there is a plantation struggling to adapt foreign spices to Argollan soils in between them, run by an eccentric rich person?)

The simple conclusion is that Legate Natherian is offering half off the import taxes, reporting that he charged full tax on a much smaller amount of imports, and pocketing the difference. In this case, the Borderlands consumes an average of 10 stone each of Ivory and Spices per day, and ships, say, an equal amount into the hinterlands, or even down the Mirmen River with a valid Auran tax stamp. Either way, the goods have followed an economically inefficient path for understandable political reasons (the greater scrutiny placed on a Class II market).

The Ship And Crew

Thus, I will assume the Venturer stays for two weeks, then leaves, the dock is empty for two weeks, and then a different Venturer arrives for the next month. Therefore, each ship carries 1200 stone, and two ships work the route. With a capacity of 30,000 stone, the ship seems underburdened, but they will fill that up fast. The lightweight, easy to smuggle cargo begs for piracy, and the ship needs to be armed. Likewise, it is on a long voyage, quite possibly with no regular water stops between the Borderlands and Ulrukan. If the trip is equivalent to Casablanca to The Gambia, it will be around 1,700 miles, and if it is equivalent to sailing to the Ivory Coast, it is closer to 3,000 miles. Let’s go with 100 24-mile hexes, for a nice round number (recall that Ulrukan is a collection of Free Cities, some closer than others). A Large Sailing Ship can cover 72 miles per day, or twice that sailing day and night. We will do the latter, and bring along another 20 crew to staff the ship around the clock. That is 17 days, which we will round up to 30 days provisions to account for bad weather.

I made simplified bill of lading, and, summarizing, I’d load it down with 240 marines, of which 60 are elite marine-sailors composite bowmen who double as the crew and a 50% reserve (the rest are 60 composite bowmen and 120 heavy infantry). That’s about equal to a Man, Pirate flotilla, and enough to give a fleet pause, especially if we stick a Medium Catapult on the rear fire with a stock of flammable pitch. For sea monsters, we’ll put a Heavy Ballista on the front. That will leave us enough cargo for a Surgeon (Healing 3), Surgeon’s Mate (Healing 2), Master Armorer and journeymen/apprentices with shop, Master Carpenter with same, 4 Artillerist, 4 Mercenary Lieutenants (henchmen), Navigator, Captain, Master Mariner, Quartermaster and one of each Venturer, Thief, Explorer, Mage, Crusader, Fighter, or substitutions. That sounds like a kickass adventuring party, and they have spare cargo capacity (barely) for something weird, plus enough room for ammunition to regularly test-fire the war machines.

Assume for simplicity one month at sea, one in Ulruk, and one in Turos Aure, there are 3 months that need to be paid for with each journey. I make the monthly pay of this merry band 8,515gp or so. The sale of the imported goods is worth 0.910030142=75,600gp, minus the half-rate taxes for the Legate, at 7,560gp. Cost of a double masterwork (AC and SHP) Large Sailing Ship is 80,000gp, plus warmachines for 380. Cost of operating capital is 2 months prepaid salaries and supply cost, and shot for the war machines (only one-third of the catapult shot live pitch, but none crude), plus tolls at each end and moorage fees, totals to 26,300. At a 3% monthly rate, that’s 27,878gp to pay off the operating capital, and 5,202.8gp for the capital costs. If Ulrukan sells ivory for a demand modifier of -6 (some of which may be a 20% tax on precious metals going in), then an economic profit of around ~2,519.2gp is made each trip. Split 8 ways among the party and henchmen—er, command crew—that’s 8,919.2, enough to have pushed them to 5th level from campaign xp.

Circular Flow

Assume that half of the ship’s creditors are in Ulruk, half the crew hails from there, etc. 82,000gp is spent on imports, but 8,200 is immediately recaptured by tariffs, and half of the non-purchase price flows back into Aura. The net loss of specie is 61,500gp per month. However, we previously said that half of the imports are resold on. At Cyfaraun’s +3 demand modifier, those 200 stone each of spices and ivory per month go for a total of 52,000gp. Thus, the Borderlands loses only 9,500gp per month.

Next up is the general summary of foreign trade. Azen Radokh’s numbers are easier… and, if you would be interested in an play-by-post semi-asynchronous adventurer-tier campaign sailing off to uncharted lands and scary lizardman ziggurats in pestilent jungles, hit me up on Discord by DM, I’m not committing to anything yet but I’d like to gauge interest.

EDIT: ARGGH The quantity sold assumes 20 days selling, not 14. Look, assume Ulrukan is in the Gambia instead of Ivory coast, or that the Master Mariner speeds things up, or whatever. It’s tiddelywinks, basically. The ship has spare cargo capacity, so it could potentially carry another 2000 stone of goods.

1 Like

Assume for simplicity one month at sea, one in Ulruk, and one in Turos Aure, there are 3 months that need to be paid for with each journey.

With 20 days buying/selling on either end, if they overlap purchase and sale it seems like they could fit a round trip per four months rather than per six months, which could also help compensate for the change from 14 days to 20.

I make the monthly pay of this merry band 8,515gp or so. The sale of the imported goods is worth 0.910030142=75,600gp

Formatting messed up some numbers here.

On the actual content, did you find the cost of a double masterwork vessel paid itself off? Just going off intuition, I’d have guessed it wasn’t nearly worth it compared to just fielding multiple vessels, but if the ship is expected to be lost to piracy without that then I suppose it makes sense.

It is interesting how the long distance sea voyage environment shifts the calculus from carrying minimal marines in favor of a full complement; dealing in precious goods also helps there.

1 Like

It is around 13 days from Casablanca to The Gambia, 20 days buying there, 13 days back, and 20 days selling. I based the final numbers off of a 2 month cycle, I guess I fogot to edit the eariler numbers.

sigh yeah, used asterisks for ×. Don’t have that special x button on real computers, just mobile.

The trip is profitable with a double-masterwork ship, yes. To determine if it is worth it I’d need to run dozens of simulated trade runs, with combat against purates and sea monsters, and see if it pays off via an actuarial table, and even I am not nutty enough for that.

I’ve come to the conclusion that a lot of the trader in Auran Empire is likely by sailing ship+marine, not Elite Rower Marines in galleys. The need for marines is born out by the existence of piracy, though pitch-firing catapults may be enough to ward them off.

Also, I found out after writing this that it is assumed that the base 20 crew is enough to sail day-round, even though the distance traveled is only that for 12 hours. Oh well, guess the ship is really over-crewed.

Regardless, as long as the Ulrukan cost of goods is as assumed (-6), and half of the money from the ships flows each way (half Aurans, half Katriopol), then the balance of trade is correct, it is just details over who precisely gets it

1 Like