Working out populations and market classes for all the towns of note:
Ald Velothi: One smith, no inns, ~1.5k population, Large Village, class V. Age 1000-2000 years (it is Old Velothi after all), sea coast, scrub, hills.
Ald'ruhn: Previous post, population 4500, Small City, class IV. Age 100-1000 years, desert, hills.
Balmora: Previous post, population 8000, Small City, class IV. Age 1000-2000 years canonically but I dunno if that actually makes sense, riverbank, scrub, hills.
Caldera: One smith, one inn, ~2k population, Large Village, class V. Age <20 years, scrub, hills.
Dagon Fel: No smiths, one inn, ~2k population, Large Village, class V. Age <20 years, sea coast, scrub, hills?
Ebonheart: One very good smith but he's part of the garrison rather than serving civilian markets, one inn, big fortress, long-range boat service... population 2k, Large Village, class V. It's a military and administrative center, with supporting civilian population, but not much beyond that. Would probably also have been the sensible place to put the Census and Excise office, and to have the prison ship arrive at. Age <20 years (Armistice era), sea coast, grasslands, plains.
Ghostgate: inn and smith, but... it's really just a fortress-monastery. Class VI market at the fortress. Age 100-1000 years (Tribunal era), desert, mountains.
Gnaar Mok: no inns, smiths, or taverns, population <400 (call it 350), Small Village, class VI. Age 100-1000 years, sea coast, rainforest?, plains.
Gnisis: two non-garrison smiths, no inns, 3k population, Small Town, class V. Age 100-1000 years, sea coast and river, scrub, hills.
Hla Oad: one smith but not open to the public, no inn but yes really lousy tavern, 400 population, Small Village, class VI. Age 100-1000 years, sea coast, rainforest, plains.
Khuul: no smiths, no inn, one really lousy tavern, 400 population, Small Village, class VI. Age 21-100 years, sea coast, scrub, hills.
Maar Gan: one smith, one inn, 2k population, Large Village, class V. Age 100-1000 years, desert, mountains.
Molag Mar: two smiths, no inns, 3k population, Large Village, class V. Age 100-1000 years, sea coast, desert, hills.
Pelagiad: one non-garrison smith, one inn, 2k population, Large Village, class V. Age <20 years, Lake, Grasslands, Hills.
Sadrith Mora: Three smiths, two inns, population 4500, Small City, class IV. Age 100-1000 years, sea coast, scrub, hills.
Seyda Neen: No smiths, one pretty decent tavern, population 500, Village, class VI. Age <20 years years, sea coast, rainforest, plains.
Suran: One smith, no inns (but two "taverns"), 1500 population, Large Village, class V. Age 1000-2000 years (canonically built concurrently with Balmora), river, lake, grasslands, hills.
Tel Aruhn: One smith, no inns, 1500 population, Large Village, class V. Age 100-1000 years, sea coast, scrub, plains.
Tel Branora: One smith, one inn, 2000 population, Large Village, class V. Age 100-1000 years, sea coast, scrub, plains.
Tel Mora: One smith, one inn, 2000 population, Large Village, class V. Age 100-1000 years, sea coast, scrub, hills.
Vivec: Previous post, population 13000, City, class III. Age 100-1000 years (right around 1000 in the mid-3rd Era), sea coast, lake, grasslands, plains.
Vos: No smiths, one inn, 2000 population, Large Village, class V. Age 1000-2000 years (Velothi era), sea coast, savanna, plains.
One interesting thing that picking out ages highlights is that there were a number of cities built canonically in the Velothi / pre-Tribunal era. It would make sense to have some ruined cities from that era too, probably around the propylon fortresses, since those are from that era too. Gnisis is particularly intriguing in this light; it's right on a river mouth (a sensible place for an initial settlement), there's a propylon fortress right across the river, and Arvs-Drelen is a Velothi-era dome.
Adding trade routes (blue for water, brown for road) with ranges based on these market classes, here's what we get:
So we have one big component with Vivec, Balmora, Ald'ruhn, and the villages on the south and southwestern coasts, another component with most of the Telvanni towns on the northeast plus Dagon Fel, a small Redoran component in the northeast, and then a few isolated villages (Maar Gan and Gnaar Mok).
My scale concerns strike again, but this time in the other direction - some of the settlements which have fast travel services (boats and silt striders) that you can hire to take you to other settlements in Morrowind are now out of each others' trade ranges. I think the biggest offenders here are Tel Branora to Sadrith Mora, and the Gnisis component. Not sure what, if anything, to do about this. Probably just let players charter ships and silt striders anyway; I don't think the ACKS rules for chartering a vessel require it to be along a trade route.
I think this view frames the locations the Houses were trying to take in an interesting way. Redoran's capital is cut off from his villages by distance, and probably relies on importing food from Hlaalu. Taking Bal Isra would help link up Maar Gan, and then Shishi north of that pushes towards the sea to link up to Khuul. For my money I'd've settled on the other side of the mountains though, building a chain of villages up the West Gash from Ald'ruhn to Khuul, plus taking the old fortresses of Andasreth and Berandas. Maybe the northern approach through Bal Isra and Shishi was hatched after their failure to take Andasreth.
Hlaalu's stronghold of Odai Plateau solidifies his control of the river. Telvanni's attempt to take Odirniran is the beginnings of a bridge between Tel Branora and the rest of his settlements; Uvirith's Grave is just one of six or so places Telvanni has taken in Molag Amur and the Ashlands (but this is the first mushroom tower there, rather than taking a Velothi dome).
I feel that Hlaalu's position is strong, with a big swath of productive, contiguous territory interrupted only by their Imperial allies, but there's not much more that they can take uncontested; Redoran's already mad about Caldera, and will probably block further expansion up the West Gash if they can. The right play for Hlaalu might be to clear out Ald Sotha properly and expand their plantations into that part of the Ascadian Isles. Redoran's position is a little precarious; they're committed into the Ashlands in support of the Temple. Telvanni is expanding like crazy into the Grazelands, Sheogorad, Ashlands, and Molag Amur, but these expansions are mostly just some mid-level wizard taking a tower with his 3-5 henchmen, and they don't coordinate well, plus the land is pretty marginal. Telvanni probably benefits from buying time for their wizards to level and their many tiny bases to mature in secret; buying this time probably looks a lot like playing Temple+Redoran against Imperial+Hlaalu and avoiding picking direct fights with either. Or it would, if Telvanni were coordinated instead of infighting.
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