Káldôr Port Establishment Report
Káldôr Port Establishment Report
Port of Káldôr, Version 1.0, February 2002 © 2002 N. Robin Crossby and Columbia Games Inc. All rights reserved.
PORT OF KÁLDÔR 2
HUMBLY BEG LEAVE TO REPORT ast Coast
GOOD MISTRESS, in accordance with thy
There are dozens of good natural har-
wishes, I have examined the various op-
bours on Hârn’s eastern coastline, from
tions available to the Crown of Káldôr
Ánoth Bay in the north to Cape Rénda in
regarding the establishment of a port
the south. Unfortunately, the Sôrkin
capable of receiving ocean-going ships. I undertook to
Mountains lie betwixt. Cutting a canal to connect the
minimise the cost of this inquest, knowing as I do the
Kald River system would be virtually impossible. Also,
constraints under which thou must labour. Still, such
the mountains are inhabited by the Khúzdul, whom
work is not bought cheaply; I am confident we will
Káldôr would not wish to disturb, and by numerous
reach an equitable agreement about the reimburse-
gârgún rabbles, who would undoubtedly view mer-
ment of my expenses at a later date.
chants and their beasts as potential meals.
I chose to finance only two expeditions to examine
at first hand the likeliest locations for a port. The other While an overland route is not impossible, it would
options I examined by consulting maps drafted by the require that the Kingdom come to some sort of
finest lexigraphers of the realm, and by seeking out and arrangement with the Khúzdul, which is possible, and
questioning trappers, miners and timbercrafters con- with the gârgún, which seems most unlikely. Even with
cerning other possible locations. In earnest of your such an agreement, it would be essential to secure the
good faith, I humbly submit for your examination a re- route militarily against gârgún treachery. It would be far
port collated from the accounts of those questioned, safer to rid the mountains of the foul creatures alto-
and of the expeditions that have so recently returned to gether. Destroying the gârgún would undoubtedly be
Tashál. welcomed by the Khúzdul as a worthwhile endeavour in
its own right, but it would be a time-consuming and
Hârn may be an island but the problem in finding a
unthinkably expensive proposition; the cost in life, limb
suitable location for a port can be ascribed to the fact
and treasure is simply too high. Thus, an east coast
that Káldôr lies a substantial distance inland from any
port is unattractive.
coast, and that the lands between Káldôr and the sea,
while they may be claimed by Káldôr, are in fact con-
trolled by other sovereign nations, barbarian tribes, or noth River and
gârgún colonies. Points North
Any site must provide a favourable answer to the As you are no doubt aware, as well as
following questions; how easily can Káldôr gain—and the four great caravan routes out of
preserve—control of the site, and of the land between Káldôr, there is also Nôron’s Way. Running north as
the site and the kingdom; how expensive will the site be does the Fur Road, it presently reaches the Ánoth River
to establish and keep in good condition; and finally, and connects by ferry to the Òrbaalése settlement of
does the site provide an economic advantage to mer- Lôrkin. The Òrbaalése have no major fortifications on
cantylers. the south bank of the Ánoth, so it may be possible for
Káldôr to build one, provided it was done quickly.
Alternately, it might be possible to seize one or
more of the Òrbaalése strongholds along the Ánoth.
This would involve war with Orbáal, and the Ánoth is
closer to Orbáal than it is to Káldôr. The Òrbaalése
have the advantage of being able to move troops and
resources by sea and by river. Their excellent mobility
by water would give them a decided advantage.
One interesting aspect of such a conflict is that it
might incite the oppressed Járin of Orbáal to revolt.
This would oblige the Òrbaalése to fight the Járin and
the Kàldôric forces at the same time. Even so, the Òr-
baalése, by all accounts, are such fine seamen that
their mobility over water would probably be enough of
an advantage for them to win, unless Káldôr were to
commit a very large military force to the battle. Given
the population of the kingdom, and the fact that a mi-
nor civil war (the Succession Crisis) has just been
fought, Káldôr may not have sufficient resources for
such a struggle.
Port of Káldôr, Version 1.0, February 2002 © 2002 N. Robin Crossby and Columbia Games Inc. All rights reserved.
PORT OF KÁLDÔR 3
Even if Káldôr were to secure, by construction or sea along the Thârd River is controlled by the Thârdic
conquest, a stronghold on the Ánoth, it would be un- Republic and the Kingdom of Réthem. It is doubtful
able to function against a Òrbaalése blockade. It would either of these sovereign nations would allow traffic to
require many years to build enough ships to engage pass unhindered along the Thârd. At the very least,
the Òrbaalése in open battle at sea, if indeed it were they might impose prohibitive tariffs, making the port
possible at all. It would also take a lot of money, and uneconomic. Continued trade would also be at the
the new port would be bankrupt before it could launch mercy of either realm; to be blocked whenever it was
such a fleet. felt advantageous to do so.
All things considered, establishing a port in the Needless to say, these points mean a port on Lake
Ánoth River would probably require Òrbaalése consent, Benáth is out of the question.
and that would be hard to obtain since the Òrbaalése
are suspicious of anything that might incite the Járin. ontúry Lake
As for other considerations, the Taélda, a tribal na- and the Ósel
tion of Nuthéla, may or may not be an additional prob- There are some Kàldôric logging
lem, but Nôron’s Way already runs through the eastern operations along the Ósel River system.
part of their range. To the Taélda, this option would There may be good reasons for building one or more
merely bring about an increase in traffic, which they ports along the Ósel, but the system is already con-
might not even notice. nected to the Kald, and it would do nothing to give
I hesitate to include the final point, since the tale Káldôr access to the sea. Further consideration is thus
seems so fantastic. But if this report is to be complete, pointless.
it must be told. There are repeated stories of caravans
being waylaid at the ford of the Kald near the small The information on which the following options are
hamlet of Nôron. I have heard merchants I based was gathered by the two
consider reliable tell of giants who expeditions I financed. Since the east,
stride out of the forest demanding north and west have been ruled
tribute. The stories also tell of out, I chose to send both
weapons bouncing from the expeditions to the south of the
thick hide armour worn by Kingdom. Each expedition was
these giants, and of four men- sent to a different area. The
at-arms being felled at one majority of the territory lies under
blow from a giant’s club. The de- the nominal control of Pagáèlin
mands are outrageous, and may tribes. Thus, both expeditions
consist of the better part of the were extremely dangerous, given
caravan, including wagons and the nature of these barbarians.
pack animals. I do not claim However, due to the
these stories are accurate, or resourcefulness of the expedition
even true, but many merchants leaders, they returned with an
will not travel Nôron’s Way, superstitious even in account of their explorations. The first
the enlightened age in which we live. expedition explored the Ósel, Shómos and Ulmêrien
All these points mitigate against the establishment Rivers and surrounding lands, while the second ex-
of a port on the Ánoth River. plored the lower Kald and Tulémè Falls areas.
ake Benáth
A port on the east coast of Lake
Benáth has the same problems as does
the establishment one on the east coast.
The Félsha Mountains are every bit as for-
bidding as the Sôrkins, and there are just as many gâr-
gún. While there are no Khúzan settlements, Aráka
Kalái and the district of Misýn present a rather signifi-
cant obstacle. Add to these the fact that any overland
route would almost certainly cross the range of the
Kath, and the location is even less promising.
If these reasons were insufficient to prevent the
establishment of a port on Lake Benáth, access to the
Port of Káldôr, Version 1.0, February 2002 © 2002 N. Robin Crossby and Columbia Games Inc. All rights reserved.
PORT OF KÁLDÔR 4
n Ósel Canal
The idea of building a canal to connect
the Ósel River to the Ulmêrien River near
Bûrzýn has two drawbacks. Firstly, the
route is fifteen leagues over some fairly
rough hills. Like the plan for the Shómos River, I have
had competent Masters of the Miners’ and Masons’
guilds consider preliminary plans of such a scheme,
and like the Shómos River, all say that it is impossible
to accomplish. Secondly, notwithstanding a historical
claim, Bûrzýn is not part of Káldôr and the project
would either require a war of conquest against, argua-
bly, the strongest fortress on Hârn, or would leave con-
trol of Kàldôric trade in the hands of Chybísa. However,
there is scope here for negotiation with the Kingdom of
A canal would have to start much further down the
Mèlderýn, who also has a historical claim on Chybísa.
Kald estuary and deviate far to the east of the falls and
surrounding marsh. The cost of construction, and the
lmêrien River subsequent cost of maintenance, would be prohibitive.
The Ulmêrien River option is the only The only other way to bypass a waterfall is a port-
one that has been seriously tried in the age. Ocean-going vessels — with the exception of
past. The concept is simple. Build (or some of the smaller Ivínian ships — cannot be carried
otherwise obtain) a port on or near where this kind of distance, nor would it be practicable to
Génin Trail crosses the Ulmêrien. Of course, that is the move large vessels on huge wheeled cradles.
location of Bûrzýn, the strongest fortification on Hârn, Káldôr’s river fleet, such as it is, would not last in
and it is doubtful the Chybísans would be willing to ac- the Gulf of Edérwyn, which is prone to violent storms.
quiesce to such a proposal. I have it on good authority
The solution, then, is to transfer cargo between
that this possibility has worried King Vêrlid of Chybísa vessels. Obviously, this could already be done, and
ever since Káldôr actually took the tiny kingdom in bat- probably is done occasionally by smugglers, but it
tle some thirty-seven years ago. must be a difficult task involving a great deal of plan-
Port of Káldôr, Version 1.0, February 2002 © 2002 N. Robin Crossby and Columbia Games Inc. All rights reserved.
PORT OF KÁLDÔR 5
ning and coordination. Hardly something that could be Conclusion
accomplished on a regular basis.
As far as I can determine, the Tulémè Falls option is
The only reasonable solution I can foresee would be the only viable one that Káldôr has for a port with ac-
to build one dock above the falls, and another dock be- cess to the ocean. It lies within the Kingdom’s borders,
low the falls, and connect the two with a good road. does not present any insurmountable construction
The Isle of Tulémè itself offers the best available site. challenges, would cost less than any other option, and
There is a break in the cliffs which makes the construc- does not cross hostile territory.
tion of a short road possible. There is enough flat
ground behind the cliffs to construct warehouses, The one possible drawback of this plan is that the
dwellings, and beast fields. There is also a suitable lo- Sindârin of Évaèl might not care for the idea of in-
cation on the cliffs for a fortification to protect the lower creased human traffic up and down their east coast.
port. It would also provide an excellent point for a bea- They might even consider the Isle of Tulémè to be part
con fire, to guide ships into port. As I see it, the facili- of their territory.
ties would consist of three components. I suggest that, if this option is to be given serious
The Upstream Dock could be fairly simple: a few consideration, the Kingdom should undertake a diplo-
piers/anchorages to handle the river traffic, along with matic journey to Èlshavél to speak with King Áranath.
some warehouses and one or more efficient teamster All things considered, though, friction with the elves
operations. could probably be avoided as long as no mannish folk
tried landing in Évaèl.
A Road running
through the gap in the Mistress, I pray this report meets your needs. I have
cliffs connecting the two tried to make it as complete and conclusive as I am
ports. According to my able. Undoubtedly, there are factors that have been
caravan master, the main overlooked or missed, however I believe the majority of
thing would be to avoid the salient points have been covered. I will submit my
steep grades and this account of expenses through the usual channels.
might require some
switch-backs. If this can
be achieved, he tells me
that a wagon could easily
make the round trip from one end to the other in a day,
including the time required to load cargo at one end
and offload it at the other.
The Port would be at or near the southern tip of the
island. It could begin with as a modest fort, a few jet-
ties, some warehouses and teamsters, a shipwright,
and a rough harbour wall. The wall would not have to
be particularly impressive since the locale is well-inland
and quite nicely sheltered.
Port of Káldôr, Version 1.0, February 2002 © 2002 N. Robin Crossby and Columbia Games Inc. All rights reserved.
PORT OF KÁLDÔR 6
Port of Káldôr, Version 1.0, February 2002 © 2002 N. Robin Crossby and Columbia Games Inc. All rights reserved.