The Nauts Organization in Halruaal | World Anvil
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The Nauts

The Nauts are a collection of privateers and sailors who have grown up on the decks of ships. Most have never stepped foot on the mainland, and some have never left the swaying wood planks of their homes. Halruaal is a country of islands and rough oceans scarred by the magic of a dead god. The Magisterium, the Nobles Houses, even the Church recognize that the very waters that surround them remain an unconquered realm worthy of respect. That is a respect that the Nauts give and what they demand from the mainlanders.

Originally, the Nauts formed from a union of the early elves and members from Houses Udaku, Aetius, and Clan Oni. They are well versed in protection magic, Druidic practices, and shadows. Many among their ranks are suave swashbucklers, deadly duelist, and wise weather witches. Few but them can safely navigate the storms and mist of Halruaal, carrying cargo, and charting out the various unknown islands of the inner seas. For centuries, Halruaal has relied upon them for protection and trade, and the Nauts have been more than accommodating to this purpose.

Structure

The Nauts are privateers controlling a fleet of ships.  Controlled by one Admiral, each region is regulated by a Commodore, who in turn gives orders to a host of Captains and Vessels.  While they might seem like a organized Navy, the Nauts behave more like a family clan.  Each Captain controls his ship and crew, responding to events as they see fit.  They elect their regions Commodore when the last one either dies or is replaced by a majority vote of no confidence.  In turn, the Commodores recommend an Admiral which every Captain and Commodore votes upon.  Yet only the Commodores can enact a vote of no confidence for the Admiral (by unanimous decision). 

Culture

The Nauts behave and respond like a family.  The family comes first.  A Naut's duty is first to his crew, then to his Captain, and on up the chain of command to the Admiral.  Yet as a whole, the family is still a business, and coin is needed to support them.  Jobs are taken by anyone with the largest amount of coin, or by promise to supply new recruits (often times children).  Those born on the Nauts ships (or on Naut controlled Islands) are called "Sea-born" while those either recruited (or offered by patrons) are called "Sea-taken".   
Generally, the Nauts are seen positively by members of port cities and those who rely on trade (such as the Congregation of Merchants and the Noble Houses of Blackharbour and Hanover).  Others view them as a necessity in a world where magical threats and monsters disrupt sea travel.  A few view them negatively, and see them as pirates.  Some Captains after all can and do raid private vessels on the open seas.  Others might see them as kidnappers.  It is well known that the Nauts will perform actions under the promise of payment by giving a children to the Naut's crew.  While the benefit of the Nauts are undeniable, risking angering them could result in a complete collapse of a city's sea trade - which for an island nation would be bad.  

Public Agenda

Safe, reliable, sea travel and exploration for a price.

Assets

The size of the Nauts fleets are a well guarded secret, as are their means of navigating the oceans around Halruaal.  Regional Commodores seem to order multitudes of ship Captains from hidden islands all around the country.  While not as impressive as the noble's skyships, they are considerably well armed and staffed.  The Nauts themselves hold a clear monopoly on sea travel and the ability to move product much quicker than even the Halruaalan government.

By the waves and in the deep

Ranks within the Nauts:

Renown Level Requirement Rank
1 1 Crew-mate
25 7 Captain
35 14 Commodore
50 17 Admiral
The largest gap in ranks lies between Crew-mate and Captain as to make allotments for the various officer on a ship. A crew-mate could be anywhere from a lowly deck hand to the third, second, and first officer serving under a Captain.

Gaining Renown:

The most surefire way to advance within the Nauts is to have more successful missions and a higher degree of skill under one's belt.
Gains: Task:
+1  Completing a successful mission from a superior officer
+5 Every 3 character levels gained
+7 New discoveries made on the open seas
Founding Date
20 AC
Type
Guild, Privateers
Alternative Names
The Sea Sworn
Demonym
Nauts
Leader Title
Controlled Territories

Regional Commodores with the Nauts:

Region: Name:
Isles De'L'Est Joseph Harris
Isole Ululant Quintus Vespillo
Storm Coast Faolan Mathanach
Dytika Isles Anastasia Markide
The Heartlands Nadiifo
The Sekhemti Heru
Admiral: Aggela Melleli

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