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Chapter 17 - Chapter 17

The wind carried the stench of smoke and blood.

Blackfish reined in his horse at the edge of the ruined gates. The once-proud seat of House Mooton stood in ruins, its walls scorched black, its towers collapsed in on themselves like broken ribs. Smoke still rose from the heart of the castle, curling into the grey sky.

He dismounted without a word.

Boots crunched over shattered stone and ash as he moved through the wreckage. No banners. No signs of a siege. Only fire and death.

The garrison lay scattered in pieces—some slumped against walls with throats opened, others charred beyond recognition. He knelt near one of the burnt bodies, frowning. Whoever did this hadn't come to conquer.

They came to erase.

He stood, eyes sweeping the ruin. No survivors. Just the crackle of burnt wood and the faint moan of wind through broken halls.

Near the courtyard, a cluster of common folk stood huddled, eyes sunken with fear. He approached them.

One of the older men stepped forward, voice trembling."They left, ser. Took the sea. Fast ships… maybe last night."

Another added, "Not all of 'em, though. Some ran the other way. Down the old road. Ain't no one stoppin' 'em."

Blackfish said nothing.

He turned back to the ruined castle, jaw set tight. His fingers flexed around the hilt of his sword.

"They slaughtered Mooton's line," he muttered, mostly to himself. "And left no name behind."

His eyes narrowed.

"No banners. No honor. No mercy."

A pause.

"Whoever they are… they're still here. Somewhere."

He looked to the sea—grey and endless.

Then to the blackened bones of the castle.

"I'll find them."

With that, he mounted his horse once more, cloak snapping in the wind. His men followed without question.

The hunt had begun.

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For a moment, Kartiga stood frozen.

He just stared at the pirate ships in the distance like a fool—his mind blank, heart pounding.

If not for his men, sharp-eyed and quick to react, they'd be dead already.

Kai's voice rang out sharp and loud.

"Turn the sail! Catch the wind!" he shouted, racing toward the helm. "Throw out the heavy goods! Lighten the load!"

Men ran in every direction, yelling to each other, pulling thick ropes, shifting the sails to catch more wind. Some grabbed crates and barrels—loot worth more than thousand golden dragons—and tossed them overboard without a second thought. The ship groaned as it turned, fighting against the waves.

Kartiga didn't move at first.

Sweat slid down his face. His fingers trembled.

Is this karma? he thought.

He had less than a quarter of his forces with him. The rest were left behind for spying. Now pirates—twice their number—were gaining on them. And they had only one ship. No backup. No time for tricks.

His stomach twisted.

This is what I get, he thought. This is what happens to men like me.

Still, he wasn't ready to die. Not like this.

Not yet.

He lifted his hand and opened the system screen that floated before him.

His fingers scrolled fast.

There has to be something.

He had taken down Maidenpool. That meant he'd unlocked something new—reinforcements, perhaps. The power to double his army. But that raised a new question.

Even if I summon them... how will they reach me?

Then his eyes stopped.

The list was different.

He blinked.

Where once there had been knights, footmen, assassins, and archers… now there were ships.

Dozens of them.

All old-world ships—some he'd never even heard of.

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Raider Class

Small, fast ships for raids and hit-and-run attacks.

Byrding (Norse)

Crew: 20–30

Description: Fast longship with shallow draft for river and coastal raids.

Weakness: Vulnerable in open waters and naval duels.

Faering (Scandinavia)

Crew: 2–6

Description: Small rowboat for scouting or personal transport.

Weakness: No combat capability.

Luzzu (Malta)

Crew: 3–5

Description: Coastal vessel used for smuggling, scouting, or stealthy landings.

Weakness: Extremely limited space and defense.

Scout Class

Light, agile ships used for scouting and recon.

Knarr (Norse)

Crew: 20–30

Description: Cargo ship adapted for long-distance scouting or transport.

Weakness: Lightly armed and slow in combat.

Balinger (England/France)

Crew: 30–40

Description: Dual-purpose small warship for fast troop movements.

Weakness: Poor in prolonged naval combat.

Birreme (Mediterranean)

Crew: 40–80 (mostly oarsmen)

Description: Double-tiered galley for fast skirmishing or scouting.

Weakness: Vulnerable if oarsmen are disabled or fatigued.

Skirmisher Class

Medium-sized ships used for fast attacks and naval boarding.

Light Galley (Mediterranean)

Crew: 50–80

Description: Armed for speed, ramming, and boarding.

Weakness: Light armor, not effective in bad weather.

Chelandion (Byzantine)

Crew: 80–100

Description: Balanced vessel with marines, archers, and Greek Fire.

Weakness: Fire-dependent; limited endurance.

Settee (North Africa)

Crew: 20–30

Description: Coastal raider with triangular sails for fast maneuvering.

Weakness: Light and poorly defended.

Escort Class

Ships that protect convoys and support the fleet.

Cog (Northern Europe)

Crew: 40–50

Description: Merchant-turned-warship with high sides and defensive capabilities.

Weakness: Slow and hard to turn.

Tarida (Islamic Spain)

Crew: 50–70

Description: Designed to carry cavalry and troops across narrow seas.

Weakness: Dependent on escort ships for protection.

Rundhøje (Baltic)

Crew: 30–40

Description: Basic armed support ship used in trade routes.

Weakness: Minimal offensive ability.

Firewing Class

Ships equipped with incendiary or shock weapons.

Dromon (Byzantine)

Crew: 200–300

Description: Elite galley with Greek Fire and ramming prow.

Weakness: Dependent on oars; needs high coordination.

Lembus (Illyrian/Greek)

Crew: 50–70

Description: Speed-based hit-and-run vessel.

Weakness: Not suited for open naval battle.

Zabra (Iberia)

Crew: 30–50

Description: Used for pirate attacks, sometimes armed with small fire pots or catapults.

Weakness: Light build and poor armor.

Windrider Class

Ships for exploration and flexible sailing.

Caravel (Portugal)

Crew: 20–40

Description: Fast, nimble ship perfect for long-distance travel and skirmishing.

Weakness: Not built for head-to-head naval combat.

Penteconter (Greece)

Crew: 50 (all oarsmen)

Description: Old but fast; ideal for scouting or light raiding.

Weakness: Outdated in medieval contexts.

Tjalk (Dutch)

Crew: 10–15

Description: River and estuary ship with shallow draft.

Weakness: Unsuitable for deep sea or war.

Fortress Class

Large, heavily defended flagships and naval centers.

Carrack (Portugal/Spain)

Crew: 100–180

Description: Towering ship-of-the-line with full combat capability.

Weakness: Slow and vulnerable to fire.

Galleon (Early)

Crew: 150–250

Description: Advanced naval warship with multiple decks and cannon lines.

Weakness: Expensive and hard to maintain.

Bucellarii Flagship (Byzantine Elite)

Crew: 200+ (including elite guards)

Description: Command vessel packed with elite marines and heavy weapons.

Weakness: Symbolic target; hard to maneuver.

Hauler Class

Heavy ships designed for logistics, siege equipment, or massive troop transport.

Hulk (Northern Europe)

Crew: 60–100

Description: Cargo giant refitted for war; ideal for long-term campaigns.

Weakness: Almost defenseless if isolated.

Uluç (Ottoman)

Crew: 80–120

Description: Used to transport armies or serve as bait ships in large fleets.

Weakness: Dependent on support and weather.

Great Round Ship (Nef)

Crew: 100–200 (plus soldiers)

Description: Huge troop transport with reinforced decks for combat.

Weakness: Difficult to protect and easy to spot.

Shieldwall Class

Ships designed to hold ground and defend coasts or fleets.

Round Ship / Nef (England/France)

Crew: 80–120

Description: Defensive powerhouse; good for transporting troops with protection.

Weakness: Slow and predictable in movement.

Balinger (Combat Variant)

Crew: 30–50

Description: Used to hold flanks and screen against boarding.

Weakness: Low firepower.

Tarida Fortificada (Aragon)

Crew: 60–80

Description: Reinforced tarida with armored sides and elevated archer decks.

Weakness: Lacks heavy offense; requires support.

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Kartiga stared at the list.

Eyes wide. Mouth slightly open.

"Is it because I'm at sea…?"

The sea wind blew across his face.

For a moment, he just stood there in silence—then let out a laugh. Low and strange.

Like a man who wasn't sure if the world was real anymore.

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