[PnP] Ship Project - Special/Unique Ships
Scott Adams
longshot at darktech.org
Sat Oct 7 05:55:28 CEST 2006
* Special / Mythical / Legendary Ships
This section details special and unique ships that has roamed the
Perilous Lands throughout history. Many are legendary while
others are simple yet have special purpose. The exact details of
the ship is up to the Referee, this section only details a starting
point. The Size and Crew for example are largely up to the Referee
unless stated otherwise. These ships are in no particular order
or priority. These ships will first be listed with their home
nation listed then the name or purpose of the ship. The following
sections are outlined here:
1. A'korchu - Griffin Korchu Deathwing Carrier / Death Ship
A. Korchu Deathwing Griffin Carrier
B. Korchi Death Ship
2. Ba'rual - "White Jolt"
3. Bhaomtin - Order of Fiery Citadel fleet
4. Caldo - Dagger Giant Ballista boat / Stone ships
5. Choshai - Timber/Wood Ships
6. Clima - Pirate/Raiders, Tribute, Priestess Boat
A. Climan Pirates/Raiders
B. Climan Tribute Ships
C. Climan Priestess Ships
7. Dawana - Missionary Order - Missionary boats with towers
8. Dechat - Dechat Pirates
9. Dirllar - Swamp Boats / Pirate Swamp boat / Smuggler
A. Dirllar Swamp Boat
B. Dirllar Pirate Swamp Boats
C. Dirllar Smuggler
10. Djanesborg - Archer boat / Pirate Archer boat
A. Archer Boat
B. Archer Pirate Boats
11. Donara - Ghost ship of Evil One / Sea Star
A. Evil One Ghost Ship
B. Sea Star Ships
12. Ashudan - Jewel merchant ship
13. Kingdom of East - Asaoc Smuggler Ships
14. Fomoria - Tribute Ships / Fog Ships / Ma'chela
A. Tribute Ships
B. Fog Ships
C. The Fomorian Ma'chela
15. Port Doman - Slaver ships
16. Fierazi - Del'nord prophecy ship
17. Katai Junk
18. Kazi - Dagger Challenge Raft
19. Kll'maun - Sorceress Ship
20. Novarask - Crystal Ship
21. Ticasi - Scholar of Magic Ship / Ticasi schools
A. Magic Training ship
B. Other School Ships
These represent the most special, noteworthy, mystical and
unusual ships of the Perilous Lands. More details are in
the following sections.
1. A'korchu - Griffin Korchu Deathwing Carrier / Death Ship
A. Korchu Deathwing Griffin Carrier
In the land of A'korchu Griffins are royal animals and
respected. As a result the navy has formed a small force of
specially built ships that carry these animals from place to
place over the sea. In times of war these ships can number up
to 5 but usually only 2 exist at any one time in active service.
At least one stays in or near Korchu city at all times. Only
those the God Emporer gives permission to or his nobles may
ride these beasts so this force is a elite support service of
the navy. These craft tend to be ready with 60 rowers and can
hold up to 30 griffins in their special holds which allow the
beasts to escape up into the air on a moment's notice. These
craft tend to look just like horse carriers so a enemy ship may
be caught off guard when a flock of flying griffin riders are
sent their way.
Recently in a battle with Dirllar one such Griffin Carrier
was used. It turned the battle for the warships against the
strong pirate group. The pirates were so much surprised they
could not fight on two fronts and were quickly defeated.
This ship itself is not a warship but serves to support
warships. Most of these ships stay along the main island's
coastline rather than stray in deep water. Working with these
beasts on water can be deadly at times if the animals scare from
magic or storms. Because of this it is normal to have one deck
hand play music to calm the griffins down in their pens. In at
least one situation a storm caused one carrier to get lost and
the animals got so scared they killed 2 sailors and 1 warrior
until they were calmed down and taken under control. While
serving on these ships is a priviledge it is also a high risk.
In A'Korchu Griffins are sacred animals tied to the god
Murmur. Their breeding and use is proscribed without the
explicit permission of the God Emperor and/or the temples of
Nergal or Murmur. As a result they are only used for military
purposes or as guardians by Korchi divines, as a general rule.
Given this status, the penalty for killing a griffin, wild or
not, is worse than death.
One of the standing vessels is stationed at the capital,
berthing at the God Emperor's dock, during peace. The others
may berth at the city of Nerghu. While others may sail in
regimented patrols around the island.
Suggested details: Trireme size but not ram capable. Use of
ram would scare the animals. Depending on time of the year and
war preparation 2-5 exist. Two carry 30 Griffins. The others
will have 10 or 20. One Griffin Master controls and treats the
beasts like a Husbander if hurt or need to help the warriors.
One sailor deck hand per 10 Griffin's serve as helpers for
warriors preparing mounts, weapons and armor. Those same deck
hands will also serve to clean the holds when not doing their
other duties. Due to length of food stores ships typically only
sail 1-2 days out of supply line range or a nearby friendly port.
In a pinch, the Captain will feed a slave or crewman he doesn't
like to the Griffins. Notoriety of these ships is 10 (See Site
Book for the use of Notoriety). The chance to encounter such a
craft along the shoreline is 1 in every 100 miles of coastline
(10%). They are on constant patrol to keep the people in line.
Korchi griffin riders are known and feared by all the nations in
their sway. The existence of these ships is also.
B. Korchi Death Ship
This legendary ship has been known to exist for over 400 years
some believe. The stories of this ship are told to kids by
parents to make them sleep and behave on the A'korchu island. It
is part of the God Emperer's elite fleet. This ship is of
Trireme size and speed. The captain is a Lich. 6 lesser priests
of Nergal or Murmur who help control the crew support him. All
crewmen are dead under the total thrall of the Lich Captain.
Various beasts (D6) may be present on the ship to help fight.
Depending on the God Emperor's standing with the Court of Nergal,
and the political situation, the elite fleet will have 1-3 of
these vessels.
When this ship enters battle it emits a large cloud that
operates as Fog of Death. The ship itself seems to seep this
fog out into the water from the very hull itself around the ship.
The ship will try to grapple enemy ships then board to kill those
who were unlucky to die from the fog. This ship is used in battle
to engage the strength of the enemy force. Encountered at other
times it only engages warships and large merchant vessels.
Anything less is ignored. The chance of survival for anyone
encountering this ship who can't escape (highly rare) is slim
to none.
The crew does not need food or other normal supplies so rarely
will they take booty unless they are in need of some material for
repair of their ship.
Suggested details: Trireme size and crew details. Fog of Death
ability should be a few hexes outside the hull in a surrounding
nature (EL1D3+6). Since triremes tend to be large craft this
makes a large fog bank. The ship itself may not have any other
weapons but can ram. The crew itself may not be as fully strong
as a normal trireme in some cases 80% of normal crew size due to
loss of crew. But if the Lich needs he will take captives to
create more dead sailors for him to control. This ship has a
notoriety of 5. While it may be known on the main island outside
this area it has a mythical sense to it. Most will think it only
a myth since eyewitnesses are few if ever to survive. The chance
of encounter is slim or as high as 3% per ocean hex around A'korhu
(coastline). This ship has been known to sail as far west as the
eastern side of Goidan, south as the mainland coastline and as
far east at the Dirllar swamps.
2. Ba'rual - "White Jolt"
This ship is owned by Kixer Armon of Ba'rual city a rich and
powerful merchant. The "White Jolt" is named due to its purpose
as a water headquarters for selling weapons. Kixer will use this
ship to conduct business in arms dealing that may be legal or
illegal in some places. The sailors are well trained and
moderately paid to serve the captain (an ex-Marentian citizen
named Ando Morz). The captain is highly skilled as a seaman and
navigator. The ship has a large hold that can store many weapons.
This hold also serves at times as a walking shop where clients
can enter and buy weapons. Staterooms also are lavish to berth
clients and conduct deals over a feast. The ship has varying
levels of ship weapons of a light nature (small catapults,
ballista, archery weapons, etc.). These weapons will shift
depending on the amount of cargo on board, status of client
and the destination of the ship. Kixer may often visit the
ship himself but he will tend to have his second in command
handle the "dirty" business. This ship was specially built
and is sea-worthy but it tends to stay on Lake Cholchara to
conduct its business. However in some rare occasions when the
profit is enough over the journey expenses the ship will sail
down through Lake Sivas and out into the Sea of Tears to perform
special deals. Nerid and the Rogizini Empire tend to be the
farthest this ship will go. There is profit to be had north of
the Zen'da plains but Kixer knows the danger is too great
sailing up the rivers of the plains so he will not sail north
of Cholchara Lake. Notoriety of this ship is only 1 since it
is kept private in most public circles. However, in criminal
organizations its notoriety is at least 3.
Suggested Details: Merchant class ship with one large hold and one
small hold. The small one is a mini shop for displaying wares. The
other is the cargo hold. Crew is normal for merchant class ships.
There is an additional 2D10+2 guards depending on the value of the
arms and the clients on board. Guards are loyal to Captain Ando
and Merchant Prince Kixer. The sailors may be varying loyalty to
captain Ando but fear Kixer totally. Ship weapons are light. It
has no ram. The ship has a special flag that reveals its
identity to those who may know it (pirates, criminal gangs or
clients). Weapon loads do not alter ship speed. Exact cargo
loads depend on the Referee. There is a basic encounter chance
of 3-5% or up to Referee to determine.
3. Bhaomtin - Order of Fiery Citadel fleet
This small elite warship fleet is based around the island lake
area where Bhamotin city is. This Order guards the entire lake
from any intruders. At least that's the theory. In practice
however it's been a long time since any nation got that far
inland. Therefore, while an elite force, the ships tend to be
lax. This small group of ships helps to train the elite marines
of the nation. The lake itself may only have 150 miles of water
so the chance of encountering any single Fiery ship is at least
5%. These ships are known to have specially made Fire Weapons
(firepot, fire catapults, flame-thrower, fire archery weapons,
etc.). These ships tend to only stay in the lake but if the
need is serious they may go up the river on a rare special
mission. These ships are personally overseen by the Bishop
Admiral from his offices in Bhamotin city. Their commander is
the Primate of the Knights of the Fiery Citadel.
Suggested details: Bireme size warships. Normal design with
special flame related weapons. It is a fleet of five ships. The
flagship's hull has magically cured timber. It is exceptionally
hard. Notoriety of these ships is only 2 since they are in a
restricted area. Most do not know they exist. Suggested number of
ships is 5-7 at any one time (gives about 1 ship per lake hex at
any one time with 7).
4. Caldo - Dagger Giant Ballista boat / Stone ships
These ships are drenched in the history of Caldo and its wars
against Giants. These ships reflect those past wars as they
are the guardians of Caldo against Giants of all kinds. Even
if such Giants are not as common as they once used to be, these
ships serve as a morale and comfornting boost to the people.
These ships are specially built to contain Giant killing weapons.
These weapons tend to be ballista or catapults with stones that
can kill a giant with a single skilled hit. ?he crews of these
ships are trained in such battles even to the point of fake Giant
targets in the river. The army itself will lure Giants to the
river where these ships can then act. The Dagger Guard ships
have estimated to kill over 285 giants in their past using these
boats in recent recorded history. These ships stay in Caldo's
main river port berthed 95% of the year. The other times of
the year they may be on parade or training sessions. The chance
of encountering such a craft in Caldan territory on the river
is 2%. In the past there have been times when even the Mountain
Dwarves have asked for help where the river goes through the
mountains.
Suggested Details: Small warship or penteconter size. Should
have 1-5 Giant killing weapons per ship of the fashion and type
the Referee chooses. The most common weapon would be a stone
throwing catapult where the deck has loads of large stones that
need 1-3 sailors just to load such stones. The weight of these
stones may slow the craft down. Generally most ships will have
D30 of Giant stones (the size of a giant head), D20+20 Medium
stones (half a head size) and up to D100 Small stones that will
wear down Giants as they pelt the Giant. A good placed Giant
Stone can kill a giant if hit in the right place on the head.
Small stones do not kill but Medium stones can kill with
cumulative wounds. The number of these ships should be 1-3 at
any one time (D3) that exist. No more than 3 was generally ever
needed. The notoriety of these ships are only 4 on the scale as
everyone in Caldo knows about them. Sidh may know about them but
most other human cultures may care less. Up against human
warships these warships may battle normally but small stones
will do no damage to ships (will hurt crew). Giant stones are
known to hull a ship while medium stones are known to take out
masts and people on deck.
5. Choshai - Timber/Wood Ships
These ships are merchant class ships or large sea barges that
are known as Timber carriers. They are specially designed to
efficiently haul the vast amounts of timber from their forests.
While it may carry small amounts of wood on deck it doesn't
carry wood in holds like most ships. The ship is equipped with
raft like pods alongside and to the rear (tied by strong rope
or metal chains). These pods carry the bulk of the wood to
the final destination. Each pod has the wood tied down so
they do not fall into the water or overturn. They use bladders
under the raft pods for balance. The advantage is these ships
carry THREE times the amount of timber that most other merchant
ships carry. In some rare cases ships of double size can carry
4-5 times as much instead of 3 times (but these ships are more
rare and expensive). The disadvantage of these ships is they
tend to be unwieldy and hard to maneuver. In stormy or high
seas these pods can be dangerous to the mothership and so are
often let loose. These special timber ships only sail in calm
seas.
Suggested details: Merchant or barge ships. They are rowed
or towed from place to place. There are 3 sets of timber pods.
Each "pod" is a large raft as small as 5x5 or as large as 50x50
feet wide They have bladders to keep them steady in the water
and chains/rope to tie them to the mothership. Each pod may have
a single person to help navigate them into position or control
the timber weight if they shift. One set of pods (1-3) is
directly to the rear of the mothership. To the right and left
of the ship is another set of pods (1-4) that are tied directly
on the mothership or extended out to float freely by rope or
chain. The crews of these ships are so highly skilled in
controlling these pods but it takes total concentration. The
ship will have an additional 1-5 sailors for the handling of
the pods from the motership (via signals and flags) depending
on the amount of pods. These civilian ships are not combat
ready. They will jettison their pods and flee if threatened.
These ships have a notoriety of 2. They are not famous outside
the territory but passing merchants do tell of their unique
design and thus get the word out.
6. Clima - Pirate/Raiders, Tribute, Priestess Boat
All facets of life in Clima are ruled by covens of priestesses
who worship the Court of Sammael. Their authority is not open to
question and is enforced with the strictest authoritarian
discipline.
The ruling coven of the culture is called the Ghova Hand. It
is organized as follows:
RANK TITLE DUTIES
1 Immortal Ghova Command over all facets of Climan life.
Her will is law.
2 Left Ghova High Priestess of the Faith.
3 Right Ghova Administrator of the Civilian Government.
4 Mah Sangho Administrator of the Military
5 Lamagho Administrator of Foreign Affairs
6 Kahgho Administrator of Trade Affairs
7 Inaigho Governor of the Capital District
8 Horagho Governor of Vizan
9 Famagho Governor of Shimama
10 Eagho Governor of Melecin
11 Damagho Overseer of Islands and Colonies
12 Caigho Administrator of Piracy
13 Banagho Administrator of Public Rites and
Public Safety
Immortal Ghova - The Bride of Sammael, Dictator of all, etc.
She is the absolute ruler of the Climan state and sets all policy.
As long as her perfection is unquestionable that cannot change.
When she proves fallible, she is sacrificed and one of her coven
becomes the new bride.
Left Ghova - Oversees all temples, temple lands, the treasury
and all sects worshipped in Clima. In charge of persecuting and
eradicating non-approved cults. Handles major rituals that do not
demand the Immortal Ghova.
Right Ghova - Oversees civilian government at all levels to
insure its efficient operation and adherence to the faith.
Commands a secret group of inquisitors who aid in this task.
Mah Sangho - Overseer of the Army, Navy and Marines. She is
responsible for training, equipment and insuring that the serving
personnel adhere to the faith.
Lamagho - Minister of State. In charge of Climan diplomacy and
espionage.
Kahgho - Overseer of Internal and External trade. Governor of
the office of Taxation. As the only nation Clima has barely
legitimate trade dealings with is the Rogizini Empire, she
coordinates a lot of smuggling operations.
Inaigho - Commands the Immortal Palace, the High Temple of
Sammael and the Sacred Guard. She is responsible for insuring
the sanctity and devout faith of all three.
Horagho - Governor of Vizan and commander of its garrison.
Rules the faith in the Vizan district and is responsible for the
area's security.
Famagho - As for Horagho except for Shimama.
Eagho - As for Horagho except for Melecin.
Damagho - In charge of security for all Climan owned islands
and colonies. She insures the strength of the faith in these
areas and works to eradicate the influence of other religions.
She is also responsible for utilizing the areas profitably.
Caigho - Overseer of Climan Piracy and the slave trade. She
must insure all individuals involved operate as the government
requires. She also insures that Clima receives its proper share
of all profits (30%).
Banagho - As administrator of Public Safety she commands all
police forces and courts on the home island. Those forces work
with those of her sisters to insure the complete devotion of the
people. It is also her duty to plan and orchestrate the many
important public rites Clima practices. She insures that they
occur properly and that all citizens play their part devoutly.
As many of those rites are orgies, it can be an interesting task.
Clima has mastered the sea in its long history. As a result it
has many ships. While there are no super ships there are ships
that need special mention.
A. Climan Pirates/Raiders
Piracy is a state sponsored and controlled profession for
the pirate groups that work out of Clima. The three main island
cities of Shimana, Melecin and Vizan have headquarters to 3 major
groups. All pirate vessels are rated as auxiliaries in the Climan
fleet. They fight as such in time of war. During peace they operate
with a degree of independence. A select council of priestesses
chaired by the Caigho administers them and collects taxes on their
profit. As needed, they can and will send vessels on missions for
the faith. These pirate groups primarily operate in a two hundred
mile wide circle around the home island. The primary targets for
raiding are Bhamoti and Aratad shipping. They do not restrict
themselves from taking others. The primaries are who they are
looking for and who earns them the greatest bonus from the faith.
These pirate groups are always fighting for control of the Sea of
Tears against the Portan Pirates. These ships are fast and can
overtake most normal craft on the water. Most of the pirate groups
are all male but there may be an occasional female sailor,
ex-priestess or priestess throwbacks that help them. The pirates
choose their prey wisely. They will not raid a simple fishing
craft but will target merchant ships that pass by fairly quickly.
Suggested details: Penteconter class warship or small sailing
vessel. Pirate captains may be skilled or trained by the military.
Climan pirates often take prisoners to sell as slaves or ransom.
These ships are oriented for speed rather than ship-to-ship
combat. This speed is used to elude as well as pursue enemy craft.
Cargo space is large for their size. The notoriety of these pirates
is 6. All of the Sea of Tear nations have heard of them. Those
outside the sea may have heard stories but don't fear them as much.
B. Climan Tribute Ships
These merchant class ships serve to support official state or
civilian pirate operations. They are cargo ships meant to store
booty and tribute. There is a moneylender on board who does
nothing but record the tributes and booty gained. She is employed
by the Council of Overseers and responsible to them. While these
ships are the end result of raids they are also a target FOR
raids by other pirates and nations. Such ships that encounter
tribute ships find higher than usual treasure amounts. The chance
of encountering a tribute ship without some protection or among a
convoy is slim. If a convoy exists there is a 10% chance of a
tribute being there.
Suggested details: Merchant class ship that tends to tag along
with pirate raids or actions. These ships may have a guard or two
to protect the booty and vaults. Other ships prey on these ships.
They utilize hidden money vaults on board so the crew does not
lose that much. Referee should determine the location and details
of these areas. The notoriety of the tribute ships is 3.
C. Climan Priestess Ships
Priestesses rule Clima. They control the fate of the nation at
all times. A Priestess is always present on any Climan vessel
trireme size or larger. Where a single priestess is present, she
has at least one acolyte or slave servicing her. There is a 25%
chance of one being present on any other military ship and a 10%
chance on any Climan ship of merchant size or higher. In time of
war, flagships are manned by an entire coven of priestesses.
Often, the Ghova and her personal coven man the flagship of the
main fleet. These Priestesses are trained in the powers of the
sea and other forces. The power level of the priestess on a
Climan military ship is as follows:
D100 MEL D100 MEL D100 MEL
01-10 2 61-69 7 95+96 12
11-22 3 70-78 8 97 13
23-35 4 79-85 9 98 14
36-50 5 86-90 10 99 15
51-60 6 91-94 11 100 16+
This is the MEL of the priestess encountered on board the ship.
If it is MEL16 or higher there is a chance that the High Priestess
or higher Temple priestess are on a ship for some special ritual
on a nearby island (thus in transit rather than helping in naval
operations). For civlian craft that do have priestess in private
service the MEL chart is used above but with a Roll Modifier of
-20. This reflects that these Priestess may not have cut it in
Priestess society or their faith.
Suggested details: For ships with Priestess there tends to only
be one Priestess max. Personal space of the sect and inner
politics tend to prevent more than one priestess being on one
ship unless they are going to a nearby ceremonial island for a
ritual. She may have a untrained acolyte with her as aides but
they will likely not be prepared for magic at this stage (due to
age and personal competition). If these acolytes are trained
in magic they will likely be in a training cruise with the
Priestess. Sailors respect these Priestess and give them deference
at all times. Notoriety of these ships is 6 as for the pirates.
7. Dawana - Missionary Order - Missionary boats with towers
Religion is the center of life for Dawana. While they do
not have a strong military or even a civilian fleet they do believe
in spreading the faith. As a result over the centuries they have
sent out missionary ships from the Missionary Order.
Their faith is an applied, sophisticated, Daoist doctrine that
guides all aspects of life for the faithful. Those who become
priests fanatically adhere to these tenets. Seventy percent of
the priesthood are common priests. They follow the tenets of the
faith and apply them at home. Their goal is to help everyone gain
the greatest understanding and benefit possible. Another 25% of
the priesthood belongs to various militant orders. They emulate
the might of nature as they master the philosophy of the faith.
Their goal is perfection of their arts and defense of the people
from evil and/or invaders. The final 5% of the faith belongs to
the Missionary order. It is their mission to spread the blessing
of the faith to other cultures. They strive to do so in any way
that fate allows. One such method is with Missionary ships. The
Missionary Order reads divine omens and sends out missionary ships
at religiously auspicious times. 1D3-1 such vessels are sent each
year. Missionary ships spend years on the high seas trying to
convert people to the faith. Some have been as far west as Fomoria
and Goidan and as far north as Choshai. One's discovery of the
Eastern Lands greatly aided Dawana's struggle for independence.
Few return in less than five years and many are never heard of
again. Many persecute these craft or arrest the sailors if they
wish to. The Missionary Order has learned to deal with those who
hate them and spread the faith to the worthy.
This skill in reading a person is mastered by the Head
Missionary on each ship. He will be at least Inai rank and has
a group with him who are also skilled in the faith. There will be
4-6 of these assistants. The rest of the personnel on the ship are
its crew. It has eight sailors who are not priests and at least
two priests from one of the militant orders. The common sailors
are likely to learn much and return home as initiates of the
priesthood. The sailors and missionaries will fight fiercely to
defend the ship and faith. Each ship has a special mini-temple
where daily worship is done and serves as a floating site to
preach to those they meet.
A feature of the ship is an Astronomical Tower. This tower
allows the Head Missionary to navigate with the stars since maps
may not be well researched. It also serves as a focus for
astronomical study of the powers that influence the natural
beings and forces they worship. The chance of encountering these
craft is slim. It would have to be a special situation the Referee
determines. There may only be 1 ship of this nature in every 2000
miles of sea.
Suggested details: Merchant class ship. The total crew is 15-20
people. It has a designated temple to serve as a church area
either on deck or below deck (enough room for 10-15 people).
This church takes the place of a normal cargo hold. The Tower
is a forecastle that is 10x10 feet in size max and 10 feet tall.
At the top are plates that can be moved to allow viewing of the
stars with navigational aids. Special mirrors act as a primitive
telescope to reflect the night sky on a solid black table. Rituals
are done on this table to gain favor with the gods. If this tower
is destroyed or burnt down the morale of the crew decreases. If
the church area or the sacred Dawanese books are destroyed the
crew will avenge the destruction. These ships are not battle ready.
Notoriety of these ships is 8 around the island of Lemasa but
only 3 within 1000 miles of Dawana. Beyond that notoriety of
the ships goes down to 1.
8. Dechat - Dechat Pirates
The Dechan pirates are known in the waters south of the Sea
of Tears as a fierce group with the same level of respect as
the Climan and Portan Pirates. They tend not to take prisoners.
They don't attack Cerulean ships. Exempting them preserves Dechat
from conquest by the Cerulean Empire and provides a large market
for their loot. Any other nation is open season. Rogizini ships
are attacked on sight.
The city's black market is huge and not controlled by a
single family or group. There is a non-binding agreement by the
major captains in dealing with booty. Certain captains go after
certain materials. This agreement is understood by the 5 major
captains and is rarely broken without a good reason. If one
group finds booty the other group "owns" they sell the goods
to that group at a fair price. The chart of goods is as follows:
Sea Captain Booty preferred
Noman Kha Gems
Ali Mala Slaves
Serban Armor/Weapons
Lady Boma Spices and Drugs
9 Others Everything else
The top 4 sea captains have extensive spy networks which
inform them of shipments of the goods they seek. Their council
effectively rules the nation of Dechat. The city's Emir does
not dare oppose them and profits greatly by giving them their
head.
Suggested details: Warship class small to penteconter size. Most
of their vessels are small, lateen rigged sailing ships. Many
of the pirates are trained archers and may have archery based
ship weapons. Noman Kha's flagship is Bireme size, double
masted and armed with a ballista.
NOTE - Noman Kha and Lady Boma tend to operate EAST of Dechat.
They raid Teosan shipping and the Katai trade primarily. Ali
Mala and Serban are most commonly found WEST of Dechat. Their
prey is generally Ma'helan, Fomorian and Rogizini shipping.
9. Dirllar - Swamp Boats / Pirate Swamp boat / Smuggler
Dirllar is full of swamps and thus the natives have taken it
to themselves to use the swamps to their advantage. Smuggling is
one of the major nautical endeavors of Dirllar. Given the Korchi
presence, they can have no viable sea trade otherwise. A part of
the system for smuggling depends on special swamp boats. There
are two common swamp boats used in Dirllar's large swamp area.
A. Dirllar Swamp Boat
These boats are used by most swamp folk to travel the various
inlets and shifting wetlands. They have become experts in Swamp
Survival and movement tactics. Most boats are minimal draft. They
can navigate in very shallow waters. These folks use the swamp to
hide, fish and move place to place without much trouble. Merchants
from Dirlla use these boats to move goods to pick up boats for
their smugglers or ship goods up to Djanesborg.
These boats are lighter than most ships. In some cases they
can be carried over clumps of land. Many of these boats are simple
rowboat type craft. Some aren't fast but use the swamp to hide in
case of danger, almost blending in with the growth. The notoriety
of these boats is only 1 as they are known in Dirllar but most
outsiders never hear of them. The swamps are huge covering over
500 miles of swamp land so the chance of encountering a swamp
boat tends to be 15% if they want to be found or 7% if they
don't want to be.
Suggested details: Raft or Rowboat/Canoe style boats. They are
swift moving in open areas but slow down in areas where the
floating plant growth like lily pads are numerous. These boats
and users get bonuses in movement through the swamp compared to
outsiders while skill bonuses in Survival and Ambush tactics in
the swamp.
B. Dirllar Pirate Swamp Boats
The same as Swamp boats but slightly larger to allow for
more men and cargo (booty) to be carried. In some cases the
pirates use a small barge style craft. There are 4 main pirate
groups that work out in the swamps to prey on their own people
or unwary travelers who enter the swamp. While all 4 groups may
enter the city to sell their wares they have hidden bases in
the swamp.
The pirates do not kill unless they must. Those who are
unlucky enough to find their base are doomed. These bases may
move twice a year due to flooding or being chased by other groups
or the military. These boats do not have advanced weapons. They
may have platforms where warriors can fire bows while the craft
moves. The notoriety of these boats are 2 as they tend to be
more feared due to stories told by survivors but still not
famous. The chance of encountering these pirates may only be 3%
if they want to be found or 1% in any swamp hex if not.
Suggested details: Raft or barge size craft with some space for
cargo and provisions. Bases should alternate in various places
during the year. The number of pirate boats should be 1-4 boats
per group at any one time.
C. Dirllar Smuggler
In the first century after winning independence from A'Korchu,
Dirllar was an impoverished land. Since they discovered the profit
to be made by smuggling. They have also connected their nation to
the Caldan trade road in the forest. Together those gains have
made them a wealthy free port and greatly angered the Korchi.
Dirllar smugglers have trade routes to Djanesborg through the
swamp. They also trade on the high seas with Goidan, the Kolar
Peninsula and the nearby Fomorian kingdoms. Ship design for
these vessels is a valued art in Dirlla. The ships are sleek,
sail driven craft with a number of concealed holds. All such
holds are trapped and difficult for anyone less than an expert
to find. They are located to minimize their drag on the speed
of the ship. Notoriety of these smuggler ships is 3.
Suggested Details: Bireme to trireme sized merchant craft with
a crew of 10 to 15 and up to eight armed guards. The ships are
excellent designs that can outsail most other ships, excluding
those that use magical aids. They operate by eluding enemies
and outrunning those who find them. They are not warships.
NOTE - Often as not, one of the most powerful council members
in Dirlla is their richest smuggler. On more than one occasion,
that individual has been elected Duke.
10. Djanesborg - Archer boat / Pirate Archer boat
The Djani of Novholm are skilled archers. They are famous
as such in Djanesborg and nearby countries. Novholm has used
this expert ability to equip ships with archery-based weapons.
The standard warship of Novholm's fleet is the Viking longboat.
Novholm has these plus the archer boats listed below.
A. Archer Boat
These craft are used by the military in alot of cases. Many
civilians could own such craft if they can afford to maintain
them with the right archers. They have deck based archery
platforms, archery ballista type weapons and, in larger vessels,
fore and/or aft castles where protected archers fire on boarders
or ships. Notoriety of these boats is 3.
Suggested details: Various sizes from penteconter to trireme
size. Weapons and platforms are designed to suit firing arcs for
bow like weapons. Archers may be given bonuses to fire their
weapons and use tactics to reflect best use of the weapons.
B. Archer Pirate Boats
These are the same as the boats above except Vikings use
them. The Vikings use the same level of expertise in archery
but due to lack of dedication to the art (like being drunk,
lax in their duties or poorly trained) they may not have the
bonuses the military has. These pirate groups use the nearby
forests to hide their base of operations and ships when they can.
Notoriety of these boats is 3.
Suggested details: Penteconter to Bireme size. No bonuses should
apply to pirate skills.
NOTE - Going a Viking is a recognized way for landholders to
supplement income and find adventure. Ten percent of any take
is due the Viking's liege lord and he will suffer if caught
raiding Djani shipping. Beyond that there are no restrictions
on the trade.
11. Donara - Ghost ship of Evil One / Sea Star
A. Evil One Ghost Ship
When the great lord Pel shattered the defenses of E'lici
and led the Donaran host into that city, the lord wizard of
the fallen nation escaped to sea on the nation's flagship. As
the royal family of his land was slaughtered, and the city was
renamed Pelara, he made an eternal vow to take vengeance on the
Don's ilk. Since he forged that eldritch vow, the ghost ship of
the Evil One has stalked the Sea of Tears.
The legend of the Evil One, Lady Sam and Don is a popular one
in Donara. It is often told over campfires and feasts as a
reminder of their past and hope for the future. Over the last
150 years there have been rumors of a ghost ship along the
Donaran coastline that seems to indicate the presence of the
Evil One in some supernatural or ghostly form. Many who see this
ship never see anything else. The few survivors fear ever returning
to sea again. They tell of a large ship crewed by cloaked figures
and a tall form that with a long wide blade that seems to give
off a gray hue. This craft will slowly approach other craft and
attack without warning. It is reported that this leader (the
Evil One some say) uses lightning to destroy rigging. Once he
has, his crew boards and slaughters everyone without taking
prisoners or booty. The appearance of this craft seems to
portend disaster in the countryside (disease, crop failure,
droughts, massive fires, etc). The appearance of this ship
comes at random times.
The last time the ship appeared it destroyed 18 ships and
their crews. Then as quickly as it came it was gone again.
While it harried the coast a major disease broke out in 13
villages killing over 200. People believe that only the Don
can kill the "Evil One." The military has repeatedly tried
and failed. The peasants believe this leader to be the Evil
One resurrected in some form or his vile spirit. Nobles believe
this to be a pirate using the legend of the Evil One. The mystery
of the magic and ghost like effects of the ship confuse most of
them into utter silence. The notoriety of this ship is 6. It
has been talked about as far west as the Wild forest and as
far east as Marentia.
Suggested details: Quadreme size warship with crew that is
cloaked and faceless (or at least seem to have no faces). The
ship is only seen at night and in fog. It seems to be empty
from a distance and afloat like a ghost ship. The "Evil One"
can use lightning bolts himself or through his blade. The ship
seems to target Donaran nobles and ships owned by people who
are related to the original Don line. The exact nature of
the ship is up to the Referee. He can make the "Evil One"
a pirate or a true supernatural force.
B. Sea Star Ships
Vobal, the younger brother of Salaq's Duke, leads the Sea
Star Society. It works to break Donaran rule of Salaqi lands in
an overt and covert revolt. These ships are manned by mercs from
various lands and Salaqi citizens. None can be traced back to
Vobal. These ships actively perform acts of terrorism or revolt.
Typical acts are destroying merchant supply lines, killing
messenger ship couriers, sacking small garrisons or destroying
village storehouses to create unrest. These ships are also
escape ships for Codari assassins and thieves who prey on the
nobles.
The exact number of these craft is not known but the society
spreads rumors that they have 50 such ships. The military says
they may have 1 or 2 at most. It's clearly an effort to
underestimate the power of this society. Notoriety of these
ships is only 1 as they are a low profile operation. However
most peasants of the coast have heard of them and all Salaqi
peasants support them.
Suggested details: Small warships and merchant class ships. In
some cases they are sailing ships. Any ship that can be disguised
or used in their operations is. The exact number of ships is up
to the Referee. A good number is 5. The mercs work for Vobal
through a contact but do not know of his leadership. He uses
middleman contacts. These ships will not prey on peasants that
are hard pressed as Vobal only wishes new leadership not to kill
or hurt Salaqi. He will attack villages that are controlled by
Donaran lords or nobles. These ships will not attack foreign
ships unless they are in some way able to get their agenda
forward (like diplomatic ships that help the Don).
NOTE - The rebel underground in Salaq is called the Codari. It
is organized in a cell structure and has a five man ruling
council. It is secretive, deadly and efficient. The only thing
stopping them from beginning the civil war is lack of the Sea
Star, which any Salaqi king must have in his possession. Once
Vobal has it, the revolution is on and his elder brother, the
Duke of Salaq and a Donaran sympathizer, will be executed.
12. Ashudan - Jewel merchant ship
Ashudan is known for their gem trade. Many merchants use
hidden areas on ships to protect the cargo. These ships only
protect their actual cargo relating to the Gem trade. These
ships aren't smugglers but the hidden areas protect the critical
material (Gems, Jewels, Jewelry) from pirates. They do not hide
it from legal patrol or customs but will from pirates. The
notoriety of these ships is 1. Only a few people know of these
hidden areas. Only the ship's captain knows their location on
the ship. The crew keeps other cargo in a normal hold. What
makes these ships unique is the hidden areas tend to be small
enough which makes detection very difficult. For those trying
to find such locations should roll using a Very Difficult skill
task.
Suggested details: Merchant class ships same as smugglers. They
have small hidden areas the size of kegs or small safes for the
gems and other related cargo. Finding such locations is Very
Difficult. For the smuggler details see Kingdom of the East. These
hidden areas may be guarded by elaborate traps or magics.
NOTE - Ashudan is the lynchpin of the Fomorian Empire. Stopping at
their islands is essential for east-west communication. This makes
them one of the most cosmopolitan and wealthy kingdoms in Fomoria.
13. Kingdom of East - Asaoc Smuggler Ships
Many civilians, especially those in the Coasa cities, smuggle
as a way of life. These ships are built to be fast, sleek and
hold hidden cargo. Many act like normal merchant ships with
legal cargos to fool customs and naval patrol ships but they
have the real cargo in the hidden holds. Notoriety of these
ships is 3. They are known but it's hard to tell a smuggler
from other ships.
Suggested details: Merchant class ships. Most have large cargo
areas with hidden walls for more storage. Only those looking for
such places have a small chance of finding them using the Find
Traps and Secret doors skill at a moderate difficulty factor.
At least 75% of these ships are used by the secret society in
Coasa.
NOTE - The Kingdom of the East is the youngest of the Fomorian
kingdoms. The action of a powerful merchant house (the Chian
family) led the kingdoms to commit forces to this area. The
result was war with Tiansar and Lemasa. It also led to the
Kingdom of the East with the youngest brother of the elder
of house Chian as its first king.
14. Fomoria - Tribute Ships / Fog Ships / Ma'chela
A. Tribute Ships
There are three Tribute ships that sail the Fomorian island
lake. These serve as tribute boats. They will collect offerings
from lakeside villages and towns. They also serve in the yearly
ceremony to deposit offerings to the Spirit of the Lake. What
makes these ships unique is their holds are designed to open at
the bottom and allow the offerings to fall to the lake bottom
without water entering the ship. This offering is critical to the
Fomorian religion. Only select people may board these ships. Each
item that enters the ship's hold is blessed and cleaned by priests
in ceremonial rituals.
There is a prophecy that if one of these ships sinks during
the ceremony that the Spirit of the Lake will withdraw his
blessing and destroy the island. The priests believe this prophecy.
The military guards these ships not due to outsiders but what
lurks in the lake. Some mysterious large monster that has been
known to sink ships. Their greatest fear is to have this monster
happen on one of these ships and sink it. Notoriety of these
ships is 5.
Suggested details: Merchant class ships with specially built holds.
The details are up to the Referee. An option is a whirlpool effect
where the water may enter the hold and drain the offering, which
is ritual, but the water doesn't go higher due to magic or
engineering. The sea captain is trained in the priesthood and as
a sailor. He is always a priest of Enki. Being a sailor on these
ships is a great honor. But to do so they must pass several
tests and extensive background checks by the priesthood. One
who is caught taking a offering off ship once it has been blessed
will suffer the highest penalty.
B. Fog Ships
The fog that surrounded the island is part of daily sailor
life. Because of this some ships have the special ability to
generate fog and mist. This is used to elude or sneak up on
ships. Even if ships do not have this ability Fomorian sailors
(outside the lake) are trained to work with fog/mist. They have
bonuses to navigate and fight in it. This gives them a tactical
advantage when the sea is full of fog. Notoriety of these ships
is 4. The sailor ability is 8 as many hear of this skill.
Suggested details: Ships are of the size needed from civilian
craft to warships. The generation of fog can be from magic or
through technology like a smoke generation machine. These
machines would exist in a primitive nature using a fire, pot and
other materials to create smoke or a thin fog. A blower would
then be used to move the smoke away from the ship. The exact
nature of the spell or generation is up to the Referee.
C. The Fomorian Ma'chela
These ships are well built. They have magic enhanced sails
and a crew of Law priests in addition to the military crew.
Their purpose is to speed the vessel's movement. The slowest
moves 5 times the rate (strategically) of a like sized vessel
and no less then twice as fast tactically. In addition, these
ships are outfitted to catapult firepots of Naphtha. The larger
ones also have spouts that let them send a stream of flame into
an enemy vessel. They are, by prevailing standards, fast as the
wind and spit flame at the enemy. Some of these ships serve as
messenger ships for Fomorian allies. Notoriety of these ships
is 6.
Suggested details: These warships are bireme or trireme size.
There are 1D3 Law Priests with up to 1D6 apprentices to help.
The greatest of them, the flagship of the Fomorian fleet, is
quinquereme size. It only sails in time of war. The High Admiral
of Fomoria's fleet captains it and the lead priest on board is
always the ranking Mashmashu of Enki. In addition to the vessel's
speed advantage its hull is magically enhanced to be invulnerable
in battle.
15. Port Doman - Slaver ships
Port Doman has taken slavery to an art form. It is the only
Fomorian kingdom that allows the trade. They take slavery
operations seriously. Many of their ships serve in this business.
These ships have two unique features most ships do not. The first
is the holds or cages where the slaves are transported. These
cages may be found on deck when the ship is also a market ship.
In most cases the cages are below deck. Also there are a lot of
security precautions like chains and locks on these ships, which
make escape difficult. These ships tend to have guards that do
nothing but guard the slaves.
The second feature is the market ability. A lot of these ships
serve as floating market ships where they showcase the slaves on
deck platforms for customers. This stage may hold stocks or other
structures where they can show the slave in their full glory (at
times in full humiliation).
Those unfortunate people who find themselves on these ships
tend to have no hope left after many sessions of torture and
humiliation. They serve a life of hardship and in many cases have
a short lifespan. Notoriety of these ships is 10.
Suggested details: Merchant class ships. Guard numbers are 1
guard for every 20 slaves. All slaves are chained or shackled.
The cages number 1-5 with iron bars but some poorer or new slaver
trade ships have wooden cages (up to 10 boxes). Each holds 20
slaves comfortably or up to 50 if the slaver doesn't mind losing
a few. If a slaver captain or the ship owners are wealthy enough
magic may help in the slave operations (magical chains, shackles
and cages).
16. Fierazi - Del'nord prophecy ship
The Fierazi tell of a legend of a ship that sails in a lake
in the forest. This ship is said to tie into a prophecy foretold
by tribal elders. The elders say that those that enter the ship
may gain the key to the empire del'Nord's fall and learn how to
make the empire return. It also says that those who enter may
doom the Fierazi people. This legend is told to scare away people
from visiting such a ghost ship on the lake. As a result only the
brave and fearless sail the lake. Notoriety of this ship is 3.
Suggested details: Merchant class ship and size. It is actually
a ghost ship that is rarely seen. If it appears it has no crew
or anything on it. It appears to be a normal pleasure craft of
some kind even to the point of having some materials in rooms as
if it was recently left there. The actual details on this "key"
to the del'nord empire is up to the Referee. A good suggestion
is to have the person who enters the craft must be of a certain
faith. Those who have that strong faith can find the key but
they will have the choice as to how to use it. Those who do not
have this faith may find themselves misusing the key or the key
turning on them which will unleash some great evil which could
destroy the entire Fierzai tribe and possibly the rise of the
old empire del'nord.
NOTE - As the Fierazi were one of the groups who destroyed that
empire, keeping anyone from getting that key would be important
to their religious elders.
17. Katai Junk
Katai is a rich land in terms of its civilian fleet. At least
60% of these ships are Chinese Junk type ships. They tend to be
long and sleek but serve all functions from fishing, transport,
cargo to even houseboats. They tend to all look the same with
little changes other than the deck placement of materials.
Notoriety of these ships is 10 while nothing special they are
known far and wide.
Suggested details: The Chinese Junk is the basic description of
these ships. These aren't special or unique ships just overally
common in the area.
18. Kazi - Dagger Challenge Raft
For a Kazi warrior they may choose to join the Society of the
Dagger as long as they follow through with the rituals to join.
In many cases duels are then issued to other warriors to win
position and favor in this society. This boat is a simple square
raft where a dagger duel challenge is performed. Some may wish
to fight on land, in a swinging bridge, on a sharp incline or
other hard obstacle area but many choose the dagger raft. In
this duel area the one who falls into the water is shamed and
may automatically lose the challenge. But most cases these
challenges end in death of one of the two fighters. These duels
are often private situations with only the two fighters and a
select few others (witness and society members) watching.
Foreigners are rarely invited to observe. But craft on the
rivers could encounter such a duel raft with a duel in progress.
This is a rare event though.
Suggested details: Square raft with possible bladders to help
float it. If the river is swift in that area it may be tied to
shore by 4 corner ropes to hold it into place or anchored to the
river bed. In some challenges the one who calls the challenge
may initiate the raft to float freely making the duel even more
difficult. The size of these rafts is typically 10x10 but can
be as large as 30x30 depending on the status of the warriors and
the level of the duel (new warriors fighting old warriors may be
given a fair shake by a larger area). There is nothing else on
top of the raft itself. The rules and parameters of the duel are
up to the Referee.
19. Kll'maun - Sorceress Ship
The Kll'maun chaotic tribes are followers of the Sorceress of
the Dark Lands. She has her own personal means on the ocean but
there are times when she may need covert operations performed
deep inland. To do this, this ship is berthed on the river and
manned by a select few sailors from the dark lands. At her
orders the ship will sail deep down the river to perform select
tasks. The ship is also manned by Kll'maun tribesman to help as
warriors. The ship may have magics on board she has prepared
or given to her sailors. Notoriety of the ship is 1. While
the chaotic tribes know of it outside those tribes is not told of
or heard of.
Suggested details: Merchant class or small warship size. It may
have permanent magics on it as well as a wizard on board that
serves directly under the sorceress. While the ship performs
special tasks for her once in awhile this ship also serves as
an escape ship in case she needs to leave the dark lands quickly.
20. Novarask - Crystal Ship
This is the most powerful magical ship in the world. The
people of Novarask demand isolation but even they need to perform
special missions (like intelligence gathering or obtaining special
materials). Maybe once every 50 years this ship leaves the hidden
berth in the Crystal city. It is prepared with massive permanent
magics and spells. They allow the ship to move in deep winter
through the stormy northern seas with little difficulty. They
also make the vessel difficult to see at a range greater than
thirty feet. There is a wizard on board that protects the ship
and crew. Once his task is performed the ship returns. The ship
avoids all contact with outsiders.
The last three times it went out the missions were completed.
The last time was 33 years ago when they sent the ship to
investigate rumors and gain intelligence on the dark lands. The
ship took 4 months and returned with the intelligence needed.
Though the High Elder seems to have known of its purpose but for
some reason did not interfere.
It went out 162 years ago to the island of Fomoria, avoiding
the coastline and the 2 big islands. There it landed on the remote
northern shore and sent four wizards inland to summon a creature
who slept in the lake. The wizards may have disturbed this creature.
He now annoys the Fomorians. The wizards were there to gain a piece
of material from the creature for a magical rite. This mission took
8 months to complete.
he 3rd most recent time was 258 years ago when it sailed south
to visit the elves in the wild forest. It sought an audience with
an elven king for some mysterious talks. The elves actually never
learned of the origin of the people but held the talks.
The only time one of these craft never returned was one that
was sent to Lemasa to investigate an artifact held by a group
called the Red Anchor. After 2 years the people of the crystal
city assumed the ship was destroyed and built a replacement.
Suggested details: Trireme size warship sailed with magics
that help increase its speed 3 times as normal. It has battle
magic that make it a fierce warship. There is always a Wizard
who rules the ship. The wizard will have 1D3 apprentices that
he trains during the trip. Notoriety of this ship is 1. Those
who encounter the ship never escape to tell of it. Everyone in
the Crystal City know of it but outside the city no one does.
This ship can take on fleets if it wishes to but will avoid
such situations if it can.
21. Ticasi - Scholar of Magic Ship / Ticasi schools
A. Magic Training ship
This ship is used as a training ground for apprentices in
the School of Magic to learn water based magic like Sea Powers
and other related magics. It is a normal ship but may have
permanent magics on board that demonstrate the newest magic
being developed. Outsiders find this ship to be fascinating
but dangerous.
Suggested details: Merchant class or pleasure craft ship. There
is at least one Scholar of Magic teacher on board to help control
the magics and the training. The Head Scholar of Magic on the
council owns this ship.
B. Other School Ships
Like the Magic training ship there are ships headed by the
schools for Astronomy (for observation and new navigation
teaching techniques) and Engineering (for new ship design and
innovations) are the main ones. There are other inland schools
which may own ships at various times but teach the sea skills
in the various schools like Geography (for map making), History
and Military History (for learning tactics of sea battles),
Medicine (how to deal with ship board diseases and wounds) and
Navigation (on how to better improve navigation on the high
seas).
Suggested details: Same as magic ship but these are simple ships
where training occurs and no special magic or other effects. It
is common to see at least one of these training ships near the
Ticasi coastline.
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