[PnP] Ship Project - Special/Unique Ships
Choinski, Burton
Burton.Choinski at matrixone.com
Sat Oct 7 16:29:49 CEST 2006
I don't consider lake boats a real navy. :}
If they have a modern steel DD or BC haunting those lakes, I'll reconsider my comment. :}
-----Original Message-----
From: pnp-bounces at abroere.xs4all.nl on behalf of Wout Broere
Sent: Sat 10/7/2006 9:14 AM
To: The Powers and Perils Mailing List
Subject: RE: [PnP] Ship Project - Special/Unique Ships
But there IS a Swiss navy. They even have ships ;-} :
http://www.swissnavy.ch/p80vornegross.jpg
More info:
http://www.swissinfo.org/eng/swissinfo.html?siteSect=105&sid=1850757
http://www.crwflags.com/fotw/flags/ch-sea.html
http://en.wikipedia.org/wiki/Swiss_military
Wout
At 06:40 07/10/2006, you wrote:
>Content-class: urn:content-classes:message
>Content-Type: multipart/alternative;
> boundary="----_=_NextPart_001_01C6E9CA.F77F342A"
>
>
>I'm sorry, but the concept of a "Caldan Navy" is like thinking of a
>Swiss navy...I can't wrap my mind around such a meme.
>
>-----Original Message-----
>From: pnp-bounces at abroere.xs4all.nl on behalf of Scott Adams
>Sent: Fri 10/6/2006 11:55 PM
>To: The Powers and Perils Mailing List; The Powers and Perils Mailing List
>Subject: [PnP] Ship Project - Special/Unique Ships
>
>
> * 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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><http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp>http://abroere.xs4all.nl/cgi-bin/mailman/listinfo/pnp
>
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Wout Broere broere at powersandperils.org
P&P Website: http://www.powersandperils.org/
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