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Dirllar - Swamp Boats / Pirate Swamp boat / Smuggler<br>
<br>
Dirllar is full of swamps and thus the natives have taken it<br>
to themselves to use the
swamps to their advantage. Smuggling is<br>
one of the major nautical
endeavors of Dirllar. Given the Korchi<br>
presence, they can have no
viable sea trade otherwise. A part of<br>
the system for smuggling
depends on special swamp boats. There<br>
are two common swamp boats
used in Dirllar's large swamp area.<br>
<br>
A. Dirllar Swamp
Boat<br>
<br>
These
boats are used by most swamp folk to travel the various<br>
inlets and shifting wetlands.
They have become experts in Swamp<br>
Survival and movement tactics.
Most boats are minimal draft. They<br>
can navigate in very shallow
waters. These folks use the swamp to<br>
hide, fish and move place to
place without much trouble. Merchants<br>
from Dirlla use these boats to
move goods to pick up boats for<br>
their smugglers or ship goods
up to Djanesborg.<br>
These
boats are lighter than most ships. In some cases they<br>
can be carried over clumps of
land. Many of these boats are simple<br>
rowboat type craft. Some
aren't fast but use the swamp to hide in<br>
case of danger, almost
blending in with the growth. The notoriety<br>
of these boats is only 1 as
they are known in Dirllar but most<br>
outsiders never hear of them.
The swamps are huge covering over<br>
500 miles of swamp land so the
chance of encountering a swamp<br>
boat tends to be 15% if they
want to be found or 7% if they<br>
don't want to be.<br>
<br>
Suggested details: Raft or
Rowboat/Canoe style boats. They are<br>
swift moving in open areas but
slow down in areas where the<br>
floating plant growth like
lily pads are numerous. These boats<br>
and users get bonuses in
movement through the swamp compared to<br>
outsiders while skill bonuses
in Survival and Ambush tactics in<br>
the swamp.<br>
<br>
B. Dirllar Pirate Swamp
Boats<br>
<br>
The
same as Swamp boats but slightly larger to allow for<br>
more men and cargo (booty) to
be carried. In some cases the<br>
pirates use a small barge
style craft. There are 4 main pirate<br>
groups that work out in the
swamps to prey on their own people<br>
or unwary travelers who enter
the swamp. While all 4 groups may<br>
enter the city to sell their
wares they have hidden bases in<br>
the swamp.<br>
The
pirates do not kill unless they must. Those who are<br>
unlucky enough to find their
base are doomed. These bases may<br>
move twice a year due to
flooding or being chased by other groups<br>
or the military. These boats
do not have advanced weapons. They<br>
may have platforms where
warriors can fire bows while the craft<br>
moves. The notoriety of these
boats are 2 as they tend to be<br>
more feared due to stories
told by survivors but still not<br>
famous. The chance of
encountering these pirates may only be 3%<br>
if they want to be found or 1%
in any swamp hex if not.<br>
<br>
Suggested details: Raft or
barge size craft with some space for<br>
cargo and provisions. Bases
should alternate in various places<br>
during the year. The number of
pirate boats should be 1-4 boats<br>
per group at any one
time.<br>
<br>
C. Dirllar
Smuggler<br>
<br>
In the
first century after winning independence from A'Korchu,<br>
Dirllar was an impoverished
land. Since they discovered the profit<br>
to be made by smuggling. They
have also connected their nation to<br>
the Caldan trade road in the
forest. Together those gains have<br>
made them a wealthy free port
and greatly angered the Korchi.<br>
Dirllar smugglers have trade routes to Djanesborg through the<br>
swamp. They also trade on the
high seas with Goidan, the Kolar<br>
Peninsula and the nearby
Fomorian kingdoms. Ship design for<br>
these vessels is a valued art
in Dirlla. The ships are sleek,<br>
sail driven craft with a
number of concealed holds. All such<br>
holds are trapped and
difficult for anyone less than an expert<br>
to find. They are located to
minimize their drag on the speed<br>
of the ship. Notoriety
of these smuggler ships is 3. <br>
<br>
Suggested Details: Bireme to
trireme sized merchant craft with<br>
a crew of 10 to 15 and up to
eight armed guards. The ships are<br>
excellent designs that can
outsail most other ships, excluding<br>
those that use magical aids.
They operate by eluding enemies<br>
and outrunning those who find
them. They are not warships.<br>
<br>
NOTE - Often as not, one of
the most powerful council members<br>
in Dirlla is their richest
smuggler. On more than one occasion,<br>
that individual has been
elected Duke.<br>
<br>
10. Djanesborg - Archer boat / Pirate Archer
boat<br>
<br>
The
Djani of Novholm are skilled archers. They are famous<br>
as such in Djanesborg and
nearby countries. Novholm has used<br>
this expert ability to equip
ships with archery-based weapons.<br>
The standard warship of
Novholm's fleet is the Viking longboat.<br>
Novholm has these plus the
archer boats listed below.<br>
<br>
A. Archer Boat<br>
<br>
These
craft are used by the military in alot of cases. Many<br>
civilians could own such craft
if they can afford to maintain<br>
them with the right archers.
They have deck based archery<br>
platforms, archery ballista
type weapons and, in larger vessels,<br>
fore and/or aft castles where
protected archers fire on boarders<br>
or ships. Notoriety of these
boats is 3.<br>
<br>
Suggested details: Various
sizes from penteconter to trireme<br>
size. Weapons and platforms
are designed to suit firing arcs for<br>
bow like weapons. Archers may
be given bonuses to fire their<br>
weapons and use tactics to
reflect best use of the weapons.<br>
<br>
B. Archer Pirate
Boats<br>
<br>
These
are the same as the boats above except Vikings use<br>
them. The Vikings use the same
level of expertise in archery<br>
but due to lack of dedication
to the art (like being drunk,<br>
lax in their duties or poorly
trained) they may not have the<br>
bonuses the military has.
These pirate groups use the nearby<br>
forests to hide their base of
operations and ships when they can.<br>
Notoriety of these boats is
3.<br>
<br>
Suggested details: Penteconter
to Bireme size. No bonuses should<br>
apply to pirate skills.<br>
<br>
NOTE - Going a Viking is a
recognized way for landholders to<br>
supplement income and find
adventure. Ten percent of any take<br>
is due the Viking's liege lord
and he will suffer if caught<br>
raiding Djani shipping. Beyond
that there are no restrictions<br>
on the trade.<br>
<br>
11. Donara - Ghost ship of Evil One / Sea Star<br>
<br>
A. Evil One Ghost
Ship<br>
<br>
When
the great lord Pel shattered the defenses of E'lici<br>
and led the Donaran host into
that city, the lord wizard of<br>
the fallen nation escaped to
sea on the nation's flagship. As<br>
the royal family of his land
was slaughtered, and the city was<br>
renamed Pelara, he made an
eternal vow to take vengeance on the<br>
Don's ilk. Since he forged
that eldritch vow, the ghost ship of<br>
the Evil One has stalked the
Sea of Tears.<br>
The
legend of the Evil One, Lady Sam and Don is a popular one<br>
in Donara. It is often
told over campfires and feasts as a<br>
reminder of their past and
hope for the future. Over the last<br>
150 years there have been
rumors of a ghost ship along the<br>
Donaran coastline that seems
to indicate the presence of the<br>
Evil One in some supernatural
or ghostly form. Many who see this<br>
ship never see anything else.
The few survivors fear ever returning<br>
to sea again. They tell of a
large ship crewed by cloaked figures<br>
and a tall form that with a
long wide blade that seems to give<br>
off a gray hue. This craft
will slowly approach other craft and<br>
attack without warning. It is
reported that this leader (the<br>
Evil One some say) uses
lightning to destroy rigging. Once he<br>
has, his crew boards and
slaughters everyone without taking<br>
prisoners or booty. The
appearance of this craft seems to<br>
portend disaster in the
countryside (disease, crop failure,<br>
droughts, massive fires, etc).
The appearance of this ship<br>
comes at random times.<br>
The
last time the ship appeared it destroyed 18 ships and<br>
their crews. Then as quickly
as it came it was gone again.<br>
While it harried the coast a
major disease broke out in 13<br>
villages killing over 200.
People believe that only the Don<br>
can kill the "Evil
One." The military has repeatedly tried<br>
and failed. The peasants
believe this leader to be the Evil<br>
One resurrected in some form
or his vile spirit. Nobles believe<br>
this to be a pirate using the
legend of the Evil One. The mystery<br>
of the magic and ghost like
effects of the ship confuse most of<br>
them into utter silence. The
notoriety of this ship is 6. It<br>
has been talked about as far
west as the Wild forest and as<br>
far east as Marentia.<br>
<br>
Suggested details: Quadreme
size warship with crew that is<br>
cloaked and faceless (or at
least seem to have no faces). The<br>
ship is only seen at night and
in fog. It seems to be empty <br>
from a distance and afloat
like a ghost ship. The "Evil One"<br>
can use lightning bolts
himself or through his blade. The ship<br>
seems to target Donaran nobles
and ships owned by people who<br>
are related to the original
Don line. The exact nature of<br>
the ship is up to the
Referee. He can make the "Evil One"<br>
a pirate or a true
supernatural force. <br>
<br>
B. Sea Star Ships<br>
<br>
Vobal,
the younger brother of Salaq's Duke, leads the Sea<br>
Star Society. It works to
break Donaran rule of Salaqi lands in<br>
an overt and covert revolt.
These ships are manned by mercs from<br>
various lands and Salaqi
citizens. None can be traced back to<br>
Vobal. These ships actively
perform acts of terrorism or revolt.<br>
Typical acts are destroying
merchant supply lines, killing<br>
messenger ship couriers,
sacking small garrisons or destroying<br>
village storehouses to create
unrest. These ships are also<br>
escape ships for Codari
assassins and thieves who prey on the<br>
nobles.<br>
The
exact number of these craft is not known but the society<br>
spreads rumors that they have
50 such ships. The military says<br>
they may have 1 or 2 at most.
It's clearly an effort to<br>
underestimate the power of
this society. Notoriety of these<br>
ships is only 1 as they are a
low profile operation. However<br>
most peasants of the coast
have heard of them and all Salaqi<br>
peasants support them.<br>
<br>
Suggested details: Small
warships and merchant class ships. In<br>
some cases they are sailing
ships. Any ship that can be disguised<br>
or used in their operations
is. The exact number of ships is up<br>
to the Referee. A good number
is 5. The mercs work for Vobal<br>
through a contact but do not
know of his leadership. He uses<br>
middleman contacts. These
ships will not prey on peasants that<br>
are hard pressed as Vobal only
wishes new leadership not to kill<br>
or hurt Salaqi. He will attack
villages that are controlled by<br>
Donaran lords or nobles. These
ships will not attack foreign<br>
ships unless they are in some
way able to get their agenda<br>
forward (like diplomatic ships
that help the Don).<br>
<br>
NOTE - The rebel underground
in Salaq is called the Codari. It<br>
is organized in a cell
structure and has a five man ruling<br>
council. It is secretive,
deadly and efficient. The only thing<br>
stopping them from beginning
the civil war is lack of the Sea<br>
Star, which any Salaqi king
must have in his possession. Once<br>
Vobal has it, the revolution
is on and his elder brother, the<br>
Duke of Salaq and a Donaran
sympathizer, will be executed.<br>
<br>
12. Ashudan - Jewel merchant ship<br>
<br>
Ashudan is known for their gem trade. Many merchants use<br>
hidden areas on ships to
protect the cargo. These ships only<br>
protect their actual cargo
relating to the Gem trade. These<br>
ships aren't smugglers but the
hidden areas protect the critical<br>
material (Gems, Jewels,
Jewelry) from pirates. They do not hide<br>
it from legal patrol or
customs but will from pirates. The<br>
notoriety of these ships is 1.
Only a few people know of these<br>
hidden areas. Only the ship's
captain knows their location on<br>
the ship. The crew keeps other
cargo in a normal hold. What<br>
makes these ships unique is
the hidden areas tend to be small<br>
enough which makes detection
very difficult. For those trying<br>
to find such locations should
roll using a Very Difficult skill<br>
task. <br>
<br>
Suggested details: Merchant
class ships same as smugglers. They<br>
have small hidden areas the
size of kegs or small safes for the<br>
gems and other related cargo.
Finding such locations is Very<br>
Difficult. For the smuggler
details see Kingdom of the East. These<br>
hidden areas may be guarded by
elaborate traps or magics. <br>
<br>
NOTE - Ashudan is the lynchpin
of the Fomorian Empire. Stopping at<br>
their islands is essential for
east-west communication. This makes<br>
them one of the most
cosmopolitan and wealthy kingdoms in Fomoria.<br>
<br>
13. Kingdom of East - Asaoc Smuggler Ships<br>
<br>
Many
civilians, especially those in the Coasa cities, smuggle<br>
as a way of life. These ships
are built to be fast, sleek and<br>
hold hidden cargo. Many act
like normal merchant ships with<br>
legal cargos to fool customs
and naval patrol ships but they<br>
have the real cargo in the
hidden holds. Notoriety of these<br>
ships is 3. They are known but
it's hard to tell a smuggler<br>
from other ships.<br>
<br>
Suggested details: Merchant
class ships. Most have large cargo<br>
areas with hidden walls for
more storage. Only those looking for<br>
such places have a small
chance of finding them using the Find<br>
Traps and Secret doors skill
at a moderate difficulty factor.<br>
At least 75% of these ships
are used by the secret society in<br>
Coasa.<br>
<br>
NOTE - The Kingdom of the East
is the youngest of the Fomorian<br>
kingdoms. The action of a
powerful merchant house (the Chian<br>
family) led the kingdoms to
commit forces to this area. The<br>
result was war with Tiansar
and Lemasa. It also led to the<br>
Kingdom of the East with the
youngest brother of the elder<br>
of house Chian as its first
king.<br>
<br>
14. Fomoria - Tribute Ships / Fog Ships /
Ma'chela<br>
<br>
A. Tribute Ships<br>
<br>
There
are three Tribute ships that sail the Fomorian island<br>
lake. These serve as
tribute boats. They will collect offerings<br>
from lakeside villages and
towns. They also serve in the yearly<br>
ceremony to deposit offerings
to the Spirit of the Lake. What<br>
makes these ships unique is
their holds are designed to open at<br>
the bottom and allow the
offerings to fall to the lake bottom<br>
without water entering the
ship. This offering is critical to the<br>
Fomorian religion. Only select
people may board these ships. Each<br>
item that enters the ship's
hold is blessed and cleaned by priests<br>
in ceremonial rituals.<br>
There
is a prophecy that if one of these ships sinks during<br>
the ceremony that the Spirit
of the Lake will withdraw his<br>
blessing and destroy the
island. The priests believe this prophecy.<br>
The military guards these
ships not due to outsiders but what<br>
lurks in the lake. Some
mysterious large monster that has been<br>
known to sink ships. Their
greatest fear is to have this monster<br>
happen on one of these ships
and sink it. Notoriety of these<br>
ships is 5.<br>
<br>
Suggested details: Merchant
class ships with specially built holds.<br>
The details are up to the
Referee. An option is a whirlpool effect<br>
where the water may enter the
hold and drain the offering, which<br>
is ritual, but the water
doesn't go higher due to magic or<br>
engineering. The sea captain
is trained in the priesthood and as<br>
a sailor. He is always a
priest of Enki. Being a sailor on these<br>
ships is a great honor.
But to do so they must pass several<br>
tests and extensive background
checks by the priesthood. One<br>
who is caught taking a
offering off ship once it has been blessed<br>
will suffer the highest
penalty. <br>
<br>
B. Fog Ships<br>
<br>
The
fog that surrounded the island is part of daily sailor<br>
life. Because of this some
ships have the special ability to<br>
generate fog and mist. This is
used to elude or sneak up on<br>
ships. Even if ships do not
have this ability Fomorian sailors<br>
(outside the lake) are trained
to work with fog/mist. They have<br>
bonuses to navigate and fight
in it. This gives them a tactical<br>
advantage when the sea is full
of fog. Notoriety of these ships<br>
is 4. The sailor ability is 8
as many hear of this skill.<br>
<br>
Suggested details: Ships are
of the size needed from civilian<br>
craft to warships. The
generation of fog can be from magic or<br>
through technology like a
smoke generation machine. These<br>
machines would exist in a
primitive nature using a fire, pot and<br>
other materials to create
smoke or a thin fog. A blower would<br>
then be used to move the smoke
away from the ship. The exact<br>
nature of the spell or
generation is up to the Referee.<br>
<br>
C. The Fomorian
Ma'chela<br>
<br>
These
ships are well built. They have magic enhanced sails<br>
and a crew of Law priests in
addition to the military crew.<br>
Their purpose is to speed the
vessel's movement. The slowest<br>
moves 5 times the rate
(strategically) of a like sized vessel<br>
and no less then twice as fast
tactically. In addition, these<br>
ships are outfitted to
catapult firepots of Naphtha. The larger<br>
ones also have spouts that let
them send a stream of flame into<br>
an enemy vessel. They are, by
prevailing standards, fast as the<br>
wind and spit flame at the
enemy. Some of these ships serve as<br>
messenger ships for Fomorian
allies. Notoriety of these ships<br>
is 6.<br>
<br>
Suggested details: These
warships are bireme or trireme size.<br>
There are 1D3 Law Priests with
up to 1D6 apprentices to help.<br>
The greatest of them, the
flagship of the Fomorian fleet, is<br>
quinquereme size. It only
sails in time of war. The High Admiral<br>
of Fomoria's fleet captains it
and the lead priest on board is<br>
always the ranking Mashmashu
of Enki. In addition to the vessel's<br>
speed advantage its hull is
magically enhanced to be invulnerable<br>
in battle.<br>
<br>
15. Port Doman - Slaver ships<br>
<br>
Port
Doman has taken slavery to an art form. It is the only<br>
Fomorian kingdom that allows
the trade. They take slavery<br>
operations seriously. Many of
their ships serve in this business.<br>
These ships have two unique
features most ships do not. The first<br>
is the holds or cages where
the slaves are transported. These<br>
cages may be found on deck
when the ship is also a market ship.<br>
In most cases the cages are
below deck. Also there are a lot of<br>
security precautions like
chains and locks on these ships, which<br>
make escape difficult. These
ships tend to have guards that do<br>
nothing but guard the
slaves.<br>
The
second feature is the market ability. A lot of these ships<br>
serve as floating market ships
where they showcase the slaves on<br>
deck platforms for customers.
This stage may hold stocks or other<br>
structures where they can show
the slave in their full glory (at<br>
times in full
humiliation).<br>
Those
unfortunate people who find themselves on these ships<br>
tend to have no hope left
after many sessions of torture and<br>
humiliation. They serve a life
of hardship and in many cases have<br>
a short lifespan. Notoriety of
these ships is 10.<br>
<br>
Suggested details: Merchant
class ships. Guard numbers are 1<br>
guard for every 20 slaves. All
slaves are chained or shackled.<br>
The cages number 1-5 with iron
bars but some poorer or new slaver<br>
trade ships have wooden cages
(up to 10 boxes). Each holds 20<br>
slaves comfortably or up to 50
if the slaver doesn't mind losing<br>
a few. If a slaver
captain or the ship owners are wealthy enough<br>
magic may help in the slave
operations (magical chains, shackles<br>
and cages). <br>
<br>
16. Fierazi - Del'nord prophecy ship<br>
<br>
The
Fierazi tell of a legend of a ship that sails in a lake<br>
in the forest. This ship
is said to tie into a prophecy foretold<br>
by tribal elders. The elders
say that those that enter the ship<br>
may gain the key to the empire
del'Nord's fall and learn how to<br>
make the empire return. It
also says that those who enter may<br>
doom the Fierazi people. This
legend is told to scare away people<br>
from visiting such a ghost
ship on the lake. As a result only the<br>
brave and fearless sail the
lake. Notoriety of this ship is 3.<br>
<br>
Suggested details: Merchant
class ship and size. It is actually<br>
a ghost ship that is rarely
seen. If it appears it has no crew<br>
or anything on it. It
appears to be a normal pleasure craft of<br>
some kind even to the point of
having some materials in rooms as<br>
if it was recently left there.
The actual details on this "key"<br>
to the del'nord empire is up
to the Referee. A good suggestion<br>
is to have the person who
enters the craft must be of a certain<br>
faith. Those who have
that strong faith can find the key but<br>
they will have the choice as
to how to use it. Those who do not<br>
have this faith may find
themselves misusing the key or the key<br>
turning on them which will
unleash some great evil which could<br>
destroy the entire Fierzai
tribe and possibly the rise of the<br>
old empire del'nord.
<br>
<br>
NOTE - As the Fierazi were one
of the groups who destroyed that<br>
empire, keeping anyone from
getting that key would be important<br>
to their religious
elders.<br>
<br>
17. Katai Junk<br>
<br>
Katai
is a rich land in terms of its civilian fleet. At least<br>
60% of these ships are Chinese
Junk type ships. They tend to be<br>
long and sleek but serve all
functions from fishing, transport,<br>
cargo to even
houseboats. They tend to all look the same with<br>
little changes other than the
deck placement of materials.<br>
Notoriety of these ships is 10
while nothing special they are<br>
known far and wide.<br>
<br>
Suggested details: The Chinese
Junk is the basic description of<br>
these ships. These
aren't special or unique ships just overally<br>
common in the area.<br>
<br>
18. Kazi - Dagger Challenge Raft<br>
<br>
For a
Kazi warrior they may choose to join the Society of the<br>
Dagger as long as they follow
through with the rituals to join.<br>
In many cases duels are then
issued to other warriors to win<br>
position and favor in this
society. This boat is a simple square<br>
raft where a dagger duel
challenge is performed. Some may wish<br>
to fight on land, in a
swinging bridge, on a sharp incline or<br>
other hard obstacle area but
many choose the dagger raft. In<br>
this duel area the one who
falls into the water is shamed and<br>
may automatically lose the
challenge. But most cases these<br>
challenges end in death of one
of the two fighters. These duels<br>
are often private situations
with only the two fighters and a<br>
select few others (witness and
society members) watching.<br>
Foreigners are rarely invited
to observe. But craft on the<br>
rivers could encounter such a
duel raft with a duel in progress.<br>
This is a rare event
though.<br>
<br>
Suggested details: Square raft
with possible bladders to help<br>
float it. If the river
is swift in that area it may be tied to<br>
shore by 4 corner ropes to
hold it into place or anchored to the<br>
river bed. In some
challenges the one who calls the challenge<br>
may initiate the raft to float
freely making the duel even more<br>
difficult. The size of
these rafts is typically 10x10 but can<br>
be as large as 30x30 depending
on the status of the warriors and<br>
the level of the duel (new
warriors fighting old warriors may be<br>
given a fair shake by a larger
area). There is nothing else on<br>
top of the raft itself.
The rules and parameters of the duel are<br>
up to the Referee. <br>
<br>
19. Kll'maun - Sorceress Ship<br>
<br>
The
Kll'maun chaotic tribes are followers of the Sorceress of<br>
the Dark Lands. She has
her own personal means on the ocean but<br>
there are times when she may
need covert operations performed<br>
deep inland. To do this,
this ship is berthed on the river and<br>
manned by a select few sailors
from the dark lands. At her<br>
orders the ship will sail deep
down the river to perform select<br>
tasks. The ship is also
manned by Kll'maun tribesman to help as<br>
warriors. The ship may
have magics on board she has prepared<br>
or given to her sailors.
Notoriety of the ship is 1. While<br>
the chaotic tribes know of it
outside those tribes is not told of<br>
or heard of.<br>
<br>
Suggested details: Merchant
class or small warship size. It may<br>
have permanent magics on it as
well as a wizard on board that<br>
serves directly under the
sorceress. While the ship performs<br>
special tasks for her once in
awhile this ship also serves as<br>
an escape ship in case she
needs to leave the dark lands quickly.<br>
<br>
20. Novarask - Crystal
Ship
<br>
<br>
This
is the most powerful magical ship in the world. The<br>
people of Novarask demand
isolation but even they need to perform<br>
special missions (like
intelligence gathering or obtaining special<br>
materials). Maybe once every
50 years this ship leaves the hidden<br>
berth in the Crystal city. It
is prepared with massive permanent<br>
magics and spells. They allow
the ship to move in deep winter<br>
through the stormy northern
seas with little difficulty. They<br>
also make the vessel difficult
to see at a range greater than<br>
thirty feet. There is a wizard
on board that protects the ship<br>
and crew. Once his task is
performed the ship returns. The ship<br>
avoids all contact with
outsiders.<br>
The
last three times it went out the missions were completed.<br>
The last time was 33 years ago
when they sent the ship to<br>
investigate rumors and gain
intelligence on the dark lands. The<br>
ship took 4 months and
returned with the intelligence needed.<br>
Though the High Elder seems to
have known of its purpose but for<br>
some reason did not
interfere.<br>
It
went out 162 years ago to the island of Fomoria, avoiding<br>
the coastline and the 2 big
islands. There it landed on the remote<br>
northern shore and sent four
wizards inland to summon a creature<br>
who slept in the lake. The
wizards may have disturbed this creature.<br>
He now annoys the Fomorians.
The wizards were there to gain a piece<br>
of material from the creature
for a magical rite. This mission took<br>
8 months to complete.<br>
he 3rd
most recent time was 258 years ago when it sailed south<br>
to visit the elves in the wild
forest. It sought an audience with<br>
an elven king for some
mysterious talks. The elves actually never<br>
learned of the origin of the
people but held the talks.<br>
The
only time one of these craft never returned was one that<br>
was sent to Lemasa to
investigate an artifact held by a group<br>
called the Red Anchor. After 2
years the people of the crystal<br>
city assumed the ship was
destroyed and built a replacement.<br>
<br>
Suggested details: Trireme
size warship sailed with magics<br>
that help increase its speed 3
times as normal. It has battle<br>
magic that make it a fierce
warship. There is always a Wizard<br>
who rules the ship. The wizard
will have 1D3 apprentices that<br>
he trains during the
trip. Notoriety of this ship is 1. Those<br>
who encounter the ship never
escape to tell of it. Everyone in<br>
the Crystal City know of it
but outside the city no one does.<br>
This ship can take on fleets
if it wishes to but will avoid<br>
such situations if it
can. <br>
<br>
21. Ticasi - Scholar of Magic Ship / Ticasi
schools<br>
<br>
A. Magic Training
ship<br>
<br>
This
ship is used as a training ground for apprentices in<br>
the School of Magic to learn
water based magic like Sea Powers<br>
and other related magics. It
is a normal ship but may have<br>
permanent magics on board that
demonstrate the newest magic<br>
being developed. Outsiders
find this ship to be fascinating<br>
but dangerous.<br>
<br>
Suggested details: Merchant
class or pleasure craft ship. There<br>
is at least one Scholar of
Magic teacher on board to help control<br>
the magics and the training.
The Head Scholar of Magic on the<br>
council owns this ship.<br>
<br>
B. Other School
Ships<br>
<br>
Like
the Magic training ship there are ships headed by the<br>
schools for Astronomy (for
observation and new navigation<br>
teaching techniques) and
Engineering (for new ship design and<br>
innovations) are the main
ones. There are other inland schools<br>
which may own ships at various
times but teach the sea skills<br>
in the various schools like
Geography (for map making), History<br>
and Military History (for
learning tactics of sea battles),<br>
Medicine (how to deal with
ship board diseases and wounds) and<br>
Navigation (on how to
better improve navigation on the high<br>
seas).<br>
<br>
Suggested details: Same as
magic ship but these are simple ships<br>
where training occurs and no
special magic or other effects. It<br>
is common to see at least one
of these training ships near the<br>
Ticasi coastline.<br>
<br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
<div>Website:
<a href="http://users.cybermax.net/~longshot" EUDORA=AUTOURL>http://users.cybermax.net/~longshot</a></div>
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