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<TITLE>RE: [PnP] Ship Project - Special/Unique Ships</TITLE>
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<P><FONT SIZE=2>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.<BR>
<BR>
-----Original Message-----<BR>
From: pnp-bounces@abroere.xs4all.nl on behalf of Scott Adams<BR>
Sent: Fri 10/6/2006 11:55 PM<BR>
To: The Powers and Perils Mailing List; The Powers and Perils Mailing List<BR>
Subject: [PnP] Ship Project - Special/Unique Ships<BR>
<BR>
<BR>
* Special / Mythical / Legendary Ships<BR>
<BR>
This section details special and unique ships that has roamed the<BR>
Perilous Lands throughout history. Many are legendary while<BR>
others are simple yet have special purpose. The exact details of<BR>
the ship is up to the Referee, this section only details a starting<BR>
point. The Size and Crew for example are largely up to the Referee<BR>
unless stated otherwise. These ships are in no particular order<BR>
or priority. These ships will first be listed with their home<BR>
nation listed then the name or purpose of the ship. The following<BR>
sections are outlined here:<BR>
<BR>
1. A'korchu - Griffin Korchu Deathwing Carrier / Death Ship<BR>
A. Korchu Deathwing Griffin Carrier<BR>
B. Korchi Death Ship<BR>
2. Ba'rual - "White Jolt"<BR>
3. Bhaomtin - Order of Fiery Citadel fleet<BR>
4. Caldo - Dagger Giant Ballista boat / Stone ships<BR>
5. Choshai - Timber/Wood Ships<BR>
6. Clima - Pirate/Raiders, Tribute, Priestess Boat<BR>
A. Climan Pirates/Raiders<BR>
B. Climan Tribute Ships<BR>
C. Climan Priestess Ships<BR>
7. Dawana - Missionary Order - Missionary boats with towers<BR>
8. Dechat - Dechat Pirates<BR>
9. Dirllar - Swamp Boats / Pirate Swamp boat / Smuggler<BR>
A. Dirllar Swamp Boat<BR>
B. Dirllar Pirate Swamp Boats<BR>
C. Dirllar Smuggler<BR>
10. Djanesborg - Archer boat / Pirate Archer boat<BR>
A. Archer Boat<BR>
B. Archer Pirate Boats<BR>
11. Donara - Ghost ship of Evil One / Sea Star<BR>
A. Evil One Ghost Ship<BR>
B. Sea Star Ships<BR>
12. Ashudan - Jewel merchant ship<BR>
13. Kingdom of East - Asaoc Smuggler Ships<BR>
14. Fomoria - Tribute Ships / Fog Ships / Ma'chela<BR>
A. Tribute Ships<BR>
B. Fog Ships<BR>
C. The Fomorian Ma'chela<BR>
15. Port Doman - Slaver ships<BR>
16. Fierazi - Del'nord prophecy ship<BR>
17. Katai Junk<BR>
18. Kazi - Dagger Challenge Raft<BR>
19. Kll'maun - Sorceress Ship<BR>
20. Novarask - Crystal Ship<BR>
21. Ticasi - Scholar of Magic Ship / Ticasi schools<BR>
A. Magic Training ship<BR>
B. Other School Ships<BR>
These represent the most special, noteworthy, mystical and<BR>
unusual ships of the Perilous Lands. More details are in<BR>
the following sections.<BR>
<BR>
1. A'korchu - Griffin Korchu Deathwing Carrier / Death Ship<BR>
<BR>
A. Korchu Deathwing Griffin Carrier<BR>
<BR>
In the land of A'korchu Griffins are royal animals and<BR>
respected. As a result the navy has formed a small force of<BR>
specially built ships that carry these animals from place to<BR>
place over the sea. In times of war these ships can number up<BR>
to 5 but usually only 2 exist at any one time in active service.<BR>
At least one stays in or near Korchu city at all times. Only<BR>
those the God Emporer gives permission to or his nobles may<BR>
ride these beasts so this force is a elite support service of<BR>
the navy. These craft tend to be ready with 60 rowers and can<BR>
hold up to 30 griffins in their special holds which allow the<BR>
beasts to escape up into the air on a moment's notice. These<BR>
craft tend to look just like horse carriers so a enemy ship may<BR>
be caught off guard when a flock of flying griffin riders are<BR>
sent their way.<BR>
Recently in a battle with Dirllar one such Griffin Carrier<BR>
was used. It turned the battle for the warships against the<BR>
strong pirate group. The pirates were so much surprised they<BR>
could not fight on two fronts and were quickly defeated.<BR>
This ship itself is not a warship but serves to support<BR>
warships. Most of these ships stay along the main island's<BR>
coastline rather than stray in deep water. Working with these<BR>
beasts on water can be deadly at times if the animals scare from<BR>
magic or storms. Because of this it is normal to have one deck<BR>
hand play music to calm the griffins down in their pens. In at<BR>
least one situation a storm caused one carrier to get lost and<BR>
the animals got so scared they killed 2 sailors and 1 warrior<BR>
until they were calmed down and taken under control. While<BR>
serving on these ships is a priviledge it is also a high risk.<BR>
In A'Korchu Griffins are sacred animals tied to the god<BR>
Murmur. Their breeding and use is proscribed without the<BR>
explicit permission of the God Emperor and/or the temples of<BR>
Nergal or Murmur. As a result they are only used for military<BR>
purposes or as guardians by Korchi divines, as a general rule.<BR>
Given this status, the penalty for killing a griffin, wild or<BR>
not, is worse than death.<BR>
One of the standing vessels is stationed at the capital,<BR>
berthing at the God Emperor's dock, during peace. The others<BR>
may berth at the city of Nerghu. While others may sail in<BR>
regimented patrols around the island.<BR>
<BR>
Suggested details: Trireme size but not ram capable. Use of<BR>
ram would scare the animals. Depending on time of the year and<BR>
war preparation 2-5 exist. Two carry 30 Griffins. The others<BR>
will have 10 or 20. One Griffin Master controls and treats the<BR>
beasts like a Husbander if hurt or need to help the warriors.<BR>
One sailor deck hand per 10 Griffin's serve as helpers for<BR>
warriors preparing mounts, weapons and armor. Those same deck<BR>
hands will also serve to clean the holds when not doing their<BR>
other duties. Due to length of food stores ships typically only<BR>
sail 1-2 days out of supply line range or a nearby friendly port.<BR>
In a pinch, the Captain will feed a slave or crewman he doesn't<BR>
like to the Griffins. Notoriety of these ships is 10 (See Site<BR>
Book for the use of Notoriety). The chance to encounter such a<BR>
craft along the shoreline is 1 in every 100 miles of coastline<BR>
(10%). They are on constant patrol to keep the people in line. <BR>
Korchi griffin riders are known and feared by all the nations in<BR>
their sway. The existence of these ships is also.<BR>
<BR>
B. Korchi Death Ship<BR>
<BR>
This legendary ship has been known to exist for over 400 years<BR>
some believe. The stories of this ship are told to kids by<BR>
parents to make them sleep and behave on the A'korchu island. It<BR>
is part of the God Emperer's elite fleet. This ship is of<BR>
Trireme size and speed. The captain is a Lich. 6 lesser priests<BR>
of Nergal or Murmur who help control the crew support him. All<BR>
crewmen are dead under the total thrall of the Lich Captain.<BR>
Various beasts (D6) may be present on the ship to help fight.<BR>
Depending on the God Emperor's standing with the Court of Nergal,<BR>
and the political situation, the elite fleet will have 1-3 of<BR>
these vessels.<BR>
When this ship enters battle it emits a large cloud that<BR>
operates as Fog of Death. The ship itself seems to seep this<BR>
fog out into the water from the very hull itself around the ship.<BR>
The ship will try to grapple enemy ships then board to kill those<BR>
who were unlucky to die from the fog. This ship is used in battle<BR>
to engage the strength of the enemy force. Encountered at other<BR>
times it only engages warships and large merchant vessels.<BR>
Anything less is ignored. The chance of survival for anyone<BR>
encountering this ship who can't escape (highly rare) is slim<BR>
to none.<BR>
The crew does not need food or other normal supplies so rarely<BR>
will they take booty unless they are in need of some material for<BR>
repair of their ship.<BR>
<BR>
Suggested details: Trireme size and crew details. Fog of Death<BR>
ability should be a few hexes outside the hull in a surrounding<BR>
nature (EL1D3+6). Since triremes tend to be large craft this<BR>
makes a large fog bank. The ship itself may not have any other<BR>
weapons but can ram. The crew itself may not be as fully strong<BR>
as a normal trireme in some cases 80% of normal crew size due to<BR>
loss of crew. But if the Lich needs he will take captives to<BR>
create more dead sailors for him to control. This ship has a<BR>
notoriety of 5. While it may be known on the main island outside<BR>
this area it has a mythical sense to it. Most will think it only<BR>
a myth since eyewitnesses are few if ever to survive. The chance<BR>
of encounter is slim or as high as 3% per ocean hex around A'korhu<BR>
(coastline). This ship has been known to sail as far west as the<BR>
eastern side of Goidan, south as the mainland coastline and as<BR>
far east at the Dirllar swamps.<BR>
<BR>
2. Ba'rual - "White Jolt"<BR>
<BR>
This ship is owned by Kixer Armon of Ba'rual city a rich and<BR>
powerful merchant. The "White Jolt" is named due to its purpose<BR>
as a water headquarters for selling weapons. Kixer will use this<BR>
ship to conduct business in arms dealing that may be legal or<BR>
illegal in some places. The sailors are well trained and<BR>
moderately paid to serve the captain (an ex-Marentian citizen<BR>
named Ando Morz). The captain is highly skilled as a seaman and<BR>
navigator. The ship has a large hold that can store many weapons.<BR>
This hold also serves at times as a walking shop where clients<BR>
can enter and buy weapons. Staterooms also are lavish to berth<BR>
clients and conduct deals over a feast. The ship has varying<BR>
levels of ship weapons of a light nature (small catapults,<BR>
ballista, archery weapons, etc.). These weapons will shift<BR>
depending on the amount of cargo on board, status of client<BR>
and the destination of the ship. Kixer may often visit the<BR>
ship himself but he will tend to have his second in command<BR>
handle the "dirty" business. This ship was specially built<BR>
and is sea-worthy but it tends to stay on Lake Cholchara to<BR>
conduct its business. However in some rare occasions when the<BR>
profit is enough over the journey expenses the ship will sail<BR>
down through Lake Sivas and out into the Sea of Tears to perform<BR>
special deals. Nerid and the Rogizini Empire tend to be the<BR>
farthest this ship will go. There is profit to be had north of<BR>
the Zen'da plains but Kixer knows the danger is too great<BR>
sailing up the rivers of the plains so he will not sail north<BR>
of Cholchara Lake. Notoriety of this ship is only 1 since it<BR>
is kept private in most public circles. However, in criminal<BR>
organizations its notoriety is at least 3. <BR>
<BR>
Suggested Details: Merchant class ship with one large hold and one<BR>
small hold. The small one is a mini shop for displaying wares. The<BR>
other is the cargo hold. Crew is normal for merchant class ships.<BR>
There is an additional 2D10+2 guards depending on the value of the<BR>
arms and the clients on board. Guards are loyal to Captain Ando<BR>
and Merchant Prince Kixer. The sailors may be varying loyalty to<BR>
captain Ando but fear Kixer totally. Ship weapons are light. It<BR>
has no ram. The ship has a special flag that reveals its<BR>
identity to those who may know it (pirates, criminal gangs or<BR>
clients). Weapon loads do not alter ship speed. Exact cargo<BR>
loads depend on the Referee. There is a basic encounter chance<BR>
of 3-5% or up to Referee to determine.<BR>
<BR>
3. Bhaomtin - Order of Fiery Citadel fleet<BR>
<BR>
This small elite warship fleet is based around the island lake<BR>
area where Bhamotin city is. This Order guards the entire lake<BR>
from any intruders. At least that's the theory. In practice<BR>
however it's been a long time since any nation got that far<BR>
inland. Therefore, while an elite force, the ships tend to be<BR>
lax. This small group of ships helps to train the elite marines<BR>
of the nation. The lake itself may only have 150 miles of water<BR>
so the chance of encountering any single Fiery ship is at least<BR>
5%. These ships are known to have specially made Fire Weapons<BR>
(firepot, fire catapults, flame-thrower, fire archery weapons,<BR>
etc.). These ships tend to only stay in the lake but if the<BR>
need is serious they may go up the river on a rare special<BR>
mission. These ships are personally overseen by the Bishop<BR>
Admiral from his offices in Bhamotin city. Their commander is<BR>
the Primate of the Knights of the Fiery Citadel.<BR>
<BR>
Suggested details: Bireme size warships. Normal design with<BR>
special flame related weapons. It is a fleet of five ships. The<BR>
flagship's hull has magically cured timber. It is exceptionally<BR>
hard. Notoriety of these ships is only 2 since they are in a<BR>
restricted area. Most do not know they exist. Suggested number of<BR>
ships is 5-7 at any one time (gives about 1 ship per lake hex at<BR>
any one time with 7).<BR>
<BR>
4. Caldo - Dagger Giant Ballista boat / Stone ships<BR>
<BR>
These ships are drenched in the history of Caldo and its wars<BR>
against Giants. These ships reflect those past wars as they<BR>
are the guardians of Caldo against Giants of all kinds. Even<BR>
if such Giants are not as common as they once used to be, these<BR>
ships serve as a morale and comfornting boost to the people.<BR>
These ships are specially built to contain Giant killing weapons.<BR>
These weapons tend to be ballista or catapults with stones that<BR>
can kill a giant with a single skilled hit. ?he crews of these<BR>
ships are trained in such battles even to the point of fake Giant<BR>
targets in the river. The army itself will lure Giants to the<BR>
river where these ships can then act. The Dagger Guard ships<BR>
have estimated to kill over 285 giants in their past using these<BR>
boats in recent recorded history. These ships stay in Caldo's<BR>
main river port berthed 95% of the year. The other times of<BR>
the year they may be on parade or training sessions. The chance<BR>
of encountering such a craft in Caldan territory on the river<BR>
is 2%. In the past there have been times when even the Mountain<BR>
Dwarves have asked for help where the river goes through the<BR>
mountains.<BR>
<BR>
Suggested Details: Small warship or penteconter size. Should<BR>
have 1-5 Giant killing weapons per ship of the fashion and type<BR>
the Referee chooses. The most common weapon would be a stone<BR>
throwing catapult where the deck has loads of large stones that<BR>
need 1-3 sailors just to load such stones. The weight of these<BR>
stones may slow the craft down. Generally most ships will have<BR>
D30 of Giant stones (the size of a giant head), D20+20 Medium<BR>
stones (half a head size) and up to D100 Small stones that will<BR>
wear down Giants as they pelt the Giant. A good placed Giant<BR>
Stone can kill a giant if hit in the right place on the head.<BR>
Small stones do not kill but Medium stones can kill with<BR>
cumulative wounds. The number of these ships should be 1-3 at<BR>
any one time (D3) that exist. No more than 3 was generally ever<BR>
needed. The notoriety of these ships are only 4 on the scale as<BR>
everyone in Caldo knows about them. Sidh may know about them but<BR>
most other human cultures may care less. Up against human<BR>
warships these warships may battle normally but small stones<BR>
will do no damage to ships (will hurt crew). Giant stones are<BR>
known to hull a ship while medium stones are known to take out<BR>
masts and people on deck.<BR>
<BR>
5. Choshai - Timber/Wood Ships<BR>
<BR>
These ships are merchant class ships or large sea barges that<BR>
are known as Timber carriers. They are specially designed to<BR>
efficiently haul the vast amounts of timber from their forests.<BR>
While it may carry small amounts of wood on deck it doesn't<BR>
carry wood in holds like most ships. The ship is equipped with<BR>
raft like pods alongside and to the rear (tied by strong rope<BR>
or metal chains). These pods carry the bulk of the wood to<BR>
the final destination. Each pod has the wood tied down so<BR>
they do not fall into the water or overturn. They use bladders<BR>
under the raft pods for balance. The advantage is these ships<BR>
carry THREE times the amount of timber that most other merchant<BR>
ships carry. In some rare cases ships of double size can carry<BR>
4-5 times as much instead of 3 times (but these ships are more<BR>
rare and expensive). The disadvantage of these ships is they<BR>
tend to be unwieldy and hard to maneuver. In stormy or high<BR>
seas these pods can be dangerous to the mothership and so are<BR>
often let loose. These special timber ships only sail in calm<BR>
seas.<BR>
<BR>
Suggested details: Merchant or barge ships. They are rowed<BR>
or towed from place to place. There are 3 sets of timber pods.<BR>
Each "pod" is a large raft as small as 5x5 or as large as 50x50<BR>
feet wide They have bladders to keep them steady in the water<BR>
and chains/rope to tie them to the mothership. Each pod may have<BR>
a single person to help navigate them into position or control<BR>
the timber weight if they shift. One set of pods (1-3) is<BR>
directly to the rear of the mothership. To the right and left<BR>
of the ship is another set of pods (1-4) that are tied directly<BR>
on the mothership or extended out to float freely by rope or<BR>
chain. The crews of these ships are so highly skilled in<BR>
controlling these pods but it takes total concentration. The<BR>
ship will have an additional 1-5 sailors for the handling of<BR>
the pods from the motership (via signals and flags) depending<BR>
on the amount of pods. These civilian ships are not combat<BR>
ready. They will jettison their pods and flee if threatened.<BR>
These ships have a notoriety of 2. They are not famous outside<BR>
the territory but passing merchants do tell of their unique<BR>
design and thus get the word out.<BR>
<BR>
6. Clima - Pirate/Raiders, Tribute, Priestess Boat<BR>
<BR>
All facets of life in Clima are ruled by covens of priestesses<BR>
who worship the Court of Sammael. Their authority is not open to<BR>
question and is enforced with the strictest authoritarian<BR>
discipline.<BR>
The ruling coven of the culture is called the Ghova Hand. It<BR>
is organized as follows:<BR>
RANK TITLE DUTIES<BR>
1 Immortal Ghova Command over all facets of Climan life.<BR>
Her will is law.<BR>
2 Left Ghova High Priestess of the Faith.<BR>
3 Right Ghova Administrator of the Civilian Government.<BR>
4 Mah Sangho Administrator of the Military<BR>
5 Lamagho Administrator of Foreign Affairs<BR>
6 Kahgho Administrator of Trade Affairs<BR>
7 Inaigho Governor of the Capital District<BR>
8 Horagho Governor of Vizan<BR>
9 Famagho Governor of Shimama<BR>
10 Eagho Governor of Melecin<BR>
11 Damagho Overseer of Islands and Colonies<BR>
12 Caigho Administrator of Piracy<BR>
13 Banagho Administrator of Public Rites and<BR>
Public Safety<BR>
<BR>
Immortal Ghova - The Bride of Sammael, Dictator of all, etc.<BR>
She is the absolute ruler of the Climan state and sets all policy.<BR>
As long as her perfection is unquestionable that cannot change.<BR>
When she proves fallible, she is sacrificed and one of her coven<BR>
becomes the new bride.<BR>
Left Ghova - Oversees all temples, temple lands, the treasury<BR>
and all sects worshipped in Clima. In charge of persecuting and<BR>
eradicating non-approved cults. Handles major rituals that do not<BR>
demand the Immortal Ghova.<BR>
Right Ghova - Oversees civilian government at all levels to<BR>
insure its efficient operation and adherence to the faith.<BR>
Commands a secret group of inquisitors who aid in this task.<BR>
Mah Sangho - Overseer of the Army, Navy and Marines. She is<BR>
responsible for training, equipment and insuring that the serving<BR>
personnel adhere to the faith.<BR>
Lamagho - Minister of State. In charge of Climan diplomacy and<BR>
espionage.<BR>
Kahgho - Overseer of Internal and External trade. Governor of<BR>
the office of Taxation. As the only nation Clima has barely<BR>
legitimate trade dealings with is the Rogizini Empire, she<BR>
coordinates a lot of smuggling operations.<BR>
Inaigho - Commands the Immortal Palace, the High Temple of<BR>
Sammael and the Sacred Guard. She is responsible for insuring<BR>
the sanctity and devout faith of all three.<BR>
Horagho - Governor of Vizan and commander of its garrison.<BR>
Rules the faith in the Vizan district and is responsible for the<BR>
area's security.<BR>
Famagho - As for Horagho except for Shimama.<BR>
Eagho - As for Horagho except for Melecin.<BR>
Damagho - In charge of security for all Climan owned islands<BR>
and colonies. She insures the strength of the faith in these<BR>
areas and works to eradicate the influence of other religions.<BR>
She is also responsible for utilizing the areas profitably.<BR>
Caigho - Overseer of Climan Piracy and the slave trade. She<BR>
must insure all individuals involved operate as the government<BR>
requires. She also insures that Clima receives its proper share<BR>
of all profits (30%).<BR>
Banagho - As administrator of Public Safety she commands all<BR>
police forces and courts on the home island. Those forces work<BR>
with those of her sisters to insure the complete devotion of the<BR>
people. It is also her duty to plan and orchestrate the many<BR>
important public rites Clima practices. She insures that they<BR>
occur properly and that all citizens play their part devoutly.<BR>
As many of those rites are orgies, it can be an interesting task.<BR>
<BR>
Clima has mastered the sea in its long history. As a result it<BR>
has many ships. While there are no super ships there are ships<BR>
that need special mention.<BR>
<BR>
A. Climan Pirates/Raiders<BR>
<BR>
Piracy is a state sponsored and controlled profession for<BR>
the pirate groups that work out of Clima. The three main island<BR>
cities of Shimana, Melecin and Vizan have headquarters to 3 major<BR>
groups. All pirate vessels are rated as auxiliaries in the Climan<BR>
fleet. They fight as such in time of war. During peace they operate<BR>
with a degree of independence. A select council of priestesses<BR>
chaired by the Caigho administers them and collects taxes on their<BR>
profit. As needed, they can and will send vessels on missions for<BR>
the faith. These pirate groups primarily operate in a two hundred<BR>
mile wide circle around the home island. The primary targets for<BR>
raiding are Bhamoti and Aratad shipping. They do not restrict<BR>
themselves from taking others. The primaries are who they are<BR>
looking for and who earns them the greatest bonus from the faith.<BR>
These pirate groups are always fighting for control of the Sea of<BR>
Tears against the Portan Pirates. These ships are fast and can<BR>
overtake most normal craft on the water. Most of the pirate groups<BR>
are all male but there may be an occasional female sailor,<BR>
ex-priestess or priestess throwbacks that help them. The pirates<BR>
choose their prey wisely. They will not raid a simple fishing<BR>
craft but will target merchant ships that pass by fairly quickly.<BR>
<BR>
Suggested details: Penteconter class warship or small sailing<BR>
vessel. Pirate captains may be skilled or trained by the military.<BR>
Climan pirates often take prisoners to sell as slaves or ransom.<BR>
These ships are oriented for speed rather than ship-to-ship<BR>
combat. This speed is used to elude as well as pursue enemy craft.<BR>
Cargo space is large for their size. The notoriety of these pirates<BR>
is 6. All of the Sea of Tear nations have heard of them. Those<BR>
outside the sea may have heard stories but don't fear them as much.<BR>
<BR>
B. Climan Tribute Ships<BR>
<BR>
These merchant class ships serve to support official state or<BR>
civilian pirate operations. They are cargo ships meant to store<BR>
booty and tribute. There is a moneylender on board who does<BR>
nothing but record the tributes and booty gained. She is employed<BR>
by the Council of Overseers and responsible to them. While these<BR>
ships are the end result of raids they are also a target FOR<BR>
raids by other pirates and nations. Such ships that encounter<BR>
tribute ships find higher than usual treasure amounts. The chance<BR>
of encountering a tribute ship without some protection or among a<BR>
convoy is slim. If a convoy exists there is a 10% chance of a<BR>
tribute being there.<BR>
<BR>
Suggested details: Merchant class ship that tends to tag along<BR>
with pirate raids or actions. These ships may have a guard or two<BR>
to protect the booty and vaults. Other ships prey on these ships.<BR>
They utilize hidden money vaults on board so the crew does not<BR>
lose that much. Referee should determine the location and details<BR>
of these areas. The notoriety of the tribute ships is 3.<BR>
<BR>
C. Climan Priestess Ships<BR>
<BR>
Priestesses rule Clima. They control the fate of the nation at<BR>
all times. A Priestess is always present on any Climan vessel<BR>
trireme size or larger. Where a single priestess is present, she<BR>
has at least one acolyte or slave servicing her. There is a 25%<BR>
chance of one being present on any other military ship and a 10%<BR>
chance on any Climan ship of merchant size or higher. In time of<BR>
war, flagships are manned by an entire coven of priestesses.<BR>
Often, the Ghova and her personal coven man the flagship of the<BR>
main fleet. These Priestesses are trained in the powers of the<BR>
sea and other forces. The power level of the priestess on a<BR>
Climan military ship is as follows:<BR>
D100 MEL D100 MEL D100 MEL<BR>
01-10 2 61-69 7 95+96 12<BR>
11-22 3 70-78 8 97 13<BR>
23-35 4 79-85 9 98 14<BR>
36-50 5 86-90 10 99 15<BR>
51-60 6 91-94 11 100 16+<BR>
This is the MEL of the priestess encountered on board the ship.<BR>
If it is MEL16 or higher there is a chance that the High Priestess<BR>
or higher Temple priestess are on a ship for some special ritual<BR>
on a nearby island (thus in transit rather than helping in naval<BR>
operations). For civlian craft that do have priestess in private<BR>
service the MEL chart is used above but with a Roll Modifier of<BR>
-20. This reflects that these Priestess may not have cut it in<BR>
Priestess society or their faith.<BR>
<BR>
Suggested details: For ships with Priestess there tends to only<BR>
be one Priestess max. Personal space of the sect and inner<BR>
politics tend to prevent more than one priestess being on one<BR>
ship unless they are going to a nearby ceremonial island for a<BR>
ritual. She may have a untrained acolyte with her as aides but<BR>
they will likely not be prepared for magic at this stage (due to<BR>
age and personal competition). If these acolytes are trained<BR>
in magic they will likely be in a training cruise with the<BR>
Priestess. Sailors respect these Priestess and give them deference<BR>
at all times. Notoriety of these ships is 6 as for the pirates.<BR>
<BR>
7. Dawana - Missionary Order - Missionary boats with towers<BR>
<BR>
Religion is the center of life for Dawana. While they do<BR>
not have a strong military or even a civilian fleet they do believe<BR>
in spreading the faith. As a result over the centuries they have<BR>
sent out missionary ships from the Missionary Order.<BR>
Their faith is an applied, sophisticated, Daoist doctrine that<BR>
guides all aspects of life for the faithful. Those who become<BR>
priests fanatically adhere to these tenets. Seventy percent of<BR>
the priesthood are common priests. They follow the tenets of the<BR>
faith and apply them at home. Their goal is to help everyone gain<BR>
the greatest understanding and benefit possible. Another 25% of<BR>
the priesthood belongs to various militant orders. They emulate<BR>
the might of nature as they master the philosophy of the faith.<BR>
Their goal is perfection of their arts and defense of the people<BR>
from evil and/or invaders. The final 5% of the faith belongs to<BR>
the Missionary order. It is their mission to spread the blessing<BR>
of the faith to other cultures. They strive to do so in any way<BR>
that fate allows. One such method is with Missionary ships. The<BR>
Missionary Order reads divine omens and sends out missionary ships<BR>
at religiously auspicious times. 1D3-1 such vessels are sent each<BR>
year. Missionary ships spend years on the high seas trying to<BR>
convert people to the faith. Some have been as far west as Fomoria<BR>
and Goidan and as far north as Choshai. One's discovery of the<BR>
Eastern Lands greatly aided Dawana's struggle for independence.<BR>
Few return in less than five years and many are never heard of<BR>
again. Many persecute these craft or arrest the sailors if they<BR>
wish to. The Missionary Order has learned to deal with those who<BR>
hate them and spread the faith to the worthy.<BR>
This skill in reading a person is mastered by the Head<BR>
Missionary on each ship. He will be at least Inai rank and has<BR>
a group with him who are also skilled in the faith. There will be<BR>
4-6 of these assistants. The rest of the personnel on the ship are<BR>
its crew. It has eight sailors who are not priests and at least<BR>
two priests from one of the militant orders. The common sailors<BR>
are likely to learn much and return home as initiates of the<BR>
priesthood. The sailors and missionaries will fight fiercely to<BR>
defend the ship and faith. Each ship has a special mini-temple<BR>
where daily worship is done and serves as a floating site to<BR>
preach to those they meet.<BR>
A feature of the ship is an Astronomical Tower. This tower<BR>
allows the Head Missionary to navigate with the stars since maps<BR>
may not be well researched. It also serves as a focus for<BR>
astronomical study of the powers that influence the natural<BR>
beings and forces they worship. The chance of encountering these<BR>
craft is slim. It would have to be a special situation the Referee<BR>
determines. There may only be 1 ship of this nature in every 2000<BR>
miles of sea.<BR>
<BR>
Suggested details: Merchant class ship. The total crew is 15-20<BR>
people. It has a designated temple to serve as a church area<BR>
either on deck or below deck (enough room for 10-15 people).<BR>
This church takes the place of a normal cargo hold. The Tower<BR>
is a forecastle that is 10x10 feet in size max and 10 feet tall.<BR>
At the top are plates that can be moved to allow viewing of the<BR>
stars with navigational aids. Special mirrors act as a primitive<BR>
telescope to reflect the night sky on a solid black table. Rituals<BR>
are done on this table to gain favor with the gods. If this tower<BR>
is destroyed or burnt down the morale of the crew decreases. If<BR>
the church area or the sacred Dawanese books are destroyed the<BR>
crew will avenge the destruction. These ships are not battle ready.<BR>
Notoriety of these ships is 8 around the island of Lemasa but<BR>
only 3 within 1000 miles of Dawana. Beyond that notoriety of<BR>
the ships goes down to 1.<BR>
<BR>
8. Dechat - Dechat Pirates<BR>
<BR>
The Dechan pirates are known in the waters south of the Sea<BR>
of Tears as a fierce group with the same level of respect as<BR>
the Climan and Portan Pirates. They tend not to take prisoners.<BR>
They don't attack Cerulean ships. Exempting them preserves Dechat<BR>
from conquest by the Cerulean Empire and provides a large market<BR>
for their loot. Any other nation is open season. Rogizini ships<BR>
are attacked on sight.<BR>
The city's black market is huge and not controlled by a<BR>
single family or group. There is a non-binding agreement by the<BR>
major captains in dealing with booty. Certain captains go after<BR>
certain materials. This agreement is understood by the 5 major<BR>
captains and is rarely broken without a good reason. If one<BR>
group finds booty the other group "owns" they sell the goods<BR>
to that group at a fair price. The chart of goods is as follows:<BR>
Sea Captain Booty preferred<BR>
Noman Kha Gems<BR>
Ali Mala Slaves<BR>
Serban Armor/Weapons<BR>
Lady Boma Spices and Drugs<BR>
9 Others Everything else<BR>
The top 4 sea captains have extensive spy networks which<BR>
inform them of shipments of the goods they seek. Their council<BR>
effectively rules the nation of Dechat. The city's Emir does<BR>
not dare oppose them and profits greatly by giving them their<BR>
head.<BR>
<BR>
Suggested details: Warship class small to penteconter size. Most<BR>
of their vessels are small, lateen rigged sailing ships. Many<BR>
of the pirates are trained archers and may have archery based<BR>
ship weapons. Noman Kha's flagship is Bireme size, double<BR>
masted and armed with a ballista.<BR>
<BR>
NOTE - Noman Kha and Lady Boma tend to operate EAST of Dechat.<BR>
They raid Teosan shipping and the Katai trade primarily. Ali<BR>
Mala and Serban are most commonly found WEST of Dechat. Their<BR>
prey is generally Ma'helan, Fomorian and Rogizini shipping.<BR>
<BR>
9. 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>
<BR>
<BR>
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