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:
- A'Korchu - Griffin Korchu Deathwing Carrier / Death Ship
- Ba'rual - "White Jolt"
- Bhamotin - Order of Fiery Citadel fleet
- Caldo - Dagger Giant Ballista boat / Stone ships
- Choshai - Timber/Wood Ships
- Clima - Pirate/Raiders, Tribute, Priestess Boat
- Dawana - Missionary Order - Missionary boats with towers
- Dechat - Dechat Pirates
- Dirllar - Swamp Boats / Pirate Swamp boat / Smuggler
- Djanesborg - Archer boat / Pirate Archer boat
- Donara - Ghost ship of Evil One / Sea Star
- Ashudan - Jewel merchant ship
- Kingdom of East - Asaoc Smuggler Ships
- Fomoria - Tribute Ships / Fog Ships / Ma'chela
- Port Doman - Slaver ships
- Fierazi - Del'nord prophecy ship
- Katai Junk
- Kazi - Dagger Challenge Raft
- Kll'maun - Sorceress Ship
- Novarask - Crystal Ship
- Ticasi - Scholar of Magic Ship / Ticasi schools
These represent the most special, noteworthy, mystical and unusual ships of the Perilous Lands. More details are in the following sections.
A'Korchu - Griffin Korchu Deathwing Carrier / Death Ship
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.
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.
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.
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).
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.
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.
Clima - Pirate/Raiders, Tribute, Priestess Boat
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Donara - Ghost ship of Evil One / Sea Star
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.
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.
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.
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.
Fomoria - Tribute Ships / Fog Ships / Ma'chela
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.
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.
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.
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).
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.
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.
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.
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.
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.
The 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.
Ticasi - Scholar of Magic Ship / Ticasi schools
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.
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.