Lesson 11
Ships of the Seas of Imperia


For this lesson we remain on ships however we now go to the oceans instead of the air. Shipbuilding on Imperia dates back centuries, far before the time of the settlers arriving on Verdania. Obtaining a sea ship is far easier and cheaper than an airship. No regulations of any kind exist regarding the purchase of seaships, the only rule is you need the money. Shipyards can also be found in any coastal town or city in any part of Verdania. However no national design of ships is alike. Used ships can be purchased, usually discounted by %10-30. Mostly however, ships are sold as is at the price stated.

Ships of Verdania

(Note: This is not a complete list and the nations of Greyhelm & Roshack have yet to be added but will soon be added. Shadow Knights, Kardius and all nations beyond Verdania are not included here. Terangoth, Mennald and the other nations of Verdania rely on other ship/nation designs and do not have their own)

The Kingdom of Axius - Over the centuries Axius has developed a very advanced system of shipbuilding and design. This is due to the emphasis on trade, as well as the conditions of the seas in and around Axius. While Axius may lack in airships, regarding ships of the sea Axius has pushed shipbuilding to the very limits possible. Axius leads the way in Navy ship design and construction, focusing on speed and manuverability and withstanding the fierce storms found in the Sea of Eradina.

Sloops: Built of the finest in Axius Teak available at the city of Tantallon these are the most sought after warships on all Verdania. Large for their size, these ships are both fast and well-armed. Sloops built by Reidfield (An Axius city on the west coast) are of lower quality, but are also highly desired.
Merchantmen: There are two main types of merchantmen used in Axius: Cylion and Reidfield designs. The Cylion design is a shallow-draft vessel used mainly in coastal trade along the inlet leading to Tantallon. It has great cargo capacity, but is slow and not very seaworthy. They are rarely seen outside of the inlet or south of Spearon. The Reidfield design is a very stout ocean-going merchant vessel which is also armed with weapons for protection. Reidfield Merchantment are encountered both near the coast and in the seas around Axius. Their seakeeping qualities are excellent, and they are much desired by other countries. It is one of the most copied designs in Verdania, since it is not as advanced as the Tantallon sloop and can be built out of almost any wood.
Frigars: These large ships are the primary warships of the fleets of Axius. Roughly frigate size, these vessels are used to patrol the sealanes around Axius and drive off pirates, who are a constant threat to commerce here. While not as heavily armed as some of the ships of Damocles or the Shadow Knights, frigars have better sea-keeping abilities and are faster. Occassionally a frigar falls into the hands of one of the more successful pirates, and they are often sold on the black market.
Pents: The pent is a form of outrigger canoe used within the rivers moving along the mountainous region of central Axius. These ships are not ocean-going and stick to the rivers themselves. Some have been reported that are capable of carrying a hundred men, but sizes able to hold just under a dozen are the most common. Pents are used for transporting people and goods up and down the rivers.
Lighter: This small boat is one of the most common fishing/patrol/light commerce boats in Axius waters. It is easy to sail, reasonably fast and seaworthy, and has a small crew. Most navies use it for light anti-piracy duties and convoy escort, along with scouting missions.
Barch: A barch's size is somewhere between a sloop and a frigate. It is commonly used by all navies as a convoy escort. This is another much-copied Axius design, and is very popular with pirates. Barches are also used as light merchantmen by some shipping concerns, especially when high-value cargos have to be delivered in a hurry.
Corvar: The corvar is a medium-sized merchantman that is very common throughout Verdania. It uses a square rig, as do most of the ships listed above.
Ship Class Length Beam Draft Freeboard Main Deck Fore Deck Aft Deck Cargo Cap (Tons) Masts/Banks Rigging Steering Seaman/Oarsman/Marines Speed (Miles per hour) Cost (in gold) Maximum Artillery
Sloop (Tantallon) 100 25 10 6 Y N N 200 1-2/- FR RU 72/-/60 14 1000 12 Light Mounts, 16 Medium Mounts, 12 Heavy Mounts 
Sloop (Reidfield) 100 25 10 6 Y N N 150 1-2/- FR RU 72/-/50 13 210 12 Light Mounts, 16 Medium Mounts, 12 Heavy Mounts 
Merchantman (Cylion) 105 30 10 10 Y N N 200 2/- SR RU 30/-/10 8 100 6 Light Mounts 
Merchantman (Reidfield) 110 35 15 15 Y N Y 480 3/- SR RU 45/-/20 12 220 6 Light Mounts, 2 Medium Mounts 
Frigars 120 34 15 15 Y Y Y - 3/- SR RU 120/-/100 12 900 16 Light Mounts, 20 Medium Mounts, 6 Heavy Mounts 
Pent 100 25 8 3 N N N 60 1/1 SQ 1 SO 4/50/10 3 720 3 Light Mounts 
Lighter 60 14 9 5 Y N N 30 1/- FR RU 20/-/10 14 95 2 Light Mounts 
Barch 100 30 10 6 Y N Y 210 2-3/- SR,FR RU 70/-/65 14 300 10 Light Mounts, 16 Medium Mounts, 12 Heavy Mounts 
Corvar 120 35 15 15 Y N Y 500 3/- SR RU 45/-/20 12 225 8 Light Mounts 

The Damocles Empire - Damocles is not as nautical as Axius, due to the increase of Damocles focus on the airship. Most of Damocles's most advanced ships are in fact designs handed to it from Axius centuries ago. The one thing Damocles can proudly boast is her galleon-type vessels, admired for their cargo capacity and defense abilities. Most of the Damocles Imperial Navy use galleons, although some parts use frigars.

Galleon: Some of these ships are the largest on Verdania. Usually made out of oak or some other similar wood, Damocles's galleons are used as both warships and merchantmen, if the voyage is long enough to justify the use of such a large ship. Galleons made in Damocles mark the peak of such vessels' design. All are large, close to the maximum allowed for that class, and carry many marines and heavy weapons.
Kalks: Kalk are simple merchantmen, often using lateen or fore-and-aft riggings and made out of low-quality oak or pine. These ships are commonly used for the coastal trade, with few straying out of sight of land. They can carry a respectable amount of cargo, and don't need as many crew members as some of their Axius counterparts.
Sloops: These ships are purchased from Axius. Local copies are somewhat inferior. They are used by all Nobles and large landowners on coastal Damocles as scout ships as well as for light commerce. They are also very popular with pirates.
Frigars: Also purchased from Axius. These medium warships are more common in the northern part of Damocles than they are in the south. They are rarely used against galleons, since they cannot carry enough heavy weapons or marines to make much of a dent in such giants. However, their speed and manuverability allows squadrons of them to defeat galleons from time to time.
Coasters: These are almost flatbottomed merchantmen used exclusively for the grain and oar trade along the inlet near Axius. They would not stand up to use in the open sea, and rarely carry more than one mast. Designed to carry a great deal of cargo, coasters do not require many men to crew fully. They are slow, however, and not very capable of defending themselves.
Lighters: These ships are exactly like their Axius namesakes. They are used for more or less the same purposes, although sometimes they are used to patrol coastlines, taking advantage of their shallow draft to keep smuggling in check.
Nars: These ships vary in size, but usually carry 25 oarsmen, are square rigged (With only one mast and sail), and can carry a reasonable amount of cargo. Some types exist mainly for merchant concerns, and have deeper holds. Others are designed for war, and carry marines instead of cargo. All have garishly painted sails and can be found plying the waters around Damocles in all weather states and times of the year.
Cor: The cor is a version of the cog which is used in the same sheltered inland seas dotting Damocles. It is most often encountered as a merchant ship. In these waters cors are often lateen rigged.
Caravel: These ships are common as scout ships in the Navy of Damocles. They are also popular with pirates, as they are faster than most well armed military patrol ships.
Ship Class Length Beam Draft Freeboard Main Deck Fore Deck Aft Deck Cargo Cap (Tons) Masts/Banks Rigging Steering Seaman/Oarsman/Marines Speed (Miles per hour) Cost (in gold) Maximum Artillery
Galleon 135 35 17 15 Y Y Y 400 3/- SR RU 240/-/200 7 1000 12 Light Mounts, 24 Medium Mounts, 12 Heavy Mounts 
Kalk 100 30 10 15 Y N Y 250 3/- SR RU 50/-/20 5 210 8 Light Mounts 
Sloop 100 25 10 6 Y N N 150 1-2/- FR RU 72/-/50 14 205 6 Light Mounts 
Frigars 120 34 15 15 Y Y Y - 3/- SR RU 120/-/100 12 900 16 Light Mounts, 20 Medium Mounts, 6 Heavy Mounts 
Coaster 100 30 10 10 Y N N 400 2/- FR RU 40/-/20 8 95 6 Light Mounts 
Lighter 60 14 9 5 Y N N 30 1/- FR RU 20/-/10 14 90 2 Light Mounts 
Nars 100 17 3 4 BD N N - 1/1 1Sq 1 SO 70/-/- 7 750 4 Light Mounts 
Cor 85 20 10 6 Y SP Y 150 1/- 1Sq RU 50/-/50 4 210 4 Light Mounts 
Caravel 85 20 7 4 Y N Y 40 2/- 1Sq, 1La RU 25/-/50 7 230 8 Light Mounts 

The Kingdom of Dantania - Shipbuilding in Dantania is slightly more advanced than Damocles given the nation's age. Most of Dantania's ships are purchased from Axius, and these are found mainly in the royal navy.
Vors: These fairly complex merchantmen form the backbone of Dantania's oceanic trade. They are designed with good seakeeping qualities and cargo capacity in mind. Vors are also common in the fleets, where they are used as patrol ships and convoy escorts.
Illias: Based on caravels, the Illias are the most common warships used in Dantania's fleets. They are also occasionally encountered in merchant service.
Carracks: These large, ponderous vessels are used for the heavy cargo trade and are sometimes encountered on voyages of exploration, often in company with Illias.
Frigars: Purchased from Axius by more wealthier nobles of Dantania, these ships are identical to the frigar discussed above. They are always used as warships, and usually serve as flagships.
Ra`Vir: The Ra`Vir is a throwback to days gone past, a type of longship once used centuries ago. Slightly smaller than other longships, the Ra`Vir is intended mainly as a trading ship. Unlike other longships, the Ra`Vir has a cargo hold.
Ketch: This is the most common non-military sailing vessel in Dantania. It is a variant of the lighter built in Axius, and is commonly used as a large fishing vessel or a small merchantman. Ketches are also encountered in the hands of pirates.
Ship Class Length Beam Draft Freeboard Main Deck Fore Deck Aft Deck Cargo Cap (Tons) Masts/Banks Rigging Steering Seaman/Oarsman/Marines Speed (Miles per hour) Cost (in gold) Maximum Artillery
Vors 100 30 15 15 Y N Y 500 3/- SR RU 50/-/20 14 100 6 Light Mounts 
Illias 90 30 7 5 Y N Y 40 3/- 1Sq, 1La RU 25/-/50 7 225 8 Light Mounts 
Carracks 110 30 11 7 Y Y Y 700 3/- 2SR, 1LR RU 124/-/150 8 750 15 Light Mounts 
Frigars 120 34 15 15 Y Y Y - 3/- SR RU 120/-/100 13 900 16 Light Mounts, 20 Medium Mounts, 6 Heavy Mounts 
Ra`Vir 100 17 3 4 BD N N 40 1/1 1Sq 1SO 70/-/- 7 250 4 Light Mounts 
Ketch 60 14 9 5 Y N N 30 1/- FR RU 20/-/10 14 90 2 Light Mounts 

Construction Time

Construction and Repair Speeds are far different for ocean going vessels. Construction speed is 5,000 silver worth per week. Repair speed is 500 silver worth per day. By example, a ship costing 25,000 will be built in five weeks. If this ship incurred 50% damages, the repair bill will be 12,500 and will take 25 days. As always, shipyards include a 20% on all construction jobs. This rate is the same in all shipyards of Verdania.

Weapons

Weapons can also easily be purchased at any shipyards with the exception of magical technology-based weapons. Magical Weapons are available only in black markets but all other non-magical weapons are easily available and require no work at the shipyard. They are purchased and placed aboard by the ship's crew. For the table below there are a few explanations.

Name: Do I really need to explain this?

Mount Type: The "size" of the weapon. If a ship can only hold 2 light weapons, then that means you cannot pop a Deck Gun on it.

Cost: The cost of the weapon in silver coins.

Maximum Range: The max range this weapon can fire.

Minimum Range: The range needed between a weapon and it's target. If nothing there, then this weapon is capable of point blank shots.

Crew: How many people are needed to work this weapon.

Weight: How much this weapon weighs. All weapons and ammo cut into a ship's cargo capacity. The number here for weight is in pounds, and there are 2,000 pounds in a Ton.

Ammo Cost: The cost of one shot of this weapon, ammo needing to be purchased before hand at any port/coastal town. If "Special" then see weapon information.

Name Mount Type Cost Max. Range Min. Range Crew Damage Weight Ammo Cost
Heavy Crossbow Light 500 120 ft. - 1 1d10 10 Special
Quadbow Cannon Light 5,000 90 ft. 5 ft. 1 20 15 Special
Deck Gun Medium 10,000 300 ft. 30 ft. 2 15 50 Special
Light Catapult Medium 5,500 700 ft. 100 ft. 2 3d6 700 1 Bronze
Ballista Medium 5,000 120 - 1 3d6 30 1 Bronze
Ram Medium 20,000 - - 10 Special 4,000 -
Repeating Crossbow Medium 2,500 80 ft. - 1 1d8 10 Special
Heavy Catapult Heavy 8,000 900 ft. 100 ft. 5 5d6 900 3 Bronze
Pulse Cannon Heavy 20,000 500 ft. 50 ft. 2 40 1,000 Special
Cannon Heavy 50,000 600 ft. 100 ft. 3 6d6 1,500 Special

Heavy Crossbow: This weapon is merely a standard heavy crossbow mounted onto a ship's railing. Ammo for this is 1 silver per shot, however this weapon is extremely easy to use and cheap to replace. Which is a good thing considering these weapons are easily destroyed. This weapon does hardly any damage to a ship itself, used mainly to assault a ship's crew instead.

Quadbow Cannon: Like the Crossbow weapons, this is a Quadbow mounted onto a ship's railing. Despite the bad range, this weapon can in close quarters tear a ship's wooden frame apart. It is powered by a 15-shot ammo crystal which costs 50 silver each. However this weapon is easily destroyed, and very expensive to replace. This weapon is also illegal in Damocles waters. But it's easy to carry, can be moved from position to position, and is capable of precise aiming.

Deck Gun: A single barreled Autogun. It keeps the same high rate of fire, however uses up a 50 shot crystal that costs 1,000 silver. Normally mounted along the bow or one of the upper decks of a ship. Capable of riddling an enemy ship with holes, as well as hitting clusters of crewmen. This weapon is also illegal in Damocles waters.

Light Catapult: A simple weapon, however takes a few minutes to load and not very accurate. However when it hits the damage is immense. Ammo for this is very cheap, however each shot weighs 10 pounds. Catapult shot is able to be fired normally, or set aflame and fired in that manner.

Ballista: Essentially a larger version of a crossbow, requiring a minute to load and fire. Fires large spears, very cheap to replace and is one of the most used weapons. Not too effective by itself unless expertly aimed. The shots can sometimes be used to send over small explosive charge crystals, small packs of gunpowder, or flaming torches into enemy ships.

Ram: Mountable along the front bow, this weapon needs no explanation.

Repeating Crossbow: Same as the Heavy Crossbow, however fires all ten shots in a quick salvo. Not overly accurate, but can take down several enemy crewmen or rip a sail to shreds.

Heavy Catapult: Same as the Light Catapult in all respects, just larger and packs a meaner punch.

Pulse Cannon: Like the Airship version, however made to be mounted on a boat. Each shot comes from a type of ammo crystal shell, which costs 40 silver each. Very expensive, but a broadside from a few of these cannons can take down a ship. This weapon is illegal however in the waters of Damocles. The downside also is these weapons are easily damageable and expensive to replace. Any Anti-Magic blast renders the weapon entirely useless.

Cannon: The most mysterious of all weapons. This is a weapon native to Kyuichi Saeken, and fires cannonballs with the use of gunpowder. However obtaining this weapon is nearly impossible. First off the people of Kyuichi Saeken are isolationist and cautious of outsiders, secondly they are very selective about to who they sell to. Also the gunpowder involved is very volatile, and if a little goes off, then it ALL goes off. This can bring about the end of a ship very quickly. However this is the most powerful weapon on the seas, very durable and can even withstand being dropped in cold ocean waters and remaining there for centuries. Ammo for this comes in two parts. First is the cannonball itself, easily purchasable for a silver. Next is the gunpowder. One ounce is needed for one shot, so a pound of gunpowder can supply sixteen shots. Gunpowder comes from one of two places, Kardius and Kyuichi Saeken. However Kardius goods are on a trade embargo by the Damocles Empire, the Axius Kingdom and the M&T (Merchants & Trade Association). No Kardius supplies can reach Verdania, and any ships attempting to come in from Kardius are usually stopped and seized by the Damocles Empire. Kyuichi Saeken gunpowder (If you can get them to sell it to you) comes in either a 2 pound horn for 350 silver or a 15 pound keg for 2,500 silver. This gunpowder however has limitless uses than just for the cannons.

Outfitting for a Voyage

Before a ship goes anywhere, it will need a crew. If the owner of the ship doesn't have the nautical skills needed, he will need to hire a captain. Besides the captain you'll need sailors, oarsman (If the ship has oars) and a Navigator. Other people and positions can be brought aboard, but it's entirely optional. A ship is not limited to the numbers stated for crew, that being ideal. Marines are really just armed mercenaries, and entirely optional. Crew can easily be found in any coastal city as well as officers. A ship can hold a third of the number listed in additional people, counting as either passengers or extra troops. (If a ship says it needs 120 sailors, then it can carry an additional 40 people). Marines are not required, and their slots can be handed over to paying passengers. A ship CAN get by on a skeleton crew of 10%. Crew needed for weapons is considered included in the suggested amount. No additional crew is needed.

Position  Pay Rate (Silver Per Day)
Captain 60
Sailor 15
Oarsman 8
Officer 40
Cook 12
Artillerist/Chief Gunner 35
Navigator 39

Captain: The Captain runs the entire boat, but may not exactly own the ship. Besides his fee, he will expect 25% of all loot/treasure taken. A character can take over this role, however if his skill is lacking the ship will suffer problems. If a person hires a captain, it cuts him out of most of the decision making process on the ship.

Sailor: Also known as Seaman (No jokes please) these guys keep the ship running. They are not too well armed or able to hold up in a boarding fight however.

Oarsman: One of the worst, and menial tasks, on a ship. Pirates usually use slaves, but hiring these any person can do.

Officer: Not required, but helps keep a ship running fit. 1 officer is needed for every 25 sailors. These officers (Which include First Mate, Navigator's Mate and so forth) help a ship run efficiently and expertly. Again these are not required.

Cook: Not required, but keeps a crew fed well and happy. Besides this guy, the alternative is standard provisions.

Artillerist/Chief Gunner: On airships, this guy would be the Chief Tactical Officer. Here he handles weapons firing, commands, and ordering changes needed to insure a target is hit. This guy is not required, but without him a ship could suffer from misses or fumbles.

Navigator: Not required if your ship is constantly sailing in site of land. However if you are going into wide open waters, then this would be a good guy to take. However a Captain or whoever is in charge can attempt to navigate but it won't be entirely perfect.

Next thing the crew will need, is food. Each member of a crew, be it sailor or officer, will need 10 pounds worth of food (2 lbs. of food and 8 lbs. of water) per day while at sea. This provision pack which is standard food, costs 1 silver. Meaning for a crew of 100, to sail for 10 days, you will need 10,000 pounds/5 Tons of provisions which will cost you 1,000 silver. This is basic dried rations and water. If you want to provide better food, change the amount from 1 silver to 3 silver. Want to provide top quality food, then change it to 5 silver. Better food causes better morale and better health. Food bought is good for a month. However at the second week, there is a 1% the food will spoil and cause food poisoning. Each following week, the chance increases by 5.

Regarding sickness, if you are using the best quality food, then you only have a scant 1% chance while at sea of contracting some type of sickness. Medium quality? 5%. Poor quality? 10%. If a sickness erupts, a ship could face quarantine and not being allowed to dock. A cleric/priest of Lothos can handle the sickness, but this priest cannot take the place of quality cleanliness on a ship.

Any basic ship repairs can be done at sea by the crew, however all major repairs are needed to be done at docks. Battle damage? A crew can handle it. Had the main mast snapped in two? Better get a shipyard to handle that.

Ships can go out and sail anywhere, yes, anywhere. While some areas such as the Kopru Expanse are "Forbidden Zones", no one is actually out enforcing it. However enter at your own risk. When a ship is docked and undergoing repairs, a crew can be dismissed. Docking fees are 100 silver per entry, and 25 silver per day the ship remains there. However a ship is well guarded and protected. A person can keep a skeleton crew onboard as a theft prevention, but it is not required.

However a person has as an option to buy a docking pass for one platinum per month. This pass allows a ship to come and go as it pleases and avoids entry fees and daily fees.

Navigation

A ship has no real sensors, having to rely on the eyes to see any threats. What you can see is determined by the weather. The ranges below assume you have a telescope. Don't, then range is down by half.

Conditions Maximum Spotting Distance
Daylight:
Clear Skies 20 miles
Cloudy, Overcast 10 miles
Misty or light drizzle 1 mile
Light fog or rain 1000 feet
Heavy fog or downpour 20 feet
Night:
Clear, moonlit, many stars 8 miles
Moonless, cloudy 2 miles
Misty or light drizzle 1000 feet
Light fog or rain 500 feet
Heavy fog or downpour 10 feet

Navigation is a difficult job, and hard to explain so I won't get into all of the details. A Navigation check is usually done once a day, the navigator using the stars as a fixture and relying on his charts and maps. For a check, a person uses a 1d100. What happens next is several modifiers dependent on a few things.

Event Modifier
Have a Navigator +50
No Navigator -50
Hired Captain acting as Navigator -10
Cloudy Night -10
Storm -30
Clear +20
Have a Map of Area +20
Mapping the Area for the first time -10
Shit, we forgot the map -20
In site of land +30
Unable to see land, but in Verdania region -10
Outside the Verdania region -20
In the Kopru Expanse -30
Using magical means to divine location +20

Then you take the result and place it up against this chart.

Roll Result
176+ Absolute Success: You have your location pinpointed to within two miles. The next check gets a +20 bonus.
111-175 Success: You have your location determined somewhere within a ten mile area.
91-110 Near Success: You have determined your location to within 25 miles, however you are not entirely sure. After ten minutes of pondering, you can check again.
76-90 Partial Success: You determine the location to somewhere within 50 miles, but you are not aware you are that far off. You cannot recheck it for 2 hours.
05-75 Failure: Your location determination is off by 50-100 miles, but you are not aware of this. You cannot recheck it till the next normal time a day later.
-25-04 Absolute Failure: Your location determination is off by 50-500 miles, but you are not aware of this. You cannot recheck it till the next normal time a day later, and that check has a -20 penalty.
-26 and below Blunder: Your determination is off by 50-1000 miles, but you are not aware of this. You cannot recheck it till tomorrow, and that check has a -30 penalty as well as all checks for the next 7 days. Do this three times in a row, and you are outright lost.

Lost? If you make the worst roll, three days in a row then the ship is lost. At that point, it's navigation will be done entirely by a PM/OP. While lost, the ship's heading and direction is entirely at random. The only way to gauge your location is if the navigator tries to check, however he has a slim chance at that. Each day while lost, the ship's heading is randomly determined by a 1d10. Any movement during a storm is considered Lost movement. A ship remains lost till it comes in contact (If ever) of land that it is able to accurately identify.

Roll Result
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest
9-10 Navigator/Captain is actually able to determine and adjust heading.

The Elements

If in a Plot, or running a Plot focusing on a ship, each day the weather has to be checked. Weather can make or break a ship. For the first day a ship sails however, assume the weather is calm and clear, and the winds are just enough to propel a ship at it's basic speed. Then you start the check on day 2. A 1d100 is needed, modified accordingly (As noted below) 

Roll Result Speed Adjustment Mod to Next Roll Mod to Sea State Roll
99-100 Calm Need oars to maintain normal speed. No oars, no movement. +10 +30
86-98 Clear, Light Breeze 1/2 Speed +10 +20
76-85 Some Clouds, Light Winds 3/4 Speed - +10
66-75 Some Clouds, Good Breeze Normal Speed - -
46-65 Cloudy, 30% chance of light rain Normal Speed -10 -5
31-45 Heavy overcast, 50% chance of rain Normal Speed -15 -10
21-30 75% chance of light rain squall 1/2 Speed Boost -15 -15
16-20 Medium Rains, Wind Picking up 3/4 Speed Boost -20 -20
11-15 Moderate Gale, Heavy Rains Double Speed -10 -30
06-10 Fresh Gale, seas getting rougher Triple Speed -10 -40
(-49)-05 Strong gale, lower sails Quadruple Speed -5 -50
-(75-50) Whole Gale, could build into a hurricane Quadruple Speed -5 -60
-(100-76) Tropical Storm, Find a Port Quadruple Speed - -75
-(150-101) Hurricane, Pray to the Primals Quadruple Speed - -100

Seasonal Modifier

Time of Year Modifier
Summer 0
Fall -5
Winter -20
Spring -5

Sea State

Roll Range Result
100-31 Smooth to fairly rough. Nothing special.
30-21 Rough. Some waves 4-8 feet.
20-11 Getting rougher
10-(-49) High waves and spray. Galleys would usually try and put into port now.
-(75-50) Very high waves. Galleys would capsize. Sailing ships would be cautious.
-(100-76) Rolling, high waves ranging from 30 to 45 feet. Sailing ships begin to take on water.
-(150-101) Almost 0 visibility, waves of over 45 feet, sailing ships have a 60% per hour chance of capsizing unless they find safe harbor.

Wind Direction

Roll (On a 1d8) Result
1 North
2 Northeast
3 East
4 Southeast
5 South
6 Southwest
7 West
8 Northwest

In Conclusion

Why a person owns a ship is entirely up to them. Yes it is possible to have a ship turn a profit, but that would have to be asked of of an Op/Plotmaster. Having ships turn profits for a person will be explained in a later update of this Lesson.


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