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Characters, Background for High Seas Shenanigans

This is the location for the background world information, as well as character info, etc. for the Story Hour "High Seas Shenanigans."

HIGH SEAS SHENANIGANS!
Being a tale of Piracy, and Other Tales Yet Untold

First, the world the characters live in:

In the six centuries since the Great Demon War, the Empire has changed immensely. Gone are the myriad faiths and pantheons that dotted the religious landscape, all having been brought under the umbrella of the Great Church, as saintly manifestations of The One, an overdeity personified by the sun.

Gone are the Emperors from Iskeldrun; long ago, they built a new capital, Caladronis, by the sea. With that move came the final loss of political unity; the Empire is now a fractured state, all nobles paying lipservice to the Dragon Throne, but few actually obeying it. The southern provinces have since broken away to form their own nations, as have the rich island provinces of Lees and Kandor off of the Erelion coast. War has raged off and on between Lees, Kandor, and the Empire for the past century, most of the fighting being done by the immense navies each possess.

Further out to sea, the Kingdom of Kubalia, long under Imperial orbit, has begun to move from its slumber, awakening its potential power and might. While it still remains neutral, few believe it will stay such for long.

To the north of Kubalia lies a long string of islands, long known to man but yet untouched by him. The furthest west of these islands, Formorteria, is home to a unique race of beings, named for their home. Few know if these humanoids who bear resemblance to animals are descended from wayward hengeyokai, shapeshifters, powerful elven magic gone wrong, or immigrants from another plane. The Formorterans, for the most part, are content to stay to themselves, and not get involved in the great struggles amongst humans, elves, and orcs.

To their east lies a short string of islands; the last remnants of the elven kingdoms that, millenia before, ruled the entire Old Continent, holding the nascent power of humanity underheel. Ancient rage at humanity’s genocide of the elves still runs deep among these survivors. Secure in their island fortresses, they raid the human coasts impotently in their fast ships, relying on their speed and the firepower their powerful mages grant them to evade the far more numerous and gun-heavy human fleets. For all their cunning, they lack the power to push back the human tide, and for all their power and numbers, humans are far too busy mistrusting each other to crush the elves once and for all.

Even further to the west lies a barren string of islands, lands home to animal herders and sometimes farmers; the orcs. Their meager living barely suffices to survive, so since time immemorial, the orcs have set to sea in great longships to raid and pillage. Now, with the human and elven ships far faster and more powerful, the orcs are becoming increasingly desperate, some even going as far as to integrate themselves into human society, as their mainland ancestors finally did long ago.

Added to this witches brew is the discovery of a new continent, untouched by elf, man or orc, far to the south and west. The New World, as it is called, is a land of sweltering jungles and arid deserts, temperate forests and soaring, icy peaks. Home to spices, tobacco, and other raw materials not found in their homelands, humans have taken to colonizing this world with abandon.

However, the New World is not vacant. Lizardfolk and Troglodytes form the vast majority of the indigenous population; simple people living simple lives, content to hunt, raise small crops, and continue about their lives peacefully... until the humans with their great ships and armored warriors arrived. Now, many of the natives find themselves forced into slavery, mining silver, gold, and gems out of the mountains to fill Imperial, Leesian, Kandorian, and Kubalian coffers back home.

Only one native power so far has stood up against the humans, M’arderth Kavet, or the Hobgoblin Empire. Saved from initial conquest by geographic position (on the far side of the continent from the direction the human explorers came from), the hobgoblins were given vital time to prepare themselves for the initial human expeditions. Far more organized and vast than the individual lizardfolk tribes, the hobgoblins managed to repulse the initial small Imperial forays with enormous losses. They seemed on the verge of collapse when war with Lees and Kandor diverted Imperial attention.

The hobgoblins since have proven clever at playing the various human powers off of each other, gaining guns and cannon in return for pinning down opposing colonies. They still lack the power to take on one of the human powers toe to toe, but their existence seems guaranteed, at least in the short term.
 

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Fomorterans

Fomorterans
“We may wear different faces, but our hearts beat the same rhythms”

Commonly mistaken for lycanthropes or hengeyoki, Fomorterans are nevertheless an entirely different race. Some say that their lineage can be traced back to shapeshifting ancestors, while others say that they came from another plane. Regardless of their origin, Formorterans long ago left the cities and plains of the civilized world in favor of a simpler existence out among the islands. Gradually, their culture caught up to that of the mainland, but there still exists among the population an appreciation of the simple pleasures in life.
Fomorterans are divided in several sub-species. Each is similar in that the lower halves of their bodies are humanoid in shape, while the upper body’s characteristics depend on the specific sub-species. Fomorterans cannot change their form, but they do retain some of their animalistic qualities.
Despite the mix of carnivore and herbivore species that the Fomorterans’ forms echo, all of the sub-species have learned to live together in peace. Farming and fishing make up most of their food sources, while the islands they live on are also plentiful in many other foodstuffs such as fruits and wild fowl.
Fomorterans’ classes range broadly from farmer to fighter to sorcerer. Their skills have expanded in recent years as the younger generations head out into the world and return with new knowledge. The craft of gunsmithing was recently introduced, but most Fomorterans have not yet adopted this new technology.

• Fomorterans are medium sized creatures, have low-light vision, have a base land speed of 30 feet, and speak Common and Fomorteran
• Fomorterans receive a +2 bonus to their balance, climb, and jump checks due to their animalistic qualities
• Fomorterans stand between 4 and 6 feet tall, and weigh between 80 and 250 pounds. Their fur color ranges across the spectrum, as does their eye color. Their average life span is 100 years. (These statistics vary depending on the sub-species)



Chirops (humanoid flying foxes)
“When’s a fox not a fox? When it’s a bat!”
Chirops are a race of strikingly cheerful and musical beings. To them, every moment of every day has a song, joke, or story that goes along with it. Because of their more delicate frames, Chirops tend to be craftsmen rather than farmers or fighters.

Physical: Average height – 5’5, Average weight – 130 lbs
Fur Color: shades of brown, black, white, beige, roan
Eye Color: Green, Black, Gold
Flying: 20ft (average)
+2 Dexterity, +2 Charisma, -2 Strength



Lupians (humanoid wolves)
“Howl with the wind, sister”
Lupians are the main workforce of the Formorteran world. The tend to be the largest and the strongest of the sub-species, but are a bit lacking in the intelligence department. Nevertheless, Lupians are fiercely loyal, defending their communities and fellow Fomorterans with an unmatched savagery.

Physical: Average height – 6’, Average weight – 250 lbs
Fur Color: shades of brown, black, white, tan
Eye Color: Green, Blue, Yellow
+2 Strength, +2 Constitution, -2 Intelligence



Zoolians (humanoid sea foxes)
“Why walk, when you can swim”
Zoolians are a mysterious race of aquatic foxes. Adorned with legs as well as a tail and dorsal fin similar to a whale’s, these Fomorterans disappeared many years ago, seeking lands of their own. Rumor has it that these beautiful but shy creatures now rule an underwater kingdom all their own.

Physical: Average height – 4’8’, Average weight – 120 lbs
Fur Color: Shades of Blues and greens. Occasionally red
Eye Color: Black
+2 Charisma, -2 Strength, +2 Intelligence



Catamounts (humanoid felines)
“Puurrrrrfect”
Catamounts are the most humanoid of their race, and as a result tend to be rather arrogant. They are not above hard-work, but prefer to lead rather than follow. Most also tend to have a natural spell-casting ability, and some strive to perfect this knowledge.

Physical: Average height – 5’10, Average weight – 130 lbs
Fur Color: depends on the species of cat (stripes, spots, solid, etc).
Eye Color: Green or Blue
+2 Charisma, +2 Dexterity, -2 Wisdom



Rapteres (humanoid birds of prey)
“There was never a problem that a Raptere couldn’t solve”
The Rapteres are the heads of their communities. Using their far-seeing eyes and minds, they are in charge of the planning and executing of any need that arises. Even though they are small in statue, Rapteres command an attitude of respect.

Physical: Average height – 4’, Average weight – 90 lbs
Feather Color: depends on species of bird
Eye Color: Gold, Green, Black. Occasionally red
Flying: 30ft (average)
+2 Wisdom, +2 Dexterity, -2 Constitution



Tiers (humanoid deer)
“Stride soft, breath deep, seek far”
A solitary sub-species, the Tiers tend to keep to themselves except for absolutely necessary contact with their fellow Formorterans. The least humanoid of their race (their legs end in hooves rather than feet and toes), Tiers spend most of their time star-gazing and predicting the future. There is a saying that when a Tier cries, the end of the world is at hand.

Physical: Average height – 6’, average weight – 200 lbs
Fur Color: Shades of brown, white, roan. Males adored with the antlers of their deer race.
Eye Color: Black, Yellow, Green, Blue, Red, Brown. It is not uncommon for Tiers to have two-colored eyes, which typically marks an especially gifted seer.
+2 Constitution, +2 Intelligence, -2 Charisma
 

Info not really relevant to the SH, but something still fun. I tooled around with the ship rules for Corsairs and came up with the following vessel... a rather fitting tribute to my homebrew's history:

His Imperial Majesty's Ship Siabrey
Flagship of the Imperial Navy
Unique Flag Galleon
Colossal Warship
Draft: 6 fathoms
Structure Dice: 20d10 (110 sp)
Hardness: 8
Maneuverability: -8 (-8 size)
Speed: 110 ft./11 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: Bronze Cannon x4
Weapons Aft: Bronze Cannon x4
Weapons Broadside: Bronze Culverin x12
Bronze Demi-Cannon x28
Bronze Cannon x20
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 850
Passengers: 125
Cargo: 300 tons

HIMS Siabrey is the newest, most powerful ship in the Imperial Navy, and an answer to the powerful Kubalian warship Monarch and the Kandoran behemoth Invincible. Mounting some 130 heavy cannon, she possesses enough firepower to decimate most other ships in a single broadside. More than her sheer power, she is also intended as a sign of Imperial power, and thus her stern is beautifully ornamented with intricate carvings, depicting her namesake in war regalia, leading the Imperial legions to victory, and her sides are boldly painted blue and bright yellow, to draw attention to her massive form. Heavily built, it is said that her gigantic timbers seem to almost resist cannon fire from all but the closest range.
 
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And I suppose I should post the ship types for the humans, at least. There are other ships in the campaign than these, but these are all the players know about as of now. The ones marked with an asterisk are vessels which I created. All the others have a basis, or were directly drawn from, Corsairs. Some small vessels, such as ship's boat and barge, I omitted.

Pinnace*
Small Coastal
Draft: 1 fathom
Structure Dice: 2d6 (7 sp)
Hardness: 5
Manueverability: +1 (+1 size)
Speed: 130 ft./ 13 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Demi-Culverin x4
Damage: Demi-Culverin 1d4
Special Qualities: None
Crew: 15
Passengers: 8
Cargo: 15 tons

The pinnace is a small ship, often equipped with two masts for triangular sails. Quick and manueverable, the pinnace is often a favorite ship for small time pirates, privateers and smugglers, capable of dashing out from a hidden shoal, attacking a weak vessel, then retreating into hiding before bigger, stronger ships can respond. Pinnaces also can be equipped with oars, see the rules for oar powered vessels.



Mail Runner*
Small Warship
Draft: 1.5 fathoms
Structure Dice: 2d10 (11sp)
Hardness: 5
Manueverability: +1 (+1 size)
Speed: 130 ft./13 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Demi-Culverin x6
Damage: Demi-Culverin 1d4
Crew: 20
Passengers: 10
Cargo: 20 tons

Mail Runners are larger versions of the pinnace, optimized for use as official mailships of the various nations and powers of the Kubalia and Lost Seas. Like pinnaces, these vessels can also be equipped with oars. These little ships, in the wrong hands, could wreak havoc upon coastal trade. No pirate has yet caught one of these vessels, but there is always a first for everything...



Tartan*
Tiny Coastal
Draft: half a fathom
Structure Dice: 1d6 (4 sp)
Hardness: 5
Manoueverability: +2 (+2 size)
Speed: 100 ft./10 knots
Turn Rate: 6
AC: 12 (+2 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: None
Damage: None
Special Qualities: None
Crew: 8
Passengers: 8
Cargo: 4 tons

Tartans are the tiniest of merchantmen, good only for very short trips up and down the coastline. Faster than rowboats, tartans can slide over shoals and reefs that most larger vessels would ground themselves upon. Tartans are equipped with oars as well.



War Galleon*
Huge Warship
Draft: 4 fathoms
Structural Dice: 8d10 (46 sp)
Hardness: 5
Speed: 110 ft./ 11 knots
Turn Rate: 2
AC: 8 (-2 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin X4
Weapons Broadside: Culverin x18
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 350
Passengers: 50
Cargo: 140 tons

War Galleons are the principle heavy warships of the Holy Santoric Empire. While they come in varying sizes, most war galleons are huge ships, comparatively lightly armed for their size; most have around 40 guns, sometimes less. They possess, in return, huge crews, which can be devastating when boarding other ships.




Heavy War Galleon*
Huge Warship
Draft: 4 fathoms
Structural Dice: 9d10 (51 sp)
Hardness: 5
Speed: 110 ft./ 11 knots
Turn Rate: 2
AC: 8 (-2 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin X4
Weapons Broadside: Demi-Cannon x10
Culverin x18
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 550
Passengers: 50
Cargo: 160 tons

The Heavy War Galleon makes up a middle class of vessels, between regular war galleons and their enormous flag galleon counterparts. Armed with upwards of 60 cannon, this ships are also the halfway point between galleons and third rate ships of the line. Most of the Imperial battlefleets are made of Heavy War Galleons, despite the fact other nations are phasing these ships out of service.






Flag Galleon*
Colossal Warship
Draft: 6 fathoms
Structure Dice: 16d10 (88 sp)
Hardness: 6
Manueverability: -8 (-8 size)
Speed: 110 ft./11 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x6
Weapons Broadside: Cannon x12
Demi-Cannon x18
Culverin x24
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 600
Passengers: 100
Cargo: 250 tons

Flag Galleons are the showpiece flagships of the various Imperial fleets. Ponderous and slow, they pack an immense punch into their 90+ gun armaments. Only Kandor and Kubalia’s heavy ships can stand toe to toe with an Imperial flag galleon, though most vessels could easily outrun one of these behemoths. As with all galleons, their main focus is on crew numbers, and these vessels follow standard Imperial tactics; close to point blank range, fire an immense broadside, followed by immediate boarding.




Fast Galleon*
Large Warship
Draft: 3 fathoms
Structure Dice: 6d10 (38 sp)
Hardness: 5
Manueverability: -1 (-1 size)
Speed: 130 ft./13 knots
Turn Rate: 2
AC: 9 (-1 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin x4
Weapons Broadside: Culverin x12
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 300
Passengers: 50
Cargo 100 tons

Fast Galleons are the light vessels of the Imperial Navy, the eyes and ears of the fleet. Large but lightly armed, they form the only wing of the official Imperial Navy that can catch up with faster Kubalia, Lees and Kandor vessels.



Trade Galleon*
Large Merchant
Draft: 4 fathoms
Structural Dice: 7d8 (30 sp)
Hardness: 5
Manueverability: -3 (-2 merchantman, -1 size)
Speed: 100 ft./10 knots
Turn Rate: 2
AC: 7 (-1 size, -2 merchantman)
Weapons Fore: None
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 10 Demi-Culverins
Damage: Demi-Culverin 1d4
Special Qualities: None
Crew: 120
Passengers: 40
Cargo: 100 tons

Trade Galleons are the principle merchantmen of the Imperial merchant marine. Clumsy and comparatively slow, trade galleons are used to transport bulk cargo; iron ore, wood, for example. More time intensive cargo usually finds its way into merchantmen, or clippers.



Treasure Galleon
Gargantuan Merchantman
Draft: 4.5 fathoms
Structure Dice: 12d8 (54 sp)
Hardness: 5
Manueverability: -6 (-2 Merchantman, -4 size)
Speed: 100 ft./10 knots
Turn Rate: 1
AC: 4 (-2 merchantman, -4 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x4
Weapons Broadside: Culverin x19
Demi-Cannon x16
Damage: Culverin 2d4
Demi-Cannon 3d4
Special Qualities: None
Crew: 200
Passengers: 60
Cargo: 400 tons

Treasure Galleons are the legendary prize ships of the Imperial Navy. So massive are these vessels, that they are not legally produced by the great merchant combines; every single one of their number belongs to the Imperial state. Huge and slow, treasure galleons make up for these faults with their immense size, crews and firepower. Few warships, let alone would-be pirates or privateers, can survive a full broadside from one of these behemoths, making their capture rare, and their cargoes even rarer.




Fluyt
Large Merchantman
Draft: 2.5 fathoms
Structural Dice: 5d8 (22 sp)
Hardness: 5
Manueverability: -3 (-2 merchantman, -1 size)
Speed: 90 ft./ 9 knots
Turn Rate: 3
AC: 7 (-2 merchantman, -1 size)
Weapons Fore: None
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 12 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 70
Passengers: 20
Cargo: 110 tons

Fluyts are great, slow vessels, designed to be economical cargo-carriers, and used extensively by Kandor. Their pronounced tumblehome, or the angle of the sides of the vessel, allow them to carry large cargoes for their size, at the expense of crew numbers, speed, and armament. Clumsy, these vessels are easily outmanuevered. Their cost-effectiveness, however, more than makes up for these deficiencies in the eyes of many merchants.



Great Fluyt*
Huge Merchant
Draft: 4 fathoms
Structural Dice: 9d8 (40 sp)
Hardness:5
Manueverability: -3 (-2 merchantman, -2 size)
Speed: 90 ft./9 knots
Turn Rate: 2
AC: 6 (-2 size, -2 merchantman)
Weapons Fore: 2 Demi-Culverins
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 18 Culverins
Damage: Demi Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 120
Passengers: 60
Cargo: 170 tons

Great Fluyts are larger versions of fluyts. They share the same advantages and disadvantages as their smaller cousins, save on a larger scale.



Clipper*
Large Merchantman
Draft: 3 fathoms
Structural Dice: 6d8-6 (21 sp)
Hardness: 5
Manueverability: -3 (-1 size, -2 merchantman)
Speed: 140 ft./14 knots
Turn Rate: 3
AC: 7 (-2 Merchant, -1 size)
Weapons Fore: none
Weapons Aft: none
Weapons Broadside: Culverin x6
Damage: Culverin 2d4
Special Qualities: Light – this ship is more lightly built than normal, giving it increased speed but decreased ship points
Crew: 100
Passengers: 40
Cargo: 90 tons

Clippers are slim, quick vessels used mainly by Lees to quickly transport goods about the Kubalia Sea and beyond. Lightly built and lightly armed, speed is their best defense. In open sea with good winds, the clipper is capable of outpacing even the fastest warship.



Corvette
Medium Warship
Draft: 3 fathoms
Structure Dice: 4d10 (22 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 10
Weapons Fore: None
Weapons Aft: Demi-Culverin x2
Weapons Broadside: Culverin x12
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 75
Passengers: 20
Cargo: 80 tons
The second smallest full military vessel, normally used for escort duty of larger vessels, scouting, and chasing down smugglers and pirates. Corvettes, along with their larger frigate counterparts, often head anti-piracy squadrons.



Frigate
Medium Warship
Draft: 3 fathoms
Structure Dice: 6d10 (36 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 10
Weapons Fore: 2 Demi-Culverin
Weapons Aft: 2 Demi-Culverin
Weapons Broadside: 20 Culverin
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 100
Passengers: 20
Cargo: 80 tons

Frigates are sometimes referred to as Fifth Rates. They are often found on patrol duty on the shipping lanes, either alone, or acting as a command vessel for a squadron of corvettes.



Fourth Rate
Large Warship
Draft: 3 fathoms
Structure Dice: 7d10 (42 sp)
Hardness: 5
Maneuverability: -1 (-1 size)
Speed: 110 ft./11 knots
Turn Rate: 2
AC: 9 (-1 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin x4
Weapons Broadside: Culverin x28
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 200
Passengers: 50
Cargo: 100 tons

Fourth Rate vessels were born prematurely, and are now suffering a premature death. In the reorganizing fleets of Kandor, Lees and Kubalia, it is becoming increasingly obvious that the fourth rate is too light to lie within the line of battle, yet too heavy to perform the functions ascribed to frigates. Caught inbetween, these vessels now find themselves banished as flagships for far foreign stations, or guard duty around major ports. The Imperial Navy, slow to move away from galleons to the newer designs, still has this class as their main line of battle ship.




Third Rate
Huge Warship
Draft: 4 fathoms
Structure Dice: 9d10 (50 sp)
Hardness: 6
Maneuverability: -2 (-2 size)
Speed: 130 ft./13 knots
Turn Rate: 2
AC: 8 (-2 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin x4
Weapons Broadside: Demi-Cannon x16
Culverin x 17
Damage: Demi-Culverin 1d4
Culverin 2d4
Demi-Cannon 3d4
Special Qualities: None
Crew: 250
Passengers: 50
Cargo: 120 tons

The third rate forms the standard line of battle ship for the fleets of Kubalia, Lees and Kandor. Armed with 74 cannons, third rates can spell a quick death for any crew reckless enough to engage them in combat. These ships are very rarely encountered by pirates... few pirates put themselves into situations where such ships are present!



Second Rate
Gargantuan Warship
Draft: 5 fathoms
Hardness: 6
Maneuverability: -4 (-4 size)
Speed: 130 ft./13 knots
Turn Rate: 1
AC: 6 (-4 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x4
Weapons Broadside: Culverin x8
Demi-Cannon x18
Cannon x18
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 350
Passengers: 75
Cargo: 175 tons

Second Rates are extremely powerful ships. For many nations, such as those south of the Empire, second rates are the largest vessels affordable. Their immense size and firepower means that none but the largest ships can challenge them and expect to win.



First Rate
Colossal Warship
Draft: 5 fathoms
Structural Dice: 14d10 (77 sp)
Hardness: 7
Maneuverability: -8 (-8 size)
Speed: 130 ft./13 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: 4 Demi-Cannon
Weapons Aft: 4 Demi-Cannon
Weapons Broadside: Culverin x14
Demi-Cannon x22
Cannon x22
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 450
Passengers: 100
Cargo: 200 tons

First rates are the behemoths of the sea. Other than other first rates, no other ship has come close to their firepower. With three entire decks of guns, these ships are floating fortresses capable of obliterating small fleets.



Heavy First Rate*
Colossal Warship
Draft: 6 fathoms
Structure Dice: 18d10 (99 sp)
Hardness: 8
Maneuverability: -8 (-8 size)
Speed: 130 ft./13 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: 4 Demi-Cannon
Weapons Aft: 4 Demi-Cannon
Weapons Broadside: Culverin x18
Demi-Cannon x22
Cannon x22
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 550
Passengers: 125
Cargo: 300 tons

Heavy First Rates are the next generation of ultra-heavy warships. Armed with over 130 cannon, these vessels mount their massive arsenals on sometimes as many as four decks. So far, only the terrifying hulks of these vessels under construction exist, but it will not be long before their bulk soon patrols the waves.



Brig*
Large Merchant
Draft: 2.5 fathoms
Structure Dice: 6d10 (30 sp)
Hardness: 5
Manueverability: -1 (-1 size)
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 9 (-1 size)
Weapons Fore: 2 Demi-Culverins
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 12 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 140
Passengers: 50
Cargo: 100 tons

The brig is a slightly larger version of the brigantine, armed with more cannon. Additionally, its hull shape and rigging allow it all the more importantly a slightly higher speed than its merchant cousin. While this vessel isn’t substantially stronger in terms of hull, its faster speed make it a favorite of pirate hunters.



Sloop
Medium Warship
Draft: 1.5 fathoms
Structure Dice: 3d10 (16 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./ 13 knots
Turn Rate: 4
AC: 10
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Demi-Culverin x8
Damage: Culverin 1d4
Special Qualities: none
Crew: 40
Passengers: 10
Cargo: 80 tons

The sloop is primarily a mercantile vessel, though its tough hardiness and high speed (despite its single mast) make the vessel popular with smugglers and pirates as well. Additionally, the vessel finds frequent use as an escort, and pirate chaser.



Sloop of War*
Medium Warship
Draft: 2 fathoms
Structure Dice: 4d10 (22 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./13 knots
Turn Rate: 4
AC: 10
Weapons Fore: None
Weapons Aft: 2 Demi-culverins
Weapons Broadside: 8 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 60
Passengers: 12
Cargo: 80 tons

The sloop of war is a the smallest of the three masted warships, and slightly larger than the classic sloop, while maintaining many of its virtues. Sloops of War are also the smallest ships to mount the 18 pounder culverins, giving this vessel extra punch over its rivals.



Cutter*
Tiny Warship
Draft: Half a fathom
Structure Dice: 1d10 (5 sp)
Hardness: 5
Maneuverability: +2 (+2 size)
Speed: 15 ft./2 knots
Turn Rate: 32
AC: 12 (+2 size)
Weapons Fore: 1 demi-culverin
Weapons Aft: None
Weapons Broadside: 1 demi-culverin
Damage: demi-culverin 1d4
Special Qualities: None
Crew: 8
Passengers: 7
Cargo: 1 ton

The cutter is an extension of the ship’s boat, slightly enlarged so that small demi-culverins can be mounted along the side. Useful in groups for pinning down pirates or light vessels the mother ship cannot reach.



Schooner
Medium Merchantman
Draft: 1.5 fathoms
Structure Dice: 4d8 (18 sp)
Maneueverability: -2 (-1 merchantman)
Speed: 120 ft./12 knots
Turn Rate: 4
AC: 8 (-2 merchantman)
Weapons Fore: Demi-Culverin x2
Weapons Aft: Demi-Culverin x2
Weapons Broadside: Demi-Culverin x8
Damage: Demi-Culverin 1d4
Special Qualities: None
Crew: 50
Passengers: 20
Cargo: 90 tons

Schooners are built with a shallow draft to make them more useful closer in towards islands. Their speed and ability to enter shallow coves where larger vessels would foudner make them an ideal choice for smugglers, pirates, and blockade runners.



Brigantine
Large Merchantman
Draft: 2.5 fathoms
Structural Dice: 6d8 (27 sp)
Hardness: 5
Maneuverability: -3 (-2 merchantman, -1 size)
Speed: 120 ft./12 knots
Turn Rate: 3
Weapons Fore: None
Weapons Aft: 2 Demi-culverins
Weapons Broadside: 10 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 120
Passengers: 50
Cargo 100 tons

A good-sized merchant vessel, and the most common variety used by piartes. This class of vessel is so commonly used by criminals in fact, that the name of the class comes from the word ‘brigand.’



Bilander
Small Coastal
Draft: 1.5 fathoms
Structure Dice: 2d6 (7 sp)
Hardness: 5
Maneuverability: +1 (+1 size)
Speed: 120 ft./12 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: none
Weapons Aft: none
Weapons Broadside: demi-culverins x8
Damage: demi-culverin 1d4
Special Qualities: None
Crew: 8
Passengers:7
Cargo: 40 tons

A small two-masted merchant vessel. Often used to ferry cargo in coastal waters, or via inland channels (as in Kandor). They draw a shallow draft, but are relatively quick compared to other vessels of their size.





Cromster
Medium Merchantman
Draft: 2 fathoms
Structural Dice: 4d8 (18 sp)
Hardness: 5
Maneuverability: -2 (-2 merchantman)
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 8 (-2 merchantman)
Weapons Fore: Demi-Culverin x2
Weapons Aft: Demi-Culverin x2
Weapons Broadside: Culverin x8
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 50
Passengers: 10
Cargo: 90 tons

A smaller version of the greater Galleons, the Comster is known for its speed – it is as fast as a Sloop, although not nearly as manueverable, but it carries much more firepower.



Saique
Small Merchantman
Draft: 2 fathoms
Structure Dice: 3d8 (13 sp)
Hardness: 5
Manueverability: -1 (-2 merchantman, +1 size)
Speed: 120 ft./12 knots
Turn Rate: 4
AC: 9 (-2 merchantman, +1 size)
Weapons Fore: none
Weapons Aft: None
Weapons Broadside: Demi-Culverin x6
Special Qualities: none
Crew: 10
Passengers: 5
Cargo: 50 tons




Fishing Boat (Yawl, Dhow, Lugger, etc.)
Small Coastal
Draft: 2 fathoms
Structure Dice: 2d6 (7sp)
Hardness: 5
Maneuverability: +1 (+1 size)
Speed: 100 ft./10 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: 2 demi-culverins
Damage: Demi-culverins 1d4
Special Qualities: None
Crew: 8
Passengers: 7
Cargo: 25 tons

The standard mold fishing vessel. For the most part these vessels are unarmed, though occasionally one will run across a fishing boat with a cannon or two. Sometimes these vessels are also coastal traders or cargo haulers.



Merchantman (Pinnace)
Large Merchantman
Draft: 3 fathoms
Structure Dice: 8d8 (35 sp)
Hardness: 5
Maneuverability: -3 (-2 merchantman, -1 size)
Speed: 110 ft./11 knots
Turn Rate: 3
AC: 7 (-2 merchantman, -1 size)
Weapons Fore: None
Weapons Aft: 4 Demi-culverin
Weapons Broadside: 13 Demi-Culverin
Damage: Demi-Culverin 1d4
Speical Qualities: None
Crew: 140
Passengers: 50
Cargo: 120 tons

These large, three masted ships represent the standard large cargo vessel of Kubalia, Kandor and Lees. They are rather unmaneuverable, and make poor pirate ships. As transport vessels, they excel, capable of handling large cargos over long distances.



Heavy Merchantman*
Huge Merchantman
Draft: 4 fathoms
Structure Dice: 8d8 (36 sp)
Manueverability: -4 (-2 merchantman, -2 size)
Speed: 110 ft./ 11 knots
Turn Rate: 2
AC: 6 (-2 merchantman, -2 size)
Weapons Fore: 4 demi-culverin
Weapons Aft: 4 demi-culverin
Weapons Broadside: 14 culverin
Damage: demi-culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 180
Passengers: 60
Cargo: 180 tons

Heavy Merchantmen are larger counterparts to the Merchantman.



‘Lost Souls Seaman’ (East Indiaman)
Huge Merchantman
Structure Dice: 9d8 (40 sp)
Manueverability: -4 (-2 size, -2 merchantman)
Speed: 120 ft./ 12 knots
Turn Rate: 2
AC: 6 (-2 size, -2 merchant)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x4
Weapons Broadside: Demi-Cannon x20
Damage: Culverin 2d4
Demi-Cannon 3d4
Special Qualities: None
Crew: 200
Passengers: 60
Cargo: 160 tons

The Sea of Lost Souls is a dangerous place, and the long voyage across the Sea to the distant lands of Ak Konylu is frought with perils. Yet, the monies that can be gained from selling Imperial firearms in return for silks and jade are immense. Merchant combines have thus built these monstrous merchantmen, more warship than cargo vessel. Heavily armed, ‘Lost Souls Seamen’ can easily hold their own against equivalent warships, let alone individual pirates.
 

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