Velenne
Explorer
Perhaps one of the other players would be so kind as to explain what they have done to their "ship".
If I may be so bold...
You see, if you might recall from the pre-elven-quest era of this story hour, our adventurers had "inherited" a sailing vessel from a group of "former" pirates. Former, only because they were now dead and would not be needing the ship any longer.
And so it was that over time, the little ship has slowly evolved into a sort of home base for the group. The remaining pirates have been converted, of a sort, by Fredrick (helped along by a few gold pieces from Collin) but in truth were never wholly bad people. The truly wretched ones were dead, leaving behind those that merely had no other options open to them in life but piracy.
Along the way in their adventures, our group aquired an elven artifact that unlocked several doors in the ruins of the Temple of Elemental Justice (no relation to the Evil kind -at least not that we're aware of just yet). Behind these doors were what we now know to be called Elemental Keys (mistakenly called Anchors in Collin's journal. He had misunderstood Caretaker's words). They are, in no particular order:
Earth - a wooden staff
Water - a blue vase
Fire - a long red ribbon
Air - a set of chimes
Each Key has several unique powers. Most importantly, they are used to unlock the Elemental Anchors (located randomly in the world) and therin access a particular element's fundamental powers. The Vase, as is relevant here, has the odd ability to repel all water. In addition, if placed wholly within an object, allows perfect maneuverabilty within the water (even so far as to submerge said object).
So as you can see, Collin's first instinct was to try it on the ship. Unfortunately, the ship has no windows in the front of it. So in order to maneuver, Collin had to turn the vessel sideways and propel it along as such. Propel may be somewhat of a euphamism. Skyrocket, perhaps? Well let's just say, moving along at 250 miles an hour has its advantages.
The ship kicks up no wake as the water is actually repelled from the sides. And so it moves deftly across the ocean leaving no trace.
The next obvious step was to create some kind of way for Collin to pilot through the front of the ship. Docking procedures from the hull of a sideways ship are...tricky at best. The elves were gracious enough to lend Collin some knowledge of carpentry (we won't get into the specifics of that) Taking a few days with the party, and crew, at hand, he oversaw the renovations. The crow's nest was covered, a 3-paned window added to the front of the ship in the hold, and several rooms were added, including a small kitchen!
The final touch came from the marvelous Sheeji, whose expertise and talents have come in handy innumerable times. Using a permenant illusion, she changed the ship into a tropical island, complete with a great viney tree where the mast was, a small treehouse for the crow's nest, a cottage for the castle, and even a picturesque waterfall in the back end. (Sorry, I'm not overly familiar with the fore-aft-poop deck terminology) And so it was that the pirate ship was turned into our party's private sanctuary, complete with all the trappings an adventuring party would need.
Next, Collin plans to inscribe a summoning circle in the hold, and add a few permanent defences to ensure our privacy and safety. Recently, the island was invaded and now Collin questions the wisdom of leaving such a prize out on the open waters while the group is out saving the world.