Ships

Ships are how the original colonists arrived and it wasn't long before they took to the water again.

Two ships listed in the SRD are not available. The technology exists to build Galleys, but there is little need in Ataland to build a ship designed for such long voyages. No culture in Ataland builds ships of the Longboat style.

Ships in Ataland

Name Cost Base Speed Minimum Crew Capacity AC HP
Canoe 30 gp 2½ mph 1 1 passenger 12 18
Rowboat / Raft 50 gp 1½ mph 1 3 passengers / 600 lbs 13 30
Keelboat 3,000 gp 1 mph 1 1 ton 15 90
Sailing Ship 10,000 gp 2 mph 20 100 tons 15 270
Warship 25,000 gp 2½ mph 60 200 tons 15 450

Ship Encounters

There are four major types of ship an adventurer might encounter.

Merchant Vessels

Merchant sailing vessels travel a set of seaborne trading routes, the most profitable in Ataland. Ships can not only reach other islands in the archipelago, they can sail coastal routes to avoid inland journeys over inhospitable terrain. These ships will also take on passengers for some extra money, but are generally not well equipped to house many non-crew members.

Rich merchant vessels might be armed with cannons or huge crossbows. The rest must rely on their wit and sailing skill to outmaneuver and escape attackers.

Pirate Vessels

Merchant ships carry valuable cargos, naturally attracting the attention of pirates. Piracy is lucrative in Ataland, with several highly organised pirate gangs forming near common trade routes. Pirate crews are skilled and brutal opponents. Pirates don't aim to sink ships, but commandeer them with cargo onboard. Their main means of attack is to board the vessel in numbers and fight the crew directly.

Like merchant ships, a few pirates will have ship-to-ship weapons. But the main purpose of these is to force a surrender or for defence. Destroying your prey is no good if it sends the booty to the bottom of the ocean.

Passenger Vessels

There are a few passenger vessels that exclusively transport people, normally between islands. Tickets are cheap, but the travelling conditions are far from ideal. The ships are usually converted merchant vessels in poor repair. Passengers are packed in to crowded seating areas and no meals are provided.

Frequency of passenger voyages vary depending on demand. Typically, any given journey is available once per week. A single ship couldn't hope to make enough money on a single back and forth route and must work several.

Each of the factions have a small number of warships at their disposal. Their primary purpose is to act as a deterrents to their neighbours and otherwise protect the factions interests at sea. Navy ships will protect merchants from pirates, but pirates are rarely stupid enough to get in to that situation.

Cannons are common on warships. Though ships from smaller factions may have to make do with crossbows and harpoons.

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