PREFACE
Winds of Fate is a tabletop D20 system that is simplified for streamlined use in a play by post environment such as in this guild. It is designed to be flexible and meant only to be used as a guideline and can be tweaked to suit any sort of game or genre one would like. In this format it is currently set up for flintlock/swashbuckling era and needs to be noted that firearms in this setting are unruly and hardly reliable so there is a negative modifier to reflect the current state of the technologies available at that time, and can be altered to better suit a more modern or sci-fi theme where a negative modifier is not needed, and the success roles and thresholds can be changed to fit a bit better.
This system is designed to aid in a storytelling type roleplaying system to add a bit of accountability to players and GM's in a way that adds structure to circumstance and helps to keep characters grounded to their own strengths and weaknesses. This system and the players are governed by progressive skillsets and attributes and have to contend with at least one sort of major character flaw that comes with their own unique burdens decided upon by the player and GM during the character creation phase before IC use.
Again, this is a very simplified and flexible system and is only meant to back up a storytelling play by post roleplay setting. Feel free to use this system as a foundation for your own roleplaying needs and modify it to suit your needs accordingly...
Rolls & Modifiers
SIMPLE DICE MECHANICS:
Difficulty Level / (To-Hit)
This determines the level of difficulty for a specific action. Levels of difficulty should be thought of on a scale of 1-25, with 1 being very easy and 25 being ridiculously hard.
Sample Difficulty Chart
1 Super easy, impossible to fail, don't bother rolling
5 Easy
10 Mundane
15 Challenging
20 Hard
25 Ridiculous
Skill Level
This is the level of skill that your character has and will determine a Roll-Modifier that will change the target number or threshold for a successful roll, or the To-Hit number.
Sample Skill Chart
0 Average (what a random person off the street could be expected to know about the topic)
3 College Education in the topic
5 Skilled professional
7 Legend
10 Planet-wide best, practically godlike.
If you are trying to attack someone with a sword, the difficulty level (To-Hit Number) is 17, but your character has a skill level of 3 with edged weapons you would then only have to roll a 14 for a success as the skill level modifies the level of difficulty.
Major Success Rolls & Catastrophic Failures -
A roll of 20 is considered to be a Major Success. Rolling a 20 will result in your character doing infinitely better than imagined.
A Catastrophic Failure is a roll of 1. This results in the worst possible outcome.
Other Modifiers - Several types of modifiers can be applied to a roll and may consist of anything from Status Effects, Weapon Bonuses, Gear and Armor, Talismans or other Magical Boons can be applied to a roll and will stack unless otherwise noted.
Modifiers can also have either Positive (+), or Negative (-) effects on a roll. Status effects like being intoxicated or being dehydrated will have a negative modifier and will stack, positive effects will negate the negative ones, one for one. Be sure that you have added all the modifiers that would apply for each roll.
Combat - Combat will be rolled in one step. Once the attack/weapon has been established and a successful roll has been made the damage can be applied to the intended target.
There is no need to roll for blocking for antagonists, failures will be considered blocks, etc.. However, players may roll to dodge from enemy attacks as a saving throw.
Vitality (Hit Points)
Vitality, or Hit-Points, are your character’s health on a scale of 0-10, 10 being fully fit and healthy and 0 being near death and out of commission. Both negative and positive (+/-) status effects will change a character's vitality, as well as any wounds. Also, food intake and healthy maintenance will help to keep a character’s vitality high and will reduce negative effects over time.
Sleeping or getting a good night's rest will also regain vitality and help to reduce negative effects as well, but will not alleviate disease, starvation, dehydration, or any other status effect that requires sustenance or medical treatment. Wounds and other ailments may also require time to heal, and may need to be looked after to avoid infections or further complications, or loss, (i.e. gangrene)
If a player becomes Incapacitated, then they are out of commission until circumstances and the requirements therein are met. Incapacitation can come about in many different ways but some of these are being severely or gravely wounded, extreme blood loss, falling into a coma, major head traumas, or anything along those lines, and usually only comes about when bad situations get progressively worse.
Players may have more than 10 vitality points if the right bonuses/gear/items/blessings apply.
Levels & Progression
Characters will progress and gain levels throughout the campaign. Progression will be gained in Classes, Skills, and Attributes. Each level will gain a positive modifier that will dictate a roll’s difficulty. The higher the level, the higher the modifier. All three of these categories will begin at 0, to which no bonus is given, and will progress by +1 for each level reached. So a Level 2 gets a +2, and so on.
Since this is a rule set for literary role-playing and not completely table-top, there won't be super high level characters as there would be if we were focusing on experience points and tallying each individual action. This will keep the campaign moving and help prevent over complication during the posting process.
Success measured in D20
18-20 = Flawless Success, 11-17 = Moderate Success, 4-10 = Questionable Success, 0-3 = Failure
Attack Rolls: 1d20 + Dexterity (or skill if applicable) for weapons, + Strength for unarmed.
NOTE: Skills that are weapon or combat related will stack.
Blocking/Parrying: 1d20 + Shield Rating/Parry Mod, separate from Armor save (requires shield or parry skill)
ARMOR Mod: 1d20 + Armor Rating (saving throw in combat)
AWARENESS Rolls: 1d20 + Awareness (rolled when scanning an environment or searching, etc.)
Injury Mod: -2 for the duration of the injury.
Infection Mod: -1 (added)
Malnutrition Mod: -1 (added)
Dehydration Mod: -2 (added)
Intoxication Mod: -2 for duration of effect.
Flaw Mod: -2 (When in effect)
NOTE: These modifiers also stack, and should be subtracted from any + modifiers before rolling.
Skill Rolls: 1d20 + Skill Mod
Skill Mods will be represented by rolling one D2 per point in skill category. Each success (a roll of 2 on each) will be added as a bonus point to a D20 success roll. If all mod dice are failed rolls then -2 will be added to the D20 roll.
( if no skill points exist for skill player rolls 1d20 without a modifier and must roll a 11 or better for a success. If successful several times the GM may award a character with this skill, adding 1 point, which will accumulate over time through experience in the game. Please make the GM aware of that you are doing a skill that is not in your CS to get credit for this.)
Flintlock Mod: -2
18-20 = Hit, 11-17 = Hit, Poorly Placed Shot, 4-10 = Miss, 3-0 = Catastrophic Failure
* If you roll an 18 the shot is perfectly accurate and executed with finesse. (Head shot, or similar, spectacular execution, etc.). However, if you roll a 0-3 it will result in a catastrophic failure, and the weapon will no longer be usable until it is completely serviced and/or repaired (when possible).
Unfamiliar Weapon: -2
Pickpocketing/looting: 1d20 + Skill Mod
If Successful Roll 1d100: X Silver Bits
Roll 100: 1d20 X Gold Coins
Failure Roll 0-5: Failed Pick, alerts the mark as well, resulting in confrontation.
Initiative rolls will be done in posting process by individual players and are as follows:
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.
Awareness Rolls- will be utilized to search for things or scan your immediate surroundings for clues, or to get a jump on any encounters.. The locating of traps and hidden items or clues, descriptions of environments, hidden routes and passages, etc.
Willpower Rolls- will be done to determine whether or not your characters can withstand certain forces within the game, and is basically the measurement of your resolve to see how you will act under pressure. Things like resisting certain statuses like sickness, sleep, starvation, hexes and curses, thought reading or mind control, etc.
Intelligence Rolls:- will be rolled to determine if your character is smart enough to decipher codes, read and understand various languages etc. The ability to learn new things, and the ability to retain information.
Wit Rolls:- will be utilized when trying to outsmart an opponent or encounter, your ability to reason with, or get one over on another individual. To outsmart the other party involved.
Charisma Rolls:- will be rolled when bartering, or when trying to be persuasive with another NPC or neutral encounters. It is a representation of how likeable your character is, and how well you can sway someone in your favor. It can lead to better prices when buying items or services, or win you favorable odds with the opposite sex in particular.
Attack Rolls:- will be rolled in combat along with your Dexterity Mod (or skill mod if applicable) when fighting with weapons, or with your Strength Mod for unarmed combat.
Note: Each player may have 2 attacks as beginning players unless they are equipped with a shield*. This negates one attack.
Armor:- Armor rolls will be used as a saving throw against taking wounds. Your final saving grace against combat wounds. If blocking with a shield you will roll for it's mod, and if this fails you may then roll for your armor.
Luck Rolls:- as the name suggests, luck is luck. Roll this if all else fails and maybe, just maybe, the god's will shine on you.
Character Classes
Rogues
The Rogue is a class that are stealthy and dexterous, and are able to disarm traps, pick locks, espionage tactics like eavesdropping or spying on foes, avoid enemy detection and perform backstabs from hiding.
Rogues are usually adept in single-hand melee or ranged combatants, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or with other small one-handed and/or concealable ranged weapons, relying on speed and rapid strikes rather than sheer damage output. Thieves usually work in small groups or guilds. Thieves usually have a stealth ability, allowing them to disappear from sight, often this is combined with attacking an unaware or flanked opponent to inflict high damage. Rogues are also known to use specific gadgets like grappling hooks and climbing gear, concealed or spring-loaded projectile weapons, etc.
Armor: Rogues are usually restricted to the lighter armors that are easier to move in, leather and the like.
Skills:
Stealth
Dual wield
Lock picking
Disarm traps
Scaling/Climbing
Archery
Subterfuge
Gadgets
Lying
Common Thieves
The common thief is the bread and butter of the lands of the Nine’s and they are as plenty as shells on the beaches. The common thief, or street thief is often adept in sleight of hand, petty bribery, extortion, and scamming marks. They are usually low level criminals, most only stealing to survive but some are a bit more ambitious, driven blindly by their own greed. Picking pockets and snatch and grabs are the norm for this lot. Relying on the element of surprise and the threat of violence more than strength.
These thieves often work together in small groups and use confusion and distraction to their advantage. Thieves often use simple, single handed melee weapons such as daggers or short bades, bludgeons, or small pistols that seem to be too dangerous to even have on one’s person… definitely enough to make a man nervous. Thieves are best described as opportunists.
Armor: Usually minimal, light armors such as leather or simple garments of chainmail.
Skills:
Pick pocketing
Lock Picking
Sleight of hand
Extortion
Evade
Familiar weapon
Bribery
Bludgeoning
Scamming
Lying
Mercenaries/Thugs
Thugs are thieves that rely on force and violence to get what they want. They are usually big, brawny bastards with terribly abrasive attitudes. This class tends to brawl or fight, rather than rely on surprise or stealth, and usually their larger size prevents them from being good at either. Thugs are adept in hand to hand combat ranging in a wide variety of weapons, and are the basic fighter class for this game. They are not restricted to lighter armors or single-handed weapons and can implement full sized shields as well.
Mercenaries, or thugs, usually work for coin, and will most anything or anyone, if the coin is right… they’ll also turn on you in a heartbeat if it is not.
Armor: All types
Skills:
Intimidation
Extortion
Familiar weapon
Hand to hand
Dual wield
Brawn
Shield blows
2 Handed weapons
Knock-out
Lying
The Seducer:
Seducers are criminals who seek out marks in the sex trades. Often prostitutes or pimps themselves, are opportunists who use seduction as a means to disarm a mark, often leaving them in extremely vulnerable situations. They are known to use drugs to incapacitate people enough to rob them to nakedness. Seducers sometimes work in small groups, as do common thieves, one distracting the mark while another does the looting. Those that are prostitutes are rarely without a pimp, or handler, who they have to pay out heavily to for protection, and work. They are also adept in gathering information, as well as getting people to talk.
Seducers use single-handed weapons like daggers and knives as well as small pistols. They also have an array of poisons and drugs that they can craft to aid in their crimes, and sometimes a few elixirs, salves and ointments to help with the healing process. Seducers are often scantily dressed, and usually wear flattering outfits, but may also wear light armors such as leather girdles and corsets, etc.
Armor: Seldom worn, Light leathers
Skills:
Charm
Eavesdropping
Drug (Crafting or Using)
Poison (Crafting or Using)
Lying
Extortion
Small blades
Concealed weapon
The Alchemist:
Alchemists are a strange lot. They dabble in alchemy and arcane secret knowledges to craft potions, elixirs, and all sorts of useful items. They are often deemed untrustworthy by many because of their dealings with the arcane.They are also great engineers and can craft handy gadgets and tools, using resources either found or acquired. Alchemists are adept in reading and deciphering scrolls and ancient languages. They are experts in mixing and combining ingredients to make things like gunpowder and other volatile substances that make for excellent ranged attacks or setting traps while evading. Some Alchemists are also adept in energy sources, like steam and simple engine technologies, mapping, and astrology.
Alchemists are also healers, and can make potions to significantly raise health and repair damage to wounded players. They are also great foragers and their knowledge of flora and fauna is unmatched by all but rangers. Usually “the brains” of an outfit.
Armor: Seldom wear, no plate or heavy armors.
Skills:
Alchemy
Deciphering/Scribe
Energy Tech
Steam Tech
Explosives
Blueprint/Gadget Crafting
Astrology
Cartography
Gadgets
Pirate/Sailors:
Pirates, or criminally inclined sailors, are great navigators of the seas and waters, adept in all things nautical. They are also adept in a wide variety of weapons and armor types. They are skilled with gunpowder, cannon, and flintlock weapons. They are also a fighter-style class and rely on violence and brawn to achieve their goals. They often work in medium or large groups and are provided a bonus when doing so. Pirates are dastardly types, real scoundrels who are often blunt and in need of pointers in the hygiene department.
Pirates use fear, and tactics like shock and awe to achieve an edge during combat. Flamboyant, larger than life characters. Pirates are also adept in survival skills, and make useful companions at camp or when stranded on an island. Hardy sailors, resilient by anyone’s standards.
Armor: Limited only from heavier armor like plate, but usually found in leather or lighter armors, and sometimes only pieces.
Skills:
Sailing
Navigation
Flintlocks
Dual Wield
Large Guns (cannon operation)
Swordplay
Toughness (Resilience)
Shock and Awe
Climbing/Scaling
Cartography
Deception
This is a list of antagonists and encounters specific to the Winds of Fate realm, an original content realm I've developed over time. These will include humans, gods, demons, and other beasts that wish to end your lives, as well as empty your pockets..
These are dangers that lurk in dark corners and unguarded highways, cutthroats, rapists, thieves, bandits, and strong arms. Low life scum, these souls are the scourge of civilized lands and cities. They have no concern for the law and kill on a whim, all for the sake of a few bits. Some work alone in dark alleys and tunnels, and some work in groups and implement pack tactics and ambushes like packs of rabid wolves. These criminals can be found in all corners of the Nines and travelers should always be wary. Mind you don't get too drunk at the watering hole and get took for every coin in your purse, or even worse, you could lose your very life.
Bandits rob and plunder unwary travelers and adventurers, and are also known as Highwaymen. These bandits or highwaymen like to travel in small groups and often ambush their prey. Bandits usually have a small camp or stronghold in the same vicinity, or at least a small stash or hidden cache. They use a wide variety of weapons and aren't afraid to spill innocent blood for the sake of loot. They will even kill the horses, take hostages, and prisoners for rape or ransom. Extremely predatory and vile individuals who have no concern for the law. Check inns, brothels, and taverns for local gossip and recent sightings, and avoid them if at all possible.
These small groups most often have a leader who governs the group, and the leader is commonly the brains of the outfit. Bandits are usually clad in a hodgepodge of armor types like leather, studded leather, and chainmail, and weapons include all manner of blades, maces, blackjacks, and polearms, bows, and crossbows. Bandits have also been known to set a trap or two as well, so keep your wits sharp, and your eyes keen.
SPECIAL SKILLS:
Ambush: 3
Parry: 2
Ranged Weapons: 2
LEVEL: 1-3 (3-10 members)
AMMO: 0-5 shot (per bandit)
ARMOR: +2, +3
ATTRIBUTES: (+2 for Captains)
Awareness: 2 Intelligence: 2
Strength: 2 Wit: 2
Dexterity: 2 Willpower: 1
Charisma: 1 Luck: 1
The Black Hands are the most prominent and well known thieves' guild in all the Nines. They are the most dastardly cutthroats and lowlifes the world has to offer. Murderers and villainous scoundrels. They have numbers throughout the Nine Lands, but nowhere are they stronger than in Guillan. They use the alleys and underways of the city to plot and plunder, slitting throats in dark corners, safe from the torch's tellings.. Some say that they have stronghold somewhere in the sewers, the underbelly of the of the capital. No one knows for certain, to be sure.. Excellent Sailors and seafarers aplenty, and most of 'ems pirates. Navigating the seas and shorelines of the Nines, disguised as merchants, only they are dispersing fenced and stolen goods, so that tracking anything would be next to futile.. Be wary when commissioning a ship or crewed vessel when traveling.
NOTES: There is also talk of a King of Thieves, or a leader of sorts, and also that there is some sort of hierarchy as well. A close, governing circle of trusted members at the top of it all, and each wildly rich, well beyond the comprehension of a common thief for certain. Some would say that they have a combined wealth which would best the King's several times over, affording them great power in the Nines. Enough to sway laws and kings, barons, and magistrates.. the very tides of war could unleashed, all funded by those few alone. They use all types of weapons and armor, but usually nothing heavier than chainmail.
SPECIAL SKILLS:
Ambush: 3
Parry: 3
Ranged Weapons: 2
LEVEL: 3-5 (15 Guild Leader)
AMMO: 0-5 shots
ARMOR: +2-3
ATTRIBUTES: (+2 for Guild Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 3
Charisma: 3-4 Luck: 3
Cultists are individuals who practice in the Dark Arts- A vile and evil magic that involves rituals and sacrificial offerings. These purveyors of darkness summon dark forces and great demons from beyond the Veil. Some are more powerful than others, and they often work in hand with Necromancers, performing perverse rituals on corpses, or even sacrificing individuals whom they've kidnapped. They are often the force responsible for strings of disappearances, people whom never to be seen or heard from again.
NOTES: These cults are rumored to be in every corner of the Nines, lurking in the bowels of great cities and hidden deep within megalithic tombs and long forgotten catacombs, performing blood magic and dark rites. Some cultist can perform certain cantrips and spells like binding, sleep, hex, and summon. They are often equipped with ritualistic blades like short swords or daggers, knives, blackjacks, axes, or small spring-loaded crossbows or small ranged weapons. They are also quite skilled in the art of drugging or poisoning, and are known to put drugs in food and drink, or poisons or incapacitating concoctions on blades, arrows, and pin-pricks.
SPECIAL SKILLS:
Dark Magic: 3 (hex or curse, sleep, binding, other various cantrips)
Summon: 5
Deceive: 4
Drug/Poison: 3
LEVEL: 1-5 (10 Leader)
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 for Cult Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 4
Charisma: 3 Luck: 0
"A rough and sour bunch to be open honest. Sorely and ill tempered, cronies to Lord Vallec and the King. They are not mindless drones, blindly serving their masters, no. Not this lot. They have their own motives as well. Thirsty, heartless dogs, they knick you for every last bit, they will... They only treat fair the rich and upper class for they tip well. It's far worse on your purse if you're of the underhanded kind, black marketers, fences, for they demand a hefty payout waiting for 'em. Mind'n near every corner of the city and they keep a fairly sharp eye abouts. Not too bad on their own mind you, but if'n their in a group of three or so keep your wits about, they'll surely be scheming something awful. There's more than not that are on the smarter side, and plenty enough on the dimmer end but rest assured they'll always have a slick one in the group."
NOTES: The King's Guard are usually well equipped and organized enough. They are usually clad in plate, chainmail, or heavy studded leather armor, and use an array of weapons from long pike axes to maces, but all are sure to have a longsword strapped to their side, and dagger long enough to hit your heart if they plunged you in the neck, and wouldn't mind doing so in the least bit. Some guards and captains are susceptible to bribery, but be wary of those whom you try to bribe, for some may not be so open to the suggestion..
SPECIAL SKILLS:
Parry: 3
Contacts: 2
LEVEL: 1-3 ( 3-5 Captain)
AMMO: 0-5 shots
ARMOR: +3-4
ATTRIBUTES: (+2 for Guard Captain)
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 3
Dexterity: 3 Willpower: 3
Charisma: 1-2 Luck: 2
Necromancers raise the dead and conjure dark forces from beyond the grave as well as the Veil. They perform dark rituals and devious forbidden rites. They can raise vast armies of undead, or unleash a horde of zombies, or even summon great evils with the help of devoted Cultists. They often mark their skin, covering themselves with ritualistic symbols and incantations. Some necromancers are extremely powerful.
NOTES: Necromancers are reclusive and generally stay away from civilization when possible. They are known to carry bladed weapons and ritualistic items like daggers or staves, and small ranged weapons like light crossbows, etc.. They generally wear leather armor or dense leather robes and light armor items.
SPECIAL SKILLS:
Dark Magic: 4 (hex or curse, sleep, binding, dark force, raise, confusion, dispel)
Summon: 6
Deceive: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-4
ATTRIBUTES:
Awareness: 4 Intelligence: 4
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 0
Witches can be found everywhere in the Nines. Witches, Warlocks, Witch Doctors, Shamans, whatever you like to call them. All walks of practitioners of magic. Some are not as welcome in some areas of society but can be found in remote locations. Witches can be either benevolent or malevolent so you should make sure you know who you are dealing with first. If one should require or seek a witch, it would be wise to ask around first.. Some witches can cure sicknesses or ailments, and some can cause them too. Fortune telling and card readings are among the services that they might provide. They may also be able to provide you with blessed or charmed trinkets or amulets, or you could wind up in their stew perhaps. They perform various magic like harmless and even beneficial earth and healing magics, to devious and sinister blood magic and cannibalistic behaviors. Be warned, and seek with caution..
NOTES: Witches range in a variety of practices, services, and ritualistic magics. Some are benevolent. Most however, are not. Witches have all sorts of capabilities that span the entire spectrum of known magical practices throughout the realms, some being quite archaic and powerful. Witches come in all skill levels from novices to extremely proficient practitioners.
SPECIAL SKILLS:
Magic: 3 (hex or curse, sleep, binding, dark force, raise, confusion, dispel, mind control, fear, charm, bless, boon, rage, cure, heal, disease, sap, shapeshifting, animal familiar, carnal knowledge)
Summon: 2
Afflict: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 and up for Experienced Witches)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 1
Bandits rob and plunder unwary travelers and adventurers, and are also known as Highwaymen. These bandits or highwaymen like to travel in small groups and often ambush their prey. Bandits usually have a small camp or stronghold in the same vicinity, or at least a small stash or hidden cache. They use a wide variety of weapons and aren't afraid to spill innocent blood for the sake of loot. They will even kill the horses, take hostages, and prisoners for rape or ransom. Extremely predatory and vile individuals who have no concern for the law. Check inns, brothels, and taverns for local gossip and recent sightings, and avoid them if at all possible.
These small groups most often have a leader who governs the group, and the leader is commonly the brains of the outfit. Bandits are usually clad in a hodgepodge of armor types like leather, studded leather, and chainmail, and weapons include all manner of blades, maces, blackjacks, and polearms, bows, and crossbows. Bandits have also been known to set a trap or two as well, so keep your wits sharp, and your eyes keen.
SPECIAL SKILLS:
Ambush: 3
Parry: 2
Ranged Weapons: 2
LEVEL: 1-3 (3-10 members)
AMMO: 0-5 shot (per bandit)
ARMOR: +2, +3
ATTRIBUTES: (+2 for Captains)
Awareness: 2 Intelligence: 2
Strength: 2 Wit: 2
Dexterity: 2 Willpower: 1
Charisma: 1 Luck: 1
The Black Hands are the most prominent and well known thieves' guild in all the Nines. They are the most dastardly cutthroats and lowlifes the world has to offer. Murderers and villainous scoundrels. They have numbers throughout the Nine Lands, but nowhere are they stronger than in Guillan. They use the alleys and underways of the city to plot and plunder, slitting throats in dark corners, safe from the torch's tellings.. Some say that they have stronghold somewhere in the sewers, the underbelly of the of the capital. No one knows for certain, to be sure.. Excellent Sailors and seafarers aplenty, and most of 'ems pirates. Navigating the seas and shorelines of the Nines, disguised as merchants, only they are dispersing fenced and stolen goods, so that tracking anything would be next to futile.. Be wary when commissioning a ship or crewed vessel when traveling.
NOTES: There is also talk of a King of Thieves, or a leader of sorts, and also that there is some sort of hierarchy as well. A close, governing circle of trusted members at the top of it all, and each wildly rich, well beyond the comprehension of a common thief for certain. Some would say that they have a combined wealth which would best the King's several times over, affording them great power in the Nines. Enough to sway laws and kings, barons, and magistrates.. the very tides of war could unleashed, all funded by those few alone. They use all types of weapons and armor, but usually nothing heavier than chainmail.
SPECIAL SKILLS:
Ambush: 3
Parry: 3
Ranged Weapons: 2
LEVEL: 3-5 (15 Guild Leader)
AMMO: 0-5 shots
ARMOR: +2-3
ATTRIBUTES: (+2 for Guild Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 3
Charisma: 3-4 Luck: 3
Cultists are individuals who practice in the Dark Arts- A vile and evil magic that involves rituals and sacrificial offerings. These purveyors of darkness summon dark forces and great demons from beyond the Veil. Some are more powerful than others, and they often work in hand with Necromancers, performing perverse rituals on corpses, or even sacrificing individuals whom they've kidnapped. They are often the force responsible for strings of disappearances, people whom never to be seen or heard from again.
NOTES: These cults are rumored to be in every corner of the Nines, lurking in the bowels of great cities and hidden deep within megalithic tombs and long forgotten catacombs, performing blood magic and dark rites. Some cultist can perform certain cantrips and spells like binding, sleep, hex, and summon. They are often equipped with ritualistic blades like short swords or daggers, knives, blackjacks, axes, or small spring-loaded crossbows or small ranged weapons. They are also quite skilled in the art of drugging or poisoning, and are known to put drugs in food and drink, or poisons or incapacitating concoctions on blades, arrows, and pin-pricks.
SPECIAL SKILLS:
Dark Magic: 3 (hex or curse, sleep, binding, other various cantrips)
Summon: 5
Deceive: 4
Drug/Poison: 3
LEVEL: 1-5 (10 Leader)
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 for Cult Leader)
Awareness: 3 Intelligence: 3
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 4
Charisma: 3 Luck: 0
"A rough and sour bunch to be open honest. Sorely and ill tempered, cronies to Lord Vallec and the King. They are not mindless drones, blindly serving their masters, no. Not this lot. They have their own motives as well. Thirsty, heartless dogs, they knick you for every last bit, they will... They only treat fair the rich and upper class for they tip well. It's far worse on your purse if you're of the underhanded kind, black marketers, fences, for they demand a hefty payout waiting for 'em. Mind'n near every corner of the city and they keep a fairly sharp eye abouts. Not too bad on their own mind you, but if'n their in a group of three or so keep your wits about, they'll surely be scheming something awful. There's more than not that are on the smarter side, and plenty enough on the dimmer end but rest assured they'll always have a slick one in the group."
NOTES: The King's Guard are usually well equipped and organized enough. They are usually clad in plate, chainmail, or heavy studded leather armor, and use an array of weapons from long pike axes to maces, but all are sure to have a longsword strapped to their side, and dagger long enough to hit your heart if they plunged you in the neck, and wouldn't mind doing so in the least bit. Some guards and captains are susceptible to bribery, but be wary of those whom you try to bribe, for some may not be so open to the suggestion..
SPECIAL SKILLS:
Parry: 3
Contacts: 2
LEVEL: 1-3 ( 3-5 Captain)
AMMO: 0-5 shots
ARMOR: +3-4
ATTRIBUTES: (+2 for Guard Captain)
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 3
Dexterity: 3 Willpower: 3
Charisma: 1-2 Luck: 2
Necromancers raise the dead and conjure dark forces from beyond the grave as well as the Veil. They perform dark rituals and devious forbidden rites. They can raise vast armies of undead, or unleash a horde of zombies, or even summon great evils with the help of devoted Cultists. They often mark their skin, covering themselves with ritualistic symbols and incantations. Some necromancers are extremely powerful.
NOTES: Necromancers are reclusive and generally stay away from civilization when possible. They are known to carry bladed weapons and ritualistic items like daggers or staves, and small ranged weapons like light crossbows, etc.. They generally wear leather armor or dense leather robes and light armor items.
SPECIAL SKILLS:
Dark Magic: 4 (hex or curse, sleep, binding, dark force, raise, confusion, dispel)
Summon: 6
Deceive: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-4
ATTRIBUTES:
Awareness: 4 Intelligence: 4
Strength: 3 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 0
Witches can be found everywhere in the Nines. Witches, Warlocks, Witch Doctors, Shamans, whatever you like to call them. All walks of practitioners of magic. Some are not as welcome in some areas of society but can be found in remote locations. Witches can be either benevolent or malevolent so you should make sure you know who you are dealing with first. If one should require or seek a witch, it would be wise to ask around first.. Some witches can cure sicknesses or ailments, and some can cause them too. Fortune telling and card readings are among the services that they might provide. They may also be able to provide you with blessed or charmed trinkets or amulets, or you could wind up in their stew perhaps. They perform various magic like harmless and even beneficial earth and healing magics, to devious and sinister blood magic and cannibalistic behaviors. Be warned, and seek with caution..
NOTES: Witches range in a variety of practices, services, and ritualistic magics. Some are benevolent. Most however, are not. Witches have all sorts of capabilities that span the entire spectrum of known magical practices throughout the realms, some being quite archaic and powerful. Witches come in all skill levels from novices to extremely proficient practitioners.
SPECIAL SKILLS:
Magic: 3 (hex or curse, sleep, binding, dark force, raise, confusion, dispel, mind control, fear, charm, bless, boon, rage, cure, heal, disease, sap, shapeshifting, animal familiar, carnal knowledge)
Summon: 2
Afflict: 4
LEVEL: 4-10
AMMO: 0-5
ARMOR: +1-3
ATTRIBUTES: (+2 and up for Experienced Witches)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 4
Dexterity: 3 Willpower: 5
Charisma: 3 Luck: 1
These are some of the beasts that one might encounter while traversing the various Lands of the Nines. This is a small list of those that may pose a threat to those who travel unprepared for the dangers abroad.
The dire wolf differs greatly from the average wolves of the woodlands in several ways. It is much larger and it has a massive skull and huge protruding teeth in the front, and relatively long and strong limbs. The species is considerably widespread and can be found all over the Nines. They were much more muscular than regular wolves and their bites were more powerful too.. Dire Wolves also have a taste for horses, so be warry of these beasts on your travels.
NOTES: Dire wolves are usually solitary animals, and can rarely be found in small packs. They prey on large animals and men as well, so there is generally only room in one territory to support a single one. These wolves are extremely powerful and aggressive, and should be avoided. If you should happen to cross paths with one you should definitely try to kill it though, because it will continue to hunt you until it gets what it wants, or you are dead. They have very thick coats of fur offering a good bit of protection.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 2
Charisma: 0 Luck: 0
Harpies are vile beasts, and are generally depicted as birds with the heads of maidens, faces pale with hunger and long claws on their hands. Writers and sailors have both detailed their ugliness, and old pottery art depicting the harpies featured beautiful women with wings. Some have described them as human-vultures, ravenous beasts that kill their prey and then hoist them up on high cliffs to let them rot a bit before feasting on their bones. Harpies are said to prey upon ships and sailors in flocks or groups that can number in the twenties or thirties. Relentless creatures that attack from above with razor like talons and claws. "Death from above"..
NOTES: Harpies are susceptible to fire damage, and they may shy away from open flame or attack it. They have a residue on their feathers that will tarnish metal and cause rusting if not tended to. They are generally found in cliffs overlooking shorelines, and prey mostly on local fauna and ships that pass through their territories. They make huge nests high on these cliffs and they are extremely hard to get to, often requiring extremely dangerous climbs of up to hundreds of feat. They can also give a nasty bite, that will cause infection and rot if not mended properly.
SPECIAL SKILLS:
Swooping Dive: 3
Nasty Bite: 3
LEVEL: 2
AMMO: 0
ARMOR: 1
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Hounds or dogs, implemented by bandits, pirates, and guards as well.. especially the guards. These are guard dogs, bloodhounds, attack dogs, etc. Some of the larger breeds (Rottweilers, Dobermans, Pit Bulls, Great Danes, Mastiffs, etc.) even wear leather, studded leather, and plate armor, and are referred to as war-dogs. Some of the smaller breeds (terriers and foxhounds, etc.) are also used for hunting wild game in small packs. Dogs who are owned by bandits are not as well equipped as those of the King's Guard, but are still formidable in a fight.
NOTES: Hounds are extremely loyal to their masters, but on rare occasions can be tamed by others, if given an adequate amount of time. They are ferocious in battle and are rewarded for doing so, and they definitely like to please their masters as well.
SPECIAL SKILLS:
Locking Bite: 3
Loyal Defender: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +1-+3
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Sabertoothed Cats are huge predatory cats that inhabit various regions of the Nines including tropical climates, woodlands, plains, and artic regions. These cats come in several species such as pumas, lions, and leopard types. Huge teeth jut out from their muscular jaws, and powerful paws tipped with large claws rend flesh from bone with great ease.
NOTES: These great predatory cats often stalk their prey over great distances. They tend to ambush their prey, pouncing from overhangs or canopies, and it is often too late to evade them once they're on you, and the best one can hope for is to merely survive.
SPECIAL SKILLS:
Ferocious Bite: 5
Stalk: 5
Stealthy Pounce: 5
LEVEL: 1-5
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 6 Wit: 2
Dexterity: 6 Willpower: 3
Charisma: 3 Luck: 1
Wolves or Timberwolves can be found throughout the forests and woodlands of the Nines, smart pack animals who hunt in groups. Lurking in the darkness of the tree line and waiting for the perfect moment to strike on unsuspecting prey. They will hunt humans, but are generally more interested in natural prey such as deer, elk, or similar. Extreme hunger and convenience has been known can cause them to attack people, so be mindful of your environment when traveling through these regions.
NOTES: Wolves are extremely skilled hunters that employ pack tactics and ambush their prey. They have vicious bites and will go for the kill. Coats offer some armor protection, equal to leather. Wolves will attack livestock.
SPECIAL SKILLS:
Strong Bite: 3
Pack Tactics: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +2
ATTRIBUTES: (+1 for alpha male)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 3
Dexterity: 4 Willpower: 2
Charisma: 2 Luck: 2
The dire wolf differs greatly from the average wolves of the woodlands in several ways. It is much larger and it has a massive skull and huge protruding teeth in the front, and relatively long and strong limbs. The species is considerably widespread and can be found all over the Nines. They were much more muscular than regular wolves and their bites were more powerful too.. Dire Wolves also have a taste for horses, so be warry of these beasts on your travels.
NOTES: Dire wolves are usually solitary animals, and can rarely be found in small packs. They prey on large animals and men as well, so there is generally only room in one territory to support a single one. These wolves are extremely powerful and aggressive, and should be avoided. If you should happen to cross paths with one you should definitely try to kill it though, because it will continue to hunt you until it gets what it wants, or you are dead. They have very thick coats of fur offering a good bit of protection.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 2
Charisma: 0 Luck: 0
Harpies are vile beasts, and are generally depicted as birds with the heads of maidens, faces pale with hunger and long claws on their hands. Writers and sailors have both detailed their ugliness, and old pottery art depicting the harpies featured beautiful women with wings. Some have described them as human-vultures, ravenous beasts that kill their prey and then hoist them up on high cliffs to let them rot a bit before feasting on their bones. Harpies are said to prey upon ships and sailors in flocks or groups that can number in the twenties or thirties. Relentless creatures that attack from above with razor like talons and claws. "Death from above"..
NOTES: Harpies are susceptible to fire damage, and they may shy away from open flame or attack it. They have a residue on their feathers that will tarnish metal and cause rusting if not tended to. They are generally found in cliffs overlooking shorelines, and prey mostly on local fauna and ships that pass through their territories. They make huge nests high on these cliffs and they are extremely hard to get to, often requiring extremely dangerous climbs of up to hundreds of feat. They can also give a nasty bite, that will cause infection and rot if not mended properly.
SPECIAL SKILLS:
Swooping Dive: 3
Nasty Bite: 3
LEVEL: 2
AMMO: 0
ARMOR: 1
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Hounds or dogs, implemented by bandits, pirates, and guards as well.. especially the guards. These are guard dogs, bloodhounds, attack dogs, etc. Some of the larger breeds (Rottweilers, Dobermans, Pit Bulls, Great Danes, Mastiffs, etc.) even wear leather, studded leather, and plate armor, and are referred to as war-dogs. Some of the smaller breeds (terriers and foxhounds, etc.) are also used for hunting wild game in small packs. Dogs who are owned by bandits are not as well equipped as those of the King's Guard, but are still formidable in a fight.
NOTES: Hounds are extremely loyal to their masters, but on rare occasions can be tamed by others, if given an adequate amount of time. They are ferocious in battle and are rewarded for doing so, and they definitely like to please their masters as well.
SPECIAL SKILLS:
Locking Bite: 3
Loyal Defender: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +1-+3
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 2 Wit: 1
Dexterity: 4 Willpower: 2
Charisma: 1 Luck: 0
Sabertoothed Cats are huge predatory cats that inhabit various regions of the Nines including tropical climates, woodlands, plains, and artic regions. These cats come in several species such as pumas, lions, and leopard types. Huge teeth jut out from their muscular jaws, and powerful paws tipped with large claws rend flesh from bone with great ease.
NOTES: These great predatory cats often stalk their prey over great distances. They tend to ambush their prey, pouncing from overhangs or canopies, and it is often too late to evade them once they're on you, and the best one can hope for is to merely survive.
SPECIAL SKILLS:
Ferocious Bite: 5
Stalk: 5
Stealthy Pounce: 5
LEVEL: 1-5
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 6 Wit: 2
Dexterity: 6 Willpower: 3
Charisma: 3 Luck: 1
Wolves or Timberwolves can be found throughout the forests and woodlands of the Nines, smart pack animals who hunt in groups. Lurking in the darkness of the tree line and waiting for the perfect moment to strike on unsuspecting prey. They will hunt humans, but are generally more interested in natural prey such as deer, elk, or similar. Extreme hunger and convenience has been known can cause them to attack people, so be mindful of your environment when traveling through these regions.
NOTES: Wolves are extremely skilled hunters that employ pack tactics and ambush their prey. They have vicious bites and will go for the kill. Coats offer some armor protection, equal to leather. Wolves will attack livestock.
SPECIAL SKILLS:
Strong Bite: 3
Pack Tactics: 4
LEVEL: 1-3
AMMO: 0
ARMOR: +2
ATTRIBUTES: (+1 for alpha male)
Awareness: 4 Intelligence: 4
Strength: 2 Wit: 3
Dexterity: 4 Willpower: 2
Charisma: 2 Luck: 2
These creatures lurk in the depths of the seas and plague the rivers and streams of the Nines. Some are thought to be nothing more than folklore, but others are very well known throughout the lands. Some are benevolent creatures and harmless animals, but others very much want you dead.. Either way, wise travelers be warry.
Basilisks are huge serpents who usually keep to the rivers and swamplands of the Nines. They can grow up to nearly 100' in length and are covered in thick tough scales. They are quite amphibious and prey often on unwary fishermen, destroying their boats with its muscular body. They are quite fast in the water but slower on land. They tend to make nests in large holes on riverbanks and swamps, and feed off of anything that gets in their path. They have razor sharp teeth and fore-fins that resemble small wings but they cannot fly.
NOTES: Basilisks have very poor eyesight but sensitive hearing, and they can feel the vibrations of feet hitting the ground. They will attack torches or lanterns in the dark, finding it easier to pinpoint them even with their poor sight. Light and sound helps them to track targets. Their saliva carries wretched bacteria that will cause terrible infections that are gangrenous in nature. They also carry a venom in their saliva that attacks the nervous system, causing temporary paralysis.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 3-6
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 7 Wit: 1
Dexterity: 4 Willpower: 3
Charisma: 0 Luck: 0
These deadly fish can be found in freshwater rivers and deltas, as well as in the shorelines near the mouths of these rivers. These fish get their name from their sharp dagger like teeth. These are a type of armored pike fish that have long eel like tails. They can grow up to 15 or 20 feet in length, and can sever a man's leg or take his torso in a single bite..
NOTES: These fish are swift and strike quickly. They have razor sharp teeth and attack with their long muscular tails, slapping at their prey to disorient and knock them off their balance. Be wary of these fish in large river shallows and crossings. They also have hard scales that provide armor protection near the front of their bodies that protect the head and vital organs.
SPECIAL SKILLS:
Razor Bite: 4
Tail Slap: 3
LEVEL: 1
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 1
Dexterity: 5 Willpower: 1
Charisma: 0 Luck: 0
Horned Crocodiles inhabit both the fresh and saltwater rivers and streams, deltas, and swamplands of the low lying tropical regions of the Nines. These crocs come in all sizes and can grow into giants, massive lengths of up to 30 feet from head to tail. Crocodiles this large are big enough to swallow a man whole, and would have little trouble taking down a bison or horse. Thick scaly skin like tiny plates of armor are thick on it's back and sides, and horn like protrusions jut out above their eyes. Their massive tails are extremely muscular and can slap at prey, rendering them unconscious or perhaps even kill.
NOTES: Crocodiles have extremely tough hides that provide armor protection. They may attack with their jaws or tails, and can deal massive amounts of damage to anyone caught off guard. Crocodiles are faster in water and like to ambush their targets from murky pools of water. Mind you pay attention when drinking from unfamiliar watering holes.
SPECIAL SKILLS:
Hidden Strike: 5
Tail Slap: 4
LEVEL: 1-5 (8-10 for giant crocs)
AMMO: 0
ARMOR: +4
ATTRIBUTES: (+2 for giant crocs)
Awareness: 4 Intelligence: 3
Strength: 4 Wit: 1
Dexterity: 3 (6 water) Willpower: 1
Charisma: 0 Luck: 1
Leviathans are huge sea creatures of old folklore. These beasts are well known to sailors though none have ever actually seen one and lived to tell the tale, so it is still considered to be mythical in nature, it does not go without those who are keen on superstitions. It has various descriptions, some with tentacles and others with great mouths with rows of teeth or horned bills, features of crocodiles, arms with webbed claws. One thing that everyone seems to agree on is just how gigantic they are. Large enough to sink a fleet of ships in a short few moments, reducing them to splinters and sending sailors to watery graves or even worse, eaten alive.
NOTES: The sea creatures deal massive amounts of damage to both humans as well as vessels and structures. Direct combat should be avoided. Huge harpoon-like tentacles can crush a ship in minutes, rendering it into pieces. Some sailors still give offerings to various gods of the sea to bless their passages and to protect them from these creatures even to this very day.
SPECIAL SKILLS:
Devastating Blow: 10
Vortex: 8 (can create vortex that can pull a vessel down causing it to take on water)
Harpoon Jab: 8 (tentacles have hardened sharp tips like harpoons, used as an aimed attack)
Harpoon Jab: 8
LEVEL: 25
AMMO: 0
ARMOR: +7
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 15 Wit: 1
Dexterity: 5 Willpower: 4
Charisma: 0 Luck: 0
The "Waterborn" are fish like humanoid creatures, also referred to as "Mire-Men", that live in freshwater streams and rivers. They are very amphibious in appearance and have large eyes for seeing in the murky deep. They are not accustomed to being out in broad day light as it is too bright for them, so they make their homes on the bottoms of riverbeds and deep pools in the swamps and still running streams. They hunt fish and other small game associated with these areas. They can use tools and weapons, having a somewhat similar anatomy to man, and have webbed hands and feet. These creatures are very skittish of man and generally keep to themselves, and out of sight of those who are passing through their territories. They are also scared of fire. They are common throughout the Nines in freshwater areas and swamps, and are generally shunned by men, thus making them extremely timid and cautious with the dealings of men.
NOTES: Waterborn have the ability to breathe underwater, and can also breathe air as well. They are quite peaceful and do not seek relations with likes of men. Their equipment and weapons are usually very crude, and include bone spears, pikes, reclaimed metal spears and knives, very seldom do they wear armor, or very much attire for that matter. They are extremely crafty and can be very helpful, if you can talk them into it that is.. They are quite partial to shiny things like gold coins and trinkets, but you've still got to find one first..
SPECIAL SKILLS:
Gills: Waterborn have the ability to breathe both air and water. Immune to drowning.
Crafting: Waterborn are extremely crafty.
Swift Strike: 2 (with spear)
LEVEL: 1-2
AMMO: 1-2
ARMOR: +1
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1 Wit: 2
Dexterity: 1 (3 in water) Willpower: 2
Charisma: 0 Luck: 2
Basilisks are huge serpents who usually keep to the rivers and swamplands of the Nines. They can grow up to nearly 100' in length and are covered in thick tough scales. They are quite amphibious and prey often on unwary fishermen, destroying their boats with its muscular body. They are quite fast in the water but slower on land. They tend to make nests in large holes on riverbanks and swamps, and feed off of anything that gets in their path. They have razor sharp teeth and fore-fins that resemble small wings but they cannot fly.
NOTES: Basilisks have very poor eyesight but sensitive hearing, and they can feel the vibrations of feet hitting the ground. They will attack torches or lanterns in the dark, finding it easier to pinpoint them even with their poor sight. Light and sound helps them to track targets. Their saliva carries wretched bacteria that will cause terrible infections that are gangrenous in nature. They also carry a venom in their saliva that attacks the nervous system, causing temporary paralysis.
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 3-6
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 7 Wit: 1
Dexterity: 4 Willpower: 3
Charisma: 0 Luck: 0
These deadly fish can be found in freshwater rivers and deltas, as well as in the shorelines near the mouths of these rivers. These fish get their name from their sharp dagger like teeth. These are a type of armored pike fish that have long eel like tails. They can grow up to 15 or 20 feet in length, and can sever a man's leg or take his torso in a single bite..
NOTES: These fish are swift and strike quickly. They have razor sharp teeth and attack with their long muscular tails, slapping at their prey to disorient and knock them off their balance. Be wary of these fish in large river shallows and crossings. They also have hard scales that provide armor protection near the front of their bodies that protect the head and vital organs.
SPECIAL SKILLS:
Razor Bite: 4
Tail Slap: 3
LEVEL: 1
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 3 Wit: 1
Dexterity: 5 Willpower: 1
Charisma: 0 Luck: 0
Horned Crocodiles inhabit both the fresh and saltwater rivers and streams, deltas, and swamplands of the low lying tropical regions of the Nines. These crocs come in all sizes and can grow into giants, massive lengths of up to 30 feet from head to tail. Crocodiles this large are big enough to swallow a man whole, and would have little trouble taking down a bison or horse. Thick scaly skin like tiny plates of armor are thick on it's back and sides, and horn like protrusions jut out above their eyes. Their massive tails are extremely muscular and can slap at prey, rendering them unconscious or perhaps even kill.
NOTES: Crocodiles have extremely tough hides that provide armor protection. They may attack with their jaws or tails, and can deal massive amounts of damage to anyone caught off guard. Crocodiles are faster in water and like to ambush their targets from murky pools of water. Mind you pay attention when drinking from unfamiliar watering holes.
SPECIAL SKILLS:
Hidden Strike: 5
Tail Slap: 4
LEVEL: 1-5 (8-10 for giant crocs)
AMMO: 0
ARMOR: +4
ATTRIBUTES: (+2 for giant crocs)
Awareness: 4 Intelligence: 3
Strength: 4 Wit: 1
Dexterity: 3 (6 water) Willpower: 1
Charisma: 0 Luck: 1
Leviathans are huge sea creatures of old folklore. These beasts are well known to sailors though none have ever actually seen one and lived to tell the tale, so it is still considered to be mythical in nature, it does not go without those who are keen on superstitions. It has various descriptions, some with tentacles and others with great mouths with rows of teeth or horned bills, features of crocodiles, arms with webbed claws. One thing that everyone seems to agree on is just how gigantic they are. Large enough to sink a fleet of ships in a short few moments, reducing them to splinters and sending sailors to watery graves or even worse, eaten alive.
NOTES: The sea creatures deal massive amounts of damage to both humans as well as vessels and structures. Direct combat should be avoided. Huge harpoon-like tentacles can crush a ship in minutes, rendering it into pieces. Some sailors still give offerings to various gods of the sea to bless their passages and to protect them from these creatures even to this very day.
SPECIAL SKILLS:
Devastating Blow: 10
Vortex: 8 (can create vortex that can pull a vessel down causing it to take on water)
Harpoon Jab: 8 (tentacles have hardened sharp tips like harpoons, used as an aimed attack)
Harpoon Jab: 8
LEVEL: 25
AMMO: 0
ARMOR: +7
ATTRIBUTES:
Awareness: 3 Intelligence: 2
Strength: 15 Wit: 1
Dexterity: 5 Willpower: 4
Charisma: 0 Luck: 0
The "Waterborn" are fish like humanoid creatures, also referred to as "Mire-Men", that live in freshwater streams and rivers. They are very amphibious in appearance and have large eyes for seeing in the murky deep. They are not accustomed to being out in broad day light as it is too bright for them, so they make their homes on the bottoms of riverbeds and deep pools in the swamps and still running streams. They hunt fish and other small game associated with these areas. They can use tools and weapons, having a somewhat similar anatomy to man, and have webbed hands and feet. These creatures are very skittish of man and generally keep to themselves, and out of sight of those who are passing through their territories. They are also scared of fire. They are common throughout the Nines in freshwater areas and swamps, and are generally shunned by men, thus making them extremely timid and cautious with the dealings of men.
NOTES: Waterborn have the ability to breathe underwater, and can also breathe air as well. They are quite peaceful and do not seek relations with likes of men. Their equipment and weapons are usually very crude, and include bone spears, pikes, reclaimed metal spears and knives, very seldom do they wear armor, or very much attire for that matter. They are extremely crafty and can be very helpful, if you can talk them into it that is.. They are quite partial to shiny things like gold coins and trinkets, but you've still got to find one first..
SPECIAL SKILLS:
Gills: Waterborn have the ability to breathe both air and water. Immune to drowning.
Crafting: Waterborn are extremely crafty.
Swift Strike: 2 (with spear)
LEVEL: 1-2
AMMO: 1-2
ARMOR: +1
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1 Wit: 2
Dexterity: 1 (3 in water) Willpower: 2
Charisma: 0 Luck: 2
Cursed ones, or marked ones, are usually people who have been cursed or marked, either by a witch, witch doctor, or warlock, or have become cursed by the gods for their Heinous crimes. Powerful and vile creatures who roam the night, and lurk in dark and foreboding places.
Ghouls are cursed individuals who have either been hexed or cursed by a witch or warlock, witch doctor, or they have been cursed by the gods for heinous crimes they committed against others while they were alive. The curse twists their mortal forms into wretched looking demons. Some state that a ghouls are desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, some say they can even take the form of the person most recently eaten. Others lurk in catacombs and cemeteries, and can shapeshift into the form of maidens or children to lure the unsuspecting into a dark trap in some corner, to which there is no escape. These creatures are cursed to suffer, and are to be cast out of society for all eternity.
NOTES: Ghouls prey on the weak minded and sympathetic, and the curious. They are great tricksters and can cause temporary paralysis, fear, and confusion. Ghouls usually reside in abandoned areas, buildings, shacks, tombs, catacombs, cemeteries, and remote locations.
SPECIAL SKILLS:
Infectious bite: 3
Extreme Rage: 3
Magical Abilities: 3 (paralysis, fear, confusion)
Shapeshifting: Can change form twice per day.
Immunities: Drowning, Dehydration, Poison, and Exhaustion
LEVEL: 3-5
AMMO: 0
ARMOR: 2
ATTRIBUTES:
Awareness: 2 Intelligence: 3
Strength: 3 Wit: 2
Dexterity: 2 Willpower: 4
Charisma: 0-5 (lure) Luck: 0
Lycanthropes or Werewolves are people who have been hexed or marked, cursed by a witch or another individual via dark magic or twisted incantation, or by an intense hatred or passion. These curses can sometimes be lifted, but it is never an easy task and often times far riskier than it's worth. These curses are meant to be permanent and don't wash off easily. Individuals who have been cursed are meant to endure great suffering, longing for a death that will not come, and terrified by visions and memories of their actions, lit by the pale moonlight. They are constantly tormented and shunned, and can know no lover's touch and food turns to ash in their mouths.
NOTES: These individuals cannot help themselves or save themselves from the horrors they commit by night. The transformations are painful, twisting flesh and bones that grow to twice their normal size. Werewolves are extremely strong and efficient killers. They cannot be reasoned or bargained with in their beastly forms. (-2 on damage sustained by potions, weapons, oils, etc. containing Silver)
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 3
Charisma: 0-3 Luck: 0
Ghouls are cursed individuals who have either been hexed or cursed by a witch or warlock, witch doctor, or they have been cursed by the gods for heinous crimes they committed against others while they were alive. The curse twists their mortal forms into wretched looking demons. Some state that a ghouls are desert-dwelling, shapeshifting demon that can assume the guise of an animal, especially a hyena. It lures unwary people into the desert wastes or abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, some say they can even take the form of the person most recently eaten. Others lurk in catacombs and cemeteries, and can shapeshift into the form of maidens or children to lure the unsuspecting into a dark trap in some corner, to which there is no escape. These creatures are cursed to suffer, and are to be cast out of society for all eternity.
NOTES: Ghouls prey on the weak minded and sympathetic, and the curious. They are great tricksters and can cause temporary paralysis, fear, and confusion. Ghouls usually reside in abandoned areas, buildings, shacks, tombs, catacombs, cemeteries, and remote locations.
SPECIAL SKILLS:
Infectious bite: 3
Extreme Rage: 3
Magical Abilities: 3 (paralysis, fear, confusion)
Shapeshifting: Can change form twice per day.
Immunities: Drowning, Dehydration, Poison, and Exhaustion
LEVEL: 3-5
AMMO: 0
ARMOR: 2
ATTRIBUTES:
Awareness: 2 Intelligence: 3
Strength: 3 Wit: 2
Dexterity: 2 Willpower: 4
Charisma: 0-5 (lure) Luck: 0
Lycanthropes or Werewolves are people who have been hexed or marked, cursed by a witch or another individual via dark magic or twisted incantation, or by an intense hatred or passion. These curses can sometimes be lifted, but it is never an easy task and often times far riskier than it's worth. These curses are meant to be permanent and don't wash off easily. Individuals who have been cursed are meant to endure great suffering, longing for a death that will not come, and terrified by visions and memories of their actions, lit by the pale moonlight. They are constantly tormented and shunned, and can know no lover's touch and food turns to ash in their mouths.
NOTES: These individuals cannot help themselves or save themselves from the horrors they commit by night. The transformations are painful, twisting flesh and bones that grow to twice their normal size. Werewolves are extremely strong and efficient killers. They cannot be reasoned or bargained with in their beastly forms. (-2 on damage sustained by potions, weapons, oils, etc. containing Silver)
SPECIAL SKILLS:
Ferocious Bite: 5
Stealth: 4
Rage: 4
LEVEL: 1-5
AMMO: 0
ARMOR: +3
ATTRIBUTES:
Awareness: 5 Intelligence: 3
Strength: 5 Wit: 2
Dexterity: 5 Willpower: 3
Charisma: 0-3 Luck: 0
Demons are powerful evil entities that come from across the Veil. These creatures are extremely powerful, and come in a wide variety, but they all have one thing in common.. they are terrifying to behold and leave nothing but horror and death in their wake.
Fiends are lesser demons who prey on the fears of the living. Also called Tormentors, these vile abominations are usually the first to cross the Veil. These beings are summoned by those who practice the dark arts, and are beyond the reach of those who only dabble. They strike terror into those unlucky enough to ever come across one. They wield great and evil powers, and "one glance can cause madness from which few could return.".
NOTES: Fiends can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force)
Intimidation: 5
Shapeshifting: 6
LEVEL: 10-15
AMMO: 0
ARMOR: +3-5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Hellhounds are demonic beasts, foul hounds covered in hard and sharp scales that are black as soot. "Very black, blacker than pitch, they are." Hellhounds have sharp teeth and claws that are metal like in nature, that pierce flesh with great ease. The bloodhounds and fetchers of fiends and lesser demons, the can even serve as their eyes and ears. If a hellhound picks up your trail greater evils will surely be on their heels. These beasts hunt for whatever desires guide its host's will, and will seek out whatever that may be relentlessly.
NOTES: Hellhounds can inflict major damage with their teeth and claws, and their scales are sharp as well. These wounds will fester until treated properly by a priest or certain practitioners of various magics. The wounds become black, and this will continue to spread through the nervous system until it reaches the heart, causing one to lose their soul completely to darkness forever. Scales act as hardened plate armor. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Shards of pain: 5 (locking bite)
Veil of Darkness: 6 (dark, dense fog. Used to distract, confuse, and evade)
Swift Advance: 6
LEVEL: 7
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 6 Intelligence: 4
Strength: 6 Wit: 4
Dexterity: 6 Willpower: 5
Charisma: 0 Luck: 0
Plague Bringers are lesser demons who spread disease and decay. Also known as Defilers, these demons spread sickness and plagues as their name suggests. Evil beings that put a scourge on the earth. They can also amass large hordes of disease riddled rats that spread their filth efficiently through dense cities and villages with ease, causing livestock to die and wells to be tainted. Truly evil entities..
NOTES: Plague bringers are extremely powerful and should be avoided. They can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. Uses all types of bladed weapons, polearms, axes, and ranged weapons such as crossbows, etc. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force, disease, rot, dispel)
Infectious Disease: 6
Decay: 6
Piper's Call: 6 (can control a horde of diseased vermin, numbering in the hundreds)
LEVEL: 10-15
AMMO: 0-5
ARMOR: +5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Sirens or Songstresses are treacherous demons, who lured nearby sailors with their enchanting music and angelic voices to shipwreck seafaring vessels on rocky coasts and crags around islands located in troublesome seas. They are mantic demons knowing both the past and the future. Their song takes effect at midday, in a windless calm, and the end of that song is death. They are shapeshifters, and have been known to take on traits of birds or fish, and their human forms are seductively succulent, and enticing.
NOTES: Sirens come in the guise of beautiful women who enchant sailors and adventurers with dreamy songs. These demons have extreme willpower and are extremely hard to resist once they have you in their spell. Must roll 1d20 + willpower to resist enchantment for every round of actions.
SPECIAL SKILLS:
Enchanting Song: 7
Turbulence: 6 (spell causing extremely rough seas and swells)
Talons: 6
LEVEL: 7-10
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 5 Wit: 5
Dexterity: 4 Willpower: 8
Charisma: 9 Luck: 2
Fiends are lesser demons who prey on the fears of the living. Also called Tormentors, these vile abominations are usually the first to cross the Veil. These beings are summoned by those who practice the dark arts, and are beyond the reach of those who only dabble. They strike terror into those unlucky enough to ever come across one. They wield great and evil powers, and "one glance can cause madness from which few could return.".
NOTES: Fiends can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force)
Intimidation: 5
Shapeshifting: 6
LEVEL: 10-15
AMMO: 0
ARMOR: +3-5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Hellhounds are demonic beasts, foul hounds covered in hard and sharp scales that are black as soot. "Very black, blacker than pitch, they are." Hellhounds have sharp teeth and claws that are metal like in nature, that pierce flesh with great ease. The bloodhounds and fetchers of fiends and lesser demons, the can even serve as their eyes and ears. If a hellhound picks up your trail greater evils will surely be on their heels. These beasts hunt for whatever desires guide its host's will, and will seek out whatever that may be relentlessly.
NOTES: Hellhounds can inflict major damage with their teeth and claws, and their scales are sharp as well. These wounds will fester until treated properly by a priest or certain practitioners of various magics. The wounds become black, and this will continue to spread through the nervous system until it reaches the heart, causing one to lose their soul completely to darkness forever. Scales act as hardened plate armor. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Shards of pain: 5 (locking bite)
Veil of Darkness: 6 (dark, dense fog. Used to distract, confuse, and evade)
Swift Advance: 6
LEVEL: 7
AMMO: 0
ARMOR: +4
ATTRIBUTES:
Awareness: 6 Intelligence: 4
Strength: 6 Wit: 4
Dexterity: 6 Willpower: 5
Charisma: 0 Luck: 0
Plague Bringers are lesser demons who spread disease and decay. Also known as Defilers, these demons spread sickness and plagues as their name suggests. Evil beings that put a scourge on the earth. They can also amass large hordes of disease riddled rats that spread their filth efficiently through dense cities and villages with ease, causing livestock to die and wells to be tainted. Truly evil entities..
NOTES: Plague bringers are extremely powerful and should be avoided. They can cause paralyzing fear or extreme terror, confusion, thought control, and even madness. Must roll a sanity check (1d20+Willpower) upon contact. If you fail you must roll again for each action sequence after until you succeed. Same for paralysis, confusion, thought control, etc.. Uses all types of bladed weapons, polearms, axes, and ranged weapons such as crossbows, etc. (-2 on damage sustained by blessed or holy relics, potions, weapons, oils, etc.)
SPECIAL SKILLS:
Dark Magic: 6 ( paralyzing fear, extreme terror, confusion, thought control, madness, binding, dark force, disease, rot, dispel)
Infectious Disease: 6
Decay: 6
Piper's Call: 6 (can control a horde of diseased vermin, numbering in the hundreds)
LEVEL: 10-15
AMMO: 0-5
ARMOR: +5
ATTRIBUTES:
Awareness: 5 Intelligence: 7
Strength: 7 Wit: 5
Dexterity: 5 Willpower: 6
Charisma: 5 Luck: 0
Sirens or Songstresses are treacherous demons, who lured nearby sailors with their enchanting music and angelic voices to shipwreck seafaring vessels on rocky coasts and crags around islands located in troublesome seas. They are mantic demons knowing both the past and the future. Their song takes effect at midday, in a windless calm, and the end of that song is death. They are shapeshifters, and have been known to take on traits of birds or fish, and their human forms are seductively succulent, and enticing.
NOTES: Sirens come in the guise of beautiful women who enchant sailors and adventurers with dreamy songs. These demons have extreme willpower and are extremely hard to resist once they have you in their spell. Must roll 1d20 + willpower to resist enchantment for every round of actions.
SPECIAL SKILLS:
Enchanting Song: 7
Turbulence: 6 (spell causing extremely rough seas and swells)
Talons: 6
LEVEL: 7-10
AMMO: 0
ARMOR: +2
ATTRIBUTES:
Awareness: 5 Intelligence: 4
Strength: 5 Wit: 5
Dexterity: 4 Willpower: 8
Charisma: 9 Luck: 2
The Undead Horde is comprised of various vile creatures including the animated bones of long dead soldiers and townsfolk alike, soft and rotting zombie like corpses fresh risen from the grave, and great ancient evils of formidable power. These animated dead are the work of a Necromancer. If you happen to run across these abominations a Necromancer is sure to be behind it. These creatures are very daft, and this becomes worse the further they are from their source. Their reactions and dexterity also suffer in this manner, diminishing the further they get from their master. These creatures are usually only dispatched when there is major trauma to the head, or it is decapitated altogether, or the complete dismemberment or the crushing of bones. The dead can use all sorts of bladed weapons and polearms, axes, pikes, and even bows and crossbows, however they don't have the best aim. They can also be equipped with any sort of armor or clothing.
These reanimated dead are the remains of old soldiers and townsfolk, dead adventurers in remote and dangerous areas, or knights fresh risen from the depths of hidden catacombs. These vessels of the dead are often the work of necromancers, and those who dabble in the dark arts. These creatures are subjects to their master's will, and will seek to do their bidding relentlessly. Their power will fade over great distances so their masters are usually close by, but some skilled practitioners can project and control these creatures from greater distances, from many miles away. They are brainless and they aren't very bright but they will stop at nothing.
NOTES: The dead are not bright enough to set traps or set up ambushes, but they are able to rally each other when in small groups. The are immune to drowning, or suffocation, but they take a -2 to bludgeoning and fire damage. A Necromancer can also channel themselves through the corpses to communicate, but they usually don't speak otherwise..
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Exhaustion, and Poison.
LEVEL: 1-4 (5-100 members)
AMMO: 1-5 shot (per dead)
ARMOR: 1-5
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1-4 Wit: 0-2
Dexterity: 1-3 Willpower: 0-2
Charisma: 0 Luck: 0-2
These are the reanimated corpses of great champions, warriors, berserkers, and fallen kings. All cruel and deadly foes, writhe with ill intent. These fiends, unlike zombies or skeletal hordes, these sinister beings can think for themselves, and often seek their own agendas, though they may still be somewhat loyal to a Necromancer, should they be responsible for their resurrection. Some may even have a bit magic of their own, capable of performing various cantrips and spells, causing an array of status effects among others.. These are powerful dead encounters, strong and formidable opponents. Do not underestimate the power that these evil beings can wield.
NOTES: Powerful evil creatures of moderate to high levels. These beings are immune to illness, dehydration, starvation, exhaustion, poison, and drowning. Much more intelligent than it's other dead counterparts. Capable of performing some magic. Susceptible to fire damage. Equipment varies from many types of weapons to all types of armor and attire.
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
Arcane Magic: +3 ( paralysis, confusion, terror, insanity, arcane force, dispel, binding, dark shroud, demoralize)
LEVEL: 3-7
AMMO: 1-5 shot (per dead)
ARMOR: 2-5
ATTRIBUTES:
Awareness: 4 Intelligence: 3
Strength: 4-6 Wit: 3
Dexterity: 3-4 Willpower: 3
Charisma: 0-1 Luck: 1
These reanimated corpse are mindless freshly dead, rotting carcasses who feed on the flesh of the living. They are voracious in their appetite and will stop at nothing to peel the meat from our bones and pick the brains from your skull. They will never rest or sleep, and cannot drowned or suffocate, or bleed out. They know nothing but insatiable hunger, and a taste for human flesh. They are quite quick, but they are less than coordinated.
NOTES: Zombies are accompanied by the smell of putrid, rotting flesh. They have a keen sense of hearing but their eyesight is poor. They also have a good sense of smell, and can smell party members from a good distance away. They do not use tools or weapons, but they have been known to wear the armor they were buried in.
SPECIAL SKILLS:
Infectious bite: 2
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
LEVEL: 1-2(1-100 members)
AMMO: 0
ARMOR: 1-5
ATTRIBUTES:
Awareness: 2 Intelligence: 1
Strength: 2 Wit: 1
Dexterity: 2 Willpower: 4
Charisma: 0 Luck: 0
These reanimated dead are the remains of old soldiers and townsfolk, dead adventurers in remote and dangerous areas, or knights fresh risen from the depths of hidden catacombs. These vessels of the dead are often the work of necromancers, and those who dabble in the dark arts. These creatures are subjects to their master's will, and will seek to do their bidding relentlessly. Their power will fade over great distances so their masters are usually close by, but some skilled practitioners can project and control these creatures from greater distances, from many miles away. They are brainless and they aren't very bright but they will stop at nothing.
NOTES: The dead are not bright enough to set traps or set up ambushes, but they are able to rally each other when in small groups. The are immune to drowning, or suffocation, but they take a -2 to bludgeoning and fire damage. A Necromancer can also channel themselves through the corpses to communicate, but they usually don't speak otherwise..
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Exhaustion, and Poison.
LEVEL: 1-4 (5-100 members)
AMMO: 1-5 shot (per dead)
ARMOR: 1-5
ATTRIBUTES:
Awareness: 1-3 Intelligence: 1-3
Strength: 1-4 Wit: 0-2
Dexterity: 1-3 Willpower: 0-2
Charisma: 0 Luck: 0-2
These are the reanimated corpses of great champions, warriors, berserkers, and fallen kings. All cruel and deadly foes, writhe with ill intent. These fiends, unlike zombies or skeletal hordes, these sinister beings can think for themselves, and often seek their own agendas, though they may still be somewhat loyal to a Necromancer, should they be responsible for their resurrection. Some may even have a bit magic of their own, capable of performing various cantrips and spells, causing an array of status effects among others.. These are powerful dead encounters, strong and formidable opponents. Do not underestimate the power that these evil beings can wield.
NOTES: Powerful evil creatures of moderate to high levels. These beings are immune to illness, dehydration, starvation, exhaustion, poison, and drowning. Much more intelligent than it's other dead counterparts. Capable of performing some magic. Susceptible to fire damage. Equipment varies from many types of weapons to all types of armor and attire.
SPECIAL SKILLS:
Powerful Blow: 3
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
Arcane Magic: +3 ( paralysis, confusion, terror, insanity, arcane force, dispel, binding, dark shroud, demoralize)
LEVEL: 3-7
AMMO: 1-5 shot (per dead)
ARMOR: 2-5
ATTRIBUTES:
Awareness: 4 Intelligence: 3
Strength: 4-6 Wit: 3
Dexterity: 3-4 Willpower: 3
Charisma: 0-1 Luck: 1
These reanimated corpse are mindless freshly dead, rotting carcasses who feed on the flesh of the living. They are voracious in their appetite and will stop at nothing to peel the meat from our bones and pick the brains from your skull. They will never rest or sleep, and cannot drowned or suffocate, or bleed out. They know nothing but insatiable hunger, and a taste for human flesh. They are quite quick, but they are less than coordinated.
NOTES: Zombies are accompanied by the smell of putrid, rotting flesh. They have a keen sense of hearing but their eyesight is poor. They also have a good sense of smell, and can smell party members from a good distance away. They do not use tools or weapons, but they have been known to wear the armor they were buried in.
SPECIAL SKILLS:
Infectious bite: 2
Immunities: Drowning, Hunger, Dehydration, Poison, and Exhaustion
LEVEL: 1-2(1-100 members)
AMMO: 0
ARMOR: 1-5
ATTRIBUTES:
Awareness: 2 Intelligence: 1
Strength: 2 Wit: 1
Dexterity: 2 Willpower: 4
Charisma: 0 Luck: 0
Goods and Services
Goods may vary based on location and scarcity. Check to see if items are available in your area.
Here is a list of regular services and the average fees for them. Not all services will be available at every location, and will vary in cost depending on location, quality, and availability.
Bath: 1g (proper bath)
Clothes Washed: 30b (washes personal clothing, freshening up.)
Single Room: 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.)
Room & Board: 5-6g (per 1 person/day. Includes average room, and 2 meals, a bath)
Double Room: 5-6g (per night. Same as average room, with 2 beds)
Party Room: 10-15g (per night. Same as average room, with 4-6 beds, extra storage)
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Clothes Washed: 30b (washes personal clothing, freshening up.)
Single Room: 2-3g (per night. Average room includes storage chest or armoire, bed, and wash basin. Inns and Taverns, etc.)
Room & Board: 5-6g (per 1 person/day. Includes average room, and 2 meals, a bath)
Double Room: 5-6g (per night. Same as average room, with 2 beds)
Party Room: 10-15g (per night. Same as average room, with 4-6 beds, extra storage)
Food Items:
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
These prices will vary upon location, availability, and quality of service, as well as quality of stock. Tavern drinks and food items may also be available depending on the establishment. Rates for rooms are more costly, but they do provide discretion, and will not give away your location or information. In fact, discretion is their number one rule. You will definitely rest better here than in an inn or tavern with a cold bed to sleep in..
Bath: 2g (lavish sponge bath, with help..)
Cheap Whore: 2g (per go), 4g (per/hr)
Seasoned Whore: 3g (per go), 6g (per/hr)
Madame's Best: 5g 9per go), 10g (per/hr)
By the Night Rates: Vary
Average Room: 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.)
Lavish Room: 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)
Bath: 2g (lavish sponge bath, with help..)
Cheap Whore: 2g (per go), 4g (per/hr)
Seasoned Whore: 3g (per go), 6g (per/hr)
Madame's Best: 5g 9per go), 10g (per/hr)
By the Night Rates: Vary
Average Room: 5g (includes Average room, wash basin, storage chest or armoire, and discretion. Does not include company.)
Lavish Room: 7g (spacious lodge, plush furniture, private Lavatory, hearth, and extra storage, discretion. Does not include company.)
Items that are fabricated will vary in price depending on item, quality, and the amount of resources required.
Repair Tools 1g
Repair Weapons: 35-55b
Repair Armor: 2-3g
Farrier Services: 4-5g (Shoeing Horses)
Fletching Services: 1g (Arrow and fletching repair, per 10)
Restringing: 1-2g (Provides new string for bows, custom made)
Maintenance: 1g (Grips, wraps, silencing, etc. A good looking over.)
Tack Repair: 2-3g (bit and buckle, saddle, strap, and buckles.)
Repair Tools 1g
Repair Weapons: 35-55b
Repair Armor: 2-3g
Farrier Services: 4-5g (Shoeing Horses)
Fletching Services: 1g (Arrow and fletching repair, per 10)
Restringing: 1-2g (Provides new string for bows, custom made)
Maintenance: 1g (Grips, wraps, silencing, etc. A good looking over.)
Tack Repair: 2-3g (bit and buckle, saddle, strap, and buckles.)
Prices will vary upon location, quality of service, and availability.
Feed & Water: 10b (includes hay and water trough)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Feed & Water: 10b (includes hay and water trough)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Apothecary's range in a wide variety goods and services. These services include visits to determine ailments, as well as the creation and distribution of salves and tonics, ointments and cures, for all types of ailments ranging in the common rash to mold exposure, and even cures for those nasty venereal diseases. Maybe next time you'll think twice before you do the hokey-pokey, eh?
Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.
Prices will vary due to location, availability, and quality, as well as potency, and the rarity of certain ingredients.
Telegrams and messages sent or received in a written format. Pigeons are the most effective means to send messages long distance but they can also travel by horseman over land as well. These posts and letters can often be sent from inns or taverns, but if not there is always one somewhere in even the smallest of towns.
Horse Telegram: 5b (may take up to 2 weeks)
Homing Pigeon: 1g (2 to 3 days)
Horse Telegram: 5b (may take up to 2 weeks)
Homing Pigeon: 1g (2 to 3 days)
Priests and temples, or Holy establishments may provide certain goods and services as well, and depend greatly on the type of religion it is. These services are varied, and so is their success in terms of execution. Oracles, Psychics, and Witches, may provide various trinkets and medallions, that may offer protection or wards to help along your travels.
Lighting a Candle: 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects)
Blessings: 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.)
Anointing's: 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.)
Fortune Telling: 50b (looking into the eyes to foresee the near future for an individual)
Palm Reading/Tarot: 5g (in depth and lengthy reading to foresee one's destiny.)
Divine Guidance: 10g (an attempt to find a person, place, or object by psychic guidance.)
Priests:
Lighting a Candle: 2b (Lighting candles in remembrance or prayer can lift the spirit, and sometimes negative effects)
Blessings: 5g (Blessings are performed by priests on things such as personal items or apparel, voyages and travels, and may or may not provide boons to both if successful.)
Anointing's: 10g (Anointing's are also performed by priests on people. These anointing's may or may not provide certain boons to individuals if done correctly. They may also clear any negative effects, heal wounds and sicknesses as well.)
Oracles:
Fortune Telling: 50b (looking into the eyes to foresee the near future for an individual)
Palm Reading/Tarot: 5g (in depth and lengthy reading to foresee one's destiny.)
Divine Guidance: 10g (an attempt to find a person, place, or object by psychic guidance.)
There are various means of transportation in the Nines. These range in a wide variety and can provide local or long distance means of travel.
Human Cart: 1g (district transport w/ personal gear only.)
Horse cart: 20-35b (district & local transport w/gear)
Coach: 2-3g (district & local transport w/gear. Long distance rates vary with location)
Ferry: 1g (per person) 2g (w/horse or gear)
Boats & Vessels: Rates Vary (local & long distance transport w/gear)
Human Cart: 1g (district transport w/ personal gear only.)
Horse cart: 20-35b (district & local transport w/gear)
Coach: 2-3g (district & local transport w/gear. Long distance rates vary with location)
Ferry: 1g (per person) 2g (w/horse or gear)
Boats & Vessels: Rates Vary (local & long distance transport w/gear)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Knife: 5-10b
*Punch-Knife: 15b
Throwing knives: 25b (each)(balanced)
Dagger: 1g
Stiletto Dagger: 2g
Short sword: 3-5g
Longsword: 5g
Cutlass: 5g
Rapier: 4-5g
Duelist's Rapier: 10g
Broadsword: 5g
Claymore: 7g
Spring-loaded Dagger: 5-8g (forearm contraption)
Cane Sword: 5g
Linked Chain Sword: 7-10g (rare and unruly, expensive and hard to master)
Knife: 5-10b
*Punch-Knife: 15b
Throwing knives: 25b (each)(balanced)
Dagger: 1g
Stiletto Dagger: 2g
Short sword: 3-5g
Longsword: 5g
Cutlass: 5g
Rapier: 4-5g
Duelist's Rapier: 10g
Broadsword: 5g
Claymore: 7g
Specialty items:
Spring-loaded Dagger: 5-8g (forearm contraption)
Cane Sword: 5g
Linked Chain Sword: 7-10g (rare and unruly, expensive and hard to master)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Sling: 8b
Slingshot: 15b
bolas: 1g
Crude Bow: 15b
Hunting Bow: 1g
Short-Bow: 3g
Longbow: 4g
Recurve Bow: 8g
Composite Bow: 10g
Crossbow: 5g
Heavy Crossbow: 8g
Repeating Crossbow: 15g (extremely rare, crank to operate)
Spring-Loaded Crossbow: 10g (rare, forearm contraption)
Sling Ammo x20: 15b
Common Arrows x20: 35b
Specialty Arrows: ??? (specified)
Heavy Arrows x20: 3g
Common Bolts x10: 2g
Heavy Bolts x10: 3g
Sling: 8b
Slingshot: 15b
bolas: 1g
Crude Bow: 15b
Hunting Bow: 1g
Short-Bow: 3g
Longbow: 4g
Recurve Bow: 8g
Composite Bow: 10g
Crossbow: 5g
Heavy Crossbow: 8g
Specialty items:
Repeating Crossbow: 15g (extremely rare, crank to operate)
Spring-Loaded Crossbow: 10g (rare, forearm contraption)
Ammunition:
Sling Ammo x20: 15b
Common Arrows x20: 35b
Specialty Arrows: ??? (specified)
Heavy Arrows x20: 3g
Common Bolts x10: 2g
Heavy Bolts x10: 3g
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Knuckle Dusters: 1g
Blackjack: 1g
Club: 1g
Mace: 3-5g
Hammer: 7g
Camp Axe: 1g
Tomahawk Axe: 3g (Steel, can be thrown)
Bearded Axe: 4g
Pike Axe: 4g (spiked)
Pole Axe: 5g
Halberd: 8g
Great Axe: 8g
Staff: 1-3g (wood, or wood/metal)
Javelin: 3g (short spear used for jab or can be thrown)
Spear: 4-5g (full sized spear)
Knuckle Dusters: 1g
Blackjack: 1g
Club: 1g
Mace: 3-5g
Hammer: 7g
Camp Axe: 1g
Tomahawk Axe: 3g (Steel, can be thrown)
Bearded Axe: 4g
Pike Axe: 4g (spiked)
Pole Axe: 5g
Halberd: 8g
Great Axe: 8g
Staff: 1-3g (wood, or wood/metal)
Javelin: 3g (short spear used for jab or can be thrown)
Spear: 4-5g (full sized spear)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons.
Powder Horn: 25b (20 shot count)
Ball Ammunition: 20b (per 20)
Large Bore Ammunition: 20 (per 10)
Patches: 5b (per 20 swatches)
Flintlock Derringer: 50-150b
Flintlock Pistol; 3g
Ornate Pistol: 5-10g
Hand Cannon: 7g
Flintlock Rifle: 5-8g
Ornate Rifle: 10-12g
Blunderbuss: 2g
Powder Horn: 25b (20 shot count)
Ball Ammunition: 20b (per 20)
Large Bore Ammunition: 20 (per 10)
Patches: 5b (per 20 swatches)
Flintlock Derringer: 50-150b
Flintlock Pistol; 3g
Ornate Pistol: 5-10g
Hand Cannon: 7g
Flintlock Rifle: 5-8g
Ornate Rifle: 10-12g
Blunderbuss: 2g
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality steel-grade weapons. Also note that Armor ratings suffer a -1 mod to their score against bludgeoning damage, and normal clothing has an Armor Rating of 0.
Leather Armor: 8g (set)
Studded Leather: 10g (set)
Leather Helm: 50b
Gloves: 2g
Studded Gloves: 3g
Boots: 3g
Studded Boots: 4g
Hooded Cloak: 3g (thick, protection from the elements, concealment) (+1, added)
Chainmail: 12g (top and bottom)
Ornate Mail 15g (top and bottom)
Gloves: 3g
Hood: 3g
Coat of Plates: 15g
Plate Armor: 18g
Ornate Plate: 20-25g
Gauntlets: 4g
Helm: 5g
Cuirass: 4g
Greaves: 4g
Arms, Pauldrons: 4g
Wooden Buckler: 55b
Wooden Shield: 75b
Composite Shield: 5g (wood, metal)
Metal Shield: (+2)
Leather Armor (+1)
Leather Armor: 8g (set)
Studded Leather: 10g (set)
Leather Helm: 50b
Gloves: 2g
Studded Gloves: 3g
Boots: 3g
Studded Boots: 4g
Hooded Cloak: 3g (thick, protection from the elements, concealment) (+1, added)
Chainmail Armor (+2)
Chainmail: 12g (top and bottom)
Ornate Mail 15g (top and bottom)
Gloves: 3g
Hood: 3g
Plate or Lacquered Armor (+3)
Coat of Plates: 15g
Plate Armor: 18g
Ornate Plate: 20-25g
Gauntlets: 4g
Helm: 5g
Cuirass: 4g
Greaves: 4g
Arms, Pauldrons: 4g
Shields/Bucklers (+1 to be added with Armor Rating, stacks)
Wooden Buckler: 55b
Wooden Shield: 75b
Composite Shield: 5g (wood, metal)
Metal Shield: (+2)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality meals or rations.
1 Day Rations: 10-15b
Dried Meats: 15-20b
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Dried Meats: 15-20b
Cheap Meal: 5b
Avg. Meal: 10-12b
Good Meal: 15b
Beverages: 1-2b
Mead: 3b
Grog: 2-3b
Beer, Lagers: 2-3b
Grain Alcohol: 4-5b
Rum: 4-5b
Wines: 5-50b
Dust: 25b (stimulant, price per vile/gram)
Black Lotus: 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.)
Black Lotus: 30b (opioid, budding flower, price per 4 grams, smoked. Mild sedative and aphrodisiac.)
Domesticated:
Lamb: 3g (feeds 5-10, feast)
Goat: 2g (feeds 5-10, feast)
Hog: 4-5g (feeds 10-15, feast)
Grazing Stock: (feeds 20-30, huge feast item. Cows, Bulls, etc.)
Carcasses:
Small Game: 15b (feeds 1. Rabbit, squirrel, etc)
River Fish: 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.)
Wood Foul: 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.)
Fox: 25b (feeds 2-3)
Sea Fish: 35-50b (feeds 2-4. Large salt water varieties)
Wild Cats: 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.)
Boar: 2-3g (feeds 5-7, feast)
Whitetail Deer: 3-4g (feeds 5-8, feast)
Elk: 4-5g (feeds 7-10, feast)
Bear, Large: 8-10g (feeds 20-30, huge feast item)
Grazing Animals: 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)
Lamb: 3g (feeds 5-10, feast)
Goat: 2g (feeds 5-10, feast)
Hog: 4-5g (feeds 10-15, feast)
Grazing Stock: (feeds 20-30, huge feast item. Cows, Bulls, etc.)
Carcasses:
Small Game: 15b (feeds 1. Rabbit, squirrel, etc)
River Fish: 15b (feeds 1-2. Trout, Brim, Smallmouth Bass, Catfish, etc.)
Wood Foul: 1g (feeds 1-2. Quail, Pheasant, Cornish Hens, Turkey, etc.)
Fox: 25b (feeds 2-3)
Sea Fish: 35-50b (feeds 2-4. Large salt water varieties)
Wild Cats: 2-3g (feeds 4-5, feast. Bobcats, Cougars, Pumas, etc.)
Boar: 2-3g (feeds 5-7, feast)
Whitetail Deer: 3-4g (feeds 5-8, feast)
Elk: 4-5g (feeds 7-10, feast)
Bear, Large: 8-10g (feeds 20-30, huge feast item)
Grazing Animals: 7-9g (feeds 20-30, huge feast item. Bison, Water buffalo, wild horses, etc.)
Healing ointment: 20b
Healing Elixir: 50b (heals wounds within 1 day)
Bandages: 10b (2 Sterile bandages)
Suture Kit: 15b
Alchemy items: range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly.
Steel Ingot: 1g
Leather Scrap: 1g
Pitch/Tar: 10b (jar)
Other items may be available. Ask if you have a personal request.
Healing Elixir: 50b (heals wounds within 1 day)
Bandages: 10b (2 Sterile bandages)
Suture Kit: 15b
Alchemy items: range in a wide variety of elements and minerals and vary in price and availability. Some items may be sparse or unavailable, and can be extremely costly.
Steel Ingot: 1g
Leather Scrap: 1g
Pitch/Tar: 10b (jar)
Other items may be available. Ask if you have a personal request.
These items are heavy and require additional means to transport them. These items are bulky, and require a pack mule, a wagon, or shipping vessel of some sort to move them, and are intended to feed party members for long periods of time.
Barrel-Dried Meat: 8g (feeds 6/wk, heavy)
Barrel-Fresh Fruit: 2g (feeds 6/wk, heavy)
Barrel-Potatoes: 2g (feeds 6/wk, heavy. provides starches, fights off hunger)
Barrel-Baking Flour: 5g (supplies 6/wk with daily bread rations, heavy)
Barrel-Fresh Water: 5g (supplies 1 person/wk, heavy)
Beer Keg: 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Wine Flagon, Large: 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Small Powder Keg: 2g (250 loads)
Cannon Powder Loads: 5g (20 Shots, pre-bagged for use with cannons)
Cannonballs: 5g (per 20 projectiles)
Grape-Shot: 3g (per 20 loads, used in small mounted cannons)
Barrel-Apples: 2g (supplies 1 horse/wk, heavy. Provides sugars)
Horse Feed: 4g (feeds 1 horse/wk, heavy)
Hay Bales, Large: 1g (feeds 1 horse/day, heavy)
Salt Block: 1g (supplies 2 horses/wk, heavy. Provides salt)
Barrel-Dried Meat: 8g (feeds 6/wk, heavy)
Barrel-Fresh Fruit: 2g (feeds 6/wk, heavy)
Barrel-Potatoes: 2g (feeds 6/wk, heavy. provides starches, fights off hunger)
Barrel-Baking Flour: 5g (supplies 6/wk with daily bread rations, heavy)
Barrel-Fresh Water: 5g (supplies 1 person/wk, heavy)
Beer Keg: 7g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Wine Flagon, Large: 9g (supplies 1 person/wk, heavy. Improves morale, fights off infection)
Small Powder Keg: 2g (250 loads)
Cannon Powder Loads: 5g (20 Shots, pre-bagged for use with cannons)
Cannonballs: 5g (per 20 projectiles)
Grape-Shot: 3g (per 20 loads, used in small mounted cannons)
Barrel-Apples: 2g (supplies 1 horse/wk, heavy. Provides sugars)
Horse Feed: 4g (feeds 1 horse/wk, heavy)
Hay Bales, Large: 1g (feeds 1 horse/day, heavy)
Salt Block: 1g (supplies 2 horses/wk, heavy. Provides salt)
Prices will vary per the item's quality, and by vendor and location. Prices shown are the average prices for average quality items.
Water Skin: 15b (leather, 1.5l)
Mug/Ale-Horn 12-15b
Blanket: 25b
Bedroll: 2g (not suitable for cold climates)
Padded Bedroll: 3g
Cook Spit: 2g
Cook Pan: 15b
Flint & Steel: 15b
Candle: 3b
Parchment: 5b (per 5 sheets)
Writing Quill and Ink: 10b
Oil Lamp: 15b
Oil: 10b (flammable fuel, price per flask)
Torch: 10b
Small Lantern: 20b
Lantern: 25b
Hooded Lantern: 35b
Simple Tent: 4g
Twine/Lashing: 10b (per 1ooft, simple twine)
Braided Rope: 4g (per 100ft, suitable for climbing/scaling)
Grappling Hook: 50b
Water Skin: 15b (leather, 1.5l)
Mug/Ale-Horn 12-15b
Blanket: 25b
Bedroll: 2g (not suitable for cold climates)
Padded Bedroll: 3g
Cook Spit: 2g
Cook Pan: 15b
Flint & Steel: 15b
Candle: 3b
Parchment: 5b (per 5 sheets)
Writing Quill and Ink: 10b
Oil Lamp: 15b
Oil: 10b (flammable fuel, price per flask)
Torch: 10b
Small Lantern: 20b
Lantern: 25b
Hooded Lantern: 35b
Simple Tent: 4g
Twine/Lashing: 10b (per 1ooft, simple twine)
Braided Rope: 4g (per 100ft, suitable for climbing/scaling)
Grappling Hook: 50b
Spyglass: 2g
Shovel: 30b
Saw: 25b (one man), 75b (two man)
Pickaxe: 55b
Toolkit: 4g
Whetstone 10b
Barrel: 45b
Cask: 25b
Leather Pouch: 1g (small pouch, for belt)
Satchel Bag, Leather: 1g (reg.), 30b (large)
Small Chest: 2g (shoebox size)
Storage Chest: 3g (footlocker size)
Fishing Net: 25b
Glass Vial: 5b (3oz), 7b (5oz)
Flask: 5b (tin, 1 pint)
Shovel: 30b
Saw: 25b (one man), 75b (two man)
Pickaxe: 55b
Toolkit: 4g
Whetstone 10b
Barrel: 45b
Cask: 25b
Leather Pouch: 1g (small pouch, for belt)
Satchel Bag, Leather: 1g (reg.), 30b (large)
Small Chest: 2g (shoebox size)
Storage Chest: 3g (footlocker size)
Fishing Net: 25b
Glass Vial: 5b (3oz), 7b (5oz)
Flask: 5b (tin, 1 pint)
Draft Horse: 14g (work horses, war horses - 15g)
Warm Bloods: 12g (medium weight horse)
Thoroughbred: 13g (medium weight, well rounded)
Gaited Horse: 14g (Light horse bred for endurance, speed)
Pack Mule: 10g (mule used for transporting equipment)
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Farrier Fees: 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.)
Salt Block: 15b
Feed Oats: 15b (per day's rations)
Hay bale, Small: 7b (per bale)
Saddle: 4-7g (depending on quality)
Tack Gear: 3-5g (depending on quality)
Small Pull-cart: 4g (rolls behind horse for the transport of personal gear, small)
One Horse Wagon: 6g (single axle)
Two Horse Wagon: 9-10g (double axle)
Four Horse Coach: 12-15g (double axle, extra storage, enclosed. Carries 6)
Warm Bloods: 12g (medium weight horse)
Thoroughbred: 13g (medium weight, well rounded)
Gaited Horse: 14g (Light horse bred for endurance, speed)
Pack Mule: 10g (mule used for transporting equipment)
Stabling & Supplies:
Stable Fares: 55-75b (per night, average. includes hay, salt block, and water)
Grooming Fees: 15-25b (includes a wash and a brushing, cleaning of shoes/hooves)
Farrier Fees: 2g (blacksmithing and leather works, re-shoeing, fittings, fabrications, etc.)
Salt Block: 15b
Feed Oats: 15b (per day's rations)
Hay bale, Small: 7b (per bale)
Saddle: 4-7g (depending on quality)
Tack Gear: 3-5g (depending on quality)
Small Pull-cart: 4g (rolls behind horse for the transport of personal gear, small)
One Horse Wagon: 6g (single axle)
Two Horse Wagon: 9-10g (double axle)
Four Horse Coach: 12-15g (double axle, extra storage, enclosed. Carries 6)
These prices are the average prices for various boats that can be purchased at port locations, and will vary in price and availability.
Canoe: 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters.
Rowboats/Skiffs: 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters.
Wherry: 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways.
Shallop: 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes.
Schooner: 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon.
Galleon: 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats.
Canoe: 10g - A small canoe either made of wood or hide that can carry up to 2-4 people and personal gear only. Suitable for shallow waters, shoals, lakes, rivers, canals. Silent and swift in the water, and high maneuverable. Not suitable for deep ocean waters.
Rowboats/Skiffs: 15g - A rowboat with 3 bench seats. Can carry up to 6 people with 300lbs of gear. Powered by oars. Drag is only 2.5' and is suitable for shallow waters, shoals, lakes, rivers, canals, and peaceful coastline waters. Not suitable for deep ocean waters.
Wherry: 45g (1-2 person operation) - A Slender 20' boat with a single mast and sheeted sails. Primarily used to carry cargo on rivers and canals. Can hold up to 1 ton of cargo. This boat can go in extremely shallow waters with a drag of only 3', and the mast can be lowered to navigate through bridged waterways.
Shallop: 75g (1 person operation) - A heavy built 2-6 ton, single mast carrying fore and aft sails, outfitted with oars. An open framed boat with a capacity to carry 10-15 people with about 500lbs of gear. Heavy and cumbersome, not suitable for deep water or rough seas. These boats are slow and resistance is moderate to high. Best suited for transportation along rivers, canals, coastlines, and lakes.
Schooner: 2,500g (requires a small crew) - A 100-120 ton vessel with 2 or 3 masts, fore and aft rigged, one and a half deck ship with a hold of 20-25 tons of cargo. Fast and sleek. Stability is moderate in deep and coastal waters. Vessel has a limited Crew's Quarters, Navigators office, Supply Hold, Small Cooking area, Cargo Hold. This ship is primarily used by merchants, and some variations can be up to 200 tons and carry up to 30 tons of cargo. Can be equipped with cannon.
Galleon: 10,000g (Requires a moderate crew) - A large 250 ton, 3-4 mast square rigged, multi-deck ship with a hold of up to 50 tons. Galleons are lightly armed 16-24cannon vessels, and are primarily used for commerce or war. Highly stable in deep waters and low drag and wind resistance. A fast and maneuverable vessel suitable for long ocean voyages. Vessel has Captain's and Officer's quarters, Crew Quarters, Dining Hall, Magazine, Kitchen, and Cargo Hold, and 2 lifeboats.
Sailing Info
Many factors dictate how fast a sailing ship can travel. The weather, wind speed, and hull size are three major factors that come into play when deciding how fast a trip may cover distances. The overall points of your party's sailing skill will also be a factor..
Aft: The opposite of “fore” — it means the general area in the back of the vessel.
Bow: The protruding front of the vessel'
Fore: This also means the front of the vessel, but it generally pertains to the area in front.
Port: Port is the lefthand side of the vessel if you’ve got the stern at your behind and the bow in front. A trick for remembering this is that “left” has four letters, and so does “port."
Starboard: If you’re facing the bow, starboard is on your right. It means anything to the right of the midpoint of the vessel.
Stern: The opposite of the bow, the back of the vessel or the area behind it.
Boom: Attached to the mast perpendicularly, this pole stretches out and holds down the bottom of the mainsail.
Daggerboard: In dinghies and smaller boats, this is a rectangular-shaped blade usually a few feet long, that juts out from the bottom of the boat. It keeps the boat from slipping sideways as the wind pushes into the sail. Also called a centerboard.
Deck: The horizontal surfaces or areas on the outside of a sailing vessel.
Helm: This is where you steer the vessel. What you steer it with is usually either a wheel or a tiller. A tiller is basically a pole that connects directly to the rudder which allows you to change the rudder’s angle directly. A wheel is also connected to the rudder, but it’s a little more sophisticated.
Keel: The keel is a heavy blade-shaped structure that juts out from the bottom of the boat and acts as a counterweight to the mast which keeps the boat from tipping over. It also helps the boat steer—it keeps the boat from slipping sideways as the wind pushes into the sail.
Mast: This is the large pole that comes out of the middle of a sailing vessel that holds the sails up via rigging.
Poop Deck: The highest deck aft of the vessel.
Not all ropes were created equal on a sailboat. In fact, knowing what each rope does—or at least the most important ropes—and being mindful of the ropes can literally be the difference between whether you part with a finger or keep it attached to your hand. If there’s one thing to take away, it’s to always pay attention to the ropes!
Line: Pretty much any rope on the boat that’s not a sheet or doesn’t have its own super special name.
Main Halyard: A halyard is a rope that attaches to the top of sail. The main halyard is important especially in big vessels because it’s the rope that allows you to remove your sail power. Think of your sail as an engine, and the halyard as the “stop” button on an engine.
Mainsheet: A rope with a super special name because it’s that important! This is the sheet that’s attached to the end of the boom, and which controls the mainsail’s angle to the vessel and wind.
Sheet: A rope that is attached to a sail that controls the sail’s angle to the wind.
Bow: The protruding front of the vessel'
Fore: This also means the front of the vessel, but it generally pertains to the area in front.
Port: Port is the lefthand side of the vessel if you’ve got the stern at your behind and the bow in front. A trick for remembering this is that “left” has four letters, and so does “port."
Starboard: If you’re facing the bow, starboard is on your right. It means anything to the right of the midpoint of the vessel.
Stern: The opposite of the bow, the back of the vessel or the area behind it.
Individual parts of a ship:
Boom: Attached to the mast perpendicularly, this pole stretches out and holds down the bottom of the mainsail.
Daggerboard: In dinghies and smaller boats, this is a rectangular-shaped blade usually a few feet long, that juts out from the bottom of the boat. It keeps the boat from slipping sideways as the wind pushes into the sail. Also called a centerboard.
Deck: The horizontal surfaces or areas on the outside of a sailing vessel.
Helm: This is where you steer the vessel. What you steer it with is usually either a wheel or a tiller. A tiller is basically a pole that connects directly to the rudder which allows you to change the rudder’s angle directly. A wheel is also connected to the rudder, but it’s a little more sophisticated.
Keel: The keel is a heavy blade-shaped structure that juts out from the bottom of the boat and acts as a counterweight to the mast which keeps the boat from tipping over. It also helps the boat steer—it keeps the boat from slipping sideways as the wind pushes into the sail.
Mast: This is the large pole that comes out of the middle of a sailing vessel that holds the sails up via rigging.
Poop Deck: The highest deck aft of the vessel.
Ropes
Not all ropes were created equal on a sailboat. In fact, knowing what each rope does—or at least the most important ropes—and being mindful of the ropes can literally be the difference between whether you part with a finger or keep it attached to your hand. If there’s one thing to take away, it’s to always pay attention to the ropes!
Line: Pretty much any rope on the boat that’s not a sheet or doesn’t have its own super special name.
Main Halyard: A halyard is a rope that attaches to the top of sail. The main halyard is important especially in big vessels because it’s the rope that allows you to remove your sail power. Think of your sail as an engine, and the halyard as the “stop” button on an engine.
Mainsheet: A rope with a super special name because it’s that important! This is the sheet that’s attached to the end of the boom, and which controls the mainsail’s angle to the vessel and wind.
Sheet: A rope that is attached to a sail that controls the sail’s angle to the wind.
Sails are the engine of a sailboat—they are what translate wind power to forward power. The vast majority of sailboats—including dinghies—have two principal sails—the mainsail and headsail. Point of sail is a fancy term for talking about the angle of the sail in relation to the wind direction.
Beating into the wind: A tricky way to get around the no go zone. This basically means zigzagging the vessel towards the direction of the wind by staying outside the no go zone but tacking as needed.
Headsail: This sail lives at the front (fore or aft) of the vessel. The words used for this sail seem to increase every year. There’s the Jib, Genoa, Gennaker, Solent, and Code 0, among others. To be fair, each one of these is a slightly different type of headsail, but be forewarned: this one has many quasi-synonyms.
Mainsail: This is the large sail that’s the main power of the boat—it's attached to the mast and the boom and is hoisted at about the middle of the vessel. Larger sailing vessels may have several to a single mast, or several masts of mainsails as well.
No Go Zone: Sailing vessels cannot sail directly into the wind, and there is 30- to 50-degree area that’s off limits.
Reef the mainsail: A reef is a mechanism that reduces the surface area of a sail in order to decrease its power. Reefing in high winds is a necessary safety precaution.
Running downwind: The opposite of sailing upwind, the wind is coming from behind the boat if you’re sailing "on a run” or running downwind.
Sailing on a reach, broad reach, or close reach: This is somewhere between sailing upwind and downwind, and what kind of reach it is basically depends on the angle to the wind. Suffice it to say that if you know that you’re on a reach, that’s good enough.
Sailing upwind: A point of sail that is also known as a close haul or sailing close to the wind. This basically means that you’re sailing as close as possible to the direction that the wind is coming from. While you cannot sail directly into the wind, something about the laws of physics that make that impossible.. sailing upwind means pointing the bow as close as possible to the wind direction.
Sailing often involves long periods of chilling out punctuated by brief but very intense moments. Changing both speed and the direction of a sailing vessel are an ever-present concern and must be managed with great care and attention at all times. Failing to do so will end in certain catastrophy, of which there are many.
Come about: Tacking, or turning the bow of the vessel through the wind to change direction.
Heeling: Heeling is when there’s a great wind and the vessel leans and the mast is no longer perpendicular to the water.
Helm to Lee / Lee Ho: This means you’re turning the vessel, and it’s going to tack or jibe. When you push the “helm” to the “leeward” (non-windy) side of the boat, the result is naturally a tack or a jibe.
In irons: This is what happens when you spend too much time in the “no go zone.” Essentially the vessel is trapped in the no go zone and unable change directions because it has lost speed. Without speed, the vessel cannot be steered and is dead in the water until the wind can harnessed again. There’s usually a lot of luff in irons..
Jibe: Jibing is similar to tacking, however, the wind is behind you. This means the sail switches from port to starboard (or vice versa) with a lot of power and really fast. This is more difficult to control than tacking.
Luff: When a sail isn’t trimmed properly, it will have pockets of fabric that flap. This is called luffing and can damage the sails integrity if not looked after.
Ready about: This is a signal that the vessel is about to tack or jibe. Ideally the crew will respond with “Aye!” so they get to feel a tiny bit like pirates.
Tack: This word has two meanings. "Ready to tack?” As a verb, it means you’re going to change both the direction of the vessel as well as move the sail from port to starboard or vice versa, and the wind is in front of you. When you’re beating into the wind, you’re tacking frequently. “Let’s stay on this tack.” As a noun, tack means a specific direction and sail angle, and it means to stay exactly as you are.
Trim the sails: A command to adjust the sails so that they are optimally placed to the wind, which increases the efficiency and speed of the vessel. This is maintained to avoid luffing.
Beating into the wind: A tricky way to get around the no go zone. This basically means zigzagging the vessel towards the direction of the wind by staying outside the no go zone but tacking as needed.
Headsail: This sail lives at the front (fore or aft) of the vessel. The words used for this sail seem to increase every year. There’s the Jib, Genoa, Gennaker, Solent, and Code 0, among others. To be fair, each one of these is a slightly different type of headsail, but be forewarned: this one has many quasi-synonyms.
Mainsail: This is the large sail that’s the main power of the boat—it's attached to the mast and the boom and is hoisted at about the middle of the vessel. Larger sailing vessels may have several to a single mast, or several masts of mainsails as well.
No Go Zone: Sailing vessels cannot sail directly into the wind, and there is 30- to 50-degree area that’s off limits.
Reef the mainsail: A reef is a mechanism that reduces the surface area of a sail in order to decrease its power. Reefing in high winds is a necessary safety precaution.
Running downwind: The opposite of sailing upwind, the wind is coming from behind the boat if you’re sailing "on a run” or running downwind.
Sailing on a reach, broad reach, or close reach: This is somewhere between sailing upwind and downwind, and what kind of reach it is basically depends on the angle to the wind. Suffice it to say that if you know that you’re on a reach, that’s good enough.
Sailing upwind: A point of sail that is also known as a close haul or sailing close to the wind. This basically means that you’re sailing as close as possible to the direction that the wind is coming from. While you cannot sail directly into the wind, something about the laws of physics that make that impossible.. sailing upwind means pointing the bow as close as possible to the wind direction.
Changing a Vessel's Speed or Direction..
Sailing often involves long periods of chilling out punctuated by brief but very intense moments. Changing both speed and the direction of a sailing vessel are an ever-present concern and must be managed with great care and attention at all times. Failing to do so will end in certain catastrophy, of which there are many.
Come about: Tacking, or turning the bow of the vessel through the wind to change direction.
Heeling: Heeling is when there’s a great wind and the vessel leans and the mast is no longer perpendicular to the water.
Helm to Lee / Lee Ho: This means you’re turning the vessel, and it’s going to tack or jibe. When you push the “helm” to the “leeward” (non-windy) side of the boat, the result is naturally a tack or a jibe.
In irons: This is what happens when you spend too much time in the “no go zone.” Essentially the vessel is trapped in the no go zone and unable change directions because it has lost speed. Without speed, the vessel cannot be steered and is dead in the water until the wind can harnessed again. There’s usually a lot of luff in irons..
Jibe: Jibing is similar to tacking, however, the wind is behind you. This means the sail switches from port to starboard (or vice versa) with a lot of power and really fast. This is more difficult to control than tacking.
Luff: When a sail isn’t trimmed properly, it will have pockets of fabric that flap. This is called luffing and can damage the sails integrity if not looked after.
Ready about: This is a signal that the vessel is about to tack or jibe. Ideally the crew will respond with “Aye!” so they get to feel a tiny bit like pirates.
Tack: This word has two meanings. "Ready to tack?” As a verb, it means you’re going to change both the direction of the vessel as well as move the sail from port to starboard or vice versa, and the wind is in front of you. When you’re beating into the wind, you’re tacking frequently. “Let’s stay on this tack.” As a noun, tack means a specific direction and sail angle, and it means to stay exactly as you are.
Trim the sails: A command to adjust the sails so that they are optimally placed to the wind, which increases the efficiency and speed of the vessel. This is maintained to avoid luffing.
Sailing is really easy when the weather is great, you’re going in one direction, you’re not looking to stop, and there are no other vessels around. Even a 5-year-old can be at the helm in those conditions! What happens when you see another vessel, or you are finished sailing for the day?
Berth: A place to sleep, both for crew and vessel. The beds in a vessel’s cabin are called berths, and so are the slips in a marina where vessels can spend the night.
Give way: This means to yield to another vessel. “We need to give way to that ship off the bow to port” means that we need to shift our course to get out of their way.
Mooring, and mooring balls: Mooring means to set an anchor to keep a ship in place. Ready to stop sailing for the day but no marina in sight? That’s where mooring balls come in.. tying your boat to a rope or chain with a floating ball that is secured to a concrete block at the bottom of the bay or harbor. Mooring is usually more secure and reliable than using an anchor, and are sometimes used by larger ships in places where harbor space is limited.
Piloting: This is for larger vessels, especially larger charter ships. Piloting means maneuvering a vessel carefully through congested or dangerous waters—some charter companies will require that the skipper pick up a professional pilot outside the marina or harbor to bring the vessel into its berth safely.
Right of Way: There usually aren’t stop lights or left turn lanes out on the water, so when two vessels are at risk of colliding, what’s the protocol? The “right of way” describes the etiquette for who yields to whom. In general, the vessel that is most easy to maneuver gives way to a vessel that’s harder to maneuver. Imagine an oil tanker trying to move out of the way of a dinghy—that wouldn’t make much sense. The right of way helps sort out the pecking order and everyone has a better time when all vessels follow the same rules.
Berth: A place to sleep, both for crew and vessel. The beds in a vessel’s cabin are called berths, and so are the slips in a marina where vessels can spend the night.
Give way: This means to yield to another vessel. “We need to give way to that ship off the bow to port” means that we need to shift our course to get out of their way.
Mooring, and mooring balls: Mooring means to set an anchor to keep a ship in place. Ready to stop sailing for the day but no marina in sight? That’s where mooring balls come in.. tying your boat to a rope or chain with a floating ball that is secured to a concrete block at the bottom of the bay or harbor. Mooring is usually more secure and reliable than using an anchor, and are sometimes used by larger ships in places where harbor space is limited.
Piloting: This is for larger vessels, especially larger charter ships. Piloting means maneuvering a vessel carefully through congested or dangerous waters—some charter companies will require that the skipper pick up a professional pilot outside the marina or harbor to bring the vessel into its berth safely.
Right of Way: There usually aren’t stop lights or left turn lanes out on the water, so when two vessels are at risk of colliding, what’s the protocol? The “right of way” describes the etiquette for who yields to whom. In general, the vessel that is most easy to maneuver gives way to a vessel that’s harder to maneuver. Imagine an oil tanker trying to move out of the way of a dinghy—that wouldn’t make much sense. The right of way helps sort out the pecking order and everyone has a better time when all vessels follow the same rules.
1) The Carrack:
This is a nautically-rigged ship with three or four masts each having square sails. It was heavily used between the 4th to 15th Centuries and was the largest ship in Europe (The Spanish Carrack was more than 1,000 tons in weight). This bulky ship was the standard trading ship along the Baltic, Mediterranean and Atlantic costs in the mid-16th Century.
The Carrack had a strange shape which made it cumbersome to sail close to the wind. After a lot of engineering experiments, parts of the ship were stripped off giving the ship a high stern and a low bow. The ship was popularly used until the late 18th Century.
The modern version of the Carrack has asquare-rigged mainmast and foremast; the Mizzen mast is latten-rigged. The stern has a rounded shape and a huge bowsprit, forecastle and aft castle. This is a large ship, built to carry heavy freight for long-distance hauls since it was very steady even in the worst weather.
The British Army also called it the “Great Ship” because of its highly-functional ship design.
2) The Schooner:
This type of ship has two or masts of an equal height. The masts allowed the ship to operate in the toughest of wind conditions. The 19th Century schooner came with two or three masts, the-one at the fore being shorter than the others. The schooner “Thomas W Lawson”had seven masts, with interchangeable sails and gear.
The modern schooner is quite powerful and carries Bermuda rigged sails. Today they still traverse the Pacific Ocean, being the most economical coastal liners.
3) The Clipper:
This is a derivative of the schooner and was popular for global travel in the mid to end of the 19th Century.They were popular with traders for ferrying goods for long distances, because they were fast. British and American traders favored these ships, which came indifferent lengths, but had one common feature. They all had a narrow build, a protruding stern, 3 to 5 masts for speed and a square rig.
They popularly crossed the California –China trading routes. They were also used to ferry Gold and Tea back to Great Britain and the Americas. When it came to racing, none could beat the Clipperin speed.
4) The Barquentine:
This is another derivative of the schooner and also went by the names schooner barque and schooner bark. These had been stripped down to facilitate operation by a slimmer crew and basic rig. The Barquentine has three masts and square sails on the fore and aft masts. The main mast had topmast and gaff sails. They were light and average 250 to 500 tons in weight.
The Barquentine sailed the waters of Northern Europe which were dominated by variable wind speeds. They were popularly used to carry lumber from Scandinavia and Germany to England and the Baltic Areas.
5) The Fully-Rigged Ship
During the 18th to 19th Century, the Fully Rigged ship, commonly referred to as “Ship” came with a full nautical rig with three or more square-shaped masts bearing square sails. These ships required a larger crew because of their fully rigged construction.
However, towards the end of the 19th Century, these ships were stripped down so they could be handled by a slim crew. This helped in easier handling of the sails, during the Monsoon period when winds would change speed and direction without any warning.
The ships also went by the term “Frigate”which referred to the fully-rigged nature, and were popular as intercontinental trading ships. The rig, hull, mast and yards were made of iron or steel. They have different functions and sailing plans when compared to other types of sailing ships.
6) The Hulk:
A derivative of the Carrack, this ship weighed as low as 400 tons. They were used during the 18th Century, and still maintained the rounded stern and bow of the Carrack. In maritime terms,the name “Hulk” was given to ships that were outdated, stripped down or unprofitable to run.
Older ships with wooden hulls would also be stripped down to reduce the stress on their ageing structure.
The bulk of the hulk fleet was comprised of abandoned ships, stripped down therefore could not continue to ply across the Mediterranean Sea as cargo or transport ships. They are stationary and kept for their buoyancy and were used as prison, gambling and relic sailing ships.
7) The Brig:
The Brig was a war vessel, with a berthing deck that had sleeping quarters for cabin crew and marine officials. It also had storage areas, sail bin, wood-paneled stove room, guns and carronades. The brig came with two masts, each bearing square sails and sometimes had a spanker on the aft mast.
The ships required a large crew to operate them due to their square-rigged nature. They would be brought into the harbor without using tugs, and could maneuver well in small areas. They were later used to ferry large cargo on the open seas since they could easily follow the direction of the prevailing winds.
8) The Brigantine:
These were similar to the Brig as they both had top-gallant sails. They were used by the Royal Navy to scout and monitor enemies on the high seas. They would ply across the trade routes of the Baltics and Northern Europe, all the way from Germany to Scandinavia.
The mid-size ships had two sails on the-mainmast with a stripped down fully-squared rig. The foremast had square sails and the mainmast had the fore-and-aft mainsail. The ships could be handled by a smaller crew.
9) The Barque:
These should not be confused with the Schooner Bark; they were light and weighed between 250 to 750 tons. They had the second tallest structure of all types of ships. They had four masts, each bearing square sails on the fore topmast and fore-and-aft sails on the aft mast.
These vessels were commonly used by traders to carry extremely high volumes of cargo from Australia to Europe. The cargo mainly consisted of Nitrates and Guano destine for the Western South American coast.
Fun fact: The oldest sailing ship in the world is a bark. These types of ships were very popular in the period prior to the start of World War II. They were later fitted with steam-dust winches so they could be operated by a small crew.
10) The Xebec:
These ships came with a lot of features,such as long-prow bulkheads, narrow elongated hulls, and huge lateen yards. The ships also bore one aft-set mizzen mast and three lateen-pillared masts, both raked forward and having a single triangular sail. They were also known as“Zebec”, a name derived from the Arabic word for “Small Ship”.
They were derived from the galleys and therefore had oars for propulsion. They were very agile and popular with European navies. They soon became notorious as effective anti-piracy raiders,commercial cruisers and formed the bulk of the Mediterranean Navy fleet. One Xebec had the capacity to carry a maximum of 36 guns on its top deck.
Whether they were propelled using oars or sails, these high-speed vessels were extremely agile. Their shallow draft and lateen rig allowed for a closer pinch to the wind allowing them to flee quickly or turn around and fire a broadside volley quickly.
After a lot of engineering experiments, the Xebec gave rise to the Polacre-Xebec, which replaced the mizzen mast. The mainmast of the new derivative also had a square rig. These new vessels were light and could not carry a heavy load. They were suited for sailing on light seas.The shallow draft and low free-board made them unsuitable for open seas sailing.
11) The Fluyt:
The Fluyt has three squared-rigged masts and was a Dutch merchant sailing ship in the 16th to 17th century. It was lightly fortified and had a small stern and extended box-style structure. It was also known as the Fleut or the Fluit, and was a great cargoship since it had a lot of storage space and only required a skeleton crew to operate it.
The Fluyt was crafted using specialized tools to reduce the costs of production and make them affordable to merchants.
12) The Cutter:
This was the preferred naval ship during the 18th century. It had one or two masts, a gaff-rigged bowsprit,two or more head sails and a decked sail-craft. It was mainly used to ferry soldiers and government officials, because it was very fast and could outrun any enemy.
Modern day Cutters have a rugged appearance and bear fore-and-aft rigs. They are tiny and aptly fit into their intended purpose – speed and agility. The British Sailing Club still has open-oared cutters in their fleet of sailing ships.
13) The Yawl:
This was a Dutch ship, nicknamed “Dandy” or“Jol” in Dutch. They bore two fully-equipped masts and a fore-and-aft sail. It has a Tinier Jigger-mast and a Mizzen mast that leans towards the rudder post of-the ship. The mizzen sail in this case is purposely designed to aid in balancing and trimming the ship on rough waters. The mainsail is large and approaches that of the sloop in size.
14) The Ketch:
The ketch looked just like the Yawl and hadtwo masts each having a fore-and-aft rig. The difference between the two is that the Ketch had a Mizzen mast placed on the taller mainmast, but at a position in front of the rudder post. The mizzen in this case aided in maneuvering the vessel.
They were light weighing in at between 100 and 250 tons. The rigs were designed to carry square masts. They were mainly used by the navy to bombard enemy ships.
Many factors can determine the sailing speed of a vessel. From its hull length to its draft height, weight of cargo, number of sails, and weather conditions and natural phenomenon can all have an impact on a vessels speed. It is also important to note that a crew's experience and collective skill level can also greatly impact this as well...
Here is a link to help determine sailing speeds based on hull length:
https://improvesailing.com/questions/average-sailboat-speed
https://improvesailing.com/questions/average-sailboat-speed