Enchantments for the Covenant Fleet
This is a collection of items which are used by ships in our trade fleet. Primarily found on our flagship and larger trade ships, while the smaller ships of the fleet make due with their exceptional performance from the form and quality of their crafting.
At the time of writing, the fleet consist of our flagship the Gelkin (a war outfitted Nef) and two other warships in the same style (the Kelpie and the Kraken), four very large trading Nefs (200 tons cargo), six large trading Nefs (100 tons cargo), 33 medium trading Nefs (40 tons cargo), and 14 river barges (10~20 tons cargo). Additionally a new war outfitted Nef is in the final stages of production. While not part of the trade fleet, there are four fishing boats that work out of Landen.
All of the ships in our fleet have been produced or at least modified by our shipyard. They have had all the individual boards and beams of the ship molded into one unit, making it smoother and way tougher, before being plated with a thin coating of brass and stone. The ships perform much like modern fiberglass and metal hulled sailing ships. They are one piece, far stronger, completely water proof, require no chalking/taring, and are far less likely to develop hanger-ons (barnacles and worms). Additionally their sails are a solid piece (rather than woven fabric) which makes them more effective at catching the wind and not subject to fraying.
[Ship Notes: All of the ships use "Supernatual Quality" for calculating Damage Levels (C&G, p 77). Other than the warships, the Nefs have a soak of 10 and travel 80~100 Miles Per Day (compared to 60~80 for normal ships). The warships have a soak of 13 and can be considerably faster due to enchantments. All ships have cabins for all the crew and passengers, an oddity for the day. The medium trade ships mount a single giant crossbow and the larger mount two, while the warships carry an array of five springal.]
Medium Trade Ship Items
The enchanted items carried by the medium trade ships have already been stated in prior post, so will just be listed here.
Already Stated (per ship): The Enchanted Porter x1, Magical Lantern x2~3
Large Trade Ship Items
This is a collection of items found upon each of the larger trade ships of the fleet. They have a couple of enchanted items not covered before.
Already Stated (per ship): The Enchanted Porter x2, Magical Lantern x3~4, Mystic Woodworkers Tool x1
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The Freshwater Barrel (1x per ship)
PeAq, Level 20, T/M/I, Base 15 "Destroy Saltiness", RDT 1, 1/day +0
These are hogshead (a 1/4 tun, 63 gallons) made from a single piece of wood, though seemingly of different types, with fancy engraved banding. When activated it will destroy all of the saltiness in the water it contains, making it safe to drink. This allows the ships to travel far outside of the sight of land without having to devote cargo space to carrying fresh water.
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Slates of Communication (1x per ship)
PeAq, Level 20, A/C/I, Base 1 "Manipulate", RDT 5, Precise Control 1, 24/day +5
Actually a linked pair of items (with one at the Consortium headquarters for each ship), they consist of a bone handle with chalk holder on one end and felt pad on the other, tied to a slate by a woven wool cord. When activated, the motions of the handle in relation to the slate are duplicated by its linked item. This allows course text messages, used for the passing of instructions and important news.
Warship Items
These are items carried by the Warships other than the Gelkin, though most of the ones for the newest are in varies stages of production. Many of the items are copies of ones originally found on the Gelkin, before more powerful and refined versions were created. The newest warship will be equipped with the originals of those that were made for the Gelkin rather than copies.
Already Stated (per ship): The Enchanted Porter x2, Magical Lantern x5, Mystic Woodworkers Tool x2, Magic Oven x1, Lens of the Eagles x1, The Freshwater Barrel x2, Slates of Communication x3 [1x to Consortium Headquarters and the other Warships]
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The Wavebreaker (1x per ship)
ReAq, Level 19, T/S/I, Base 4 "Control", RDT 3, Constant +4
Enchanted within the large ornate figurehead of each ship. This causes incoming waves to gently break before the ship. It only affects waves to the fore and does not begin to affect them until passing the midpoint between waves (when it can touch the current of the next wave). This allows the ship to sail into rough seas and removes much of the rocking motion traditionally found on a ship which aids the accuracy of its springals in battle.
[Design Notes: While similar to 'Break the Oncoming Wave' (AM5, p 124), it is not a Ward and works by manipulating the oncoming waves. The spell completely stops the water from interacting with its subject, while this effect merely softens the force. If this effect was used on an individual Magus it would not stop them getting wet or being swept away by the raw volume of water while the spell would.]
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The Water Stone (1x per ship)
ReAq, Level 23, T/C/I, Base 4 "Control Water", RDT 2, Slightly Unnatural 1, MC +5, 6/day +3
A small slab of polished crystal containing a piece of blue jade, it produces a modified version of 'Push of the Gentle Wave' (AM5, p 124). Mounted in the deck before the ships helm, when active it produces a forceful current around the ship that flows in the desired direction. The direction of the current can be changed while touching the stone and concentrating, otherwise it will continue to flow in the last set direction.
[Design Notes: While our group accepted Touch, many others might require Voice. We allow Touch because the item is mounted to the ship and cannot be removed without extensive work, making it part of the ships structure.]
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The Wind Stone (1x per ship)
CrAu, Level 12, T/C/I, Base 2 "Create Wind", RDT 2, MC +5, 6/day +3
A small slab of polished quartz containing a fan made of pin feathers. Mounted in the deck before the ships helm, when active it projects a wind traveling in line with the base of the fan. By positioning it at the rear of a ship and directing the wind forward, this ensures that as long as it is active the ship is running before a stiff wind.
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The Rigging Stone (1x per ship)
ReHe, Level 25, T/M/S, Base 3 "Control", RDT 4, U/day +10
A small slab of polished quartz containing a piece of amber and magnet. Mounted in the deck before the ships helm, when activated it will shift all of the canvas and rigging to the desired configuration. This is similar to 'Man the Sails' (HP, p 70) and requires the user to make a Per + Finesse or Prof: Sailer Stress Roll against Ease Factor 6 to complete the action successfully.
The Gelkin
[Interesting Note: Naming our primary ship or flagship the Gelkin is an inside joke of our group going back nearly 30 years. There has been a ship bearing the name in over a dozen games, though normally it is a spaceship rather than a sailing ship. Every version has been a hybrid merchant/war vessel which has traded capacity for stuffing a small collection of the most advanced weaponry we could find into her. If anyone is interested I have write-ups for multiple versions using CP2020, Traveller, Mindjammer, 40K Free Trader, and several other systems.]
A long gleaming black three masted Nef with crab-claw sails, a crow’s nest and an aft castle. The hull itself is a reinforced laminate of varies woods (primarily cypress with blackwood supports) with a thin outer coating of obsidian and a brass belly plate (obsidian & brass are ~2mm thick). A bulwark wall surrounds the outer edge of the ship, flowing up from the hull in one solid piece. The bulwark, combined with the aft castle and crow’s nest, provide protection and improved firing positions for the crew and Myrmidons. It has a cargo capacity of 200 tons, though much of this is normally used for war materials.
Five springal ring the ship, mounted on rotating platforms. These are the primary anti-ship weaponry. A stock of Bolts of Relentless Burning and Bolts of Choking Smoke are carried for more difficult targets. There is also an enchantment that protects the ship from siege weapons. The construction of the hull and its reinforcing ribbing make the ship extremely resistant to any damage not deflected by the enchantment. Additionally, two boarding ramps and two long boats are carried.
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Unusual for the time, there is cabin space for the full crew and Myrmidons in addition to the cabins for passengers. She is manned by 30 skilled crewmen and 40 Myrmidons, commanded by our most experienced captain. Each of the crew shares a small cabin with one other, allowing comfort on long voyages. Achilles and the captain have their own personal luxurious cabins. There are two luxurious and ten comfortable passenger cabins (luxurious used by Magus & Redcaps, comfortable used by passengers).
Already Stated: Sun Stone x1, Fire Guardian x1, Magic Oven x1, The Enchanted Porter x5, Magical Lantern x4, Mystic Woodworkers Tool x2, Mystic Stoneworkers Tool x1, Mystic Metalworkers Tool x1, Ward Against Rot x1, The Enchanted Crane x1, Lens of the Eagles x1, The Wavebreaker x1, Brooch of Watery Breath x2, The Freshwater Barrel x2, Slates of Communication x3 [1x to Consortium Headquarters and the other Warships]
Additionally the Captain wears one of the Ring of Communication linked to a Sphere of Communication in the Council Hall (described in the 8th post). This allows the Magi to communicate with him directly, rather than going through the convoluted path of messages passed through the Consortium or the Covenant's Spymaster. It also allows tracking the ship when it is beyond the displayed area of The Fleet Master's Table, since The Map of Hermes covers far more area than just the Mediterranean.
Note that the Sun Stone only provides light and temperature control below deck. The Magical Lanterns are used above deck and in the long boats. New members of the crew often use some form of blindfold until they grow accustomed to sleeping in the light.
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The Tide Stone
ReAq, Level 30, T/C/I, Base 4 "Control Water", RDT 2, Very Unnatural 2, MC +5, 24/day +5
This is an improved version of The Water Stone. Mouounted in the deck before the ships helm, when active it produces a forceful current around the ship that flows in the desired direction. This can include wholly unnatural and complex patterns. Examples include a current flowing one direction at the fore and the opposite at the aft to rapidly spin the ship like a top or a current flowing in one direction that is stronger on one side than the other to let the ship both side slip and turn. The current can be changed while touching the stone and concentrating, otherwise it will continue to flow as it was last directed.
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The Gale Stone
CrAu, Level 30, T/C/I, Base 3 "Create Wind", RDT 2, Slightly Unnatural 1, Complex 1, MC +5, U/day +10
This is an improved version of The Wind Stone. Mounted in the deck before the ships helm, when active it projects a wind that raises upwards to about mid sail height and then in a direction desired relative to the ship. Normally this is set to be inline with the ship (which it will track with no matter how the ship turns), though it can instead be directed to the side or rear. This would allow it to push into the sails of nearby ships, slowing and possibly capsizing them. It can vary in force from a light breeze to a gale force wind.
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The Master Rigging Stone
ReHe, Level 30, T/M/S, Base 3 "Control", RDT 4, Complex 1, U/day +10
This is an improved version of The Rigging Stone. Mounted in the deck before the ships helm, when activated it will shift all of the canvas and rigging to the desired configuration. This is similar to 'Man the Sails' (HP, p 70) and requires the user to make a Per + Finesse or Prof: Sailer Stress Roll against Ease Factor 3 to complete the action successfully. [Complexity to reduce Ease Factor]
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The Ship's Aegis
ReHe(Te), Level 39, T/S/S, Base 4 "Deflect Attack", RDT 6, Requisite 1, Constant +4
A small piece of polished quartz containing a miniature bolt made of wood with a magnet head. It is molded into the ship's spine. Designed to defend against powerful attacks, it will deflect the first siege weapon strike upon the ship each round. It will also prevent a ram attack, though the forces involved will deflect both ships. Smaller attacks such as arrows and crossbow bolts are unaffected. Deflected attacks produce a loud gong sound and forceful rippling in the air radiating out from the point of impact (Cosmetic based on Enchanters Sigil).
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The Anchor Stone
ReHe(AqAu), Level 43, T/C/S, Base 4 "Control", RDT 5, Requisite 2, MC +5, 6/day +3
A disk of black iron bearing an anchor in brass with tiny spheres of amber, blue jade, and magnet. It is mounted in the deck between the helm and rear bulwark wall. When activated, the ship is held in place as if anchored fore and aft, even in water too deep to use an anchor. It will reduce the force of all wind and wave upon the ship by creating a countering force to them, making the ship much more likely to survive undamaged. Wind and wave of severe or less are deflected, while very severe is reduced to severe. It is powerful enough to overcome the effect of The Tide Stone and The Gale Stone, able to bring the ship quickly to a stop even while those items are active. However any crew not expecting it or loose items will be tossed about.
[When created the Magus could only muster a Lab Total of 87. Someone with a Lab Total of 100 or who creates it as part of an invested device could give it Unlimited uses per day for the same Vis cost]
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Sails of Silken Steel x3
MuHe, Level 19, P/S/I, Base 4 "Highly Unnatural", RDT 2, Size 1, Constant +4
These are the three mainsails of the Gelkin. The sails are made from one piece of laminated cloth, primarily a silked cotton with linen ribbing and hemp edging. Their rigging ropes seamlessly merge into them, with a search finding that there is no stitching anywhere. The sails are dyed a smokey grey and bear a black crest of a roaring dragon in flight. They are enchanted with an effect that makes them unnaturally strong and tough, as resistant to damage as if they were made of steel while retaining their natural flexibility. Their strength combined with the design and bracing of the masts allows the Gelkin to make use of the full strength of The Gale Stone.
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The Motivated Ships Boat x2
ReHe, Level 20, P/C/I, Base 3 "Control", RDT 1, Size 2, Speed 1, MC +5, 1/day +0
This pair of long boats are stored in cradles amidship. They have an enchantment based on The Motivated Wagon, designed to propel them along the surface of the water. A small piece of amber in a brass setting is located before the front bench seat. The boat may be controlled while touching the amber and concentrating.
When activated the boat will move upon the water under its own power, with a maximum speed of a galloping horse (~40 mph/~64 kph). It will continue the last instruction until commanded differently or the effect expires at sunrise/sunset without a user concentrating to maintain it. Complex maneuvers might require a Per + Finesse roll. The boats can move with a maximum Load of 500. It retains it's oars for use as backup and when subtlety is required.