“My soul is full of longing
for the secret of the sea,
and the heart of the great ocean
sends a thrilling pulse through me.”
― Henry Wadsworth Longfellow
“If money go before,
all ways do lie open.”
—Shakespeare, The Merry Wives of Windsor, Act 2
Scene 2
|
“If money go before, all ways do lie open.” |
It’s fun perusing old Dragon issues. You never know what
you might find. Those dusty old volumes are chock full of wisdom, where sages
of campaigns past dealt with subject matter Mr. Gygax might not have thought
about, or deemed too esoteric to be included in the original DMG. There was
only so much that could be crammed into it, after all.
This is not to say that there is not a lot in the DMG; because
there is. Sometimes I wonder whether there was too much in it to be fully absorbed.
It’s a wonder of inclusivity; all you might think a DM might need, including
such minute as dungeon dressings and herbal lists, randomized sights and
sounds, air currents and odors, even container contents…ad nausea.
That said, there is nothing within it about trade and
commerce. Or any edition, for that matter. There is a great deal of talk about
trade, but nothing about its application. What it does cover is combat, magic,
and magic items. And more; so much more.
There are descriptions of watercraft, and their potential
speed; there are tables to generate wind speed and direction, and when crew
exhaustion might set in. There are rules to adjudicate the possibility of
damage to watercraft inflicted by wind, from fires; rules on ramming; and how
quickly a vessel will capsize and sink.
These are all important, especially if the PCs are
aboard.
Less so, if they are not.
If they are not, the PCs will likely only want to know
their return on investment.
I thought, “What about the Wilderness Survival Guide?”
I should have realized that the title might hint at its
contents.
The Wilderness Survival Guide goes into even more detail
about movement and weather. Excruciating detail: There are even tables
concerning vehicular encumbrance.
It even has a passage concerning the use of a capsized
vessel:
Because of the
natural buoyancy of the materials from which they are made, most vessels can
remain “afloat” just beneath the surface of the water even after they are
capsized or after they have suffered hull damage. However, this is true only of
vessels that are carrying no passengers and not more than 10% of their listed
maximum cargo capacity. For example, if characters in a small rowboat that is
foundering can get out of it and toss overboard all but 200 gp worth of their
cargo or gear, the craft will sink to slightly beneath the surface of the water
and remain there. It is then possible for characters to cling to the sides of
the craft and use it as a flotation device, as long as their weight is evenly
distributed. A capsized craft will support a number of characters equal to
twice its normal capacity; that is, up to eight characters can cluster around
the sides of a large rowboat and use it to keep from going under themselves. If
this weight limit is exceeded, or if the weight is not evenly distributed, the
craft will sink too far below the surface to be usable in this fashion. [Wilderness Survival Guide – 46]
It defines each type of terrain and body:
Seacoast
Simply put,
practically any place that is a short distance from an ocean is seacoast
terrain.
Swamp
In game terms, a
swamp is any place where a character’s feet hit standing water shortly before
hitting the ground. Swamps are always located at low elevation or on flat or
slightly depressed land at the edge of a river or lake. […]
The depth of the
standing water in a swamp can vary from practically zero (where the ground is
merely spongy) to several feet, and sometimes goes from shallow to deep in the
space of just a few steps if the underlying terrain is irregular. Movement
through a swamp can be very difficult, if not actually dangerous, and a swamp
is not a good place to take mounts or pack animals. If the shortest distance
between two points would take characters on a path through a swamp, they would
be well advised to circumvent the soggy area and spend a few more steps to get
where they’re going. But if their destination is inside the swamp…well, even if
the adventure isn’t wild, it will certainly be wet.
Bodies of Water
In a typical
campaign world, rivers and lakes serve at least two important purposes: They
provide a ready source of water, and their presence requires a party of
adventurers to be more versatile. A body of water is both an opportunity and a
challenge. Travel on the surface of a lake or river is often faster, easier,
and safer than negotiating the surrounding terrain on foot—but only if
characters have access to a boat or a barge and someone in the group has the
skill to handle the craft expertly. Swimming across a deep, wide river, instead
of following the shoreline and looking for a place to ford, can save hours or
even days of travel time—but only if characters have the ability to swim in the
first place. [WSG – 9]
I’d have thought that each was self-explanatory, but there
are those DMs who like things spelled out.
The DMG was more useful in this regard:
Lake assumes a large body of water, at least two to three miles broad and several
times as long, minimum.
Marsh assumes a shallow body of water overgrown with aquatic vegetation but
with considerable open channels; this does not include a bog but does include
swamps.
River assumes a body of water at least three times as wide as the vessel
afloat upon it is long (that is, the smallest river is at least 40' wide) and
navigable to the vessel considered, usually because of familiarity and/or
piloting. For current effect, subtract its speed times eight (C X 8) from
movement when moving upriver, adding this same factor to movement for downriver
traffic unless navigational hazards disallow—in which case adjust to a
multiplier of two or four times current accordingly.
Sea (and ocean) movement assumes generally favorable conditions. It is not
possible to herein chart ocean currents, prevailing winds, calms, or storms,
for these factors are peculiar to each milieu. Currents will move vessels along
their route at their speed. Prevailing winds will add or subtract from movement
somewhat (10% to 30%) depending on direction of travel as compared to winds.
Calms will slow sailed movement to virtually nil. Storms will have a likelihood
"f destroying vessels according to the strength of the storm and the type
and size of the vessel. To simulate these effects during long voyages, reduce
the movement rates shown by a variable of 5% to 20% (d4, 1 = 5%, 2 = 10%.
etc.).
Stream assumes a body of water under 40' width. The effects of currents are
the same as for river movement.
[DMG 1e - 58]
Did I mention that I would include all water borne
transport in this piece? Trade is trade, regardless whether it’s shipped
upriver or down the coast.
For the most part the Wilderness Survival Guide concerns
itself with…wilderness, and not the Deep Blue Sea. The DMG is more helpful. Not
only does it defines the roles of the crew onboard, it also suggests what each
earns.
Ship Crew:
As with a captain,
crewmen must be of the sort needed for the vessel and the waters it is to
sojourn in. That is, the crew must be sailors, oarsmen, or mates of either
fresh water vessels or salt water vessels. Furthermore, they must be either
galley-trained or sailing-vessel trained. Sailors cost the same as heavy
infantry soldiers (2 g.p. per month) and fight as light infantry. They never
wear armor but will use almost ony sort of weapon furnished. Oarsmen are
considered to be non-slave types and primarily sailor-soldiers; they cost 5
g.p. per month, wear any sort of armor furnished, and use shields and all sorts
of weapons. Marines are simply soldiers aboard ship; they cost 3 g.p. per month
and otherwise have armor and weapons of heavy foot as furnished. Mates are
sailor [sergeants] who have special duties aboard the vessel. They conform to
specifications of serjeants and cost 30 g.p. per month. [DMG 1e – 33]
Ship Master:
This profession
covers a broad category of individuals able to operate a vessel. The likelihood
of encountering any given type depends on the surroundings and must be determined
by the referee. Types are:
River Vessel Master
Lake Vessel Master
Sea-Coastal Vessel
Captain
Galley Captain
Ocean-going Vessel Captain
The latter sort
should be very rare in a medieval-based technology milieu. Note that each
master or captain will have at least one lieutenant and several mates. These
sailors correspond to mercenary soldier lieutenants and [sergeants] in all
respects. For every 20 crewmen (sailors or oarsmen) there must be 1 lieutenant
and 2 mates. Sailing any vessel will be progressively more hazardous without
master or captain, lieutenants, and mates. […] The proper type of master or
captain must be obtained to operate whatever sort of vessel is applicable in
the waters indicated. Cost for masters, captains and lieutenants is 100 g.p.
per month per level of experience. They also are entitled to a share of any
prize or treasure taken at sea or on land in their presence. The master captain
gets 25%, each lieutenant gets 5%, each mate 1%, and the crewmen share between
them 5%. The remainder goes to the player character, of course. [DMG 1e – 33,34]
It defines what each vessel is.
And of what travel distance it is capable, very useful
when figuring out how long a voyage might take:
Rowboat:
Small boats, with
or without a sail, which are rowed by oars or paddled, fall into this category.
A ship's longboats, dugout canoes, skiffs and punts ore likewise considered
rowboats. A normal crew for a rowboat can be from one to ten or more men
depending on its size. Rowboats do not come equipped with armament and don't
function well in breezes above 19 miles per hour.
Barges/Rafts:
These are long,
somewhat rectangular craft designed primarily for river transportation. A few
larger and sturdier types are used for lake and coastal duties. Barges
generally have a shallow draft, as do rafts—the former having a bow and side
freeboard, with the latter having neither. The Egyptian Queen Hatshepsut's
obelisk barge is a prime example of a working barge. Crafts constructed of
fagots bound together, or made of stretched hides, such as the umiak, are
considered barges in most cases. The same is true of sampans and jangadas.
Normal crew for a barge varies between 20 and 100 or more men, depending on the
size of the ship and its purpose. If the barge is a working vessel, such as
Queen Hatshepsut's, it is conceivable that it could require as many as 100 men,
if not more, to man such a mammoth barge. Sampans and jangadas, on the other
hand, do not require a great crew to man them. Sampans need only three to ten
men while jangadas require as few as one. Barges and rafts don't usually come
with armament, but can be so equipped if desired. These types of vessels do not
function well in winds above moderate breezes.
Galleys:
These are long,
slim oared ships. Some of the earlier types of galleys are the Greek and Roman
biremes, triremes and quadriremes. These galleys have 2, 3, and 4 banks of
oars. The type most commonly used in AD&D is the drakkar, the Viking Dragon
Ship. This is a square-sailed, oared ship having a single mast that can be
unstepped. She is the easiest to maneuver in choppy waters because the planks
are overlapped and riveted together (clinker built). This gives her the ability
to move with the waves instead of forcing her hull through them. Crew for
galleys depend on their size. Some can have as few as 30 men manning the oars
while others have been known to have 200 or more. Most galleys, because of the
need of space for the men at the oars, do not venture for from land. The
general construction is such that even though she is seaworthy it is more
comfortable to be near land or sail the rivers and make camp on the shore.
Armament on galleys ranges from a ram to ballistae. Some of the larger ones may
even sport o catapult. Merchant Ships:
This type of ship
is most commonly a small wide-hulled vessel having a single mast and a lateen
sail. She is not only favored by merchants, but pirates as well. She can be
moved by sweeps at rowboat speed. Cogs, carracks and caravels of the 13th and
14th centuries are considered to be excellent merchant ships because of their
sturdiness and the few sailors required to man them. Most ships of this type
con feasibly carry a hundred or more men, but because of on-board conditions and
money, ships are manned by a minimal crew of at least 10 men, including the
officers. Pirates are the exception when manning ships. They will fill the ship
with men, sailing up and down the coast for about a week, plunder if they can,
and then put into port. Typical armament for this kind of ship includes
ballistae and perhaps a catapult. DMG 1e – 53
Naval transports and their commercial counterparts
were slow, unwieldy, and nearly defenseless. As such, they were always
escorted. Navies used them to carry troops, horses, supplies, weapons, and
ammunition. Commercial transports carried bulky and heavy cargoes: grain,
cattle, stone, ore, metal ingots, etc. Cutters, sloops, and schooners were used mostly for
fishing, trade, and carrying passengers. The fastest commercial ship was the
clipper, which carried passengers and cargo that required great speed. Passage
on a clipper often ran high (500 gp would be reasonable in AD&D game
terms), and cargo rated up to 25% of the assessed value for bulky loads. The
second fastest were the packets, which usually carried passengers or mail. In
times of war, many navies commissioned packets to carry military mail and
dispatches. The small, medium, and large cargo ships were generic merchant
ships of the 16th to mid-19th centuries.
[Dragon #166 – 15]
MOVEMENT AFLOAT, OARED OR SCULLED IN
MILES/DAY
Vessel Type
|
Lake
|
Marsh
|
River
|
Sea
|
Stream
|
Raft
|
15
|
5
|
15
|
x
|
10
|
Boat, small
|
30
|
15
|
35
|
x
|
25
|
Barge
|
20
|
5
|
20
|
x
|
x
|
Galley, small
|
40
|
5
|
40
|
30
|
x
|
Galley, large
|
30
|
x
|
30
|
30
|
x
|
Merchant, small
|
10
|
x
|
15
|
20
|
x
|
Merchant, large
|
10
|
x
|
10
|
15
|
x
|
Warship
|
10
|
x
|
10
|
20
|
x
|
MOVEMENT AFLOAT, SAILED IN MILES/DAY
Vessel Type
|
Lake
|
Marsh
|
River
|
Sea
|
Stream
|
Raft
|
30
|
10
|
30
|
X
|
15
|
Boat, small
|
80
|
20
|
60
|
X
|
40
|
Barge
|
50
|
10
|
40
|
X
|
X
|
Galley, small
|
70-80
|
X
|
60
|
50
|
X
|
Galley, large
|
50-60
|
X
|
50
|
50
|
X
|
Merchant, small
|
50-60
|
X
|
50
|
50
|
X
|
Merchant, large
|
25-35
|
X
|
35
|
35
|
X
|
Warship
|
40-50
|
X
|
40
|
50
|
X
|
DMG 1e – 58
There’s even a glossary of terms to be had:
General Naval Terminology:
Aft- the rear part
of a ship. Corvice - a bridge
with a long spike in its end used by the Romans for grappling and boarding.
Devil - the longest
seam on the bottom of a wooden ship.
Devil to pay -
chalking the seam of the same name. When this job is assigned, it is given to
the ship's goof-off and thus comes the expression "You will have the devil
to pay".
Fore - the forward
part of a ship.
Fore Castle - a
fortified wooden enclosure resembling a castle in the fore Hoist Sails- to
raise the sails. Lower the sails- to let the sails down.
Port - the left
side of a ship; also a city or town where ships may take refuge or load and
unload cargo.
Shearing off oars -
accidentally or intentionally breaking oars of one or more ships when
attempting to board or cripple the ship if it did not retract its oars of a
ship.
Starboard - the
right side of a ship.
Step- to put the
mast up.
Stern - a section
of the aft of a ship.
Stern Castle - the
same as a fore castle except that it is in the stern of the ship.
Stroke- the drummer
and the beat he sets for the oarsmen on a galley.
Top Castle - a
fortified structure on the mast.
Unstep- to take
down the mast.
Weigh Anchor -
means the anchor is clear of the bottom.
[DMG 1e - 55]
The Of Ships and the
Sea (2e) supplement goes into greater detail. So does Ghosts of Saltmarsh for
5e. Stormwrack (3e) goes into even greater detail. These are all good books, but the best early resource is the Martimes Adventures article, “High Seas,” by Margaret Foy, in Dragon
#116. If you have it, great; if you do not, you should get your hands on it.
All other resources pale, by comparison.
I would also suggest using the mariner NPC from DRAGON®
Magazine issue #107 (“For Sail: One New
NPC,” by Scott Bennie). The mariner will not be of much use while in port,
but it’s a potential must-have while at sea.
If you are curious, I’ve added some of the detail from “High Seas” to the end of this piece.
All these resources are terribly useful, but none of them
deals with the prospect of commerce upon the high seas.
Yes, I’m getting that that.
I did find an article in the early issues of Dragon
magazine, by Ronald C. Spencer, Jr, titled, “SEA TRADE IN D&D CAMPAIGNS,” that
was useful. What follows is and excerpt from his article in Dragon #6, April
1977.
The trading system
below gives the player/merchant the opportunity to take risks in hope of
greater reward and also recreates the feeling of insecurity present at seeing
your heavily-laden large merchant sail away, not knowing just how long it will
be gone, or if it will return at all. When a player/merchant decides to
accompany the [vessel] on its voyage the “Wilderness Adventure” rules of
Dungeons & Dragons are used. The rules presented below are intended to
cover a trade business carried on in the absence of the player/merchant under whatever
orders he gives to his ship captain.
SEA TRADE
1. Assumptions — No specific cargo is
required; rather, it is assumed that a cargo can be purchased in any port and
that it will be saleable in any other port. The maximum cargo capacity of a
small merchant is 10,000 G.P. in value; that of a large merchant, 50,000 G.P.
It is not necessary that the maximum be carried if the player/merchant decides
otherwise.
2. Fees and Taxes — There is a pilot fee
for all ports except the merchant’s home port. This fee is 500 G.P. for a small
merchant and 2500 G.P. for a large merchant. All countries have a 5% import
tax, based on the sale value of the cargo-in the receiving port.
3. Profit/Loss — [The] amount of profit or
loss taken on the trip is determined by the number of ports bypassed and a die
roll. The more ports bypassed, the greater the possible profit (or loss!) and
the greater the chance of the vessel being lost due to storms, pirates, sea monsters,
etc.
4. Procedure — The player/merchant “purchases”
a cargo with his on-hand funds and writes a set of sailing orders for the
captain. These should specify what ports to stop at, what profit margin to
accept, how much cargo to buy, and possibly a maximum time to be gone. All this
is delivered to the D/M who will then determine the actual results of the
journey according to the “sailing orders” given him. Note that the
player/merchant will have no knowledge of the results until the ship returns or
word Beaches him of its loss. One important item is that the player/merchant is
not required to sell a cargo at a loss. If he so states in his sailing orders,
a port where a loss would be incurred can be departed and sale attempted at
another port. Note that if this option is chosen, the port departed counts as a
port bypassed. If no specific directions are given to the captain, the cargo
will be sold at whatever profit/loss determined from the Profit/Loss Table.
5. Profit/Loss Determination — Given the
sailing orders, the D/M then rolls the percentile dice, cross-references with
the appropriate “Ports Bypassed” column, and determines the amount of the sale.
Appropriate deductions are made for the pilot fee, taxes, and possibly cost of
a new cargo, and the profit/loss for the port call determined. The D/M then
rolls for the amount of delay there will be before getting underway (due to
repairs, liberty, haggling over prices, etc.) and continue the trip to the next
port as specified by the sailing orders. This procedure continues until the
ship returns to its home port or is lost at sea. If lost at sea, the delay in
reporting it to the player/merchant is rolled for. If the ship returns to its
home port, it is simply a matter of notifying the player/merchant when he and
the ship arrive at the same point in game time.
PROFIT/LOSS TABLE
Percentages
expressed as percent of cargo value
%DICE
|
PORTS
BYPASSED
|
|
0
|
1
|
2
|
3
|
4
|
5
|
6+
|
01-05
|
85%
|
80%
|
70%
|
60%
|
50%
|
40%
|
30%
|
06-10
|
90%
|
85%
|
80%
|
70%
|
60%
|
50%
|
40%
|
11-15
|
95%
|
90%
|
85%
|
80%
|
70%
|
60%
|
50%
|
16-20
|
100%
|
95%
|
90%
|
85%
|
80%
|
70%
|
60%
|
21-25
|
105%
|
100%
|
95%
|
90%
|
90%
|
85%
|
80%
|
26-30
|
105%
|
105%
|
110%
|
115%
|
115%
|
120%
|
120%
|
31-35
|
110%
|
110%
|
115%
|
120%
|
125%
|
140%
|
150%
|
36-40
|
110%
|
115%
|
120%
|
130%
|
135%
|
160%
|
200%
|
41-60
|
110%
|
120%
|
130%
|
140%
|
150%
|
200%
|
300%
|
61-75
|
115%
|
125%
|
150%
|
160%
|
200%
|
300%
|
500%
|
66-70
|
120%
|
130%
|
160%
|
180%
|
250%
|
400%
|
X
|
71-75
|
125%
|
135%
|
180%
|
200%
|
350%
|
X
|
X
|
76-80
|
130%
|
140%
|
200%
|
300%
|
X
|
X
|
X
|
81-85
|
140%
|
150%
|
250%
|
X
|
X
|
X
|
X
|
86-90
|
150%
|
200%
|
X
|
X
|
X
|
X
|
X
|
91-00
|
X
|
X
|
X
|
X
|
X
|
X
|
X
|
X=ship lost, owner notified 3-8 weeks later.
A ship will be
delayed 1-4 weeks at each port (other than its home port). Example of Table: A
ship carrying a 10000 G.P. cargo bypasses one port and the dice are 62. Sale
value is 11500 G.P., less 5% tax and the pilot fee.
[Dragon #6 - 6]
It’s a simple and easy chart. Very useful, I’d say.
It does not cover how ships might be lost; but I think we
all know the answer to that: misfortune, sea monsters, storms. Ships are
becalmed on occasion, and the crew might starve, or succumb to water shortage.
Or disease.
Ships in distress
can suffer a lack of water or food, or a loss of materials for repairs. They
can also be lost or under attack. If a shipwreck is rolled, it can be beached,
shoaled, or shored on a reef or rocks, with or without survivors. (And are they
really survivors or are they dreaded lacedons?) Alternately, the ship could
have already sunk, and the encounter is with survivors in the water, boats, or
rafts. An abandoned ship could be unharmed, a la Marie Celeste. [Dragon #166
– 26 ]
Let’s not forget piracy.
Ship's Capture:
The capturing of a
ship occurs when all the crew aboard one ship have died, surrendered, or are
rendered helpless and unable to fight (trapped in the hold, far example). To
determine if surrender will take place, compare the crews of both sides. If one
side is greater by 3 to 1, surrender is inevitable by the side that is
outnumbered. The captain of the losing side may refuse to surrender and order
his men to continue fighting (a roll of 1 on a d6 indicates that his men will
obey). Surrender does not apply to player characters. They decide whether or
not they want to surrender.
[DMG 1e – 55]
Melee:
Human-like vs. human-like: On-board combat will be as normal melee
combat in a dungeon. Sahuagin, lacedon (ghouls), kopoacinth (gargoyles),
koalinth (hobgoblins) and men (buccaneers and pirates) will attempt to board
the ship. Other human-like creatures such as nixies, aquatic elves, tritons,
sea hags and mermen cannot or will not try to board.
Human-like VS. non-human: The men on a ship will be at a disadvantage
fighting monsters in the water. A squid will try to encircle the ship with its
tentacles and sink it. Other sea monsters may be just as dangerous.
[DMG 1e – 55]
As to those other misfortune, refer to sea encounter
charts, and weather charts found in both the DMG1e and the Wilderness Survival
guide.
All that said, if your PCs wish to travel with their
cargo, all the better; all many of things may happen on the voyage. Roll on the
table, and use that as a starting point for however they wish to negotiate.
From “High Seas”:
On masts and sails:
In order from fore
to aft, the masts on a sailing ship are called the fore, main, and mizzen
masts; on a two-master, they are the main and mizzen masts; and, on a
four-master, they are the fore, main, third, and mizzen masts. A square rig has
square or rectangular sails hanging from the crosspieces on the masts (the
crosspieces are called yards or yardarms). On a fore-and-aft rig, the sails are
shaped like a right triangle. One apex of the triangle is attached to the mast
and another to a traverse beam from the lower mast called a boom. A lateen rig
uses very large sails shaped like a right triangle. The hypotenuse side of a
lateen rigs sail hangs from a very wide yard, and the sail is loose-footed — that is,
without a boom at the bottom. A square rig gives a vessel quite a bit of power,
but requires many sailors to operate. The fore-and-aft rig requires fewer
sailors and is more maneuverable, but delivers less power to the ship. The
lateen rig is midway between the two, both in terms of power and number of
sailors required to handle it. The masts are braced by sets of heavy cables
called the standing rigging, while the ropes used to manipulate the sails,
yards, and booms are called the running rigging. [Dragon #166 – 10]
On Ships:
If the campaign has
an ancient flavor, then use the ancient galleys for warships, pirates, and
privateers, and the cog as a merchant ship. Medieval settings should use the
cog, caravel, carrack, and galleon. Barbarians, especially the ones patterned
after the Vikings, should use the longship. The more advanced types of
commercial small and medium ships are suitable for larger civilized nations
that are noted for their nautical skills.
[Dragon #166 – 26]
Glossary:
Able-bodied
sailor (AB): With one year training. ABs
can make repairs and splice ropes, and know all the knots; in short, they now “know the ropes.” On a galley, they are also the lead rowers, whose actions give the cues to the ordinary sailors. Aft: Rear
half of a vessel, the stern.
Bosun (or
boatswain): In charge of various odd
supplies and the ship’s daily maintenance.
Chief Petty Officer: reports
to the captain; POs report to him.
Decks: Above the orlop deck are the lower, middle,
and upper decks. The crew sling their hammocks on the lower and middle decks,
and on the orlop deck when the ship is very crowded.
Fore: Front half
of a vessel, the bow.
Forecastle: Fore of the foremast, over the upper
deck, where the rest of the petty officers sleep and mess.
Galley: Any vessel
that is rowed and sailed.
Hold: Lowest
space inside the ship, where the cargo and supplies are stored.
Landlubber: No
nautical experience; trainees with less than one-year experience.
Master-at-arms
(PO): Has charge of the ship’s weapons locker, training the crew in combat and administering discipline.
Mates: Assistants
to petty officers. ABs who have special skills.
Midshipmen (middies): Petty
officers in training to become lieutenants.
Ordinary sailor: No special skills, but can go aloft in
the rigging to handle the sails, and on a galley he can be trusted to follow
most commands.
Orlop deck: Above the hold, where there are more
supplies, the hearth, and the crews mess tables; it is also where the wounded
are put during battle.
Petty Officer
(PO): Special skills.
Quarterdeck: Aft of the mizzen mast, over the upper
deck, which roofs over the space where the officers and some petty officers
have their quarters.
Quartermaster (PO): Junior master’s
mate who takes the wheel and steers the ship.
Sailing master
(PO): Navigates the ship and
teaches navigation to the master’s mates and the middies.
Ship: A sailing
vessel, pure and simple.
Small Poop: Over
the quarterdeck. Royal Poop: smaller deck over the small poop.
Waist: Between the
two partial decks, in which the ship’s boats are stored.
The Chain of Command (CoC):
Admiral: commands larger squadrons or fleets, but never a
vessel. Even an admiral’s flagship is commanded by its own captain.
Commodore: the captain of his own ship and commands a
squadron of two to eight vessels.
Captain: Regardless of actual rank, the person commanding
a vessel is called Captain.
Commander: rank above a lieutenant, usually commanding a
caravel, brig, or corvette.
Lieutenants: lowest-ranking commissioned officer is the
lieutenant. Petty officers report to the first lieutenant except for the
sailing master, who reports directly to the captain. Lieutenants frequently
command cogs, cutters, or brigs.
Middies
Sailing Master
Master’s mates
Quartermasters
Bosun
Master-at-arms
If the
master-at-arms dies or is incapacitated, the COC is exhausted and the command
is up for grabs (and so is the vessel, usually). [Dragon #166 – 11]
POs not in CoC:
Carpenter
Cook
Cooper
Cook
Purser
Sailmaker
Marines have their
own officers and command structure. Their highest officer reports to the
captain of the vessel. Their use on vessels is twofold. Firstly, they provide
small missile fire from the decks or fighting tops (the small platforms at the
top of the masts). Secondly, they fight boarding battles. The crew and petty
officers of the vessel load and fire the artillery engines. [Dragon #166 – 11]
Inspirational reading:
Baker, William A. The Lore of Sail. (1983)
Blackburn, Graham. The Illustrated Encyclopedia of
Ships, Boats, Vessels and Other Water-Borne Craft. (1978)
Casson, Lionel. Ships and Seamanship in the Ancient
World. (1971)
Cucari, Attilio. Sailing Ships (1976)
Forester, C.S. The Hornblower series.
Melville, Herman. Billy Budd, Omoo, Typee, and (of
course) Moby Dick.
[Dragon #166 – 27]
So, are you inspired to invest in a fleet?
One must always give credit where credit is due. This History is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them.
Special thanks to Jason Zavoda for his
compiled index, “Greyhawkania,” an invaluable research tool.
The Art:
Ghosts of Saltmarsh Illustration (page 8), 2019
Wilderness Survival Guide Illustration detail (page 46), 1986
The Rime of the Ancient Sea Mariner Illustrations, by Gustave Dore
Crew Illustration, by John Snyder, from Of Ships and Sea (page 35), 1997
Ship and Direction Illustrations, from Dragon #116 (pages 11,12,13,14), 1986
Galley Illustration, from Dragon #6 (page 6), 1977
Shipwreck Illustration, from Dungeon #141 (page 16), 2006
Turtle Dragon Illustration, by Chris Appel, from Stormwrack (page 200), 2005
Sources:
Dragon
Magazine 6,107,166
2011A
Dungeon Masters Guide, 1st Ed., 1979
2020
Wilderness Survival Guide, 1986
2170
Of Ships and the Sea, 1997
Stormwrack, 2005
Ghosts
of Saltmarsh, 2019
SEA TRADE! How have I never seen these rules before? This post could re-spark my Sea Princes game for sure. Way to go David!
ReplyDelete