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From: Paul Westermeyer <westermeyer.3@???.edu> Date: Tue, 8 Jun 1999 22:57:46 -0500 Subject: Re: Places:Realmspace Updates:BkI:Ch3d pt 2
The Vast
The Vast and its people have much in common with the peoples of
Sembia and the Dalelands across the Dragon Reach. A land divided by several
mountain ranges and rivers, the sea is the primary mode of trade for the
region and all five of the important city-states in the area are along the
coast; Calaunt, Tantras, Raven's Bluff, Procampur, and Tsurlagol. The
people of the region are very accepting of adventurers and traders,
opportunity and optimism are common in most of the cities. Like Sembia
trade is the dominate force, but the pursuit of wealth is not quite as
frenzied. The rural folk are as practical and hard-headed as the Dalesmen,
though the fields are not as productive.
The cities states of the Vast are ruled for the most part by the
merchants, and have relatively mild, progressive laws. One exception,
Calaunt, exists where a band of adventurers have set themselves up as theat
city's tyrants but otherwise a spelljammer is as safe as lading in Sembia
or Cormyr, and much less likely to be taxed or looked down on by the
locals.
One city in particular, Raven's Bluff, is especially friendly to
spelljamming traffic. A rapidly growing, very cosmopolitan town dominated
by adventurers Raven's Bluff is the port of registry for many of the small
tramp freighters operating in Realmsspace. The city has no fleet of its own
as of yet, but it has issued several Letters of Marque to enterprising
privateers. Some folk say this city will be the next Waterdeep, the city's
adventurers certainly think so. The city seems to attract strange sights, a
squidship, for instance, is unlikely to attract the same sort of attention
it would elsewhere. It has also attracted a large assortment of sages and
mages, certain cargoes (components, stuffed specimens, ect) are easier to
unload here then in other ports.
Calaunt and Tsurlagol are both sometimes used by pirates and
slavers, the rulers of these cities seem less interested in stoping from
such trade and more interested in taxing it. All of the cities in the
region have strong, traditional theives' guilds, theft is a constant worry
while in port.
The Dragon Coast
The Dragon Coast is the crossroads of trade on Faerun, the point
where the ships of the Sea of Fallen Stars transfer their cargoes to the
caravans headed through the Western Heartlands to points north and south.
The region has a reputation as "...a sin-laden festhall of intrigue and
dark adversaries."(1) It is a reputation that is difficut to live down to,
and in truth only the largest city, Westgate, and the Pirate Isles
themselves manage to do so. Coincidently those are the only two regions
with more then a passing interest to spelljammers.
Westgate is a city ruled by a council of merchent nobles on the
surface and one of the most powerful theives' guilds on Toril behind the
scenes. The Nightmasks do not take an open or obvious hand in governing the
city, but by manipulating their agents and controling certain aspects of
trade they manage to keep the city a corrupt cesspit that is advantageous
to their sort of buisiness:theft, kidnapping, and assasinations.
The city won't confiscate a spelljammer openly arriving in the
city, but it is a sure bet that every one of the myriad power groups in the
city who are aware of the "flying ship" will attempt to seize the vessel or
otherwise turn it to their own ends. None of the city's merchants or nobles
openly own or invest in spelljammers, perhaps for this very reason. Despite
this the town's usefullness for shady deals and contacts make it a favored
port of those spelljammers who can easily hide their nature, or overwhelm
seizure attempts with pure physical force.
The Pirate Isles are a huge archipelego of islands in the center of
the Sea of Fallen Stars, rocky spurs jutting out from the seabed in a
chaotic jumble which remain uncharted and dangerous sailing. Strategically
situated to command the shipping routes across the sea, these islands have
always been pirate havens. Isolated from large populations and strong
governments several of these islands serve as headquarters for spelljamming
groups, whether adventuring bands utilizing them as strongholds or pirate
bands using them as hideouts. The largest of the islands, the Dragonisle,
has a secure harbor capable of holding a large number of vessels. It also
has little or no government. Spelljammers are as welcome to dock here as
anyone else, but they had better have a swift swordarm and strong magic if
they intend on keeping possesion of their vessel. Many of the pirates of
Realmspace call this port home, as it is often easier to sell loot to the
smugglers who frequent it rather then risk capture at a more civilized
port.
The Western Heartlands and the Sword Coast
The Western heartlands are a broad, mostly fertile plain which
extends from the Lake of Dragons in the east to the Sword Coast in the
West. The region is dominated geographically by the broad, slow moving
River Chionthar in the south and the gods-polluted Winding Water in the
north.
The region is not controlled by a simgle government but is instead
dominated by city-states and local feudal lords. The city-states all
belong to the Lords' Alliance, an organization whose member cities stretch
into the Savage North as well. The Lords' Alliance is a loose alliance,
however, designed more to prevent the various citys from going to war with
each then to establish a common government. The most important city-state
inland is Iriaebor, Baldur's Gate holds that position on the coast. The
cities of Elturel and Berdusk are almost as important as the two leading
cities, and all are far too devoted to trade to seek to dominate their
fellow cities by force of arms.
While the cities are not interested in conflict, there is still
conflict aplenty in the region. Darkhold, an important Zhentarim
stronghold, menaces the eastern end of the region; for spelljammers this is
noteworthy as Semmemnon, the Lord of Darkhold, is the Zhentarim leader who
has exhibited the most interest in spelljamming. Several Zhent
spelljammers have been seen landing in the region, and it is expected that
other spelljamming groups of malevolent aims seeking the Zhentarim as
allies will contact them first at Darkhold.
Darkhold is not the only dangerous citadel in the region,
unfortunately. Along the coast the threat of Larloch's Crypt menaces
travellers whether they fly, walk, or sail. To the north the former
fiendhold of Dragonspear Castle does not appear to be fully pacified and is
a possible danger as well. Much of the region is dangerous, threatened by
humanoid warbands and bandits. Trolls, orcs, goblins, and kobolds are
among the least dangers creatures encountered. Spelljammers should be
especially wary of dragons, wyverns, griffins, and other flying creatures.
None of the region's cities maintain a spelljamming force, and all
bring a common sense approach to spelljammers, who are seen as simply
another source of trade. As always, criminal elements may attempt to steal
a vessel which makes its nature know but the authorities are unlikely to
simply confiscate it (unless the vessel breaks a city law; most cities
frown heavily on spelljammers flying above them). The city defenses are
designed to deal with flying foes, as dragons and other aerial monsters are
a constant threat. These defenses work equally well against most
spelljamming vessels, and typically include ballistae, archers, and mages.
There has been some native spelljamming activity lately. House
Legermain, one of the Iriaeban noble houses, owns two small spelljammers
and uses them for adventuring and to open new trade routes. Zahara's
Krakens, a mercenary fleet of privateers home ported in Baldur's Gate, has
equipped one of their caravels with a minor helm though they have as yet
not ventured beyond Toril.
Waterdeep
Waterdeep is the greatest trade city on Faerun, and a must see for
most 'jammers. Despite the central importance of Waterdeep, it has not seen
its fair share of traffic due to a highly successful smear campaign
intiated by certain Calishite merchants. These merchants hoped to use
spelljamming to give them a leg up on their competitors to the north, and
determined to make Waterdeep seem a less desireable port than it was in
reality. Deciding a lie based in fact would have more weight than a
complete fabrication they choose a little known portion of Waterdeeps legal
code, embellished upon its enforcement and sent agents spreading the new
"truth" throughout known space.
Waterdeep has always been a magically intensive city, most great
cities in the Realms are, and as such many of the common citizens suffered
from the stray magic and creatures unleashed during mage battles. Several
times in the past centuries rival spelljammers or Hallruuan skyships
attacked homes within the city, and caused great amounts of collateral
damage. Laws against assault could be used to persucute offenders after the
fact, but no legal measures allowed the City's Griffin Riders to prevent
these malcontents from flying of the city to start with. The Lords
therefore declared the air above Waterdeep a no flying zone, with the
exception of the City Guards, and a select few private citizens who
purchased "flying" licenses. Punishment for those who violated this law
varied from a simple warning to impoundment of the "device or creature"
which permitted flight. If the airspace violation was combined with an
assault the forfieture was assured, as well as a sentance of 10 years hard
labor, mininum.
The Calashite merchants only publicised the harshest possible
sentance and implied the Lords imposed this draconian measure to prevent
spelljammers from taking advantage of the local populace. Waterdeep was
avoided for years as a result. In 1360 a small party of adventurers
discovered a galleon with an intact helm (and a crew of undead)), they
quickly took to the stars, exploring both the Tears of Selune and
Bralspace. The leader of the party, Edwind Helmfast (LN hm F5 heir to the
Helmfast noble family-see p16 City of Splendors "Who's Who in Waterdeep"),
was dismayed when he realised the cause of Waterdeep's virtual quarentine
against spelljamming. He returned to Waterdeep and began a lobbying
campaign to introduce Waterdeep back into the spelljamming community. His
father Kelvar was one of his first converts, soon the Helmfast fleet
inluded not only naval vessels, but spelljammer ships as well, often
specially designed. Other noble families followed suit, and although the
resultant fad soon collapsed (and several pirate bands became a helm or
three richer) a solid fleet of Waterdahvian vessels was the result. This
Waterdahvian "burst" into the stars quickly began to undermine the
Calishite rumor campaign, Waterdeep is now receiving its rightful share of
spelljamming traffic.
Unlawful Flight Intrusion is considered a minor offense of the
Second Plaint (Crimes Against the City). It generally is punished by a 300
gp fine and an edict against the offender by a Magister (Waterdahvian
judges). The Edict usually is simply a charge not to fly over the city
again. Any intrusion over the city is considered a violation whether the
offender is flying an on a Hippogriff or an Ogre Mammoth. This punishment
is only a guideline, in the past the extreme punishments spread by the
Calishite rumormongers(as mentioned in the previous post) have been
inflicted upon constant, repeat offenders. Note that any other crimes
committed while flying over the city (assault, arson, destruction of
property, ect) are subject to their own, usually severe, penalties in
addition to those imposed for violating the cities airspace. For a more
complete look at Waterdeep's Code Legal see pgs 77-81 of the Campaign Guide
book of the City of Splendors Boxed set.
The legal edicts against flying over the city cause most
spelljammers to either land out at sea and then sail in conventionally, or
land in one of the fields outside of the city and carting any cargo in.
Docking in the harbor entails the standard 5 gp docking fee, regardless of
the ships size. This fee allows the ship to stay up to 14 days, and
includes fresh water, ballast if needed, and the right to dump garbage.
Landing outside the city tends to be more expensive. Most farmers, faced
with the destruction of their fields will demand twice what they might have
made by selling the crops. If 'jammers balk at this they will be faced with
charges of destruction of private property, and most likely end up paying
anyway. A few enterprising merchants (and one noble family-see below) have
purchased fields for the express purpose of landing spelljammers. These
landing fields typically charge 5-10 gp per day, and will rent carts (1-3gp
per day) to allow the 'jammers to transport their cargo into the city. The
'jammers are responsible for the 1 gp fee Waterdeep charges each wagon or
cart that leaves the city (and their ship is forfeit if they don't return
the cart or pay its cost in full).
As befits the "City of Splendors" of Toril, Waterdeep now has a
large and active merchant fleet. Most of the spelljammers flying the arms
of Waterdeep (Guard vessels fly both the arms of Waterdeep and the arms of
the Lords of Waterdeep) are independent adventuring and trading vessels,
ships that call Waterdeep their home port. Their numbers are varied and
changing, an accurate count might be found in Castle Waterdeep, but many of
the ships in that register were destroyed without witnesses. Below are the
more politically important fleets, the ships controlled by the Noble
families that have remained involved in spelljamming.
Eltorchul Fleet- The Eltorchul family fleet performs the same function as
its terrestrial fleet and agents-procuring rare substances and items for
magical components and research. The fleet is thus composed of small, fast
vessels crewed by low and midlevel mages. The vessels seldom travel in
groups, except on trips to other crystal spheres, in which case they travel
in groups of 2-5. The fleet is administered by Filen Eltorchul (Lord
Eltorchul's nephew) and service in the fleet is often accepted as payment
for magical training by the family.
Fleet:5 Dragonfly ships, 3 Damselfly ships, 2 Shrikeships
All Eltorchul ships are equipped with Major Helms
Helmfast Fleet-Edwind Helmfast was responsible for the Waterdeep's new leap
to the stars, and the Helmfast family has continues to be the leaders in
this field. The Helmfast Fleet is the largest merchant fleet based out of
Waterdeep, the ships travel the spheres carrying cargos from port to port
and searching for items rare or unobtainable on Toril. The ships typically
travel in fleets of 3-6 vessels, the trading missions usually last 6 months
to a year. Leaving Waterdeep the cargo is lumber and food, bulk items that
bring a large profit in Wildspace. The return cargo can be anything, and
the ships time their trips so they return in the dead of winter, thus
taking advantage of the inevitable boredom a Waterdahvian winter causes.
Fleet:3 Battle Dolphins (with Shuttle and an extra Minor Helm) , 5
Galleons, 7 Hammerships
Except for the Dolphin Shuttles, all Helmfast vessels are equipped with a
Major helm.
Irlingstar Docks- The Irlingstars own no ships of their own, yet they are
the most important Nobles for spelljammers after the Helmfast family. The
Irlingstars are active in shipbuilding, and they quickly realized the
amount of business being lost to builders in Wildspace. To combat this they
hired a few skilled shipwrights off the Rock of Bral and purchased the
plans to some of the more common spelljammers. They then purchased a couple
of farms just outside of the city, and turned them into a series of docks
and shipyards. The Irlingstar docks charge the same basic rates as the
other fields owned by smaller merchants, but they also can repair
spelljammers at the standard rates. For those interested in purchasing a
ship the Irlingstars can build Tradesmen, Dragonflys, Mosquitos, Swanships,
Wreckboats, and Yachts. Standard water craft, and spelljammers that land on
water can be repaired by any of the more conventional shipwrights at the
docks (the Irlingstars have repair facilities there as well).
Lanngolyn Fleet- The Lanngolyn family has not moved heavily into
spelljamming. Their small fleet is run by a contracted adventurer, Trend
Sharktooth (CN hm F8-merchant kit), who runs the fleet as he sees fit,
simply paying the Lanngolyn family its share of the profits each year. The
fleet always sails together, returning to Waterdeep each fall.
Fleet:3 Tradesmen (modified to allow water landings)
Moonstar Fleet-The Moonstar family considers the exploration of Wildspace a
grand adventure. The small fleet is captained by the younger nieces and
nephews of Lord Helve, seldom does a voyage last less than a year.
Fleet:2 Squidships, 1 Shrikeship
Wavesilver Fleet-The Wavesilver family doesn't actually possess a fleet,
the family's patron is very old fashioned. However, one of the Lord's
children, Sasha Wavesilver (CG hef F9/P9{of Selune}Sasha wields a magical,
flaming two-handed sword), owns a spelljammer. Sasha's vessel, the
"Windsong", is a standard Galleon equipped with a minor helm. It's crew is
somewhat unusual; Sasha has established a temple to Selune on board, the
crew are all 1st-3rd level priestesses of Selune. The ship is officered by
Sasha, her lover Blade (CN hem T8/M8), their friend Maularde (N em
F8-Gladiator, a barbaric looking moonelf with long, bright blue hair), and
a small, grime covered gnome named Fizzle Flashpoint (NG gm). The officers
and crew of the "Windsong" act as agents and diplomats for the Lords of
Waterdeep in Wildspace. When acting in an official capacity they fly the
Lord's arms, as well as those of Waterdeep and the Wavesilvers. Some DMs
may wish to use Sasha, Blade or Maularde as a Lord of Waterdeep.
Zun Fleet-The Zun family has long made a practice of sponsoring mercenary
companies, now they have expanded into sponsoring a privateering company in
Wildspace. The company is led by Telphin Zun (LE hf M9-militant wizard),
the youngest daughter of Lord Lungar Zun II. Telphin has a cruel streak a
mile wide, her family is happy to see her occupied in Wildspace. Telphin is
on very poor terms with the Elven Imperial Navy, Admiral Icarus, the IEN's
Realmspace commander has twice warned her against overly zealous actions
against elven "pirate" ships. The company members are all well trained
(possessing either the Marine or Privateer kit from the Spacefarer's
Handbook) and the ships are heavily armed. The helmsmen in the Zun company
are all Specialty priests of Tempus (lvls 3-7). Telphin is the companies
only mage. Currently the Zun Company is hunting pirates in Selune's Tears
under orders of Marque purchased from the Rock of Bral.
Fleet:2 Scorpion Ships (max crew, standard armamant), 1 Nightwolf (max
crew, 2 Bombards, 1 heavy jettison) The Nightwolf acts as the fleets
flagship.
Many of the other Waterdahvian Noble families own a spelljammer or
two (Yachts being the most common), but these are kept as curiosities,
Toril-bound shuttles, and party-boats.
The Ships of the Guard- The Waterdahvian Guard has recently acquired 8
Major helms. These were mounted in 4 strikers and 4 rakers. The
spelljamming capabilities of this ships has been kept very secret. The
crews are geased so as not to be able to reveal the ships existence to any
outside the Waterdahvian Guard. The ships keep a constant patrol high above
Waterdeep, doing their best to prevent unauthorized flyovers and terror
attacks from the neogi and others. Two strikers and two rakers are aloft at
any one time. The ships rotate every month, and often dip into Toril's
atmosphere to clean the air for the excessive crews they carry. Strikers
carry a crew of 44 (3 6th level priests [of Tempus, Tyr, Helm, or Torm], 3
6th level Mages, 6 5th level Fighter officers, 1 9th level Fighter Captain,
1 8th level Mage First Mate, 30 3rd level Fighter crew) and Rakers a crew
of 36 (Officers as above, crew 22 3rd level fighters). These crews are all
veterans chosen from the Waterdahvian naval ships, they are proud of their
elite status. The ships are never seen to land near Waterdeep, instead they
land at sea and sail in as a regular vessel. There is much confusion among
Waterdeep's enemies as to the size of its fleet because of this tactic.
Since taking up their duties the Waterdahvian Fleet has acquired several
ships and helms from pirates and neogi, these additional ships of the fleet
are varied in crew and type.
Name:Raker
Built By:Human
Used Primarily By:Waterdahvian Guard
Cost:293, 272gp (inclduing helm)
Tonnage:16
Hull Points:16
Crew:5/16
Maneuverability Class:C
LandingLand:No
LandingWater:Yes
Armor Rating:6
Saves As:Thick Wood
Power Type:Major
Ship's Rating:As per helmsman
Standard Armament:
4 Light Ballistae crew 1
4 Light Catapults (prot.tur.) crew 1
Piercing Ram
Cargo Capacity:Personal
Keel Length:90
Beam Width:20
Name:Striker
Built By:Human
Used Primarily By:Waterdahvian guard
Cost 126,270 gp Including helm)
Tonnage:10
Hull Points:10
Crew:4/10
Maneuverability Class:D
Landing-Land:No
Landing-Water:Yes
Armor Rating:4
Saves As:Thick Wood
Power Type:Minor Helm
Ship's Rating:As per helmsman
Standard Armament:
4 Light Ballistae (prot.tur.) crew 1each
Piercing Ram
Cargo Capacity:personel
Keel Length:60'
Beam Width:10'
The Striker and Raker were converted from the City of Splendors stats using
Sean Reynolds' Shipmaker Hypercard (available, I believe, at MPGN for
download)
_Bibliography_
War Captain's Companion Boxed set:War Captain's Guide, TSR
War Captain's Companion Boxed set:Ship Recognition Manuel, TSR
_The Radient Dragon_ by Elaine Cunningham [Book 4 of the Cloakmaster cycle], TSR
_Into the Void_ by Nigel Findley [Book 2 of the Cloakmaster cycle], TSR
SJR1 Lost Ships, TSR
SJR2 Realmspace, TSR
Forgotten Realms Boxed set, TSR
CGR1 Complete Spacefarer's Handbook, TSR
Spelljammer Boxed set, TSR
_Demihuman Dieties_ by Eric Boyd, TSR
_Faiths & Avatars_ by Eric Boyd, TSR
_Volo's Guide to Waterdeep_ by Ed Greenwood, TSR
_Volo's Guide to Cormyr_ by Ed Greenwood, TSR
_Volo's Guide to the Dalelands_ by Ed Greenwood, TSR
_Volo's Guide to the Sword Coast_ by Ed Greenwood, TSR
FOR3 Pirates of the Fallen Stars, TSR
FOR4 Code of the Harpers, TSR
Ruins of Myth Drannor Boxed set, TSR
City of Splendors Boxed set, TSR
Footnotes:
(1) pg78 A Grand Tour of the Realms; FR Boxed Set
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