Air ship/galleon questions

Post/Author/DateTimePost
#1

Tal-eth

Sep 25, 2010 17:18:07
1.)  Does it require the Mark of Storm to pilot them?

2.)  If the above is 'yes,' do ships generally carry more than one pilot (in case something happens to one of them during flight)?

3.)  If #1's answer is 'yes,' are such pilots plentiful (lots of people with the Mark of Storm)?

4.)  Are air ships incredibly expensive?

5.)  Given the answers to the questions above (except for #2) is pirating (via air ship) a common occurrence or is it rare?

Thanks so much for any help!
#2

zeropoint

Sep 25, 2010 18:54:12
1) The general way you pilot an airship, from my recollection, is to convince it to follow your commands using diplomacy/intimidate/whatever other skills you might have to sway it. I imagine that such a useful profession has schools that specifically teach people tricks to negotiating with elementals, what motivates them, their psychology etc. So in my games, airship piloting is a teachable skill but not one that is exclusive to house Lyrander.

Those fortunate enough to have the mark of storm, however, have it easy. They don't need to roll at all and can simply issue commands to any elemental bound vessel with a helm of something-or-other (a magic item whose name I forget).

2) Airships should generally carry more than the single qualified pilot, even if just to allow for shift changes on board. But yes, more military minded vessels would likely carry backup pilots in case of emergency.

3) Pilots are skilled workers, but not "rare". Think airline pilots. They are uncommon enough to get paid well, but not so rare that they can't be replaced.

Marked Lyrander pilots are fairly rare, however, and demand a high price for their services. They are also very good at their jobs.

4) Yes! A single airship represents a sizable investment for even Lyrander or one of the nations of Khorvaire. Exactly how uncommon or common they are depends on your tastes, in my campaigns airships are significantly more common than in the base setting because I love them. But even then they aren't cheap.

5) Under the base assumptions of the setting, a pirate group in possession of an airship would be so rare that it would likely be known by reputation throughout the continent. In my game, sky pirates are a fairly common occurrence in the wilder regions of the world, because airships are more common in my game and because sky pirates are awesome. Remember the rule of cool. If you want to include sky pirates, don't worry if it seems unlikely. Assume that they do exist and invent a reason why.
#3

Ogiwan

Sep 26, 2010 16:28:12
I strongly suggest applying the Rule of Cool. The airship in my campaign, for example, was powered by an elemental that was the Shaman's spirit companion. As a result, it was friendly to the party, and could pilot itself at 10 MPH, with another PC at 15 mph, with the Arfiticer at 17 or 18 MPH, and with the Heir of Lyrander at the full 20 MPH.