Aurora
Aurora is the restored flying ship repaired by Miechil and Bree with the aid of some people they recruited. It has one mast with two levels of sail to help it steer. Attached to its sides are four large blue glowing gems that radiate magical energy. They are what normally makes the ship stay airborne but they have help from two captured wind elementals locked inside special containers.
Poopdeck
Most of the steering is done from atop the poopdeck, making the actual quarterdeck more of a place to survey activity on the main deck. The Aurora uses a normal enough wheel, but there are also numerous sparkling crystals and odd levers. Together, these can control jaw, pitch and roll as well as speed. The Aurora is also perfectly capable of straight vertical movement. She doesn't handle tight manoeuvres in any direction very well, however. The deck has a very clear line of sight to the crow's nest in order to navigate safely and to be aware of dangers. And as the direction that's really hard to see is downwards, during landing or any fast descent, an additional lookout is placed at the bow of the ship to give more signals to the helmsman. This is one of the times where the raised deck comes in extra handy.Main deck
1. Upper deck
The bulwark is somewhat steadier than one would expect on a regular ship, and no ratlines require the crew to ever climb in a way where they could fall outside the ship. Everything is sturdy and this is the deck with the fewest signs of how the ship was a wreck up until a week ago. In a few places, the wood has sprouts and growths - a natural result of being captained by a druid. The bow of the ship has a dragon head figurehead - added by Miechil. There is room for mounting a couple of weapons, but otherwise, this area acts as a lookout for when extra care is needed for what's directly below the ship. Aft of the bow is a loading crane operated by cranks. It can extend overboard and lift up to 400 kg safely. More than that risks the crane's integrity. It can lift half again that weight when not extended but simply moving things up and down the cargo hatch next to it. The hatch itself is opened by sliding the two halves of it to the side. They can be opened further by lifting them, something that's heavy and requires a couple of people. The mast is secured by several girders and rat lines from both sides of the ship as well as steps attached to the mast itself allows the crew to scend and descend. There are also safety hooks that can be used as attachments for a safety harness, of which there are eight aboard.2. The Captain's Quarters
The captain not only needs to live somewhere but also keep track of everything aboard the ship, its plans and be able to hold meetings with members of the crew in private. Thus her quarters are much larger than anyone else's. And more comfortable. There are also a couple of places to hide smaller things of great value.3. Navigation room
While the current navigator has an incredible understanding of the geography of the Sword Coast and the Savage Frontier, it isn't perfect in every detail and maps are very useful. Especially for the captain to plan routes and understand distances. This room is also used for calculating the effects of wind and used by the Bosun and Quartermaster to plan life aboard the Aurora.Crew deck
4.Crew Quarters
There are a total of seven cabins on this deck. Two of them are intended for only one person, the fore one currently occupied by Annie Pyrewood, the aft one by Heranna Storm. This also means that they have their own desks and working area for when they want some privacy. Besides these, there are three cabins currently furnished with two beds rather than one bed and a desk. The port aft one is currently occupied by Lanna Herron, currently staying alone . From bow to aft on the starboard side, they are occupied by Nummi Icefoot and Gowri Wrinklebrow in one, while Dowlin Sporer and Emera Fly currently share the other. The remaining two cabins are larger and currently have four hammocks each, intended to make sure there's room even for a larger crew than strictly needed. These are occupied by most of the Pest Control Brigade. In the fore one there is Drogo and Tog'rak, while the aft one houses Narvi and Jay Sundane. For each person in the smaller cabins and one per larger cabin, there's a chest for storing personal equipment, including clothes, weapons and other things.5. Guard room
When someone is in the brig (see below), this acts as the guard room to keep an eye on them. When the brig is empty, it's a small area for socialising among the crew who aren't on duty and who prefer something more private than the mess one deck down or the main deck above. For security reasons, the door can even be locked, with the officers having the keys. There's also room for a little storage here, though the proximity to the brig means its not really used for anything valuable.6. The Brig
The Aurora is equipped to have a single prisoner if needed. There's a simple bed, a bucket can be provided for the prisoner to take care of bodily needs and the steel door has a hatch where food can be slid in. The bars don't leave enough room for even a tiny creature to slip through. At this point, it doesn't have any magical warding, so spellcasters will have to be gagged to not cast spells. That said, the structure is very solid and getting out by normal means would prove very difficult.7. Cargo hatch
Above is the hatch by the crane on the main deck, allowing cargo to be lowered onto this deck, most likely for the hold on the bow. Space is quite tight however, leaving only a 5-foot space on all sides of the hatch in the floor that allows the crane to reach the cargo hold on the deck below. This lower hatch can be opened in two halves (port and starboard) both up and down depending on needs at the moment.8. Power crystal chambres
These doors are locked with several (trapped) locks and only the captain, the engineer and the quartermaster have keys and the knowledge of how to disarm the advanced traps. Inside are access hatches to the fore chrystals that allow the Aurora to stay aloft in the air. These allow for some level of repairs to be made and for some, very careful, calibration. Anyone entering these chambers is very rare.9. Cargo hold
This is a fairly small hold, but it has some secure locks to which only the captain and quartermaster have keys (including a spare key that the captain has). Anything not too large that is intended to be secure can be stored here. With the exception of the crystal hatches and the bilge, this is the most secured location aboard the ship.Holding deck
10. Living quarters
There are two larger cabins, currently with four hammocks and a chest for personal belongings each, on this deck. These are primarily used for when the crew deck above is full. But they can also be used to spread the crew out in order to allow for more privacy. Currently, the members of the Mirabar members of the Order of Ahmarath have been given the port cabin, while the other is used by Mazrienn Eilathar, Daar, and when she's not sharing bed with Annie, Roshanna.11. The mess
A rudimentary kitchen with a small table to eat at. This isn't intended for the whole crew to eat at once. Some prepare their food here and then eat elsewhere, but for the most part, people simply eat in shifts, which also ensures that important positions are manned at all times. Loitering here for general conversation is discouraged simply in order to allow room for everyone to eat. As the ship has no designated cook at the moment, everyone takes turns to fill that role if they're not strictly needed elsewhere.12. Main cargo hold
This is used for food and water amongst other things such as rope and materials to repair parts of the ship as needed. Any general things to be stored aboard are generally found here. This is also where the hatch from the deck above opens to, allowing the crane from the main deck to reach all the way to this deck. If the above hatch is opened downwards, it blocks direct access to the sides of this space, which is why the area aft of the area is kept empty to allow for cargo to be unloaded.13. Entrance to the bilge
The door to this room is trapped, locked, and very tightly sealed. Only the captain has the keys for these locks, meaning anyone else who needs access (including the engineer) has to go through her. and for someone who enters the door, there's a hatch with another set of traps and locks. Behind the hatch is a ladder that leads down to the bilge of the ship.The Crew
- Bree is the captain and the one who is assumed to know what the point of this whole thing is.
- Heranna Storm (Air Genasi): First mate and second in command. She's spent plenty of time at sea, but clearly, things being on a flying ship is many times better. Maybe not that socially adept, but her heart is in the right place.
- Mazrienn Eilathar (Eladrin): Navigator. He has travelled the world for more than 400 years and will happily tell you stories from all over the world. Maybe not all that interesting stories, but still.
- Lanna Herron(Tethyrian human): Artificer and the only one besides Bree and Miechil who has any good idea how the ship actually works. She might be more interested in magic items than in people.
- Annie Pyrewood(Damaran human): Second mate, who is very enthusiastic and often ends up doing anything aboard the ship that no one else is currently taking care of. Her enthusiasm inclueds one for other people and she often flirts with everyone she meets.
- Nummi Icefoot (Halfling): A hard worker who was recruited for her bravery rather than her sailing skills. But she's not the kind who's going to let something like that, or anything else, stop her.
- Dowlin Sporer (Tethyrian human): Always good to have in the crow's nest, but he generally prefers drinking and gambling.
- Gowri Icemaster Goldtouched Wrinklebrow (Rock gnome ): Use any of his names you prefer. He's handy with repairing but often makes it unnecessarily complicated.
- Emera Fly (Illuskan human): Quiet but loyal crew member who clearly appreciates being allowed to join.
Propulsion
The four large gems that keep the ship afloat use the Weave as a medium for buoyancy. They are literally floating on magic. This also means that they can trigger magic effects around them and they can malfunction from severe interference in the magic nearby.
Owner
Price
Priceless
Rarity
Nearly unique
Speed
Normal speed: 190 mi/day
Complement / Crew
Normal operations: captain, navigator, helmsman, lookout, engineer, a normal crew member
Nummi Icefoot
Emera Fly
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