Skyships
Skyship classes
Skyship builds fall into one of two categories: commercial or custom. Any skyship that wishes to use a commercial skyport (which make up the majority of currently built skyports) has to have a class assigned to it. Commercially built skyships are approved for a specific class before manufacturing, while custom built skyships have to get approval for a class after construction. Currently, there are 6 possible classes for skyships. Class 1 is reserved for small, personal ships, class 5 is for the largest ones. There have been only 5 skyships with a classification of class 6 - those are the Leviathans. Commercially made skyships are often mass-produced and follow strict rules when it comes to equipment and appearance. There are 5 common standardized builds for commercial skyships - in order of smallest to largest, they are called Shrimp (class 1), Melusine (class 2), Kētos (class 3), Zaratan (class 4) and Colossus (class 5). These standardised builds can be altered without having to be reassessed for their classification, but only up to a certain point. Custom built skyships or notably modified skyships have to go through an assessment in order to be assigned a class. This process can take up to 3 months in case of a new build, but can take just 1 day in cases of minor commercial skyship modifications.The Shrimp
STR
14 +2
DEX
20 +5
CON
8 -1
INT
0 -5
WIS
0 -5
CHA
0 -5
Creature capacity 10 crew, 10 passengers Cargo Capacity 25 tons
Actions
On its pilot's turn, the pilot can take their action to control the ship, choosing up to 3 ship actions from the options below. They can choose only 2 actions if the ship has fewer than eight crew and only 1 action if it has fewer than five. They can't take these actions if the ship has fewer than three crew. Move. The ship can use its helm to move with its sails. Control: Rotation system. The ship can change course using its sails. Attack: Bash. The ship is steered to slam its side into a target. Melee attack: +6 to hit. Hit: 5d10 bludgeoning damage to target, 2d10 bludgeoning damage to own Hull.
Control: Rotation systen
Armor Class 18 Hit Points 50 Change the direction of your ship's movement. If the rotation system is destroyed, the ship can't turn.Movement: Sails
Armor Class 12 Hit Points 50; -5 ft. speed per 10 damage taken Speed (air) 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the windGravity Myore
Armor Class 15 Damage Resistances Non-Magical weapons Hit Points 100 (damage threshold 20) If destroyed, the ship will begin descending 100 ft. each round.Hull
Armor Class 15 Hit Points 100 (damage threshold 15)The Melusine
STR
16 +3
DEX
10 +0
CON
14 +2
INT
0 -5
WIS
0 -5
CHA
0 -5
Creature capacity 30 crew, 20 passengers Cargo Capacity 100 tons
Actions
On its pilot's turn, the pilot can take their action to control the ship, choosing up to 3 ship actions from the options below. They can choose only 2 actions if the ship has fewer than twenty crew and only 1 action if it has fewer than ten. They can't take these actions if the ship has fewer than three crew. Move. The ship can use its helm to move with its sails. Control: Rotation system. The ship can change course using its sails. Attack: Bash. The ship is steered to slam its side into a target. Melee attack: +8 to hit. Hit: 6d10 bludgeoning damage to target, 2d10 bludgeoning damage to own Hull.
Control: Rotation systen
Armor Class 18 Hit Points 50 Change the direction of your ship's movement. If the rotation system is destroyed, the ship can't turn.Movement: Sails
Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (air) 60 ft.; 15 ft. while sailing into the wind; 80 ft. while sailing with the windGravity Myore
Armor Class 15 Damage Resistances Non-Magical weapons Hit Points 200 (damage threshold 20) If destroyed, the ship will begin descending 100 ft. each round.Hull
Armor Class 15 Hit Points 300 (damage threshold 15)The Kētos
STR
18 +4
DEX
6 -2
CON
16 +3
INT
0 -5
WIS
0 -5
CHA
0 -5
Creature Capacity 40 crew, 60 passengers
Cargo Capacity 100 tons
Actions
On its pilot's turn, the pilot can take their action to control the ship, choosing up to 3 ship actions from the options below. They can choose only 2 actions if the ship has fewer than twenty crew and only 1 action if it has fewer than ten. They can't take these actions if the ship has fewer than three crew. Move. The ship can use its helm to move with its sails. Control: Rotation system. The ship can change course using its sails. Control: Shield. Activate the ship's shield. Attack: Bash. The ship is steered to slam its side into a target. Melee attack: +5 to hit. Hit: 6d10 bludgeoning damage to target, 2d10 bludgeoning damage to own Hull. Attack: Ram. The ship uses its ram to crash into an object or obstacle. Melee attack: +8 to hit. Hit: 8d10 bludgeoning damage to target, 2d10 bludgeoning damage to own Ram.
Control: Shield
Armor Class 12 Hit Points 150 The shield protects the entirety of the ship. It is either deactivated by the pilot or destroyed upon reaching 0 hp.Control: Rotation systen
Armor Class 18 Hit Points 50 Change the direction of your ship's movement. If the rotation system is destroyed, the ship can't turn.Movement: Sails
Armor Class 12 Hit Points 100; -10 ft. speed per 25 damage taken Speed (air) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the windGravity Myore
Armor Class 15 Damage Resistances Non-Magical weapons Hit Points 300 (damage threshold 20) If destroyed, the ship will begin descending 150 ft. each round.Hull
Armor Class 15 Hit Points 500 (damage threshold 20)Ram
Armor Class 20 Hit Points 100 (damage threshold 10) Can be used to attack an object or obstacle, sustaining damage. Once it reaches 0 hp, it cannot be used.What might your character know?
If your character grew up in a country outside of Gnaritia, they have most likely never encountered a skyship. Unless they live in a big city, they may not even know they exist. In Gnaritia, knowledge of skyships is widespread. You can see them on a bright sunny day, coasting through the skies. There are also large skyship ports in the Kingdom of Everne, The Kingdom of Dermanica and Khoshar. You can check where that is on the world map here. Keep in mind that skyships have only existed since year 1497 roA - any character who may have been to Gnaritia or any of the places where skyships would be commonplace now before they were invented may not be aware of their existence.
Quick overview
Skyships are built either commercially or custom. A skyship has to have a class assigned in order to dock at most skyports. Commercial skyships are assigned class before construction, custom skyships are assigned one after. There are 6 classes of skyships (most common standardised commercial build names in brackets):
- Class 1 (Shrimp): Small, for either personal use or quick manouvering.
- Class 2 (Melusine): Medium sized, optimised for speed.
- Class 3 (Kētos): Medium or large, optimised for carrying a large amount of passangers.
- Class 4 (Zaratan): Large, optimised equally for cargo carrying capacity and carrying a large amount of passangers.
- Class 5 (Colossus): Giant, optimised for cargo carrying capacity.
- Class 6: The Leviathans