Airships
Airships in the Kagoma System are marvels of Magitech engineering, blending the principles of magic and technology. These vessels operate by harnessing the power of ley lines, magical Aetherium Crystals, or elemental energies, allowing them to defy gravity and travel great distances. They are essential for interplanetary travel, but within planetary atmospheres like Avalon or Orpheus, airships serve more grounded purposes—ranging from transportation and commerce to warfare and exploration.
How Airships Work
Airships are powered by elemental binding or arcane engines fueled by aetherium crystals. Binding circles engraved with intricate runes tether an elemental (such as air, fire, or lightning) to the ship, granting lift and propulsion. These systems are closely regulated by the Empire, as they require arcane expertise to maintain and can pose catastrophic risks if mishandled.
The size and functionality of airships vary, from nimble scouting vessels to massive dreadnoughts equipped for war. While some airships are owned by the Eternal Empire or noble houses, others belong to merchant guilds, privateers, or even rebel factions
.Common Types of Airships
Courier-Class Skiff
Description: These small, fast ships are primarily used for reconnaissance, message delivery, and personal transport. Popular among merchants and spies, Courier Skiffs are prized for their speed and maneuverability.
Tonnage: 10 tons
Crew: 1-5 (minimum 1)
Speed: 80 ft. (flying)
AC: 15
HP: 100
Weapons: None (usually unarmed)
Cargo Capacity: 1 ton
Features: Arcane propulsion system, can hover and move silently.
Use in Game: Quick escapes, messenger missions, or spycraft.
Cost: 10,000 gp (base model), 12,500 gp with stealth enchantments.
Merchant Freighter
Description: These medium-sized ships are built for transporting cargo between cities or colonies. They are the backbone of trade on Orpheus and Avalon, hauling goods such as aetherium, food supplies, and magical artifacts.
Tonnage: 40 tons
Crew: 8-20 (minimum 5)
Speed: 60 ft. (flying)
AC: 13
HP: 200
Weapons: 2 ballistae (ranged, +6 to hit, 3d10 piercing damage)
Cargo Capacity: 15 tons
Features: Reinforced cargo hold, basic shielding against weather and attacks.
Use in Game: Trade missions, smuggling operations, or pirate raids.
Cost: 25,000 gp (base model), 30,000 gp with enhanced defenses.
Imperial Gunship
Description: Designed for combat, these airships are employed by the Empire to patrol skies, suppress rebellions, and secure vital trade routes. They are heavily armed and armored, with a sleek, intimidating design.
Tonnage: 60 tons
Crew: 20-30 (minimum 10)
Speed: 50 ft. (flying)
AC: 18
HP: 300
Weapons:
4 ballistae (ranged, +6 to hit, 3d10 piercing damage)
1 arcane cannon (ranged, +8 to hit, 6d10 force damage)
Cargo Capacity: 5 tons
Features: Enchanted armor plating, elemental fire drive, magical shields.
Use in Game: Combat encounters, escort missions, or chasing down rebels.
Cost: 50,000 gp (base model), 65,000 gp with advanced firepower (additional cannons or stronger shields).
Dreadnought-Class Airship
Description: These massive airships are the Empire's flagship vessels, used for waging war and projecting dominance. They bristle with weapons and boast luxurious quarters for high-ranking officers or nobles.
Tonnage: 150 tons
Crew: 80-150 (minimum 50)
Speed: 40 ft. (flying)
AC: 20
HP: 600
Weapons:
8 ballistae (ranged, +6 to hit, 3d10 piercing damage)
4 arcane cannons (ranged, +8 to hit, 6d10 force damage)
1 elemental bomb launcher (ranged, DC 16 Dex save, 8d10 elemental damage in a 30 ft. radius)
Cargo Capacity: 20 tons
Features: Arcane shielding, teleportation circle, luxury quarters.
Use in Game: Final boss encounters, epic battles, or as a mobile base.
Cost: 150,000 gp (base model), 200,000 gp with luxury upgrades and elite defenses.
Rebel Skyhunter
Description: A heavily modified civilian airship used by rebels and pirates. Often salvaged and upgraded with black-market magitech, these ships are versatile and unpredictable.
Tonnage: 50 tons
Crew: 10-25 (minimum 7)
Speed: 70 ft. (flying)
AC: 16
HP: 250
Weapons:
3 ballistae (ranged, +6 to hit, 3d10 piercing damage)
1 elemental harpoon (ranged, +7 to hit, 5d10 lightning damage, pulls target 30 ft.)
Cargo Capacity: 10 tons
Features: Stealth enchantments, hidden compartments, trap doors.
Use in Game: Ambushes, smuggling, or rebel missions.
Cost: 30,000 gp (base model), 40,000 gp with advanced upgrades and black-market enchantments.
Optional Airship Mechanics
For D&D 5e gameplay, airship stats and mechanics can be based on rules from Eberron: Rising from the Last War and Ghosts of Saltmarsh. Here are a few optional rules for integrating airships:
Arcane Engines
Airships require regular maintenance and fuel (e.g., aetherium crystals). A damaged or malfunctioning engine could cause crashes or explosions.
Elemental Binding
Elemental spirits power the ship but can break free under extreme circumstances (e.g., critical hits to the airship). This could lead to the ship losing altitude or the elemental attacking the crew.
Combat
Use siege weapon stats for airship armaments like ballistae and cannons. Crew actions can be incorporated into combat rounds for boarding or repairs.
Airships add layers of exploration, intrigue, and strategy to campaigns, allowing for epic sky battles, daring heists, or perilous escapes over vast landscapes and alien worlds. Whether as tools for adventure or obstacles to overcome, airships are a staple of magitech-powered settings like the Kagoma System.