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Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but it can also carry the gear that would otherwise slow you down in addition to yourself. The Mount table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

The mounts listed here are unusual, but still more common on Orizon than they would be on other worlds across the multiverse. The most popular types of animals domesticated as mounts on Orizon are flying mounts, to better navigate the distances between Skylands. But others have been adapted to navigate the rest of the world or to simply make life easier for those that domesticated them.

Vehicles

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Airships. Airships have become the dominant means of travel in Orizon, and with the spread of the enchantment that creates floatwood, they are much more common than they might be on other planes.

Visibility

A relatively calm sea offers great visibility. From a crow’s nest or the back of a flying mount, a lookout can spot another ship or a coastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and fog reduce visibility just as they do on land.

Owning A Ship

At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission.

Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 GP per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master’s Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations typically consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 GP for materials and labor.

Vehicles Cost Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold
Nautical Ships
Rowboat 50 gp 1.5 mph 1 3 - 11 50 -
Galley 30,000 gp 4 mph 80 - 150 15 - 20
Sailing Ship 10,000 gp 2 mph 20 20 100 15 300 15
Warship 25,000 gp 2.5 mph 60 60 200 15 500 20
Drawn Vehicles
Caravan 175 gp 3 mph 2 4 1/4 13 75 -
Chariot 100 gp 25 mph 2 - - 13 25 -
River Barge 200 gp 3 mph 2 10 1/2 10 50 -
Airships
Standard Airship 20,000 gp 8 mph 10 20 3 13 300 -
Personal Airship 6,000 gp 2 mph 4 2 1/2 12 175 -
Yacht 28,000 gp 6 mph 5 10 1 12 250 -
Cargo Ship 25,000 gp 5 mph 30 30 10 14 325 10
Scouting Ship 20,000 gp 10 mph 5 5 2 13 200 -
Warship 30,000 gp 9 mph 50 50 5 14 400 12

 

Airships

Skyship_by_BenWootten.jpg
Skyship, BenWootten (Source)

Airships on Orizon come in myriad different designs to accommodate different solutions for propulsion and counter-ballast. Some use huge balloons strapped to the hull, others have lighter-than-air bags lining the inside of a double hull, others use the blubber of sky whales or magical engines. Sails are the most common method of propulsion but some ships are forced forwards magically.

Orizon airships are constructed from floatwood, a naturally occurring magical lumber that comes from trees that grow on the Skylands and soak up the ambient magic from the enchanted soil.

Some artificers have figured out means of creating floating metal, but the process for making these metals is expensive, time-consuming, dangerous and inefficient, so it is not common, and their secrets are closely guarded.

Personal Vessel. A personal vessel is a smaller ship, designed to be easily controlled and sailed by a small number of operators. These ships are simple and unarmed and do not hold much personnel or cargo. This category of ship includes fishing boats and small caravels. Yacht. Luxury vessels designed for the rich. These ships are for comfortable, luxuriant travel and not much else. These ships prioritize comfort and are unarmed or only lightly armed, but they can be quick and maneuverable. Scouting Ship. These ships are designed to accommodate a small crew for a long journey. Intended for scouting and exploration, they are lightly armed, quick and maneuverable and have cabins that are designed to accommodate multiple possible uses. Cargo Ship. Heavy vessels designed for the transport of large amounts of potentially heavy cargo, they frequently have accommodations below the hull for carrying cargo below the hull to make carrying equipment from the ground easier, such as a platform connected to ropes and pulleys. These ships are heavy, slow and clunky, but they are also armed to protect their cargo. Warship. These airships designed to be the pinnacle of aerial combat, they are fast, maneuverable and well-armed. Warships are usually only found in any numbers when owned by governments, but these ships are typically found sailed by pirates or mercenaries or adventurers.

Flying Mounts

The cost of buying a trained mount is approximately the value listed below. These mounts can also be bought as an egg for about half the price, but they must be raised and trained, and it takes a great deal of time before they are large enough to be ridden.

  • Griffon - 1,500 gp
  • Hippogriff - 1,200 gp
  • Pteranodon - 2,000 gp
  • Wyvern - 3,000 gp