1. Ships

Tithe Skiff

The Lygos Navy relies on a humble but deeply feared vessel known as a Tithe Skiff.

At a distance, a Tithe Skiff looks almost unremarkable: a compact, low-profile ship with a single mast, short sail, and oars tucked neatly along its sides. It is fast enough to close distance, stable enough to linger alongside larger ships, and shallow-drafted so it can operate near harbors, shoals, and river mouths. Its hull is painted in navy blue and gray, marked with the discreet sigil of the Lygos Navy, but it carries no intimidating armament—only a few light weapons mounted more for deterrence than battle.

That appearance is deliberate.

Purpose and Presence

The Tithe Skiff exists for inspection, not combat. Its job is to pull alongside merchant vessels, fishing boats, or caravels entering or leaving Lygosi waters and ensure that:

  • Cargo manifests match what’s actually in the hold

  • Tariffs and duties have been properly paid

  • Ledgers are accurate and up to date

  • No prohibited goods are hidden among legal trade

The crew is small—usually five to seven sailors—but highly trained. Two remain aboard the skiff to keep it steady, while the rest board the inspected ship with practiced efficiency. They work calmly, methodically, and without apology. Inspections can take minutes or hours, depending on how cooperative—or suspicious—the target proves to be.

The Crew

A Tithe Skiff’s crew typically includes:

  • A Naval Inspector, versed in trade law and authorized to levy fines or seize cargo

  • A Ledger-Sailor, trained to read manifests, contracts, and coded merchant shorthand

  • One or two Marines, present less for violence and more to discourage foolishness

  • A Helmsman and Rigger, who keep the skiff steady even in rough waters

They are polite, relentless, and extremely difficult to bribe. The city learned long ago that corruption at this level undermines the entire tax system.

Reputation

Among honest merchants, the Tithe Skiff is an annoyance—inevitable, but tolerable. Among smugglers, it is a nightmare. The skiff’s arrival often comes without warning, its crew appearing at a ship’s rail with paperwork already in hand. There are persistent rumors that some inspectors know which ships to check before they ever leave port.

Sailors joke that you don’t outrun a Tithe Skiff—you only outrun your paperwork.

Use in Play

The Tithe Skiff is ideal for:

  • Sea-based encounters that aren’t immediately hostile

  • Moral dilemmas involving contraband, desperate merchants, or unjust laws

  • Side quests involving missing cargo, falsified ledgers, or bribery attempts

  • Introducing political tension between Lygos and foreign traders

  • Forcing players to explain exactly what’s in their hold

The skiff rarely starts a fight—but if one breaks out, it signals that something has gone very wrong.

In Lygos, warships defend the city.
The Tithe Skiff funds it.

Sample Tithe Skiff Crew

Sample Tithe Skiff Crew: The Ledger’s Due

Helmsman – Thalorien Driftfin

Sea Elf, Old Salt

Thalorien is ancient by surface standards, his sea-green hair faded almost to white and his skin weathered smooth as driftwood. He never leaves the skiff during inspections, preferring to lean on the tiller and shout jokes, rumors, and scandalous gossip across the water.

“Captain! Is it true your first mate married his second cousin, or is that just dock talk?”

He claims it keeps merchants relaxed. In truth, he’s listening just as much as he’s talking—gauging reactions, spotting nervous glances, and filing away anything interesting for later. If things turn ugly, Thalorien’s humor vanishes instantly, replaced by calm, deadly focus.


Boarding Officer – Krusk Spotnose

Bugbear, “Short” at Six Feet

Krusk’s white-spotted fur and hunched shoulders make him look more intimidating than he actually is—which is saying something. He speaks little, moves carefully through cargo holds, and spends most inspections sniffing the air like a hunting hound.

He can literally smell contraband: alchemical reagents, illicit spices, forbidden incense, even certain magical residues. Krusk has an uncanny habit of stopping, pointing at a crate, and saying, “That one.”

He hates paperwork. Loves the sea. And is deeply offended when smugglers accuse him of guessing.


Inspector – Nissa Tanglecoil

Forest Gnome, Cachebreaker

Nissa is small, sharp-eyed, and endlessly patient. She has crawled through more false floors, hollowed beams, and disguised bulkheads than most shipwrights have ever built. During inspections she taps walls, listens to echoes, and runs her fingers along seams with unsettling precision.

She treats smugglers like bored children and is deeply unimpressed by cleverness.
“Mm-hmm. Seen it. Worse version, too.”

Nissa delights in explaining exactly how she found a hidden compartment, often in excruciating detail.


Administrator – Maribel Quince

Human, Ledger Master

Maribel is fifty, sharp-tongued, and terrifying with a quill. She doesn’t raise her voice. She doesn’t need to. Her ledgers are immaculate, cross-referenced, and corrected in red ink that seems to glow with judgment.

She stands slightly apart during inspections, asking polite but relentless questions:
“Your manifest says twelve crates. I count thirteen. Which one is imaginary?”

Fines, seizures, and formal citations are all written in her hand—and once she writes something down, it becomes very difficult to unwrite.


Captain – Pellin Underwake

Halfling, Reluctant Peacekeeper

Captain Underwake is the smallest person on the skiff and the one with the most authority. Once a warship captain, he now commands inspections at sea after his wife delivered an ultimatum involving children, safety, and “not dying dramatically.”

He is professional, courteous, and visibly bored.

Pellin conducts inspections by the book, but there’s a glint in his eye when things get tense. He secretly misses cannon fire, boarding actions, and decisive outcomes. While he’ll do everything he can to keep inspections peaceful, part of him hopes someone does something stupid—just so the day gets interesting.


Using This Crew in Play

This team works well for:

  • Social encounters with tension but humor

  • Investigations that reward honesty—or punish lies

  • Turning a routine inspection into a moral dilemma

  • Kicking off chases, bribes, or sudden violence

  • Giving players a recurring naval “problem” crew

They don’t start fights.
But they’re very prepared if one happens.