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Legacy of Darkness (3.5e Campaign Setting)/Geography

3,856 bytes added, 20:38, 24 April 2011
The Velaque
|DM's Note: Hazards of the Void
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*'''Starvation:'''One of the great problems of Velaque travel, starvation isn't much of an issue on Imperial ships, where mages use spells such as ''[[SRD:Create Food And Water|create food and water]]'' regularly to supply their crew. However, on Mane ships, the problem is much more real. Crews should plan accordingly for food and water when traveling to uninhabited or hostile shards, and generally should bring some method of storage to prevent the stagnation of supplies. More than a few tales are told of Maunu crews who ran out of food mid journey, and how their ships have been found adrift in the dark, full of withered dead.
*'''Sickness:'''
*'''Monsters:'''
*'''Navigation:'''
''Setting Out'': The difficulty of setting an accuratecourse depends on the quality of information you have about where you’re going. The DM makes a Knowledge (The Void) check for you, since you don’t know for certain if you have planned an accurate course. If you don’t have any particular destination in mind, you don’t need to set a course. As long as you keep a record of course changes and distances sailed, you won’t have trouble retracing your steps or setting a new course. ''Daily Piloting'': Each day of your voyage, you make apiloting check to establish your position and make theroutine corrections necessary to hold to your intendedcourse. Failing your piloting check once is not a problem; you simply failed to establish your location for the day, but you can go back to your previous day’s established position and estimate your current position given the course and speed you think you’ve followed since. You do not become lost until you fail your piloting check on three consecutive days. ''Becoming Lost'': Determining whether you've become lost within the Void is similar to becoming lost on land, with just a few exceptions. First, you check to see if you become lost only once per day during extended voyages. (You might need to check once per hour in confined or confusing areas, such as a series of forked ''borea''). A ship in the void is not lost until you fail your piloting check three days in a row. As on land, a ship lost in the void moves randomly. In order to recognize that you’ve become lost, you are entitled to a Knowledge (the void) check once per day (DC 20, – 1 per day of random travel) to recognize that you are no longer certain of your direction of travel. Setting a new course once you’ve recognized that you have become lost requires a new Knowledge (the void)course-setting check. The DC is determined normally, although you should apply the modifier for guessed at an unknown starting point as appropriate. Generally, a ship has an unknown starting point only if it has been deprived of any method to gauge its direction and distance of travel.*'''Transportation:'''Travel between the Rings is tedious, often month-long work. Even should someone be able to afford a ship, a crew's salary and all the applicable legal fees, they may find that even acquiring a ship without Sumil sponsorship is impossible. But, assuming everything goes accordingly, they must be ready for the long journeys ahead.In 1 hour, a ship travels a distance in nautical miles equal to its speed in feet per round divided by 10. For example, a ship sailing at a speed of 30 feet per round is making 3 knots, and covers 3 nautical miles in an hour. In one day of travel, assuming the ship stops for the night to allow it's navigators to rest, a ship travels a number of nautical miles equal to its speed in feet per round. A ship sailing at 30 feet per round covers 30 nautical miles in a day of sailing. Imperial Naval ships are required to bear at two shifts of navigators, meaning that they can travel round-the-clock without interruption. Sailing a full 24 hours doubles the normal distance traveled in a day of sailing, so the ship with a speed of 30 feet per round sails 60 nautical miles over a full day. 
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