Airships

by JoeAFox

Search GM Binder Visit User Profile

Airships

A defining feature of travel in the Ancient Lands, airships range from titanic vessel stocked full with weaponry and armor, to tiny, canoe-like vehicles that shoot between buildings like birds.

For statistical purposes, airships are split into five categories, based on their speed and size as shown on the Airship Types table, and detailed afterwards. While size is defined by length, the speeds vary, so that a Messenger (small and fast), moves faster than a Flagship (very large and fast), despite both being listed as the same speed. In fact, the largest airships rarely move faster than an ocean going vessel of similar size

An airship is made of several components, which are bound together by a magical ritual. The first is the hull, which is the main body of the ship. The hulls is the core of it, and the part to which all other components are affixed. The hull's length is what determines the airship's size category. The balloon is filled with erumitic gas, which when powered allows it to lift the airship. The balloon's gas is powered by a generator, which sits in the hull. The airship is moved by a propulsion mechanism, though there are a few without one. There is a steering mechanism, usually taking the form of a wheel or fan like rudder, and finally a magical webbing around the hull which provides structural integrity and can be enchanted to provide defense.

These six components can take many different forms, especially the propulsion, but most airships are shaped similar to a water vessel with a large oblong balloon atop it.

Airship Types
Airship Length Speed Average Cost
Gondoli 0 to 10 ft. 5 mph 3,000 gp
Beliat 0 to 10 ft. 10 mph 5,000 gp
Dartship 0 to 10 ft. 20 mph 5,000 gp
Fisher 10 to 30 ft. 10 mph 10,000 gp
Sloop 10 to 30 ft. 20 mph 16,000 gp
Messenger 10 to 30 ft. 30 mph 20,000 gp
Schooner 30 to 50 ft. 10 mph 18,000 gp
Brig 30 to 50 ft. 20 mph 30,000 gp
Caravel 30 to 50 ft. 35 mph 45,000 gp
Monitor 50 to 75 ft. 5 mph 40,000 gp
Warship 50 to 75 ft. 10 mph 52,000 gp
Clipper 50 to 75 ft. 20 mph 60,000 gp
Barge 75 ft. and up 3 mph 50,000 gp
Galleon 75 ft. and up 5 mph 70,000 gp
Flagship 75 ft. and up 8 mph 100,000 gp

Consecrate Airship


Rarity: Common
Circle: Airship's length plus 10 ft., 500 gp
Casters: Five 3rd level and one 9th level
Casting Time: 16 hours
Date: Any
Classes: Wizard
Required Level: 9
Materials: 6 electrum chisels, 100 gp in gold dust, and a fully made airship with all of its components.


This may be the most common ritual in the Ancient Lands, and most city's shipyards have at least one mage who can cast it. It is essential for an airship to function, allowing for it to float, move, and stay in one piece.

The majority of the casting time is spent chiseling runic patterns into the ship's hull, which acts as the nexus for the magic. Gold dust is placed along these etchings, and is absorbed into the ship. After this is around an hour of incantations, before the ritual is complete, after which the airship functions as described in the rest of these rules.

Hull Materials

The default material for hulls is strong wood, but some are made of a more unusual substance, at the cost of a more expensive ritual.

Stone. A stone hull is most popular among desert folk, and other people who live in regions with little timber. These are heavy but sturdy, and so the ship's speed is reduced by 20% while the hull's hit points are increased by 20%. A stone hull increases the price by 20%.

Metal. Metal is more expensive that most other nonmagical materials, but it makes up for it with its light weight and strong structure. A metal hull has an extra 20% hit points, but increases the cost by 40%.

Reeds. Reeds are cheep, but weak. They can only be used for airships 10 ft. long or shorter. A reed hull's hit points are decreased by 50%, but the price decreases by 30%.

Earth. An earth hull is exceedingly rare, covered in roots and moss. They hold the magical ability to meld with the earth, and so a ship can settle it's hull into the ground making the deck level with the surface, provided the ground is soil and lacks caves or bedrock. The hull's hit points are increased by 20%, and its price is increased by 200%.

Hull Enchantments

Hulls can be enchanted by a powerful spellcaster or other magical being to do many things.

Strengthening. The hull gains an additional hit point for every thirty gold pieces spent on the enchantment, to a maximum of 80 hit points.

Elemental Resistance The hull gains resistance to a type of damage that is not bludgeoning, piercing, or slashing. This enchantment costs 10% of the ship's price.