The Mome shipyards in Stormhaven and Bywater, produce the most advanced ships in the Bigany Region and perhaps the world.
They are faster and tougher than other ships. They are bigger and carry more cargo without requiring more crew or scarificing speed.
Simplfied sailing rules approximate wind direction and many other factors, but Mome sailors are masters of wind and storm.
Riding the wind allows the ship to travel at the speed indicated on the wind table (in knots/mph) for one hour.
This is extremely fast but can be challenging or even deadly depending on the ship, the weather and the skill of the crew.
Wind Grade
The strength of the wind is determined by a 1d12-1 roll. Different regions have different wind strengths and modifiers.
Wind Grade Table
Wind Grade |
Name |
Speed (Knots) |
Crew Damage |
Land Effect |
Sea Effect |
Waves (feet) |
0 |
Calm |
0 |
0 |
Smoke Rises Vertical |
Flat Sea |
0 |
1 |
Very light |
1 |
1 |
The wind bends smoke |
Small ripples no foam |
0 |
2 |
Light Breeze |
4 |
2 |
It can be felt on face |
Small wavelets |
1 |
3 |
Gentle Breeze |
7 |
1d4 |
It shakes leaves |
Small crests that break |
2 |
4 |
Moderate Breeze |
11 |
1d6 |
It lifts papers |
Small waves |
3 |
5 |
Fresh Breeze |
17 |
1d8 |
It shakes branches |
Moderate waves and spray |
6 |
6 |
Strong Breeze |
22 |
1d10 |
It shakes big branches |
Big waves, white crests |
9 |
7 |
Near Gale |
28 |
2d6 |
It impedes walking |
Sea swells and white foam |
12 |
8 |
Gale |
34 |
2d8 |
It shakes big trees |
Medium waves, crest spray |
16 |
9 |
Strong Gale |
41 |
2d10 |
Slates removed |
High waves, tight foam strips |
21 |
10 |
Storm |
48 |
3d8 |
It uproots trees |
Violent waves, reduced visibility |
27 |
11 |
Violent Storm |
56 |
3d10 |
Serious devastation |
Ship disappear briefly, poor visibility |
34 |
12 |
Hurricane |
64+ |
4d8 |
Very serious catastrophies |
Spray fills air, sea white, little visibility |
42+ |
Wind Direction
The direction of the wind is determined by a 1d8 roll. A result of 1 indicates a northerly wind, 2 is northwesterly, and so forth continuing clockwise. A perpendicular wind increases the DC by 2 and reduces the travel distance in an hour by a quarter. A headwind increases the DC by 4, requires tacking and reduces the travel distance in an hour by a half.
Difficulty
The DC for Ride The Wind checks is 10 + wind grade + wind direction. The Midshipman can use a lower wind grade to reduce the DC and speed.
Skill Challenge
The crew must make one successful ability checks in each sailing role. 5 failures means the skill changes is failed. For each failed check the ship takes damage equal to the wind speed, reduced by the ship damage threshold (usually 20). Crew take damage as listed on the table.
Sailing Roles
Sailing Skill |
Alternative (needs to successes) |
Damaged area |
Charisma (Midshipman) |
Charisma (Performance) |
Crew (1 per 5 points failure) |
Intelligence (Navigator) |
Intelligence |
Hull damage (waves, rocks) |
Wisdom (Crew Boss) |
Wisdom (Perception) |
Rigging or crew |
Dexterity (Helmsman) |
Dexterity |
Rudder or hull damage |
Strength (Mastman) |
Strength (Athlectics) |
Yards, Masts or crew |
Dexterity (Trimming) |
Dexterity (Acrobatics) |
Sails or crew |
Leadership