Geographic regions | Heroes of Fantasy

Geographic regions

Plains

A plain, savanna or steppe means open, grassy country stretching from horizon to horizon. On the plains there may be bushes or scattered trees; otherwise nothing blocks the view and you can see far. This country is easy to travel, but firewood is harder to find. Travelers may meet herds of animals grazing here or roaming the land.

Encounters

Encounters are not frequent here (as in any uninhabited country); merchants prefer to keep to known roads and paths, villagers do not stray far from their fields, but there may be game hunters or cattle drovers.

Orientation

If there is no road in the steppe, it can be harder for those unfamiliar with it to find their way, as there are no landmarks and you have to navigate by the sun or the stars.

Enemies

Since everything is visible from a great distance, predators prefer to hunt at night, when they can sneak up unseen (this applies to animal and human predators alike).

Inhabitants

Nomads

One could say the nomads are the true and original inhabitants of the plains. They are mostly barbarian tribes very well versed in horse riding and hunting.

Herders

On the plains we very often meet herders (most often on horseback) who graze their herds here. They differ from nomads mainly in having a permanent home to which they return from time to time.

Lone homesteads

On the plains we can also meet isolated settlements, often fortified, that are fully self-sufficient and have only occasional contact with the outside world (see also Farmstead).

Coal or salt mine

Already from afar you see clouds of dust rising over the land. You arrive at a valley made by human hands. At its bottom dozens or hundreds of figures swarm. You are standing at a coal mine.

Situations

Wayfarer

On the plain the characters meet a lone wayfarer. He is alone, so he poses no threat. Or does he?

The wayfarer can be a messenger, a traveling merchant, a chance adventurer or a scout of a gang hiding in nearby forests.

Merchant

The group meets a traveling merchant with a wagon or several packhorses. Since he knows the surrounding country well, he takes a shortcut off the usual road. Is he taking a shortcut, or hiding something? He might even be a smuggler ...

The merchant is wary, but gladly exchanges information about the road and the situation. He always keeps his crossbow at hand, and his drover never takes his hand off the handle of a dangerous-looking club.

Herd

First a rumble begins to reach the characters, as if a storm were approaching. Then they see a cloud of dust moving toward them. Finally they find out it is a huge herd of buffalo or horses stampeding their way.

Floods

It has been raining for weeks. The ground is soaked, and the plains have turned to mud. Every step takes great effort; you cover at most a few kilometers a day. And it keeps raining ...

Beast on the Hunt

A roar sounds in the distance. Followed by another and yet another. Several animals are approaching, and they are certainly not peaceful herbivores.

A House on the Run

A rumbling is heard from afar. After a few minutes the characters make out a cloud of dust with a huge animal looming in its middle, rushing in their direction.

Forests

Forests cover a large part of uninhabited land. They provide shelter to many animals, so we also find many predators here. Forests can be deciduous, coniferous or mixed; in warm regions they turn into jungles and rainforests. A deep primeval forest is called a deep forest (see below).

Traveling

Finding your way in a forest is no easy matter; characters who don't know the area easily get lost and may never find the way out. There are no major roads here (unless a merchant route passes through), only game trails or paths of the locals. Often you have to go around fallen trees, steep slopes, thickets and overgrown terrain.

Water and Food

There is usually enough water here (a forest may even contain wetlands), as the forest retains water. Since the forest gives shelter to game, you can hunt or set traps here. In summer and autumn the characters can gather forest fruits and mushrooms.

Inhabitants

Besides game, people may live in the forest, especially woodcutters, hunters and charcoal burners. Robbers and bandits may hide here from the law. In abandoned and deep forests we also find wild people or other races, such as elves, fauns, dryads or forest fairies.

Woodcutters' Settlement

In forests near inhabited areas you commonly meet woodcutters. They are a pretty tough bunch that it is not wise to trifle with. They are led by a foreman, usually renowned for his strength.

Charcoal Burner

Near woodcutters, but elsewhere too, we find charcoal burners, who make charcoal here.

Raftsmen

Felled timber is most often floated down the river bound into rafts.

Herbwoman

In a forest you often come across a herbwoman or a healer who keeps apart from society, lives off the gifts of the forest and is versed in healing as well as other arts.

Situations

Wandering

You see an abandoned campsite ahead of you. Someone camped here recently. And there is a gnawed bone. And a broken arrow. To your horror you realize that this was your camp three days ago. You are walking in circles in this forest and your supplies are slowly running out. Where did you go wrong?

Impenetrable Thicket

You cannot walk straight through the forest. In this part grows a dense, unyielding thicket that you can at most hack through, and only at the cost of enormous effort. Or you must go around it, but how far does it stretch?

Clearing

The forest grows lighter ahead of you and suddenly you step into a clearing. Is it natural, or is it the work of hands?

In the middle of the clearing you see a pile of bones and human skulls...

Climbing a Tree

Climbing a tree in a forest is no simple matter, certainly not a tall one from which you could see anything. Can any of you climb really well?

Wetland

It is getting wetter and wetter around you, wisps of mist hover above the ground. The ground squelches under your feet and the horses sometimes sink up to their knees. If it goes on like this, you can expect something nasty.

Robbers

The forest is an ideal hideout for robbers. For one thing it provides enough food and it is easy to build a roof over your head here, but above all, finding someone here is like looking for a needle in a haystack.

The characters may run into robbers by chance. Will they manage to hide? Or will the robbers discover them? The robbers will certainly not welcome uninvited guests who have tracked down their hideout.

Trap

In a forest you can easily run into a trap left by hunters. Hardly anyone is careful enough to avoid it, and so one of the characters ends up hanging upside down on a rope. Or jaws snap shut on their leg.

Gale

Suddenly a sharp gust of wind rises. After a while, again. From the sky, which cannot be seen through the trees, the first drops of water begin to fall. Within a few minutes they turn into a downpour. Not even mighty trees protect the characters from the deluge of water. The trees lean ominously, crack, until one falls right next to the characters. Everyone is deafened by the thunder. More trees fall and the storm gathers strength ...

Wild Beasts

In the forest, and especially in forests farther from inhabited places, roam many wild beasts that can pose a danger. An enraged bear, a startled boar or a pack of wolves starved after a hard winter, all these and more can threaten unwary characters.

Magical Tree

Suddenly a huge tree appears before the characters, surrounded by an open meadow full of blooming flowers. The tree seems to be enveloped by a strange aura that calms the mind and gives rest. On the tree grows strange, tempting fruit that seems to shimmer in the light of the noon sun.

Magical Mushroom Ring

Deep in the forest, mushrooms grow in a strange ring. Nothing special happens here by day, but at night forest fairies come to dance in the ring.

Deep forests

By a deep forest we mean a primeval forest where no trees have been felled for centuries and the growth is so dense that even by day no sunlight penetrates, drowning the whole forest in dark gloom. No roads lead through it, at most small footpaths and animal trails. Deep forests tend to be very vast, spanning up to hundreds of kilometers across. Traveling here is nearly impossible; without good knowledge the characters won't get far, or rather they get lost or drown in a wetland.

A deep forest is still a forest, but unlike an ordinary one it can live a life of its own, which we call awakening.

Awakening of the Deep Forest

A deep forest can move from indifference all the way to an awakened state if it has a reason. Most often this happens due to frequent logging, hunting of game or pointless destruction of the growth. At other times the forest may be awakened by its inhabitants or by druids. A deep forest that begins to come alive is hard to calm down; usually it wants revenge for the wrongs done to it by hostile two-legged creatures with their axes and fires. One way to appease it is to rid it of its uninvited neighbors or to use suitable spells.

Indifferent Deep Forest

An indifferent deep forest has shown no supernatural activity for long centuries and at first sight differs little from an ordinary forest, except that it is darker here and the growth is denser. Town-bred characters will feel somewhat uneasy here.

At night this forest may seem to the uninitiated like a haunted place, full of crackling and rustling of leaves even in complete stillness.

For forest beings, druids, rangers and other creatures bound to the forest, a calm forest is a peaceful place for everyday life. The game here is thoroughly friendly and even at night is no more afraid than a townsman is afraid in the street (which can hide risks, since assassins and thieves lurk even in the dark alleys of a big city).

Calm Deep Forest

A stranger who enters a calm deep forest gets the feeling that something is not right here. Some visitors described their feelings as if they suddenly ran out of breath and felt a faint itch in the back of the neck, as if something were watching them. They found footpaths that appeared out of nowhere and soon vanished among the trees.

Such a character now and then trips over a root that was definitely not there before; sometimes they are startled by a falling branch or by a flock of birds suddenly taking off.

At night the calm forest turns into a very unpleasant place. A character who is not used to it needs a considerable part of their courage not to take flight. If they light a fire, it may make the situation worse: they get the feeling that the trees are leaning over them and trying to smother them.

Forest beings live here fairly peacefully; a calm deep forest poses no danger, only predators may be bolder, and some ill-tempered tree may drop a stick on a local inhabitant's head or trip them with a root.

Slumbering Deep Forest

A slumbering deep forest leaves every stranger with an impression of open threat from the very first moment. The footpath the person walks along vanishes a few steps behind them. Trees move and lean even without wind, touching the stranger with their branches; some nastier trees may grab at their sleeves or ankles. Sometimes such a character feels that something large is moving off to the side; when they look more closely, they see nothing definite.

Night can become fatal for an uninvited visitor. Now and then the trees here move about, and a traveler who camped in a small glade wakes up in the grip of trees. Some evil tree may deliberately smother or crush them.

Even forest beings feel a certain unrest here. Their spells are much stronger than usual, but some animals behave strangely and not all trees here are friendly. In this state of affairs many inhabitants move to calmer areas or even to another forest.

Awakened Deep Forest

An awakened deep forest is extremely irritable. At first sight it seethes with activity, and those of weaker nature may faint as soon as they enter. An attentive observer notices slowly shuffling trees; the less fortunate may be caught by grasping branches and roots. An awakened forest sometimes lets an intruder wander for days and then releases them hungry and exhausted, and many cases are known in which such a person was never seen again.

Apart from wild game, the natural inhabitants of the deep forest do not fare well here. Only the most tenacious do not move elsewhere, and even they live through hard times here. Only mighty druids and rangers can live in such a forest.

Cursed Deep Forest

A cursed deep forest is a special case. It lies under an evil spell or curse that can change both the trees and the animals.

The trees here are either withered or rotting, or twisted into fantastic shapes. The animals change in appearance and nature and so often resemble living nightmares. Even an ordinary hare can be a threat here.

Magical beings that torment the forest even more may come to life here.

Sensible beings, whether of the forest or otherwise, give such a place a wide berth, and not even experienced druids are safe here.

Situations

In a deep forest situations similar to those in an ordinary forest may arise, but also much darker and more mysterious ones.

Fallen Branch

Suddenly there is a cracking sound and a branch falls right behind a character.

Wandering

Without a good sense of direction and knowledge, getting lost in a deep forest is not a matter of chance but of near certainty.

Healing Spring

Characters who drink from an inconspicuous forest spring suddenly feel strengthened and rested. Their wounds close within a few hours and their scars disappear.

Mysterious Beings

The deep forest is inhabited by strange creatures that a civilized character knows only from fairy tales. There are will o'the wisps, fairies, fauns, dryads, the forest wurm, walking trees and many more. They can mostly be met at night by moonlight.

Heart of the Deep Forest

In the middle of deep forests lie places that few have seen, and those who did told no one about them. The power of the deep forest is so strong here that the air is downright saturated with it. Animals do not attack each other here, evil monsters cannot enter.

Dark Heart of the Forest

The characters suddenly notice that the forest around them is different. The trees are more twisted, the branches look more like claws from which dark, sticky moss hangs. It is still day, and the forest already looks eerie. What will happen at night?

Jungle

In warm lands, where there is no difference between summer and winter, forests form impenetrable jungles. Thanks to the unceasing warmth and frequent rains everything grows here at incredible speed. There are so many species of plants, trees, animals and insects here that no one has yet named or counted them.

Traveling

Traveling through a jungle is as difficult as traveling through a deep forest. There are no roads or trails here, as they immediately become overgrown. Travelers must laboriously hack their way through the dense growth or follow the courses of rivers. Riding animals are practically useless, unless the travelers obtain one of the local giant creatures.

Inhabitants

The jungle does not give culture much chance to develop, although there are exceptions here too. In general, however, it is mostly home to wild inhabitants who have adapted very well. They can sneak, climb and run fast among the trees superbly, so that to an ignorant stranger they are like shadows in the night.

Situations

Wandering

Getting lost in a jungle is one of the easiest things in the world. Without experience or a guide, the journey through the jungle will be very, very long for anyone.

Illness

Swarms of insects, bad water, humid air and other unpleasant conditions lead to a great threat to all travelers: diseases. Some of them can be cured, others kill even the strongest. Most diseases have not been described and many do not even have a name.

Large animals

In a jungle you can encounter especially large animals, some of which are very aggressive or hate fire.

Venomous Creatures and Plants

Snakes, frogs, but also some animals and fruits in the jungle are often highly poisonous. An ignorant traveler should be careful where they step, what they eat and what they touch.

Swamps

Frequent rains and mighty rivers turn parts of jungles into swamps, which are all the more dangerous (see also Swamps).

Mountains

Mountains form natural obstacles and borders. They may be mere hills that can be crossed on horseback with some caution, but also steep cliffs or even mountain peaks where no human foot has ever trod.

Traveling

Whether high or low, mountains always pose a considerable obstacle to travel. Rarely can you walk straight and simply reach your goal. Obstacles here are steep slopes, ravines, rocks, scree fields, mountain streams, waterfalls, wild forests and many other formations.

Without knowledge of the route or of mountaineering, the passage can be life-threatening. It makes no sense to count distances in kilometers; crossing larger mountains can take weeks or even months, and in winter it may be an impossible undertaking.

The weather in the mountains can change from one minute to the next. You can often experience all kinds of weather here within a single day.

Danger

Mountains, whether in summer or winter, are among the dangerous places. Besides the weather conditions and natural obstacles, many creatures live here that pose a mortal danger.

Caves

In the mountains we find many caves and underground passages, some natural, others artificial. Caves may be inhabited by wild animals or by much more dangerous creatures such as giants or goblins.

Riding Animals

The higher and steeper the mountains, the more the animals will be a burden. For crossing high mountains your own legs serve best, and the characters can take along at most a pack mule or a donkey.

An experienced traveler can manage even with horses if they know the routes through the passes and can avoid impassable ravines and dangerous slopes.

Inhabitants

The inhabitants here most often mine metals, stone and other raw materials; we also find herdsmen (sheep, goats) and small cultivated fields here (mostly hardier crops such as flax or potatoes are grown).

Miners

The mountains hold the most raw materials, from iron to precious gold. In mining settlements we come across rough miners who work hard here by day and amuse themselves in the local taverns in the evenings.

Barbarian Tribes

In the mountains and in the wilderness in general we find quite a few barbarian tribes that live their own lives far from civilization according to their own laws. A stranger who does not know the local customs may fare badly if they insult or even attack the locals.

Dwarven Mines

Mountain dwarves are renowned for their craftsmanship and underground cities. In ore-rich mountains they can spend whole ages mining, working and tending their treasures and weapons. They seldom welcome strangers with open arms, but they almost never miss an opportunity to trade, if the stranger has something to offer them.

Situations

Rain and Storm

A storm on the plains is a very bad experience. It is easily surpassed by a storm on the mountain ridges, when lightning lashes around you from the sky, thunder roars and streams of mud flow around you as if at the end of the world. Without shelter the characters get soaked, chilled, and they may even be struck by lightning.

Cold

Mountains are many times more dangerous in winter than in the warmer months. For one thing no food can be found here, since most game descends into the valleys, but traveling can be suicide: in a snowstorm even the hardiest freeze to death and the most enduring. Where you can climb with difficulty in summer, an ice wall as inaccessible as the moon may rise in winter.

Attack

Not only many predatory animals live in the mountains, but also quite a few inhabitants. A traveler thus often loses their cargo, but also their life.

Crossing a Ravine

No route in the mountains is direct and simple. It often leads across a deep ravine that must be climbed down or laboriously bypassed. If the area is inhabited, a rope or even wooden bridge may span the ravine. But what if someone guards it?

Climbing

Unless a traveler follows a well-trodden or well-traveled safe road, they will certainly have to climb in the mountains. Without this skill and suitable equipment, however, they won't get far.

Waterfall

Rivers in the mountains often form waterfalls. These too form fairly complicated obstacles on the way.

Scree Field

On mountain slopes we commonly come across scree fields, which form difficult and dangerous obstacles. Both Climbing and Dexterity come into play here.

Mountain Pass

Passes lie between neighboring mountain peaks. Only by the route through the passes can the mountains be crossed. And it is precisely here that the danger is greatest that the characters meet a dangerous beast or, even worse, enterprising robbers who waylay travelers here.

Deserts

A desert is an inhospitable and life-threatening land. Usually it is a stony wasteland, occasionally dotted with a tough shrub or a withered tree. We can also encounter a sandy desert, which is even more dangerous.

Traveling

Water

The main problem for survival is water. It rains rarely in the desert, often irregularly, sometimes only once in several years. Sometimes you may come across groundwater or a well (though that is unlikely) or an oasis.

Orientation

There are few landmarks in the desert to navigate by. Moreover, you usually need to travel between wells and oases, and finding them in the deep desert is never easy.

Weather

By day the desert is scorching. A character unaccustomed to these extreme conditions easily succumbs to heatstroke, gets sunburned, quickly tires and quickly loses water. At night, on the other hand, the desert cools down and an unpleasant cold reigns.

Inhabitants

Given the conditions that prevail in the desert, its inhabitants tend to be hard and wild in order to survive themselves. Dealing with them is not easy and they treat strangers mercilessly.

Monsters

Like the inhabitants, the animals and other desert creatures are also resilient, strong and tough. Although encounters with them are not so frequent, they are all the more dangerous.

Situations

Sandstorm

Sandstorms are a great danger: nothing can be seen, travel is practically impossible and sand gets everywhere. The characters may even be buried under a mountain of sand, and their bleached bones will be uncovered only by the next storm, sometimes many years later.

Quicksand

This area of the desert is deadly dangerous, even more than a swamp. The ground suddenly shifts beneath a character and begins to give way. If no one helps them quickly, the desert will become their grave.

Oasis

Oases are the blessing of the desert. Here a wanderer can rest and quench an unquenchable thirst. They may also come across other travelers here, or worse, bandits who have one of their camps here.

Well

Even the desert is full of life; only the ignorant do not know where to look. The locals know the places where water can be found, but they cleverly hide them, as this liquid is worth more than gold here.

The Caravan

The characters may meet a merchant caravan tirelessly crossing the endless desert.

Desert Robbers

The terror of travelers are the desert raiders and robbers, who need not fear the law here and follow a single law: the right of the stronger. They rarely show mercy, as they are as hard and merciless as the desert.

Tomb

In the middle of the desert stands a strange tomb. Who built it and why? And out of what? Inside perhaps rests an ancient king of the desert, or a dark creature that was hidden here many hundreds of years ago.

Tundra and Winter in General

In winter life is much harder and crueler. Even in the temperate zone, winter can pose a mortal danger. In the tundra winter reigns practically all year round, except for a very short summer, when it resembles the mild climate in the mountains.

Traveling

Cold

Of course the greatest problem in winter is the cold. Without warm clothing an ordinary person won't last long. Even with good equipment, less experienced characters can easily get frostbite.

Food

In winter it is much harder to obtain food. Game mostly moves to the valleys or warmer lands and is also more cautious. Predators go hunting, and the longer the winter lasts, the hungrier and more aggressive they are.

Fire

In the tundra or treeless country even lighting a fire can be a problem (which an experienced woodsman solves by gathering dry moss or animal dung), and no one can do without one.

Situations

Storm

A storm in winter is among the worst experiences. For one thing you cannot light a fire, and the cold wind draws out the last bit of warmth even from under the warmest fur coat, so finding shelter or cover is one of the conditions of survival.

Avalanche

In winter a mortal danger called an avalanche lurks on mountain slopes. If the characters are careless or ignorant, the falling mass of snow may sweep them away and give up their bones only in the spring thaw.

Dangerous Beasts

In winter hunger drives beasts to attack the characters, which they would not do at all under normal conditions. Wolves in particular can pose a considerable danger.

Swamps

Swamps are dangerous and treacherous. Travelers prefer to take long detours to avoid them, as it is hard to get through swamps with riding animals and, moreover, dangerous monsters live here.

Traveling

Orientation

We will hardly find a worse environment for traveling than swamps. Without a guide or good knowledge of the paths, the characters will end up at the bottom of the swamp or in the stomach of some monster. Even a detailed description may not help travelers to a successful journey.

Wandering

Without knowledge of the route, getting lost in a swamp is almost inevitable. Besides the complete absence of landmarks, a treacherous mist lies here, it often rains and there is nothing to climb, as the trees are low and weak.

Drowning

If a character steps into the mud, they sink in, may be unable to get out without help, and drown. Swimming does not help in swamps.

Water

Swamp water cannot be drunk, as anyone who tries it will almost certainly fall ill. Boiling it, catching rainwater or large supplies help.

Food

Food is a little better in swamps, provided you know what is edible. Most plants are poisonous, and many animals are inedible. Moreover, hunting is very hard, as again you risk drowning, venomous reptiles and frogs, or an attack by some predator.

Monsters

Many animals and creatures live in swamps, but rarely pleasant ones. Besides pesky insects you can find many venomous, crawling or toothed animals here, often hungry.

Illness

Wanderers can catch many diseases, most of which we do not even have a name for. Besides diseases from damp, soaking and bad water, there are many carriers of disease here, above all insects.

Inhabitants

We will not find many “normal” inhabitants in swamps. If we do, they are rather small tribes or groups that have strange customs and ways due to their isolation. They are often superstitious, withdrawn, odd or even perverse.

Situations

Sinking

One of the characters or one of the animals takes a wrong step, and suddenly the ground gives way beneath it and it begins to sink. The others must react quickly and help the sinking one. If it is an animal, they must calm it, as horses in particular tend to panic in such a situation.

Mist

Gradually a mist rises around the characters, through which you can see only a few meters. Will they dare to go on, or will they wait several hours or days for the mist to lift?

Will O'The Wisp

A character on watch notices playing will o'the wisps. They seem to be signaling the character to follow them. The character tries to resist, but the lure is stronger ...

Mosquitoes

Swarms of insects drive everyone mad. They are bitten all over and the incessant buzzing starts to fray their nerves. Will they hold out, or will they start blaming the one who led them into the swamp?

Lost City

Among crooked trees, covered with mud and moss, lies a half-ruined city. What secret does it hide? Was it built in the swamp, or did the swamp swallow it?

Venomous Snake

A character steps on a venomous snake, which tries to bite them.

Unpleasant Locals

The characters pass through territory where locals live who own very unpleasant blowpipes with poisoned thorns. The bad luck is that this is sacred ground / a burial ground.

Rivers and Lakes

The land around rivers is among the most fertile, so we find many villages and towns here. Even in less populated regions you can meet inhabitants around rivers, but also many animals.

Traveling

Rivers form natural transport routes, so travelers can pay for passage on a boat, obtain a boat of their own or ride down the river on a raft. Traveling downstream is of course much faster (sometimes even a hundred times) than upstream. Boats can be hauled upstream by animal or human power.

Food

Food and water are rarely scarce around a river. You can fish, but also hunt game that comes to the river to drink or lives in it.

On upper or faster stretches, water is no problem. On the lower course or even in a delta the water may be undrinkable (it must be boiled or taken from tributaries).

Danger

Animals coming to the water attract many beasts, which can pose a certain danger. Stagnant waters are surrounded by swarms of insects (often carrying diseases) and full of creatures such as leeches, crocodiles or other unpleasant beings.

Situations

Raging River

After the recent rains the river level has risen a lot. It has damaged buildings standing right by the water, flooded the surrounding fields and meadows, and swept away the only bridge. The river is completely unnavigable and getting to the other side is nearly impossible.

Floods

The rain and storms of recent days have raised the river levels and caused widespread floods. Houses near the water are flooded up to the roof; people have taken refuge on high ground and are waiting for help or for the water to recede. The damage is enormous, but the worst is yet to come. Disease, suffering and hunger.

Raft

A raft manned by several raftsmen floats downstream. Its destination is probably a nearby town awaiting a delivery of timber.

Boat

A merchant boat with several wild-looking sailors and a merchant sails along the river.

Downstream its journey is easy, but upstream it needs many strong rowers' arms or must be towed by rope from the bank.

Corpse on the Bank

In the bushes by the bank the characters come across the decaying body of an unfortunate who probably drowned. Or was it murder?

Sea

The sea is a world of its own and can be a good basis for an entire game. On a ship the characters will use the Seamanship skill.

Travel and Life at Sea

Sailing the sea brings the characters many advantages: it is faster, more comfortable and usually much safer than traveling over land. Travelers can either pay for passage, hire a whole ship or buy their own. Everything of course depends on their means, as buying a ship is a very expensive matter and they must also pay the crew.

Navigation

Ships can sail along the coast or even set out on an ocean voyage. It depends on the knowledge of the sailors, what they can do and what they dare. Maps are seldom reliable, as sailors draw them by their own estimate.

Water and Food

At sea the biggest problem is water, especially on a longer voyage (water in barrels soon starts to go foul until it is undrinkable). A ship therefore rarely misses an opportunity to take on fresh water at the mouth of a stream or river.

The food situation is simpler: ships carry supplies of salted meat or other non-perishable food, and they can also catch fish while sailing, for example by dragging a net behind the ship. During a long lack of fresh food (especially vegetables) sailors risk disease.

Armor and Weapons

At sea, metal armor in particular is seldom seen. No one wears chain mail or even heavier armor, as it would drag them to the bottom if they fell into the water, no matter how well they can swim. Otherwise, in fights in a small space (among ropes and masts) mainly shorter weapons and shields come into play.

Types of Ships

The types of ships depend on how advanced the lands where they are built are, and on their purpose. In fantasy worlds they are mostly sailing ships or galleys, warships or merchant ships.

Galleys

A galley relies on rowers for propulsion. They may be either volunteer sailors or slaves or convicts. A galley does not depend on the wind, but on the other hand it is never very fast. In a naval battle it tends to have better maneuverability and can ram an enemy ship (attack head-on and pierce it with the ram at the bow). A galley usually also has a sail, but only for sailing with the wind at its back (in this it cannot match a sailing ship).

Sailing Ships

These ships use the wind to sail. The more advanced the ship, the better it can maneuver. Poorer ships can sail only with a following wind, possibly also a side wind; better ones can even tack against the wind. Sailing ships tend to be faster than galleys, but in a calm or a strong storm they have a big problem.

Warships

These ships are meant for fighting at sea and attacking the mainland. They have better armament (ballistae, catapults) and overall they are equipped to be able to catch another ship, possibly sink it, or take a port.

Merchant Ships

Ships meant for carrying cargo are larger and more bulbous, and thus also slower. If they carry valuable cargo, they are protected in a convoy by warships.

Pirate Ships

Pirates have ships that combine the need for speed with the qualities of a warship.

Plot Ideas

Seasickness

Inexperienced characters in particular may be struck by seasickness. Have everyone roll 2d6. The lower the roll, the worse they will endure life at sea.

Shipwreck

A ship can be wrecked: in a storm, by running onto a reef, or by being sunk in battle.

Mutiny

The sailors may mutiny and throw the characters into the sea or maroon them on a deserted island.

Storm

A peaceful voyage may give way to a raging storm. Besides the risk of the ship sinking, sailors may be swept into the sea, or the ship may lose a sail or a mast.

Naval Battle

The ship may be attacked by pirates or a hostile power and drawn into battle (unless it is itself the attacker). The battle will depend on the number and experience of the sailors, but the characters can also greatly influence the result if they use their abilities.

There may also be a duel between the captains, which affects the outcome of the battle.

Unknown Island or Foreign Coast

A sea voyage practically invites exploring an unknown island or coast. New kinds of animals, primitive inhabitants, wondrous monsters or an advanced civilization may live there.

Attack from the Air

The ship may be attacked by an enemy from the air: a giant bird, flying lizards or an air elemental.

Attack from the Depths

Besides the usual monsters, the depths may hide a huge octopus, a giant fish, an overgrown lizard or an undersea nation of merfolk or mermaids.



Heroes of Fantasy
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Contact: tomas.jotov[]seznam.cz