So a voyage to Southlands from Marienburg is the first thing.
Any thoughts on the following -
It looks like the route travels along the coast of Bretonnia, across approx 500 miles of ocean to the northern coast of Araby and then along that coast to the Gulf of Medes. It is a dangerous route, particularly along the Araby coast as pirates and slavers are numerous in these waters (not for nothing is the Bay of Corsairs so named). The overall journey looks to be something like 4000 miles (using Antwerp to Gana as a template) and with layovers and other lost time I am eyeballing that at perhaps 9 old world weeks (a bit over 10 7 day weeks).
For all these reasons, having an elf navigator is indeed a great value (between their knowledge generally and the fact they may have several human lifetimes of experience).
Using adjusted Travel rules from Enemy Within - for those unfamiliar I like giving each player ra check to make on each leg of journey.
The legs of the trip are First Leg, the Brettonia Coast and Tilea (2D check), Second Leg The Great Ocean and Arabyan Cost (the Pirate Coast and Gulf of Corsairs) (3D check), Third Leg The Desert Coast and the Gulf of Medes (2D check).
- It's the middle bit that is the most dangerous.
Reviewing the skill list it seems to me the skills to Skills to Test on Naval Voyage are:
Athletics (climbing rigging, hauling cables, holding the tiller in storm) Str
Coordination (keeping balance on deck in storm, dealing with knots and ropes) Ag
Folklore (sea creatures) Int
Leadership (logistics rationing food, water and rum) [key skill for a Captain] Fel
Observation (navigational hazards, hostile vessels, sea creatures) [key skill for a Navigator] Int
Resilience (to get sea legs and remove Queasy condition) To
Education (speaking Tilean, Bretonnian, Arabyan in dealing with encounters, btw I let each rank of training in Education be one additional language understood and otherwise any training includes some languages knowledge allowing checks with more difficulty the more exotic the language) Int
So I would make each leg have four roles for PC's to fill with checks from among: Observation/Education/Folklore; Athletics; Coordination; Leadership.
Everyone checks Resilience 1D at start of leg of trip to see if they have their sea legs (if having no history of sailing etc.), failure means Queasy. Recheck at start of next leg.
Unlike coach driving (one coachman test is critical) I think I will use the Hero's Call idea for ship test of letting each player's check put dice into the a "ship dice pool". Success put a blue die into ship pool, triple success you can put a stance die of type you rolled into pool, boons let a fortune die be added. The captain and navigator each add starting dice to pool though some encounters etc may threaten those dice (is the captain hitting the bottle today etc.)
By the way, 2nd edition material notes there are no compasses in the Old World. Navigation is by landmark and stars and by "dead reckoning". The Players Guide mentions sextants which are actually an 18th century invention - I would let Ulthuan's elves have such things but they would guard the secrets of their use. Astrolabes would be more commonly used by human sailors.
Has anyone done any more thinking about sea voyages in 3rd edition?