[1]
Imperial age-of-sail type sailing ships.
[2]
Giant raft, mostly square, cluster of buildings on top.
[3]
Half submerged submarine style ship. Constant emptying of internal
leaks.
[4]
Viking long-ships/canoes. Ridiculously numerous.
[5]
Small mobile islands.
[6]
Icebergs and ice floats.
[7]
Hollowed out shells of giant crustaceans and lobsters. Controlled via
clockwork innards.
[8]
Vertical water-wheels that 'roll' across the surface of ocean. Crew
compartment in hub.
[9]
Giant glass bottles or spheres.
[10]
Tadpole inspired crafts with large fiber rudders on back for
propulsion.
Flotilla Arrangement –
1d6
[1]
Boats travel together in large group, but remain separated.
[2]
Boats connected by lashed ropes and smaller lead boats.
[3]
Boats separate into small squads, at night interlock weird wooden
outcrops on their hulls.
[4]
Boats arranged into separate, semi-independent tribes. Painted bright
colors.
[5]
Every single boat is just mashed into some huge superstructure,
somehow stays afloat.
[6]
Huge overseer 'tower' boat is core of fleet structure, act like a
hive around it.
Government Style – 1d10
[1]
Democratic, each boat captain has a vote.
[2]
Oligarch. Some captains own multiple boats, all about money and
power.
[3]
Royalty. Royal bloodline is magical and king/queen can turn into a
fish or can breath fog at will.
[4]
Elders. The most experienced sailors get to lead, very senile.
[5]
Parental. Impossibly lascivious pirate leader has an entire fleet of
offspring.
[6]
Religious. Leaders must be chosen by sea gods, can see visions of the
future in clouds.
[7]
Scripted. Everything the community does was written on extremely
detailed and massive treasure map. Has vague answers whenever they
need advice, they believe its all been planned out.
[8]
Trial by ocean. Everyone interested in leading is tied to boat and
tugged along for 3 days, only rarely do people survive and become
leader so it keeps most of the riff raff out.
[9]
Enslaved. The sea captains must serve deep ones underneath the ocean.
They sneak on board every full moon to kill upstarts in their sleep
and whisper demands from their sleeping gods.
[10]
Corporate. Entire fleet is trading/piracy/adventuring guild. The
bottom line is most important.
Method of Transport
and/or Defense – 1d10
[1]
Massive lashed leviathan. Could probably drag the whole fleet down
into depths if it wanted.
[2]
Advanced windmills instead of sails on all ships; power great
rotating engines of rope and wood.
[3]
Ships are animated and 'alive'. Lash enemies with rigging, fire their
nails out like bullets, etc.
[4]
Absolutely massive number of oar-slaves.
[5]
Fleet has 1d4 storm mages who can manipulate weather. 50% chance they
are the leaders.
[6]
Gigantic magnetic anchors pull ships around. Ironclad vessels within
a mile fuck it up.
[7]
Vessels are 'solar' powered, energy letting them skim the sea fast
during sunny weather. Dead in the water if its gets cloudy and at
night.
[8]
Wish-granting goldfish in hull of most defended ship. Cranky but
begrudgingly grants weak wishes, biding its time until somebody can
free it.
[9]
Ships have special scuttle gates and storage tanks in its hull that
let it move around water, can conjure small tidal waves behind them
to ride or in front as a form of attack.
[10]
Gigantic flock of tropical birds. They are magical and if many beat
their wings together can create winds strong enough to push ships or
cause minor storms.
Method of Sustaining
Themselves – 1d12
[1]
Massive hydroponic garden dragged behind them at all times, plants
tied together by the root.
[2] Every
ship's top deck is filled with at least a few dirt and crops.
[3]
Good old fashioned whaling. Usually got a corpse or two they're
dragging along.
[4]
Cannibal pirates.
[5]
Large herds of animals in the below decks. Animals mostly fed seaweed and chum.
[6]
Mostly each the barnacles that grow on side of the ship and whine
about being hungry.
[7] Huge
net cannons let them catch entire flocks of seagulls.
[8]
The crew are all undead. A jar of dirt can be used against them as
Turn Undead.
[9]They're all termite people. Eat captured ships, sometimes
cannibalize their own.
[10]
They 'eat' precious metals, gemstones, and treasure. They wear it and
absorb it slowly through their skin, which slowly corrodes it to ash.
They must raid other ships or face starvation.
[11]
The crew are magically bound to revelers back in seedy pirate haven
island. The revelers screw, eat, and drink and sustain the crew's
needs. If these revelers were killed, crew would starve to death.
[12]
Wooden gargoyles carved into side of ship act as lookout points to stare down into ocean. Crew dive
into water headfirst from ship and catch fish bare handed.
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