Seas of Sand Preview v1.0.3
Seas of Sand Preview v1.0.3
Seas of Sand Preview v1.0.3
SAND
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CONTENTS
Contents................................................................2 Skiff......................................................................62
Credits...................................................................4 Dhow....................................................................63
The Basics.............................................................5 Ketch....................................................................64
How to Use...........................................................6 Junk......................................................................65
MAPPING................................................... 8 Catamaran..........................................................66
Mapping the Seas...............................................8 Duneboard.........................................................67
The Flow................................................................9 CREW........................................................ 68
Islands.................................................................10 Crew Roles..........................................................68
The Three Common Sands..............................11 Morale, Wages, and Shares............................70
The Four Weird Sands..................................... 12 Recruiting Crew...............................................72
Cities.................................................................... 14 Piracy................................................................... 74
Villages................................................................ 15 Infamy.................................................................75
Trade Routes...................................................... 16 TRADE...................................................... 76
Havens..................................................................17 The Merchant Roll............................................76
Island & Sand Shapes...................................... 18 Market Events...................................................78
Island Names..................................................... 19 Seers.....................................................................82
PORTS....................................................... 22 Smuggling & Illegality....................................84
Ports.....................................................................22 Time in Port.......................................................86
Building Ports...................................................23 FAUNA...................................................... 88
Governments.....................................................24 A Field Guide to the Seas...............................88
Characteristics..................................................25 Aprotropaic Camel......................................... 90
Taboos..................................................................26 Aqrabuamelu.....................................................92
Landmarks.........................................................27 Armageddon Locust........................................93
Histories.............................................................28 Buried Titan.......................................................94
Surplus & Scarcity...........................................29 Byssus Barnacle................................................96
City Names.........................................................30 Cameltrap...........................................................97
Village Names................................................... 31 Cosmic Scarab...................................................98
Haven Names....................................................32 Dire Jerboa.......................................................100
Example Ports...................................................33 Drillhead Shark.............................................. 101
SAND......................................................... 34 Echo Ghoul.......................................................102
The Basics of Sand............................................34 Fatamorganite.................................................103
Salt Sand.............................................................36 Greater Dust Moth........................................104
Silk Sand.............................................................38 Heptathalassa.................................................105
Sugar Sand.........................................................40 Imperator Cobra.............................................106
Kiln Sand............................................................42 Jetsam Baleen Whale....................................107
Vulcan Sand.......................................................44 Kenokyriarch..................................................108
Bone Sand...........................................................46 Lecanomorphic Jellyfish.............................109
King’s Sand.........................................................48 Mirror Sphinx................................................. 110
TRAVEL....................................................50 Noctistellean.................................................... 111
Weather...............................................................50 Numinous Noumenon...................................112
Random Encounters....................................... 51 Oasis Beast........................................................113
Survival...............................................................52 Prognosticant Vulture...................................114
SANDCRAFT............................................ 54 Psammead.........................................................115
Sandcraft............................................................54 Pyramind...........................................................116
Acquiring a Ship...............................................55 Quebracho Zaratan........................................118
Naval Combat....................................................56 Rasp-o’-the-Roar..............................................119
Ship Repairs.......................................................58 The Sandkraken..............................................120
Ship Upgrades...................................................59 Shivering Saint................................................121
Coracle................................................................ 60 Theomastix....................................................... 122
Dinghy................................................................. 61 Ur-Crab.............................................................. 123
INTRODUCTION
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INTRODUCTION
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CREDITS
JASON RIPPLINGER Cartography anywhither.com
MATTHEW K. Copyediting, Developmental Editing @ubiquitous_che
NUCLEAROBELISK Cover, THE WORM @nuclearobelisk
ROZ LEAHY Proofreading @AllThingsTruly
SAM SORENSEN Illustration, Layout, Writing @HeadOfTheGoat
WALID RAOUDA Additional Writing, Sensitivity Editing wraouda.com
PLAYTESTERS Alina Constantin, Beau McGhee, Ben Dutter, David Joy, dh croasdill,
Isabel Condé, Jake Poirier, Jason Ripplinger, Jen Bourke, John Blau, Lexi Martin,
Oblidisideryptch, Phoebe McCarthy, Shaina Thayer, Tadeo Menichelli, Walid Raouda,
and Will Gallagher.
SPECIAL THANKS Ben Barthel, Ben McFarland, Caroline Sorensen, David Kanter,
D. N. Wilkie, Eli Martin, Ethan Jantz, Hosni Auji, Jared Sinclair, Jarrett Crader, Logan Clare,
Naomi Clark, Thriftomancer, Tony Vasinda, and Will Gallagher.
PUBLISHED in partnership with Space Penguin Ink, LLC
PRODUCTION Adobe Creative Suite
TYPEFACES Adelle Condensed, Rollerscript
THEME SONG “Gethsemane” by OM.
COPYRIGHT Sam Sorensen © 2023
CONTENT WARNINGS Arachnids & insects, dehydration, drowning, gore, incarceration,
starvation, suffocation, and violence.
HACKS & STUFF The art and text can’t be reproduced, but all of the mechanics and
concepts can be used however you want, free or commercial. No bigots. Tell me if you make
something cool.
INTRODUCTION
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THE BASICS
SAIL BY DAY, THE SEVEN SANDS
PRAY BY NIGHT Seven distinct kinds of sand exist in the
By day, the sands are liquid. People sink Seas, each with its own unique traits and
and ships sail. By night, the sands are properties. Sailors live and die by their
solid. People can walk and ships are knowledge of the different sands.
stuck. Different sands have different • Salt. Tiny translucent salt crystals;
definitions of solid and liquid, but this crunchy, brittle, and painful.
basic principle holds: if you’re caught out • Silk. Fine yellow-orange dust, soft
on the sands at dawn without a ship, only and fluffy like snow.
prayer will save you. Welcome to the Seas. • Sugar. Microscopic pale-yellow
sugar grains, sweet and crackly.
• Kiln. Tough ochre brown clay,
THE SKIN almost always solid.
Water is the de-facto currency, measured
• Vulcan. Volatile dark red gravel that
in waterskins, or simply skins (ẞ). Every
explodes when it gets wet.
merchant, pirate, and wanderer accepts
• Bone. Thin, gray, chalky ash that
skins for goods or services rendered. Most
holds no weight.
cities have exchange-wells where skins
• King’s. Stretchy purple-blue
can be traded for silver pieces (1:1).
granules, almost always liquid.
One skin holds a day’s worth of water,
roughly a gallon. If your group uses TRADE SPACE
inventory slots (recommended), one skin The Seas live on trade. Ships ply their
takes up one inventory slot. wares from port to port, caravans march
1 skin = 1 day’s water = 1 slot = 1 silver under the blazing sun, and pirates stalk
their next score. Though danger lies past
every dune, so too does fortune and glory.
THE BULK
Traders deal in “bulk.” One bulk is
roughly equivalent to a 100-gallon barrel MADNESS & WISDOM
of water, 100 skins, or about 1,000lbs. At the mercy of the desert, one might
find G_d. All know the sands hold many
1 bulk ≈ 1,000 pounds ≈ 100 skins truths: some lead to uncertainty and
≈ 100 inventory slots ≈ 1 camel confusion, others to clarity and wisdom.
All require sacrifice.
INTRODUCTION
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HOW TO USE
Seas of Sand is a toolbox setting guide. It details the Seas, its people, its stuff, and its
wonders. It’s also a whole bunch of procedures, advice, and content for you to use in your
game. There’s lots of content here, but no plotline and—other than examples—no fixed
locations or events. There’s no history to memorize, no lore to wade through, and no canon
to adhere to. Seas can slot into an existing game just as well as form the basis of a new one.
Broadly, there are two modes of play in the Seas, the adventure game and the
mercantile game.
COMPATIBILITY
By default, Seas of Sand uses old-school elf-game mechanics. You know the ones—they
have lots of sword-fighting and backpacking and rolling twenty-sided dice. Assume six
common attributes or some version of them: Strength (STR), Dexterity (DEX), Constitution
(CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Saves are written as
“save vs [threat],” for example, “save vs ancient curse.” Decide which stat or saving throw
in your system is most relevant to the current situation. Rolls made with advantage
or disadvantage roll two dice and take the better result (advantage) or worse result
(disadvantage); advantage and disadvantage are not strictly the higher or lower result.
INTRODUCTION
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INTRODUCTION
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B L ANK MAP
MAPPING
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THE FLOW
The “flow” is the underlying line—angle, stroke, direction, current—that everything
in the map more or less follows. Anything that refers to “following the flow” or similar
means orienting loosely parallel to it.
The flow is the path THE WORM traveled in ancient days, forming the first sands. All
other sands drift in the maker’s path, echoing its eternal progress.
MAPPING
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ISLANDS
Land and soil are rare lifelines amidst the endless liquid dunes. Where solid earth rises
out of the desert, it means water, plants, animals—it means life. Islands are where crops
grow and cities thrive, their loose soil held together by commissar mangroves (pg137) and
dust-bitten rock.
1. Roll 3d6 for the number of islands in 5. If an island falls on the flow, give it an
the Seas. additional 2d4 tiny islands in a small
2. For each island, drop 1d6 onto your archipelago. These chains, as before,
map, noting the result. Where the die should follow the flow.
lands is the island's location, and the 6. Any islands longer in one dimension
numerical result indicates relative size. should roughly follow the flow. This is
Relative consistency matters more than flexible, but angle them to be “parallel,”
strict measurements. if you can.
3. Roll 1d100 for the island’s general 7. If your map feels sparse, add another
shape (pg18). These shapes are flexible: 4d6 tiny islands generally following
interpret as needed. the flow.
4. If an island rolls a 1, give it an 8. If a die rolls off the map, have that
additional 2d4 tiny islands in a small island be part of a mainland, jutting
archipelago. These should be very into the Seas. Any settlements on that
small relative to the others, and loosely would-be island are part of some larger
follow the flow. landmass instead.
Optionally, you can make one or more edges of your map a coastline. Handy for slotting
your sandy Seas into an existing campaign world. For sandbox games set purely in the
Seas, it’s less necessary, but can still be fun.
MAPPING
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MAPPING
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MAPPING
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MAPPING
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CITIES
Roll 1d6+2 for the number of cities. Cities are always on island coasts. Trade is vital to
their survival, as is controlling the local trade routes.
Cities aren’t placed randomly. Eyeball city placements based on these priorities:
Remember, these are just guidelines. Cities in unusual locations simply require a bit of
unusual reasoning.
MAPPING
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VILLAGES
Place 1d6 villages within a couple hundred miles or so of each city. Then, add another 1d6
villages far from any city. Villages, like cities, want to be on the coastlines.
Villages follow a few guidelines for their location. Eyeball village placements based on
these priorities:
MAPPING
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TRADE ROUTES
Trade routes are the key shipping lanes and overland trails that crisscross the sands.
They affect encounter rolls (pg51).
Trade routes don’t have any physical representation in-game: they’re just an imagined
line. Diegetic maps mark them, certainly, but you can’t stare out at the dunes and see the
physical trade routes, although well traveled routes might have sparse markers or warnings.
1. Draw a dotted line linking every city 4. Trade routes can overlap.
to the next nearest city. These are your Intersections at sea are fairly common.
main trade routes. 5. Trade routes want to follow king’s
2. If there are any villages close to a sand. This is usually worth even
trade route, link them to the trade significant diversions. Many trade
route, like branches on a tree. routes coalesce around a single tendril
3. If two cities have a clear path of king’s sand.
between them and the nearest trade 6. Trade routes never cross kiln, vulcan,
route would be long and circuitous, or bone sand. They’re simply too costly
link them. Think like a merchant trying and dangerous. That’s not to say nobody
to save their skins. Where can you cut ever attempts to cross them—just that
down on the time spent sailing? they’re not proper trade routes.
MAPPING
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HAVENS
Add one haven for every trade route on your map, then add 1d4-1 more.
Havens need to be on the sand, but not necessarily on an island. Outlaws and pirates
often shelter on the coasts, but also hide within the corpses of great beasts, volcanic
caldera, submerged sandstone cavern networks, or other, even more hostile locales.
Anywhere they can safely hide from the long arm of the law. Here are a few guidelines:
MAPPING
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MAPPING
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ISLAND NAMES
d100 Name d100 Name d100 Name
01 [direction] Point 34 Fury Peak 68 Outer Leap
02 [name]'s Rock 35 G_d's Footprint 69 Prince's Way
03 Archon Mesa 36 Geyserfields 70 Prophet's Folly
04 Archpriest's Iron 37 Glimmerdune 71 Pyramid Point
05 Big Loop 38 Greater Palm 72 Raincaller's Rock
06 Blue Chain 39 Green Atoll 73 Saguaro Stone
07 Bone Ridge 40 Helm's Bar 74 Salt Cascade
08 Broken Crown 41 Hero's Bluff 75 Sanctuary
09 Camel's Hump 42 High Fingers 76 Sandytrees
10 Canter's Death 43 Imperator's Fall 77 Second Collapse
11 Cenobiarch of the 44 Inner Leap 78 Shallowsails
Many Dunes 45 Jerboa's Foot 79 Siltstone
12 Chanter's Call 46 Judgment Table 80 Skystones
13 Clay Mound 47 Junkcatcher Reef 81 Smuggler's Laugh
14 Cloudfall Isle 48 Ketchbane Isle 82 Snailshell
15 Crab's Cay 49 Killer's Shelf 83 Sorcerer's Answer
16 Dawn Spike 50 Kiln Palisade 84 Sorcerer's Query
17 Dead Magma 51 King's Sink 85 Stone Thorns
18 Deepsails 52 Knife's Edge 86 Tattooed Slab
19 Distant Dominion 53 Last Pillar 87 That-Which-Is-Not-
20 Doom Quarry 54 Lesser Palm G_d's Fist
21 Drake's Eye 55 Little Loop 88 Third Collapse
22 Driftwood Net 56 Low Fingers 89 Thunderheart
23 Drowned Isle 57 Lower Jaw 90 Tip of the Spear
24 Drunkard's Demise 58 Manta's Belly 91 Trident of [name]
25 Dunerider's Lament 59 Manyglyphs 92 Twin Forks
26 Dustman's Key 60 Manyquills 93 Upper Jaw
27 Elder Reef 61 Marrowheap 94 Viper's Tongue
28 Falcon's Talon 62 Mist-clad Cay 95 Waking Crag
29 Far Wedge 63 Mount of Dates 96 White Nail
30 Felstar Major 64 Near Wedge 97 Widow's Grief
31 Felstar Minor 65 Nestingsands 98 Windshear Point
32 First Collapse 66 Ninepoint Height 99 Wing Above
33 Flying Isle 67 Old Outcropping 100 Wing Below
MAPPING
Sands
Salt sand
Silk sand
Sugar sand
Kiln sand
Vulcan sand
Bone sand
King’s sand
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PORTS
When you’re not sailing the Seas, you’re likely in port, be it city, village, or haven. Ports
are where you rest and recuperate, buy and sell cargo, repair and upgrade your ship, recruit
crew members, and otherwise conduct business and leisure.
PACING VILLAGES
Generally speaking, voyages are Small ports with few resources. Fishing
bookended by port visits. PCs leave from and farming dominate village life. What
a port and arrive in a port. These might be they don’t know matters little compared to
the same port or different, they might stop tomorrow’s water.
in the middle somewhere, but most major
Most crews treat villages as waystops.
voyages start and end in port.
They can provide food and water, yes, and
Like at sea, most of the time in port perhaps a few paltry bargains, but little
is spent on a day-to-day basis, but more. Cities are where true riches are
sometimes you zoom in closer to play. won, not their breadbaskets. That said, the
Many of the mechanics around trade or enterprising merchant knows even the
recruitment involve spending time in tiniest village can become a grand market
port, and time is tracked in days (pg86). with a little nudging, and they always need
However, you may find it helpful to zoom a few brave souls for a dangerous task.
in, hour-to-hour or minute-to-minute, to
give events a little more focus. Or, maybe HAVENS
it’s all business, so your players clock their
Free ports, safe from the despotism of
days and return to sea.
law. Hallucinogenic drugs, brutal ship-
sized siege engines, looted luxuries, the
CITIES blood of dead kings, and everything in
The largest ports in the Seas. Walled between. Of course, only fellow outlaws
hives teeming with life, goods, people, and are truly welcome.
news flowing in and out through its docks.
Havens are dysfunctional to a greater
Almost anything can be bought or sold in or lesser degree. Every well is guarded
a city. Rippling cashmeres, glass swords, by a dozen cutthroats; every shipwright
clay-fired barrels, imported timber ships, hounded by a dozen desolate captains;
camel-leather armor, and more (pg178). every fight involves a dozen bloody
belligerents on each side.
Cities are law and order. They have
navies, regulations, customs, bureaucracy, Havens aren’t recognized by cities.
officials—many cities leave their gallows Warships harass them and customs
public, so any would-be criminals can see officials are always sniffing for smuggling.
their confederates swing in the wind. As such, forged ship papers and false
manifests are in high demand (pg84).
Cities are campaign hubs. Mercantile
parties can find their next hot bargain
here, and adventuring crews can find their
leads and rumors here.
PORTS
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BUILDING PORTS
Create ports of each type—cities, villages, havens—the same way: roll on the listed
table. Cities have the most features, while villages and havens have only a few. Tables
provide specific examples to use right away or as inspiration for your own entries. You
probably don’t need full details for each port in advance, but ports near PCs should have
complete entries.
PORTS
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GOVERNMENTS
d20 Name & Details
01 Algocracy. Sacred geometry set into the streets determines the course; officials
consult arithmetic-seers for truth; judiciary law decided by brickwork patterns.
02 Anarchy. Individual rulings over rules; syndicalist communes synchronize their
wishes; volunteer duty rosters hang on every street corner.
03 Clan Rule. Family trees set in ancient stone catacombs; each house rules one
trade exclusively; canters keep histories of allegiances, betrayals, and grudges.
04 Cryptocracy. Each night the Bringers collect silent tithe; tobacco-spit markings
declare war; wheels of government turn unseen by living eyes.
05 Demarchy. Bronze lots cast in clay barrels; annual tumbleweed chase decides the
next mayor; citizens’ spit dripping across the dunes decides regime change.
06 Divine Commune. Scripture written by the collective over shared meals; desert
fathers return with edicts from G_d; monasteries of the night sky rebuke the sun.
07 Elective Monarchy. Electors tattoo their marks on preferred candidates; kings
bear crowns of the seven glasses; vassals pledge themselves with oaths of tears.
08 Gordian Bureaucracy. Clerks lie buried beneath stacked letters and missives; all
must join The Line; anything beyond subsistence requires blood-water contract.
09 Guild Confederacy. Thirteen hooded masters rule with the gilded-iron fist of
cartel economics; writ-glass tablets seal secret trade agreements; guild artisans
learn ascending passwords when they rise in rank.
10 Hereditary Monarchy. The 13th Queen, matriarch of her line; endless rival
successor princes; new rulers drink memories of their ancestors.
11 Heroic. Archon-Generals stride naked through their court, adorned in a hundred
scars; bardic councils praise the noble and abjure the wicked; youth of age depart
annually for fame, fortune, and power.
12 Imperial Occupation. Steel-masked soldier-mystics stalk the streets; foreign
nobles drizzle muck into parched mouths; rebel blood waters conqueror gardens.
13 Kritarchy. City walls engraved with a thousand laws; legal students sabotage
each other for position; judges murmur verdict-diatribes for days at a time.
14 Republic. Senators bathe in water collected from each elector; seers validate
results cast in sand; rhetoric schools prime all for high office.
15 Magocracy. Lawbreakers cast into the mirage-void; mystics drink blue ink that
their entrails may portend; sorcerer-lawyers argue cases before conjured judges.
16 Mercantile Oligarchy. Secret conclaves hold cruel games of chance; citizens
taxed in water debt; trade manifests require golden seals.
17 Military Dictatorship. A fortress of glass blades, one for every oathsworn soldier;
legions clad in bronze scream devotions; high admiral commands all.
18 Noocracy. Ambitious youths starve for wisdom; mothers drain enlightenment
into the cups of babes; philosophers debate existence and law in one voice.
19 Theocracy. Laws issued from the prayer-scarves of the faithful; priests chant
rulings in proto-xeric tongues; judges tattooed in scriptural lexica.
20 Xerarchy. What the desert wills, the desert wills; the dunes shift with the
heartbeats of life and death; no G_d, no king, only the sand.
PORTS
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CHARACTERISTICS
d20 Characteristic Trade Effects
01 Academic. Etched notes cover surfaces • Beer +1, Wine +1
as lectures drone into the night. • Alchemicals -1, Texts -3
02 Artistic. Swirling portraits of beasts • Alchemicals +1, Finery +1, Wine +1
mix with music that vibrates the spine. • Weapons -1
03 Ascetic. An ever-expanding mass of gold • Delicacies +2, Finery +2, Spices +2,
kept for all to see. Luxuries are taboo. Texts +1
04 Chaotic. One day, a camel is the subject • Armor +1, Weapons +1
of adoration; next, it's the dinner-meal. • Delicacies -1, Tools -1
05 Closed. Portcullises rusted shut; • Armor +1, Lumber +2, Metals +2,
smuggling is an art. Free Trade is taboo. Weapons +1
06 Creative. Notes and plans adorn alley- • Glass +3, Metal +2, Scrap +2
walls; the commons fund public art. • Tools -1
07 Debaucherous. Wine flows faster than • Beer +2, Liquor +2, Spices +2, Wine +2
water; strangers find heat in the dark. • Texts -2, Tools -2
08 Frenetic. Runners churn the cobbles; • Beer +1, Camels +2, Wine +1
money counted in minutes, not water. • Tools -1
09 Industrious. Saws sing in time with the • Lumber +2, Metal +1
beat of hammers. Laziness is taboo. • Alchemicals -2, Tools -2, Scrap -2
10 Kleptocratic. Wells “protected” by • All Goods +1
soldiers; coin-purses chained to belts.
11 Militaristic. Glass and bronze blades • Armor +2, Glass +2, Lumber +2,
adorn every surface. Disloyalty is taboo. Metal +2, Weapons +2
12 Monastic. Rooftop monks murmur from • Beer +1, Foodstuffs +1, Tea +1
clouds of incense. Secularism is taboo. • Texts -2
13 Nurturing. Every house nurtures a • Cloth +2, Tools +1
small garden. Orphanages have twice as • Delicacies -1, Foodstuffs -2, Spices -1
many carers as children.
14 Pluralist. Open gates greet all; settling • Cloth +1, Foodstuffs +1, Tea +2,
takes mere days. Inhospitality is taboo. Texts +1
15 Prim. Laundries steam through the • Delicacies +1, Finery +1, Glass +1,
night as litterers suffer lashes on the Salt +1, Spices +2
post. Uncleanliness is taboo. • Camels -1, Scrap -2
16 Opulent. The clatter of coins mixes with • Finery +3, Lumber +1
the idle splash of water. • Cloth -1, Rations -2
17 Ordered. Streets bear numbers instead • Texts +2
of names; bells ring every quarter-hour. • Beer -1, Liquor -1, Wine -1
18 Sleepy. Constant din of wind as dust- • Beer +1
haze coalesces in every crevice. • Delicacies -1, Foodstuffs -1, Weapons -2
19 Superstitious. Whispers hold sacred • Salt +1, Spices +1, Texts +1
invisible truths.
20 Violent. Knives are sold on every corner • Armor +3, Weapons +3
and the scent of blood hangs heavy.
PORTS
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TABOOS
d20 Taboo Trade Effects
01 Art. Self-expression exists in the • Alchemicals -1, Glass -3, Metal -1,
moment. It must never be preserved. Texts -2
02 Buried Dead. The sands must be paid • Foodstuffs -1, Lumber -1, Metal -1
their due.
03 Disloyalty. All must support the local • Weapons +1
dictates, no matter their cost. • Texts -2
04 Drinking. Alcohol is the water of That- • Alcohol is illegal.
Which-Is-Not-G_d. • Beer +3, Liquor +3, Wine +3
05 Foreigners. Only those of native sand • Foreigners are illegal outside
are truly welcome. designated areas.
• All Goods +1
06 Foul Language. Oaths are for G_d, not • Beer -1, Liquor -1, Wine -1
for idle tongues.
07 Free Trade. Only those approved may • Unapproved trades are illegal.
conduct deals.
08 Hunting. Woe to those who disturb the • Delicacies +2, Foodstuffs +2
natural order.
09 Inhospitality. All guests must be • Cloth +1, Foodstuffs +1, Tea +2
welcomed equally.
10 Laziness. Work together for the • Lumber +1, Metals +1, Scrap +2
common good! • Beer -1, Tools -3
11 Luxuries. They distract from what truly • Delicacies and Finery are illegal.
matters in life. • Delicacies +3, Finery +3, Spices +2
12 Magic. Sorcery only leads to disaster. • Magical works are illegal.
• Alchemicals +2, Glass +1, Texts +2
13 Open Religion. Pray in your closets, not • Alchemicals -1, Metal -1, Texts -2
on street corners.
14 Public Romance. Courtship is private • Beer -1, Finery -1, Wine -2
and precious.
15 Secularism. Faith is essential. • Spices +1, Texts +1
16 Sex Work. The body is a temple. • Finery -2, Liquor -1, Wine -2
17 Singing. Music is of the divine; • Texts -1
humanity is mundane.
18 Uncleanliness. All strive to be spotless. • Camels are illegal within port.
• Beer -2, Camels -3, Liquor -2, Wine -2
19 Violence. All disputes must be settled • Weapons are illegal.
peacefully, without bloodshed. • Weapons +3
• Armor -1
20 Waste. Water is for life and naught else. • Delicacies -1, Foodstuffs -1,
Lumber -1, Spices -1
PORTS
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LANDMARKS
d30 Landmark Tales & Legends
01 Aeolian Sphere “...no, no maintenace. Only the winds and the will of G_d…”
02 Ascetic Pits “...Old Tyraxos said the same thing to my grandmother,
just there. She spat on him and he praised G_d for it…”
03 Central Oasis “...wages in bribes, but now I get access twice a week…”
04 Cistern-Vault “...Hassan’s seen them! Millions and millions of skins,
guarded by a sandstone monster bigger than a junk…”
05 Concentric Walls “...sand-faeries! No one else could do it! It’d be impossible!”
06 Divine Geometry “...follow this line across the streets and it joins 28 others,
merely one pyramid of a broader enneagram…”
07 Exposed Catacombs “...the plague-dead still reeking like they died yesterday,
even though they’ve been dead for five hundred years…”
08 G_d’s Tree “No! Never touch it, or you’ll be struck by lightning! We
collect fallen branches, but never touch the tree itself.”
09 Glass Streets “...boil the soles off your feet, sizzling like a camel flank…”
10 Great Stone Belfry “...drove Master Khendu mad, said they could hear G_d…”
11 Holy Mount “...she was lifted by the wind like an Archon of old…”
12 Inverse Pyramid “...Sala the Fool! Now they’re Sala the Vision, of course…”
13 Obsidian Temple “...smote the prince with lightning—there’s the crack…”
14 Old Town “...every St. Sahure’s Day, when the thirteen-year siege
was broken, but none of the rats lived to see it…”
15 Poison Fields “...you can smell it on them, like sulfur and limestone…”
16 Primordial Ribs “...every full moon. The Carvers have the most important
job in the city—we use the bone for all kinds of things!”
17 Sacrificial Labyrinth “...My neighbor Rabiya said she set foot inside and had
nightmares for a month afterwards…”
18 Sand Baths “Try it! Come try it! It’s free! Let it soak into your skin…”
19 Scintillating Mirror “...caught in the amplified rays, burnt like kindling…”
20 Sky-Column Ring “...built these columns to house the divine form of G_d…”
21 Slag-Melted Gate “...Exarch Q’nas double-crossed the dragon, so it came
back and spent a day and night lapping at it…”
22 Ship Graveyard “...the ghosts still sing before they slit your throat…”
23 Titan Sarcophagi “...the shaking every solstice used to terrify my children…”
24 Twin Lighthouses “...dashed the entire Horizon Fleet to bits…”
25 Undying Flame “...vulcan-sand psammead offered it freely, for our light…”
26 Volcanic Altar “...enlightenment as they were consumed by magma…”
27 Waterfall “...vomited out by a gargoyle-angel, a gift blessed by G_d…”
28 Wooden Palace “...raided three forests, two south and one north…”
29 WORM Mound “...before the first bricks were laid. Still rumbles, too…”
30 Xerified Forest “...broke her bargain, the psammead turned it all to sand.”
PORTS
28
HISTORIES
d20 History
01 Blessed by G_d. Wells sprung from solid stone, one in each district, and angels of
vengeance smote an invading fleet across the sand. This place is protected.
02 Catastrophic Disaster. Armageddon locusts demolished half the port in a day.
Were it not for a flock of golden, apotropaic seagulls devouring the locusts, it
would have been the end.
03 Cursed by That-Which-Is-Not-G_d. Children died in their parents’ arms as sand
poured from their mouths; oases ran white with salt and brine; vulcan sand
detonated beneath the streets.
04 Drought. Wheat-fields turned to naught but tumbleweed as people drank blood
from desiccated corpses in desperation. To this day, priests hurl curses at the
endless blue sky.
05 Ex-Imperial. Once they ruled across the sands, until the hundred-year storm
damned them to ignominy.
06 Fabled Treasure. Some say pirates built the port looking for lost gold. Others say
they were seeking deepwater reserves, the last tears of the oceans that once were.
07 Grand Ideal. Founded by a council of noble sailor-philosophers. From this port
the sands shall be made a garden.
08 Holy Site. Shazalayah the Gift died here. Their blood turned to gold upon the
sands, healing ten thousand lepers.
09 Inexplicable Phenomenon. Green skies, red clouds, sounds you could smell,
sights you could taste. On that day, the desert unleashed wonders.
10 Joined Forces. A marriage between two great lords, anointed in seven sands.
11 Liberated. With steel and blood and fire, the people drowned their viceroy in dust.
12 Mysterious Benefactor. All at once, wealth and water poured forth from an
empty cave, and righteous edicts appeared in dreams.
13 Mythic Founding. Before the sands were Seas, THE WORM vomited the stones
upon which the port stands.
14 Old Grudges. Ruins mix with new buildings and incomplete texts hint at old
enemies among friendly faces.
15 Rebuilt. A court of angry psammeads reduced their home to little more than
glass. One year and a day later, the psammeads rebuilt it in a single night.
16 Rejuvenation. They said it would never last, but the people re-etched the temple
glyphs, layered the crumbling walls with carved granite, and cast the streets in
fired kiln sand.
17 Revolution. The conclaves of golden kings were cast down by violet prophets.
Woe to would-be conquerors.
18 Seat of Power. Once, prophet-kings gazed far beyond mortal sightlines. They
traveled unceasingly for water to fill the vaults of an Empire.
19 Succession Crisis. Siblings dressed in each others’ bloodstained silks while
armies built barricades from ancestral statues.
20 THE WORM’s Will. The island rose up from upon THE WORM’s back. When
THE WORM passed, soil rose from its corpse and its bile became water.
PORTS
29
PORTS
30
CITY NAMES
d50 Name Title d50 Name Title
01 Al-Alkwarin All-Seeing 26 Khousfalamin Of a Thousand
02 Al-Asmayil Beloved Temples
03 Al-Faslayouf Benevolent 27 Layoumlayla Queen's Lagoon
PORTS
31
VILLAGE NAMES
d100 Name d100 Name d100 Name
01 Afs 34 Jjarn 68 Rabta
02 Akhb 35 Jour 69 Res
03 Akra 36 Jumla 70 Rizq
04 Amfal 37 Kaamin 71 Rjiel
05 Atphil 38 Khatim 72 Rouwa
06 Azkar 39 Khmon 73 Rula
07 Baek 40 Konthar 74 Siiam
08 Basta 41 Kufla 75 Skefn
09 Birit 42 Laqit 76 Soukh
10 Biyel 43 Leth 77 Srra
11 Bourna 44 Lirma 78 Sujf
12 Brrot 45 Lyam 79 Syouf
13 Ciam 46 Miiath 80 Szim
14 Damar 47 Mobn 81 Taib
15 Daour 48 Mourha 82 Tamr
16 Darba 49 Mugh 83 Tauz
17 Doomin 50 Nablis 84 Tekth
18 Draj 51 Nenm 85 Tothik
19 Duarna 52 Niml 86 Traas
20 Dyoum 53 Nofra 87 Ulia
21 Emtar 54 Nuor 88 Uqra
22 Faroon 55 Oghrib 89 Uuma
23 Fikhr 56 Ort 90 Wakyr
24 Gaamal 57 Ourfa 91 Wien
25 Ghyim 58 Outhr 92 Wofq
26 Goorn 59 Pbirta 93 Woll
27 Hjem 60 Pefta 94 Yazdi
28 Hleim 61 Phalif 95 Yemsal
29 Hoasim 62 Pojba 96 Yimla
30 Iflah 63 Qam 97 Ymar
31 Imth 64 Qfir 98 Zafr
32 Iysra 65 Qipla 99 Zemt
33 Jiamer 66 Qnaf 100 Zift
67 Qulq
PORTS
32
HAVEN NAMES
d50 Name Title d50 Name Title
01 Abjkal bel Bait-of-the- 26 Kokh Lyom Pirate's Pride
Ghelm Vulture 27 Lesh bala Sem Prince's Ruin
02 Alf min Zaha Black-Bannered 28 Lihim el Dis Profaned Seat
03 Beb il Biet Blighted-by-G_d 29 Liijit Ghas Ramshorns
04 Bughit Weljeb By-The-Shadow 30 Met el Menz Rat's Tail
05 Burj Barja City of Gold 31 Moufti w Zir Red Haven
06 Damr mat Cradle of Chaos 32 Murtad yan Serpent's River
Kamel Khas
07 Ekht Mafikht Cutthroat's Neck 33 Nukh ta Min Silken Shore
08 Ertah al Qin Deadman's Beach 34 Oun min Spicer's Cove
09 Fahiz w Salam Disfavored Khyoum
10 Fakh Bi-nzal Dusk's Watch 35 Qaam Maal The Empty Grave
11 Fijir min Salam Edge of the World 36 Qarn wel Elim The Ribs
12 Fokh bala First Among 37 Qatl min Qasim The Slap
Moakh Equals 38 Quf w la Tuquf The Spit
13 Fus mat'Rus Forgotten 39 Ran el Hezn Thrice-Cursed
14 Ghali w Mali Gate of Blades 40 Sarjah w Hoss Throne of Bones
15 Ghayran Adab Hard-Bitten 41 Souf el Sem Tiger's Tooth
16 Guzgha al Rezi Immolated 42 Taiem al Ein Twice-Sunken
17 Hat Basra Killer's End 43 Usyaf al Riz Tyrantsbane
18 Hojin Khams King's Folly 44 Wahd Waliin Unconquered
19 Imthal w Thal Kinslayer's House 45 Wazi Jjamil Unholy Kingdom
20 Izra w Mizra Knife-Crowned 46 Yntaj al Mawra Vault of Dust
21 Jaaf w Jem Last Call 47 Yom ma Yom Windshorn
22 Jal el Dam Legion's Rest 48 Zahra min Wolf's Den
23 Jebl el Biss Long Noose Shjar
24 Jezr Mish Lost Home 49 Zinjar al Rin Wrecker's Refuge
25 Kanl Khet My City 50 Zughir al Bash Youngblood
PORTS
33
EXAMPLE PORTS
CITY: OBLATIVE KAZMAZIR
Government: Mercantile oligarchy. Ruled by a conclave of Merchant-Princes.
Characteristics: Violent and Monastic. Warrior-monks challenge anyone who dares
show disrespect.
Taboos: Secularism and Luxuries. The Conclave has exclusive rights to luxury goods.
Those outside the faith are distrusted.
Landmarks: Cistern-vault and ascetic pits. The vault, called the Source, is closely
guarded by the Merchant-Princes for its pure, sand-less water. The public fighting
pits—the Amphitheater of the Everyman—host brawls and duels between the city’s
fractured monasteries.
History: Catastrophic Disaster. Some hundred years ago, the sands flooded the whole
of Kazmazir for three days and three nights. Elders warn it could happen again.
Surpluses: Glass and Texts. When the monks aren’t fighting, they pour out essays,
treatises, and volumes on every aspect of daily life, or they cast increasingly-complex
glassworks for both artistic and combative purposes.
Scarcities: Alchemicals, Delicacies, and Metals. Asceticism demands simplicity.
Trade Totals:
• Alchemicals +2, Armor +3, Beer +1, Delicacies +5, Finery +3, Foodstuffs +1,
Metals +2, Spices +3, Tea +1, Weapons +3
• Texts -3
• Delicacies and Finery are illegal.
VILLAGE: ZAFR
Government: Mercantile Oligarchy. Ruled by the Conclave of Kazmazir.
Characteristics: Ascetic. Zafrites adhere to the teachings of Kazmazir’s monks.
Taboos: Luxuries and Free Trade. As in Kazmazir, delicacies and finery are illegal and
only those approved by the Conclave may trade freely.
Landmarks: Mountain Terraces. The little village is famous for its farming terraces
hewn straight into the rock at dizzying angles.
Surplus: Lumber. From the forested mountain.
Scarcity: Tools. Mountainous terrain makes it difficult to build workshops.
Trade Totals:
• Delicacies +5, Finery +5, Tools +2, Spices +4, Texts +1
• Lumber -2
• Delicacies, Finery, and unapproved trades are illegal.
PORTS
34
HEAT
On the sandy ocean floor, bedrock
bacteria (pg135) constantly move and
churn up heat. They drive the convection
currents enabling the entire physical
ecosystem of the Seas. Hot sand rises,
cools on the surface, slowly sinks down,
and then heats up again. Sunlight merely
ensures full liquidity on the surface.
When the sand cools, only the first
couple dozen feet solidify while the
rest, beneath the crust, remains liquid.
The lower sands churn endlessly, always
simmering. By night, purely-xeric
creatures dive deeper into the sands to
avoid getting stuck in solid sand.
When the sand gets very hot, strange
things happen to it. It expands, explodes,
changes its shape, or otherwise is altered.
Days of high heat can be more dangerous
than even sandstorms.
The further down into the sand you go,
the hotter it gets. At the sandy ocean
floor, temperatures reach upwards of 500°,
driving away all but the most durable and
tenacious of creatures.
SANDS
35
Rowing in sand, as a galley or canoe would, Sandsuits cost about 2d4 × 1,000ẞ, and
is nearly impossible. Imagine dragging a are only available in cities. A diver could
ship solely by your arms. If a ship has no retrieve sunken cargo worth ten times the
sails, it drifts. investment, but buying a sandsuit means
drawing unwanted attention!
SANDSHOES
Sandshoes are strips of cloth woven
across oval metal frames, strapped to
the feet. Much like snowshoes, but with
solid cloth latticework, rather than cord
or rope.
While wearing a pair of sandshoes,
the walker’s speed is halved, but their
effective weight is reduced to 1% of their
normal weight. This enables people to
walk across most varieties of sand, even
when liquid. Camels can wear sandshoes,
too, provided they wear two pairs.
A pair of sandshoes costs 50ẞ.
SANDS
36
SALT SAND
LIQUID LIMIT: 100lbs. Where oceans once were, salt sand now
SOLID LIMIT: 1,000lbs. remains. Salt sand is common in the Seas.
LIQUEFACTION POINT: 80°. Liquifies It supports a wide variety of xeric fauna,
every morning just after dawn. though flora is rare as the salt drains their
life-sustaining water.
HEAT REACTION: Evaporates into tiny
razor-sharp dust. Evaporated salt sand Salt sand has a mixed reputation amongst
inflicts hundreds of tiny cuts on exposed sailors. On the one hand, it’s reliable and
flesh. Anyone caught in evaporated salt tough—anyone gone overboard can likely
sand suffers double damage from all be rescued before they sink. On the other
physical sources and 1 damage per day. hand, salt is anathema to things living on
Symptoms include: frequent nosebleeds, land: salt coasts are bereft of land plants,
bloody stool, and coughing up blood. and crops won’t grow on the salt. Likewise,
Evaporated salt sand takes 1d6 days to salt exacerbates wounds. Salt sand in an
settle and return to liquid form. exposed cut sharpens the pain; long days
WATER REACTION: Dissolves into on salt sand irritates the eyes, nose, and
slurry. When wet, it dissolves entirely ears. Still, salt sand is so common that
into brackish water. Salt slurry isn’t nearly everyone has had to make their own
particularly dangerous on its own, but is peace—that, or go mad.
difficult to sail through or walk across,
even while wearing sandshoes.
REFINING SALT SAND
LIQUID TEXTURE: Crunchy, flaky, and Industrious cities can refine salt
brittle. Thin wafers stacked atop each sand into pure salt, but it is a long
other, ground into bits. alchemical process. It includes:
SOLID TEXTURE: Rough, crusty, and • Heating, to remove grit but not
dense. An uneven plane of wafers. Solid melt the sand.
salt sand breaks off in flat chunks. • Bleaching for a month, to
COLOR: Translucent gray. Light shines remove impurities.
dimly through it. • Blessing the salt with four
DUNES: Jagged, angular, and prone to sacred oils, to purge any latent
small cliffs. Salt dunes jut and spike like demons or worse.
ice floes or rock formations.
SOUND: A constant crackling rumble. Salt encounters can be found in
It’s so brittle that ships cause a continuous Appendix K, pg234.
low churning sound.
d20 Names for Salt Sand d20 Names for Salt Sand
01 Alkalesia 11 Painbearer
02 Bitter sand 12 Pepper sand
03 Bracken sand 13 Pillar-flats
04 Briny seas 14 Rock sand
05 Crackling beds 15 Saline sand
06 Desert mica 16 Silver sand
07 Dry ice 17 Soda sand
08 Flensing sand 18 Sting sand
09 Glass sand 19 Wafer sand
10 Ocean sand 20 Xeric halite
SANDS
37
SANDS
38
SILK SAND
LIQUID LIMIT: 25lbs. The oldest and finest of the sands, silk is
SOLID LIMIT: 200lbs. the closest counterpart to water. Try to
LIQUEFACTION POINT: 60°. Liquifies grasp a handful, and it slips through your
just before dawn. clasped fingers. Its dunes are never fixed,
always drifting and shifting with the wind.
HEAT REACTION: Gets thinner and
lighter. The liquid limit drops to 5lbs Among sailors, silk sand is the most
and the solid limit drops to 40lbs. Ships beloved. Dusty, cloying, and gets on
kick up huge clouds of dusty silk sand, everything, but it’s also relatively harmless
approximately Zest × 50’ in diameter. and predictable. People sink during the
WATER REACTION: Thickens, rapidly day, but can walk at night. Ships cut
growing sticky and sludgy. Wet silk sand through it like so much air. Its orange,
is effectively sticky quicksand: halve Zest gold, and yellow dunes are synonymous
in wet silk sand. Gets in every crevice. with the Seas. Untold poems, songs, and
landscapes glorify silk sand’s appearance,
LIQUID TEXTURE: Fluffy, airy, and
reaching far beyond the sandy coasts.
light. More like fine dust than proper
desert sand. Despite its adoration, silk sand is the
SOLID TEXTURE: Swishy, dusty, and deadliest of the common sands. Because
pillowy. Footfalls dust off the top inch it’s so light, any sailor that falls overboard
or two. is like as not to drown. Once submerged in
COLOR: Baked golden-orange, fading silk, most die coughing and choking.
into yellow or tan in places. When the
sun sets, the line between horizon and silk
SILK BATHS
is nonexistent—it’s all smooth gold.
As a water bath is a luxury for the
DUNES: Rolling, gentle, and always
rich alone, most bathe in silk sand.
moving. Silk dunes are most like waves of
Good inns keep a tub or two ready.
water. They rise and drift with the wind.
Silk baths aren’t quite as effective as
Ships easily cut and crest across them.
proper water baths— water soaks
SOUND: Soft, warbling, and brassy. A
and soothes, silk scrapes and scrubs.
tone like a muted saxophone or trumpet,
an uneven melody beneath a ship’s keel.
Silk encounters can be found in
Appendix K, pg238.
d20 Names for Silk Sand d20 Names for Silk Sand
01 Angelflour 11 Ol’ faithful
02 Bathing sand 12 Powder sand
03 Choke sand 13 Satin sand
04 Dead millstones 14 Scrub sand
05 Desert finery 15 Shimmer sand
06 First love 16 Silken dust
07 Gilded expanse 17 Spider’s sand
08 Golden sand 18 Subtle sand
09 Micro psammo-particulate 19 Wave sand
10 Moth sand 20 Woven sand
SANDS
39
SANDS
40
SUGAR SAND
LIQUID LIMIT: 50lbs. Of the common sands, sugar is the most
SOLID LIMIT: 500lbs. complex. On its face, sugar is sweet and
LIQUEFACTION POINT: 70°. Liquifies at simple, but beneath the surface it churns
dawn, solidifies at dusk. and thrashes as it endlessly divides and
recombines. Anything left on a dune of
HEAT REACTION: Melts and boils,
sugar sand ends up encrusted in a light
becoming deadly caramel (see Sugar
layer of sugar crystals. Green sailors love
Flux, pg175).
sugar sand—sweet, crunchy—and old
WATER REACTION: Coalesces into
sailors despise it—unpredictable, cloying.
crystal. One skin creates a crystal the size
Many a novice crew has perished by not
of a person, but pour a bulk of water onto
treating sugar sand with all the respect
it and it forms a crystal the size of a skiff.
it is due.
A cracked-open crystal has a 50% chance
of revealing a skin’s worth of sweet, gritty Despite its mixed reputation among
sugar-water, often distilled into spirits. sailors, most cityfolk appreciate sugar
sand. Because of its richness, flora on
LIQUID TEXTURE: Grainy, crunchy,
sugar coastlines tend to grow faster and
and crystalline. Tiny crystals rubbing and
healthier. Likewise, game animals nibble at
scratching against each other.
the sweetness, making for great hunting
SOLID TEXTURE: Crispy, crackling, and
grounds. Naturally, sugar sand is much
tacky. Crystals stick together, splitting
loved by children who need only lick their
and cracking with weight.
lips for a free treat.
COLOR: Pale, ridged, uneven yellow.
When it crusts onto things, it leaches a bit Sugar encounters can be found in
of their colors. Appendix K, pg242.
DUNES: High-crested, sweeping, and
misshapen. Sugar dunes form atop larger
sugar crystals beneath them. While
the surface sands blow frequently, the
underlying structures hold fast.
SOUND: Constant shkk-shkk-shkk.
Sugar sand constantly breaks and reforms,
and thus its shuffling song never ceases.
d20 Names for Sugar Sand d20 Names for Sugar Sand
01 Candied sand 11 Nectar-o’-the-dune
02 Cane sand 12 Psammo-sacchar
03 Caramel sand 13 Putrefied sand
04 Confection sand 14 Sailor’s candy
05 Desert-dessert 15 Spun sand
06 Dune-confit 16 Sticky sand
07 Flash sand 17 Sugarwaste
08 Good glass 18 Sweet sand
09 Honeydunes 19 Syrup sand
10 Malted sand 20 Yellow sand
SANDS
41
SANDS
42
KILN SAND
LIQUID LIMIT: 25lbs. Scholarly tradition holds that kiln sand
SOLID LIMIT: 5,000lbs. is a semi-liquid landmass, not sand,
LIQUEFACTION POINT: 170°. Solid but sailor and caravaneer tradition
except in high heat (pg50). It is, in many supersedes academia. Kiln sand is almost
regards, more like land than sea. always solid, making it a preferred path
for the shipless. It sprawls outwards in
HEAT REACTION: Liquifies. Since the
vast flatlands, criss-crossed with gaps and
kiln is almost always solid, it takes serious
breaks in the even surface. Kiln can’t hold
heat to actually turn to liquid.
settlements or, more critically, drinking
WATER REACTION: Turns moldable
establishments, meaning the sand is truly
and pliant, then hardens like brick as it
worthless to a sailor.
dries. An hour after being moistened, kiln
sand is pliant and flexible, like wet clay. While the chances are low, there is the
As it dries it becomes harder and tougher omnipresent threat that the sun burns
than even ordinary kiln sand, not unlike too hot, and the otherwise solid ground
brick or light stone. liquifies. When this happens, the kiln
swallows anything and everything atop it.
LIQUID TEXTURE: Dense, viscous, and
Those few that aren’t entirely submerged
heavy. Sloppy and spreading like wet clay.
end up trapped in a living prison of sand,
SOLID TEXTURE: Lumpy, sedimentary,
sentenced to a miserable death by thirst.
and crumbly. Like layers of old pottery
Still, caravaneers and explorers sometimes
left to bake too long.
gamble on the kiln remaining solid enough
COLOR: Deep-baked ochre brown.
to cross, claiming it’s no more dangerous
DUNES: Half-formed cliffs and hillsides,
than sailing.
if any. Kiln sand normally forms into
vast flats rather than dunes, riddled with Kiln encounters can be found in
cracks and fissures. Appendix K, pg246.
SOUND: Burbles and wheezes when wet,
dry clodding thumps when solid.
d20 Names for Kiln Sand d20 Names for Kiln Sand
01 Baked sand 11 Kiln flats
02 Brick sand 12 Ochre sand
03 Camel’s friend 13 Pilgrim’s sand
04 Clay sand 14 Potter’s sand
05 Clod-dunes 15 Quarry sand
06 Drab sand 16 Sailor’s clay
07 Exile sand 17 Shatter sand
08 False land 18 Ship’s bane
09 Fired flats 19 Slab sand
10 Fissure sand 20 Thumperslabs
SANDS
43
SANDS
44
VULCAN SAND
LIQUID LIMIT: 75lbs. Volcanoes are rare in the Seas, but
SOLID LIMIT: 750lbs. vulcan sand more than makes up for
LIQUEFACTION POINT: 90°. Liquifies their absence. With its red hue and
just after dawn, solidifies just before dusk. sulfuric odor, vulcan sand is famous
among braggarts and widows alike. Some
HEAT REACTION: Explodes in a grand
believe G_d created vulcan sand as a divine
conflagration. It erupts when it reaches
punishment. Because water only stokes
200°. Explosions tend to chain together,
the flames, only other sands can douse its
destroying ships, camels, and people alike.
fires. Of course, in most cases any other
WATER REACTION: Explodes in a
sands are leagues away.
grand conflagration. Dumping a skin
overboard creates a small fireball. Vulcan sand is not impossible to traverse.
Dumping a bulk of water overboard To crews careful enough to not let any
creates an explosion big enough to destroy water touch the sand and lucky enough to
ships outright. Veteran sailors often eat avoid the hottest days, vulcan sand is no
salt before sailing through vulcan sand to worse than sugar or salt. Most captains
stave off sweat. avoid it out of hand, but a few dare for a
chance at something greater.
LIQUID TEXTURE: Gritty, harsh, and
rugged. Digging with bare hands rubs Its dangerous qualities make it a natural
fingertips raw. ally to pirate havens. Most navies wouldn’t
SOLID TEXTURE: Gravelly, stony, and dare sail their fleets into vulcan sand, and
porous. Like a hard sponge. so havens are free to grow beyond the
COLOR: Deep crimson, scattered with bounds of law.
bits of gray, black, and orange. Poets
For many sailors, pirates and merchants
describe it as blood mixed in with ashes.
alike, vulcan sand is a chance to prove
DUNES: Rough and rolling, interspersed
one’s mettle. Where others might walk
with huge sandy craters dotted across
across a bed of coals barefoot, crews in
the sand. Undisturbed vulcan dunes are
the Seas take a “shortcut” across the fiery
actually quite gentle, but those are far and
vulcan sands.
few between.
SOUND: Dull grinding and grating, Vulcan encounters can be found in
intermixed with muffled explosions. Appendix K, pg250.
Sailors describe the passive sound of
vulcan sand as worse than a battlefield.
d20 Names for Vulcan Sand d20 Names for Vulcan Sand
01 Blasting sand 11 Gauntlet sand
02 Crimson tides 12 Hell flats
03 Demon dunes 13 Igneous sand
04 Desert crematorium 14 Navybane
05 Devil’s forges 15 Psammothermite
06 Devil’s sand 16 Pyro sand
07 Ember sand 17 Red sand
08 Flame sand 18 Smolder sand
09 Flicker sand 19 Smuggler flats
10 Fury sand 20 Trigger sand
SANDS
45
SANDS
46
BONE SAND
LIQUID LIMIT: <1 pound. If the Seas are a blessing from G_d ,
SOLID LIMIT: 1,500lbs. then bone sand is a curse. It is avoided
LIQUEFACTION POINT: 70°. Liquifies at and feared by sailors and city folk alike
dawn and solidifies at dusk. Spirits, ghosts, demons, cultists, sorcerers,
and fouler things haunt the sand. Strange
HEAT REACTION: Shifts and shivers
visions and afflictions abound.
as the dead stir. The surface quivers as
the sand reanimates buried corpses into Falling into bone sand is, in effect, like
undeath (2d6 shivering saints, pg121). falling through air, plummeting through
WATER REACTION: Screams as if in fine dust until splattering against the
pain. In small quantities, the sound is bedrock beneath. Of the few documented
barely audible. Sailors hear constant low naval battles fought on bone sand, all
whispering—the endless tiny screams as suffered catastrophic losses.
the sand connects with sweat on the skin.
While its sun-lit form is more dangerous,
LIQUID TEXTURE: Ashy and thin, like solid bone sand at night is far more feared.
flour. Doesn’t sift or strain like silk, but To be stuck atop a plain of solid bone is a
when shaken behaves like dust. traumatizing experience. The haunting
SOLID TEXTURE: Solid bone. Bone sounds echoing across the ossiferous
sand hardens into a single gigantic slab of dunes make sleep difficult. Most crews
ossiferous material. wait out the night in silent dread.
COLOR: Deep-dark gray, flecked with
Bone sand also has a reputation for
white and black.
revelation, albeit at a cost. Scholars,
DUNES: Rippling mounds. Never more
adventurers, and prophets venture into the
than a foot or two high. Ships cut straight
bone in search of wealth, truth, or wisdom.
through them.
Those few that return possess forgotten
SOUND: Dead silence.
knowledge and haunted dreams.
◼ Whispers. Any who sleep near
Bone encounters can be found in
bone sand must roll 1d20 on the
Appendix K, pg254.
Revelations table (pg228). If open
to the sky, roll 1d50 instead. If skin
physically touches the solid bone
slab, roll 1d100 instead.
d20 Names for Bone Sand d20 Names for Bone Sand
01 Barrow dunes 11 Hollow sand
02 Black sand 12 Marrow waves
03 Curse sand 13 Ossuarrissea
04 Dead sand 14 Rattler’s revenge
05 Death 15 Reaper’s sand
06 Desert’s closet 16 Screaming sand
07 Doom sand 17 Spectral seas
08 Fate sand 18 Spirit sand
09 Gaunt sand 19 Vulture sand
10 Ghost sand 20 Whisper sand
SANDS
47
SANDS
48
KING’S SAND
LIQUID LIMIT: 50lbs. Like a monarch, king’s sand stands
SOLID LIMIT: 2,000lbs. alone, unique amongst its fellows. Where
LIQUEFACTION POINT: 40°. King’s sand other sands clump and cluster, king’s
is almost always liquid, even at night. runs in tendrils, sprawling in long narrow
expanses through the dunes. These tendrils
HEAT REACTION: Expands and floods
form popular trade routes, filled with
to three times normal size. Tendrils of
merchants and pirates.
king’s sand expand like swollen rivers. As
they cool, they slowly revert. For all intents and purposes, king’s sand
WATER REACTION: Grows slick and is permanently liquid. Any aspiring
fluid, almost frictionless. In this state, merchant knows that every day spent
it runs quicker than water. A ball of wet upon king’s sand cuts costs in half, as
king’s sand rolls for miles; a ship with a crews can sail through the night.
wet hull gains +50% Zest in king’s sand.
Though silk and salt grow lighter and
For the few that can afford it, king’s sand
airier, king’s sand truly swells when hit by
affords truly immense speed.
intense heat. The king’s territory expands,
LIQUID TEXTURE: Malleable, stretchy, with all the benefits and drawbacks such
and gelatinous. A lump of king’s sand desert conquest brings.
stretches like putty or bread dough before
Amongst sailors, king’s sand is genuinely
breaking in two.
regarded as a monarch, beautiful and
SOLID TEXTURE: Gummy, rubbery, and
powerful—but who wants to sail only
tough. Similar to muscle. Rarely seen and
where the king permits?
poorly documented.
COLOR: Rich violet-purple, dotted with King’s encounters can be found in
bright blue, green, and turquoise. More Appendix K, pg258.
glorious than any royal dress.
DUNES: Swirling, sloping dips and
divets. Strands of king’s sand stand out
amidst serpentine dunes.
SOUND: Soft, low, melodic humming.
Discordant, but on rare occasions, it
harmonizes like an ancient temple choir.
d20 Names for King’s Sand d20 Names for King’s Sand
01 Blueblood 11 Natural trade route
02 Conquering sand 12 Patrician sand
03 Court sand 13 Psammeo regis
04 Coward’s sand 14 Royal sand
05 Desert river 15 Serpent sand
06 Dominion sand 16 The Divine Trail
07 Lavender sand 17 Vineyard dunes
08 Lord’s roads 18 Violet sand
09 Merchant’s sand 19 Winding sand
10 Mother’s milk 20 Wine sand
SANDS
49
SANDS
50
WEATHER
Roll 1d100 on the Weather table each day.
d100 Weather
01–10 Cloudy skies. A pleasant 90° with shade.
11–45 Cooler days. Pleasantly cool for the Seas with temperatures around 100°.
46–50 Sandstorm. A sandstorm brews on the horizon (pg172).
51–95 Hotter days. Roiling heat, with highs around 115°.
96–99 High heat. Scorching death north of 120°. All sands react to the heat.
100 Rain! A rare gift from G_d. All sands react to the water.
Doubles Doldrums. Dead wind; sailing is impossible (pg159). Ignore results of 100.
Lower rolls mean lower temperatures; higher rolls mean higher temperatures. Rain and
high heat bring all sorts of dangerous problems—see each sand’s reactions (pg34).
Don’t keep this a secret from the PCs. Make the table and its result known. The historical
weather patterns of the Seas are common knowledge.
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RANDOM ENCOUNTERS
Every day at sea, roll for random encounters based on sand type. Each of the seven
sands has its own random encounter table. Alternatively, use the Generic Encounters
table. In either case, lower rolls are more mundane, closer to civilization; higher rolls are
stranger, prone to danger and mystery.
Random encounter tables for each of the seven sands can be found in Appendix K, pg234.
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SURVIVAL
WATER FOOD
This is the law of the desert: every day, Everyone needs about one pound of food
every person needs one skin of water. per day. This is less dire than water—the
This cannot be altered, changed, or need is still there, but far less severe.
avoided. Everyone needs water, every day.
Every day without food, subtract 1 from
Every day PCs go without water, 3 core attributes or equivalent. PCs
subtract 3 from each of their core decide which attributes drop day-to-day.
attributes or equivalent. Dehydration Hunger kills an ordinary person in about
kills a regular person in about three days, three weeks.
sometimes less.
Eating three full meals in a day recovers
Drinking a skin of water recovers 3 all of your attributes lost to hunger by 1.
points in each attribute, up to their
previous maximum. This, obviously, FINDING FOOD
doesn’t apply to attributes lost from other
As with water, there are three main
sources, like hunger or curses.
places to find food on the Seas: in cities,
from the desert’s natural ecology, and
FINDING WATER from once-living meat.
There are three principal places to find
Costs vary significantly, but food is
water in the Seas: buying from a city,
always available in settled areas. Sold
getting lucky, or drinking the blood of
in inns and taverns, at street stalls, or
living creatures.
straight from farmers & fishers.
In cities, villages, and havens, there is
Compared to water, food is relatively
nearly always water available for sale.
common on the high Seas. Xeric life is
Most settlements are deliberately built on
plentiful: fish, crustaceans, and birds are
oases and reservoirs.
common and easily caught. Likewise, most
A crew may stumble across some desert flora is edible.
unexpected source of water in their
In dire straits, flesh provides a great
travels. A hidden oasis, a lost barrel of
deal of food, just like water. About half a
water, some strange beast or plant that
person’s weight is edible meat.
carries water with it. Regardless of the
specifics, these are fortunate finds, rarely
replicable or reliable.
When the situation turns desperate, the
blood of humans and animals can sustain
someone for a time. Problems eventually
emerge—blood is full of things other than
water, like iron and salt. Seasoned sailors
tell tales of ships with dead crews, their
teeth stained red with each other’s blood.
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HEAT EXHAUSTION
Heat exhaustion is a severe medical condition brought about by the body heating up
too quickly. High temperatures result in more rapid overexertion and a fast descent into
feeling extremely worn-out and tired. Eventually, it can progress to sunstroke, where the
body begins to shut down. Starting with the kidneys, organs and other critical functions
begin to fail.
Whenever one of the following occurs, fill-in one inventory slot to represent advancing
exhaustion:
• Spending four hours in direct sunlight.
• Four hours of hard manual labor with no breaks.
• Spending an hour in direct sunlight in heavy gear like plate armor or a sandsuit.
• Spending an hour in direct contact with liquid sand.
• Spending ten minutes beneath the sand.
PCs suffer exhaustion from multiple sources simultaneously. If, for example, the PC
undergoes four hours of labor in direct sunlight while wearing chainmail, they suffer 6
inventory slots of exhaustion.
When all of a PC’s inventory slots fill up with heat exhaustion, their speed is
halved and they collapse from sunstroke within the hour. They die after one hour of
unconsciousness. It’s a grim way to go, facedown in the sand.
During times of high heat (pg50), all exhaustion times are quartered. An hour in
sunlight, 15 minutes in heavy gear, or just a few minutes beneath the surface—all cause
heat exhaustion.
Each hour spent in shade, cooling, and/or resting recovers one slot of exhaustion. Thus,
one hour spent in shade while still active and hot recovers one slot of exhaustion; one hour
spent in the shade resting with a wet rag on the forehead recovers three slots.
T R AV E L
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SANDCRAFT
“Sandcraft’’ is a catch-all term for all sandfaring vessels. Though primarily ships, they
also include boats, rafts, duneboards, and other vessels.
Sandcraft float on liquid sand and water. Shipwrights treat the wood with pitch, tar,
and complex concavity-based carpentry. Xericulturists infuse the wood with gum Arabic,
ammonia, and massicot to add a level of xerophobia to ships’ hulls. Prophets anoint the
wood in apotropaic salts and spice melange, then carve tiny prayers into the wood grain.
Sandcraft are generally smaller than traditional ships. Deep keels lose speed too quickly
in sand, sand is denser and heavier than water, and the raw lumber itself is expensive. It’s
rare for sandcraft to have multiple decks beyond a main deck and a cargo hold.
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55
ACQUIRING A SHIP
In general, it’s assumed that PC crews have a ship. Either PCs begin with a ship or they
acquire one through play.
Ship Origins
d6 The PCs...
01 …are employees of a merchant company.
02 …are employed by or are themselves nobility.
03 …stole the ship and got away clean. Starts with cheaply-made forgeries.
04 …are military or intelligence operatives for the nearest city port authorities.
05 …are named inheritors in the last captain’s will.
06 …refurbished a former ghost ship no one else would touch.
BUYING A SHIP
Lumber is expensive and not all ship types are available in every port. When looking for
a ship, consult the Ship Costs and Availability table.
Each week, there's an X-in-6 chance a given ship is available. Reduce this by 2-in-6 for
villages, and 1-in-6 for havens. Commissioning a shipwright to build one from scratch costs
the same, but takes time. Add any additional costs from upgrades as well.
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NAVAL COMBAT
Mechanically speaking, naval combat works much like ordinary combat. Each side rolls
initiative, then combatants declare actions and roll dice. What follows are best practices
for running combat at sea, not hard and fast rules. Adhere to the fictional world first.
PHYSICAL SPACE
Ships are big. Even skiffs and dhows
have several dozen square feet of deck
space, and are dozens of feet from end to
end. Likewise, they are vertical spaces:
masts and sails can be climbed, above and
belowdecks can have separate fights.
IMPROVISE
This is a roleplaying game, not a
wargame. The rules for ships and combat
exist to elide the areas of play that we
ourselves can’t or don’t want to go through
purely via roleplay. They aren’t hard limits
or boundaries. Let players get creative
with their strategies, let unexpected
elements collide, and let the game move to
the fringes of the system.
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Naval Chaos
d20 Effect
01 Sprung a small leak. Somewhere below decks, most likely. The ship isn’t sinking,
but starts to if nothing is done.
02 Damaged signal mirrors. Blinds nearby crew momentarily, and only G_d knows
what you’re signaling now.
03 Cargo spill. A barrel tips over or a crate comes loose, sliding and rolling
everywhere.
04 Sand wave crashes over the deck. Anything loose gets swept to one side, possibly
overboard (-1 Twist and Zest until bailed).
05 Rigging twists. The ship veers hard in a random direction until someone gets up
there and corrects the course.
06 Torn colors. If not fixed immediately, the flag is lost. Port authorities pose a
problem, to say nothing of the shame.
07 An NPC crewmate turns coward. They run for the hold, most likely.
08 Scattered navigational charts. They drift and flap over the deck—if you don’t
recover them, you’ll be lost at sea.
09 Dangerous contraband breach. Mysterious foul-smelling foam begins bubbling
below decks, or worse.
10 Ruptured water barrels. In less than a minute, a whole bulk’of water is lost.
11 Endangered ship’s papers. Whether by accident or design, the enemy’s blows
draw near your manifest and papers—vital in legitimate ports.
12 Fire! Randomly determine where it starts.
13 Splintered main deck. The hole poses no immediate danger to the ship, but may
easily break a sailor’s neck during a skirmish.
14 Sailor overboard! Randomly determine who.
15 False or mistaken orders. The crew fall into sudden confusion, much to the
enemy’s benefit.
16 Hidden boarders (1d4). They appear opposite from the fighting, or wherever is
most disastrous.
17 Torn sail. If it isn’t patched or furled immediately, it rips off (-1d4 Zest depending
on which sail).
18 Loose rudder. The ship can only turn with the wind until repaired.
19 Broken mast. Cut the ship’s Twist and Zest in half until repaired. If all masts are
broken, the ship cannot sail.
20 Dangerous interloper. Roll an additional encounter.
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SHIP REPAIRS
Repairs are bought and paid for like any other good or item, but their prices vary with
the price of wood and the type of repairs needed. Repairs are usually cheapest in cities,
then rural villages, then pirate havens.
If PC crews have the necessary materials and tools, they may attempt repairs at sea.
Every day, the lead repair-person (usually the carpenter) makes a check; on a failure, roll
once on the Naval Chaos table (pg57).
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SHIP UPGRADES
Ships can be upgraded with new abilities or enhancements. Upgrades are powerful,
expensive, and game-changing.
All upgrades have three costs: skins, time, and Bulk. Any Bulk used by an upgrade is
permanently spent: cargo cannot be stored there. If PCs buy upgrades in ports where the
requisite materials would be extremely rare, jack up the prices appropriately.
Generally speaking, upgrades can only be acquired in cities and havens. Villages just
don’t have the unusual materials or skill sets.
Many upgrades are illegal for ordinary ships to have. To get them, crews either need
special dispensation from a city’s government and navy, or go to a haven and pay the
exorbitant costs. Illegal upgrades are underlined.
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CORACLE
BULK: 1.
ZEST: 1.
TWIST: +4.
CREW: 1.
LENGTH: 5’.
MASTS: None. Cannot go flat-out.
SAIL: None.
Coracles are tiny circular boats, built for a single sailor and short journeys. They
have no sails, so they have to be rowed with single or dual oars. Though slow on the sand,
they are also nimble. Ideal for narrow coves and awkward berths. Still, they’re unsuitable
for journeys longer than a day or two. Coracles are popular primarily among hunters,
fishers, rich enthusiasts, and smugglers. They’re cheap, reliable, and easily repaired. Widely
available, even tiny villages usually have a coracle for sale.
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DINGHY
BULK: 2.
ZEST: 3.
TWIST: +2.
CREW: 1.
LENGTH: 12’.
MASTS: 1.
SAIL: 30 yards.
The all-purpose one-person sailing ship. Dinghies are used for every conceivable purpose:
fishing, trading, scouting, smuggling, ferrying, everything. Because of their relatively
cheap cost and ease of use, dinghies make for excellent training ships. Dinghies feature
prominently in festivals and celebrations, and represent nostalgia, tradition, or new
beginnings. While it’s borderline suicidal to cross the sands alone in a dinghy, some still
attempt it. The few who do succeed are lauded and mocked in equal measure.
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SKIFF
BULK: 4.
ZEST: 4.
TWIST: +2.
CREW: 2.
LENGTH: 25’.
MASTS: 1.
SAIL: 100 yards.
Skiffs are large enough to fend for themselves, but too small for most crossings.
Crossing the Seas is possible, certainly, but with just two crew it’s risky. On the flipside,
skiffs are too big for most larger ships to carry as they might a dinghy or coracle, so they
serve in larger fleets instead. City garrisons, military navies, the occasional merchant fleet:
that’s where skiffs find a home. That, and with desperate people looking for a way across
the unending sands.
Skiff Support
d12 Role
01 Ballista platform. A gutted skiff’s hold has enough room for an entire ballista,
bolts, and repair materials.
02 Boarders. A skiff loaded with raiders can easily outflank a larger ship.
03 Boarder-hunter. Large vessels, particularly junks, employ skiffs equipped with
crossbows to shoot down any boarders climbing the sides.
04 Bomber. The crew loads a skiff with barrels of vulcan sand and a full water skin,
then jam its rudder and send it unmanned into the middle of an enemy fleet.
05 Courier. Ships carrying mail and messages are usually lone skiffs.
06 Diving platform. Skiffs get fitted out with bell-tanks and sandsuits, and serve as
the main point of operation for divers.
07 Emissary vessel. When two warring navies need to make peace, they send out
skiffs with a mediator and their guard, to meet and talk terms.
08 Scout. Outfitted with sand-patterned sails, scout-skiffs get sent ahead to watch
for threats.
09 Search & rescue. Skiffs are the most common ships used to search for survivors
and pick through the wreckage.
10 Smuggler’s dropoff. If a large ship can’t risk losing their smuggled goods to an
inspection, the crew loads the contraband onto a skiff with a pair of crewmates
and leaves it out at sea. Then, they sell off the legitimate cargo and pick up the
skiff after business concludes.
11 Snatchers. When pirates sink a ship, they send out a skiff to collect any cargo
spilling off the sides before it sinks.
12 Tugboat. If another ship gets beached or stuck, skiffs equipped with hooks and
chains can get them unstuck.
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DHOW
BULK: 8.
ZEST: 6.
TWIST: +0.
CREW: 4.
LENGTH: 60’.
MASTS: 2.
SAIL: 240 yards.
Dhows are the most common type of long-distance sailing ship. The dhows’ popularity is
due to two key factors: their capacity and their reliability. Dhows can be made from many
kinds of wood, in many shapes and sizes, and with many techniques—the design just works.
Every tiny village port and shipwright company has their own unique spin on the dhow.
No two are quite alike. Likewise, the crew size, large lateen-style sails, and hefty cargo hold
means dhows can hold their own on the sands or in the marketplace.
Dhow Variants
d12 Variant
01 Baghlah. Bigger and heavier, with a large aft-castle. Commonly used by wealthy
merchants and military transports. +1 Bulk, -1 Zest.
02 Battil. Smaller and lighter, but built with higher gunwales. Favored by pirates and
military ships. -1 Bulk, provides +2 AC against ranged attacks.
03 Beden. Slender and shallow, built more for speed and navigability than size.
Popular with mail-ships and couriers. -1 Bulk, +1 Zest, +1 Twist.
04 Boum. Mid-weight dhow, with twin symmetrical sails, rather than the standard
hanging-crossbeam design. With a proper pilot at the helm, they sail faster, but
amateurs sail slower. +1 Zest with a helm, -1 Zest if anyone else is navigating.
05 Dhoni. Smaller variant built with slats across the exposed inside, like an
overgrown canoe. One of the oldest dhow designs. +1 Bulk, but roll with advantage
on the Naval Chaos table (pg57).
06 Felucca. Single-masted, but with taller, larger sails. Adapted from watercraft
designs used to sail up rivers. +1 Zest and Twist when sailing against the wind.
07 Ghanjah. Large and broad, with curved stems and transoms. The wider surface
area serves to show off custom designs. Shipwrights honor their wealthiest
patrons with elegant engraved stems. Worth at least an extra 1,000ẞ.
08 Pattamar. Built with multiple smaller masts, scaled up or down as the locale
demands. Up to +2 Bulk and Zest, or down to -2 Bulk and Zest.
09 Sambuk. Distinguished by a sharp, cutting prow. +2 Twist to escape rough sands.
10 Shu'ai. Smaller and lighter, with lower sides. Fishers and hunters hang their nets
low over the gunwales. -1 Bulk, advantage on fishing and netting checks.
11 Uru. Heavy, multi-decked ships, much-beloved. +2 Bulk, -1 Zest, -1 Twist.
12 Zaruq. Mid-weight, with a slightly narrower design. Favored by militaries of older
houses, more tradition than anything. Worth an extra 500ẞ to the right buyer.
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KETCH
BULK: 12.
ZEST: 8.
TWIST: -2.
CREW: 6.
LENGTH: 80’.
MASTS: 2.
SAIL: 600 yards.
A ketch is a proper sailing ship: fast, sleek, and strong. It’s a sign of success: prosperous
merchant vessels, dangerous pirates, warships of the line—all ketches. In practice a ketch
is more or less a dhow, but bigger and better. Ketches are faster, can carry more cargo, and
take more crew. Otherwise, they fill a similarly-ubiquitous role to a dhow, just at a higher
level. Like dhows, many ketches are customized to suit the crews’ needs.
Ketch Modifications
d12 Modification
01 Battlement decks. Instead of the main deck, wide battlements run along the
gunwales over an exposed lower deck. Ideal for multiple siege engines.
02 Bowsprit sails. Extra lateen sails strung between the foresail and bowsprit,
lessening the strain on the masts overall.
03 Crows’ wires. Crews string extra rigging between multiple crow’s nests, allowing
for efficient movement high above the ship.
04 Full forecastle. With extra anti-crew weapons atop it.
05 Forepeak platform. Rather than mounting to the main deck, crews rig the
weapons to the forepeak, just beneath the bowsprit.
06 Gunwale shields. Heavy round shields mounted along the edges of the topdeck.
Crews can take cover behind them and repel boarders simultaneously.
07 Lazarettes. Criminals and hostages are just as profitable as cargo. Ketch holds
make excellent prison cells for transfers or mobile incarceration.
08 Metal vaults. Steel-lined holds for added protection against breaches. The
tradeoff is that it slows everything down, and—of course—it’s scorching hot.
09 Sidesails. Rather than vertical sails, they protrude from the sides for some extra
room on the main deck.
10 Split mainsails. In place of a single large mainmast and mainsail, the ship has two
smaller masts with two matching, smaller mainsails.
11 Topsail over mizzensail. The back sail—the mizzen—has been replaced with an
extra high-elevation topsail rigged solely along the mainmast, allowing the entire
mizzenmast to be removed.
12 Water hold. The lowest hold works as a single watertight chamber. All the ship’s
water is in this singular hold, like a well.
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65
JUNK
BULK: 20+.
ZEST: 6.
TWIST: -4.
CREW: 16.
LENGTH: 140’.
MASTS: 4.
SAIL: 1,300 yards.
Junks are whales. They trawl across the Seas knot by knot, hauling more cargo and people
than any other. As such, junks are exclusively for rich merchants and admirals. Their size
makes them prone to idiosyncrasies, coloring each one’s reputation.
Junk Quirks
d12 Quirk
01 Cranes. The largest junks need special cranes built onto their decks to lever cargo
out of their lowest holds.
02 Crew unfamiliarity. Crews on larger junks, like luxury barges, may not know
their fellow crewmates at all.
03 Dedicated soldiers. For the slow junk in dangerous sands, a retinue of
professional soldiers is essential.
04 Extra mirrors. Junks keep an extra set of ship’s mirrors, either to communicate
with two ships at once or, on rare occasions, from one end of the junk to the other.
05 Full night crews. Junks keep a skeleton crew at night to maintain the ship and
keep an eye out.
06 Hierarchy of mates. First, second, and sometimes third mates, bosuns, and
adjutants, too: junks can be a mess of power plays and gossip.
07 Livestock. Junks keep live animals on-board for food, or even have whole decks
dedicated to animal husbandry.
08 Multiple cargo holds. Junks always have at least two cargo holds, but may have
as many as three or four.
09 Spare passengers. Junks often have extra bunks to spare, for those in need of
cheaper, less comfortable passage.
10 Subsurface decks. Junks sit deep enough in the sands that many have decks that
are fully below the surface. Ideal for temperature sensitive cargo.
11 Supply runners. Stows smaller ships, either in their holds or in tow, for supply
runs while the junk trudges on.
12 Village docks. Villages don’t usually have large enough berths for junks, so some
junks with village ties build custom docks—named after themselves, of course.
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66
CATAMARAN
BULK: 2 × 10 (parallel hulls).
ZEST: 12.
TWIST: +2.
CREW: 12.
LENGTH: 80’.
MASTS: 3.
SAIL: 900 yards.
Only the most rich and powerful can afford catamarans. While a junk may have the
greatest size, a catamaran is faster, nimbler, and far more able of a ship, without sacrificing
prestige. The parallel hulls, spacious accommodations and large crew complement mean
that the catamaran can do it all and more, in style.
Catamaran Features
d12 Luxury
01 Custom mastheads. Each mast forms a linked work of art—lovers, perhaps, or
fencing duelists.
02 Deck seating. Couches and devans are brought onto the main deck for
passengers. Crew simply work around them.
03 Duneboard tow. Through a complicated rope-spooling mechanism, catamarans
tow a duneboard behind them, allowing the rider to perform breathtaking stunts
at dizzying speeds.
04 Fireworks. Foolhardy catamaran owners bring out alchemical fireworks to set off
over the sands, usually to open or close parties.
05 Full beds. Rather than the standard hammocks, cabins instead have beds, with
real feather mattresses and pillows.
06 Guest wardrobes. Full sets of luxury clothes on-board to outfit any and all
potential guests.
07 Musicians. A permanent minstrel (or three) on hand to serenade the voyage.
08 Sculpted gunwales. Though it takes double the lumber or more, intricately-
carved decorative gunwales, full of tiny detail and texture, are worth every ounce.
09 Shade rigging. The rigging includes stretches of gauzy fabric to cast a
comfortable shade on the decks below.
10 Tapestry sails. Complete woven artworks on the sails, either in patterns or
depicting some image.
11 Trawler nets. Though nets slow the ship down, catamarans move so quick
that they can afford to trawl for fresh fish as they sail. Because, of course, a
catamaran’s owners and passengers deserve only the best.
12 Water baths. In the richer cabins, there is enough water to bathe! The water is
then filtered and used for crew cooking.
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DUNEBOARD
BULK: 1.
ZEST: 4.
TWIST: +6.
CREW: 1.
LENGTH: 9’.
MASTS: 1.
SAIL: 20 yards.
When foreigners hear tales of the sandy Seas, they always start with a dunerider.
Little more than a plank of wood and a sail, lone riders careen across the dunes, leaping
and hurtling through the air. In truth, these stories are mostly accurate: duneboarding is a
daredevil’s mode of travel, and many riders practice stunts and tricks to prove their mettle.
Duneboards are always unique to their owner, festooned with decoration and art. Despite
their carefree reputation, talented duneriders can always find employment as scouts,
outriders, and psammologists.
Duneboard Art
d20 Depiction
01 Coursing waves amidst a huge sandstorm.
02 Sedate, relaxed palm trees on a twinkling orange sea.
03 An attractive, well-endowed youth, all curves and sultry smiles.
04 Intricate layering floral patterns.
05 Wavering gradient of each of the seven sands.
06 A fish skeleton, wickedly sharp and stylized.
07 The fractal descending ribs of a single palm leaf.
08 Complex interlocking geometric designs.
09 A drillhead shark (pg101).
10 Sprawling knife-etched and sun-burnt doodles.
11 A roaring, snarling face, more demon than human.
12 Lines and lines of minute scriptural text.
13 High-contrast wood grain done in deep indigo ink.
14 An avenging angel wielding a flaming spear.
15 Solid block of bright green.
16 A grumpy, annoyed psammead (pg115) surrounded by psychedelic sculpture.
17 Three-dozen crossed blades, pointed inwards.
18 G_d’s Sanding Block (pg163), in all its glory.
19 The maw of THE WORM.
20 A xerodeinosuchus (pg126) about to snap a ship within its jaws.
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CREW ROLES
HANDS SERGEANTS-AT-ARMS
Basic sailors and crewmates. They Battle masters. They lead boarding
perform all of the day-to-day tasks actions at sea, and provide extra muscle
of maintaining and sailing the ship: elsewhere when needed.
setting the sails, handling cargo, keeping
PC sergeants-at-arms gain +1 to-hit
watch, cleaning the decks, and others
during ship combat.
as the voyage demands. All crewmates,
regardless of their usual role, can perform
the tasks of a hand. If, say, a surgeon COOKS
completes their duties early, they can step Chefs and friendly ears. More than that,
in as a hand. though, they often serve as a willing ear
for weary crewmates. Cooks always know
PC hands gain no special benefits.
the best gossip on the ship.
CREWS
69
PLAYERS AS CAPTAINS
It is strongly recommended that,
CAPTAINS when the PCs find themselves
Leaders of ships. They are the undisputed in command of a ship, they elect
commander of the ship and the crew— a single captain from among
their wishes are to be fulfilled and their themselves. Some players might
orders are to be obeyed. feel uncomfortable taking orders
from another, or being the one to
PC captains add their CHA modifier to issue those orders. It’s important to
morale checks (pg70). discuss these issues ahead of time,
The role of captain is not chosen like other but having a single captain may drive
crew roles: interpersonal drama and make crises
more manageable.
Captain Selection Methods
d6 Method
01 Election by the crew, one vote per share.
02 Outbidding other contenders for a merchant company contract.
03 Trial by combat, spilt blood offered to the sand.
04 Appointed through naval hierarchies, won through valor and intrigue.
05 Seniority, based on years spent without touching solid earth.
06 Anointed by a prophet in a ritual saltwater-pouring.
CREWS
70
CREWS
71
CREWS
72
RECRUITING CREW
When recruiting crew in port, make a Recruitment Roll. This represents the culmination
of PCs advertising, bargaining, and the general winds of fortune.
RECRUITMENT
MODIFIERS
Condition Modifier
Passed a relevant INT, +1
WIS, or CHA check.
Spent a week searching +1 / week
for sailors.
Have a contact in port. +1
Infamy, in legal ports. -1 / 3 Infamy
Infamy, in havens. +1 / 3 Infamy
Hiring in a village. -1
Hiring a cook, sergeant, -1
helm, or carpenter.
Hiring a surgeon or -2
quartermaster.
Hiring a canter. -3
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19 Has deep lungs, is able to hold 18 Has a tattoo kit, and has no idea
breath for over five minutes. what they’re doing.
20 Weathered and experienced. 19 Serial gambler. Always takes a
Knows random bits of sea-lore. bet or dare, no matter the price.
20 Cursed.
CREWS
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PIRACY
Pirate crews have their own code in the Seas, their own ways of life, their own customs
and culture. They have unique procedures for selecting crew roles, negotiating shares, and
even hazard pay.
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INFAMY
Pirate crews have a shared statistic called Infamy, which measures their collective
reputation, fame, and ability to inspire dread. Infamy affects many different rolls and
situations—sometimes beneficially, sometimes as a liability. Gain Infamy whenever
the crew meets a condition on the Infamous Acts table. If a crew gains Infamy, they are
effectively a pirate. Crews begin with zero Infamy.
Infamous Acts
Action Change
Taking a prize worth 10,000 skins. +1 / 10,000ẞ
Defeating a well-known ship in battle. +1
Blockade running, dangerous smuggling, or daring heists. +1
Slaughtering villages, leaving a crew to die of thirst, or brutality. +1
Changing ship, crew, captain, or flag. -1 each
Losing a battle. -1
Getting caught, seized, jailed, or otherwise incarcerated. -1
Escaping capture, fleeing charges, or evading hunters. +1
A year passes without gaining Infamy. -2
OFFERING SURRENDER
When pirates close in on a prize, they can offer the crew of the target vessel surrender,
rather than battle. Many crews would rather hand over their goods than risk death
in open combat. The target ship makes a morale roll (pg70), modified according to the
Surrender table. If the target crew succeeds with an even result, they run; on an odd result,
they stand and fight. If the target crew fails, they surrender.
NPC crews start at 8 morale.
After defeating a prize, through surrender or battle, pirate crews can recruit directly
from their victims as if making a Recruitment Roll (pg72).
Surrender
Pirate Modifiers Change Victim Modifiers Change
Infamy -1 per Merchant -1
Black flag -1 Warship +2
Larger ship -2 Pirate +3
Siege weapons -1 per Crew paid in wages -1
Sergeant-at-Arms present -1 Crew paid in shares +2
Canter present -2 Dangerous environment -1
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MARKET EVENTS
Markets are unstable. The sweetest bargains come only once in a year’s rainfall. When PCs
dock, roll for that port’s market event. Market events last for 1d6 weeks. Rather than rely
on luck, PCs may consult a seer to predict market events ahead of time (pg82).
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SEERS
“Seer” is a catch-all term for prophets, fortune-tellers, mystics, and sorcerers of trade.
Seers divine the flow of water, coin, and blood: they whisper to the dunes and the dunes
reply. Mechanically, the GM pre-generates a market event at the relevant port instead of
waiting until PCs arrive. To quickly generate a seer, roll on the Seer NPC table (pg199).
Consulting a seer means asking what market event occurs next at a specific port. The
further the specified port from the PCs and the more accurate the seeing, the higher the
price charged by the seer.
To calculate the cost of a seeing, start at 10ẞ and multiply the cost according to the
Seeing Cost table. Thus, a seeing for the distant city of Ghizbarak costs 40ẞ if PCs only pay
for a 1-in-6 chance of accuracy. If they wanted a more accurate reading, say a 4-in-6 chance,
it costs them 240ẞ. Potentially worth it if thousands of skins in profit hang in the balance.
Once costs are paid, the GM rolls for accuracy in secret. If it succeeds, PCs get the
information they asked for. If it fails, the GM consults the Seeing Inaccuracies table for
what gets lost in the vagaries of prophecy. Since the PCs won’t arrive at the port right
away, the GM may work in the inaccuracies as they travel.
SEEING COST
Variable 1× 2× 4× 6× 10×
Distance nearby close distant far vast
Accuracy 1-in-6 2-in-6 3-in-6 4-in-6 5-in-6
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SHIP-SEEING
In addition to locations, some less scrupulous seers scry for ships. Ship-seeing works
just like regular seeing, except the seer looks for a particular ship instead of market events.
Because it’s such a valuable tool for pirates, ship-seeing is illegal in cities and villages and
costs double the normal amount of skins.
When ship-seeing, the core question changes from “what market event is occurring” to
“where is this ship at a given time in the future?” In this case, the “distance” in a seeing is
not literal physical distance, but rather distance from the present. A nearby ship-seeing is
less than a day, while a vast ship-seeing could be months or even years from the present. In
the event of an inaccuracy, inaccurate locations and times still apply, but a different event
is replaced with a different ship—the seer has the time and place right, but the wrong ship.
If caught ship-seeing, PCs roll on the Punishment table (pg85) according to the price of
the ship-seeing itself. The seer is usually exiled.
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PUNISHMENT Punishment
If a crew is caught bringing in illegal Xd4 Sentence
goods, they’ll be detained pending
01 • Nothing. Lucky break.
punishment. Punishment is based on the
amount of skins hanging in the balance. 02 • Fined 2d6×10ẞ.
Port authorities, like most, are motivated 03 • Contraband seized.
by cash. • Fined 4d6×10ẞ.
Roll a number of d4s on the Punishment 04 • Ship detained for 1d6 days.
table, based on the profits of the crime. • Contraband seized.
• <100ẞ: 1d4 • Fined 6d6×10ẞ.
• 100–1,000ẞ: 2d4 05 • Ship detained for 2d6 days.
• 1,000–10,000ẞ: 3d4 • Contraband seized.
• >10,000ẞ: 4d4 • Fined 8d6×10ẞ.
• Captain jailed for 1d6 days.
FLIGHT & BOUNTIES 06 • Ship detained for 3d6 days.
PCs may flee from punishment. Clever • Contraband seized.
crews flee in the morning. More than one • Fined 10d6×10ẞ.
foolish crew has fled in the afternoon, only • Captain jailed for 1d6 weeks.
to get stuck in the sand four hours out 07 • Ship detained for 1d6 weeks.
from port. • All cargo seized.
If a crew flees, officials place a bounty on • Crew jailed for 1d6 days.
the ship and crew equal to the result of • Captain jailed for 1d6 months.
the Punishment roll × Infamy × 100ẞ. For 08 • Ship detained for 1d6 weeks.
example, a result of 4 on an Infamy 2 crew • All cargo seized.
(pg75) results in an 800ẞ bounty. • Crew jailed for 1d6 weeks.
• Captain jailed for 1d6 years.
Bounties are cumulative. Many pirate
lords pride themselves on the size of their 09 • Ship seized.
bounties accrued over the years. • Contraband torched, legal
cargo seized.
• Crew jailed for 1d6 months.
• Captain scheduled for
execution in 1d6 weeks.
10 • Ship seized.
• All cargo torched.
• Crew jailed for 1d6 years.
• Captain scheduled for
execution in 1d6 days.
11 • Ship seized.
• All cargo torched.
• Crew scheduled for execution
in 1d6 days.
• Captain scheduled for
execution in 1d6 hours.
12+ • Ship scuttled.
• All cargo torched.
• Captain & crew scheduled for
execution in 1 hour.
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TIME IN PORT
Crews need a little rest between journeys. Likewise, selling goods, making repairs, and
preparing for the next journey takes at least a few days.
PAYMENT
Crews expect payment when they dock.
• Crew on wages expect payment the same day they arrive in port. Make sure
players account for crew wages when they arrive.
• Crew on shares expect payment after the deal is done. They understand selling
goods takes time, but after the goods have been sold, they want their share of skins.
Crews make an immediate Morale roll every day they aren’t paid (pg70).
CREW SHENANIGANS
For every day the crew spends in port unsupervised, roll once on the Crew Shenanigans
table. After rolling, randomly determine which NPC crewmate was involved.
If the crew are pirates, roll with disadvantage. Rowdy crew, pirates.
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