The Vladaams maintain a fleet of trade ships which are active throughout the Whitewind Sea. They are notable for their dull grey sails. The current Fleet of the Iron Sails consists of eighteen ships.
Note that all ship captains of the Fleet of Iron Sails are members of the Brotherhood of Yrkyth. (See Part 14: Guild – Surveyor’s Headquarters.)
FLEET OF IRON SAILS
- Dragon’s Wake – Admiral Vorray
- Shark’s Tail – Captain Radgha
- Island’s Barnacle – Captain Sycol
- Pride of Morrain – Captain Boastia*
- Gods’ Pearl – Captain Hinmos
- League of the East – Captain Rilundi
- Joyful Mermaid – Captain Chever
- Prince’s Servant – Captain Therech
- Eye of the East – Captain Morsul*
- Honest Sailor – Captain Perot
- Navigator’s Hope – Captain Kuish
- Rhapsody – Captain Kelhin
- Sarathyn’s Sail – Captain Croitka*
- Southern Majesty – Captain Nisshin
- Southern Jewel – Captain Woryss
- Teeth’s Trust – Captain Erdrae
- Thunder’s Wave – Captain Louzab
- Storm’s Blessing – Captain Ennia
CREW
These ships have a captain, 2d8 x 3 sailors, 1d6-2 Vladaam Guards, and a 25% chance of 1d2 Vladaam Advanced Guards (possibly serving as first mate).
Particularly valuable cargos may have a special platoon consisting of Advanced Guards and a Vladaam Mage.
Sailors: Use commoner stats, MM p. 345. Proficiency in Athletics, Perception, Navigator’s tools, vehicles (water).
Vladaam Guards: Use guard stats, MM p. 347, with AC 17. (Equipment: breastplate, shield, longsword, longbow, arrows x20, potion of healing, Vladaam deot ring.)
Advanced Vladaam Guards: Use knight stats, MM p. 347.
SCHEDULE
At any given time, 1d6-3 of these ships will be docked at Ptolus. (Determine which ships randomly.)
Most of the Fleet engages primarily in honest trade, while only occasionally carrying a cargo of smuggled goods or drugs.
CARGO: Each ship generally carries 2d4 loads of goods. There is a 10% chance that 1d3 loads are Illicit Goods. For all other loads, roll on the Trade Goods table below.
*SLAVE SHIPS: The Pride of Morrain, Eye of the East, and Sarathyn’s Sail are regularly used to transport slaves for the Ennin, collecting them from islands in the Whitewind Sea and delivering them to the Ennin Headquarters (Ptolus, p. 168). These ships have a 50% chance of carrying a cargo of slaves. Otherwise, they’re currently carrying normal goods. (See Part 16: Slave Trade.)
TRADE GOODS
d30 Trade Good
1 Beer
2 Wine
3 Textiles (linen, wool, hides, furs, leathers)
4 Clothing
5 Smoked Meat
6 Dried Fruit
7 Grain (rice, wheat, barley, oats)
8 Salt
9 Exotic Spices (cinnamon, ginger, pepper)
10 Wickerwork
11 Common Metals (iron, copper)
12 Precious Metals (silver, gold)
13 Very Precious Metals (platinum)
14 Perfume
15 Bronzework
16 Quality Stone
17 Glass
18 Incense
19 Dye
20 Tobacco
21 Timber
22 Oil
23 Ivory/Ivoryworks
24 Tools
25 Weapons/Armor
26 Pottery
27 Livestock (pigs, sheep, goats, cows)
28 Furniture
29 Silk
30 Magic Items
ILLICIT GOODS
d6 Illicit Good
1-2 Snakeweed / Abyss Dust (from Freeport, see Part 18: Drug Running)
3 Alchemical Supplies (shipping to random alchemy lab, see Part 7)
4 Magic Items
5 Wildlife (possibly shipping to Korben Trollone)
6 Normal Trade Good (avoiding the tariff)