
Helm: Pilot’s station, steering wheel, basic compass. Forecastle: Small, open deck for lookouts, exposed to the elements. Access: Stairs/ladder down to main deck.
Common Area: Small table, benches, basic galley (stove, sink, cupboards). Crew Quarters: Bunk beds for a skeleton crew (4-6 people), sparse and cramped. Party Quarters: A single, larger cabin with 2-4 bunks/beds for the party, shared. Aft Deck: Small open area, potentially a crane for loading/unloading. Access: Stairs/ladder down to the Engine Room.
Elemental Chamber: Houses elemental. Hot and noisy. Engineering Bay: Controls for elemental ring, basic repair tools. Cargo hold: Large, open space for cargo.
Crew min: 1 pilot, 2 engineers Dimensions: 80’ long, 30’ wide AC: 15, HP: 300 Damage Threshold: 10 Combat Speed: 50’ (5.7 mph) Travel Speed: 20mph (240 miles per day) Cargo Capacity: 10 tons (20,000 lbs.)
An elemental spirit powers and controls each airship. The spirit is bound to a Khyber dragonshard in a containment chamber at the core of the ship. The pilot uses a wheel of wind and water to command the elemental and thus control the ship. The wheel is made from a Siberys dragonshard, and looks similar to a sailing ship’s wheel. The Dragonmark of Storm is required to use the wheel, so all pilots are from House Lyrandar. Controlling the vessel requires constant attention, so at least two pilots typically travel on every journey.
Without the dragonmark, a DC 20 Charisma (Persuasion or Intimidation) check is required to get the elemental to obey for 1 minute.
Each upgrade requires Funds (GP), Rare Components (specific types of Dragonshards, unique schematics, salvaged tech, or other unique materials), and Downtime (in-game days).


