The Ohtac'aro`Natka (Elven Sailor)

Elves, like humans, can often be found aboard ships. Indeed, those elf nations that abut the oceans often boast large and impressive navies. Elf ships, like other examples of elven craftsmanship, have a strong aesthetic quality to them - attention is paid not simply to the efficiency and usefulness of a design but to its shape and final appearance. Many elf ships have graceful, curving lines that call to mind birds' wings, the curve of a leaf, or the swell of a wave.

Most elf settlements are found far from coasts; even those nations that have a sea nearby prefer to build their homes inland along a deep river that will provide an outlet into the sea. In those rare instances where an elf settlement springs up near the ocean itself (whether along a coast or on an island), it always features tall towers set to watch the horizon for danger, a set of strong jetties and wave breaks, and a constant patrol of ships on the lookout for strangers.

Half-elves take to the sea in fair numbers and are highly sought after as crew. With keen night eyes and heightened senses, they make excellent sailors.

Upon the waves, the ships of the elves are now only seldom seen. Once the ancient race ruled the oceans and none dared challenge their mastery. Now the new races have taken up the challenge of the sea and sail with vigour to all corners of the world. Many may have forgotten the elves, but their rule of the waves has by no means been surpassed.

The elves go to sea for many reasons. Be it to defend the waters of their nations, to trade with the lesser races or to dare the unknown. They are seen only when they choose to be seen, for, they know many of the old trade routes and currents not yet discovered by the younger races. Elven trading ships are faster than most warships and, when confronted, will usually just speed away under a great cloud of white canvas. The ships of the explorers, including the impressive Vorncir (Corsair) will often trade if given the option but, if faced with aggression, will sail arrogantly away with complete disdain of any threat from their `attacker.'

Those pirates unlucky enough to encounter an elven warship or explorer that chooses to fight will soon re-learn an ancient lesson. To challenge the elven race upon water is to meet certain death, for elves seldom board enemies and rarely take prisoners. They simply sink ships with devastating firepower and incredible manoeuvres. Any surviving crew will be left for the sharks and other terrible sea creatures, aside from the occasional few who cling to life and spread tales of elven might.

Travellers' tales tell of the rare times that warships of the elven navies have taken sides in battle, often against massed goblin or orc fleets that threaten whole oceans. Although such appearances are rare, they create legends which are told on the decks of human ships for generations. Rhymes speak of ships of great beauty and mystic power with a speed and manoeuvrability completely unmatched by anything afloat, ships so majestic that sailors whisper in awe of their workmanship, even as their own begins to sink.

ELVES AT SEA

Renowned throughout the world as the best of mariners, an elven-crewed ship will outsail anything else on the waves. Their warships sail rings around larger and slower opponents whilst merchantmen are able to outrun any buccaneer. Even the most aggressive pirate or warlike admiral will think twice before taking on an elven vessel.

Elven cultural characteristics include a civilisation that builds in such harmony with the land one might almost consider it symbiotic; a wealth of finely crafted items which are both beautiful as well as functional, and a very high level of individual skill. These attributes also characterise elves at sea. Elven communities that dwell on or near the shore always have a subculture of the sea just as humans do. These 'sea elves' have such an affinity for the deep that many spend centuries wayfaring on the ocean and only seldom venture ashore. In this way they are genuinely like the old salts one finds in human coastal communities. Ocean-going elves share the same love of wind and wave, and often find human sailors very much kindred spirits, sometimes even more so than those of their own race who choose to remain ashore.

In elven seagoing societies there are three very distinct subcultures which only seldom mix. These are the traders, warriors, and explorers.

  1. Traders (Harmanil)

    In ancient times, when men were still a very young and primitive race the elves ruled the oceans. Warships were unnecessary and elven vessels plied the waves in search of new horizons and profitable markets for their goods. When more primitive races were encountered, these seagoing elves would frequently trade with them in order to establish friendly relations and elven superiority. The explorers would return home with raw materials for elven craftsmen that would be sold to finance future expeditions.

    In time, many elven nations came to rely upon this trade for most of the goods needed to produce fine elven wares. Elves closed mines, lumberyards, and tanneries, with all their associated pollution and came to rely on trade goods for raw materials. Those working in the industries now turned their skills to direct craftsmanship or scaled back their operations to produce only the specialities that could not be easily traded for.

    As this change took place, elven explorers found themselves slowly overwhelmed. Their ships could not carry enough cargo to support the trade demand, and, in response, some captains turned their backs on the dangerous work of exploration and modified their vessels to carry goods, becoming the first true merchantmen of the high seas. Eventually purpose built trading vessels were made to replace the ageing converted explorers and the mercantile navy was born. Today, after many centuries of continued development, elven merchant ships are the pride of the oceans. Long and sleek, three and four masted vessels with the ability to outpace the winds, elven clippers under full sail are the most majestic of sights upon the ocean.

  2. Warriors (Dagordain)

    Eventually other races put forth upon the seas, challenging the elven mastery of the ocean. Some of these barbarians were happy to continue trade with the elves whilst others turned pirate — preying upon human and elven merchantmen alike. The unarmed merchants were not the sleek vessels of today and proved easy prey for raider ships full to the brim with barbarian warriors. Whilst faster and sleeker merchant ships were built, coastal raids upon towns and villages quickly brought home the hazards and risks of giving up control of the ocean. The elven kings required warships.

    In true elven fashion, the nations put their shipbuilders to the task and the first true warships set sail upon the waves. Those early galleys bear little resemblance to the mighty frigates and ships of the line elves now use but the ancient traditions of victory at sea have been carried down through the centuries resulting in the very best sea-borne warriors in the world. Modern elven warships are quite different from those of other races. Tending toward smaller vessels than other navies, they rely on speed, manoeuvrability, and skill in order to win battles in place of sheer size and might. No warship larger than the Sea Eagle has ever been sighted.

    The tactics of the elven navies are unique. Most navies place a heavy emphasis on boarding actions to take enemy vessels by their marines and crew. Even ramming is used mostly as a means of locking a pair of vessels solidly together to facilitate direct conflict of crew-on-crew. Elves never use this style of attack. With smaller, extremely well-constructed ships, the crews of elven vessels do not need to be numerous, and, in many cases, elven craft make do with less than half the crew one might expect from a human vessel of comparable size and rig. This lack of fighting men on board gives such ships a very long range, as food and water last far longer, but also renders an elven vessel vulnerable to boarders. In addition, elven ships are so superior to anything another race may construct they have no need of captured vessels, which will not be as seaworthy or as well built.

    These factors combine to give the elves a single goal in ship-to-ship combat — send the enemy to the bottom of the ocean with all speed. All of their tactics, fleet designs and formations revolve around this one simple aim. Traditionally, light elven vessels will first move in to immobilise and cripple the most dangerous enemy warships. Ships of the line and frigates initially provide supporting fire and destroy lighter vessels that might threaten the elven attack craft and once this is accomplished, the larger vessels move in on the capital ships of the enemy fleet and either set them afire or sink them with magical weapons. Elves are so skilled at this style of fighting that small fleets have been known to destroy attackers up to ten times their number and of far greater size, simply by relying exclusively on their own strengths in naval warfare. In such lopsided actions, they cripple the great ships and move on from one to the next until the entire enemy fleet is dead in the water. They then move in to finish the enemy off or leave them to be destroyed by hunger, wind, and wave. Because of this style of battle, members of other races frequently consider elves ruthless and inhumane warriors.

  3. Explorers (Gilrandir)

    The most frequent encounters with elves on the seas are with the explorers. Alone amongst their race, these elves are afflicted by wanderlust and a passion for high adventure. Explorers sail their vessels and fleets to the four corners of the earth, in search of new markets for the elven merchants and to map that which no one has yet charted. Explorer groups vary widely in size, but captains tend to be related by blood to one another. They may possess only a single small ship or may have a great fleet led by a Sea Haven, but most tend to be small squadrons consisting of a Corsair and a group of light scouting vessels.

    Less commonly, explorers may be descendants of the original explorer clans, the very first elves to go to sea. These tend to be rare as exploration goes hand-in-hand with the very real dangers of the unknown. From rocks and shoals to unfriendly natives and deadly sea monsters, the chances of a clan of explorers surviving so long is low. However, some still exist, and the result is the very finest skills of the elven race, concentrated into a very small group of resolute individuals. The ancient clans of explorers possess skills, magic, and expertise out of all proportion to their size and equipment.

    Rarest of all explorer groups is the Vanwanor (Lost Land). The Vanwanor is a large group of elves who have abandoned dry land and gained a completely seaborne lifestyle. It is within these groups that the elven Sea Havens are usually found, giant trimarans, a city afloat with all that might be found in any land-bound community including streets, docks, shops, gardens, and tree groves. No two are exactly alike but each supports a fleet of smaller vessels that perform all the hunting, exploration, trading, and the bulk of the defence of the Lost Nation. The wanderlust of the explorers is as well known as their skills. These sailors may not return to their homeport for decades as they sail from place to place beyond the furthest reaches of their charts. They will brave the deepest of seas, the fiercest of storms and the most dangerous of monsters simply to fill in an empty space on some ancient map. The dangers they encounter also make them a valuable early warning system for any elven nation. It is frequently the explorers who warn nearby communities of approaching sea monsters, invading fleets or other threats discovered during their travels.

    Explorers, as a rule, are gregarious. They prefer to make friends rather than enemies and in general tend to be far more outgoing than other elves. They laugh more, make jokes, and have a great deal of fun at the expense of their dour kin. Where the opportunity exists, some groups of explorers may settled with friendly human settlements, even to the unusual extent of marriage between the races. The vast majority of half-elves in many regions are a direct result of such relationships and, indeed, many fine shipbuilders in human nations have been either half-elves born in such communities or humans who have picked up some of the secrets of elven shipbuilding during repairs or layovers.

Eagles (Theren)

The nature of elven culture and psychology results in them living very close to the land and in harmony with the creatures thereof. Nowhere is this seen more than in the elven alliance with the ancient race of giant eagles. Many elven land-bound, communities feature roosts, perches and nests for the great eagles that work with the elves both in peace and war. While not all elf races have made this alliance, those that have extended the union with them onto the high seas.

A personal alliance with a giant eagle is a mark of profound respect in elven society. The eagles are a proud and noble race and do not give their friendship easily. While any elf, in theory, may seek such a relationship, the nature of society means those of higher social standing tend to have the most time and best resources with which to establish such an association. This results in captains and officers being the only elves who will have giant eagles on smaller ships. Space on the poop is kept clear of spars and rigging and mounted with a perch for these beasts. In larger organisations, such as the explorer clans and military, there will frequently be an entire corps of eagle riders who work in tandem with the ships below during battle or reconnaissance.

The uses of eagles at sea are many. In addition to having truly amazing distance-oriented eyesight for scouting missions, eagles are capable of dropping ship-killing firebombs, making attacks on exposed steering and command crew, and shred rigging with equal ease. The sight of even a single giant eagle taking to the air is frequently enough for many pursuing vessels to take flight.

Magic and Shipbuilding

It has been mentioned that elves are skilled shipbuilders and even the very finest human ship seems to wallow when compared to an elven vessel. Where the ponderous craft ploughs its way over the waves, an elven ship cuts through them like the keenest razor, moving easily in high seas with little roll or pitch.

There are many reasons for the incredible skill the elves show in shipbuilding. Very old elves with centuries of experience hold great ocean wisdom, and the elven culture of craftsmanship is dominant in their shipyards, but the key to mastery of the waves is their understanding of nature itself. Unlike the ships of other races, which are constructed with their general purpose foremost in the shipwright's mind, an elven ship is built for the sea itself. The hull's interaction with wave, wind and swell is carefully calculated, and its length to width ratio — critical to shipbuilding and a science completely unknown to the other races — is adjusted with great attention. Only after the ship's seaworthiness is certain do elves begin to concern themselves with the vessel's eventual purpose. This focus on, and respect for, the sea grants the elves much of their amazing reputation as naval architects.

Another reason for elven superiority is, quite simply, their strong use of magic. Elves are alone in designing vessels whose primary propulsion is sorcerous rather than relying on the more usual efforts of oar and wind. On truly rare or expensive vessels even some of the main timbers may be reinforced with magic and the very finest ships are not hewn from wood but grown through the use of natural magics. They also frequently enchant weapons of naval warfare and build them into their vessels. A prime example of this are the elven fire projectors, called fire towers, which make use of bound fire elementals rather than fluid pressure and dangerous, volatile liquids. Elves have the finest ships upon the entire ocean and wise captains of other races covet them from afar whenever sighted.

The crews of elven ships can best be described as magnificent. Even the lowliest cabin hand is the equal in skill of a veteran sailor from another race and their seamen are without compare. Elven crews are renowned for their order, discipline, courage under fire and loyalty. No ship's captain could ever want for a better crew.

Elves take to the sea for a variety of reasons, a simple desire for adventure, duty to their nation, or mercantile gain. An elf who believes his nation is best served by improved relations with other races might go to sea with the trader castes. One who sought monetary gain might well brave the risks of the explorers rather than take the long slow road to success with the traders. Those searching for adventure could easily join any caste available, or even take to the sea on board a vessel owned by another race if he thought the elven system too slow or not of sufficient interest.

Trader vessels will usually be exclusively crewed by sailors and only very seldom carry marines. Frequently, such vessels are owned by familial clans and many, if not all, of the crew may be family members or close friends. In such cases no wages will be paid to the crew, but all share equally in the profits of the venture. Other trader vessels are run in a manner humans would find more traditional, with the crew paid a salary and occasional bonuses whilst the captain or owner reaps the greater share of profits.

Elven warrior vessels are an entirely different matter. These ships are all owned by the king and all crew are soldiers, members of the military with sworn oaths to their nations and the citizens thereof. As such, salaries are paid from the national treasury for both officers and men. Warships tend to fill the bulk of their `passenger' space with highly skilled marines during times of war though in times of peace usually only one half to one third of this space will be occupied by warriors.

Elven marines bear specific mention as they also make up a portion of the vessel's combat strength at range. All naval combat personnel are skilled archers and normally equipped with superb elven composite bows. While the ship's crew man the various weapons of destruction, marine commanders are trained to pick up the target selection from the captain's orders to his artillery crews and direct fire to the enemy if it is within bow range. Out of range, the marine commander will either have his men stand down and take cover to avoid casualties or simply select another target on his own initiative. Targets will be vulnerable sailing crew, who have no cover in the rigging, followed by visible weapon crews and deck officers. There are times when archery alone will so reduce an enemy's fighting ability that little action is necessary on the part of the artillerists to render a ship incapable of combat.

Ships of the explorers are exclusively owned and operated by elven families and their fleets by extended clans. As with traders, 'pay' is not really an issue as the ship is owned by the crew and the officers are elected for their abilities. Any marines on board an explorer ship will be members of the clan who find the actual work of sailing distasteful.

Crews

These will pursue other careers in cartography, biology, botany, anthropology, and trade. As many of these talents are only used during small portions of the voyage, all will have some minimal amount of seamanship skill but will be primarily warriors and trained as such. Their combat will be less disciplined than their naval counterparts as their path is more 'warrior' than 'soldier.'

Hiring Elves

Elves are seldom willing to sail for other races, and when they do it is usually as individuals who will have no real effect upon a crew as a whole. When elves hire out to another race as a group, it is their entire vessel that accepts the contract, not just crewmen but also captain and ship. Their rates tend to be very expensive but will occasionally be met by those who understand the value of their service.

There is no effortless way to put a price on such charters, save to say the cost will easily be at least five to seven times the cost of hiring any human vessel and frequently much higher, particularly if a dangerous assignment is expected. Elven Sailors are extremely skilled sailors possessing high morale and legendary discipline.

Navy Ranks- {Natka (Navy Captain would be Natka`Va`Marenven)}

  • Cabin Boy: Marenven
  • Cadet: Tu`Marenven
  • Seaman: Sa`Marenven
  • Ensign: Di`Marenven
  • Lieutenant: Ja`Marenven
  • Sub-Commander: Ku`Marenven
  • Commander: Ne`Marenven
  • Captain: Va`Marenven
  • Admiral: Ti`Marenven
  • Grand Admiral: Te`Marenven

The Arethane navy is acknowledged as the finest in the Known World. Renowned throughout the world as the best of mariners, the elven-crewed ships outsail anything else on the waves. Their warships sail rings around larger and slower opponents while merchantmen are able to outrun any buccaneer

A Human perspective on the Elven Navy

Whether you are a recruit for the Royal Navy, or merely taking a voyage into open waters, you will want to know something of the Elven Sailors before you have the misfortune of spotting their ships on the horizon. This guide will help prepare you for the day that you inevitably do. Take heed of that as my first lesson: if you spend any amount of time on sea or shore, you will cross paths with Elven Sailors.

As their name suggests, the Elven Sailors are at home on the water. They are so able at plying the waves that a Elven ship can remain at sea indefinitely, so long as it is seaworthy. The Elven Sailors take full advantage of that fact when raiding our trade vessels or ambushing our fleets.

Never pursue a retreating Elven vessel, even if you think they are hobbled. They will bait you into thinking you can catch them but make no mistake: Elven cutters are faster than any ship in our fleet. Soon you will find yourself lured out into the open ocean, unable to safely retreat, while they circle you like sharks. Your food stores will dwindle, and once you are finally too weak to put up a fight, the Elven Sailors will swoop in to slaughter you. It is a cowardly, but effective tactic.

Secondly, never flee a Elven vessel unless you can see land. Even then, do so with great care. It is not a matter of if the Elven Ship will overtake you, it is when. The best course of action when confronted by Elven ships is to stand and fight. At least then you have some hope of coming out ahead. Elven fleets are most often composed of small, agile vessels well-suited to quick hit-and-run engagements. Bloody their noses quickly and you may drive them off before they are committed to their attack.

When fighting the Elves, their ballistae are the least of your troubles. They can turn the seas themselves against you. Any ship larger than a sloop is sure to have at least one of their Water Elementalists beneath its sails, conjuring wind and storm to toss you about like a toy boat. Every effort should be made to neutralize Elven Water Elementalists as quickly as possible. If the waves have not yet done you in, the Elven Sailors will sic their beasts on you. Elven Sailors breed and train a variety of marine predators to bolster their ranks. From winged reef vipers that can leap high out of the water and onto your deck, to sea serpents large enough to capsize a warship. In either case, keep moving at a steady clip and the creatures will have difficulty reaching you before they tire.

As for the Elven Sailors themselves, do not let their deceptive tactics fool you. Elven Sailors are vicious combatants who want nothing more than to spill blood. If they manage to board your vessel, you will have a hard fight on your hands. Elven Sailors are exceptionally steady on their feet in even the roughest waters, and nimbler than an acrobat at traversing a ship's rigging. As you might imagine, well-trained and armoured marines are the best defense against boarding, but if you find yourself in the melee you will need to assume a formation that will protect your flanks. Elven raiders prefer enveloping tactics that quickly overwhelm a scattered enemy.

There is only so much to be learned from a guide alone, but I hope that this knowledge has better prepared you for the day when your life depends on it.

The Ohtac'aro`Natka (Elven Sailor) O.C.C.

Alignments: Any
Attribute Requirements: I.Q.: 10, P.S.: 12, P.E.: 10, P.P.: 12
Racial Requirements: Any Race
O.C.C> Bonuses: +3 to Initiative, +3 Balance
O.C.C. Skills:

    Seamanship (+25%)
    Sailing (+20%)
    Ropeworks (+15%)
    Swimming(+10%)
    Climb/Scale Walls (+10%)
    Castaway/Shipwreak Survival (+10%)
    Lore: Sea (+5%)
    Astronomy/Navigation (+20%)
    Native Language (98%) plus 1 language of choice
    Literacy
    Mathematics Basic
    Flag Signalling
    W.P. Blunt
    W.P. Grappling Hook
    W.P. 2 of choice
    Hand to Hand Combat: Expert (can be changed to Martial Arts at a cost of 1 other skill or can be changed to Assasin at a cost of 2 other skills)

O.C.C. Related Skills: Choose 8 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any (+10% to any languages)
    Domestic: Any
    Espionage: Any
    Horsemanship: General only
    Labour: Any
    Military: Any
    Medical: First Aid only
    Naval: Any (+15%)
    Performing Arts: Any
    Physical: any
    Rogue: Any (+5%)
    Science: Any
    Scholar/Noble/Technical: Any (+5%)
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 5 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: One suit of clothing, including a good pair of leather boots and a wide leather belt, plus a spare pair of pants and 2 spare shirts. A set of work clothes or uniform. Also a large sack, a small sack, tools, a small pouch, a marlin spike (looks like an ice pick and does 1d6 damage) used for splicing rope, Ship's papers. Additional equipment, a horse, and other odds and ends may be assigned for special mis­sions.

Armour: Starts with a suit of Elven Leather and Mythral Chain. (A.R. 15, 78 S.D.C.)

Weapons: Starts with a small shield, a dagger, Elven Saber, and two weapons of choice; all are Elven S.D.C. weapons of superior quality. Special or magic weapons. Officers will have one Special or magic weapon (+4 to Str/Parry/Damage), one additional weapon of choice, and Magical Armour

Money: The character starts out with 250 gold.

Experiance Table:
LevelExperience
10-1,880
21,881-3,660
33,661-7,800
47801-14000
514001-24500
624501-35,500
735,501-48,500
848,501-68,500
968,501-91,500
1091,501-131,500
11131,501-171,500
12171,501-221,500
13221,501-271,500
14271,501-327,000
15327,001-377,000

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