INTRODUCTION This article contains a description of a large commer- cial cargo vessel, a 64-foot dak named Lorkin. A full set of GM Notes and a description of the crew and passengers is available separately in Friends, Foes and Followers Part 6, entitled A Company of Adventurers The Crew of the Lorkin. This allows a GM to re-use this ship for different crews, times and places.
HISTORY Originally named the Lady Rayas, the ship was con- structed in 682TR at the shipyard of Joss of Whedon, in the city of Murshel, Trierzon. She was one of more than a dozen daks commissioned by the Duke of Trabant for his private commercial fleet. She gave solid service for 29 years, before being retired and replaced by a newer, more modern vessel in 711TR. The Lady Rayas and her sister ships are simple, con- servative, solid designs, built to last. Fashioned from the finest oak and fir from the Dukes own woodlots (a con- siderable cost saving), the large timbers were cut from a single tree whenever possible. For extra strength, long- life and durability in the rough Gulf of Ederwyn, the ships were Kamba straked (double planked) using continuous planks running the full length of the hull. No expense was spared on the hull or rigging, but the ships interiors were left exceptionally plain and workmanlike, with the Duke refused to spend money on what he considered frippery. Based in Murshel, the Dukes commercial fleet works the profitable sea-trade between Trierzon, Palithane and points north. The Dukes agents deal in fruit, wine, honey, iron and ceramics, anything that makes a profit. For many years, the Lady Rayas was a solid, if unspectacular, piece of the Dukes far-flung commercial enterprise. In 692TR, after the loss of several commercial vessels to pirate attacks; the Duke ordered an expansion of his
CREDITS WRITERS Kerry Mould Ken Snellings Andy Gibson
MAPS Ken Snellings (Lorkin) Peter Fauconnier (Original Dak) ARTIST ART SPONSOR Juha Makkonen Andy Gibson 64 FOOT DAK 2 HrnWorld 2005, N. Robin Crossby & Columbia Games Inc. war fleet and a number of his commercial ships were refit- ted as warships or transports. In 693TR, the Lady Rayas returned to Murshel for refit as a troop transport. Originally, built with only a small, open sterncastle and no forecastle, the Lady Rayas was a basic trading vessel. The refit extended and enclosed the sterncastle, creating cabins for troop transport, and installed the most recent innovation, an enclosed forecastle, with two cabins for the ships officers. When work was complete, the ship could carry thirty soldiers, twenty crew and 167 tuns of cargo (provisions, horses, siege equipment and the like). After the refit, the Lady Rayas returned to work as a commercial cargo vessel, occasionally transporting pas- sengers, usually the Dukes bonded mercantylers. When the Duke needed additional warships (a rare event), the refitted commercial vessels were pressed into service. Despite the modifications, the Lady Rayas never saw ac- tive duty in the Dukes war fleet, though the new quarter- deck and focsle proved their worth in her own occasional skirmishes with pirates. Unfortunately, time and one too many storms, took its toll on the old girl and in 711TR she was paid off and put up for sale. Unfortunately, several better ships were also retired that year, causing a glut on the used ship market. Tied to one of the Dukes wharfs, she sat alone and uncared for until 713TR.
RECENT EVENTS Despite her age, the dak is a rugged dependable ship. Her plain fit and finish, lack of decoration and conserva- tive design do not obscure the eight large cabins, great room and kitchen, ample cargo hold, finest clinker straked oak hull, fir masts and solid stone ballast of a true work- horse. It was these features that caught the eye of a for- mer sergeant, Eshrel (Sh) Ranals. He had recently come into some money and was looking to buy a ship. In the autumn of 713TR, Sh purchased the Lady Rayas for the princely sum of 88 and renamed her the Lorkin. Sh and his first mate, Zo, were among the handful of survivors of the Siege of Lorkin Castle, the fi- nal battle of the Jarin Rebellion in Orbaal. After the rebel- lion was crushed, they fled to Trierzon where they worked as mercenaries for the next nine years. In the summer of 713TR, during a skirmish on the Plain of Karetan, Sh had the good fortune to capture a Shorkyni baron. His 120 ransom allowed Sh to retire and follow his lifelong dream of buying his own ship. The purchase price was only the beginning. After two years tied up and ignored, the Lorkin needed significant repairs just to make her seaworthy. Unable to afford a full refit (which would have cost at least 48), Sh was forced to limit work to just the most critical repairs. Twenty-two pounds was just enough to have her pumped out, repair the worst of the leaks, purchase some threadbare used sails, replace some rigging, stock a few spares, purchase some provisions and hire a crew. In the spring of 714TR, with Shs last 10 invested in a speculative cargo; the Lorkin set sail on her first voyage under her new captain. Since then, Captain Ranals has managed to break even. He hauls cargo (for himself and others), transports passengers and occasionally participates in the small package trade (a euphemism for smuggling). This earns him enough, barely, to pay his crew, buy new provisions and keep on sailing. The Lorkin is a little tired and worse for wear, but he intends to have her refitted as soon as time and money permit. For now, his chippy, Kayly, does the best she can to keep up with the maintenance.
OUTER DECKS 1. Quarterdeck. The raised deck at the rear of the vessel, above the enclosed sterncastle, this is where the captain, pilot and other officers keep watch and command the ship. The dak has a steer-post rudder, which the pilot controls by means of a tiller bar. In fine weather, the pas- sengers will often congregate here to enjoy the sun. In event of combat, archers will be posted here to take ad- vantage of the decks added height. 2. Focsle. The superstructure at the fore of the ship, this deck is also used as a fighting platform in event of combat. It is also the site of the toilet (heads). 3. Main Deck and Mast. Located six feet above the water, this is the main working area of the ship. From here, the crew loads and unloads cargo, works the rigging and climbs the mast to loose or haul in the sails. The cap- stan (winch) for raising the anchor is just ahead of the cargo hatch. The anchors are strapped to the ships sides. 4. Cargo Hatch. This large (10 ft x 12 ft) opening gives access to the Lorkins main cargo hold. Using lines and pulleys strung from the yardarm, crates, barrels and heavy freight are hoisted off the dock or pinda, swung around and lowered into the hold. Once loading has been completed, the hold is secured with a heavy oak hatch that is covered with oiled-canvas to make it watertight. 5. Pindas. The Lorkin carries two small twelve-foot pindas. These four man boats are mainly used to shuttle passengers and crew to and from shore.
CABINS 6. Great Room. This room functions as a combina- tion kitchen, dining room and lounge for the officers and passengers of the Lorkin. A large table with benches dominates the room and is the center of social activity during long voyages at sea. Water barrels, a counter and small wood stove line the sides of the room and serve as the kitchen. Since there is no permanent cook, the 64 FOOT DAK 3 2005, N. Robin Crossby & Columbia Games Inc. HrnWorld PLAYER MAP Maps 2005, Kerry Mould, Ken Snellings and Peter Fauconnier. 64 FOOT DAK 4 HrnWorld 2005, N. Robin Crossby & Columbia Games Inc. GM MAP QUARTER DECK MAIN DECK TWEEN DECK ORLOP DECK Maps 2005, Kerry Mould, Ken Snellings and Peter Fauconnier. 64 FOOT DAK 5 2005, N. Robin Crossby & Columbia Games Inc. HrnWorld officers and passengers take turns cooking. The room is cheerfully painted a bright yellow with a painted flower trim (courtesy of Kayly). One of Shs more unusual tro- phies, a strange bronze crest reputedly from the Diramoan Empire, hangs on the wall. 7. Passenger Cabin. Derrial Parma, an Inithiar (Cleric) of Siem, currently rents this comfortable double berth. He spent several years in Evael at a Holy Grove in the South Downs. He joined the ship in Cherafir, seem- ingly unconcerned about its destination, telling Kayly I have been out of the world a while, Id like to walk it a spell. He was a paying passenger, but recent events have made him more like crew and his fare has been waived for the last few legs. 8. Crew Cabin. The door to this double berth is decorated with a colorful sign announcing this is Kaylys Room. The ships carpenter (or chippy), Kaylys room is brightly decorated with souvenirs of her travels, including a very large, very fluffy, very pink, dress. It is in complete contrast to Kaylys often masculine clothes and dirt smudged face. 9. Mates Cabin. The ships only married couple, Hoban Firfohd (the pilot) and Zo Alleyne (the first mate), share this large triple berth. The room has a com- fortable double bed with a thick feather mattress and a chest of clothes. Zo has a sizeable collection of weapons and armor in a chest under the bed. Hobans pilots rutter is carefully concealed in a false panel behind the bed. Only Zo, the Captain and he know of its hiding place. 10. Captains Cabin. Captain Eshrel Ranals has a triple berth to himself. A fine double bed, locked chest and small desk and chair fill the room. The chest contains the ships often meager operating capital and his personal records. Sh also has a significant arsenal of weapons and armor under his bed. 11. Crew Cabin. The ships muscular problem- solver, mercenary and marine sergeant, Eryla Cobb, has a double berth to himself. The cabin and a 10% share of the ships profits were part of the deal he cut to switch sides at a crucial moment when his gang tried to rob the Lorkin. The wall next to his hammock is lined with a large and varied assortment of weapons, all with easy reach. 12. Passenger Cabin. A master physician from Sel- denbaal, Llwar Tam, boarded the ship with his sister, Kib, in a drug-induced coma, hidden in a large trunk. He rescued Kib from the Order of the Crimson Dancer, who had enticed her with promises of a special education and instead conducted unknown experiments on her mind. The combination of the young mans skill as a surgeon and Shs inconvenient sense of charity have resulted in the pair being given free passage and the crews protec- tion in return for his services as ships physician. Their large double berth also serves as the ships infirmary and surgery. It is well stocked, results of a recent job. 13. Passenger Cabin. The focsle has two cabins, the larger, triple berth is home to the ships Ambassador, Inara Serra, a guild certified courtesan. A beautiful and desirable woman, she has many wealthy and noble clients vying for her services in every major port. She pays cash for her passage and thus demands complete privacy. She sometimes entertains clients in her cabin, but more often is shuttled ashore by pinda and stays in fine inns or her clients homes. Her status lends respectability to an oth- erwise scruffy and low-class vessel. 14. Passenger Cabin. This double berth is currently vacant and is being used to store the officers liberty chests and the passengers excess baggage. The last pay- ing customer to use this cabin turned out to be a Crimson Dancer agent who attempted to kidnap Kib and hijack the ship. Sh killed him and threw him overboard. Since then, the cabin hasnt been used. However, if finances get tight, the Captain may have to revisit that decision.
BELOW DECKS 15. Provision Locker. This storeroom holds suffi- cient food and water for 24 people for 30 days. Only the captain and first mate have keys. 16. Spares and Discrete Storage. This locker holds the ships spares, including material for repairing the hull, replacement rigging and sails. The spares are stacked right to the door. The ship has several trouble- some little nooks where small packages can be safely concealed from an overly inquisitive harbormaster. 17. Main Cargo Hold. The main profit maker for the ship is her hold. A respectable 167 tuns net burthen, the Lorkin can transport a hefty amount of cargo at one time. Often, finding enough cargo is a problem, especially with- out a supercargo (bonded master mercantyler specializing in marine trade) or links to legitimate merchants ashore. The ships anchor cable and the crewmens liberty chests ( tun each) are also stored here. 18. Crew Quarters. Operating a ship the size of the Lorkin requires substantial manpower. The Captain em- ploys a bosun and about fourteen seamen (a mix of able/ordinary seamen and deck boys). The crew shares a large 10ft high common cabin below the enclosed focsle. The hammocks are tightly packed, two levels high. Dur- ing the day, some of the hammocks are stowed and this becomes the crews kitchen, eating area and lounge. 19. Bilge. (Not mapped) Covered by an orlop deck, the lowest interior part of the hull is where water collects and from where baling is done. Some ships have loose stone for ballast. The Lorkin has a ballast of cut granite blocks which fit tightly between the ships ribs. 64 FOOT DAK 6 HrnWorld 2005, N. Robin Crossby & Columbia Games Inc. CREW OF THE LORKIN Not a large ship, the Lorkin still requires a sizeable crew of five officers (see FFF6) and fifteen crew. The bo- sun (or second-mate), an able seaman with good leader- ship skills, leads the crewmen. The first mate (Zo) com- mands the starboard watch; the bosun takes the port watch. The Lorkin does not have many long-term crew. The men come and go, joining or leaving the ship as the mood takes them. Thus, individual NPC descriptions are not listed; instead, generic profiles with average stats and skills are provided. GMs are advised to generate names and individual details as necessary (such as home port, when they signed-on, when they are scheduled to be paid- off, amount owed and any other additional pertinent in- formation). If this is more detail than the GM or PCs are interested in, this facet of the operation of the ship can also be ignored, under the assumption that the Captain and First Mate manage this as part of their daily routine or delegate much of it to the Bosun. The crew consists of three groups: able seamen, ordi- nary seamen and deckboys. The best leader among the able seaman is generally appointed bosun, this may or may not be the most senior man. He and the first mate then each appoint two lead hands, generally the next most experienced able seamen. The remaining able and ordinary seamen are equally distributed between the two watches. The most junior crewmen are the deckboys, equivalent of apprentices. They generally get the worst jobs, but are not given dangerous or critical duties until they have at least a years experience. Many of the deck- boys are little more than teenagers. The crew of the Lorkin are well treated and well fed. Captain Ranals is also known as a hard, demanding Cap- tain with little tolerance for disloyalty or slackness. He pays only an average wage, but he pays on time and has a good reputation for being fair and trustworthy, if slightly shady. The Captain has little trouble filling his berths and the Lorkin normally sails with a full crew.
UNIFORMS A former sergeant, Eshrel Ranals has a particular quirk, he insists all crew wear a basic uniform: the red shirt. It also sets the crew apart from the crews of other vessels, most of whom wear cheap, un-dyed cloth. A vet- eran soldier, he knows how chaotic things can get, whether it is during an attack by pirates or a simple port- side tavern brawl. Quick and easy identification of fellow crew members is vital. The captain has purchased a quantity of brightly coloured red shirts. Each sailor is is- sued one when he signs aboard and must return it when he signs off. As a result, the officers have taken to calling the crew red-shirts. BOSUN (Able Seaman) Str 12 Agl 12 Sml 12 Wil 12 Cml 12 Sta 12 Eye 12 Voi 12 Aur 12 End 12 Dex 12 Hrg 12 Int 12 Mor 10 Mov 12 Physical Skills: Climbing 60, Condition 60, Jumping 48, Stealth 36, Throwing 48. Communication Skills: Awareness 48, Intrigue 36, Oratory 24, Rhetoric (Command) 48, Singing 36. Combat Skills: Initiative 60, Unarmed 48, Dodge 60, Club 60, Dagger 48. Craft Skills: Fishing 36, Piloting 24, Seamanship 72, Shipwright 24, Weatherlore 36. Armour / Weapons: Wool Cap, red cloth shirt and short pants, leather belt and shoes, knife, belaying pin (club). ABLE SEAMAN Str 11 Agl 11 Sml 11 Wil 11 Cml 11 Sta 11 Eye 11 Voi 11 Aur 11 End 11 Dex 11 Hrg 11 Int 11 Mor 10 Mov 11 Physical Skills: Climbing 55, Condition 55, Jumping 44, Stealth 33, Throwing 44. Communication Skills: Awareness 44, Intrigue 33, Oratory 22, Rhetoric 33, Singing 33 Combat Skills: Initiative 55, Unarmed 44, Dodge 55, Club 55, Dagger 44. Craft Skills: Fishing 33, Piloting 22, Seamanship 66, Shipwright 22, Weatherlore 33. Armour / Weapons: Wool Cap, red cloth shirt and short pants, leather belt and shoes, knife, belaying pin (club). ORDINARY SEAMAN Str 10 Agl 10 Sml 10 Wil 10 Cml 10 Sta 10 Eye 10 Voi 10 Aur 10 End 10 Dex 10 Hrg 10 Int 10 Mor 10 Mov 10 Physical Skills: Climbing 50, Condition 50, Jumping 40, Stealth 30, Throwing 40. Communication Skills: Awareness 40, Intrigue 30, Oratory 20, Rhetoric 30, Singing 30. Combat Skills: Initiative 40, Unarmed 40, Dodge 50, Club 50, Dagger 40. Craft Skills: Fishing 30, Piloting 20, Seamanship 60, Shipwright 20, Weatherlore 30. Armour / Weapons: Wool Cap, red cloth shirt and short pants, leather belt and shoes, knife, belaying pin (club). DECKBOY Str 09 Agl 09 Sml 09 Wil 09 Cml 09 Sta 09 Eye 09 Voi 09 Aur 09 End 09 Dex 09 Hrg 09 Int 09 Mor 10 Mov 09 Physical Skills: Climbing 45, Condition 45, Jumping 36, Stealth 27, Throwing 36. Communication Skills: Awareness 36, Intrigue 27, Oratory 18, Rhetoric 27, Singing 27. Combat Skills: Initiative 36, Unarmed 36, Dodge 45, Club 45, Dagger 36. Craft Skills: Fishing 27, Piloting 18, Seamanship 36, Shipwright 18, Weatherlore 27. Armour / Weapons: Wool Cap, red cloth shirt and short pants, leather belt and shoes, knife, belaying pin (club). 64 FOOT DAK 7 2005, N. Robin Crossby & Columbia Games Inc. HrnWorld VESSEL PROFILE
VESSEL NAME: LORKIN VESSEL TYPE: SINGLE MASTED DAK
PORT OF REGISTRY: UNREGISTERED EXPIRY DATE: N/A
History Dimensions Cabins Burthen PORT BUILT: Murshel, Trierzon
LENGTH: 64 feet
GROSS BURTHEN: 233 tuns SHIPWRIGHT: Joss of Whedon
BEAM: 26 feet
THREE 3-BERTH CABINS (4 tuns ea): Captain, Mate,Guest 12 tuns CREW QUARTERS: (15 x 0.5) = 7.5 tuns DATE OF LAYING KEEL: 1 Nolus 682
DEPTH: 14 feet
PROVISIONS/LOCKERS: 7.2 tuns DATE LAUNCHED: 22 Halane 682
DRAFT: 8 feet
FIVE 2-BERTH CABINS (3 tuns each): Chippy, Marine, 3 Guests 15 tuns SPARES/STOREROOMS: 6.9 tuns DATE OF COMMISION: 23 Ilvin 682
1. Fir Mast (+5 to RF) 2. Kamba Strake Hull (+10 to HF) 3. Damage to HF, TGT and RF due to lack of maintenance 64 FOOT DAK 8 HrnWorld 2005, N. Robin Crossby & Columbia Games Inc. CREW LIST VESSEL: LORKIN REGISTRY: UNREGISTERED
NAME RANK POSITION WAGE ML WATCH PORT SIGN-ON PAY-OFF OWED NOTES Eshrel Ranals AB Captain 50% 61 SB n/a n/a n/a n/a Zo Alleyne AB First Mate 20% 62 P n/a n/a n/a n/a Hoban Firfohd Master Pilot 10% 119 P Thay n/a n/a n/a Kayly Frye Jrnymn Chippy 10% 98 P Sarkum n/a n/a n/a Eryla Cobb n/a Marine 10% 90 n/a Golotha n/a n/a n/a Best combat ML AB Bosun 3d 72 SB AB Leadhand 2d 66 P AB Leadhand 2d 66 SB AB Deckhand 2d 66 P AB Deckhand 2d 66 SB OS Deckhand 1d 60 P OS Deckhand 1d 60 P OS Deckhand 1d 60 P OS Deckhand 1d 60 SB OS Deckhand 1d 60 SB OS Deckhand 1d 60 SB DB Deckhand n/a 36 P DB Deckhand n/a 36 P DB Deckhand n/a 36 SB DB Deckhand n/a 36 SB