Attilos Ocean Lore
Attilos Ocean: The Endless Heart
The Attilos Ocean is the single great body of water that encircles all of the world's continents and islands. From the dark, stormy seas to the breezy, warm tropics, this ocean is the heart of all life on Attilos, and it is here that the various kingdoms and races of the world are truly connected. Travelers must be wary of its unpredictable wrath during storms and the unimaginable horrors that lurk within its depths, yet a sense of adventure and the promise of discovery call people to its shores. The ocean is not a barrier; it is a world in itself, a dynamic expanse with its own rules, threats, and opportunities.
The Regions of the Great Ocean
The vast Attilos Ocean is divided into four distinct regions, each with its own character, challenges, and stories.
The Vissara Pass
This great sea separates the ancient land of Vissara from the human kingdom of Ahnekis. It is a treacherous but well-traveled route for Vissarans—Elves, Dwarves, Giants, Goblins, and more—who are determined to seek a new life outside of their ancestral homeland. The primary obstacle is the colossal Ice Wall that stretches across the northern shore of Ahnekis. An unimaginable climb up into the icy mountains awaits those who brave the journey, yet thousands make the trip every year.
The main gateway here is The Spire of Unity, a port that is less a single harbor and more a testament to the chaotic co-existence of Vissara's races. Dwarven stone platforms, goblin-made scaffolding, and docks woven from living Elven wood all coexist, creating a loud, vibrant place where Giants can rest their feet in the deep water while sailors haggle over goods in the bustling port above.
The Dumal Archipelago
This region is a tropical archipelago that spans the center of Attilos, connecting the continents through a web of trade routes. The Republic of the Dumal Archipelago, the various Merfolk tribes, and the pirate fleets under Captain Vorlag Kragg are engaged in a constant war for dominance over these islands. The waters here are warm and inviting, but the politics are sharp and dangerous.
The central hub of this conflict is The Crossroads, a sprawling, chaotic collection of floating platforms and anchored ships. The docks are a patchwork of materials, from salvaged galleon hulls to woven rafts. This is a place of organized chaos, where the scent of rum and gunpowder hangs in the air, and a thousand different flags snap in the tropical breeze as Merfolk tribesmen and human captains haggle over goods and territory.
The Ragiid Region
The waters off the coast of Ragiid are under the cruel control of Sultan Kazem, who uses his naval forces to command all importation and exportation of goods. He is in a constant feud with the local pirates and Merfolk of Dumal, who see his tyranny as a threat to the freedom of the sea. These waters are bathed in scorching heat and blinding sunlight, and every ship must be on guard for the Sultan's ruthless patrols.
The only way in or out is through the Golden Gate of Shiammal, a port of gilded oppression. Its docks are polished sandstone with a magnificent archway of hammered gold, but the searing heat radiates from every surface. Sultan Kazem's guards meticulously inspect every ship, and every merchant must pay a crippling tax. The air is thick with the scent of spices and sweat, and the whispered desperation of people being extorted for every grain of sand.
The Naguul Region
This dark and treacherous expanse is an almost impassable stretch of violent, frigid waters. This region is a place of perpetual storm and deadly aquatic life, a threat capable of sinking even the mightiest of galleon ships. Sailors who are brave enough to attempt to cross these waters often meet a murky, suffocating doom as waves thrash holes into their hulls and horrors unimaginable make themselves known to passing crews.
The only known harbor is The Frozen Maw, a port carved directly into a massive iceberg. Its docks are platforms of packed ice, and thick, jagged walls rise to protect ships from the violent waters. This is not a place for commerce, but for desperate survival. The air is silent and frigid, broken only by the groaning of the ice and the low hum of warships preparing to face the relentless, monster-filled waters of the Naguul Region.
The Ships of Attilos
A ship is a vital asset for any traveler on the Attilos Ocean. It is not a literal inventory item, but a crucial extension of the party itself. One character must act as the Helmsman, manning the ship's wheel at all times for travel to progress. Without a full crew, a ship is considered disadvantaged.
Merchant Cog: A broad, round-hulled vessel for trade. It requires a crew of at least 15, has an AC of 14, and 200 HP. Its special ability, Immense Cargo, allows it to carry up to 150 tons, and its Hardy Build gives it advantage on saving throws against rough seas.
Longship: A long, narrow vessel designed for swift raids. It requires a crew of at least 20, has an AC of 15, and 150 HP. Its special ability, Oar-Powered, allows it to travel at full speed in all conditions, and Rapid Landing lets its crew beach it in a single turn.
Dinghy: A small, oar-powered rowboat for short distances. It requires a crew of 1, has an AC of 10, and 25 HP. Its Limited Use means it cannot travel across the vast Attilos Ocean.
Skipper: A swift, single-masted vessel favored by smugglers. It requires a crew of at least 5, has an AC of 13, and 100 HP. Its Swift Sailing provides a +5 bonus to speed in favorable winds, and its Nimble Retreat allows it to take a Disengage action as a bonus action.
Galleons: A massive, multi-decked floating fortress. It requires a crew of at least 80, has an AC of 18, and 400 HP. Its special ability is a Heavy Cannon Barrage, which deals 6d10 bludgeoning damage to a single target.
Frigate: A sleek, fast warship built for naval combat. It requires a crew of at least 60, has an AC of 17, and 250 HP. Its special ability is a Broadside Volley that deals 4d10 bludgeoning damage to a single target on one side of the ship.
Naval Combat & Travel Rules
Travel Checks: To travel the ocean, a character must make a Survival Check (DC 15) once per day. A failed check can lead to a random encounter or a hazard specific to the region, such as a storm in the Naguul Region or a pursuit from Sultan Kazem's forces in the Ragiid Region.
Ship Action: On its turn, a ship can move, attack, or use a special ability. A character can use their turn to perform a variety of actions, such as firing cannons, operating a harpoon launcher, or attempting to repair the ship.
Ship Slots: A ship is an asset that can be customized. Players can use their turns to operate a ship's various weapon and utility "slots." This allows for unique builds and strategies, from a frigate armed with powerful cannons to a longship with harpoon launchers for tackling sea monsters. The war for the Dumal Archipelago is a perfect stage for this kind of tactical combat.
Damage: When a ship's HP reaches 0, it is considered sinking and will be destroyed after a number of rounds equal to its AC. The crew must then find a way to survive.