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30. THE ORDER OF MASTER SHIPWRIGHTS


Waterdeep
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The Guilds
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The North
1st Edition AD&D
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Forgotten Realms

30. THE ORDER OF MASTER SHIPWRIGHTS
Master: Kelvar Helmfast (noble, 4th level fighter, “The
Old Captain”, Master Shipwright
Headquarters: Shipwrights’ House, #266, Dock Street
and Asteril’s Way, Dock Ward
Livery: cloaks and robes of blue, dun, and red, in three
broad vertical stripes
Entrance: 30 gp (only upon acceptance by the Master;
there is no room for new members at present)
Dues: 15 gp/year
Contact: Zabardan Barpar (0 level fighter, Speaker for
the Shipwrights), Shipwrights’ House

This guild collectively owns the dry-docks and construction
sheds of Waterdeep (except for Guildmember
Arnagus, who has his own, and allows the City and fellow
Guild members to use it for a fee) where ships are
built, although they have always been a small guild.
Orlumbor’s gigantic shops have always commanded the
lion’s share of Sword Coast shipbuilding, and the shops in
Waterdeep are simply too small to lay the keels of the
largest ships. The Order does a steady trade, however,
producing and repairing the merchant cogs and caravels
that ply coastal waters. The master merchants of Mirabar
who own their own ships in Luskan, to bring their
metals to Waterdeep, prefer the broad-beamed massive
cogs of Waterdeep’s shipwrights over all other vessels for
bringing their cargos safely through storms and with
overly heavy loads to dock in the City of Splendors. The
base price for a new caravel is 6,000 gp; a “fast caravel”,
which is a light, slim ship larger than its similar cousin,
and able to carry more sail and thus run faster, is 9,000
gp. A cog, a shorter, broader, wallowing, slower and far
less elegant cargo ship, is 5,000 gp. One of the “heavy
cogs” mentioned above is larger, can carry more sail, and
has a massive reinforced hull (able to break through thin
ice and thus sail in the North a week or so before and
after less sturdy ships, each winter) is 7,000 gp.

Unless such ships are heavily damaged or obviously
very old and worn out, they bring a “used” price of only
1,000 to 1,500 less. Guild members sometimes salvage or
buy and refurbish old wrecks to make additional cash
with relative ease and speed.
 
 

WATERDHAVIAN SHIP TABLES
Refer to the Dungeon Masters Guide and Wilderness Survival Guide for the meanings in this table
<dmg.54> <wsg.44>
 
Ship Name Hull Value Length Width Drought Speed: 
Normal Sail
Speed: Maximum Sail Speed: 
Normal Oar
Speed: Maximum Oar Peacemtime Armaments Crew Startup
Raker 36 90' 20' 6' 10 mph  16 mph 5 mph 8 mph 4 ballista (2 fore, 2 aft); 4 fire-por catapults (amidships and aft); armored ram 36 4 rounds
Striker 12 60' 10' 4' 12 mph 14 mph 6 mph 10 mph 4 ballistae; armored ram 44 3 rounds
War Nao 40 40' 20' 12' 4 mph 6 mph 1/2 mph 1 mph 2 catapults, amidships (can carry 200 armed passengers) 40 1 turn
Fast Caravel 26 60' 10' 6' 7 mph 10 mph 1 mph 3 mph 1 ballista 10 4 rounds
Caravel 33 50' 10' 8' 5 mph 8 mph 1 mph 3 mph 1 ballista (or nothing) 10 5 rounds
Cog 40 45' 20' 10' 5 mph 7 mph 1/2 mph 1 1/2 mph none 12 1 turn
Heavy Cog 60 60' 25' 15' 3 mph 5 mph 1/2 mph 1 mph none 1 turn

 
 
 
 
 
 



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