Forston always enjoyed the romance of the sea in books and songs. It called to him in his dreams. Sometimes he woke thinking he could hear gulls. But the actual sea made him so sick he couldn't memorise spells. What's a wizard to do? Craft a boat capable of sailing on land, of course.
The sailboat is a small vessel, comfortably seating four or squeezing six. It has a single sail and a tiller at the back. One person can operate it. For movement, it treats land like water. It's the same for anyone touching the boat, as long as the contact is palm-sized or larger. You can even splash it, although it resumes its proper shape afterwards. Oars work.
All the magic is in the keel. You could remove it and fit it to another boat, so long as it would take a similar-sized keel. Too large and the magic won't trigger.
Using the boat
Level ground is like calm water. The boat moves at about 9/10 of the wind's speed. You can tack against the wind at about 1/3 speed. Broken ground is like choppy water. Features like trees are like sudden swells. The boat will go over them, but it's a strain on the timber. And the magic does nothing to keep passengers or goods inside. Forests or cities are like storms, packed with up/down inclines. You can tack against gravity and sail up a vertical surface. Once again, it's hard on passengers.
Forston only sailed his boat once. He passed over an unexpected ditch and lost his seat. He sank into the turf while gripping the sail line, but lost it - and the earth solidified around him. He was never found.
Usage: all characters.
Charges: permanent.
Appearance: a mahogany keel banded in copper and carved with runes.
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