Shipbuilding

Shipbuilding: This is the skill of designing and building ships. It allows a character to supervise the construction of professional-quality ships, whether they are made by muscle or by magic. The Shipbuilding skill will also let characters evaluate the ships they encounter, determine who built them and when, etc.

⛵ Racial Variants #

VariantNameDescription
DwarvenIron-Clad LogicDwarves design ships like floating bunkers. They specialize in Heavy Plating and internal bracing. Their ships have 25% more “Hull Points” but move 10% slower due to the extreme weight.
ElvenOrganic Hull-WeavingElves “sing” wood into shape. Their ships are often made from a single, seamless piece of timber or living coral. These vessels are Self-Healing; a successful Shipbuilding roll allows an Elven ship to “grow” back minor hull damage over 1d4 days.
GnomishSubmersible InnovationGnomes are the only race to experiment with “Vertical Navigation.” They are +4 to design air-tight seals and ballast systems, allowing them to build vessels that can travel safely (if briefly) beneath the waves.
OrcishRam-Spike EngineeringOrcish ships are weapons first and vessels second. They use jagged iron protrusions and reinforced bows. In a naval collision, an Orc-built ship deals double damage to the enemy vessel while taking only half damage itself.

🗺️ Regional Variants #

  1. The High-Imperial Shipwright (Metropolitan/Urban)

Trained in the massive dry-docks of the capital to build Galleons and War-Galleys

  • Specialty: Standardized Rigging. They build for efficiency. Their ships require 10% fewer crew members to operate because the layouts are logically optimized for professional sailors. 
  1. The Jungle “Canoe-Carver” (Wilderness/Tropical)

In regions with massive rivers and mangroves, shipbuilding is about Draft and Weight.

  • Specialty: Shallow-Water Displacement. They can design large boats that have an impossibly shallow “draft,” allowing them to navigate river systems that would ground any other vessel of the same size. 
  1. The Archipelago Outrigger-Master (Coastal/Island)

Trained in the open-sea traditions of the deep blue.

  • Specialty: Stability Mechanics. They are experts at “Outriggers” and “Double-Hulls.” Their ships are nearly impossible to capsize in high winds, granting a +4 bonus to the Piloting checks of anyone steering them through a storm. 
  1. The Sky-Port Rigger (Flying Cities/High Altitude)

In campaigns with aerial ships, this skill applies to Lighter-than-Air hulls.

  • Specialty: Aero-Structure. They understand wind-shear and lifting-gas containment. They can evaluate an aerial vessel to tell if its “lifting-core” is stable or if the hull is about to buckle under the atmospheric pressure of high altitudes.

🕵️ Ship Evaluation #

As per the rules, the skill allows for the evaluation of other vessels.

  • The “History of the Hull”: A successful roll allows the character to identify a ship’s “Nationality” and “Purpose” (e.g., “This is a masquerading merchant ship; the hull-line proves it was built for naval combat in the Northern Kingdoms”).
  • Detecting Faults: A character can spot “Sabotage” or “Dry-Rot” that a regular sailor would miss. On a roll made by 5 or more, they can identify the specific Weak Point of an enemy ship’s hull.

Design Tip: A character with both Shipbuilding and Engineering can design “Amphibious Fortifications”—structures built on the coast that can withstand both land-based sieges and the corrosive power of high-tide waves.

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Updated on February 24, 2026