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The Azure Aviary

The Azure Aviary is the ship where the campaign begins.

It is a Maritheli vessel traveling through Windrider Gulf waters, carrying passengers, crew, cargo, private business, practical hopes, and the ordinary tensions that come with any working sea route in the Crownless Age.

For player purposes, the Azure Aviary is not famous enough to be known across the world. It is not a royal flagship, grand warship, holy relic, or legendary privateer. It is more useful than that. It is a believable working vessel in a maritime society where ships carry not only goods, but names, debts, medicine, letters, refugees, rumors, witnesses, and legal claims.

A ship like the Azure Aviary matters because most history does not begin in palaces.

Sometimes it begins on a deck slick with salt.

Sometimes it begins with a bell.

Sometimes it begins because a passenger chose the wrong ship, or the right one, before knowing the difference.


Player Summary

The Azure Aviary is the opening location for the campaign.

Your character is aboard before Session One begins. You may be crew, passenger, guard, healer, courier, witness, refugee, investigator, faction agent, hidden traveler, ship worker, or someone who boarded in haste and is still deciding whether that was a mistake.

The ship is traveling through Windrider Gulf waters, likely toward or through routes connected to Windrider Freeport, the first expected major hub of the campaign.

Your character does not need to know every secret aboard the ship. In fact, most characters should not. What matters is that you know why you are here, what you are carrying, what you need, and what might make you act when trouble begins.

The Azure Aviary is the shared stage.

Every character starts on the same deck, under the same sky, subject to the same weather, watched by the same sea.


What Kind of Ship Is It?

The Azure Aviary is best understood as a light Maritheli working vessel.

It is built for movement, route flexibility, practical cargo, passengers, coastal travel, and the kind of work that requires a captain to balance speed, discretion, reputation, and survivability.

It is not the largest kind of ship in Marithel. It is not helpless either.

A vessel like this may run between harbors, carry mixed cargo, transport passengers, handle courier work, move light freight, serve minor contracts, carry a few specialists, and accept paid passage from people who do not require luxury.

It is the kind of ship that can matter to many people without being important enough for every powerful faction to watch openly.

That makes it useful.

That also makes it vulnerable.

FeaturePlayer-Facing Meaning
Light vesselFaster and more flexible than heavy cargo ships, but less imposing than warships.
Maritheli-builtDesigned for sea roads, shifting winds, harbor approaches, and practical coastal work.
Mixed-useCan carry passengers, crew, cargo, letters, tools, supplies, and small special commissions.
Working shipSpace is limited, routines matter, and everyone aboard affects everyone else.
Windrider route vesselFamiliar with Gulf weather, harbor traffic, pilot customs, and local sea law.
Socially crampedSecrets are possible, but privacy is fragile.
Legally meaningfulA ship is not just transport; it has authority, registry, obligations, and claims attached.

The Azure Aviary is large enough to hold different kinds of characters and small enough that their choices matter quickly.


The Name

The name Azure Aviary suggests several things to Maritheli ears.

“Azure” evokes blue water, blue paint, clear sky, signal cloth, blue lanterns, or the maritime color traditions of certain harbors.

“Aviary” suggests birds, trained messengers, signal kites, wind signs, lookout traditions, or a ship whose crew pays close attention to the air as much as the sea.

Not every ship name is literal. Maritheli vessels often carry names tied to route history, family jokes, owner symbols, old rescues, saints, weather, animals, cargo traditions, or memorable accidents. A name may outlive the original reason by decades.

What players can safely assume is simple:

The Azure Aviary is a ship whose name people remember once they have heard it.

It sounds light, blue, airborne, maritime, and slightly unusual.

That is enough for a starting vessel.


Shipboard Atmosphere

The Azure Aviary should feel active before anything dramatic happens.

It creaks. It breathes. It smells of salt, tar, rope, damp cloth, fish oil, stored grain, citrus peel, bilge water, human bodies, cooking smoke, wet wood, and whatever cargo has been loaded too recently to stop announcing itself.

The deck is rarely silent.

There are footfalls overhead, shouted corrections, rigging strain, gull cries, rope slap, sailcloth movement, water against hull, tools dropped into boxes, crew jokes, passenger complaints, prayers muttered at railings, and the constant sense that every object aboard has a proper place because loose things become dangerous at sea.

At night, sound changes. Voices lower. The hull seems louder. Lanterns matter more. The sea becomes less scenic and more immediate. Anyone awake during a night watch understands why sailors respect bells.

The Azure Aviary should feel inhabited, not decorative.

A character aboard may notice:

DetailWhat It Adds
Coiled rope marked by useThe crew works constantly and knows what belongs where.
Bird stains near a small perch or cage areaThe ship may use birds, signals, or route traditions tied to the air.
Salt-crusted railingsThe ship has seen enough weather to be practical.
Patched sailclothRepairs are normal; perfection is less important than reliability.
Scratched deck markingsCargo, footwork, ritual signs, or repeated crew habits may have left traces.
Small shrine tokensSailors rarely cross water without acknowledging risk.
Locked storageSome cargo, records, or personal goods are not for casual inspection.
Passenger beddingNot everyone aboard belongs to the crew.
Watch bellsTime, danger, and discipline are marked audibly.
Galley smellsFood is morale, routine, and social glue aboard ship.

The ship is a place where small details can become clues, comforts, or warnings.


Shipboard Roles

Aboard the Azure Aviary, people are defined less by social rank and more by function.

A noble who cannot keep out of the way during a sail change is a problem. A refugee child who knows how to tie a knot may be useful. A cleric who can calm panic matters. A fighter who understands cramped decks is more valuable than one who only knows open fields.

Common shipboard roles include:

RoleWhat They Do
CaptainHolds command authority aboard and responsibility for the vessel’s route, safety, and legal standing.
Mate or senior handEnforces routine, directs labor, manages watches, and keeps the ship functioning.
Pilot or route-knowerUnderstands local waters, hazards, winds, approaches, and route customs.
HelmsmanHandles steering under orders and must respond quickly to wind, wave, and command.
RiggersWork sails, lines, climbing tasks, repairs, and dangerous overhead labor.
DeckhandsMove cargo, clean, repair, haul, tie, brace, lift, and perform general work.
CookMaintains food, water discipline, morale, and often hears more than officers realize.
Ship clerkHandles manifests, passage lists, letters, cargo records, payments, and documents.
HealerTreats injuries, illness, seasickness, wounds, panic, infection, and passenger crises.
GuardProtects cargo, passengers, officers, or the vessel itself.
LookoutWatches horizon, weather, birds, lights, sails, reefs, smoke, and movement.
PassengerHas limited authority but may bring money, trouble, skills, secrets, or obligations.
CourierCarries documents, testimony, medicine, seals, or messages that may matter in port.
Refugee or protected travelerMay be vulnerable, hidden, watched, or under informal ship protection.

Player characters can occupy any of these roles. They do not all need to be crew. A mixed group of crew, passengers, hired guards, and working travelers can create strong opening tension.


Crew and Passengers

The Azure Aviary should not feel empty around the player characters.

There are other people aboard: crew doing their jobs, passengers keeping to themselves, workers sleeping badly, someone arguing over space, someone protecting a bundle, someone seasick, someone too calm, someone bored, someone prayerful, someone watching the horizon too often.

Player characters do not need full biographies for everyone before Session One. The important idea is that the ship contains a small society.

A shipboard community may include:

Person TypeWhat They Add
Experienced sailorPractical competence and suspicion of landfolk mistakes.
Young deckhandEnergy, gossip, fear, eagerness, or poor judgment.
Tired cookFood, rumor, discipline, and emotional reality.
Nervous passengerImmediate tension and possible vulnerability.
Wealthier travelerPrivacy demands, hired protection, suspicious baggage.
Refugee familyMoral stakes and reminder of the Crownless Age.
Temple workerRites, healing, law, or spiritual interpretation.
Merchant factorCargo concerns, coin, insurance, and contracts.
Foreign travelerWider-world connection and cultural contrast.
Hidden-name passengerMystery, protection, danger, or legal complication.
Ship clerkRecords that may matter more than weapons.
Hired guardForce, loyalty questions, and employment pressure.

A player character may begin with a connection to one of these people. They might be protecting them, avoiding them, searching for them, working under them, healing them, translating for them, or suspecting them.


Life Aboard Before Trouble

Before any crisis, life aboard the Azure Aviary follows routine.

The crew works watches. Meals are prepared. Water is monitored. Cargo is checked. Sails are adjusted. Passengers complain, sleep, pray, flirt, gamble, read, worry, vomit, or stare at the sea. The ship clerk may check names and passage status. The captain may avoid passenger drama unless it threatens order. The cook may know which passengers are lying about being fine.

A normal day aboard may include:

Time or RoutineWhat Happens
Morning watchDeck cleaning, sail checks, water ration review, weather reading.
MiddayCourse confirmation, meal distribution, small repairs, passenger movement.
AfternoonCargo checks, rope work, lookout rotation, route updates, quiet negotiations.
DuskLantern preparation, prayer tokens, watch assignments, meal cleanup.
Night watchLower voices, horizon checks, bell discipline, hidden conversations.
Bad weatherEveryone’s comfort becomes less important than the ship’s survival.
Harbor approachPapers, flags, signals, cargo preparation, passenger anxiety.

This routine matters because danger interrupts it.

Players should understand what “normal” looks like aboard the Azure Aviary so they can feel when normal begins to bend.


Rules of Shipboard Life

Shipboard life is practical. Even people who dislike authority often obey ship rules because the sea punishes disorder quickly.

Common shipboard expectations include:

RuleReason
Do not interfere with crew during sail workMistakes can injure or kill people.
Do not block ladders, hatches, or linesMovement matters in emergencies.
Do not tamper with cargoCargo may be balanced, sealed, legal evidence, or dangerous.
Do not waste fresh waterWater discipline is survival.
Do not light unauthorized flameFire at sea is terrifying.
Do not ignore bellsBells mark time, danger, and command.
Do not draw weapons casuallyCramped decks turn panic lethal.
Do not threaten the hullEveryone aboard depends on it.
Do not conceal illness that endangers othersShipboard sickness spreads fast.
Do not challenge command during immediate dangerArguments wait until survival is secured.

These are not abstract etiquette rules. They are survival customs.

A character who breaks them may not be evil, but they will be noticed.


Authority Aboard

The captain has authority aboard the Azure Aviary, but that authority exists inside a larger web of Maritheli law, route custom, harbor recognition, crew trust, and practical necessity.

A captain can give orders at sea.
A captain can assign watches.
A captain can restrict access to areas.
A captain can protect cargo.
A captain can accept or refuse passengers under certain conditions.
A captain can make emergency decisions.

But a captain is not absolute in every sense.

Harbor courts may review actions. Cargo owners may have claims. Passengers may have rights. Guest law may apply. Faction contracts may complicate authority. Crew may resist a captain who endangers the ship. Temple obligations may matter. A vessel’s registry can determine which laws follow it.

This creates one of Marithel’s central tensions:

A ship needs command, but command is never free from consequence.

Aboard the Azure Aviary, the captain’s word matters. Whether others agree that it should matter is a different question.


Law Aboard the Azure Aviary

For player purposes, shipboard law can be understood in layers.

LayerMeaning
Ship commandImmediate authority needed to keep the vessel functioning.
Crew customPractical traditions sailors expect everyone to respect.
Passenger agreementWhat passengers paid for, promised, or were allowed to bring.
Cargo lawWho owns, controls, seals, or may inspect goods aboard.
Guest lawDuties owed to travelers under protection or passage.
Harbor lawRules that apply when the vessel reaches port or is registered.
Route lawExpectations tied to waters, pilots, hazards, and local jurisdictions.
Sacred obligationRites, burial, healing, sanctuary, oaths, or temple claims.
Emergency necessitySurvival choices that may later require explanation.

A legal conflict aboard ship may not look like a courtroom drama. It may look like someone demanding access to a crate, someone claiming a passenger is theirs to retrieve, someone arguing the captain has no right to refuse inspection, or someone insisting that a dying person must be taken to harbor immediately.

Players do not need to master every legal detail. They only need to understand that claims matter.

In Marithel, violence often arrives wearing paperwork.


Areas of the Ship

The exact deck plan can be adjusted for play, but the Azure Aviary likely includes several practical areas.

AreaPlayer-Facing Use
Main deckWork, movement, cargo handling, watch, confrontation, weather exposure.
ForedeckLines, lookout, equipment, possible cramped working space.
Stern areaCommand presence, steering, captain’s access, route decisions.
Cargo holdStored goods, supplies, sealed crates, passenger baggage, danger if disturbed.
Passenger spaceCramped bedding, personal belongings, whispered arguments, illness.
Crew quartersShared sleeping area, private crew culture, gossip, fatigue.
GalleyFood, heat, water discipline, cook’s authority, social center.
Clerk’s nook or chestManifests, papers, passage lists, seals, payments, dangerous records.
Small shrine spaceSea prayers, drowned names, offerings, private vows.
Bird or signal areaPerches, cages, kite gear, message equipment, or wind-sign tools.
Bilge and lower spacesWater, rot, hidden objects, repairs, unpleasant discoveries.
Rail and boarding pointsRescue, threat, conversation, observation, and danger.

The ship should be easy to understand in play. It is not a maze. Its tension comes from limited space, social pressure, and the fact that every area can become important if danger begins.


Cargo and Personal Goods

Aboard the Azure Aviary, cargo is more than background.

Cargo determines route, payment, risk, legal exposure, and who cares what happens to the ship.

Possible ordinary cargo may include:

Cargo TypeWhy It Matters
Food storesNeeded for travel, trade, or relief.
Rope and sailclothRepair supplies and valuable maritime goods.
Letters and registry packetsSmall, easy to hide, legally important.
MedicineValuable, perishable, restricted, or desperately needed.
ToolsShip repair, trade, labor, or concealed weapons.
TextilesCommon trade goods that can hide other items.
Personal trunksPassenger property and secret storage.
Shrine goodsReligious cargo that may carry legal or moral weight.
Sealed cratesPractical, suspicious, or both.
Live birds or signal gearTied to the ship’s name, route work, or message systems.

Player characters may be connected to cargo without knowing everything about it.

You might be guarding it.
You might be delivering it.
You might be suspicious of it.
You might need it.
You might be accused of tampering with it.
You might recognize a mark on it.
You might be the only person aboard who understands why it matters.


Signals, Birds, Bells, and Warnings

The Azure Aviary’s name makes signal imagery especially appropriate.

Maritheli ships often rely on multiple warning systems: bells, flags, lanterns, bird movement, horn calls, shouted watches, pilot signs, and sometimes trained animals or kites depending on route tradition.

Aboard a ship, warnings are not decoration. They organize response.

Warning MethodPossible Meaning
BellTime, alarm, shift change, fog warning, danger, death, ritual.
LanternPosition, signal, distress, identity, legal status, harbor approach.
FlagRoute, cargo, authority, distress, disease, request, refusal.
Bird behaviorWeather sign, land sign, trained message, unusual disturbance.
Kite or cloth signalWind reading, distance communication, route marker, warning.
WhistleCrew command, attention, danger, maneuver.
Shouted watchImmediate human warning, often before formal signal.
Shrine token movementSuperstition to outsiders, meaningful to sailors.

Characters should pay attention when warnings behave strangely.

A bell that rings at the wrong time is not automatically supernatural. It might be wind, accident, prank, panic, sabotage, or something else. But aboard ship, unexplained warnings matter because ignoring them can get people killed.


Food, Water, and Comfort

Shipboard life quickly teaches people that comfort is not guaranteed.

Fresh water is monitored. Meals are repetitive. Space is limited. Privacy is rare. Sleep depends on weather, watches, noise, fear, and the behavior of strangers. Salt gets everywhere. Damp clothing stays damp. The sea makes nonsense of dignity.

A passenger who expected comfort may become irritable. A sailor who has no patience for complaints may become cruel. A healer may notice who is dehydrated. A cook may become one of the most powerful people aboard simply because food shapes morale.

Common shipboard provisions include:

ProvisionUse
Hard breadReliable, dull, often complained about.
Salt fishStaple protein and smell source.
Dried fruit or citrusValued for health and morale.
Beans, grain, or porridgeFilling ship food.
Water casksCarefully monitored and guarded in bad conditions.
Vinegar or small drinkUsed to preserve, flavor, or stretch supplies.
Oil and lamp fuelEssential but dangerous if mishandled.
Medicinal teasSeasickness, fever, nerves, stomach trouble.
Emergency rationsControlled by ship authority.

This is useful for roleplay. The person who shares food may earn trust. The person who steals water may become hated faster than someone who steals coin.


Religion Aboard

Ships are dangerous enough that even skeptical sailors often respect ritual.

Aboard the Azure Aviary, religious practice may be small and practical: a shell tied near a hatch, a whispered prayer before departure, a mark near the mast, a bowl for drowned names, a charm against fire, a coin for a sea saint, a brief silence when passing a wreck marker, or a cook who refuses to serve the first ladle before making an offering.

Different passengers may honor different gods, saints, ancestors, spirits, or local customs.

Shipboard religion may involve:

PracticeMeaning
Departure blessingAsking for safe passage.
Drowned-name riteRemembering those lost at sea.
Water blessingProtecting stores, health, and discipline.
Storm prayerInvoked during dangerous weather.
Cargo blessingEspecially for medicine, bodies, shrine goods, or relief supplies.
Bell silenceMoment of respect after alarm, death, or near-disaster.
Shrine tokenPersonal or crew-specific protection.
Confession before landfallSettling conscience before legal or spiritual risk.

Religious conflict aboard can be quiet but strong. A Suthrani pilgrim, Maritheli sailor, Veyrskoldic oath-keeper, Ilyrian healer, Caerlonian refugee, and Vorrakian defector may all understand danger differently.


Privacy and Secrets

Privacy aboard the Azure Aviary is limited.

People can hide things, but hiding is work. Sound travels. Storage is shared. Crew notice weight changes. Cooks notice who skips meals. Healers notice symptoms. Clerks notice names. Deckhands notice who watches cargo. Children notice everything.

A secret aboard ship is most likely to survive if it looks boring.

Examples of shipboard secrets include:

SecretHow It Might Appear
False namePapers do not match accent, habit, or someone’s memory.
Hidden illnessA passenger avoids the healer and drinks too much water.
Dangerous cargo knowledgeSomeone watches one crate too often.
DebtA traveler flinches when a certain harbor is named.
PursuitSomeone checks the horizon more than the crew does.
Sealed letterA courier sleeps with a document pouch under their body.
Forbidden objectA trunk is too carefully ordinary.
Old relationshipTwo strangers avoid recognizing one another.
Religious vowA passenger refuses food, speech, or certain spaces.
Legal claimSomeone knows more about ship registry than they admit.

Player characters can have secrets, but they should be secrets that create play. A ship is an excellent place for secrets because they cannot stay comfortably distant.


Dangers at Sea

The Azure Aviary exists in a maritime world where danger is practical before it is dramatic.

Possible dangers include:

DangerWhat It Means
Weather shiftSails, footing, visibility, cargo, and morale are affected.
FireOne of the most feared shipboard threats.
Hull damageEveryone aboard becomes invested immediately.
IllnessClose quarters make sickness socially and physically dangerous.
PanicA frightened crowd can be as dangerous as an enemy.
Boarding claimAnother vessel may assert legal or violent authority.
Cargo disputeOwnership, inspection, or hidden contents can trigger conflict.
False signalShips depend on trust in lights, bells, flags, and calls.
Reef or shoalLocal knowledge and speed matter.
SabotageA small act can endanger the entire vessel.
Mutiny or command disputeAuthority breakdown at sea is dangerous even when justified.
PursuitA ship cannot easily hide on open water.

A shipboard start does not require immediate combat. A legal confrontation, damaged rigging, illness, suspicious signal, missing passenger, or disputed cargo can create just as much tension.


How the Azure Aviary Connects Characters

The Azure Aviary is useful because every character can connect to it differently.

A Caerlonian refugee may see it as passage to safety.
A Vorrakian defector may see it as a fragile shield.
A Suthrani healer may see it as a duty station.
A Veyrskoldic shipwright may see it as a hull with secrets.
An Ilyrian advocate may see it as a possible carrier of illegal living goods.
A Maritheli sailor may see it as ordinary work becoming less ordinary by the hour.
A Low Lantern courier may see it as the last leg before a dangerous delivery.
A privateer’s former crew member may see it as a ship too lightly guarded for the waters ahead.

The ship gives everyone a shared immediate concern:

What happens to the Azure Aviary happens to all of you.


Starting Character Hooks

Use one of these hooks directly or adapt it.

HookWhy You Are Aboard
Working PassageYou are doing ship work because you could not afford full fare.
Paid PassengerYou bought passage to Windrider Freeport or another Gulf destination.
Hired GuardYou protect a person, crate, document, or section of the ship.
Ship MedicYou treat crew, passengers, or one specific patient.
CourierYou carry papers, letters, medicine, testimony, or a sealed item.
RefugeeYou need safe harbor, legal hearing, or onward passage.
WitnessYou must speak before a harbor court, temple, faction, or family.
Clerk’s AssistantYou are helping manage papers, names, cargo lists, or passage records.
Crew ReplacementSomeone left suddenly, and you were hired quickly.
InvestigatorYou believe someone or something aboard is tied to your search.
Faction ErrandA patron, temple, freeport, guild, court, or faction sent you.
Hidden TravelerYou are aboard under a name that protects you for now.
Debt ArrangementSomeone paid your way, and the obligation is not finished.
Family MatterYou are traveling with, toward, away from, or in search of kin.
Cargo ConcernYou recognized a mark, seal, smell, plant, material, or crate that worries you.

The best hook is one that gives you both a reason to be aboard and a reason not to ignore trouble.


What Your Character Might Know About the Ship

Choose what fits your role.

Character RolePossible Knowledge
Crew memberYou know watches, work routines, crew tensions, and which repairs are recent.
PassengerYou know who boarded near you, what you paid, and what you were told about arrival.
GuardYou know what or whom you are protecting and what threats you expect.
HealerYou know who is sick, anxious, injured, pregnant, feverish, or hiding symptoms.
CourierYou know your delivery instructions and who must not receive the item.
ClerkYou know names, payments, cargo records, missing signatures, or suspicious paperwork.
Sailor from MarithelYou understand ship custom, route talk, and local warnings.
ForeignerYou may notice what locals take for granted or misunderstand ship expectations.
RefugeeYou know who seems safe, who asks too many questions, and where people sleep.
InvestigatorYou know what clue brought you aboard.
Faction agentYou know your assignment, but not necessarily the full reason behind it.

No starting character should know everything. Limit knowledge to what your role would plausibly give you.


What Your Character Should Not Assume

Do not assume the Azure Aviary is safe just because it is ordinary.

Do not assume every crew member knows every piece of cargo.

Do not assume the captain explains everything to passengers.

Do not assume a legal claim is honest because it uses legal language.

Do not assume someone using a false name is guilty.

Do not assume someone using a true name is safe.

Do not assume cargo is harmless because it is listed plainly.

Do not assume a warning is supernatural because it is strange.

Do not assume a warning is harmless because it has a mundane explanation.

Do not assume arrival in Windrider Freeport will solve every problem.

These assumptions are not rules. They are reminders that the campaign begins in a world where paperwork, weather, fear, and silence can all hide danger.


Player-Safe Rumors About the Azure Aviary

These rumors may be true, false, exaggerated, or misunderstood. Choose one only if it helps your character.

  1. The Azure Aviary keeps schedule better than larger ships in Windrider Gulf winds.
  2. Its crew trusts bird-signs more than some captains trust charts.
  3. The ship’s cook knows every passenger’s business by the second meal.
  4. A previous passenger once paid in a coin no Maritheli clerk could identify.
  5. The ship has carried refugees before without making speeches about it.
  6. Someone claims the Azure Aviary once outran a privateer by sailing into weather no sensible captain would touch.
  7. One crew member refuses to sleep below deck.
  8. A repaired section of the hull has been patched more than once.
  9. The ship’s bell sounds brighter in fog.
  10. The Azure Aviary’s passenger list changed shortly before departure.
  11. A small crate aboard is marked as ordinary trade goods, but someone paid extra for its placement.
  12. A traveler boarded under a name that made the clerk pause.
  13. The ship’s birds grew restless before leaving harbor.
  14. Someone aboard asked too many questions about Windrider Freeport’s false-name procedure.
  15. A passenger paid for passage with a sealed favor instead of coin.

Questions for Players

If your character begins aboard the Azure Aviary, answer at least three of these.

  1. Why did you board this ship?
  2. Did you board willingly, urgently, secretly, or under obligation?
  3. Are you crew, passenger, guard, healer, courier, witness, refugee, investigator, or something else?
  4. What do you need from Windrider Freeport?
  5. What are you carrying?
  6. Who aboard might know you?
  7. Who aboard must not recognize you?
  8. What part of shipboard life are you comfortable with?
  9. What part of shipboard life unnerves you?
  10. What work can you do if the ship is in danger?
  11. What would make you protect the ship?
  12. What would make you distrust the captain?
  13. What would make you open a sealed crate?
  14. What rumor did you hear about the Azure Aviary?
  15. What is your relationship to Marithel’s sea roads?
  16. What name are you using aboard?
  17. What does your character do during a quiet hour at sea?
  18. What do you notice first when a ship stops feeling normal?

Table Use

The Azure Aviary should help the party form through action.

Characters do not need to begin as friends. They may begin as strangers, coworkers, fellow passengers, uneasy allies, old acquaintances, or people who only realize they need each other when the first crisis arrives.

The ship creates natural reasons to cooperate.

If someone falls, another character can grab them.
If a passenger panics, another can calm them.
If a rope snaps, someone can act.
If a legal claim is made, someone can question it.
If cargo becomes suspicious, someone can recognize it.
If the bell rings, everyone hears it.

The Azure Aviary is not just where the campaign begins.

It is the first test of what kind of people the characters are when the sea gives them no room to pretend they are alone.