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Ships, Passage, Docking, and Repairs

This page lists ship passage, docking fees, pilotage, maritime services, crew wages, shipboard supplies, repairs, salvage costs, and ship-related expenses in Thesalon.

Prices use normal gold, silver, and copper.

CoinValue
1 gold piece10 silver pieces
1 silver piece10 copper pieces
1 gold piece100 copper pieces

Prices are baseline values. Storm season, war, piracy, convoy demand, harbor law, route closure, quarantine, ship damage, faction control, cargo urgency, and local scarcity may change final costs.

Marithel uses the sea as a road. That means ship costs matter more there than in many other regions. A character may buy passage, work for passage, serve as guard, owe passage debt, inherit a shipshare, join a free captain, or become trapped in harbor because a vessel cannot pay repair or docking fees.


Availability Categories

AvailabilityMeaning
CommonUsually available in fishing villages, small ports, docks, ferries, and ordinary harbors.
HarborAvailable in most active ports, dock districts, shipyards, and maritime towns.
Major HarborRequires a large port, freeport, naval harbor, merchant hub, or shipyard city.
SpecialistRequires pilot house, shipwright, sailmaker, legal office, temple, salvage tribunal, or trained crew.
RestrictedRequires harbor clearance, license, legal status, faction approval, or official inspection.
RareRequires a special ship, dangerous route, hidden guide, patron, convoy, or unusual circumstances.
StoryNot a normal purchase; resolved through roleplay, quest, faction ties, or campaign events.

Buying Ships

Ships are major purchases. Most characters will not buy a ship casually.

Ships may be owned by:

  • captains
  • shipholds
  • merchant houses
  • free captains
  • temple orders
  • naval powers
  • noble houses
  • fishing families
  • refugee communities
  • pirate crews
  • privateer companies
  • salvage consortiums
  • harbor councils
  • shipshare investors

A ship’s listed price assumes an ordinary vessel in usable condition without unusual debt, legal claims, magical traits, hidden damage, faction warrants, or unpaid crew shares.


Common Vessel Prices

VesselCostTypical CrewPassenger / Cargo UseAvailabilityNotes
Rowboat50 gp1 to 2Short ferry, harbor crossing, fishingCommonSmall, fragile, easy to find.
Canoe or small river boat25 gp to 75 gp1 to 2River, marsh, lake, shallow coastCommonRegionally variable.
Fishing skiff75 gp to 150 gp1 to 3Fishing, short coastal workCommonCommon in Marithel and riverlands.
Harbor launch150 gp2 to 4Harbor ferry, cargo transferHarborCommon near large docks.
Sailboat, small500 gp2 to 4Coastal travel, fishing, short cargoHarborCommon small independent vessel.
Keelboat3,000 gp3 to 6River or coastal cargoHarborGood for rivers, lakes, and calm coasts.
Longboat1,000 gp6 to 12Raiding, landing, troop movementHarbor / MilitaryCommon with warbands, navies, and large ships.
Sailing ship10,000 gp20+Sea travel, cargo, passengersMajor HarborStandard seagoing vessel.
Merchant cog or carrack8,000 gp to 15,000 gp15+Heavy cargo, trade routesMajor HarborPrice varies by size and condition.
Galley30,000 gp80+War, oared movement, troop transportMilitary / Major HarborExpensive and crew-intensive.
Warship25,000 gp40+Naval combat and patrolMilitary / RestrictedUsually state, noble, or faction-owned.
Privateer vessel12,000 gp+20+Armed trade, raiding, escortRestrictedRequires legal status or dangerous backing.
Salvage craft, small1,500 gp4 to 8Wreck work, diving supportHarbor / SpecialistEquipment varies widely.
Reef skimmer750 gp to 2,000 gp2 to 6Shallow water and reef passageHarbor / SpecialistCommon around Drowned Reefs and island chains.
Lighthouse supply boat500 gp to 2,500 gp3 to 8Supply runs, rough-water workHarbor / SpecialistBuilt for reliability.
Temple mercy boat1,000 gp to 5,000 gp4 to 12Healing, relief, evacuationTemple / HarborOften temple-owned.
Refugee hullvariesvariesDisplacement, temporary homeHarbor / StoryOften legally complicated and not “for sale.”
Hidden-route craftvariesvariesSecret passageRestricted / StoryAccess matters more than coin.

Ship Condition Adjustments

ConditionPrice AdjustmentNotes
New-built, ordinaryFull priceStandard sound vessel.
New-built, fine+25% to +100%Better materials, finish, or design.
Used but sound70% to 90%Normal secondhand purchase.
Worn but seaworthy50% to 70%Needs maintenance soon.
Damaged but repairable25% to 50%Repair cost may exceed savings.
Bare hull only20% to 40%Lacks rigging, fittings, stores, and equipment.
Seized or auctioned ship30% to 80%Legal claims may remain.
Ship under debtDiscount or no saleDebt may transfer with vessel.
Covered-name vesselvariesLegal and identity complications.
Former pirate ship25% to 75%Reputation and legal risk.
War-damaged vessel25% to 75%Hidden structural damage likely.
Cursed or haunted vesselvariesUsually story issue, not bargain.
Famous ship+25% to +500%Reputation can raise or ruin value.
Ship with disputed ownershipNot normally soldRequires court, tribunal, or adventure.

Buying Passage

Passage costs depend on distance, comfort, risk, season, route demand, legal status, and whether the passenger needs documentation.

A passenger may pay coin, work as crew, serve as guard, accept debt, travel under temple protection, join a convoy, or be smuggled.


Passenger Passage by Distance

Passage TypeCostAvailabilityNotes
Harbor crossing1 cp to 1 spCommonShort ferry, boatman, or harbor launch.
Local ferry1 cp to 5 cpCommonRiver, canal, island hop, or town crossing.
Short coastal hop5 sp to 2 gpHarborSame-day or nearby-island passage.
Gulf passage, basic2 gp to 10 gpHarborWindrider Gulf-style travel.
Island chain passage5 gp to 25 gpHarborMultiple stops, weather-dependent.
Regional sea passage25 gp to 100 gpMajor HarborLonger voyage within Marithel or nearby seas.
Intercontinental passage, steerage50 gp to 150 gpMajor HarborUncomfortable, crowded, slow.
Intercontinental passage, modest150 gp to 500 gpMajor HarborBetter berth and food.
Intercontinental passage, comfortable500 gp to 1,500 gpMajor HarborPrivate berth, better meals, security.
Dangerous route passage2x to 10x normalSpecialist / RareStorms, war, piracy, reefs, restricted waters.
Hidden-route passagevariesRestricted / StoryOften debt, favor, or secrecy rather than coin.
Emergency evacuation berthfree to 100 gp+Harbor / TempleDepends on crisis and ethics of provider.
Pilgrim sea passagedonation to 25 gpTemple / HarborOften subsidized or group-based.
Prisoner or guarded transport25 gp+RestrictedLegal process required.
Protected witness passage50 gp+RestrictedIncludes secrecy and guards.
Smuggled passenger50 gp to 500 gp+Black marketRisky, illegal, often exploitative.
Luxury passage1,000 gp+Major HarborNoble, diplomatic, or wealthy travel.

Passage Quality

Passage QualityCost ModifierIncludes
Deck passage50% normalSleep on deck or cargo space, basic food, no privacy.
SteeragenormalCrowded berth, basic rations, limited rights.
Modest berth2x normalShared cabin, better food, more predictable conditions.
Comfortable berth5x normalPrivate or semi-private cabin, better meals, security.
Wealthy berth10x normalPrivate cabin, servant space, better storage, social status.
Diplomatic passagevariesSecurity, privacy, paperwork, often faction-controlled.
Temple-protected passagereduced or normalMay require vow, service, or religious status.
Working passagereduced or freePassenger works as sailor, cook, guard, healer, or laborer.
Debt passageno coin upfrontCreates legal or informal obligation.
Hidden passage2x to 10x or favorConcealed identity or unrecorded travel.

Passage Complications

SituationPrice or Result
Storm season+50% to +300%, or no passage
War or piracy threat+50% to +500%
Route closureNo legal passage or high smuggling cost
QuarantineDelay, fees, inspection, or refusal
Passenger lacks papers+25% to +300%, or legal review
Passenger under hidden nameRequires Freeport, temple, or smuggler process
Cargo shortageLower passenger availability
Refugee influxSpace scarce; temple or Freeport law may intervene
Urgent departure+100% to +500%
Pursued passengerRequires secrecy, guards, or hidden route
Dangerous reputationRefusal or high security bond
Party books entire small vessel5x to 20x individual passage
Crew shortageDiscount if passengers work
Convoy travelSafer but slower and more expensive
Privateer threatArmed escort fee may be required

Cargo Passage and Freight

Cargo costs depend on size, weight, distance, risk, spoilage, security, legality, and urgency.

Most cargo is priced by space, weight, route, and handling difficulty rather than by item value alone.


Cargo Shipping Rates

Cargo TypeCostAvailabilityNotes
Small parcel, local harbor1 sp to 1 gpHarborHand-carried or boat transfer.
Small parcel, regional1 gp to 5 gpHarborRequires trusted courier or ship.
Letter, shipboard delivery5 sp to 5 gpHarborDepends on distance and urgency.
Sealed legal document5 gp+Harbor / RestrictedRequires trusted courier and receipt.
Chest-sized cargo, short route1 gp to 5 gpHarborOrdinary cargo berth.
Chest-sized cargo, regional5 gp to 25 gpHarborDistance and risk matter.
Barrel or crate, short route5 sp to 5 gpHarborCommon freight.
Barrel or crate, regional5 gp to 50 gpHarborRoute risk and storage matter.
Perishable cargo surcharge+25% to +200%HarborFood, medicine, live animals, fragile goods.
Guarded cargo+50% to +300%Harbor / SpecialistValuable or dangerous cargo.
Hazardous cargo+100% to +500%RestrictedAlchemy, fire, poison, unstable magic, plague goods.
Sacred cargovariesTemple / RestrictedRequires rites, witnesses, or temple authority.
Body transport5 gp to 100 gp+Temple / HarborRequires rites, documentation, preservation.
Bulk grain shipmentvariesMajor HarborUsually contract-based.
Livestock transport1 gp to 10 gp per animalHarborSize, care, and voyage length matter.
Military cargovariesRestrictedOften controlled by faction or state.
Smuggled cargo2x to 10x normalBlack marketRisk of seizure, fraud, or betrayal.
No-manifest cargovariesRestrictedIllegal in most harbors.
Salvage cargo transfer5% to 20% cargo valueHarbor / TribunalOften held pending ruling.

Cargo Handling Fees

ServiceCostAvailabilityNotes
Dock porter, per day2 spHarborBasic loading and unloading labor.
Cargo crane use1 gp to 10 gpHarborCost depends on size and dock control.
Warehouse storage, small parcel1 sp per dayHarborOrdinary storage.
Warehouse storage, crate or barrel5 sp per dayHarborSpace and security affect price.
Secure warehouse storage2 gp+ per dayMajor HarborGuards, locks, receipts.
Cold storage or ice room5 gp+ per daySpecialistRare outside large cities or cold regions.
Temple custody storagedonation to 10 gp+TempleSacred, medical, or protected goods.
Legal hold storage1 gp+ per dayRestrictedCourt-held cargo.
Hazardous cargo storage10 gp+ per dayRestrictedFire, poison, alchemy, curse, disease, magic.
Cargo inventory by clerk1 gp+HarborManifests, count, mark, and seal.
Cargo appraisal5 gp+SpecialistValue assessment.
Cargo seal or witness mark5 sp to 5 gpHarbor / LegalProof of handling.
Emergency unloading2x to 5x normalHarborUrgent, storm, fire, or quarantine.

Docking and Berth Fees

Docking costs depend on vessel size, harbor importance, legal status, duration, cargo, season, and whether the ship requires security, quarantine, or repair access.

Some harbors charge by day. Others charge by tide, berth, cargo value, or political status.


Basic Docking Fees

Vessel or BerthCostAvailabilityNotes
Rowboat or skiff landing1 cp to 1 sp per dayCommonSmall boat beach or simple dock.
Fishing boat berth5 cp to 5 sp per dayHarborSmall working vessel.
Harbor launch berth1 sp to 1 gp per dayHarborShort-term dock access.
Small sailboat berth5 sp to 2 gp per dayHarborDepends on port size.
Keelboat berth1 gp to 5 gp per dayHarborRiver or coastal cargo berth.
Merchant ship berth5 gp to 25 gp per dayMajor HarborStandard cargo or trade berth.
Large merchant berth25 gp to 100 gp per dayMajor HarborLarge cargo, high demand, or guarded berth.
Warship berth50 gp+ per dayRestrictedUsually political or military, not simple rental.
Privateer berth25 gp+ per dayRestrictedPapers, inspection, and security required.
Repair berth, small vessel1 gp to 5 gp per dayHarborDoes not include repair cost.
Repair berth, large vessel10 gp to 100 gp per dayMajor HarborYard access and space.
Quarantine anchorage5 gp+ per dayRestrictedMay be imposed by harbor law.
Neutral mooring field1 gp to 10 gp per dayHarborUsed in Freeports and crowded harbors.
Secure berth with guards2x to 5x normalMajor HarborValuable ship, witness, cargo, or faction threat.
Emergency storm berth2x to 10x normalHarborPrices may be regulated by law.
Unofficial anchoragefree to 5 gpRestrictedRisk of fines, theft, or violence.
Hidden anchoragevariesRestricted / StoryAccess through trust, secrecy, or favor.

Harbor Fees and Clearance

Fee or ServiceCostAvailabilityNotes
Harbor entry tax, small vessel1 sp to 1 gpHarborVaries by port.
Harbor entry tax, merchant vessel5 gp to 50 gpHarborOften cargo-based.
Cargo manifest filing1 gp to 10 gpHarborRequired in most legal harbors.
Crew manifest filing1 gp to 5 gpHarborMore important in Freeports and naval ports.
Passenger manifest filing5 sp to 5 gpHarborHidden-name cases cost more.
Harbor clearance certificate2 gp to 20 gpHarborRequired before departure in regulated ports.
Quarantine inspection5 gp to 50 gpRestrictedMore during plague, war, or strange cargo.
Customs inspection1 gp to 25 gpHarborCost may be official fee or “expected gift.”
Contraband review25 gp+RestrictedLegal risk.
Ship identity verification10 gp+Harbor / LegalImportant for covered-name or disputed vessels.
Privateer letter review25 gp+RestrictedValidates commission status.
Crew dispute filing5 gp+Harbor / LegalMutiny, shares, contract, or abuse claim.
Shipshare registration10 gp+Harbor / LegalOwnership or inheritance claim.
Drowned-declared vessel review25 gp+Harbor / LegalDetermines legal death or return of ship.
Salvage hold order10 gp+Harbor / TribunalPrevents sale or movement of disputed goods.
Emergency departure permit25 gp+RestrictedMay be denied.
Bribe, minor harbor official5 gp+IllegalRisk varies by port and official.
Bribe, major harbor official100 gp+IllegalSerious consequences if discovered.

Pilotage and Navigation Services

Pilots guide ships through local waters, reefs, straits, shoals, harbors, storm channels, hidden approaches, and dangerous routes.

In many Maritheli waters, a pilot is not optional.

A captain who refuses a required pilot may be fined, denied berth, held liable for wreck, or treated as criminally negligent.


Pilotage Fees

ServiceCostAvailabilityNotes
Harbor pilot, small vessel5 sp to 2 gpHarborEntry or exit from ordinary harbor.
Harbor pilot, merchant vessel5 gp to 25 gpHarborLarger vessel, more risk.
Reef pilot, short passage10 gp to 50 gpSpecialistShallow, dangerous, local water.
Reef pilot, long passage50 gp to 250 gpSpecialistDrowned Reef-style routes.
Strait pilot25 gp to 100 gpSpecialistStormgate or similar chokepoint waters.
Storm-season pilot2x to 5x normalSpecialistHazard pay.
Night pilotage+50% to +200%SpecialistRequires signals and trust.
Hidden approach pilotvariesRestricted / StoryUsually not bought openly.
Emergency pilot2x to 10x normalHarborWeather, fire, pursuit, or damaged ship.
Convoy pilot fee25 gp to 500 gpHarbor / SpecialistDepends on convoy size and route.
Pilot refusal review5 gp to 50 gpHarbor / LegalUsed when captain disputes refusal.
Route consultation5 gp to 50 gpHarborAdvice, not shipboard service.
Chart review by pilot5 gp to 25 gpHarborIdentifies obvious route hazards.
Certified route briefing25 gp+SpecialistRequired in some harbors.
Farwake-style hidden guidevariesRestricted / StoryTrust, favor, and secrecy matter more than coin.

Service or ItemCostAvailabilityNotes
Local harbor chart10 gpHarborBasic chart; may be incomplete.
Local sea route chart25 gpHarborCommon route.
Regional chart50 gp to 250 gpMajor HarborQuality varies.
Restricted chart100 gp+RestrictedChokepoints, reefs, military waters, hidden routes.
Chart copying5 gp to 25 gpHarbor / ScribeLegal charts only.
Chart authentication10 gp to 50 gpHarbor / SpecialistConfirms source and likely quality.
Weather log copy5 gp to 25 gpHarbor / LighthouseUseful for voyage planning.
Lighthouse signal record10 gp+Harbor / RestrictedMay require legal request.
Route registry search5 gp+HarborCommon in major ports.
Lost route inquiry25 gp+SpecialistMay attract unwanted attention.
Magical chart review50 gp+SpecialistArcane or temple expert required.
False chart investigation25 gp+Harbor / LegalSerious matter if it caused wreck.
Star navigation lesson5 gp per dayHarbor / SpecialistNavigator or scholar.
Tide table copy1 gpHarborCommon practical document.
Storm season advisory5 gp to 25 gpHarbor / LighthouseWeather scholars, pilots, or temples.

Crew Wages

Crew wages depend on skill, danger, voyage length, reputation, and whether shares replace wages.

Many ships pay a mix of coin, food, berth, and share of profit.


Daily Crew Wages

Crew RoleCostAvailabilityNotes
Deckhand, inexperienced2 sp per dayHarborBasic labor.
Sailor, trained2 gp per dayHarborSkilled ship labor.
Able sailor3 gp per dayHarborExperienced deck work.
Boatswain5 gp per dayHarborSupervises deck crew.
Carpenter / ship repairer5 gp per dayHarborMinor repairs underway.
Cook2 sp to 2 gp per dayHarborDepends on skill and ship size.
Navigator5 gp per day+Harbor / SpecialistRoute skill.
Pilot5 gp per day+SpecialistLocal waters; pilotage fees often separate.
Surgeon or healer5 gp per day+SpecialistNonmagical care; magic extra.
Guard or marine2 gp per dayHarborArmed protection.
Veteran marine5 gp per dayHarbor / CityExperienced combatant.
Ship mage, minor10 gp per day+SpecialistUtility magic, not battle mage.
Ship priest5 gp per day+Temple / HarborRites, morale, healing if able.
Quartermaster5 gp per dayHarborStores, shares, cargo, crew needs.
Clerk or purser2 gp per dayHarbor / TownRecords, manifests, accounts.
Diver5 gp per day+Harbor / SpecialistHazard pay common.
Salvage diver10 gp per day+SpecialistDangerous work.
Captain, hired10 gp per day+Harbor / SpecialistUsually not simple wage labor.
Free captain contractvariesHarborOften by job, cargo, or share.

Crew Shares and Non-Coin Payment

Payment TypeMeaning
Daily wageFixed coin paid by day.
Voyage wageFixed coin paid at arrival.
Crew shareShare of profit, cargo, salvage, or prize.
Passage-for-workPassenger works in exchange for passage.
Repair debt serviceCrew works to pay ship repair debt.
Rescue debtSurvivor owes service, coin, or favor after rescue.
Prize sharePrivateer or warship share of captured goods.
Salvage shareShare of legally awarded recovered value.
ShipshareOwnership fraction of vessel.
Food and berth onlyCommon for desperate workers; often exploitative.
Temple service passageReligious or mercy mission covers travel in exchange for work.
Hidden-route debtPassage paid later through favor, silence, or obligation.

Shipboard Supplies

Shipboard supplies include food, fresh water, fuel, rope, sailcloth, repair materials, lamp oil, medicine, signal goods, and emergency gear.

A ship that cannot supply itself cannot safely sail.


Basic Shipboard Supplies

SupplyCostWeight / UnitAvailabilityNotes
Fresh water, barrel2 gp40 gal. / heavyHarborCost rises in arid regions or crisis.
Hardtack, per person per day1 sp1 lb.HarborCheap ship ration.
Ship ration, standard, per person per day5 sp2 lb.HarborEquivalent to travel rations.
Dried fish, per person per day2 sp1 lb.HarborCommon in maritime regions.
Salted meat, per person per day5 sp1 lb.Harbor / TownPreserved food.
Beans or grain, per person per day1 sp2 lb.CommonCheap bulk food.
Cooking oil, gallon5 sp8 lb.HarborGalley use.
Vinegar, gallon2 sp8 lb.CommonPreserving and cleaning.
Salt, 10 pounds5 sp10 lb.CommonPreservation and cooking.
Lamp oil, barrel20 gpheavyHarborVital for ships, lighthouses, and night work.
Lantern wick bundle1 spCommonReplacement wicks.
Spare oar2 gp10 lb.HarborSmall craft.
Spare block and tackle5 gp10 lb.HarborShip handling.
Spare sail patch kit2 gp2 lb.HarborEmergency sail repair.
Sailcloth, bolt20 gp40 lb.HarborRepair or replacement material.
Rope, hempen, 50 feet1 gp10 lb.CommonGeneral use.
Rope, tarred, 50 feet2 gp12 lb.HarborBetter wet-weather use.
Heavy hawser, 100 feet50 gp100 lb.HarborMooring and towing.
Tar, barrel10 gpheavyHarborWaterproofing and repair.
Pitch, barrel10 gpheavyHarborSealing seams.
Spare planks, bundle5 gp+heavyHarborPrice depends on wood quality.
Nails and spikes, ship grade5 gp10 lb.HarborRepair supply.
Canvas bucket5 sp1 lb.HarborShipboard use.
Bilge pump parts25 gp+SpecialistShipyardsDepends on pump design.
Signal flags, basic set5 gp3 lb.HarborShip communication.
Colored lantern glass set10 gp1 lb.HarborNight signals.
Medicine chest, basic25 gp10 lb.Harbor / TempleBandages, salves, tools.
Medicine chest, voyage100 gp20 lb.SpecialistLonger voyages.
Burial cloths, ship set5 gp5 lb.Temple / HarborDrowned or onboard death rites.
Emergency float barrels5 gp eachheavyHarborImprovised buoyancy.
Lifeline cord, 100 feet5 gp5 lb.HarborRescue and storm work.

Voyage Supply Estimates

Voyage TypeSuggested Supply Cost
Small boat, one-day local trip5 sp to 2 gp
Small crew, 3-day route5 gp to 15 gp
Small crew, one-week route15 gp to 50 gp
Merchant crew, one-week route50 gp to 200 gp
Merchant crew, one-month route200 gp to 1,000 gp
Dangerous storm route2x normal supplies
Quarantine-risk route+25 gp to +250 gp in medicine and containment
Refugee evacuationSupplies may be temple-funded, rationed, or desperate
Military patrol2x normal supplies plus arms, signal, and repair reserves
Deepwater voyage2x to 5x normal supplies depending on risk
Hidden routeSupply planning may be restricted by secrecy

Ship Repairs

Repairs depend on ship size, damage severity, materials, skilled labor, drydock access, and whether the vessel can safely wait.

A ship may be delayed because repairs are expensive, shipyards are full, materials are scarce, or courts place a hold on the vessel.


Basic Ship Repair Services

Repair ServiceCostAvailabilityNotes
Emergency patch, small boat5 gp to 25 gpHarborKeeps vessel afloat temporarily.
Emergency patch, large ship25 gp to 250 gpHarborTemporary repair only.
Hull inspection, small vessel1 gp to 5 gpHarborChecks seaworthiness.
Hull inspection, large vessel10 gp to 50 gpHarbor / SpecialistRequired in some ports.
Minor hull repair, small vessel10 gp to 100 gpHarborPlanks, seams, small leaks.
Minor hull repair, large vessel100 gp to 500 gpHarbor / SpecialistRoutine but expensive.
Major hull repair, small vessel100 gp to 500 gpHarborSerious damage.
Major hull repair, large vessel500 gp to 5,000 gpMajor HarborDrydock likely required.
Mast repair, small25 gp to 250 gpHarborSpar, boom, or light mast.
Mast replacement, large500 gp to 2,500 gpMajor HarborMaterial and rigging heavy.
Rigging repair, minor10 gp to 100 gpHarborLines, blocks, tackles.
Rigging replacement, large250 gp to 1,000 gpMajor HarborLarge vessel.
Sail repair, minor5 gp to 50 gpHarborPatches and stitching.
Sail replacement, small50 gp to 250 gpHarborSmall craft or partial sail.
Sail replacement, large500 gp to 2,000 gpMajor HarborMerchant or warship sail set.
Rudder repair50 gp to 500 gpHarborDepends on ship size.
Rudder replacement250 gp to 2,000 gpMajor HarborSerious repair.
Bilge pump repair25 gp to 250 gpHarbor / SpecialistVital safety repair.
Deck repair25 gp to 500 gpHarborBattle, storm, rot, or fire damage.
Fire damage repair100 gp to 5,000 gpSpecialistOften worse than first appears.
Storm damage repair50 gp to 5,000 gpHarborDepends on damage.
Reef grounding repair250 gp to 10,000 gpSpecialistHidden keel damage likely.
Full refit, small vessel250 gp to 1,000 gpHarborMajor overhaul.
Full refit, large vessel2,000 gp to 20,000 gpMajor HarborLong-term shipyard work.

Repair Time Estimates

Repair TypeTypical Time
Emergency patch1 hour to 1 day
Minor small-boat repair1 day to 3 days
Minor large-ship repair3 days to 1 week
Major small-vessel repair1 week to 1 month
Major large-vessel repair1 month to 6 months
Sail patching1 hour to 2 days
Sail replacement1 day to 2 weeks
Mast replacement1 week to 1 month
Full refit1 month to 1 year
Magical repairFaster, but costly and not always structurally trusted
Emergency magical patchImmediate to 1 hour, but may be temporary
Court-held repairTime depends on legal process

Repair Complications

SituationResult
Shipyard fullDelay or +50% to +200% cost
Storm seasonMaterials and labor more expensive
War demandMilitary vessels receive priority
Rare timber neededDelay, import, or high price
Ship under court holdRepairs may be limited or supervised
Crew unpaidWork slows or mutiny risk rises
Hidden damageCost increases after inspection
Sabotage suspectedLegal investigation required
Cursed or haunted damageSpecialist or temple required
Living reef growthReef law or magical consultation required
Fire damageStructural weakness may be concealed
Poor-quality repairCheaper but dangerous
Guild monopolyHigher cost or political obligation
Repair debtShip cannot leave until settled
Insurance or factor disputePayment delayed
Salvage claim attachedOwnership of damaged ship may be contested

Crafting and Custom Ship Work

Custom work includes upgrades, fittings, special cabins, cargo holds, concealed compartments, defensive structures, signal systems, and shipboard equipment.

Most custom work requires a shipwright, carpenter, sailmaker, smith, or specialist artisan.


Custom Ship Work

Custom WorkCostAvailabilityNotes
Add hidden compartment, small25 gp to 100 gpRestrictedIllegal if used for smuggling.
Add hidden compartment, large250 gp+RestrictedHigh legal risk.
Reinforced cargo hold100 gp to 1,000 gpHarborProtects cargo.
Secure passenger cabin100 gp+HarborLocking, privacy, reinforced door.
Witness or prisoner cabin250 gp+RestrictedLegal and ethical issues.
Shrine alcove25 gp to 500 gpTemple / HarborShipboard religious space.
Medical berth100 gp to 1,000 gpHarbor / TempleHealing or evacuation ship.
Extra water storage50 gp to 500 gpHarborImportant for long voyages.
Improved galley100 gp to 1,000 gpHarborBetter cooking and crew health.
Signal lamp rack25 gp to 250 gpHarborShip signaling.
Colored signal system100 gp to 500 gpHarbor / SpecialistRequires glass and training.
Reinforced railings50 gp to 500 gpHarborStorm and combat safety.
Boarding net system100 gp to 500 gpHarbor / MilitaryDefense against boarding.
Ballista mount500 gp+Military / RestrictedWeapon not included.
Weapon locker25 gp to 250 gpHarborSecure arms storage.
Sail color or emblem10 gp to 500 gpHarborIdentity, faction, or deception risk.
Figurehead, simple25 gpHarborDecoration and identity.
Figurehead, fine250 gp+SpecialistStatus, tradition, or religious meaning.
Rename and repaint vessel50 gp to 500 gpHarbor / LegalLegal papers may be required.
Covered-name alterationvariesRestrictedFreeport, hidden-name, or illegal process.
Hull disguise250 gp+RestrictedOften illegal.
Stormproofing refit500 gp+Harbor / SpecialistImproves survival but not immunity.
Reef-draft refit1,000 gp+SpecialistShallow-water adaptation.
Cold-weather refit500 gp+SpecialistVeyrskold and northern routes.
Desert-river refit500 gp+SpecialistShallow, hot, or silt-heavy water.

Salvage Services

Salvage involves recovering cargo, bodies, ship parts, legal evidence, relics, or wreckage from water.

Salvage is never just treasure in Marithel. It may involve law, death rites, reef customs, ownership, insurance, family claims, military secrets, or magical contamination.


Salvage Fees and Services

ServiceCostAvailabilityNotes
Salvage claim filing5 gp+Harbor / LegalRequired before lawful recovery in many ports.
Wreck location report1 gp to 25 gpHarborMay earn reward.
Salvage witness fee1 gp to 10 gpHarbor / LegalOfficial witness.
Salvage diver, per day10 gp+SpecialistHazard pay common.
Diving crew, small50 gp+ per dayHarbor / SpecialistSeveral divers and support crew.
Recovery boat rental10 gp to 100 gp per dayHarborDepends on size.
Winch or crane rental5 gp to 100 gpHarborLarge recovery.
Body recovery, ordinary5 gp to 50 gpHarbor / TempleDeath rites may add cost.
Body recovery, dangerous50 gp+SpecialistDeep, reef, monster, storm, or contaminated site.
Cargo recovery, ordinary10% recovered valueHarborCommon salvage arrangement.
Cargo recovery, dangerous25% to 50% recovered valueSpecialistHigh risk.
Evidence recovery25 gp+Legal / SpecialistCourts may supervise.
No-claim wreck review25 gp+RestrictedReef, ancestor, war, or sacred restrictions.
War wreck review50 gp+RestrictedMilitary and legal complications.
Reef law consultation25 gp+SpecialistRequired near Drowned Reef customs.
Magical contamination check50 gp+SpecialistArcane or temple expert.
Salvage auction fee5% to 20% valueHarborAfter legal ruling.
Salvage storage1 gp+ per dayHarborCourt-held goods cost more.
Disputed salvage advocacy25 gp+LegalLegal representation.
Illegal salvage fencevariesBlack marketHigh risk.

Salvage Shares

Share TypeTypical DivisionNotes
Finder’s share5% to 20%For reporting wreck location.
Diver’s share10% to 50%Higher for dangerous recovery.
Ship owner’s share10% to 50%If recovery vessel is privately owned.
Crew sharedivided by agreementOften negotiated before voyage.
Court fee5% to 20%Filing, storage, judgment, auction.
Temple claimvariesBodies, relics, sacred cargo, burial goods.
Original owner claimvariesMay override salvage depending on law.
War claimrestrictedState, military, or victim claims may apply.
Reef claimrestrictedDrowned Reef law may forbid ordinary salvage.
No-claim wrecknoneRecovery may be illegal or sacrilegious.

Maritime Legal Services

Maritime law covers arrival, passage, cargo, salvage, crew shares, ship names, hidden identities, privateering, quarantine, drowning declarations, and harbor authority.


ServiceCostAvailabilityNotes
Passenger manifest correction1 gp to 10 gpHarborHidden-name cases cost more.
Cargo manifest correction1 gp to 25 gpHarborErrors may imply smuggling.
Ship name registration10 gpHarborRequired in formal harbors.
Ship renaming, legal25 gp+Harbor / LegalRequires witnesses and records.
Covered-name ship petitionvariesRestrictedFreeport or hidden-name process.
Crew contract drafting5 gp to 25 gpHarborCrew shares, wages, duties.
Crew share dispute25 gp+Harbor / LegalCan become serious.
Mutiny hearing50 gp+RestrictedLegal and dangerous.
Passenger injury claim10 gp+Harbor / LegalDepends on liability.
Cargo damage claim10 gp+Harbor / LegalOften involves manifests.
Ship collision claim25 gp+Harbor / LegalPilot and lighthouse records may matter.
Quarantine challenge25 gp+RestrictedRequires authority.
Drowned-declared person review10 gp+Harbor / LegalLegal return, inheritance, identity.
Drowned-declared ship review25 gp+Harbor / LegalShip identity and ownership.
Privateer letter validation25 gp+RestrictedDetermines lawful or pirate status.
Prize claim filing25 gp+RestrictedPrivateer or war capture.
Piracy accusation defense100 gp+RestrictedSerious legal danger.
Sanctuary-at-harbor petitionfree to 25 gpFreeport / TempleProcess depends on local law.
Extradition-at-harbor challenge50 gp+Freeport / LegalSerious case.
Ship arrest or hold order25 gp+Harbor / LegalPrevents ship from leaving.
Release from ship hold25 gp+Harbor / LegalRequires settlement or ruling.

Maritime Magical and Religious Services

Maritime magic and religion often focus on warning, safe passage, healing, burial, storm survival, route truth, and ship identity.


Maritime Rites and Magical Services

ServiceCostAvailabilityNotes
Departure blessing1 gp to 5 gpTemple / HarborCommon before voyage.
Ship launch blessing5 gp to 25 gpTemple / HarborThalara, Bravik, Selari, or local rites.
Storm warning rite5 gp to 50 gpTemple / SpecialistWarning, not control.
Safe return rite1 gp to 10 gpTemple / HarborOften family or crew-funded.
Sea burial5 gp to 25 gpTemple / HarborBody, witness, and rite.
Drowned rite without body10 gp+Temple / HarborSymbolic object or name required.
Morvane name preservation5 gp+TempleImportant for missing and drowned.
Veyra sea-sickness or injury care1 gp+Temple / HarborNonmagical or magical depending on service.
Thalara pilot vow witnessing5 gp+Temple / HarborBefore dangerous passage.
Bravik repair blessing1 gp to 25 gpTemple / ShipyardDoes not replace actual repair.
Selari cargo blessing1 gp to 10 gpTemple / HarborTrade and contract rite.
Olyrra voyage memory cord1 gp+TempleNames, route, or missing preserved.
Istravell hidden-name ship ritevariesRestrictedMay be legal, protective, or suspicious.
Detect Magic on ship cargo10 gp+SpecialistCargo check.
Identify recovered object20 gp to 100 gpSpecialistSalvage or relic check.
Purify ship water stores10 gp to 100 gpTemple / SpecialistDepends on volume.
Water Breathing service100 gp+Harbor / SpecialistDiving, rescue, salvage.
Water Walk service100 gp+Harbor / SpecialistRescue or dangerous route.
Control weather-type serviceStoryRare / RestrictedNot normal commerce.
Magical hull patch50 gp+SpecialistUsually temporary unless crafted.
Curse check on vessel50 gp+Temple / SpecialistHaunted, cursed, or ill-omened ships.
Exorcism of ship or wreck100 gp+Temple / SpecialistDangerous and not guaranteed.

Price Adjustment Guidelines

SituationSuggested Adjustment
Normal harbor, stable tradeBaseline cost
Major port or freeportBaseline for most services; higher for secure or legal work
Small fishing villageMany services unavailable
Storm season+50% to +300% for passage, berths, pilots, and repairs
Active storm emergency+100% to +500%, or legal rationing
War or piracy threat+50% to +500%
QuarantineDelays, inspections, storage fees, and legal costs
Route closureNo legal passage, or high smuggling cost
Harbor festival or market tideLodging and berth fees increase
Refugee influxPassenger space scarce; legal and temple systems strained
Guild-controlled shipyard+25% to +100%
Military requisitionShips, supplies, and repairs may be seized or delayed
Hidden-route travelCoin may be replaced by favor, oath, or debt
Black-market passage2x to 10x normal plus risk
Emergency repair+50% to +300%
Fine or custom ship work2x to 10x ordinary cost
Magical repairExpensive, specialist, and not always trusted
Legal disputeShip may be held regardless of payment
Drowned Reef or sacred wreckOrdinary salvage pricing may not apply

Common Marithel Starting Uses

Use this page when a character or party needs to know:

  • how much passage costs
  • why they cannot leave harbor yet
  • what repair debt might look like
  • how ship crew can be hired
  • what docking costs
  • what a pilot costs
  • how salvage claims work
  • why a ship is held in court
  • how a hidden-name passenger travels
  • what cargo handling costs
  • why a free captain needs dangerous work
  • what a shipboard supply run costs

What This Page Does Not Cover

Item TypePage
Common adventuring gearcommon-equipment-and-adventuring-gear.md
Weapons and armorweapons-armor-magic-items-and-rare-goods.md
Magic item availabilityweapons-armor-magic-items-and-rare-goods.md
Rare goodsweapons-armor-magic-items-and-rare-goods.md
Meals and ordinary lodgingservices-hirelings-lodging-and-lifestyle.md
Hirelings and legal servicesservices-hirelings-lodging-and-lifestyle.md
Healing and religious servicesservices-hirelings-lodging-and-lifestyle.md