Appearance
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.
| Coin | Value |
|---|---|
| 1 gold piece | 10 silver pieces |
| 1 silver piece | 10 copper pieces |
| 1 gold piece | 100 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
| Availability | Meaning |
|---|---|
| Common | Usually available in fishing villages, small ports, docks, ferries, and ordinary harbors. |
| Harbor | Available in most active ports, dock districts, shipyards, and maritime towns. |
| Major Harbor | Requires a large port, freeport, naval harbor, merchant hub, or shipyard city. |
| Specialist | Requires pilot house, shipwright, sailmaker, legal office, temple, salvage tribunal, or trained crew. |
| Restricted | Requires harbor clearance, license, legal status, faction approval, or official inspection. |
| Rare | Requires a special ship, dangerous route, hidden guide, patron, convoy, or unusual circumstances. |
| Story | Not 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
| Vessel | Cost | Typical Crew | Passenger / Cargo Use | Availability | Notes |
|---|---|---|---|---|---|
| Rowboat | 50 gp | 1 to 2 | Short ferry, harbor crossing, fishing | Common | Small, fragile, easy to find. |
| Canoe or small river boat | 25 gp to 75 gp | 1 to 2 | River, marsh, lake, shallow coast | Common | Regionally variable. |
| Fishing skiff | 75 gp to 150 gp | 1 to 3 | Fishing, short coastal work | Common | Common in Marithel and riverlands. |
| Harbor launch | 150 gp | 2 to 4 | Harbor ferry, cargo transfer | Harbor | Common near large docks. |
| Sailboat, small | 500 gp | 2 to 4 | Coastal travel, fishing, short cargo | Harbor | Common small independent vessel. |
| Keelboat | 3,000 gp | 3 to 6 | River or coastal cargo | Harbor | Good for rivers, lakes, and calm coasts. |
| Longboat | 1,000 gp | 6 to 12 | Raiding, landing, troop movement | Harbor / Military | Common with warbands, navies, and large ships. |
| Sailing ship | 10,000 gp | 20+ | Sea travel, cargo, passengers | Major Harbor | Standard seagoing vessel. |
| Merchant cog or carrack | 8,000 gp to 15,000 gp | 15+ | Heavy cargo, trade routes | Major Harbor | Price varies by size and condition. |
| Galley | 30,000 gp | 80+ | War, oared movement, troop transport | Military / Major Harbor | Expensive and crew-intensive. |
| Warship | 25,000 gp | 40+ | Naval combat and patrol | Military / Restricted | Usually state, noble, or faction-owned. |
| Privateer vessel | 12,000 gp+ | 20+ | Armed trade, raiding, escort | Restricted | Requires legal status or dangerous backing. |
| Salvage craft, small | 1,500 gp | 4 to 8 | Wreck work, diving support | Harbor / Specialist | Equipment varies widely. |
| Reef skimmer | 750 gp to 2,000 gp | 2 to 6 | Shallow water and reef passage | Harbor / Specialist | Common around Drowned Reefs and island chains. |
| Lighthouse supply boat | 500 gp to 2,500 gp | 3 to 8 | Supply runs, rough-water work | Harbor / Specialist | Built for reliability. |
| Temple mercy boat | 1,000 gp to 5,000 gp | 4 to 12 | Healing, relief, evacuation | Temple / Harbor | Often temple-owned. |
| Refugee hull | varies | varies | Displacement, temporary home | Harbor / Story | Often legally complicated and not “for sale.” |
| Hidden-route craft | varies | varies | Secret passage | Restricted / Story | Access matters more than coin. |
Ship Condition Adjustments
| Condition | Price Adjustment | Notes |
|---|---|---|
| New-built, ordinary | Full price | Standard sound vessel. |
| New-built, fine | +25% to +100% | Better materials, finish, or design. |
| Used but sound | 70% to 90% | Normal secondhand purchase. |
| Worn but seaworthy | 50% to 70% | Needs maintenance soon. |
| Damaged but repairable | 25% to 50% | Repair cost may exceed savings. |
| Bare hull only | 20% to 40% | Lacks rigging, fittings, stores, and equipment. |
| Seized or auctioned ship | 30% to 80% | Legal claims may remain. |
| Ship under debt | Discount or no sale | Debt may transfer with vessel. |
| Covered-name vessel | varies | Legal and identity complications. |
| Former pirate ship | 25% to 75% | Reputation and legal risk. |
| War-damaged vessel | 25% to 75% | Hidden structural damage likely. |
| Cursed or haunted vessel | varies | Usually story issue, not bargain. |
| Famous ship | +25% to +500% | Reputation can raise or ruin value. |
| Ship with disputed ownership | Not normally sold | Requires 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 Type | Cost | Availability | Notes |
|---|---|---|---|
| Harbor crossing | 1 cp to 1 sp | Common | Short ferry, boatman, or harbor launch. |
| Local ferry | 1 cp to 5 cp | Common | River, canal, island hop, or town crossing. |
| Short coastal hop | 5 sp to 2 gp | Harbor | Same-day or nearby-island passage. |
| Gulf passage, basic | 2 gp to 10 gp | Harbor | Windrider Gulf-style travel. |
| Island chain passage | 5 gp to 25 gp | Harbor | Multiple stops, weather-dependent. |
| Regional sea passage | 25 gp to 100 gp | Major Harbor | Longer voyage within Marithel or nearby seas. |
| Intercontinental passage, steerage | 50 gp to 150 gp | Major Harbor | Uncomfortable, crowded, slow. |
| Intercontinental passage, modest | 150 gp to 500 gp | Major Harbor | Better berth and food. |
| Intercontinental passage, comfortable | 500 gp to 1,500 gp | Major Harbor | Private berth, better meals, security. |
| Dangerous route passage | 2x to 10x normal | Specialist / Rare | Storms, war, piracy, reefs, restricted waters. |
| Hidden-route passage | varies | Restricted / Story | Often debt, favor, or secrecy rather than coin. |
| Emergency evacuation berth | free to 100 gp+ | Harbor / Temple | Depends on crisis and ethics of provider. |
| Pilgrim sea passage | donation to 25 gp | Temple / Harbor | Often subsidized or group-based. |
| Prisoner or guarded transport | 25 gp+ | Restricted | Legal process required. |
| Protected witness passage | 50 gp+ | Restricted | Includes secrecy and guards. |
| Smuggled passenger | 50 gp to 500 gp+ | Black market | Risky, illegal, often exploitative. |
| Luxury passage | 1,000 gp+ | Major Harbor | Noble, diplomatic, or wealthy travel. |
Passage Quality
| Passage Quality | Cost Modifier | Includes |
|---|---|---|
| Deck passage | 50% normal | Sleep on deck or cargo space, basic food, no privacy. |
| Steerage | normal | Crowded berth, basic rations, limited rights. |
| Modest berth | 2x normal | Shared cabin, better food, more predictable conditions. |
| Comfortable berth | 5x normal | Private or semi-private cabin, better meals, security. |
| Wealthy berth | 10x normal | Private cabin, servant space, better storage, social status. |
| Diplomatic passage | varies | Security, privacy, paperwork, often faction-controlled. |
| Temple-protected passage | reduced or normal | May require vow, service, or religious status. |
| Working passage | reduced or free | Passenger works as sailor, cook, guard, healer, or laborer. |
| Debt passage | no coin upfront | Creates legal or informal obligation. |
| Hidden passage | 2x to 10x or favor | Concealed identity or unrecorded travel. |
Passage Complications
| Situation | Price or Result |
|---|---|
| Storm season | +50% to +300%, or no passage |
| War or piracy threat | +50% to +500% |
| Route closure | No legal passage or high smuggling cost |
| Quarantine | Delay, fees, inspection, or refusal |
| Passenger lacks papers | +25% to +300%, or legal review |
| Passenger under hidden name | Requires Freeport, temple, or smuggler process |
| Cargo shortage | Lower passenger availability |
| Refugee influx | Space scarce; temple or Freeport law may intervene |
| Urgent departure | +100% to +500% |
| Pursued passenger | Requires secrecy, guards, or hidden route |
| Dangerous reputation | Refusal or high security bond |
| Party books entire small vessel | 5x to 20x individual passage |
| Crew shortage | Discount if passengers work |
| Convoy travel | Safer but slower and more expensive |
| Privateer threat | Armed 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 Type | Cost | Availability | Notes |
|---|---|---|---|
| Small parcel, local harbor | 1 sp to 1 gp | Harbor | Hand-carried or boat transfer. |
| Small parcel, regional | 1 gp to 5 gp | Harbor | Requires trusted courier or ship. |
| Letter, shipboard delivery | 5 sp to 5 gp | Harbor | Depends on distance and urgency. |
| Sealed legal document | 5 gp+ | Harbor / Restricted | Requires trusted courier and receipt. |
| Chest-sized cargo, short route | 1 gp to 5 gp | Harbor | Ordinary cargo berth. |
| Chest-sized cargo, regional | 5 gp to 25 gp | Harbor | Distance and risk matter. |
| Barrel or crate, short route | 5 sp to 5 gp | Harbor | Common freight. |
| Barrel or crate, regional | 5 gp to 50 gp | Harbor | Route risk and storage matter. |
| Perishable cargo surcharge | +25% to +200% | Harbor | Food, medicine, live animals, fragile goods. |
| Guarded cargo | +50% to +300% | Harbor / Specialist | Valuable or dangerous cargo. |
| Hazardous cargo | +100% to +500% | Restricted | Alchemy, fire, poison, unstable magic, plague goods. |
| Sacred cargo | varies | Temple / Restricted | Requires rites, witnesses, or temple authority. |
| Body transport | 5 gp to 100 gp+ | Temple / Harbor | Requires rites, documentation, preservation. |
| Bulk grain shipment | varies | Major Harbor | Usually contract-based. |
| Livestock transport | 1 gp to 10 gp per animal | Harbor | Size, care, and voyage length matter. |
| Military cargo | varies | Restricted | Often controlled by faction or state. |
| Smuggled cargo | 2x to 10x normal | Black market | Risk of seizure, fraud, or betrayal. |
| No-manifest cargo | varies | Restricted | Illegal in most harbors. |
| Salvage cargo transfer | 5% to 20% cargo value | Harbor / Tribunal | Often held pending ruling. |
Cargo Handling Fees
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Dock porter, per day | 2 sp | Harbor | Basic loading and unloading labor. |
| Cargo crane use | 1 gp to 10 gp | Harbor | Cost depends on size and dock control. |
| Warehouse storage, small parcel | 1 sp per day | Harbor | Ordinary storage. |
| Warehouse storage, crate or barrel | 5 sp per day | Harbor | Space and security affect price. |
| Secure warehouse storage | 2 gp+ per day | Major Harbor | Guards, locks, receipts. |
| Cold storage or ice room | 5 gp+ per day | Specialist | Rare outside large cities or cold regions. |
| Temple custody storage | donation to 10 gp+ | Temple | Sacred, medical, or protected goods. |
| Legal hold storage | 1 gp+ per day | Restricted | Court-held cargo. |
| Hazardous cargo storage | 10 gp+ per day | Restricted | Fire, poison, alchemy, curse, disease, magic. |
| Cargo inventory by clerk | 1 gp+ | Harbor | Manifests, count, mark, and seal. |
| Cargo appraisal | 5 gp+ | Specialist | Value assessment. |
| Cargo seal or witness mark | 5 sp to 5 gp | Harbor / Legal | Proof of handling. |
| Emergency unloading | 2x to 5x normal | Harbor | Urgent, 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 Berth | Cost | Availability | Notes |
|---|---|---|---|
| Rowboat or skiff landing | 1 cp to 1 sp per day | Common | Small boat beach or simple dock. |
| Fishing boat berth | 5 cp to 5 sp per day | Harbor | Small working vessel. |
| Harbor launch berth | 1 sp to 1 gp per day | Harbor | Short-term dock access. |
| Small sailboat berth | 5 sp to 2 gp per day | Harbor | Depends on port size. |
| Keelboat berth | 1 gp to 5 gp per day | Harbor | River or coastal cargo berth. |
| Merchant ship berth | 5 gp to 25 gp per day | Major Harbor | Standard cargo or trade berth. |
| Large merchant berth | 25 gp to 100 gp per day | Major Harbor | Large cargo, high demand, or guarded berth. |
| Warship berth | 50 gp+ per day | Restricted | Usually political or military, not simple rental. |
| Privateer berth | 25 gp+ per day | Restricted | Papers, inspection, and security required. |
| Repair berth, small vessel | 1 gp to 5 gp per day | Harbor | Does not include repair cost. |
| Repair berth, large vessel | 10 gp to 100 gp per day | Major Harbor | Yard access and space. |
| Quarantine anchorage | 5 gp+ per day | Restricted | May be imposed by harbor law. |
| Neutral mooring field | 1 gp to 10 gp per day | Harbor | Used in Freeports and crowded harbors. |
| Secure berth with guards | 2x to 5x normal | Major Harbor | Valuable ship, witness, cargo, or faction threat. |
| Emergency storm berth | 2x to 10x normal | Harbor | Prices may be regulated by law. |
| Unofficial anchorage | free to 5 gp | Restricted | Risk of fines, theft, or violence. |
| Hidden anchorage | varies | Restricted / Story | Access through trust, secrecy, or favor. |
Harbor Fees and Clearance
| Fee or Service | Cost | Availability | Notes |
|---|---|---|---|
| Harbor entry tax, small vessel | 1 sp to 1 gp | Harbor | Varies by port. |
| Harbor entry tax, merchant vessel | 5 gp to 50 gp | Harbor | Often cargo-based. |
| Cargo manifest filing | 1 gp to 10 gp | Harbor | Required in most legal harbors. |
| Crew manifest filing | 1 gp to 5 gp | Harbor | More important in Freeports and naval ports. |
| Passenger manifest filing | 5 sp to 5 gp | Harbor | Hidden-name cases cost more. |
| Harbor clearance certificate | 2 gp to 20 gp | Harbor | Required before departure in regulated ports. |
| Quarantine inspection | 5 gp to 50 gp | Restricted | More during plague, war, or strange cargo. |
| Customs inspection | 1 gp to 25 gp | Harbor | Cost may be official fee or “expected gift.” |
| Contraband review | 25 gp+ | Restricted | Legal risk. |
| Ship identity verification | 10 gp+ | Harbor / Legal | Important for covered-name or disputed vessels. |
| Privateer letter review | 25 gp+ | Restricted | Validates commission status. |
| Crew dispute filing | 5 gp+ | Harbor / Legal | Mutiny, shares, contract, or abuse claim. |
| Shipshare registration | 10 gp+ | Harbor / Legal | Ownership or inheritance claim. |
| Drowned-declared vessel review | 25 gp+ | Harbor / Legal | Determines legal death or return of ship. |
| Salvage hold order | 10 gp+ | Harbor / Tribunal | Prevents sale or movement of disputed goods. |
| Emergency departure permit | 25 gp+ | Restricted | May be denied. |
| Bribe, minor harbor official | 5 gp+ | Illegal | Risk varies by port and official. |
| Bribe, major harbor official | 100 gp+ | Illegal | Serious 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
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Harbor pilot, small vessel | 5 sp to 2 gp | Harbor | Entry or exit from ordinary harbor. |
| Harbor pilot, merchant vessel | 5 gp to 25 gp | Harbor | Larger vessel, more risk. |
| Reef pilot, short passage | 10 gp to 50 gp | Specialist | Shallow, dangerous, local water. |
| Reef pilot, long passage | 50 gp to 250 gp | Specialist | Drowned Reef-style routes. |
| Strait pilot | 25 gp to 100 gp | Specialist | Stormgate or similar chokepoint waters. |
| Storm-season pilot | 2x to 5x normal | Specialist | Hazard pay. |
| Night pilotage | +50% to +200% | Specialist | Requires signals and trust. |
| Hidden approach pilot | varies | Restricted / Story | Usually not bought openly. |
| Emergency pilot | 2x to 10x normal | Harbor | Weather, fire, pursuit, or damaged ship. |
| Convoy pilot fee | 25 gp to 500 gp | Harbor / Specialist | Depends on convoy size and route. |
| Pilot refusal review | 5 gp to 50 gp | Harbor / Legal | Used when captain disputes refusal. |
| Route consultation | 5 gp to 50 gp | Harbor | Advice, not shipboard service. |
| Chart review by pilot | 5 gp to 25 gp | Harbor | Identifies obvious route hazards. |
| Certified route briefing | 25 gp+ | Specialist | Required in some harbors. |
| Farwake-style hidden guide | varies | Restricted / Story | Trust, favor, and secrecy matter more than coin. |
Navigation and Chart Services
| Service or Item | Cost | Availability | Notes |
|---|---|---|---|
| Local harbor chart | 10 gp | Harbor | Basic chart; may be incomplete. |
| Local sea route chart | 25 gp | Harbor | Common route. |
| Regional chart | 50 gp to 250 gp | Major Harbor | Quality varies. |
| Restricted chart | 100 gp+ | Restricted | Chokepoints, reefs, military waters, hidden routes. |
| Chart copying | 5 gp to 25 gp | Harbor / Scribe | Legal charts only. |
| Chart authentication | 10 gp to 50 gp | Harbor / Specialist | Confirms source and likely quality. |
| Weather log copy | 5 gp to 25 gp | Harbor / Lighthouse | Useful for voyage planning. |
| Lighthouse signal record | 10 gp+ | Harbor / Restricted | May require legal request. |
| Route registry search | 5 gp+ | Harbor | Common in major ports. |
| Lost route inquiry | 25 gp+ | Specialist | May attract unwanted attention. |
| Magical chart review | 50 gp+ | Specialist | Arcane or temple expert required. |
| False chart investigation | 25 gp+ | Harbor / Legal | Serious matter if it caused wreck. |
| Star navigation lesson | 5 gp per day | Harbor / Specialist | Navigator or scholar. |
| Tide table copy | 1 gp | Harbor | Common practical document. |
| Storm season advisory | 5 gp to 25 gp | Harbor / Lighthouse | Weather 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 Role | Cost | Availability | Notes |
|---|---|---|---|
| Deckhand, inexperienced | 2 sp per day | Harbor | Basic labor. |
| Sailor, trained | 2 gp per day | Harbor | Skilled ship labor. |
| Able sailor | 3 gp per day | Harbor | Experienced deck work. |
| Boatswain | 5 gp per day | Harbor | Supervises deck crew. |
| Carpenter / ship repairer | 5 gp per day | Harbor | Minor repairs underway. |
| Cook | 2 sp to 2 gp per day | Harbor | Depends on skill and ship size. |
| Navigator | 5 gp per day+ | Harbor / Specialist | Route skill. |
| Pilot | 5 gp per day+ | Specialist | Local waters; pilotage fees often separate. |
| Surgeon or healer | 5 gp per day+ | Specialist | Nonmagical care; magic extra. |
| Guard or marine | 2 gp per day | Harbor | Armed protection. |
| Veteran marine | 5 gp per day | Harbor / City | Experienced combatant. |
| Ship mage, minor | 10 gp per day+ | Specialist | Utility magic, not battle mage. |
| Ship priest | 5 gp per day+ | Temple / Harbor | Rites, morale, healing if able. |
| Quartermaster | 5 gp per day | Harbor | Stores, shares, cargo, crew needs. |
| Clerk or purser | 2 gp per day | Harbor / Town | Records, manifests, accounts. |
| Diver | 5 gp per day+ | Harbor / Specialist | Hazard pay common. |
| Salvage diver | 10 gp per day+ | Specialist | Dangerous work. |
| Captain, hired | 10 gp per day+ | Harbor / Specialist | Usually not simple wage labor. |
| Free captain contract | varies | Harbor | Often by job, cargo, or share. |
Crew Shares and Non-Coin Payment
| Payment Type | Meaning |
|---|---|
| Daily wage | Fixed coin paid by day. |
| Voyage wage | Fixed coin paid at arrival. |
| Crew share | Share of profit, cargo, salvage, or prize. |
| Passage-for-work | Passenger works in exchange for passage. |
| Repair debt service | Crew works to pay ship repair debt. |
| Rescue debt | Survivor owes service, coin, or favor after rescue. |
| Prize share | Privateer or warship share of captured goods. |
| Salvage share | Share of legally awarded recovered value. |
| Shipshare | Ownership fraction of vessel. |
| Food and berth only | Common for desperate workers; often exploitative. |
| Temple service passage | Religious or mercy mission covers travel in exchange for work. |
| Hidden-route debt | Passage 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
| Supply | Cost | Weight / Unit | Availability | Notes |
|---|---|---|---|---|
| Fresh water, barrel | 2 gp | 40 gal. / heavy | Harbor | Cost rises in arid regions or crisis. |
| Hardtack, per person per day | 1 sp | 1 lb. | Harbor | Cheap ship ration. |
| Ship ration, standard, per person per day | 5 sp | 2 lb. | Harbor | Equivalent to travel rations. |
| Dried fish, per person per day | 2 sp | 1 lb. | Harbor | Common in maritime regions. |
| Salted meat, per person per day | 5 sp | 1 lb. | Harbor / Town | Preserved food. |
| Beans or grain, per person per day | 1 sp | 2 lb. | Common | Cheap bulk food. |
| Cooking oil, gallon | 5 sp | 8 lb. | Harbor | Galley use. |
| Vinegar, gallon | 2 sp | 8 lb. | Common | Preserving and cleaning. |
| Salt, 10 pounds | 5 sp | 10 lb. | Common | Preservation and cooking. |
| Lamp oil, barrel | 20 gp | heavy | Harbor | Vital for ships, lighthouses, and night work. |
| Lantern wick bundle | 1 sp | — | Common | Replacement wicks. |
| Spare oar | 2 gp | 10 lb. | Harbor | Small craft. |
| Spare block and tackle | 5 gp | 10 lb. | Harbor | Ship handling. |
| Spare sail patch kit | 2 gp | 2 lb. | Harbor | Emergency sail repair. |
| Sailcloth, bolt | 20 gp | 40 lb. | Harbor | Repair or replacement material. |
| Rope, hempen, 50 feet | 1 gp | 10 lb. | Common | General use. |
| Rope, tarred, 50 feet | 2 gp | 12 lb. | Harbor | Better wet-weather use. |
| Heavy hawser, 100 feet | 50 gp | 100 lb. | Harbor | Mooring and towing. |
| Tar, barrel | 10 gp | heavy | Harbor | Waterproofing and repair. |
| Pitch, barrel | 10 gp | heavy | Harbor | Sealing seams. |
| Spare planks, bundle | 5 gp+ | heavy | Harbor | Price depends on wood quality. |
| Nails and spikes, ship grade | 5 gp | 10 lb. | Harbor | Repair supply. |
| Canvas bucket | 5 sp | 1 lb. | Harbor | Shipboard use. |
| Bilge pump parts | 25 gp+ | Specialist | Shipyards | Depends on pump design. |
| Signal flags, basic set | 5 gp | 3 lb. | Harbor | Ship communication. |
| Colored lantern glass set | 10 gp | 1 lb. | Harbor | Night signals. |
| Medicine chest, basic | 25 gp | 10 lb. | Harbor / Temple | Bandages, salves, tools. |
| Medicine chest, voyage | 100 gp | 20 lb. | Specialist | Longer voyages. |
| Burial cloths, ship set | 5 gp | 5 lb. | Temple / Harbor | Drowned or onboard death rites. |
| Emergency float barrels | 5 gp each | heavy | Harbor | Improvised buoyancy. |
| Lifeline cord, 100 feet | 5 gp | 5 lb. | Harbor | Rescue and storm work. |
Voyage Supply Estimates
| Voyage Type | Suggested Supply Cost |
|---|---|
| Small boat, one-day local trip | 5 sp to 2 gp |
| Small crew, 3-day route | 5 gp to 15 gp |
| Small crew, one-week route | 15 gp to 50 gp |
| Merchant crew, one-week route | 50 gp to 200 gp |
| Merchant crew, one-month route | 200 gp to 1,000 gp |
| Dangerous storm route | 2x normal supplies |
| Quarantine-risk route | +25 gp to +250 gp in medicine and containment |
| Refugee evacuation | Supplies may be temple-funded, rationed, or desperate |
| Military patrol | 2x normal supplies plus arms, signal, and repair reserves |
| Deepwater voyage | 2x to 5x normal supplies depending on risk |
| Hidden route | Supply 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 Service | Cost | Availability | Notes |
|---|---|---|---|
| Emergency patch, small boat | 5 gp to 25 gp | Harbor | Keeps vessel afloat temporarily. |
| Emergency patch, large ship | 25 gp to 250 gp | Harbor | Temporary repair only. |
| Hull inspection, small vessel | 1 gp to 5 gp | Harbor | Checks seaworthiness. |
| Hull inspection, large vessel | 10 gp to 50 gp | Harbor / Specialist | Required in some ports. |
| Minor hull repair, small vessel | 10 gp to 100 gp | Harbor | Planks, seams, small leaks. |
| Minor hull repair, large vessel | 100 gp to 500 gp | Harbor / Specialist | Routine but expensive. |
| Major hull repair, small vessel | 100 gp to 500 gp | Harbor | Serious damage. |
| Major hull repair, large vessel | 500 gp to 5,000 gp | Major Harbor | Drydock likely required. |
| Mast repair, small | 25 gp to 250 gp | Harbor | Spar, boom, or light mast. |
| Mast replacement, large | 500 gp to 2,500 gp | Major Harbor | Material and rigging heavy. |
| Rigging repair, minor | 10 gp to 100 gp | Harbor | Lines, blocks, tackles. |
| Rigging replacement, large | 250 gp to 1,000 gp | Major Harbor | Large vessel. |
| Sail repair, minor | 5 gp to 50 gp | Harbor | Patches and stitching. |
| Sail replacement, small | 50 gp to 250 gp | Harbor | Small craft or partial sail. |
| Sail replacement, large | 500 gp to 2,000 gp | Major Harbor | Merchant or warship sail set. |
| Rudder repair | 50 gp to 500 gp | Harbor | Depends on ship size. |
| Rudder replacement | 250 gp to 2,000 gp | Major Harbor | Serious repair. |
| Bilge pump repair | 25 gp to 250 gp | Harbor / Specialist | Vital safety repair. |
| Deck repair | 25 gp to 500 gp | Harbor | Battle, storm, rot, or fire damage. |
| Fire damage repair | 100 gp to 5,000 gp | Specialist | Often worse than first appears. |
| Storm damage repair | 50 gp to 5,000 gp | Harbor | Depends on damage. |
| Reef grounding repair | 250 gp to 10,000 gp | Specialist | Hidden keel damage likely. |
| Full refit, small vessel | 250 gp to 1,000 gp | Harbor | Major overhaul. |
| Full refit, large vessel | 2,000 gp to 20,000 gp | Major Harbor | Long-term shipyard work. |
Repair Time Estimates
| Repair Type | Typical Time |
|---|---|
| Emergency patch | 1 hour to 1 day |
| Minor small-boat repair | 1 day to 3 days |
| Minor large-ship repair | 3 days to 1 week |
| Major small-vessel repair | 1 week to 1 month |
| Major large-vessel repair | 1 month to 6 months |
| Sail patching | 1 hour to 2 days |
| Sail replacement | 1 day to 2 weeks |
| Mast replacement | 1 week to 1 month |
| Full refit | 1 month to 1 year |
| Magical repair | Faster, but costly and not always structurally trusted |
| Emergency magical patch | Immediate to 1 hour, but may be temporary |
| Court-held repair | Time depends on legal process |
Repair Complications
| Situation | Result |
|---|---|
| Shipyard full | Delay or +50% to +200% cost |
| Storm season | Materials and labor more expensive |
| War demand | Military vessels receive priority |
| Rare timber needed | Delay, import, or high price |
| Ship under court hold | Repairs may be limited or supervised |
| Crew unpaid | Work slows or mutiny risk rises |
| Hidden damage | Cost increases after inspection |
| Sabotage suspected | Legal investigation required |
| Cursed or haunted damage | Specialist or temple required |
| Living reef growth | Reef law or magical consultation required |
| Fire damage | Structural weakness may be concealed |
| Poor-quality repair | Cheaper but dangerous |
| Guild monopoly | Higher cost or political obligation |
| Repair debt | Ship cannot leave until settled |
| Insurance or factor dispute | Payment delayed |
| Salvage claim attached | Ownership 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 Work | Cost | Availability | Notes |
|---|---|---|---|
| Add hidden compartment, small | 25 gp to 100 gp | Restricted | Illegal if used for smuggling. |
| Add hidden compartment, large | 250 gp+ | Restricted | High legal risk. |
| Reinforced cargo hold | 100 gp to 1,000 gp | Harbor | Protects cargo. |
| Secure passenger cabin | 100 gp+ | Harbor | Locking, privacy, reinforced door. |
| Witness or prisoner cabin | 250 gp+ | Restricted | Legal and ethical issues. |
| Shrine alcove | 25 gp to 500 gp | Temple / Harbor | Shipboard religious space. |
| Medical berth | 100 gp to 1,000 gp | Harbor / Temple | Healing or evacuation ship. |
| Extra water storage | 50 gp to 500 gp | Harbor | Important for long voyages. |
| Improved galley | 100 gp to 1,000 gp | Harbor | Better cooking and crew health. |
| Signal lamp rack | 25 gp to 250 gp | Harbor | Ship signaling. |
| Colored signal system | 100 gp to 500 gp | Harbor / Specialist | Requires glass and training. |
| Reinforced railings | 50 gp to 500 gp | Harbor | Storm and combat safety. |
| Boarding net system | 100 gp to 500 gp | Harbor / Military | Defense against boarding. |
| Ballista mount | 500 gp+ | Military / Restricted | Weapon not included. |
| Weapon locker | 25 gp to 250 gp | Harbor | Secure arms storage. |
| Sail color or emblem | 10 gp to 500 gp | Harbor | Identity, faction, or deception risk. |
| Figurehead, simple | 25 gp | Harbor | Decoration and identity. |
| Figurehead, fine | 250 gp+ | Specialist | Status, tradition, or religious meaning. |
| Rename and repaint vessel | 50 gp to 500 gp | Harbor / Legal | Legal papers may be required. |
| Covered-name alteration | varies | Restricted | Freeport, hidden-name, or illegal process. |
| Hull disguise | 250 gp+ | Restricted | Often illegal. |
| Stormproofing refit | 500 gp+ | Harbor / Specialist | Improves survival but not immunity. |
| Reef-draft refit | 1,000 gp+ | Specialist | Shallow-water adaptation. |
| Cold-weather refit | 500 gp+ | Specialist | Veyrskold and northern routes. |
| Desert-river refit | 500 gp+ | Specialist | Shallow, 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
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Salvage claim filing | 5 gp+ | Harbor / Legal | Required before lawful recovery in many ports. |
| Wreck location report | 1 gp to 25 gp | Harbor | May earn reward. |
| Salvage witness fee | 1 gp to 10 gp | Harbor / Legal | Official witness. |
| Salvage diver, per day | 10 gp+ | Specialist | Hazard pay common. |
| Diving crew, small | 50 gp+ per day | Harbor / Specialist | Several divers and support crew. |
| Recovery boat rental | 10 gp to 100 gp per day | Harbor | Depends on size. |
| Winch or crane rental | 5 gp to 100 gp | Harbor | Large recovery. |
| Body recovery, ordinary | 5 gp to 50 gp | Harbor / Temple | Death rites may add cost. |
| Body recovery, dangerous | 50 gp+ | Specialist | Deep, reef, monster, storm, or contaminated site. |
| Cargo recovery, ordinary | 10% recovered value | Harbor | Common salvage arrangement. |
| Cargo recovery, dangerous | 25% to 50% recovered value | Specialist | High risk. |
| Evidence recovery | 25 gp+ | Legal / Specialist | Courts may supervise. |
| No-claim wreck review | 25 gp+ | Restricted | Reef, ancestor, war, or sacred restrictions. |
| War wreck review | 50 gp+ | Restricted | Military and legal complications. |
| Reef law consultation | 25 gp+ | Specialist | Required near Drowned Reef customs. |
| Magical contamination check | 50 gp+ | Specialist | Arcane or temple expert. |
| Salvage auction fee | 5% to 20% value | Harbor | After legal ruling. |
| Salvage storage | 1 gp+ per day | Harbor | Court-held goods cost more. |
| Disputed salvage advocacy | 25 gp+ | Legal | Legal representation. |
| Illegal salvage fence | varies | Black market | High risk. |
Salvage Shares
| Share Type | Typical Division | Notes |
|---|---|---|
| Finder’s share | 5% to 20% | For reporting wreck location. |
| Diver’s share | 10% to 50% | Higher for dangerous recovery. |
| Ship owner’s share | 10% to 50% | If recovery vessel is privately owned. |
| Crew share | divided by agreement | Often negotiated before voyage. |
| Court fee | 5% to 20% | Filing, storage, judgment, auction. |
| Temple claim | varies | Bodies, relics, sacred cargo, burial goods. |
| Original owner claim | varies | May override salvage depending on law. |
| War claim | restricted | State, military, or victim claims may apply. |
| Reef claim | restricted | Drowned Reef law may forbid ordinary salvage. |
| No-claim wreck | none | Recovery 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.
Maritime Legal Costs
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Passenger manifest correction | 1 gp to 10 gp | Harbor | Hidden-name cases cost more. |
| Cargo manifest correction | 1 gp to 25 gp | Harbor | Errors may imply smuggling. |
| Ship name registration | 10 gp | Harbor | Required in formal harbors. |
| Ship renaming, legal | 25 gp+ | Harbor / Legal | Requires witnesses and records. |
| Covered-name ship petition | varies | Restricted | Freeport or hidden-name process. |
| Crew contract drafting | 5 gp to 25 gp | Harbor | Crew shares, wages, duties. |
| Crew share dispute | 25 gp+ | Harbor / Legal | Can become serious. |
| Mutiny hearing | 50 gp+ | Restricted | Legal and dangerous. |
| Passenger injury claim | 10 gp+ | Harbor / Legal | Depends on liability. |
| Cargo damage claim | 10 gp+ | Harbor / Legal | Often involves manifests. |
| Ship collision claim | 25 gp+ | Harbor / Legal | Pilot and lighthouse records may matter. |
| Quarantine challenge | 25 gp+ | Restricted | Requires authority. |
| Drowned-declared person review | 10 gp+ | Harbor / Legal | Legal return, inheritance, identity. |
| Drowned-declared ship review | 25 gp+ | Harbor / Legal | Ship identity and ownership. |
| Privateer letter validation | 25 gp+ | Restricted | Determines lawful or pirate status. |
| Prize claim filing | 25 gp+ | Restricted | Privateer or war capture. |
| Piracy accusation defense | 100 gp+ | Restricted | Serious legal danger. |
| Sanctuary-at-harbor petition | free to 25 gp | Freeport / Temple | Process depends on local law. |
| Extradition-at-harbor challenge | 50 gp+ | Freeport / Legal | Serious case. |
| Ship arrest or hold order | 25 gp+ | Harbor / Legal | Prevents ship from leaving. |
| Release from ship hold | 25 gp+ | Harbor / Legal | Requires 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
| Service | Cost | Availability | Notes |
|---|---|---|---|
| Departure blessing | 1 gp to 5 gp | Temple / Harbor | Common before voyage. |
| Ship launch blessing | 5 gp to 25 gp | Temple / Harbor | Thalara, Bravik, Selari, or local rites. |
| Storm warning rite | 5 gp to 50 gp | Temple / Specialist | Warning, not control. |
| Safe return rite | 1 gp to 10 gp | Temple / Harbor | Often family or crew-funded. |
| Sea burial | 5 gp to 25 gp | Temple / Harbor | Body, witness, and rite. |
| Drowned rite without body | 10 gp+ | Temple / Harbor | Symbolic object or name required. |
| Morvane name preservation | 5 gp+ | Temple | Important for missing and drowned. |
| Veyra sea-sickness or injury care | 1 gp+ | Temple / Harbor | Nonmagical or magical depending on service. |
| Thalara pilot vow witnessing | 5 gp+ | Temple / Harbor | Before dangerous passage. |
| Bravik repair blessing | 1 gp to 25 gp | Temple / Shipyard | Does not replace actual repair. |
| Selari cargo blessing | 1 gp to 10 gp | Temple / Harbor | Trade and contract rite. |
| Olyrra voyage memory cord | 1 gp+ | Temple | Names, route, or missing preserved. |
| Istravell hidden-name ship rite | varies | Restricted | May be legal, protective, or suspicious. |
| Detect Magic on ship cargo | 10 gp+ | Specialist | Cargo check. |
| Identify recovered object | 20 gp to 100 gp | Specialist | Salvage or relic check. |
| Purify ship water stores | 10 gp to 100 gp | Temple / Specialist | Depends on volume. |
| Water Breathing service | 100 gp+ | Harbor / Specialist | Diving, rescue, salvage. |
| Water Walk service | 100 gp+ | Harbor / Specialist | Rescue or dangerous route. |
| Control weather-type service | Story | Rare / Restricted | Not normal commerce. |
| Magical hull patch | 50 gp+ | Specialist | Usually temporary unless crafted. |
| Curse check on vessel | 50 gp+ | Temple / Specialist | Haunted, cursed, or ill-omened ships. |
| Exorcism of ship or wreck | 100 gp+ | Temple / Specialist | Dangerous and not guaranteed. |
Price Adjustment Guidelines
| Situation | Suggested Adjustment |
|---|---|
| Normal harbor, stable trade | Baseline cost |
| Major port or freeport | Baseline for most services; higher for secure or legal work |
| Small fishing village | Many 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% |
| Quarantine | Delays, inspections, storage fees, and legal costs |
| Route closure | No legal passage, or high smuggling cost |
| Harbor festival or market tide | Lodging and berth fees increase |
| Refugee influx | Passenger space scarce; legal and temple systems strained |
| Guild-controlled shipyard | +25% to +100% |
| Military requisition | Ships, supplies, and repairs may be seized or delayed |
| Hidden-route travel | Coin may be replaced by favor, oath, or debt |
| Black-market passage | 2x to 10x normal plus risk |
| Emergency repair | +50% to +300% |
| Fine or custom ship work | 2x to 10x ordinary cost |
| Magical repair | Expensive, specialist, and not always trusted |
| Legal dispute | Ship may be held regardless of payment |
| Drowned Reef or sacred wreck | Ordinary 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 Type | Page |
|---|---|
| Common adventuring gear | common-equipment-and-adventuring-gear.md |
| Weapons and armor | weapons-armor-magic-items-and-rare-goods.md |
| Magic item availability | weapons-armor-magic-items-and-rare-goods.md |
| Rare goods | weapons-armor-magic-items-and-rare-goods.md |
| Meals and ordinary lodging | services-hirelings-lodging-and-lifestyle.md |
| Hirelings and legal services | services-hirelings-lodging-and-lifestyle.md |
| Healing and religious services | services-hirelings-lodging-and-lifestyle.md |