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title: The Halcyon
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# The Halcyon
<img src="/Karve-karvi-karfi.png" align="right" style="margin: 0px 10px 0px 0px;" />
A [Karve](https://en.wikipedia.org/wiki/Karve_(ship)), a 70ft long ship with 7 oars each side and single large red & white striped sail.
Cargo is stashed under the deck boards and must be wrapped well to keep out the water.
A frame at the rear end of the ship can be covered with canvas to create a sort of cabin - usually used for special cargo, rather than as personal space.
The crew sleep on deck.
## The Captain
The current owner and captain of the Halcyon is [Jaspar](), a Redcap from the Normandy tribunal.
## The Crew
The crew all speak Low German (Flemish).
### Mr Bones. First mate.
Originaly from Portugal, Mr Bones looks like a pirate, sounds like a pirate and behaves like a pirate but he swears he is reformed and has sworn himself to the Order. He leads the crew when violence is required.
Leader. Fierce.
Missing Eye.
- Leader. Fierce.
- Missing Eye.
[PDF](/Mr Bones.pdf)
### Mr Book. Second mate.
Mr Books comes from the far off Kingdom of the Isles in the Loch Leglean tribunal. As a lay preacher, he tends to the spiritual needs of the crew, he keeps a heavy Bible wrapped in waterproof oilskins. As a carpenter, he is also responsible for repairs to the ship.
Carpenter. Literate. Linguist (Gaelic, Norweigian, Flemish, Latin).
Foreign. Jinxed.
Mr Book comes from the far off Kingdom of the Isles in the Loch Leglean tribunal. As a lay preacher, he tends to the spiritual needs of the crew, he keeps a heavy Bible wrapped in waterproof oilskins. As a carpenter, he is also responsible for repairs to the ship.
- Carpenter. Literate. Linguist (Gaelic, Norweigian, Flemish, Latin).
- Foreign. Jinxed.
[PDF](/Mr Book.pdf)
### Crewmen
The rest of the crew is split between _senior_ and _junior_ crewmen.
All the crew work off an identical template, built using Grog work packages, with Warrior & Well-Travelled virtues.
- Warrior, Well-Travelled, Wanderer.
- Fish Out Of Water^1^, Ability Block (Academic)
1. Fish Out Of Water (Minor, General). This character has an affinity with THE SEA and feels uncomfortable and awkward when away from where he wants to be. The character suffers a –1 penalty to all
stress rolls taken outside of their favored terrain and also rolls one more botch dice than normal in those situations.
All the crew work off an identical template, built using Grog work packages.
**Junior Crew:**
- Athletic Childhood, 5 yrs.
- Wastrel, 3 yrs.
- Labourer 3 years (Unspecified +30).
- Sailor, 5 yrs.
**Senior Crew**:
- Athletic Childhood, 5 yrs.
- Wastrel, 3 yrs.
- Labourer, 3 years (Unspecified +30).
- Sailor, 5 yrs.
- Soldier, 5 yrs.
- Archer, 3 yrs.
- Sailor, 5 yrs.
The template leaves some skills/options unspecified.
- Unspecified skill at level 3. (Possibly a trade, another language or area lore.)
- Area Lore at level 2. (Probably where the character comes from.)
- Native language.
- Minor Virtue & Minor Flaw.
Any player/storyguide can give a crewman a name and define the unspecified elements.
If a player wants to add a custom grog to the crew, thats OK - it will replace one of the template grogs.
**Crew Advancement**
To keep it simple, the templates will be gain 15XP at the end of each winter.
To keep it simple, the templates will gain 15XP at the end of each winter.
- 1222
- 1223
**Crew Replacement**
Crew will inevitably die off.
At the start of spring each year, deceased crew will be replaced with a new crewmen on a like-for-like basis (junior replaced by a new junior, etc).
The new crewman will start with the baseline sheet (junior0 or senior0) and, unless they are differentiated in some way, they will simplly progress through the existing template progression.
The new crewman will start with the baseline sheet (junior0 or senior0) and, unless they are differentiated in some way, they will simply receive the same advancement as existing crew.
| Name| Rank| Skill | Area Lore| Native Language | Virtue| Flaw |
|-----|-----|-------|----------|-----------------|-------|------|
| . | snr0 | . | . | . | . | . |
| . | snr0 | . | . | . | . | . |
| Name | Rank| Skill | Area Lore| Native Language | Virtue| Flaw |
|------|------|--------|-----------|------------------|--------|-------|
| Tadeus the Butcher | snr0 | Butcher | Southern Sweden | East Norse (Swedish) | Strong Willed | Continence |
| Fabian | snr0 | Tanner | Saxony | Low German(Saxon) | Skin Changer^2^ (currently a Cat) | Social Handicap (Tanning stained hands) |
| . | snr0 | . | . | . | . | . |
| . | snr0 | . | . | . | . | . |
| . | snr0 | . | . | . | . | . |
| . | snr0 | . | . | . | . | . |
| . | snr0 | . | . | . | . | . |
| . | snr0 | . | . | . | . | . |
| . | jnr0 | . | . | . | . | . |
| . | jnr0 | . | . | . | . | . |
| Deitmar | jnr0 | . | Holstein | Low German(Saxon)| | . |
| Pieter | jnr0 | Charm | Adriatic Coast | Northern Italian (Venician) | Venus Blessing | Lecherous |
| . | jnr0 | . | . | . | . | . |
| . | jnr0 | . | . | . | . | . |
2. Fabian can infuse magic into the skins he tans but they only work for him and he can only have one at any time.
### Crew Sheets
[Junior Crew 0](/Crew Jnr0.pdf)
[Senior Crew 0](/Crew Snr0.pdf)