Magic to aid Selen River traffic


Advice


Guys, I have a campaign that takes place all around the Selen river centered around Riverton (Kyonin-Galt-River Kingdoms).

I'm really concerned with trying to make up-river boat travel viable given the technology and magic of the time.

Can anyone give me some creative ideas for divine magic that might be useful to help boat travelers either take advantage of winds in order to sail up-river (however slowly) or magic that might lower water resistance, or magic that would help oars (or rowers) push water more efficiently/longer/harder), especially stuff that is lower levels (spell level 1-3).

Thanks. There are so many spell sources, and I only have the CRB and APG plus some player companions. Plus I'm nowhere near as clever at mixing spell effects as this community.


Gear gnome family opperated riverboat- a dedicated family of gear gnomes has used a variant of a steam engine to turn a paddle wheel.

Animate object- Now its a motor, that motor turns a paddle wheel.

Hamster wheel- Hamster wheel large enough to hold a few oxen as they walk in place paddle wheel turns. Feel free to use golems, elephants or other things that could be used to turn the wheel.

Scarab Sages

Ooh, a little less direct, but possibly very useful: Riversight (cleric 3, druid 2, ranger 2, inquisitor 3, witch 3).

1 min/level scrying 2 miles/level down (and 1/2 mile/level up) any natural watercourse. Fantastic for navigation and looking for dangers (natural or monstrous).


You could always just use Norse longships: http://en.wikipedia.org/wiki/Longship

It shouldn't be out of place technology wise, and they were designed specifically to still function in shallow rivers as well as at sea. And when the river is too shallow (less than 3 feet) or ends, the sailors just pick the boat up and walk to the next river. The Norse used them for trade and exploration as much as they did raiding. They're even listed in Ultimate Equipment - as much as any form of transport is, anyways.

Sovereign Court

I could see a custom spell that grants greater endurance to people in a non-combat way along the lines of an ant haul spell.

One of the Skald's performances allows people to hustle in overland movement for long periods of time.

But for low level magic you just can't beat alter winds for moving a ship around.

Scarab Sages

River travel is viable in setting already. River pirates are notorious in the river kingdoms, they wouldn't be there if there wasn't trade to prey on.

It's such an ingrained part of the area that one of the river freedoms is that there will be no toll or tax on the river. One of the only things that can cause the river kingdoms to unite is someone restricting river trade.

Scarab Sages

That said, there are some great options for river travel in People of the River.

Liberty's Edge

Gnomezrule wrote:

Gear gnome family opperated riverboat- a dedicated family of gear gnomes has used a variant of a steam engine to turn a paddle wheel.

Animate object- Now its a motor, that motor turns a paddle wheel.

Hamster wheel- Hamster wheel large enough to hold a few oxen as they walk in place paddle wheel turns. Feel free to use golems, elephants or other things that could be used to turn the wheel.

River Into Darkness has a perfect solution - a "protean" powered wheelboat. Maybe made by gnomes, maybe not - but it provides a constant source of speed.

Still the Sellen is mighty long. I'm running an adventure that takes the heroes from Absalom to Iadara and I've charted it out to be approximately 50 days.


decanter of endless water + geyser ability + held at the back of the boat = outboard motor

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