
Cuup |

For an upcoming campaign I'll be running, I have an unorthodox starting town in mind, but I'd like some help with ideas and technical realism:
Barring significant spoilers, the back story is that a kingdom (ruled and populated by mostly Humans) was forced on a massive scale exodus. Their only means of travel was by sea. They had a little over a year to prepare for this exodus, and used that time (with the help of magic) to construct a fleet of hundreds of ships - maybe even a thousand. The reason for so many is that they have no destination; their only course of action is to sail the seas until they find a new home. This could potentially take generations, so their city of ships is designed for long-term self-sufficiency. This takes me to what I'm looking for from this thread:
Clerics will be able to remove some of the food/water burden with the Create Food and Water spell. Low-level Wizards will be trained as sailors, and their ability to communicate between ships at will with Message will make uniform ship movement possible. One or two ships might be designated as prisons, more will be designated as barracks, and will have combat capabilities (most ships will not), and each church will likely have its own ship. Beyond this, I'm looking for similar ideas. Could other classes use specific skills/spells to make the city function with relative ease? What are other specialized rolls specific ships might have? How might the city handle certain threats, like storms, sea monsters, etc?

Mathius |
Battle Star Galactica is this plot but in space.
You have to ask yourself how much magic you invest in to this.
An orb of storms can deal with any weather issues as a can caster who cast control weather.
Control wind can help move the fleet along. High caster level or widen spell would be beg enough to cover the whole fleet if bunched up.
I likely hood the fleet would be spread out over 20 to 50 miles so flying mounts, intelligent flyers or an outsider with greater teleport at will can allow communications. Signal flags work over long distances as well.
Animating the ships allows easy of movement and maybe flight.
Any sort of water magic will help and druids do that well.
Charm animal to train whales and swimming dinos to pull boats.
Cauldron of Plenty feeds a ship but cost almost as much as the ship itself.
Purifying sea water is 4 times more efficient then creating the water.
Sea monsters are the realm of special order of knights that patrol under the water looking for these threats. Divination magic can help find them. Good place for PCs.
Submarines a thing?
How big is the world that it can take generations to find suitable land? Maybe they are on the ocean that is the barrier between the plain of air and water. That would a near infinite and yet there would be some land there. Also might explain why a teleport circle could not be used to evac the whole population. If then know of a place to settle, gate or teleport circle can get them there.
An 11th level wizard can bind a genie witch can simulacrum a solar witch can cast a 9th level cleric and cast wish 1/day with no material component. That means an 11th cleric can get fleet to where ever it wants to go. A PC could do this so make sure you have a reason for him not to. Also a reason that no NPC has done it.

StDrake |

i believe the pre-last question was about "roles" not rolls. Actually most needs could very well be handled with proper engineering instead of magic.
Light signals instead of message spells (which have dastardly low ranges at low levels), or at least to communicate the need to get closer for messaging.
Above-deck structures designed to be low and sealable or quickly retractable (folding masts are the biggest issue here - not having them out in full glory helps a lot in a storm that might otherwise risk breaking them, not to mention ripping sails)
A law system probably designed to minimise jail needs - focus on punishments that make up for misdeeds instead of just keep people away from the society or the culprit goes overboard. Everything inbetween is a burden the fleet cant allow much of.
Druids having fun with greenhouse rooms on the upper floors, while most others kive most of their lives inthe darkness below decks - just because you want to also grow some food, not eat fish and divine mercy all the time.
Monsters that can emerge from below are a major issue so that might need more magic treatment - something to maximise ranges of alarm-like spells and then more stuff to be capable to get the fight to the monster before it gets to the ship. How much would a trinket capable of casting magic missile one a day or even week cost? A silly thing like that can make a kraken tremble if every dumb soldier had access to it, counting in thousands.
Deep respect for diplomacy, alliances and trade with wandering naval creatures.
..and some powerful alien being lurking in the shadows, which actually made constructing it all in such short time possible with its bizarre intellect. An abomination that's become a blessing for reasons unknown to all but itself, secretly worshipped by those who know better what their lives depend on more even than the whims of gods.
..complete with a set of holy artifacts helping the society get by its needs, the artifacts actually being bits of alient technology, and flocks of small, innocent-looking creatures running around with weird tools and performing sacred rites (actually just maintenance and experiments) on the aforementionned

StDrake |

Also, an addiction to sushi (makeable without need of a heat source, most ingredients aquatic, rice liking water to grow as well)
Dependence on renewable energy sources for heat
Rice-farming floating terraces draggable behind ships like nets (i did mention sushi earlier after all)
Academic ships - after all diplomacy, navigation,magic, even bits of technology and engineering are very important to such a society
Have a look at games and movies that deal with similar tropes. There was this post-apoc movie about a flooded world..cant remember the name, "water world" fight with "mad max" on that, main hero was a mutant with gills. Add bits of warhammer 40k coupled with korean mmos for the strange relation to technology and tech-furries maintenance..or just straight up mass effect
In my groups home games ive actually made up a race that appears like small, more extremely feline catfolk, while actually being more akin to gnomes - outsiders from beyond the veil with a crazed fascinatiom in technology and experimenting with everything they can lay their hand on. Complete with ancient god-heroes (revered as guides and exemplars not worshipped, as opposed to goblin hero-gods) called void-dancers, fully-capable of trolling the horrors of the dark tapestry and then proceeding further to Golarion with their kin, already too insane on their own to be affected by the mind-breaking entities. A perfect motive for the alien being I mentionned - wicked, but not evil. Possibly caring even.

tonyz |

Note that regular maintenance is an absolute necessity for ships -- wood and ropes rot, metal rusts, weather and waves damage things -- so even with magic a lot of people are going to spend a lot of time on regular watch and work on the hulls and rigging. (Punishment details might involve doing the more unpleasant parts of this, like cleaning the heads or going overboard to scour weeds from the outside of the hull.)
Having someone who can control weather would really help. If you want a "deal with storms" plot, though, you'd need to have some hostile magic overpowering the fleets magic in that regard. Could spark a lot of plots. Or maybe a kraken is secretly controlling the weather for the fleet in exchange for regular sacrifices...
Also note that even slow ships can go around the world in 2-3 years, so if you want them to have been wandering for a long time you need some reason why they couldn't just go to a known destination and all get ashore.

SlimGauge |

In the novel "Snowcrash" there's a floating city of boats surrounding a nuclear carrier carried in a generally circular path by the trans-oceanic currents. I believe it breaks up and reforms periodically with the small craft running from storms that the carrier shrugs off, as well as boats leaving and joining at whatever point on the journey they wish.

Cuup |

Great tips, guys! To fill in some blanks: There is no known destination. Other landmasses may exist, but who knows where they are? This will be a relatively low-level setting: most NPC's will cap at level 5, while the tippy-top of a specific class (High Priest Cleric of a given faith, or the King's Archmage and his Fighter Captain) will go up to 7th or 8th level. So unfortunately, spells like Control Weather, or Scrying spells to search for other land masses won't be available. Alter Winds will still be usable to keep sails aloft.
I really like the idea of Druids caring for greenhouses on the decks of the ships, and pulling barges of growing crops. Some ships would also house silk farms filled with spiders. The threat from below is still a pretty big hole in the concept. I like the idea of a modified Alarm spell, but that would really only be one layer in a more complex security system.
Any other ideas?

Claxon |

This makes me think of Battle Star Galactica (already mentioned) and the Migrant Fleet (Quarian) from the Mass Effect series.
For both, it seems like the biggest threats were always scarcity of resources. However, you have magic. I would use appropriate magical items to offset the need for scavenging food and water. A decanter of endless water on each ship isn't particularly cheap, but also not absurd either.
If there aren't scruples attached to undead, the skeleton crew spell can leave the crew of the ships to fend for themselves for food (fishing) and crafting of goods. But keep in mind, without access to extra dimensional spaces they aren't going to be able to do much with metal. No access to forges on a ship.

StDrake |

Speaking of resources, that reminds me of something - a problem with ranged combat. Good ammo is heavy ammo and heavy ammo like metal and stone is lost once it gors overboard. Wood is hardly any better what with being needed for ship repairs and having to fish for if it goes overboard at best if its possible to get it back at all.
Ranged combat would most likely have to rely on magic a lot or alchemy based on fishable ingredients..and the latter still means a peoblem with glass.
Forging is the least of problem - the interior of a ship could be coated with metal to prevent burning tue hull. Heat for forging is worse, but thats doable with magic and a tricky use of sunlight. Getting resources is the worst - where would you mine iron from onboard?
Maintaining illusions on ship bottoms would be funny. Many fish evolved with lighter bellies to imitate the sky above water as if there was no fish inbetween. Mages can do even better with simple illusions. +1 to the security system is attracting less trouble

SlimGauge |

If the fleet passes through shallow water with regularity, then depending on the composition of the bottom, rocks could be gathered. Thus, slings might see use as the ammunition is more replaceable.
Look into the primitive weapon rules for the use of seashells for arrowheads and fish bones for shafts.

Christopher Rowe Contributor |
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One thing to think about in terms of designing this (or any other) setting is that you have the luxury of determining your desired outcomes before inventing the factors that led to them.
For example, you've already determined that your NPCs will be relatively low level. This has sparked some discussion about where your constrained society will sit along a scarcity/plenty scale in terms of resources, and that's been cool and interesting.
However...
Just as the story you plan to tell wound up requiring low-powered NPCs, that story might also simultaneously require plenty (probably not, but hear me out). If that's the case, then the thing to do is to figure out how a relatively power-impoverished ruling class came to exist in a relatively resource-rich environment despite its constraints. One answer to that question is time. It's reasonable and interesting to suppose that a great deal of time has passed since this city set sail, and perhaps the founders were much more powerful and had access to much greater magic than their descendents. You could, in fact, have magic items on every ship that provide food and water even if your cast of characters couldn't have made them. They inherited them in this scenario, and perhaps part of their political power comes from the fact that they control them. Perhaps there's a clan or guild system that's grown up around controlling access to these items and their products, one that might not even fully understand how or why the items they control work.
This might sound familiar if you've read much in the way of generation-ship science fiction like Gene Wolfe's Book of the Short Sun or a couple of the Heinlein juveniles. Powerful magic or technology needn't have been created or even understood by its users to have utility for the society that controls it.
This general conceit—decide how you want things to be before you figure out how things got that way—is a powerful and useful world-building device and has many things to speak for it. One thing is that its simply fun to figure out how a sixth level adept wound up in charge of a centuries-old floating city that has somehow managed to survive (if not thrive) under her leadership. Another thing is that it saves you time, if you're limited on time.
Anyway, I encourage you to think about it in those terms and see if it works for you. This is a great idea, and I envy your players the fun they'll have in exploring your creation.

Peasant |
Let's talk about the threat from below a bit more. At the level you're indicating, most of the longer lasting and more useful wards simply aren't available.
Alarm just isn't going to cut it. By your own indication the average ship of the fleet will be able to mount a meager defense at best and by the time a real threat is close enough to trip the Alarm, it's too late to do much more than pray. MAYBE you have enough time to launch a distress flare and MAYBE there will be some survivors in the water by the time a warship can investigate.
Glyph of Warding on the other hand... There's no particular reason you couldn't have a glyph on the keel of each vessel, possibly more than one depending on your interpretation of "One object or 5 sq. ft/lvl" in relation to ships. A single glyph, even several, may not be enough to deter a major predator, but it might give them pause and it turns each vessel into a modest element of the fleet's perimeter defense for the negligible cost (compared to the value of a ship) of 200 gp.
That's the light version. You could go with a full on minefield. Naval mines are a thing, even in some fantasy settings, but if you want to do it magically, there's nothing in particular preventing you from placing a ward on 500' coils of rope and dangling them beneath the fleet like the tentacles of an enormous jellyfish. Nor is there any particular reason you couldn't have your alchemists rig depth charges to drop off the keel at the pull of a line.
Beyond these defenses it wouldn't be all that hard to muster a combat sea patrol. Warriors trained to do battle on the backs of dolphins or small whales could ride escort and respond quickly to threats. Water breathing is a long lasting spell, more than adequate to deploy patrols every few hours.
Building on that idea, beyond the CSP you have your deep scouts, elites (go with Rangers) with shark mounts that run long patrols well ahead or below the fleet. Of course you'd need to keep tabs on them, but that's well within the purvue of Scrying, or I'm sure the alchemists can rig a signal flare that is basically a subsurface-to-air rocket to signal imminent danger.

boring7 |
Threat from below depends on how dark you wanna be. Setting up the city with a guardian is easy, making the guardian GOOD is less easy. Explaining why the guardian doesn't just lead the city to dry land is unclear.
Maybe it's an evil Kraken, and there's a dark bargain on the party of the city leaders to keep the city alive and protected in exchange for sacrifices. Maybe it's a neutral...something (not looking up sea critters right now) and it helps, but refuses to help find dry land because it likes having pets. Maybe it's good, but there IS no dry land to be found, or it simply cannot help them find it because of the same God-curse that sank their home island.
Oh yeah, good excuse for the exodus, they got cursed and their homeland was swallowed up by the oceans. It was generations ago, so it could have been evil forebears or an evil god. Potential twist; the same sinking problem will happen to any land they come to unless the curse is broken by Great Heroes on an Epic Quest™.
The underwater corps and some aquatic mutants who have started to adapt because of the environment, because that's how evolution (doesn't) work, would be appropriate. Could have a whole culture of being magically converted to protect the fleet from below (but losing the ability to have kids, or something) that could replace the cavalier-paladin-champion-black watch paradigm.
Fire is an issue. Fire is a pretty important part of civilization, and some sort of magical workaround for cooking food, beating winter's chill, shaping metal, and the like are kind of important. For that matter, the migrant ocean fleets of fiction are ALWAYS at war with corrosion and rot. There aren't many trees on the ocean, and even Keeper Trox's great big garden ship that he magically farms oak and pine trees on is a poor substitute for having access to dry land and forests.
Government is also an issue. Each captain a king and each boat his kingdom makes for problems, the aforementioned Bas-lag story includes pretty chaotic politics, the only reason it isn't an issue is the pirates of the pirate city are always being replaced by land-born outcasts and cutthroats.
Storms...yeah. After watching some of the educational channel specials about superstorms and sailing, I'm not sure ANY boat can survive indefinitely without safe harborage. Stuff gets big.

Claxon |

I would also like to bring up why they literally didn't just separate the city from the land and make it float. If they had years to prepare for this event, seems like it could have been a thing. Or literally built a floating city in the sense of having something like a Nimitz class aircraft carrier (which can hold over 6000 personel). Now...structurally wood would not cut it. But you've got magic and years.

boring7 |
Possible quest-path; for any number of reasons, the best way to search for the mythical "Safe Harborage" is by air. Insert questing to try and get the materials and macguffins for a dude to build an airship. Include politics, bartering, a faction trying to stop the party and killing a sea beasty for the balloon.

Mathius |
looks like you are going to be playing in a P8 game. You can easily go P6 since the the 8th level high priest is then just a 6th level cleric with 10 extra feats.
Either way spells above 5th level do not exist and 4th level spells are real hard to get. It also means that create food and water is not something all that common so i most likely is not the only answer to the food issue.
Why does the fleet even move around? Why not just find a seaweed jungle and farm it.
In an E6 game the very high end of the monster scale is CR 15. A party of 6th level characters with 25 extra feats may just barely be able to deal with it. A CR 10 threat is a huge deal but a the tip top people in the setting can probably handle 1 of those.
Assuming you have 1000 ships and each needs a crew of 20 that is 20,000 people just for operating the ships. Another 20k might be able to be dedicated to things other then running the ships. In this society the most common job will be sailor instead of farmer so I would go with some sort of magical source of food to replace them. A Cauldron of Plenty will feed a crew plus 16 people but in your world is not replaceable. That is I think is good for your story.

boring7 |
...Why does the fleet even move around? Why not just find a seaweed jungle and farm it...
Heck, as long as the fleet is mostly just drifting, you could move AND seaweed jungle.
Living tree ships could self-repair. It would make your whole thing a bit more beholden to druids, but a trackless fleet separated from land by a curse from their patron god might turn to nature magic and reject the so-called "blessings" of a lawful-jerk god. This would also fit in with the ritual-magic that turns volunteers amphibious.
One challenge is the current setup doesn't allow for neighbors. Any boat not part of the fleet would either have to be a fellow exile, or know where a landing is. Any intelligent underwater critters are either a really dangerous threat (that whole "PCs can't breathe underwater" thing) or should be smart enough to know where land can be found.
As a result, there aren't any tombs to raid, ruins to plunder, or neighboring barbarian tribes to fight. "Desperate survivorman sailor challenge" may be challenging, but it isn't particularly interesting. "Civil War in the Migrant Fleet" is more problematic, since it involves a civil war in a civilization that is probably barely surviving as is. Not to mention the rebels would probably just take their boats and LEAVE unless there was a necessary centralized piece of infrastructure.
Then there's the question of boat size. It's fantasy, you can have ships the size of mega cruise liners if you want, but that brings along suspension of disbelief and/or explanations for how it's supposed to work.

boring7 |
Maybe there is a terrible monster that is following them so they have to keep moving to stay ahead.
Well the build so far is that it doesn't matter if they're moving or staying still, they have no place to *go*. A monster could work, but unless it is a very slow-moving apocalypse that consumes every safe harbor they ever come to, the following monster isn't going to make a lot of sense. Why would it be so slow that the ships could stay ahead of it for years, decades even? Why would it chase them and not devour any harborages they came to? If it just always follows them like a curse, what stops them from just continuing on an endless migration, circling the globe and stopping at the same ports year after year?
Besides, curses are less tangible, so you don't have to worry about the "if it has stats we can kill it" issue.
Another thought that crosses my mind. If the migrant fleet is cursed, it is not necessarily stuck to one world. Plenty of fantasy where a ship or a fleet gets lost in a fog and ends up on another world, or in another time. Planar adventures require more...work I suppose. Even just other Prime Material worlds leads to the need for more tricks. You have to be able to handle lots of different hostile critters, the brutality of nature's more hostile climates (Watch that crab fishing show for sailing the frozen north) or the local equivalent of the Bermuda triangle. Not to mention linguistics or having to be ready to fish for completely different kinds of fish depending on what part of the ocean or what new world you end up on. Don't want to tick off a hippocampus herd when one of them is a sorcerer.
But with the right gear, widespread, it could prove interesting.

Claxon |

One of things that always bugged me most for the Migrant Fleet in Mass Effect was why they didn't colonize a planet instead of simply hanging out in their space ships all day. Now, Mass Effect attempts to resolve this somewhat but they do a poor job in my opinion. They make the Quarians say that they really want to take back their home planet, so they're refusing to colonize another. Except they don't have the strength to fight the enemy, and there is nothing that prevents them from settling a planet, rebuilding civilization and then returning to retake their home. They do also mention that finding easily habitable planets is difficult, but the Quarians already wear environmental suits all the time. It should be easier for them to find a temporary planet to settle down for a while before retaking their home. They also don't do a good job in game explaining why they don't try to make a deal with any of the other space races in game to co-settle or colonize a planet.
And it just bugs the crap out of me.
These same sorts of issue apply to your scenario. So please try to come up with good reasons for it. I'm not sure what such a reason would be, I really don't know. It's a neat idea, but it's so hard to pull off without hard question being raised that don't have good answers.

Cuup |

Thanks, guys, for all your ideas. Having powerful, left over items that are still used by less powerful people is a good idea, and might just be necessary. Glyphs of Warding on weighted ropes works really well as a defensive measure too.
A couple things I still wanted to bring up:
What might be a reasonable means of transit from ship-to-ship? Would there be a way to accomplish this on an individual scale? Or would there need to be a couple airborne vehicles (like hot air balloons) that act like ferries?
Also, and this was brought up fleetingly, the political infrastructure. While each ship has its own Captain, there would also be Commodores, who would have command of, say, the western flotilla, and all captains within that flotilla would report to him/her. Then there would be the Admiral, who commands all Commodores. This civilization, though, comes from a Monarchy government, ruled by a King and Queen, with a royal family, Surfs, and so on. How would these two groups coexist?

Claxon |

Also, and this was brought up fleetingly, the political infrastructure. While each ship has its own Captain, there would also be Commodores, who would have command of, say, the western flotilla, and all captains within that flotilla would report to him/her. Then there would be the Admiral, who commands all Commodores. This civilization, though, comes from a Monarchy government, ruled by a King and Queen, with a royal family, Surfs, and so on. How would these two groups coexist?
So, integrating a royal family could be difficult. Especially since any one individual making decrees doesn't work so well when any ship that wants out can just sail away. Chancing death could be preferable to the yoke of a monarchy. If anything, I think you monarchy would be much like that of the UK. Superficial figureheads with no actual power.
Otherwise, I would model your government like that of the Quarian Migrant Fleet, because that was one thing that did make sense. Each Captain is in complete control of their individual vessel. But, each vessel also sends representatives to a council to vote on issues that affect the whole fleet of ships. Captains generally abide by these group decision, but they could choose to leave the flotilla if they disagreed strongly enough. Though that would most likely mean certain death. There is also an elected military council which can over rule decision made by the civilian government, but in doing so the entire military council must step down from their positions. It helps to prevent abuse of power by any single individual.
In such a setting as this it is nigh impossible to force a group to do something they don't want to. You cannot easily oppress them when all they need to do is leave (with their house and all their possession and their means of transport all rolled into one it is very easy to do.)

boring7 |
The Royal Family still has some power because there are a couple of artifacts keeping the whole thing going that are tied to the royal bloodline. Artifact(s) could be anything from small items that do important stuff to the giant-est boat in the fleet that acts as a floating drydock and True Creations up raw materials for replacement parts. This is not generally an issue since the council and they all work together pretty well most of the time, but it is a point of failure if all the family members die.
Travel comes in rowboats which can be used any time but have issues (slow, more vulnerable), or totally sweet lightning-riders that allow you to fly at great speed but are Solar-powered so they don't work at night.
Underwater adventures require being able to breathe underwater.

marcryser |
The fleet is looking for some place to go but doesn't know where it exists or if it exists.
The fleet is being pursued by something that is searching relentlessly for them, either another civilization, the agents of the God that cursed them, etc.
When found, the fleet has the option of fighting (trying to intercept and kill the scouting parties) or fleeing. There is an artifact on one of the ships that will move the ship and anything connected (roped) to it to another place on the world's oceans but the movement is random and blind. The artifact is powered by the magical energy bound up in a powerful spellcaster, who is always killed by the device. Using it is always a last resort. Anyone who sails away loses the 'flee' option and is forced to fend for themselves.
There are multiple ship types. Some are very large hulled catamarans and trimarans that house the majority of the population. Some are more conventional war ships that screen and protect the fleet. Others are smaller faster scouts that spread away from the fleet to look for land/resources/etc.
There are landmasses but they are small, desolate, occupied, or otherwise not a 'Safe Harbor.' The fleet can trade, resupply, rest, etc but must always push on toward the 'Safe Harbor' of myth/destiny.
Your characters form the backbone of one of the scouting crews until such time that they gain in power and join a warship and/or become cultural leaders.
It's Star Trek, Wagon Train, BSG, and 20,000 Leagues under the Sea all at the same time. You might even get a little Gilligan's Island.

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What role do intelligent aquatic races play in your world?
boring7 mentioned "no neighboring barbarian tribes", but Adaro or Sauhagin could serve that purpose well enough. Merfolk "caravanserai" could help the fleet resupply if the fleet has something worth trading-- which might be debatable. Perhaps the fleet's success is in part a result of healthy relations with Merfolk diplomats, and certain vessels are built with some means of allowing Merfolk to easily come aboard.
Meanwhile, Aboleths and Gillmen might fulfill the role that demons and devils fill in more traditional campaigns-- a powerful malevolence from below and its emissaries, seeking to corrupt and conquer, but not below bargaining with. The difficulties aquatic creatures have above water might even parallel the way outsiders interact with the Material Plane-- what we see on the surface are agents of a larger, more powerful force that can't exist up here, and casting its agents back down doesn't kill them, it only repels them temporarily.

tonyz |

Crossing between ships? In calm weather, ships can get close to each other and lay gangplanks or something across.
More likely, they'll have small boats that can pass from ship to ship. (This is usually how it was done in the old days.) No real need for flying taxis, though it would be cool to have some.
If the King isn't the Lord High Admiral, you may want to explain why the King is still around at all (or why he appointed a Lord High Admiral in the first place.) Survival situations tend to collapse multiple social hierarchies into single ones (the judge _is_ the general _is_ the lawgiver _is_ the mayor, etc.) There might be a political plot with someone trying to overthrow or replace the King, or get the King to appoint a new Admiral, or something like that.

Thanael |

The big question is: do you want to go underwater for adventures?
Two ideas:
1.Azlant/Sunken Empires:
Check out these two threads:
Absalom and Azlant (with lots of links to bonus material for Kobold Press Sunken Empire)
Aquatic Elves and Azlant (lots of Azlanti adventures)
Also check out Alluria Publishing's products for loads of underwater goodness.
2. Pirates! How do they figure in? How can the city defend against them? Or is the floating city (becoming) a pirate haven itself? Even if neither is true you can probably pillage from many pirate adventures, so here's links with pirate material:
good modules for a pirate campaign

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Speaking of resources, that reminds me of something - a problem with ranged combat. Good ammo is heavy ammo and heavy ammo like metal and stone is lost once it gors overboard. Wood is hardly any better what with being needed for ship repairs and having to fish for if it goes overboard at best if its possible to get it back at all.
They could easily make arrowheads from bone. Let's be honest, they must have at least a few fishing ships among their fleet, which means they'd have plenty of fish bones. Seagull bones would likely also be obtainable for them.
I believe Ultimate Combat has stats for making weapons out of bone. Just make that the default assumption when the characters are buying their starting equipment.

Cuup |

Addressing all the posts about lack of adventuring hooks/locations:
I'm planning on this campaign to be a more roleplay-heavy one. There are many campaigns that take place primarily in one city, where political intrigue is the driving force. As for dungeons: maybe scouts reported that one of the ships fell behind last night and hasn't moved since. The PC's are now part of a search party to go back and figure out what happened to this ship, only to find out that it's been taken over by a rebel group of ____ for ____ purposes.
The ammunition issue is a significant one, and one I hadn't thought of. I will definitely like to figure out a solution to how to forge things on a ship, and where to get the materials.

boring7 |
True Creation artifact which can only be activated by a member of the Royal Family. They turn it on, they change what it's making. When the Royal line goes missing Because Intrigue you can have the Admiralty/council keeping it a secret by pretending they just WANTED to produce lots of excess wood for no apparent reason.

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Check out the anime Gargantia on the Verdurous Planet.
It is basically what your original post is about, but set in a future earth and uses technology.
The fleets in the anime are basically raised old ships repaired for use. The ships are linked to each other with gigantic clamps, making the ships once massive city, with fleets joining up and breaking apart as needed.

JiCi |

Addressing all the posts about lack of adventuring hooks/locations:
I'm planning on this campaign to be a more roleplay-heavy one. There are many campaigns that take place primarily in one city, where political intrigue is the driving force. As for dungeons: maybe scouts reported that one of the ships fell behind last night and hasn't moved since. The PC's are now part of a search party to go back and figure out what happened to this ship, only to find out that it's been taken over by a rebel group of ____ for ____ purposes.The ammunition issue is a significant one, and one I hadn't thought of. I will definitely like to figure out a solution to how to forge things on a ship, and where to get the materials.
Technically speaking, ANY urban adventure/quest can work with a series of ships. An uprising sect? A rigged election? An arcane experiment gone haywire? A theft? There's a ship for it...
Dungeon crawling can be reserved to underwater scavenging hunts, exploring sunken cities and ships and fighting aquatic monsters.
Transport between ships can be done with Teleportation Circles.
My 2 cents on the subject

Joynt Jezebel |

Just popping in to highly recommend you read China Miéville's The Scar, the excellent 2002 entry in his loosely-linked Bas-Lag trilogy, as it features a floating city much like the one you envision in a fantasy environment.
I will go one better, read the whole Trilogy followed by everything else you can find by China Mieville. Whether you are planning this campaign or not. He is that good.
More on topic, historical Chinese fleets sailed long distances under an admiral Dheng. Amongst other things, they grew sprouts in order to avoid scurvy. You can look up historical sources on how it was done if you want realism. Its not a city, but a substantial long distance fleet. If you want actual history, avoid anything by a twerp named Menzies, who is not a historian and talks about a lot of things that are colourful, entertaining, dramatic and... did not happen.