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Naycese Military Protocols
The Role of Submersibles
[The following is an internal memo from within the Nayce War Department provided to the Mystaran Almanac through the good offices of an alert reader who, unfortunately, has not been seen since. Ed.]
The proper defence of Nayce's interests has become more complicated than the defence needs of the Alphatian Empire. Before the sinking, the empire's defences were set with the understanding that the protection of the Alphatian continent was the central concern. The overseas territories and kingdoms acted as a series of outer defences to the main continent.
With its population numbering in the millions, vast natural resources, and concentrated magical core the premise of most foreign nations invading the Alphatian continent was considered comical. None the less, the empire used its overseas colonies as a buffer to protect the continental kingdoms. From the many ports on the continent, the empire held control of the sea-lanes connecting the homeland to the overseas colonies.
After the sinking of the Alphatian continent, the defence situation has dramatically changed and become much more complicated. The overseas territories are now the focus of defence. Without the core continent's support, enemies may be less discouraged in attempting to storm the beaches of the islands.
The sea is still our first line of defence, however Nayce now has to patrol the open seas where the Alphatian continent once stood. Likewise Nayce cannot boast fleets as numerous as the empire could. With limited resources and a significantly lower population, Nayce cannot begin an arms race to float an immense naval presence. To be able to cover the entirety of the Nayce's waterways, such a fleet would have to be of an unprecedented size.
A compromise could be achieved. Submersibles may be an option that we cannot avoid. Due to their very nature, submersibles operate under the waves out of the visual sight of surface vessels. A pirate or enemy ship may see nothing but empty ocean about them, yet the sea could conceal any number of submersibles waiting to attack. Likewise a hostile craft can avoid contact with a surface vessel that it spots on the horizon. The knowledge that submersibles may be operating in area would be quite unnerving to any hostile craft.
I do think that Nayce will have to use submersibles in conjunction with its surface vessels and with its skyships. Alone, submersibles cannot be expected to fill all of the requirements of a surface naval vessel. Commanders should be aware that submersibles are vulnerable to alert and properly equipped enemy ships. Many commanders lost their submersibles during the Great War due to over-confidence regarding the invulnerability of their vessels. Nayce will retain a need for surface vessels that can carry large numbers of troops for transport or for ship to ship battles. Skyships can also carry troops with a deal of rapidity, flying above harsh weather and hostile opposition.
Submersibles offer many advantages. The Torpin is an extreme example of submersible potential. However The Torpin is a grievously expensive vessel and in the end it is only one single vessel. Nayce needs smaller, more inexpensive submersibles that can be deployed in realistic numbers throughout its territorial waters. Numbers must be sufficient enough to be a real threat instead of a potential threat. Otherwise, hostile vessels may be willing to take the risk of breaching Naycese waters. However, even these vessels are exceptionally expensive. Nayce could buy entire fleets for what it takes to build one Reaver class submersible. As we have already noted, our resources are limited. Therefore, the number of vessels that can be practically fielded might not match my dreams.
The Naycese Submersible Torpin: Crew Information Dossier
[We here at Gallidox Publishing came across this report through rather unorthodox and totally unsolicited means. Due to its Thyatian origins and the past and present animosities between Alphatia and Thyatis, we cannot verify the full extent of its contents. Since neither Thyatian nor Naycese authorities will comment upon the materials, the reader is encouraged to view it as official rumour. Ed.]
Commander Dhallaq Trest: Our intelligence reports that Dhallaq was born either in Arogansa or Haven, but his mother migrated to Aquas shortly after it was completed. He quickly took a commission within the then developing Aquas submersible fleet. He rose quickly through the ranks, commanding almost every type of submersible. During the Great War, he commanded a squadron of six submersible galleys, which were tasked primarily with ferrying troops from Alphatian lands to the fighting on the Isle of Dawn and later the Thyatian mainland. Following the war, Dhallaq turned down a staff position and retired from the service to take over family interests in Aquas. Rumour persists that his retirement was primarily based upon disillusionment with the rise of Zandor as Emperor of the New Alphatian Empire.
Dhallaq Trest is an able-bodied submersible commander. Many consider him to be among the best that Aquas can offer. For a mage he is a rather stocky individual displaying some pride in maintaining that physique. His demeanour is subdued, and seems to affect to those around him. Dhallaq is unmarried but has three children. All are of mature age and all are currently serving in the submersible fleets. His oldest son, Hysto Trest, is a submersible captain. The positions of his other two children are currently unknown. Also unknown are the identities of the mothers of these children.
Executive Officer Myarkhen Bayller: Born and raised in Greenspur, Myarkhen Bayller served for twelve years in the Alphatian Imperial Skyship Fleet. There, he rose to command a man-of-war, The Raessynt Daerven, which was destroyed in the Battle of Retebius. Considered a capable commander, he ended his service with the skyship fleet after the Great War. It is rumoured that the real reason is due to his developing an acute fear of heights when his skyship crashed as a result of damage sustained during the Battle of Retebius. With the sinking of the Alphatian continent, Myarkhen was stranded. He took up residence in Surshield where he was introduced to Aquas' submersibles. Soon after he took a commission in the Aquas Submersible Fleet.
Myarkhen is a capable leader of men and is well liked by those that serve under him. When on duty he is serious but sometimes overbearing. Off duty he is more carefree and often socialises with his subordinates. He is quite proud in his ability to know all of his comrades' names and a few details about their private lives. This repartee has made him fairly popular among his subordinates. However, it has also made dictating hazardous duties difficult.
Though a mage of medium power, he exudes little interest in expanding his spell inventory above the normal repertoire as offered in the imperial universities. The transition from skyships to submersibles has been difficult. Still, rumour persists that Nayce has big plans for Myarkhen. We have reason to believe that he is being groomed by Dhallaq Trest to be the future commander of The Torpin.
Chief Navigator Thallyn: Born and bred in Ambur, Thallyn is another skyship officer who transferred over to submersibles. It is rumoured that Thallyn is a lover of Dhallaq's and her choosing the submersible fleet and subsequent commission was based upon his position. That said, Thallyn is an accomplished navigator and has adapted her skyship navigation skills to submersible navigation with little trouble.
Little more is known about Thallyn. It is known that she is not a spellcaster. It is believed that she is either a warrior or rogue. Whatever the case, she has a quick mind and displays a good degree of native craftiness. This has led our agents to believe that she is from a wealthy family. She is a lovely person, both in personality and appearance. Her demeanour clashes with what one would think of in a serving naval officer; she is too pleasant. Aside from her rumoured involvement with Dhallaq, she has no love interests or any children.
Ship's Cleric Sister Yalonda: Though her place of birth is unknown, Yalonda has spent the majority of her life in Ekto on the Isle of Dawn. A cleric of the Immortal Alphatia, she is rather young for the position of ship's surgeon. She is considered pretty and has an ingratiating personality, wrapping many crewmen around her finger. Much of her early past is unknown. Rumour cites that she comes from a family of less than amiable reputation. Our agents are investigating her origins for possible use.
It is known that Yalonda previously served as a ship's cleric aboard several conventional naval vessels. It is unknown what influenced her to shift to the submersibles. Likewise it is unknown why she was chosen to act as the healer for The Torpin; several other more powerful clerics immediately come to mind. Speculation is that she is actually the ship's political officer, put aboard by Naycese authorities to keep an eye on the crew and ensure loyalty.
Ship's Sage Dsaerdon: Dsaerdon is a mage and scholar of some renown within Alphatian lands. He served on the teaching faculty of the Alphatian Imperial Magical University in Sundsvall before the Great War. Information on him before this appointment is unfortunately minimal. How he survived the destruction of Sundsvall is unknown, but he emerged in Aquas after the war. It is believed that he hails from Frisland, though this is based on circumstantial evidence and rumour.
Dsaerdon volunteered for this duty; some say he called upon a lot of his social and political connections to secure a place on the vessel. It is said that he has a keen interest in the learning process, a tendency well established during his tenure at the university. It is also said that he tolerates little foolishness or interruptions to his research, and is considered abrasive and smug by most of the crew, especially as his personality clashes with their military demeanour.
Ironically, Dsaerdon has little experience in naval or military service. As far as our sources can ascertain, he has never served in any military role. In fact, it is rumoured that he is an extreme pacifist and has been highly critical of the military and the Alphatian Empire's past expansions. He was highly involved in the anti-war movement that arose during the later stages of the Great War.
Ship's Sage Haerdon: Haerdon is a complete mystery. Our agents have only been able to trace his existence back to AC 1014, when he published some maps and essays on the submerged Kingdom of Aquas. From all accounts, he has a keen interest in sea life and sea races. Likewise he has certain artistic abilities which show themselves as illustrated depiction of sea creatures and maps. We believe that his expertise in sea life and mapping is why Nayce has decided to include two ship's sages aboard The Torpin.
Gathering information on the mage has been made difficult, as he tends to avoid the company of others. We have been told numerous rumours about him. The rumour that holds the most credible information cites that he is one of those reclusive mages and has spent the past few decades in some stronghold where he fanatically pursued his researches. Given his interests in the sea, we believe that this stronghold could be somewhere near Aquas, or one of the satellite domes.
Security Officer Kayllen: Kayllen is an elf, but shows no signs of any affiliation to the elves of Shiye-Lawr. We know that she originally hails from the Alphatian mainland, probably being born and raised in Randel. Kayllen has proven to be a difficult person to investigate. She has an apparent hatred of Thyatians and Glantrians, believed deriving itself from personal losses during the Great War.
Kayllen previously served in the imperial forces and was stranded when the Alphatian continent sank. Her exact rank and position is unknown. Given her present commission, it is suspected that she was an officer in the imperial skyship fleet or was attached to an imperial garrison unit.
As mentioned, Kayllen has proven difficult to investigate.
Ship's Engineer Dlanor: It is well known that Dlanor is one of the creators of The Torpin. A student of the mage Bordicar, his expertise in submersible design and construction is rivalled by a mere handful of individuals. His role as ship's engineer is a natural choice, as he knows the vessel thoroughly. Dlanor is virulently antipathetic to non-Alphatians, with a special hatred for Thyatians, having been discovered to be involved in arms shipments to the Twaelar. It should be noted that he has contributed his services to the construction of The Torpin with little financial compensation from Nayce. In fact, he is said to have sold his Aquas estate to assist in the vessel's creation.
Aside from his work on The Torpin, Dlanor exhibits little in the ways of a personal life. This is quite odd, as he was once known as a flagrant socialite in Aquas. His submersible designs were mostly centred on privately-owned pleasure vessels. He gets a bit defensive when it comes to questioning of any of his designs or ideas, especially The Torpin.
Chief Enchanter Xathar: Xathar is an accomplished spellcaster who has made a career of casting his spells for financial compensation. His strength is his ability to amass a large and varied spell inventory. As such, he can cast a good deal more spells at one time before having to retire to memorise them again. Despite his magical ability, Xathar is no fighting mage and has trouble using his spells in a cohesive offensive role. He really needs someone present to tell him what is required.
Xathar came into his service with The Torpin out of financial need. With the sinking of the Alphatian continent, Xathar lost his family estate and much of his economic resources. Though there is much demand for his services, the pay scale pales in comparison to the extravagant awards issued by the imperial court. Xathar has signed on to The Torpin for a period of time. In exchange, he will be given a lump sum and lands. Rumours persist that these lands will be on the Alphatian continent in the Hollow World.
Diplomat Ogomon: The youngest child of a moderately powerful house in Arkan, Ogomon was groomed from birth to be the family spokesman in business, social, and political matters. Thanks to his father, he received schooling to qualify for these requirements. With the sinking of the Alphatian continent and the subsequent rise of Nayce, Ogomon's father saw opportunity for expanded influence of his family. He called upon some old favours to obtain Ogomon's appointment to a diplomatic posting.
Ogomon is a competent diplomat. However, he lacks the full enthusiasm for such a position. Out from under the authority of his father, he wants to live a little bit. Because of this, he managed to go through a series of postings before being assigned to The Torpin. Ogomon seems a bit enthusiastic about this posting as it seems to be adventurous and living on the edge.
We really do not know what Ogomon's duties will involve. As far as we know, there are not any real societies living in the area where The Torpin will be sailing. He might be charged with monitoring communications between The Torpin and the governing body of Nayce and insure that the vessel is operating within the government strictures.
Squadron Leader Horan Dakken: Horan Dakken is a bit of a mystery. Of mixed human and elven heritage, he is rumoured to hail from Arogansa. He is supposedly the product of an affair, his mother a human concubine slave. Therefore his father must have been an elf. Having the ability to manipulate magic, Horan avoided slavery. Coming of age, he began a life as an adventurer. Horan travelled throughout Alphatian lands.
How he went from adventuring to submersibles is a long and unessential story within the context of this report. However, the firestorm at Aasla played heavily into it. During this period, Horan became and expert in the field of small high performance submersibles. When The Torpin and her contingent of fighter/scouts and transports came to light, Horan's name was brought up. He was approached on the matter and was promptly given a commission.
Horan is the ranking officer and squadron leader of The Torpin's submersible fighter contingent. He has handpicked and trained most of his pilots. As an officer he is rather unorthodox and undisciplined. This attitude has endeared him to his pilots; many have adopted his swagger and live for the moment attitude. However, it often puts him at odds with the more conventional officers and military types. Horan takes a bit of satisfaction in this and encourages this roguish persona.
Assault Commander Fyrdden: Commander Fyrdden was born in Norwold. His father was an Alphatian soldier, his mother a local native. As a boy, he grew up hearing his father's tales of his homeland. He also became interested in the teachings of the Immortal Bemarris and soon after entered the clergy. When the Great War began, Fyrdden volunteered to go fight for the imperial forces. In his service, he rose quickly through the ranks. By war's end he was in command of a regiment of Alphatian imperial marines.
When the war ended with the Alphatian continent sinking, Fyrdden remained in Alphatian lands. Since then he has served as commander or deputy commander of several fighting units. He is a fierce fighting priest and a capable leader. He is also ambitious and wants to attain a measure of power within Nayce. He lobbied for his current position, as it would give him the rank of commander.
Chief of Boltmen Gadori: Hailing from Arogansa, Gadori enlisted in the imperial skyship fleet after coming into conflict with a powerful mage. The military offered anonymity and protection from retribution. Surprisingly, Gadori grew to enjoy the service and managed to be promoted chief of boltmen aboard an Alphatian man-of-war. Gadori remains in service far beyond the usual career of an imperial officer. The service is his life and home.
Gadori is getting old and he knows it. His age has worked against him, limiting the opportunities to remain in service. He requested the position aboard The Torpin as it is his only option apart from retirement. With the need for experienced officers, his request was approved. Onboard The Torpin, Gadori is more of an administrator than a typical chief of boltmen. His duties mainly rest in drawing up duty rosters and making sure the wands are all ready. The more rigorous demands are delegated to subordinates.
Teldex: The Torpin has a contingent of special troops equipped with an array of enchanted items to allow them to operate out in the watery environment. Their numbers are unknown, but are estimated to be less than a score. Their leader is a man named Teldex. He is a bit of a mystery, none of our agents have even seen him. It is known that he is an adventurer and has established a bit of a reputation in Alphatian lands. Other than that, we have no further information on him.
Chief Jyanka: The Torpin is a naval vessel and like all naval vessels requires a crew of sailors. Overseeing the duties of these sailors is Jyanka. His place of birth is unknown, however he has spent his adult years overseeing the sailors of surface vessels, skyships, and submersibles. He even spent some time aboard The Airship of Love. Though a non-spellcaster, Jyanka has the responsibility of overseeing the daily routines of the vessel's crew. This includes damage control, housekeeping, maintenance, and cooking.
Aquan Submersible: Azeeka Class Galley
Aquas is a rather young kingdom. From its initial founding, the military placed its emphasis upon defending its own borders and centred on garrisoning the domed communities. The premise of sending troops abroad, either in an offensive role or as contributions to an imperial effort, was placed on a secondary tier.
King Zyndryl did initiate a program to afford his kingdom's forces a capability to send troops abroad in adequate numbers. He placed the project in the hands of the mage Azeeka, who had already established a small fleet of submersible merchant freighters. The matter of translating the capability from transporting materials to transporting troops should have been a simple transference. Azeeka took upon the task with a limited sense of enthusiasm.
Azeeka chose to draw heavily upon existing designs for Alphatian rowed war galleys. A galley-based design offered several advantages to creating a new submersible or even converting a freighter design. A galley also allowed a less expensive means to provide motivation power. Therefore, the Azeeka class submersible looks like a war galley. It is a common misunderstanding that the vessels are simply converted war galleys; yet the Azeeka Class vessels are created by magic, just like any skyship or other submersible.
The Azeeka class submersibles entered service soon after, boasting a fleet numbering several vessels. Though it was only considered to be in service for a limited time, it has remained the mainstay of Aquas' ability to send troops abroad. This longevity is due to the lack of deployments: without a need, few saw the reasoning to commit funds and labour to creating a replacement design. Such resources could be better used to expand the kingdom's domes and living quarters.
The Azeeka does not boast a lot of magical enchantments. Motivation is provided by its rowers or by its sails. Diving and surfacing is accomplished by a simple levitate spell. The ship's environment is provided by rudimentary magic enchantments. Breathable air is abundant, however temperature is not magically regulated; as such, the interior is usually chilly and damp.
The use of non-magical motivation sees the use of a collapsible and storable mast and rigging system. The mast folds down and rests along the vessel's main deck, keeping it out of the way for submerged travel and preventing any access drag. The mast can be erected fairly quickly using a series of pulleys and tackle. Sails are stowed inside the hull out of the elements. In all respects the vessel operates fairly well on the surface, comparable to any normal war galley.
The rowers are used primarily when the vessel is submerged, though they can also be called upon to assist movement while on the surface. Given its form, the vessel handles very badly underwater-it is slow and tends to turn sluggishly.
The Azeeka class has few amenities and creature comforts. Its interior is designed to simply transport troops and land them on shore. This discomfort is shared by all aboard. Officers and crew alike are crammed together within the hull, finding sleeping space amid the stowed materials. There are no specialised crew positions. Each marine must be able to serve as sailor and rower.
When the Great War erupted, Aquas was called upon to offer troops to the war effort. The venerable Azeeka class became the primary means for the kingdom to ferry its troops to the marshalling areas on the Isle of Dawn. Aquas found its submersibles being used to ferry not it its own troops but those of other kingdoms as well. The Great War took a heavy toll on the Azeeka fleet, as half of the fleet had been lost. These craft have been relegated back into the service of the Aquas forces.
The shortcomings and limitations of the Azeeka class have been finally recognised. Plans are in the works for replacing the venerable design with a more formidable craft, one that can operate in an offensive role under the waves. Such a program is beyond the limited means of Aquas though. Likewise, Nayce is lacking the economic base that the empire had. The process of upgrading the submersible fleet will thus certainly take some time, and the fleet is destined to fall under the authority of Nayce, not Aquas.
The Azeeka class has a very simple role to fill: troop transport and landings. It primarily operates upon the surface where its war galley attributes are more powerful and formidable. Submerging is done primarily to dock at the Aquan domes or to avoid detection. If it is at all possible, the vessels tend to travel on the surface where their performance is better and all of their defensive capabilities can be utilised.
Unlike newer types of submersibles, the Azeeka class cannot adequately act as a patrol vessel. The primary reason for this is that its submerged speed and manoeuvrability are lacklustre. It was never designed to operate exclusively underwater.
With its discomforts, the Azeeka is usually deployed in short voyages. Long voyages are staged out to allow ample opportunity for ship and crew to stop at various ports, fortunately for the crew's morale. Likewise, the vessel holds only a limited amount of cargo, much of which is intended to serve the marines after they have disembarked on land. Maintaining adequate stores for supplies is paramount.
The vessel is designed to transport and off-load the marines, a role that the war galley form serves fairly well. Landings are usually done with several other submersibles-it is preferred that the Aquas vessels operate along with other fleets so they can be protected by these surface vessels and assisted in establishing a beachhead.
If forced into a surface battle, the Azeeka performs within the limitations of a standard small war galley. The ability to submerge is the vessel's trump card. If pressed, it can dive to avoid a battle or manoeuvre to better positions. This ability is often a surprise to enemy vessels. Some crafty captains have used the ability to fake their sinking, only to surface later to attack or flee the area.
The vessel's ability to fight underwater is limited to its ramming attack. It lacks proper airlocks to allow troops to leave the vessel while submerged, thus limiting covert raids. The fighting ports that adorn the forecastle are too small for spellcasting, though the ones on the poop deck can be used for casting.
The Azeeka class submersible is armed with two light catapults. These artillery pieces can only be fired while the vessel is surfaced; submerged, the main deck is open to the sea and flooded. The vessel has a ram and can utilise it while on the surface and while it is submerged. The primary fighting capability comes from its crew of marines, troops and battle mages that can use the forecastle and poop deck as protective cover for the attacks.
1. Surface Deck: Like any sailing vessel the upper deck is a busy and required place. However, the ability to submerge has made it a requirement to have the mast and rigging collapsible. The entire mast assembly has been designed to be able to be lowered to rest along the centre of the deck. Also on deck are the vessel's two light catapults; mounted on the swivel pedestals, they can command the side portions of the vessel. However, they can only be fired when the vessels operating upon the surface.
2. Forecastle: This area has two distinct purposes. The first is as a fighting compartment. Using watertight archer ports, the vessel's marines and mages can engage an enemy while being covered from attack. The second role for this chamber is as a storage space. Here are stored the vessel's sails and rigging; likewise, supplies and war materials are often placed here. It is not uncommon for marines to hang hammocks here and sleep. The room has a set of spiral stairs that lead down to the rowing deck.
3. Poop Deck: This portion of the ship is mainly used for storage and for sleeping. Here one will find a set of spiral stairs that lead down to the rowing deck.
4. Bridge: At the rear of the poop deck is the vessel's bridge. Elevated, the helmsman and any present crew are given a viewpoint through the crystal vision bubble cut into the roof.
5. Forward: Coming down the stairs from the forecastle, one enters the frontal section of the rowing deck. This area is mainly used for storage and for sleeping.
6. Rowing Stations: Here is where the rowers sit and pull at the vessel's oars. Fifteen benches are placed on either side of the vessel, each seating two rowers, giving the vessel a total of 60 crewmen propelling the vessel forward. The oars are mounted into the sides using a watertight socket. Extra oars are kept underneath the benches. This area is often used for sleeping.
7. Weapons' Storage: Set astride the stairs is the vessel's weapons' storage. Here one can find cases of arrows and crossbow bolts, spears, swords, and spare sets of armour. One can also find tools and materials to maintain these weapons. If room is available, the room is usually used for additional storage.
8. Captain's Quarters: Here resides the vessel's captain. Though spartan, it does offer some privacy for the senior officer. Here he sleeps and eats, and keeps his nautical tools and charts.
9. Officers' Quarters: Here reside the vessel's officers and NCOs. Little more than an empty room, they sleep on hammocks strung from the ceiling.
Armour Class: 6
Hull Points: 100
Motivation: Wind and/or Rowers (surface)
Speed: 15 (surface sails and rowers)
5 (surface sails only)
12 (surface rowers only)
3 (submerged with mast and rigging erected)
Crew: 100 marines (act as sailors and rowers)
Range: 1-3 weeks (food supply and crew fatigue)
Weapons: Two light catapults (useable only on surface)
Ram (useable on surface and submerged)
Defences: Ability to submerge.
Cost: 110,000 gold pieces
Naycese Submersible: Myontii Class Freighter
Aquas is a kingdom confined within a series of domes beneath the very seas. Though the inhabitants have become adept at surviving in this uninhabitable environment living, the limited living space that the domes provide offer great difficulties for the basics of human requirements. Food production is part of this problem; a problem that even magic is hard-pressed to resolve.
Aquas has always had a very real need to be able to augment its food supplies and bring in other materials that it needs to exist and to exist comfortably. Such shipments could have been achieved through conventional means, however King Zyndryl sought a transport system that reflected the submerged nature of his kingdom. Likewise he did not want to risk his kingdom's well-being being undermined by unscrupulous traders or political complexities.
Zyndryl initiated a program to establish a fleet of submersible freighters that would be used to supply the domed kingdom within his desired parameters. Already busy in his own designs, the project was placed in the capable, yet untried, hands of the magist Bordicar. Bordicar worked on the project for some time before presenting to Zyndryl the designs for Myontii class submersible freighter. He supposedly named the vessel after his current mistress.
King Zyndryl approved the design and put it into production. It soon became evident that the costs of these vessels were beyond the meagre means of a new and developing kingdom. Though he disliked losing some of the control of these vessels, Zyndryl pushed for loans and financing from friends and Aquan merchants. He tried to focus on those living in Aquas as he felt that their loyalties would be better assured than going to outside sources.
Most of these investors saw a great deal of economic promise in owning the supply lines that fed the kingdom. Zyndryl was cautious enough to provide ample provisions in their loan agreements to insure that the kingdom would not be held hostage to unscrupulous owners. The investors resisted some of these measures. In a compromise, the king founded the Seashield Consortium, which organized the investors into a group of tradesmen.
Once the Myontii class submersibles came into action, they proved themselves as capable freighters. Though slow and unwieldy, the vessels proved to be resilient and reliable. Within a few years their construction costs were met, leading to increased profits with every shipment. The design has persevered to the present, with more examples being constructed to further meet the kingdom's supply needs.
The vessel is powered by magical enchantments, which provide its motivation, diving capability, and interior environmental needs. The vessel is broken into two areas: the cargo hold and the living and working area. Environmental enchantments are focused amid the living and working areas. The cargo area is virtually devoid of enchantments, except for those required to make the vessel operate.
The deficiency in the cargo area is not a big deal. While underway, the crew rarely ventures there, only to inspect the hatches and hulls. For this limited encroachment, proper clothing suffices to overcome the physical discomfort. Breathable air is usually provided by a quick spell or by surfacing or docking and venting in that air. If need be, the crew can open the door from their area and allow a slow infusion of breathable air. However, cargo area climate temperature is unaffected and usually bleeds into the crew areas offering slight discomforts.
Unlike other fleet submersibles, service with a Myontii is considered quite amiable. Each vessel requires only a small crew. Since the vessels are slow and voyages are often long, the owners have spent some time and gold coinage in improving the interior and the overall comfort level of the interior. Also playing into the equation is the general sense of security in keeping the crew comfortable. Pay is also very lucrative. Most crewmen are lifelong professionals who stay together for the duration of their employment.
This beneficiary approach also has a more covert side as well. Since the cruises are long, the cargo valuable, and the crews are so small, the owners want to avoid the possibility of their vessels "disappearing." The financial investments for such wages and amenities are far outweighed by the profit potential. Besides, many owners like having their own little group of loyal submariners-it fits their aristocratic egos.
A typical crew sees a captain, a navigator, and an enchanter. Other crewmen vary based on the input of their captains, tendencies of their owners, and the nature of their planned voyages. The demands on the crew are light and a vessel has little need for more than five crewmen. Most vessels leave a spare bunk or two for paying customers that wish to use the vessel as a means of transportation.
Perhaps it is symbolic of their closeness, extended voyages, and confined environment that crews of a Myontii freighter are rather close-knit bunch. Class barriers are often ignored, only coming to light when outsiders are onboard. Still, behaviour onboard is amiable and even courteous. Disagreements are settled quickly to avoid lingering harsh feelings. An unwritten rule is that any unsettled disagreements be addressed outside of the vessel once the voyage is complete; usually by then, the matter is resolved.
The boredom of the voyages often promotes intimate relationships. Some of these relationships are purely physical and last for a few trips. Others are based on true affection and carry over into long standing pairings. Though Alphatians rarely marry, it is not uncommon for crews to have at least one or two established relationships. These pairing are often given priority in deciding their quarters. It is often said that the crews are quite promiscuous while out to sea-it is a common joke that the owners could save some money by only installing half the number of beds. This is true and the owners encourage such activities by halving their crews equally based on gender. This keeps them happy and occupied on those long voyages.
Unlike most submersibles, the Myontii vessels are ingratiated with more than ample living space for their crew. The exact crew quartering varies from vessel to vessel and even on various journeys. Quarters are usually decided before the vessel departs. It is customary for the crew to rotate their quarters to offer a sense of change.
The Myontii freighters are cargo carriers and the lifeblood of the domed communities of Aquas. Their role is simple and single-minded: the means to allow a steady flow of supplies from the surface kingdoms-imperial grain, lumber, etc. Military uses have been contemplated, however the lack of enchantments in the cargo area make this difficult. The costs of transports based on the design have proven too expensive, especially when the Azeeka class is already in use.
The Seashield Consortium controls the Myontii freighters. Their owners have given them names like The Sea Cow and The Sea Ox. Most owners have a designated flagship, which they usually name after themselves or their merchant company. These flagships are usually ornate and extravagant; most are used to send special cargoes to prominent buyers or markets. It is common practice for owners to periodically rename their vessels, usually during a symbolic changing of the guard whenever a new company leader is chosen or a new captain assumes command.
The Seashield Consortium was originally devised to offer a centralised body of freighter owners. King Zyndryl felt that by organising them, he could better control them to abide by Aquas' needs. The consortium has changed over the years, as original owners have sold their vessels, new vessels have been built and new consortium members have been initiated. The consortium's most powerful member is the Monarchy of Aquas. As the kingdom grew, Zyndryl began his own fleet of freighters, which currently rivals any of the other member fleets. Along with the statutes within the original consortium charter, the monarchy holds solid control over the consortium itself. This arrangement of power has served all members well.
In spite of Zyndryl's initial concerns, there has been no attempt by any consortium member to usurp this monarchical control or to use its own power to hold the kingdom hostage. The truth is that the profits are ample enough to keep these thoughts away. Any would-be conspirators would find their embargoes thwarted by other merchants. Plus, the statutes of the consortium charter allow the monarch to nationalise the consortium vessels if an emergency situation arises. The demands of the monarchy are light. By the charter, they only are required to offer a portion of their cargo holds to the kingdom's food and material shipments. The balance can be used to the discretion of the owner.
The crews of the Myontii submersibles are among the most stable professionals. Though most start as servants, many rise to greater class levels quite quickly. Their profession is respected and stable; their earnings contribute heavily towards the local economy. Those that handle their earnings with some wisdom manage to retire and begin their own businesses. In fact more than one consortium member is a group of former crewmen.
Being freighters, the Myontii class submersibles have no official armaments. Operating mostly submerged, they have little fear of attack by enemy vessels. Likewise, their sheer size deters attacks from underwater predators. If forced to fight, most crews have some sort of weaponry, mostly mundane melee and missile weapons. Spellcasting crewmen do have their spells for offensive and defensive roles. However, these spellcasters are usually low-level or act as enchanters for the vessel; few could be deemed combatants.
1. Helm: A Myontii submersible's helm centres around a control console, which operates all of the vessel's control functions. The helmsman is afforded excellent view from the two large vision ports in front of him, as well as the four smaller vision ports running along the sides of the walls. A ladder that leads up to a sealed hatch in the ceiling caps off the room. This is the primary means that the crew enters and exits the vessel when berthed at Aquas or when surfaced in other harbours.
There is a great deal of variation in various vessels. Some owners have installed railings and even chairs here. Most captains post navigational aides here for quick reference; maps and sea charts are often pinned to the wall, some hung in ornate frames. Flagships usually boast ornate fixtures, wall coverings, and carpets.
2. Bridge Alcove: This room sits directly behind the helm. Inside, one finds a set of spiral stairs that lead down to the deck below. The room is obviously oversized for the mere need of the stairs, with the extra space is used in all manners of alternative ways. Some captains place bunks here to provide additional sleeping quarters. Some more devout captains use the excess space to erect a shrine to pay homage to a favoured Immortal. Company flagships tend to use this space as an observation room, cutting vision ports in the walls and installing comfortable seating.
3. Main Room: Coming down the stairs from the bridge alcove, one enters the vessel's main room. This chamber is the largest room in the vessel's crew quarters. This is where the crew spends their free time. Décor is comfortable and usually sees the installation of cushioned chairs and couches. Most vessels see an abundance of reading materials.
Flagship vessels usually use this room as its stateroom with vision ports cut into the back wall to allow observation out into the open waters. These vessels are much more ornate in their decor and their stateroom is symbolic of this.
4. Captain's Quarters: This room is usually reserved for the vessel's captain. Décor is suited to the captain's taste and varies greatly.
5. Officer's Quarters: This room is usually reserved for one or more of the vessel's officers (first mate, navigator, and enchanter). If crew allotment allows, each officer claims a room of his or her own. If paying passengers are onboard, they are billeted in this room. Décor varies on who is using the room and what he or she desires to take along. For passengers, décor is basic and based upon what they are paying for passage. It is not uncommon for passengers to share rooms.
6. Ship's Galley: This room is used for the preparation of the crew's meals, and as a storage area for food supplies. In mainstream vessels, food preparation is basic and adequate to prepare the food correctly. Magic is used to allow the use of fire while submerged. The cook is a professional whose sole duty is preparing meals, usually assisted by an apprentice him; both sleep with the crew. It should be noted that meals are of good quality and offer a great deal of variation. This is for morale purposes for a crew often undertaking long and boring voyages. Extra food stores can be placed in other rooms or placed in the vessel's cargo area.
7. Crew Quarters: This room is where the lesser members of the crew sleep. Since crew sizes are small, all can easily be billeted here. Some captains divide their crews in half, based on shifts, using room #11 for the other shift. While one shift is working, the off-duty shift can sleep without the interruption of their working counterparts. In this divided state, the rooms see bunk beds to maximise the available space and allow for a table for dining.
8. Officer's Quarters: This room is usually reserved for one or more of the vessel's officers (first mate, navigator, and enchanter). Unlike other officer's quarters, this room's size makes it a requirement that no one singularly gets this room-married or intimate officers get this room. Paying passengers are rarely offered this room; if they are, they must share it with several other paying passengers. On company flagships, this room is considered to be the VIP suite. In that role its décor is exquisite and surpasses the comforts of the captain's own room.
9. Officer's Quarters: This room is usually reserved for one or more of the vessel's officers (first mate, navigator, and enchanter). If crew allotment allows, each officer claims a room of his or her own. If paying passengers are onboard, they are billeted in this room. Décor varies on who is using the room and what he or she desires to take along. For passengers, décor is basic and based upon what they are paying for passage. It is not uncommon for passengers to share rooms.
10. Toiletry: Since the vessel's crew is human, they bear the mortal "call of nature." Being submerged for the duration of their journey, crew hygiene is also important. This room has been set aside to provide a toilet and a means to bathe. Magic and gnomish engineering provide the means for flushing out human wastes and to provide clean and comfortable bath water.
There are usually two bathtubs and two toilets. In some vessels, these facilities are segregated based on class. This varies on the decision of the captain and depends heavily on any passengers being on board. Flagships observe this difference almost unanimously.
11. Crew Quarters: This room is where the lesser members of the crew sleep. Since crew sizes are small, all can easily be billeted here. Some captains divide their crews in half, based on shifts, using room #7 for the other shift. While one shift is working, the off-duty shift can sleep without the interruption of their working counterparts. In this divided state, the rooms see bunk beds to maximise the available space and allow for a table for dining. If this shift method is not being used, with all of the lesser crew being billeted elsewhere, this room is often used specifically for the crew's dining.
12. Cargo Hold: This is the area where the vessel earns its keep. Within this vast chamber, vast amounts of cargo can be placed. Cargo is always carefully stowed in barrels and crates; to further minimise the possibility of cargoes shifting, the encased items are solidly bound to the walls using straps and ropes. While submerged, the crew can access the cargo hold by means of a sealed doorway leading from the living area. Except to examine the cargo or to check on the integrity of the hull and hatches, the crew rarely comes into this area of the vessel.
The cargo is transferred in and out of the vessel by means of a large hatch in the ceiling. Near this hatch is a ladder which leads up to a small sealed hatch for easier personnel traffic. When in surface ports, the vessel ties up to a dock and the cargo can be transferred using conventional means. When operating underwater in Aquas, the vessel docks with a specially created airlock, which encompasses the large and small hatches; the hatches are opened and cargo hoisted out.
Armour Class: 8
Hull Points: 150
Crew: 5 (minimal)
Range: 1-3 weeks (food supply and crew fatigue)
Weapons: None (except those carried onboard)
Cost: 320,000 gold pieces
Naycese Submersible: Reaver Class
The Reaver class submersible is to be the core of the developing Naycese submersible fleet. Based on a design formulated by the renowned submersible designer, Bordicar, the Reaver class is a testament to Naycese submersible development. Being a pre-war design, the current Reaver class submersibles see a series of improvements to optimise their performance and to adapt them to their intended role.
A typical Reaver is fitted to allow sleeping quarters for fifteen (15) crewmen. However, most vessels sail without filling all of its bunks. If need be, up to thirty (30) individuals may be accommodated by rotating crew sleeping quarters for missions of short duration (supply problems are created if this is done for any length of time). Mostly the additional crew would be marines and boltmen being transported to surface positions, or intended for some specialised raid.
The officers and command staff include the captain, first mate, ship's engineer, navigator, pilot, co-pilot, and weapon's officer. Due to personnel problems some vessels will see a sense of redundancy as crewmen are used to fill multiple roles. Therefore, you may see a navigator also acting as ship's engineer or the first mate also doing the duty of navigator.
The submersible operates in an alien and hostile environment. Magic plays a heavy hand in the vessel's ability to operate. First and foremost, magic allows the vessel to move about the sea. Also thanks to magic, the vessel's interior is lit to allow sight, and a comfortable environment and breathable air are provided. Communications are likewise provided through magic; it is planned that the entire submersible fleet will be able to converse with each other, the military high command, and the flagships of Nayce's surface fleets.
The Reaver class acts primarily as a patrol vessel, using its stealth to patrol Naycese waters. Their nature will allow them to monitor ship movements from the shadows of the deep. It is planned that the submersibles will be key to discovering the secret strongholds of the pirates that so plague Naycese shipping. However, they cannot and will not be used as a simple scout for the Naycese navies. If the situation dictates it, they are more than capable of engaging an enemy vessel.
The Reaver class submersibles are warships. Unlike conventional surface vessels and even skyships, they lack the crew numbers to engage the enemy in standard boarding battles. Instead, they attack from under the waves with the sole intent of sinking the enemy vessels, primarily using magical artillery. A secondary tactic is to ram the enemy vessel.
Due to its small crew size and limited cargo space, these submersibles are limited to simply sinking an enemy vessel; they cannot take prisoners, or offer a reasonably-sized boarding party, and they cannot offer crewmen to sail a captured vessel. Essentially, its prize-taking is limited to some minor salvage after the vessel has sunk. This loss of materials and revenue is being addressed and several plans are being considered.
The submersibles operate under the waves where they are very difficult to detect without magic, such as the gear Thyatian anti-submersible vessels are equipped with. Many over-confident submersible captains lost their vessels during the Great War, and as such submersibles should take care when operating against well equipped and trained navies.
A Reaver class submersible can operate on the surface. In safe waters it often sails on the surface to break up the monotony and to allow the crew to see real sunlight and breathe fresh air. Surface travel always requires diligent lookouts on deck, watching for signs of ships on the horizon. Submersible crews tend to arrive at their bases sailing on the surface.
As a warship, the Reaver class is armed with a variety of weaponry. Much of it has been custom-tailored to fill the submersible's underwater environment and submerged fighting style. Although these weapons are new, they are not ground-breaking in their design; resources and immediate needs dictate the use of available weaponry. Upgrades and refinements are being contemplated and researched.
The vessel's main weaponry is composed of a pair of artillery pieces. These are visually marked by the two protruding spikes at the vessel's front. These artillery pieces fire magical bolts, and have a variable rate of fire based on bolt type. Targeting also varies based on bolt type. For either type the vessel must be pointed in the general direction of the intended target, and since they are based upon the magic missile spell, the bolts do not affect inanimate objects such as hull planking; rather, they are intended for use against underwater creatures. The weapon is targeted by the weapon's officer or by the captain; multiple targets can be selected, up to four each round. Its rate of fire is five (5) bolts per round. Given the targeting, multiple bolts can be sent to single targets, with each bolt doing 1d6 points of damage. Each bolt has a range of 200 feet, though this is often undermined by visibility problems.
The submersible also has a ramming capability, with each of the frontal spikes acting as a ram. The ram attack does less immediate damage than a conventional ram attack, causing 3d6 hull points of damage.
Additional offensive firepower can be gained from the crew. Mages and clerics can use the glass portals of the bridge or the observation deck to cast their spells. If the situation calls for the vessel to operate on the surface, spellcasters and marines can use a hatchway to gain access to the exterior. They can then fire missile weapons or cast spells that may not be useable underwater.
Each Reaver class submersible leaves port with enchanted items or potions that allow its crew to send a small number of individuals outside of the hull. While these enchanted items allow for a limited offensive force, they are mostly used for other purposes, including repairs to the vessel while it is submerged, exploration of wrecks or ruins, underwater item retrieval, and personal amusement.
1. Main Chamber: This room is by far the largest and most used inside the ship. With its hatch to the outside of the vessel, and its access to the bridge, galley, and secondary deck, there is a good degree of traffic through this chamber.
There are four (4) sets of bunk beds, allowing sleeping quarters for eight (8) crewmen. There are also two table and chair sets for reading, writing, and eating, which, in addition to the beds, are bolted to the deck. It is here that the vessel's sailors and marines live and sleep.
2. Bridge: Behind a watertight door is the bridge, which is always occupied out of necessity. There are three chairs here. The two smaller chairs sitting in tandem are the pilot seats. From here, the on-duty helmsman manoeuvres the vessel and oversees the weaponry. In combat situations both chairs are occupied, with one crewman piloting the vessel, while the other oversees the operation of the weaponry. The larger chair is the captain's seat.
3a. Galley: The crew has to eat and as such there must be a galley. Here, the crew prepares food for consumption. Being underwater most of the time, cooking the food is difficult using normal stoves; an enchanted stove has been installed to allow cooking without the threat of hazardous smoke fumes. The galley also boasts a storage tank to collect seawater and act as a water treatment device. Thanks to a simple enchantment, this seawater is purified for human consumption. Also present here is a long table and benches, capable of seating up to eight (8) people, which are bolted to the floor.
3b. Food Storage: Behind the galley is the principal storage area for food, wine, and other required materials. Foodstuffs kept here are packed in salt or preserved to prolong their shelf life during the journey. The stored items are kept in crates and barrels, which are stacked along the walls of the room. Straps keep the stored items from scattering all over the deck during sudden motions. There is usually enough foodstuffs kept in stock to sustain the crew for a month.
4. Observation/Fighting Chamber: To the rear of the vessel is a small oval room surrounded on all sides by thick panes of glass. This room was originally designed to serve as an observation deck and to act as a place where a ship's mage could go to cast his spells on an enemy on the outside. In use, the room is often a place where the crewmembers can get away from the others and be alone. The captain schedules such activities and loss of the privilege is often used as a disciplinary action.
5. Officers' Quarters: This room serves as the sleeping quarters of the vessel's more exalted crewmembers. There are three sets of bunk beds, which allow sleeping quarters for six (6) individuals. The beds are slightly larger and more comfortable than those seen on the main deck. Here sleep the vessel's first mate, chief enchanter, navigator, pilot, co-pilot, and weapon's officer. A table and chair set is present for reading, writing, or work. As with the main chamber, all furniture is bolted to the deck, to minimise the chance of injury should the vessel be shaken or disturbed.
6. Captain's Quarters: By ship's standards, this room is luxurious. Here, the captain can be alone or entertain himself as he wishes in privacy and in comfort. There is a rather large and comfortable bed, as well as a desk and chair set here, all of which is secured to the deck.
7. Bath Chamber: This room is necessary for sanitation and overall hygiene. There is a tub in its centre, bolted to the floor, that can be used for bathing purposes. Filling the tub requires pumping in seawater from the outside, and enchantments placed on the tub remove the salt and keep the water clean and at a warm temperature. On the walls of the room are stored towels. The tub is also used to wash clothing. Though regulations dictate a bath at least twice a week, most crewmen try to bathe daily for its therapeutic value and the opportunity to be alone. Of course this solitude is often disturbed by the intrusion of those needing to use the toilet.
8. Toilet: Toilet facilities are a definite requirement for any human-crewed vessel. By using fantasy engineering, waste products are pumped out of the toilet's holding tank and out into the sea.
Armour Class: 5
Hull Points: 130
Motive Power: Magic
Speed: 12 (cruising speed)
20 (battle speed)
24 (emergency 3x day)
Crew: 15 (up to 30 for a limited period)
Range: 3-5 weeks (food supply and crew fatigue)
Weapons: Two artillery ports
Magic missile 2x five bolts per round (see above for damage and range)
Ram (see above for damage)
Spellcasters and crew
Cost: 600,000 gold pieces
Privately-Owned Submersible: The Dallyant
Aquas has historically been associated with the sea and the under ocean environment. To function amid this hostile environment, the people of Aquas have adopted the submersible as a mode of transportation, commerce, and military weapons platforms. As with the skyship, it did not take long for the Aquan mages to create submersibles for their own personal use.
One of Aquas' founding mages and most renowned submersible designers was magus Bordicar. A friend of King Zyndryl, his designs are widespread and well known by the people of Aquas. Bordicar did not just create submersibles for the kingdom's use; he designed several for the financially lucrative private market. And what better way to advertise his skill than to travel about in his own submersible?
Up until his death during the Great War, Bordicar went through a series of submersibles, exchanging one for another as his designs improved. One such design is The Dallyant. For a time, Bordicar used the vessel to travel the waters surrounding Aquas as a sort of travelling laboratory to test new design theories. The Dallyant also varies from the other vessels as it reflects Bordicar's momentary interest in studying sea life.
With his death, and without an heir, Bordicar left most of his estate to his three former apprentices, the mages Xerathis, Tredrigon, and Dlanor. The three mages have since sold off many of Bordicar's properties, mainly to finance The Torpin and to refurbish Bordicar's submersible facilities. The Dallyant was one of the casualties of this estate sale. The vessel was sold to Delmarst, a wealthy refugee mage from Arogansa, for a quite lucrative sum.
Delmarst has taken the vessel as his own personal pleasure craft. After some rather extensive modifications performed by Xerathis, Tredrigon, and Dlanor, the vessel has had a major interior overhaul to transform it from Bordicar's travelling laboratory to a pleasure vessel. Recently finished, the vessel has made several short ventures. It is believed that as soon as the newness wears off Delmarst will enter the vessel into the commercial market for tourists and private charters.
The Dallyant was an impressive submersible. In spite of the passage of time and the modifications initiated by its present owner, the impressive attributes are still present; one only as to look past the frills and fluff to see the genius of the original design. The vessel is completely motivated, lit, and environmentally-controlled by magical enchantment. Its interior is filled with a plethora of minor enchantments to make the underwater journey pleasing to both the eye and body.
The Dallyant has a crew of six. This includes the captain, first mate, navigator, and chief enchanter. In addition, there are provisions for ten other crewmen, including two cooks and an assortment of servants. The balances of those onboard are guests of the vessel's owner.
The Dallyant is a privately-owned submersible. Though it originally served as both advertisement and travelling laboratory, it is now a pleasure vessel for a mage. A vessel that had once tested submersible theories and displayed the skill of Bordicar now acts as a showboat vessel for the current owner. Delmarst uses it to entertain himself and friends. As rumoured, the vessel will probably fall into the role as a commercial sightseeing vessel. Either way, Bordicar would be very disappointed at its current situation and its current owner.
The Dallyant has never really had a great deal of armaments. Bordicar had always depended upon the vessel's speed and size to either deter attack or avoid it. One enchantment that is included is the ability to go invisible. There is also a blink enchantment. Both of these enchantments were designed to aid Bordicar in his observations of aquatic life. If combat proved unavoidable, he would turn to his ample spell inventory and to the spells of his accompanying mages. The mage also kept on retainer a squad of fighter types and armed them with enchanted weapons and armours to maximise their effectiveness in fighting underwater.
Delmarst seems completely unconcerned about providing any defensive armaments. He feels that the invisibility enchantment, being submerged, the vessel's size and speed, and a competent captain will keep them safe. Though a mage, he has few ideals at being able to bolster the vessel's defences like Bordicar-his magical skills are more inclined to impressing the ladies than fighting off attackers.
2. Captain's Quarters
3. First Mate's Quarter
4. Navigator/Enchanter's Quarters
5. Pilot's Quarters
6. Guest Quarters
7. Guest Quarters
8. Guest Quarters
9. Guest Quarters
10. Servant Quarters
11. Servant Quarters
12. Owner's/ VIP Quarters
13. Mundane Crew Quarters
14. Main Hall/Dining Room
19. Rear Observatory
20. Ceiling Hatch
Armour Class: 5
Hull Points: 150
Crew: Minimum of 3
Range: 2-4 weeks (food supply and crew fatigue)
Weapons: None except crew
Defences: Ability to submerge
Invisibility (x3 per day)
Blink (x3 per day)
Cost: 810,000 gold pieces
Thyatian Anti-Submersibles Measures
Aquatic penetration (Enchantment/Charm)
Components: V, S, M
Duration: 6 turns + 1 turn/level
Casting Time: 1 round
Area of Effect: 1 missile weapon
Saving Throw: None
This spell was developed by the Thyatian Ministry of War and used during the Great War and more recently in their battles against the Twaelar. When cast on a missile weapon the aquatic penetration spell allows that weapon to fire missiles through water (or any other liquid) as if it were firing through air for the duration of the spell. Such missiles can pass through air for some part of the distance and then water as well; they do not have to fly the entire distance underwater. The spell does not provide protection to the missile from damage caused by liquids like acid, nor does it allow the missile to do anything else underwater that it would normally be unable to do (for example, it does not allow a flaming arrow to burn underwater unless the flame is produced by something that usually burns in water). It simply allows the missile to perform in terms of range and damage when passing through water as if it were fired through air.
The material component of the spell is fairly specific. This spell requires a few drops or a small vial of water that has passed through an aqueduct into a cistern, mixed with a small amount of red wine.
Eyeglass of aquatic vision.
This telescope-like device, when used, improves the user's ability to see objects at a distance (x10 magnification), and is also enchanted so that liquid appears as clear and transparent as air to the user.