Saturday, February 24, 2018

The Island of the Minotaurs

For a little while now I've been kicking around an idea for a labyrinth with moving walls. Last week some of the details for that began coming together and I sketched a rough version of it. As I was doing so, however, I also started thinking about the island on which they live, inspired by mythical Crete. This article draws from that inspiration.


The Island of the Minotaurs
Of all the islands on the northeastern end of the Middle Sea, perhaps one is the most distinct, a long and narrow body of land with rocky a coast and forested inland hills. This is the home of the minotaurs, a cunning race of men with humanoid bodies and the heads of bulls. Some say that they are the unfortunate result of a coupling between a human noblewoman and a sacred animal, while others maintain that it was the influence of a demon lord—likely Baphomet or Lamashtu—that led to their rise. Whatever the case, there's no doubting that they are clever and powerful creatures. They have taken over the island, wiping almost all of the other inhabitants.

Not all of the natives have been cowed, however. The island's lone protector is a nymph named Amalthea. She dwells in a cave hidden behind a waterfall high in the island's interior. From there she provides what help she can to those unfortunate others who become trapped on the island. Amalthea

Amalthea the Nymph: Refer to page 217 in the Bestiary for details. 

Reaching Amalthea's cave is not easy task. It requires a DC 20 Climb check (15 due to the rough rocky surface, +5 because it is slippery with water spray). That assumes, too, that the nymph is not actively opposing the one who approaches her; she can use her stunning glance and blinding beauty abilities to repel most intruders, and has an impressive variety of spells, too. 

Inside the cave is a broad central cavern (1) with a natural stone table—a stalagmite with a flat top—where she receives visitors. Branching off from there are two smaller caverns, one (2) that holds an ancient shrine to the Earth Mother, and the other (3) in which Amalthea sleeps. Whatever treasure the nymph possesses can be found there.

Because the minotaurs have dealings with demonkind, they permit a flock of quasits to run amok on the island. These little demons act as messengers and spies, and also delight in tormenting any unfortunates whom they encounter.

Quasits: Refer to page 66 of the Bestiary for details.

The Agreement
What most people on Homeworld don't know is that the minotaurs have a working agreement with an agent of the Northern Empire. Once a year, that agent hires a ship to deliver convicted criminals, unrepentant heretics and similar types—the “dregs of humanity”—from the Empire to the Island of the Minotaurs.

The condemned are left in the bay of a ruined fishing village, in theory left to fend for themselves. Of course, once the quasits learn of new arrivals, they report quickly back to the minotaurs, who then come to hunt the newcomers as a sick kind of sport. 

Saturday, February 17, 2018

A Timeline of Homeworld History

Presented below are some of the more notable events that have taken place on this world.

|-(4805 BHE) Bearfolk claim that their best warriors went to assist Luna in a battle beyond the sky.
|-(ca. 4000 BHE) The first megalithic shrines to Sol and Luna are constructed.
|-(ca. 3500 BHE) The first minotaurs appear on Homeworld, on an island in the Middle Sea.
|-(ca. 2400 BHE) An early island culture of the Middle Sea is destroyed by a volcanic eruption.
|-(2245 BHE) Facing humans' inevitable rise, elves and dwarves made an exodus from Homeworld.
|--(1139 BHE) The elves launch the first of numerous arkships to explore other solar systems.
|-(791 BHE) After a series of skirmishes, the Northern Empire grants autonomy to Arcadia.
|-(367 BHE) Khan the Conqueror leads his hordes to glorious victory, and is eventually deified.
|-(191 BHE) Imhotep I begins preaching about the divine plan of Ptah, the Universal Architect.
|-(1 HE) Leopold I becomes the first Northern Emperor, founding the Imperial House of Helios.
|-(145 HE) Followers of Ptah found the Holy City on the southern shore of the Middle Sea.
|-(468 HE) The elves make contact with a planet beyond Sol Space, and thus discover gunpowder.
|-(693 HE) Imhotep the Traveler leads the first human expedition into aetherspace, never to return.
|-(701 HE) The Royal Interplanetary Company is founded.
|-(844 HE) This is the present day.

HE = Helian Era BHE = Before Helian Era

The Scope of History and Racial Lifespans
When considering the span of history on Homeworld, it's interesting to consider those races that live much longer than humans. For example, in the 844 years that have passed since the establishment of House Helios and the Northern Empire, some thirty generations of humans have been born. Even the oldest humans (not taking magic into consideration) have only experienced some 110 years, or an eighth of that time. In contrast to that, about six generations of elves have been born. What is more, the oldest among them can reach 700 years or more, meaning that their parents were alive when the House of Helios was founded and the first Emperor was crowned. Dwarves and gnomes might need to go a generation further back in order to hear first-person accounts of those events.
The net result of this is a sense of perspective when it comes to how characters of different races view various political, religious and military events. For example, while the Church of Ptah might seem like a growing threat to those humans who worship Sol, it's a development that occurred within the lifespan of some venerable elves.

Timekeeping on Different Worlds
Adding another wrinkle to the matter of timekeeping is the fact that different worlds have different lengths for their days and years. Although this might make little difference while PCs are adventuring on said planets, it comes into play when the PCs need to reference documents written on those worlds. Refer to the chart below for comparisons.

Local Year
Homeworld Years
per Local Year
Local Years per
Homeworld Year
88 days
224 days
687 days
4329 days
10,585 days

For example, an event that happened some 4804 years ago, by Homeworld Reckoning, would be considered to have occurred 2,555 years in the past according to Tyrian Reckoning. On far-flung Kronos, a whole human generation can pass in one year's time. There is also the question of what date different worlds use as the beginning of their calendars. For example, the Northern Empire on Homeworld uses the date when the House of Helios was established—4 Capricorn 1—as the start of the calendar.

Sunday, February 11, 2018

Encounters on Homeworld

Previous articles have presented lists of monsters for use on different planets in the Sol System and beyond; this one details the types of creatures one is likely to find on Homeworld itself, grouped according to the regions that they inhabit. 

Note that these lists don't include certain classical types of monsters. Undead, for example, often result from some horrible death or foul experimentation, which can happen almost anywhere. The same can be said for many elemental creatures, which are magically summoned, as well as for golems, clockwork beings and other constructs, which are deliberately crafted. Minotaurs inhabit their own island in the Middle Sea, along with the gorgons that they create. Finally, dragons on Homeworld seem to have gone into some kind of exile, since they are very rarely seen.

There is swampland to be found surrounding the mouth of the Great River that flows into the southeastern end of the Middle Sea.

1/2—Poison frog
1—Giant frog
1—Lizard folk
1—Venomous snake
2—Constrictor snake
2—Giant leech
2—Snake swarm (3)
3—Werecrocodile (4)
4—Leech swarm
4—Venomous snake swarm (3)
5—Hippopotamus (2)
6—Annis hag (3)
6—Shambling mound
7—Storm hag (5)
8—Marsh giant (2)
9—Dire crocodile
9—Spirit naga
10—Behemoth hippopotamus (2)
10—Giant flytrap
10—Guardian naga
This is especially to be found in the inland area beyond the Free Cities of the South.

1—Camel (2)
2—Jackalwere (3)
3—Giant scorpion
3—Sandman (2)
7—Dragonne (3)
8—Desert drake (3)
8—Lamia matriarch (2)
8—Lammasu (3)
9—Desert giant (3)
9—Living mirage (5)
11—Ash giant (3)
15—Black scorpion (2)
18—Simurgh (3)

Much of the territory that makes up the Barbarian Lands is endless stretches of grassland.

1—Giant bee (2)
3—Dire hyena
5—Dire lion
5—Giant queen bee (2)

This region includes the Middle Sea and the Western Ocean.

1/2—Locathah (2)
1/2—Stingray (2)
1—Manta ray (2)
1—Nixie (3)
2—Electric eel
2—Giant crab
2—Bull shark (4)
2—Triton (2)
3—Deep merfolk (5)
3—Freshwater merrow (2)
3—Narwhal (5)
3—River drake (3)
3—Wereshark (4)
4—Crab swarm
4—Great white shark (4)
4—Sea hag
5—Giant moray eel
6—Saltwater merrow (2)
6—Sea drake (2)
7—Oceanid (4)
7—Water naga (3)
8—Giant octopus
9—Dire shark
9—Dragon turtle
9—Giant squid
12—Blue whale (5)
12—Sea serpent
14—Great white whale (2)
14—Ocean giant (4)
19—Deep sea serpent (3)
The entirety of the realm Arcadia, in the western portion of the Northern Empire, is virgin woodland.

1/2—Badger (2)
1—Brownie (2)
1—Faun (3)
1—Giant spider
1—Spider swarm
2—Dire badger (2)
2—Monitor lizard
2—Wereboar (2)
3—Assassin vine
3—Dire wolf
3—Giant mantis
3—Giant wasp
3—Wasp swarm
4—Dire boar
4—Dire wolverine
4—Forest drake (2)
4—Werebear (2)
5—Giant frilled lizard
6—Wood giant (2)
7—Dire bear
9—Lava drake (4)
12—Taiga giant (2)
15—Hamadryad (4)

The Eastern Kingdoms
Beyond the Barbarian Lands lie these exotic kingdoms with creatures unique to that area.  
1/2—Baboon (2)
1/2—Kitsune (4)
1/2—Vanara (3)
2—Foo dog (3)
2—Kappa (3)
2—Monkey swarm (2)
4—Foo lion (3)
4—Keikegani (5)
6—Jiang-shi (3)
6—Terracotta soldier (3)
7—Gaki (4)
7—Kirin (3)
8—Dire tiger
8—Yuki-onna (3)
9—Dragon horse (2)
9—Garuda (3)
11—Harionago (4)
12—Jorogumo (3)
14—Rokurokubi (4)
Various—Imperial dragons (3)
Various—Kami (3)
Various—Oni (3)

Inland from the Northern Empire is a towering chain of mountains; even taller ones lie south and west from the Barbarian Lands.

1—Ram (2)
3—Giant eagle
5—Flame drake (2)
5—Mist drake (4)
7—Frost drake (2)
7—Hill giant
8—Ogre mage
8—Stone giant
9—Frost giant
10—Fire giant
11—Cloud giant
13—Storm giant
In numerous places throughout Homeworld one can find tunnels stretching down into darkness.

1/3—Fire beetle
1/2—Giant centipede
2—Bat swarm
2—Dire bat
2—Giant ant
3—Giant whiptail centipede (2)
3—Mobat (2)
4—Centipede swarm
4—Giant stag beetle
5—Army ant swarm
6—Cave giant (3)
6—Rock troll (2)
8—Dark naga
9—Titan centipede (2)

The worse parts of the Holy City and City of the Sun contain dangerous inhabitants of their own.

1/3—Dire rat
1—Riding dog
2—Rat swarm
2—Shadow drake (4)
9—Night hag

Using the Encounter Tables to inspire Adventure and Campaign Plots
Along with determining the types of creatures that the PCs are likely to encounter in a given region, these tables can also provide inspiration for adventure plots and campaign storylines. A few of the possibilities are detailed below.
  • For example, there are numerous types of intelligent creatures in the ocean region: merfolk, locathah, sahuagin, skum, tritons, etc. Given that, one can easily imagine outposts maintained by each type, with skirmishes and even outright wars fought for the control of territory. Of course, most surface-dwellers are completely unaware of these machinations.
  • Similarly, the hills and mountains region is filled with all manner of humanoids and giants. Since the most notable corresponding region on Homeworld lies inland from the Northern Empire, it makes sense that Imperial forces fight a series of battles against incursions led by those creatures. Perhaps the Emperor has even authorized the hiring of mercenary warbands to lead counterstrikes against these foes.
  • The savannah of the Barbarian lands has few intelligent creatures because those hordes of warriors have hunted most of their enemies to extinction.
  • Few creatures inhabit the deserts that lie inland from the Free Cities of the South, making this ideal territory for sentient monsters to maintain hidden outposts and strongholds. Among them, the lamias are the only ones who possess any real organization; the others are content to lead their solitary lives—until interlopers disturb them, that is.
  • The swampland that there is, surrounding the Great River as it meanders northward into the Middle Sea, provides plenty of danger to travelers. Like in the desert, there are pockets of habitation controlled by harpies and hags, as well as less wicked but just as territorial creatures such as the lizard folk. What may be worse, however, is the peril presented by animals including snakes, crocodiles, hippopotamuses, and even some carnivorous plants. That is even more so at those times when the hags tame such monsters to use in their own vile plots.
  • The seeming endless forests of Arcadia are home to numerous intelligent creatures, especially the fey. While they are not generally aggressive in their ways, their capricious natures can lead to trouble for those who are unwary. The same can be said for beings such as satyrs and centaurs. The hamadryad rules over them all, but that doesn't mean they're always obedient and civilized in their dealings with outsiders.
  • The major cities on Homeworld are generally safe places to live, as represented by the fact that few dangerous creatures dwell within their confines. The exception to that are those who can skulk in the shadows of the night, devising wicked plots. Oftentimes those such as the vampire or night hag possess charms that let them manipulate unsuspecting agents into doing their bidding, too.
  • In dark tunnels and deep caverns stretching beneath the surface of Homeworld one can find many isolated creatures and monsters. While one could easily leave these inhabitants to their self-imposed exile, there are also rumors of pockets of underground wealth—veins of gold or silver, and even pockets filled with sparkling gems—that occasionally draw the interest of fortune-seekers.
  • Finally, there are those creatures that dwell in the far Eastern Kingdoms, beyond the stretching territory of the Barbarian Lands. Those who are included in a separate list so that GMs can include or exclude that region, depending on the desires of the players and the needs of the campaign.

Different Types of Terrain and Climate
Just as the creatures who inhabit various regions present obstacles and threats to adventurers, the Pathfinder Core Rulebook describes how the features of the land and its weather patterns can be dangerous. Refer to pages 424-440 in it for more information. Pages 220-7 of the GameMastery Guide have additional suggestions for developments that can occur in the wilderness, too, depending on the type of terrain and climate.

Monday, January 29, 2018

Veneration and Deification

Veneration and Deification
Sometimes mortals who become especially revered figures can actually become deified. This happens gradually, after the individuals' deaths, when others begin to invoke their names in the hope that they can somehow intervene in the problems of this world. Such has been the case with Imhotep the Traveler, a leader of the Church of Ptah who set out to explore the Void in one of the first aetherships; Khan the Conqueror, who led a horde from the barbarian lands to victory and glory; and the Bear Spirit, an ancestors believed by the Ursine people of the far north to watch over them.
Because the Pathfinder roleplaying game doesn't provide stats for deities, the rise of such a historic figure to becoming a deity is more of a narrative event. It starts with the occasional, whispered invocation, and perhaps the creation of small shrines to honor that individual. As time passes, though, and more and more people add their voices to this praise, the faithful actually begin to have their prayers answered. This usually requires the rise of a noted cleric, along with the establishment of a place for worship and some kind or regular ritual practice.
In game terms, this is left pretty vague mechanically. A GM can, however, use the overall number of followers and level of the deity's most powerful cleric to reflect that deity's power and influence relative to others.

This archdevil is an up-and-coming power in the Universe. He has been masquerading as an avatar of Sol, claiming to embody the purifying quality of the sun's fire. In truth, however, he is a power who delights in promising power, riches and other such desires in the short term, at the cost of the recipient's immortal soul in the long term. With a trio of erinyes posing as his angels, he has fostered the belief a new church, and it is only a matter of time before his true nature is revealed to all.
     Common followers: Clerics, fallen paladins and some monks and wizards; greedy merchants and government officials.
     Important times: None.
     Sacred locations: None.
     Forms of worship: In general, those who wish to cull favor from Xaphanus have either been visited by one of his diabolical emissaries, or have learned of his potential promises and thus have sought to commune and establish a contract with him. In either case, this usually involves signing an agreement in the petitioner's own blood.

Imhotep the Traveler
The seventh person to hold the title of Imhotep—that is, high priest of the Church of Ptah—this cleric distinguished himself by being among the first people from Homeworld to use an aethership and explore beyond the heavens. Although he never returned from that voyage, like-minded individuals began to invoke his name when they prepared for their own aetherial expeditions, and his cult grew from there. Now he has followers of his own, as an offshoot of Ptah's church.
     Common followers: Clerics, rangers and bards; humans; ship captains, navigators and other explorers.
     Important times: The start and end of a voyage or expedition.
     Sacred locations: Usually a small shrine in a port city or town, or aboard a vessel.
     Forms of worship: Prayers or invocations written on paper and then burned; symposia about recent discoveries in the same manner as followers of Ptah.

Khan the Conqueror
Once a leader among the barbarians who live east of the Middle Sea on Homeworld, Khan led his horde to tremendous conquest and sired many children, all of whom encouraged honoring his spirit among their own descendants. In time this reverence became an actual cult, and then those who called upon him for aid began experiencing real intercession as a result.
     Common followers: Clerics and barbarians; humans and half-orcs; warriors and their families.
     Important times: The anniversaries of Khan's birth and death.
     Sacred locations: Khan's tomb, in the heart of the Barbarian Lands.
     Forms of worship: Displays of trophies from defeated foes; pilgrimage to Khan's tomb.

The Bear Spirit
Tales told among the Ursine people of the far north describe an ancestor who was recruited by the Moon herself to aid in a war fought beyond the heavens. While that story is believed by scholars to be little more than fancy, there's no arguing the fact that the Spirit seems to answer followers' prayers.
     Common followers: Fighters; Ursine people (werebears); people of the Far North.
     Important times: Night, especially during the Long Night of winter (the solstice).
     Sacred locations: Burial mounds believed to hold the remains of the Bear Spirit's companions.
     Forms of worship: Endurance of great heat followed by exposure to tremendous cold.

Saturday, January 27, 2018

Religious Rituals and Observations

While previous articles have presented game stats—domains, favored weapons, suggested alignments and the like—for the various religious traditions of Homeworld and the Sol System, they've been short on detail regarding just how and when the faithful worship their deities. Presented here is more of that information, helping to flesh out the setting.

As the God of the Sun, Sol is the shining of beacon of light who pushes back the darkness and thus embodies all that is right and good in the Universe. By extension, of course, this deity also possesses the power of fire, which can be used to incinerate all that is wicked and evil.
     Common followers: Clerics, paladins and inquisitors; humans; the royal House of Helios and citizens of the Northern Empire; members of the Sol Society.
     Important times: Winter and summer solstices, solar eclipses; the anniversary of the founding of the House of Helios and the current Emperor's birthday.
     Sacred locations: The Grand Temple in the City of the Sun; smaller churches in various areas.
     Forms of worship: Ringing of bells to mark sunrise and sunset; prayer directed toward the sun; quiet meditation during eclipses; the lighting of a sacred fire with the sun's rays.

The World Mother embodies fertility, both of the earth and among those who live on it.
     Common followers: Clerics and rangers; dwarves and halflings; farmers and miners; the Guardians of Gaea.
     Important times: The start of spring and the planting season, the beginning of autumn and the harvest.
     Sacred locations: Meditative gardens in various cities; small shrines in rural areas; dwarven underground sanctuaries.
     Forms of worship: Festivals of celebration to mark planting and the harvest; little trays of food and other things left outside the door of the home.

This goddess is a giver light, just as is Sol, but she grants hers to creatures who are active during the nighttime. As such, she has a wild and sometimes secretive element to her.
     Common followers: Clerics, witches, rangers and some rogues; elves and bear-folk; hunters.
     Important times: The rising and setting of the moon; new and full moons; lunar eclipses.
     Sacred locations: None.
     Forms of worship: Prayers at the rising and setting; meditation during lunar eclipses; feasts to mark new and full moons.

The patron of all knowledge is believed to have planned all of creation and then set it into motion through the power of his thoughts.
     Common followers: Clerics, bards and wizards; humans and gnomes; explorers and scholars.
     Important times: The birthdays of the current and former Imhoteps.
     Sacred locations: The Temple of Ptah in the Holy City.
     Forms of worship: Symposia featuring readings from new texts, debates, lectures about new discoveries and demonstrations of new inventions and the like.

The Mother of Monsters is thought to resemble Gaea, but as a corrupted form who has given birth to all the wicked creatures of the world.
     Common followers: Clerics, barbarians and some sorcerers; humanoids and various intelligent monsters; the Disciples of the Destroyer.
     Important times: Anniversaries of tragic events and terrible battles.
     Sacred locations: Secret shrines and fighting pits.
     Forms of worship: Sacrifice of living and unliving things via bloodletting and immolation.

The Void
Embodying the darkness that lies between the stars in the heavens, this cold and remote deity represents the end of all things that will eventually occur.
     Common followers: Clerics, assassins and shadowdancers; gnomes; the Cult of the Void.
     Important times: None.
     Sacred locations: None.
     Forms of worship: Contemplation of nothingness; acts of sabotage, arson and the like.

Believed to be a force of nature that impels sentient creatures toward coupling and procreation, this deity is revered by those who seek to win the affections of others.
     Common followers: Clerics; the Navigators.
     Important times: None—but they are more active at night.
     Sacred locations: Small temples, usually with their true purpose concealed, such as Navigator meeting halls.
     Forms of worship: Group celebrations with amorous coupling; small invocations and offerings when a particular connection is desired.

Sunday, January 14, 2018

Another PDF

This PDF includes information about the sky islands of the djinn on the planet Freya, some more deities for the Homeworld pantheon, four articles about worldbuilding, an introduction to the history of Homeworld, details about the ratfolk who inhabit the Grotto, and a random ship name generator.

Aetherial Adventures #9


Saturday, January 13, 2018

Random Ship Name Generator

This is an idea that I've been kicking around for a while; hopefully it's useful to GMs. Note that, while it's designed for  a space fantasy campaign, it can easily be used for more traditional nautical fantasy; the big change for any campaign setting is to provide a different list of place names for Table 7. 


Random Ship Name Generator
The following tables are designed to help GMs quickly and easily generate names for ships. Start with Table 1—Basic Name, and then move forward as directed. As always, the GM should feel free to interpret dice rolls as needed for the enjoyment of the players and the benefit of the campaign—and especially when results are nonsensical or otherwise inadvisable.

Table 1—Basic Name
Roll 1d10 and consult the following results.
1-4. Adjective—Roll again on Table 3.
5-6. Animal/Monster—Roll again on Table 4.
7-8. Other thing—Roll again on Table 5.
9-10. Two parts—Roll again on this table,
and roll on Table 2.
Table 2—Additional Descriptors
Roll 1d8 and consult the following results.
1-2. Color—Roll again on Table 6.
3-6. Adjective—Roll again on Table 3.
7. Location—Roll again on Table 7.
8. Choose whichever result you want, or roll

Table 3—Adjective
Roll d100 and consult the following results. Note that, in addition to providing names for vessels, these descriptors also provide hints as to the natures of the vessels' crew and passengers, along with their purpose in traveling the Void.
1. Able
2. Absolute
3. Adamant
4. Adventurous
5. Amorous
6. Avenging
7. Awesome
8. Beautiful
9. Benevolent
10. Blessed
11. Bountiful
12. Brilliant
13. Calamitous
14. Capricious
15. Carefree
16. Celestial
17. Charming
18. Comely
19. Cunning
20. Daft
21. Dark
22. Dastardly
23. Defiant
24. Dominant
25. Elemental
26. Eminent
27. Enchanted
28. Eternal
29. Famous
30. Fateful
31. Favored
32. Fell
33. Fickle
34. Fighting
35. Free
36. Glad
37. Godly
38. Grandiose
39. Grim
40. Harmonious
41. Hateful
42. Hellacious
43. Holy
44. Humble
45. Illustrious
46. Infinite
47. Interplanetary
48. Interstellar
49. Intrepid
50. Itinerant
51. Jaded
52. Jolly
53. Jovial
54. Joyous
55. Kindly
56. Limitless
57. Lost
58. Luminous
59. Magical
60. Magnificent
61. Majestic
62. Marvelous
63. Melodious
64. Militant
65. Nebulous
66. Numinous
67. Omnipotent
68. Omniscient
69. Opalescent
70. Otherworldly
71. Patient
72. Penitent
73. Pleasant
74. Proud
75. Questing
76. Radiant
77. Redoubtable
78. Regal
79. Resilient
80. Resolute
81. Royal
82. Splendid
83. Stalwart
84. Steadfast
85. Stellar
86. Strange
87. Tempestuous
88. Tumultuous
89. Ultimate
90. Undaunted
91. Unfettered
92. Unrepentant
93. Valiant
94. Vigilant
95. Vindictive
96. Virtuous
97. Wandering
98. Wicked
99. Wondrous
100. Zealous

Table 4—Animals and Monsters
Roll d100 and consult the following results. Here again, the name chose provides some insight into the character and purpose of those who crew the vessel.
1-2. Albatross
3-4. Asp
5-6. Barracuda
7-8. Bat
9-10. Bear
11-12. Boar
13-14. Bull
15-16. Carp
17-18. Cockerel
19-20. Crow
21-22. Dolphin
23-24. Dragon
25-26. Eagle
27-28. Eel
29-30. Falcon
31-32. Fox
33-34. Ghost
35-36. Ghoul
37-38. Grackle
39-40. Griffin
41-42. Hag
43-44. Harpy
45-46. Hart
47-48. Hawk
49-50. Hound
51-52. Ibis
53-54. Jaguar
55-56. Kingfisher
57-58. Kraken
59-60. Lark
61-62. Magpie
63-64. Manticore
65-66. Mermaid
67-68. Narwhal
69-70. Nereid
71-72. Owl
73-74. Porpoise
75-76. Quail
77-78. Raven
79-80. Roc
81-82. Serpent
83-84. Shark
85-86. Siren
87-88. Spectre
89-90. Spirit
91-92. Squid
93-94. Tempest
95-96. Tyrant
97-98. Walrus
99-100. Wraith

Table 5—Other Things
Roll d100 and consult the following results. As mentioned above, the chosen name provides hints regarding who crews the vessel and what business they might be pursuing.
1-2. Arbiter
3-4. Bastion
5-6. Beggar
7-8. Breeze
9-10. Bulwark
11-12. Cad
13-14. Centurion
15-16. Damsel
17-18. Dancer
19-20. Dirge
21-22. Dowager
23-24. Entropy
25-26. Explorer
27-28. Fire
29-30. Flame
31-32. Gale
33-34. Hammer
35-36. Hunter
37-38. Interloper
39-40. Intruder
41-42. Jester
43-44. King
45-46. Knave
47-48. Liberator
49-50. Lightning
51-52. Lotus
53-54. Maiden
55-56. Martyr
57-58. Merchant
59-60. Minstrel
61-62. Nereid
63-64. Outlaw
65-66. Pilgrim
67-68. Prince
69-70. Princess
71-72. Queen
73-74. Rock
75-76. Rogue
77-78. Rose
79-80. Runner
81-82. Siren
83-84. Thunder
85-86. Venture
87-88. Victor
89-90. Vow
91-92. Warrior
93-94. Wave
95-96. Wind
97-98. Youth
99-100. Zealot

Table 6—Colors
Roll 1d20 and consult the following results.
1. Azure
2. Brown
3. Cerulean
4. Copper
5. Crimson
6. Ebony
7. Emerald
8. Golden
9. Grey
10. Indigo
11. Ivory
12. Lavender
13. Ruby
14. Sable
15. Sapphire
16. Scarlet
17. Silver
18. Turquoise
19. Umber
20. White

Table 7—Locations
Roll 1d12 and refer to the following results. In this case, the nature of the beings who inhabit the given location can provide insight into just who is traveling aboard the vessel in question and what manner of business they might be pursuing. Note, too, that the location names can be used in different ways to go with different corresponding words. For example, a given set of rolls could result in the Spirit of the Sun, but the Solar Spirit might be more agreeable as the name for a ship.
1. Sun/Sol
2. Wodan
3. Freya
4. Homeworld
5. Luna
6. Tyr
7. The Belt
8. Thonar
9. Kronos
10. The Void
11. The Galaxy
12. The Universe

An Example of Use
Let's say the GM needs to generate the name for a random ship. She starts by rolling 1d10 on Table 1, yielding a 9; the result is a two-part name, and she rolls again. This time she rolls a 6, calling for an animal or monster. Her 1d8 roll on Table 2 is a 3, resulting in an added adjective. As such, she rolls once on Table 3 (yielding a 65) and once on Table 4 (a 68). This results in the christening of the Harmonious Narwhal.