Talisman
Paregro Mare
Built by Maris' own hand, the Paregro Mare's design is based on an amalgam of the Knarr-type long ship, and the later Buss-type vessel. The ship itself is oar-less, foregoing the shallow draft in favor of a lower deck, like the Buss. Supporting only a single mast with one sail, the Paregro Mare has room for about 30 tons of cargo and can reach up to 10 knots under favorable conditions. It holds a cramped sanctum below deck, and Maris has practically lived on this vessel ever since leaving the Novgorod Tribunal. Enchanted as his talisman soon after its completion, the Paregro Mare has had several effects instilled within it, as well as having had several enchanted devices attached to it that allow it to be sailed by Maris alone, and to withstand the worst man or nature can throw at it.
Attunements
- +4 Affect Currents
- +4 Affect Dead Wood
- +4 Aquam
- +4 Banish Weather Phenomenon
- +4 Create/Control Winds
- +7 Protection from Storms
Save Our Ship
PeAq 27 Pen +0, 3/day
R: Touch, D: Mom, T: Room
When Save Our Ship takes effect, all water in the hold of the ship is destroyed. This leaves everything in the hold slightly dehydrated, and destroys any drinking water, wine, or other liquids stored within.
(Base 10, +1 Touch, +2 Room; +2 3/day)
Eye of the Storm
ReAq 8
Pen +0, Constant Effect R: Per, D: Sun, T: Ind
All waves, crests, or other masses of water (mundane or otherwise) break and part around the Paregro Mare. While sailing the Paregro Mare, the Ease Factor for sailing rolls will not be increased due to rough seas or stormy weather. However, sailing through strong winds will increase the Ease Factor as normal. This effect also makes it extremely difficult to swamp the boat.
(Base 2, +2 Sun; +1 2/day, +3 environmental trigger: sunrise/set)
Ward the Drowning Waves
ReAq 33
Pen +0, 6/day
R: Touch, D: Conc, T: Room
Upon activation, Ward the Drowning Waves expels all water from the lower hold of the ship and keeps it out. This serves as a temporary fix long enough to conduct some quick repairs.
(Base 5, +1 Touch. +1 Conc, +2 Room; +3 6/day, +5 item maintains concentration)
Control the Reckless Vessel
ReAq(Au) 35
Pen +0, 24/day
R: Touch, D: Conc, T: Ind
This effect fills the Paregro Mare's sails with a stiff breeze, as well as controlling the currents around the hull of the boat to drive the Paregro Mare with a speed and agility unknown to other boats of this type. This effect can be maintained while Maris is elsewhere, although it will only keep its last heading and speed. Controlling the winds and the seas allows the Paregro Mare to accomplish feats most other sailors can only dream of. The Paregro Mare can even maintain course

Base 4, +1 Touch, +1 Conc, +2 Size, + 1 Req.; +5 24/day, +5 item maintains concentration)
Hull of Unbreakable Iron
MuHe (Te) 24 Pen +0, Constant Effect R: Per, D: Sun, T: Ind
The Paregro Mare's hull has been enchanted to be as hard as metal. The thick timbers of the hull provide protection from accidental collisions, punctures, and damage of all types. The Paregro Mare's hull is immune to ramming, and if another captain is foolish enough to try, he will successfully wreck his own ship if he fails the contested Int + Profession roll by more than his own Profession skill.
(Base 4, +2 Sun, +2 Size; +1 2/day, +3 environmental trigger: sunrise/set)
Helios' Companionship
CrIg 24
Pen +0, Constant Effect
R: Per, D: Sun, T: Room
The lower deck of the Paregro Mare has been enchanted to produce enough light to brighten the hold to the equivalent of torchlight, and to heat it to be as warm as a pleasant summer's eve. Not only is this extremely convenient as well as comfortable, if you are using the optional rules from Covenants this grants the laboratory the Free Supernatural Virtue: Magical Lighting (Superior) and the Free Supernatural Virtue: Magical Heating (Superior) (pages 118-119).
Base 3, +2 Sun; +2 Room, +1 Heat; +1 2/day, +3 environmental trigger: sunrise/set)
