Ships

Think of people as a battery of energy that allows a ship to fly, steersman are trained in this flow of energy and therefore are treated as a 1:1 ratio for their energy. Other sailors range from 2:3 - 1:2 these are less efficient but can get used in an emergency. Certain magical items can be used for these as well primarily those that are contain charged Amberthyst, but these are very expensive.

The size of ship changes how much energy is required to power it along with how quickly the ship is being moved via the magic. Large Sky Barges, use the energy of Steersman to merely keep themselves afloat while Sky Wyrms pull the ship through the sky. Wind Transports rely on winds to fill their sails and use some energy but do not move at high speeds to risk needing to use back-up sailors for power.

Sky Runners, throw caution to the wind, they tend to use as much power as possible to get in and out of battle. They then land for a day to recharge their steersman and any ailor that was used for energy.

No ship leaves with only 1 steersman, at minimum 2 are always on board working in 12 hr shifts thought frequently more are brought to allow for shorter shifts and the ability to recharge while staying aloft.

If a sailor reaches 0 energy they fall unconscious.